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void | tesseract_collision::FLOAT_MATH::fm_inverseRT (const REAL matrix[16], const REAL pos[3], REAL t[3]) |
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REAL | tesseract_collision::FLOAT_MATH::fm_getDeterminant (const REAL matrix[16]) |
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REAL | tesseract_collision::FLOAT_MATH::fm_squared (REAL x) |
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void | tesseract_collision::FLOAT_MATH::fm_decomposeTransform (const REAL local_transform[16], REAL trans[3], REAL rot[4], REAL scale[3]) |
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void | tesseract_collision::FLOAT_MATH::fm_getSubMatrix (int32_t ki, int32_t kj, REAL pDst[16], const REAL matrix[16]) |
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void | tesseract_collision::FLOAT_MATH::fm_inverseTransform (const REAL matrix[16], REAL inverse_matrix[16]) |
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void | tesseract_collision::FLOAT_MATH::fm_identity (REAL matrix[16]) |
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void | tesseract_collision::FLOAT_MATH::fm_quatToEuler (const REAL quat[4], REAL &ax, REAL &ay, REAL &az) |
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void | tesseract_collision::FLOAT_MATH::fm_eulerToMatrix (REAL ax, REAL ay, REAL az, REAL *matrix) |
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void | tesseract_collision::FLOAT_MATH::fm_getAABB (uint32_t vcount, const REAL *points, uint32_t pstride, REAL *bmin, REAL *bmax) |
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void | tesseract_collision::FLOAT_MATH::fm_eulerToQuat (const REAL *euler, REAL *quat) |
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void | tesseract_collision::FLOAT_MATH::fm_eulerToQuat (REAL roll, REAL pitch, REAL yaw, REAL *quat) |
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void | tesseract_collision::FLOAT_MATH::fm_quatToMatrix (const REAL *quat, REAL *matrix) |
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void | tesseract_collision::FLOAT_MATH::fm_quatRotate (const REAL *quat, const REAL *v, REAL *r) |
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void | tesseract_collision::FLOAT_MATH::fm_getTranslation (const REAL *matrix, REAL *t) |
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void | tesseract_collision::FLOAT_MATH::fm_matrixToQuat (const REAL *matrix, REAL *quat) |
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REAL | tesseract_collision::FLOAT_MATH::fm_sphereVolume (REAL radius) |
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REAL | tesseract_collision::FLOAT_MATH::fm_cylinderVolume (REAL radius, REAL h) |
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REAL | tesseract_collision::FLOAT_MATH::fm_capsuleVolume (REAL radius, REAL h) |
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void | tesseract_collision::FLOAT_MATH::fm_transform (const REAL matrix[16], const REAL v[3], REAL t[3]) |
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void | tesseract_collision::FLOAT_MATH::fm_rotate (const REAL matrix[16], const REAL v[3], REAL t[3]) |
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REAL | tesseract_collision::FLOAT_MATH::fm_distance (const REAL *p1, const REAL *p2) |
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REAL | tesseract_collision::FLOAT_MATH::fm_distanceSquared (const REAL *p1, const REAL *p2) |
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REAL | tesseract_collision::FLOAT_MATH::fm_distanceSquaredXZ (const REAL *p1, const REAL *p2) |
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REAL | tesseract_collision::FLOAT_MATH::fm_computePlane (const REAL *A, const REAL *B, const REAL *C, REAL *n) |
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REAL | tesseract_collision::FLOAT_MATH::fm_distToPlane (const REAL *plane, const REAL *p) |
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REAL | tesseract_collision::FLOAT_MATH::fm_dot (const REAL *p1, const REAL *p2) |
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void | tesseract_collision::FLOAT_MATH::fm_cross (REAL *cross, const REAL *a, const REAL *b) |
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REAL | tesseract_collision::FLOAT_MATH::fm_computeNormalVector (REAL *n, const REAL *p1, const REAL *p2) |
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bool | tesseract_collision::FLOAT_MATH::fm_computeWindingOrder (const REAL *p1, const REAL *p2, const REAL *p3) |
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REAL | tesseract_collision::FLOAT_MATH::fm_normalize (REAL *n) |
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void | tesseract_collision::FLOAT_MATH::fm_matrixMultiply (const REAL *pA, const REAL *pB, REAL *pM) |
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void | tesseract_collision::FLOAT_MATH::fm_eulerToQuatDX (REAL x, REAL y, REAL z, REAL *quat) |
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void | tesseract_collision::FLOAT_MATH::fm_eulerToMatrixDX (REAL x, REAL y, REAL z, REAL *matrix) |
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void | tesseract_collision::FLOAT_MATH::fm_scale (REAL x, REAL y, REAL z, REAL *fscale) |
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void | tesseract_collision::FLOAT_MATH::fm_composeTransform (const REAL *position, const REAL *quat, const REAL *scale, REAL *matrix) |
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void | tesseract_collision::FLOAT_MATH::fm_setTranslation (const REAL *translation, REAL *matrix) |
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static REAL | tesseract_collision::FLOAT_MATH::enorm0_3d (REAL x0, REAL y0, REAL z0, REAL x1, REAL y1, REAL z1) |
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static REAL | tesseract_collision::FLOAT_MATH::triangle_area_3d (REAL x1, REAL y1, REAL z1, REAL x2, REAL y2, REAL z2, REAL x3, REAL y3, REAL z3) |
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REAL | tesseract_collision::FLOAT_MATH::fm_computeArea (const REAL *p1, const REAL *p2, const REAL *p3) |
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void | tesseract_collision::FLOAT_MATH::fm_lerp (const REAL *p1, const REAL *p2, REAL *dest, REAL lerpValue) |
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bool | tesseract_collision::FLOAT_MATH::fm_pointTestXZ (const REAL *p, const REAL *i, const REAL *j) |
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bool | tesseract_collision::FLOAT_MATH::fm_insideTriangleXZ (const REAL *p, const REAL *p1, const REAL *p2, const REAL *p3) |
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bool | tesseract_collision::FLOAT_MATH::fm_insideAABB (const REAL *pos, const REAL *bmin, const REAL *bmax) |
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uint32_t | tesseract_collision::FLOAT_MATH::fm_clipTestPoint (const REAL *bmin, const REAL *bmax, const REAL *pos) |
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uint32_t | tesseract_collision::FLOAT_MATH::fm_clipTestPointXZ (const REAL *bmin, const REAL *bmax, const REAL *pos) |
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uint32_t | tesseract_collision::FLOAT_MATH::fm_clipTestAABB (const REAL *bmin, const REAL *bmax, const REAL *p1, const REAL *p2, const REAL *p3, uint32_t &andCode) |
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bool | tesseract_collision::FLOAT_MATH::intersect (const REAL *si, const REAL *ei, const REAL *bmin, const REAL *bmax, REAL *time) |
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bool | tesseract_collision::FLOAT_MATH::fm_lineTestAABB (const REAL *p1, const REAL *p2, const REAL *bmin, const REAL *bmax, REAL &time) |
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bool | tesseract_collision::FLOAT_MATH::fm_lineTestAABBXZ (const REAL *p1, const REAL *p2, const REAL *bmin, const REAL *bmax, REAL &time) |
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void | tesseract_collision::FLOAT_MATH::fm_minmax (const REAL *p, REAL *bmin, REAL *bmax) |
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REAL | tesseract_collision::FLOAT_MATH::fm_solveX (const REAL *plane, REAL y, REAL z) |
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REAL | tesseract_collision::FLOAT_MATH::fm_solveY (const REAL *plane, REAL x, REAL z) |
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REAL | tesseract_collision::FLOAT_MATH::fm_solveZ (const REAL *plane, REAL x, REAL y) |
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void | tesseract_collision::FLOAT_MATH::fm_getAABBCenter (const REAL *bmin, const REAL *bmax, REAL *center) |
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FM_Axis | tesseract_collision::FLOAT_MATH::fm_getDominantAxis (const REAL normal[3]) |
