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| Polygon::IntersectsSyntaxbool Polygon::Intersects(const Line &line) const; [7 lines of code]bool Polygon::Intersects(const Ray &ray) const; [7 lines of code] bool Polygon::Intersects(const LineSegment &lineSegment) const; [10 lines of code] bool Polygon::Intersects(const Plane &plane) const; [15 lines of code] bool Polygon::Intersects(const AABB &aabb) const; [9 lines of code] bool Polygon::Intersects(const OBB &obb) const; [9 lines of code] bool Polygon::Intersects(const Triangle &triangle, float polygonThickness=1e-3f) const; [4 lines of code] bool Polygon::Intersects(const Polygon &polygon, float polygonThickness=1e-3f) const; [4 lines of code] bool Polygon::Intersects(const Frustum &frustum) const; [9 lines of code] bool Polygon::Intersects(const Polyhedron &polyhedron) const; [4 lines of code] bool Polygon::Intersects(const Sphere &sphere) const; [10 lines of code] bool Polygon::Intersects(const Capsule &capsule) const; [10 lines of code] Tests whether this polygon and the given object intersect. Both objects are treated as "solid", meaning that if one of the objects is fully contained inside another, this function still returns true. This test is performed in the global (world) space of this polygon. Note These functions assume that this polygon might be concave, which requires a significantly slower test. If you know ahead of time that this polygon is convex, you can instead use one of the faster ConvexIntersects() functions. Return ValueTrue if an intersection occurs or one of the objects is contained inside the other, false otherwise. See AlsoWork in progress:Todo: in bool Polygon::Intersects(const Line &line) const: Add Intersects(Circle/Disc). Todo: in bool Polygon::Intersects(const Sphere &sphere) const: Optimize. Todo: in bool Polygon::Intersects(const Capsule &capsule) const: Optimize. |