a in the plane equation a*x + b*y + c*z + d = 0.a in the plane equation a*x + b*y + c*z + d = 0.AABBd representing the box with
(minX, minY, minZ)=(+inf, +inf, +inf) and (maxX, maxY, maxZ)=(-inf, -inf, -inf).AABBd as a copy of the given source.AABBd with the given minimum and maximum corner coordinates.AABBd with the given minimum and maximum corner coordinates.AABBd with the given minimum and maximum corner coordinates.AABBf representing the box with
(minX, minY, minZ)=(+inf, +inf, +inf) and (maxX, maxY, maxZ)=(-inf, -inf, -inf).AABBf as a copy of the given source.AABBf with the given minimum and maximum corner coordinates.AABBf with the given minimum and maximum corner coordinates.AABBi representing the box with
(minX, minY, minZ)=(+inf, +inf, +inf) and (maxX, maxY, maxZ)=(-inf, -inf, -inf).AABBi as a copy of the given source.AABBi with the given minimum and maximum corner coordinates.AABBi with the given minimum and maximum corner coordinates.Intersectiond.intersectRayAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectRayAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d)
to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum x coordinate.intersectRayAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)
to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum x coordinate.Intersectiond.intersectRayAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectRayAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d)
to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum y coordinate.intersectRayAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)
to indicate that the ray intersects the side of the axis-aligned rectangle with the maximum y coordinate.Intersectiond.intersectRayAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectRayAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d)
to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum x coordinate.intersectRayAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)
to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum x coordinate.Intersectiond.intersectRayAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectRayAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d)
to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum y coordinate.intersectRayAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectRayAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f)
to indicate that the ray intersects the side of the axis-aligned rectangle with the minimum y coordinate.b in the plane equation a*x + b*y + c*z + d = 0.b in the plane equation a*x + b*y + c*z + d = 0.c in the plane equation a*x + b*y + c*z + d = 0.c in the plane equation a*x + b*y + c*z + d = 0.Circled as a copy of the given source.Circlef as a copy of the given source.AABB.AABB.AABB.AABB.AABB.AABB.AABB.AABB.AABB.(x, y, z) lies inside this AABB.(x, y, z) lies inside this AABB.(x, y, z) lies inside this AABB.(x, y, z) lies inside this AABB.point.(x, y).point.(x, y).point.(x, y) lies inside this BlockRegion.(x, y) lies inside this BlockRegion.(x, y).rectangle.rectangle.rectangle.rectangle.rectangle.rectangle.rectangle.rectangle.rectangle.d in the plane equation a*x + b*y + c*z + d = 0.d in the plane equation a*x + b*y + c*z + d = 0.(pointX, pointY) to the line specified via its general plane equation
a*x + b*y + c = 0.(pointX, pointY) to the line defined by the two points (x0, y0) and (x1, y1).(pX, pY, pZ) to the line defined by the two points (x0, y0, z0) and (x1, y1, z1).(pointX, pointY) to the line specified via its general plane equation
a*x + b*y + c = 0.(pointX, pointY) to the line defined by the two points (x0, y0) and (x1, y1).(pX, pY, pZ) to the line defined by the two points (x0, y0, z0) and (x1, y1, z1).(pointX, pointY, pointZ) to the plane specified via its general plane equation
a*x + b*y + c*z + d = 0.(pointX, pointY, pointZ) to the plane of the triangle specified by its three points
(v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).(pointX, pointY, pointZ) to the plane specified via its general plane equation
a*x + b*y + c*z + d = 0.(pointX, pointY, pointZ) to the plane of the triangle specified by its three points
(v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).a, b, c and d in the plane equation
a*x + b*y + c*z + d = 0 from the given three points on the plane, and write the values
to the x, y, z and w components, respectively, of the given
dest vector.a, b, c and d in the plane equation
a*x + b*y + c*z + d = 0 from the three points (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and
(v2X, v2Y, v2Z) on the plane, and write the values to the x, y, z
and w components, respectively, of the given dest vector.a, b, c and d in the plane equation
a*x + b*y + c*z + d = 0 from the given three points on the plane, and write the values
to the x, y, z and w components, respectively, of the given
dest vector.a, b, c and d in the plane equation
a*x + b*y + c*z + d = 0 from the three points (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and
(v2X, v2Y, v2Z) on the plane, and write the values to the x, y, z
and w components, respectively, of the given dest vector.(pX, pY, pZ), and store the result in result.(pX, pY, pZ), and store the result in result.(pX, pY, pZ) and store the result in result.(pX, pY, pZ) and store the result in result.(pX, pY, pZ) and store the result into res.(pX, pY, pZ) and store the result into res.(v0X, v0Y, v0Z), (v1X, v1Y, v1Z), (v2X, v2Y, v2Z)
between that triangle and the given point (pX, pY, pZ) and store that point into the given result.v0, v1, v2
between that triangle and the given point p and store that point into the given result.(v0X, v0Y), (v1X, v1Y), (v2X, v2Y)
between that triangle and the given point (pX, pY) and store that point into the given result.v0, v1, v2
between that triangle and the given point p and store that point into the given result.(v0X, v0Y, v0Z), (v1X, v1Y, v1Z), (v2X, v2Y, v2Z)
between that triangle and the given point (pX, pY, pZ) and store that point into the given result.v0, v1, v2
between that triangle and the given point p and store that point into the given result.(v0X, v0Y), (v1X, v1Y), (v2X, v2Y)
between that triangle and the given point (pX, pY) and store that point into the given result.v0, v1, v2
between that triangle and the given point p and store that point into the given result.resultA and
the point on the second line segment in resultB, and return the square distance between both points.resultA and
the point on the second line segment in resultB, and return the square distance between both points.Intersectiond.intersectLineSegmentAab(double, double, double, double, double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAab(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector2d) to indicate that the line segment lies completely inside of the axis-aligned box;
or return value of Intersectiond.intersectLineSegmentAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) to indicate that the line segment lies completely inside of the axis-aligned rectangle.intersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f) to indicate that the line segment lies completely inside of the axis-aligned box;
or return value of intersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) to indicate that the line segment lies completely inside of the axis-aligned rectangle.(aX, aY) and square radius radiusSquaredA intersects the other