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bool | tesseract_collision::FLOAT_MATH::fm_lineSphereIntersect (const REAL *center, REAL radius, const REAL *p1, const REAL *p2, REAL *intersect) |
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bool | tesseract_collision::FLOAT_MATH::fm_raySphereIntersect (const REAL *center, REAL radius, const REAL *pos, const REAL *dir, REAL distance, REAL *intersect) |
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void | tesseract_collision::FLOAT_MATH::fm_catmullRom (REAL *out_vector, const REAL *p1, const REAL *p2, const REAL *p3, const REAL *p4, const REAL s) |
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bool | tesseract_collision::FLOAT_MATH::fm_intersectAABB (const REAL *bmin1, const REAL *bmax1, const REAL *bmin2, const REAL *bmax2) |
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bool | tesseract_collision::FLOAT_MATH::fm_insideAABB (const REAL *obmin, const REAL *obmax, const REAL *tbmin, const REAL *tbmax) |
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void | tesseract_collision::FLOAT_MATH::fm_rotationArc (const REAL *v0, const REAL *v1, REAL *quat) |
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REAL | tesseract_collision::FLOAT_MATH::fm_distancePointLineSegment (const REAL *Point, const REAL *LineStart, const REAL *LineEnd, REAL *intersection, LineSegmentType &type, REAL epsilon) |
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bool | tesseract_collision::FLOAT_MATH::fm_computeBestFitPlane (uint32_t vcount, const REAL *points, uint32_t vstride, const REAL *weights, uint32_t wstride, REAL *plane, REAL *center) |
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bool | tesseract_collision::FLOAT_MATH::fm_colinear (const REAL a1[3], const REAL a2[3], const REAL b1[3], const REAL b2[3], REAL epsilon) |
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bool | tesseract_collision::FLOAT_MATH::fm_colinear (const REAL *p1, const REAL *p2, const REAL *p3, REAL epsilon) |
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void | tesseract_collision::FLOAT_MATH::fm_initMinMax (const REAL *p, REAL *bmin, REAL *bmax) |
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IntersectResult | tesseract_collision::FLOAT_MATH::fm_intersectLineSegments2d (const REAL *a1, const REAL *a2, const REAL *b1, const REAL *b2, REAL *intersection) |
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IntersectResult | tesseract_collision::FLOAT_MATH::fm_intersectLineSegments2dTime (const REAL *a1, const REAL *a2, const REAL *b1, const REAL *b2, REAL &t1, REAL &t2) |
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bool | tesseract_collision::FLOAT_MATH::fm_intersectPointPlane (const REAL *p1, const REAL *p2, REAL *split, const REAL *plane) |
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PlaneTriResult | tesseract_collision::FLOAT_MATH::fm_getSidePlane (const REAL *p, const REAL *plane, REAL epsilon) |
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static void | tesseract_collision::FLOAT_MATH::add (const REAL *p, REAL *dest, uint32_t tstride, uint32_t &pcount) |
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PlaneTriResult | tesseract_collision::FLOAT_MATH::fm_planeTriIntersection (const REAL *_plane, const REAL *triangle, uint32_t tstride, REAL epsilon, REAL *front, uint32_t &fcount, REAL *back, uint32_t &bcount) |
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void | tesseract_collision::FLOAT_MATH::computeOBB (uint32_t vcount, const REAL *points, uint32_t pstride, REAL *sides, REAL *matrix) |
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void | tesseract_collision::FLOAT_MATH::fm_computeBestFitOBB (uint32_t vcount, const REAL *points, uint32_t pstride, REAL *sides, REAL *matrix, bool bruteForce) |
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void | tesseract_collision::FLOAT_MATH::fm_computeBestFitOBB (uint32_t vcount, const REAL *points, uint32_t pstride, REAL *sides, REAL *pos, REAL *quat, bool bruteForce) |
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void | tesseract_collision::FLOAT_MATH::fm_computeBestFitABB (uint32_t vcount, const REAL *points, uint32_t pstride, REAL *sides, REAL *pos) |
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void | tesseract_collision::FLOAT_MATH::fm_planeToMatrix (const REAL *plane, REAL *matrix) |
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void | tesseract_collision::FLOAT_MATH::fm_planeToQuat (const REAL *plane, REAL *quat, REAL *pos) |
