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source/blender/blenlib/BLI_math_geom.h
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| float dist_squared_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); | float dist_squared_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); | ||||
| float dist_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); | float dist_to_line_segment_v3(const float p[3], const float l1[3], const float l2[3]); | ||||
| float dist_squared_to_line_v3(const float p[3], const float l1[3], const float l2[3]); | float dist_squared_to_line_v3(const float p[3], const float l1[3], const float l2[3]); | ||||
| float dist_to_line_v3(const float p[3], const float l1[3], const float l2[3]); | float dist_to_line_v3(const float p[3], const float l1[3], const float l2[3]); | ||||
| float dist_signed_squared_to_corner_v3v3v3( | float dist_signed_squared_to_corner_v3v3v3( | ||||
| const float p[3], | const float p[3], | ||||
| const float v1[3], const float v2[3], const float v3[3], | const float v1[3], const float v2[3], const float v3[3], | ||||
| const float axis_ref[3]); | const float axis_ref[3]); | ||||
| float dist_squared_to_ray_v3( | float dist_squared_to_ray_v3_normalized( | ||||
| const float ray_origin[3], const float ray_direction[3], | const float ray_origin[3], const float ray_direction[3], | ||||
| const float co[3], float *r_depth); | const float co[3]); | ||||
| float dist_squared_ray_to_seg_v3( | float dist_squared_ray_to_seg_v3( | ||||
| const float ray_origin[3], const float ray_direction[3], | const float ray_origin[3], const float ray_direction[3], | ||||
| const float v0[3], const float v1[3], | const float v0[3], const float v1[3], | ||||
| float r_point[3], float *r_depth); | float r_point[3], float *r_depth); | ||||
| void aabb_get_near_far_from_plane( | void aabb_get_near_far_from_plane( | ||||
| const float plane_no[3], const float bbmin[3], const float bbmax[3], | const float plane_no[3], const float bbmin[3], const float bbmax[3], | ||||
| float bb_near[3], float bb_afar[3]); | float bb_near[3], float bb_afar[3]); | ||||
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