Generated from class MR::TriTriDistanceResult<float>. This is the const half of the class.
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| virtual unsafe void | Dispose (bool disposing) |
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| unsafe ref readonly MR.Vector3f | a [get] |
| | If the triangles are disjoint, these points are the closest points of the corresponding triangles. However, if the triangles overlap, these are basically a random pair of points from the triangles, not coincident points on the intersection of the triangles, as might be expected.
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| unsafe ref readonly MR.Vector3f | b [get] |
| | If the triangles are disjoint, these points are the closest points of the corresponding triangles. However, if the triangles overlap, these are basically a random pair of points from the triangles, not coincident points on the intersection of the triangles, as might be expected.
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| unsafe float | distSq [get] |
| | If the triangles are disjoint, it is the squared distance them (equal to the squared distance between a and b points). If the triangles overlap, it is zero.
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| unsafe bool | overlap [get] |
| | overlap==true means that the triangles are intersecting and not just touch one another => distSq == 0 if distSq == 0 and overlap == false, then the triangles just touch one another
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Generated from class MR::TriTriDistanceResult<float>. This is the const half of the class.
◆ Const_TriTriDistanceResult_Float() [1/4]
| unsafe MR.Const_TriTriDistanceResult_Float.Const_TriTriDistanceResult_Float |
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Constructs an empty (default-constructed) instance.
◆ Const_TriTriDistanceResult_Float() [2/4]
| unsafe MR.Const_TriTriDistanceResult_Float.Const_TriTriDistanceResult_Float |
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MR.Vector3f | a, |
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MR.Vector3f | b, |
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float | distSq, |
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bool | overlap ) |
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Constructs MR::TriTriDistanceResult<float> elementwise.
◆ Const_TriTriDistanceResult_Float() [3/4]
Generated from constructor MR::TriTriDistanceResult<float>::TriTriDistanceResult.
◆ Const_TriTriDistanceResult_Float() [4/4]
Generated from constructor MR::TriTriDistanceResult<float>::TriTriDistanceResult.
◆ Dispose() [1/2]
| virtual void MR.Const_TriTriDistanceResult_Float.Dispose |
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◆ Dispose() [2/2]
| virtual unsafe void MR.Const_TriTriDistanceResult_Float.Dispose |
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bool | disposing | ) |
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inlineprotectedvirtual |
◆ __ref_storage_a
| unsafe MR.Vector3f* MR.Const_TriTriDistanceResult_Float.__ref_storage_a |
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◆ __ref_storage_b
| unsafe MR.Vector3f* MR.Const_TriTriDistanceResult_Float.__ref_storage_b |
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◆ __ref_storage_distSq
| unsafe float* MR.Const_TriTriDistanceResult_Float.__ref_storage_distSq |
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◆ __ref_storage_overlap
| unsafe bool* MR.Const_TriTriDistanceResult_Float.__ref_storage_overlap |
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| unsafe ref readonly MR.Vector3f MR.Const_TriTriDistanceResult_Float.a |
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get |
If the triangles are disjoint, these points are the closest points of the corresponding triangles. However, if the triangles overlap, these are basically a random pair of points from the triangles, not coincident points on the intersection of the triangles, as might be expected.
| unsafe ref readonly MR.Vector3f MR.Const_TriTriDistanceResult_Float.b |
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get |
If the triangles are disjoint, these points are the closest points of the corresponding triangles. However, if the triangles overlap, these are basically a random pair of points from the triangles, not coincident points on the intersection of the triangles, as might be expected.
◆ distSq
| unsafe float MR.Const_TriTriDistanceResult_Float.distSq |
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get |
If the triangles are disjoint, it is the squared distance them (equal to the squared distance between a and b points). If the triangles overlap, it is zero.
◆ overlap
| unsafe bool MR.Const_TriTriDistanceResult_Float.overlap |
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get |
overlap==true means that the triangles are intersecting and not just touch one another => distSq == 0 if distSq == 0 and overlap == false, then the triangles just touch one another
The documentation for this class was generated from the following file: