Triangle Description struct Tinman.Core.Math.Triangle Pre-computed coefficients for performing intersection tests with a triangle. Public / Constructors Triangle public constructor Triangle → (3) v1 in : Vec3D First triangle vertex. v2 in : Vec3D Second triangle vertex. v3 in : Vec3D Third triangle vertex. Creates a new instance of Triangle. Public / Methods IntersectRay [Pure] public method IntersectRay → (4) origin in : Vec3D The ray origin. direction in : Vec3D The ray direction. weights out : Vec3D The barycentric weights of the found intersection point of or Vec3D.Undefined if there is no intersection. maximum opt : float64 = Maths.MaxDouble The maximum distance to return as an intersection. returns → float64 The distance between the origin in and the found intersection point, divided by the length of direction in. Will be negative iff there is no intersection. Computes the intersection between the given ray and this triangle. IntersectRayX [Pure] public method IntersectRayX → (4) originX in : float64 X-coordinate of the ray origin. originY in : float64 Y-coordinate of the ray origin. originZ in : float64 Z-coordinate of the ray origin. maximum opt : float64 = Maths.MaxDouble The maximum distance to return as an intersection. returns → float64 The distance between the origin and the found intersection point. Will be negative iff there is no intersection. Computes the intersection between the ray (1,0,0) and this triangle. IntersectRayY [Pure] public method IntersectRayY → (4) originX in : float64 X-coordinate of the ray origin. originY in : float64 Y-coordinate of the ray origin. originZ in : float64 Z-coordinate of the ray origin. maximum opt : float64 = Maths.MaxDouble The maximum distance to return as an intersection. returns → float64 The distance between the origin and the found intersection point. Will be negative iff there is no intersection. Computes the intersection between the ray (0,1,0) and this triangle. IntersectRayZ [Pure] public method IntersectRayZ → (4) originX in : float64 X-coordinate of the ray origin. originY in : float64 Y-coordinate of the ray origin. originZ in : float64 Z-coordinate of the ray origin. maximum opt : float64 = Maths.MaxDouble The maximum distance to return as an intersection. returns → float64 The distance between the origin and the found intersection point. Will be negative iff there is no intersection. Computes the intersection between the ray (0,0,1) and this triangle. Public / Attributes IsUndefined public attribute IsUndefined → (get) value : bool true if the triangle is undefined, i.e. some coefficients are not regular numbers, false if the triangle is well-defined. Checks if this triangle is undefined. Statistics Mat