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void | tesseract_collision::FLOAT_MATH::fm_eulerMatrix (REAL ax, REAL ay, REAL az, REAL *matrix) |
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fm_VertexIndex * | tesseract_collision::FLOAT_MATH::fm_createVertexIndex (double granularity, bool snapToGrid) |
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fm_VertexIndex * | tesseract_collision::FLOAT_MATH::fm_createVertexIndex (float granularity, bool snapToGrid) |
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void | tesseract_collision::FLOAT_MATH::fm_releaseVertexIndex (fm_VertexIndex *vindex) |
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REAL | tesseract_collision::FLOAT_MATH::fm_computeBestFitAABB (uint32_t vcount, const REAL *points, uint32_t pstride, REAL *bmin, REAL *bmax) |
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bool | tesseract_collision::FLOAT_MATH::fm_lineIntersectsTriangle (const REAL *rayStart, const REAL *rayEnd, const REAL *p1, const REAL *p2, const REAL *p3, REAL *sect) |
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bool | tesseract_collision::FLOAT_MATH::fm_rayIntersectsTriangle (const REAL *p, const REAL *d, const REAL *v0, const REAL *v1, const REAL *v2, REAL &t) |
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REAL | tesseract_collision::FLOAT_MATH::det (const REAL *p1, const REAL *p2, const REAL *p3) |
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REAL | tesseract_collision::FLOAT_MATH::fm_computeMeshVolume (const REAL *vertices, uint32_t tcount, const uint32_t *indices) |
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const REAL * | tesseract_collision::FLOAT_MATH::fm_getPoint (const REAL *points, uint32_t pstride, uint32_t index) |
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bool | tesseract_collision::FLOAT_MATH::fm_insideTriangle (REAL Ax, REAL Ay, REAL Bx, REAL By, REAL Cx, REAL Cy, REAL Px, REAL Py) |
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REAL | tesseract_collision::FLOAT_MATH::fm_areaPolygon2d (uint32_t pcount, const REAL *points, uint32_t pstride) |
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bool | tesseract_collision::FLOAT_MATH::fm_pointInsidePolygon2d (uint32_t pcount, const REAL *points, uint32_t pstride, const REAL *point, uint32_t xindex, uint32_t yindex) |
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uint32_t | tesseract_collision::FLOAT_MATH::fm_consolidatePolygon (uint32_t pcount, const REAL *points, uint32_t pstride, REAL *_dest, REAL epsilon) |
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void | tesseract_collision::FLOAT_MATH::splitRect (uint32_t axis, const Rect3d< REAL > &source, Rect3d< REAL > &b1, Rect3d< REAL > &b2, const REAL *midpoint) |
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bool | tesseract_collision::FLOAT_MATH::fm_computeSplitPlane (uint32_t vcount, const REAL *vertices, uint32_t, const uint32_t *, REAL *plane) |
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void | tesseract_collision::FLOAT_MATH::fm_nearestPointInTriangle (const REAL *, const REAL *, const REAL *, const REAL *, REAL *) |
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static REAL | tesseract_collision::FLOAT_MATH::Partial (const REAL *a, const REAL *p) |
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REAL | tesseract_collision::FLOAT_MATH::fm_areaTriangle (const REAL *p0, const REAL *p1, const REAL *p2) |
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void | tesseract_collision::FLOAT_MATH::fm_subtract (const REAL *A, const REAL *B, REAL *diff) |
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void | tesseract_collision::FLOAT_MATH::fm_multiplyTransform (const REAL *pA, const REAL *pB, REAL *pM) |
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void | tesseract_collision::FLOAT_MATH::fm_multiply (REAL *A, REAL scaler) |
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void | tesseract_collision::FLOAT_MATH::fm_add (const REAL *A, const REAL *B, REAL *sum) |
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void | tesseract_collision::FLOAT_MATH::fm_copy3 (const REAL *source, REAL *dest) |
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uint32_t | tesseract_collision::FLOAT_MATH::fm_copyUniqueVertices (uint32_t vcount, const REAL *input_vertices, REAL *output_vertices, uint32_t tcount, const uint32_t *input_indices, uint32_t *output_indices) |
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bool | tesseract_collision::FLOAT_MATH::fm_isMeshCoplanar (uint32_t tcount, const uint32_t *indices, const REAL *vertices, bool doubleSided) |
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bool | tesseract_collision::FLOAT_MATH::fm_samePlane (const REAL p1[4], const REAL p2[4], REAL normalEpsilon, REAL dEpsilon, bool doubleSided) |
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void | tesseract_collision::FLOAT_MATH::fm_initMinMax (REAL bmin[3], REAL bmax[3]) |
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void | tesseract_collision::FLOAT_MATH::fm_inflateMinMax (REAL bmin[3], REAL bmax[3], REAL ratio) |
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fm_Tesselate * | tesseract_collision::FLOAT_MATH::fm_createTesselate (void) |
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void | tesseract_collision::FLOAT_MATH::fm_releaseTesselate (fm_Tesselate *t) |
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bool | tesseract_collision::FLOAT_MATH::fm_intersectRayAABB (const float bmin[3], const float bmax[3], const float pos[3], const float dir[3], float intersect[3]) |
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bool | tesseract_collision::FLOAT_MATH::fm_intersectLineSegmentAABB (const float bmin[3], const float bmax[3], const float p1[3], const float p2[3], float intersect[3]) |
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void | tesseract_collision::FLOAT_MATH::fm_OBBtoAABB (const float obmin[3], const float obmax[3], const float matrix[16], float abmin[3], float abmax[3]) |
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const REAL * | tesseract_collision::FLOAT_MATH::computePos (uint32_t index, const REAL *vertices, uint32_t vstride) |
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void | tesseract_collision::FLOAT_MATH::computeNormal (uint32_t index, REAL *normals, uint32_t nstride, const REAL *normal) |
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void | tesseract_collision::FLOAT_MATH::fm_computeMeanNormals (uint32_t vcount, const REAL *vertices, uint32_t vstride, REAL *normals, uint32_t nstride, uint32_t tcount, const uint32_t *indices) |
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static void | tesseract_collision::FLOAT_MATH::Set (REAL *n, REAL x, REAL y, REAL z) |
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static void | tesseract_collision::FLOAT_MATH::Copy (REAL *dest, const REAL *source) |
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REAL | tesseract_collision::FLOAT_MATH::fm_computeBestFitSphere (uint32_t vcount, const REAL *points, uint32_t pstride, REAL *center) |
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void | tesseract_collision::FLOAT_MATH::fm_computeBestFitCapsule (uint32_t vcount, const REAL *points, uint32_t pstride, REAL &radius, REAL &height, REAL matrix[16], bool bruteForce) |
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fm_Triangulate * | tesseract_collision::FLOAT_MATH::fm_createTriangulate (void) |
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void | tesseract_collision::FLOAT_MATH::fm_releaseTriangulate (fm_Triangulate *t) |
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bool | tesseract_collision::FLOAT_MATH::validDistance (const REAL *p1, const REAL *p2, REAL epsilon) |
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bool | tesseract_collision::FLOAT_MATH::fm_isValidTriangle (const REAL *p1, const REAL *p2, const REAL *p3, REAL epsilon) |
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void | tesseract_collision::FLOAT_MATH::fm_multiplyQuat (const REAL *left, const REAL *right, REAL *quat) |
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bool | tesseract_collision::FLOAT_MATH::fm_computeCentroid (uint32_t vcount, const REAL *points, REAL *center) |
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bool | tesseract_collision::FLOAT_MATH::fm_computeCentroid (uint32_t vcount, const REAL *points, uint32_t triCount, const uint32_t *indices, REAL *center) |
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void | tesseract_collision::FLOAT_MATH::fm_transformAABB (const REAL bmin[3], const REAL bmax[3], const REAL matrix[16], REAL tbmin[3], REAL tbmax[3]) |
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REAL | tesseract_collision::FLOAT_MATH::fm_normalizeQuat (REAL n[4]) |
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