circle with center (bX, bY) and square radius radiusSquaredB, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.centerA and square radius radiusSquaredA intersects the other
circle with center centerB and square radius radiusSquaredB, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.(aX, aY) and square radius radiusSquaredA intersects the other
circle with center (bX, bY) and square radius radiusSquaredB, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.centerA and square radius radiusSquaredA intersects the other
circle with center centerB and square radius radiusSquaredB, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.this and the given AABB.this and the given AABB.this and the given AABB.this and the given AABB.this and the given AABB.this and the given AABB.this and the given rectangle.this and the given rectangle and
store the result in dest.this and the given rectangle and
store the result in dest.this and the given rectangle and
store the result in dest.this and the given rectangle.this and the given rectangle.this and the given rectangle and
store the result in dest.this and the given rectangle and
store the result in dest.this and the given rectangle.this and the given rectangle and
store the result in dest.(centerX, centerY) and radius, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.(x0, y0) and (x1, y1) intersects the circle with center
(centerX, centerY) and radius, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.(centerX, centerY) and radius, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.(x0, y0) and (x1, y1) intersects the circle with center
(centerX, centerY) and radius, and store the center of the line segment of
intersection in the (x, y) components of the supplied vector and the half-length of that line segment in the z component.p.p.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects this AABB, and return the values of the parameter t in the ray equation
p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ),
and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.p0 and p1
intersects the axis-aligned box given as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ),
and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.p0 and p1
intersects the axis-aligned box given as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.(p0X, p0Y) and (p1X, p1Y)
intersects the axis-aligned rectangle given as its minimum corner (minX, minY) and maximum corner (maxX, maxY),
and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection
into result.p0 and p1
intersects the axis-aligned rectangle given as its minimum corner min and maximum corner max,
and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection
into result.(p0X, p0Y) and (p1X, p1Y)
intersects the axis-aligned rectangle given as its minimum corner (minX, minY) and maximum corner (maxX, maxY),
and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection
into result.p0 and p1
intersects the axis-aligned rectangle given as its minimum corner min and maximum corner max,
and store the values of the parameter t in the ray equation p(t) = p0 + t * (p1 - p0) of the near and far point of intersection
into result.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0,
and return the point of intersection.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the plane given as the general plane equation a*x + b*y + c*z + d = 0,
and return the point of intersection.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection.p0 and p1
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection.p0 and p1
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points,
and return the point of intersection.(centerX, centerY, centerZ) and radius, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component.(centerX, centerY, centerZ) and radius, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component.(cX, cY, cZ), radius and velocity (vX, vY, vZ), and store the point of intersection
in the (x, y, z) components of the supplied vector and the time of intersection in the w component.(cX, cY, cZ), radius and velocity (vX, vY, vZ), and store the point of intersection
in the (x, y, z) components of the supplied vector and the time of intersection in the w component.(x, y) coordinate pairs intersects with the ray
with given origin (originX, originY, originZ) and direction (dirX, dirY, dirZ), and store the point of intersection
into the given vector p.vertices intersects with the ray
with given origin (originX, originY, originZ) and direction (dirX, dirY, dirZ), and store the point of intersection
into the given vector p.(x, y) coordinate pairs intersects with the ray
with given origin (originX, originY, originZ) and direction (dirX, dirY, dirZ), and store the point of intersection
into the given vector p.vertices intersects with the ray
with given origin (originX, originY, originZ) and direction (dirX, dirY, dirZ), and store the point of intersection
into the given vector p.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ),
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection.origin and direction dir
intersects the axis-aligned box specified as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection..(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ),
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection.origin and direction dir
intersects the axis-aligned box specified as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection..(originX, originY) and direction (dirX, dirY)
intersects the axis-aligned rectangle given as its minimum corner (minX, minY) and maximum corner (maxX, maxY),
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection
as well as the side of the axis-aligned rectangle the ray intersects.origin and direction dir
intersects the axis-aligned rectangle given as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection
as well as the side of the axis-aligned rectangle the ray intersects.(originX, originY) and direction (dirX, dirY)
intersects the axis-aligned rectangle given as its minimum corner (minX, minY) and maximum corner (maxX, maxY),
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection
as well as the side of the axis-aligned rectangle the ray intersects.origin and direction dir
intersects the axis-aligned rectangle given as its minimum corner min and maximum corner max,
and return the values of the parameter t in the ray equation p(t) = origin + t * dir of the near and far point of intersection
as well as the side of the axis-aligned rectangle the ray intersects.(originX, originY) and direction (dirX, dirY)
intersects the given circle with center (centerX, centerY) and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.origin and direction dir
intersects the circle with the given center and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.(originX, originY) and direction (dirX, dirY)
intersects the given circle with center (centerX, centerY) and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.origin and direction dir
intersects the circle with the given center and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.(originX, originY) and direction (dirX, dirY) intersects the line
containing the given point (pointX, pointY) and having the normal (normalX, normalY), and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.origin and direction dir intersects the line
containing the given point and having the given normal, and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.(originX, originY) and direction (dirX, dirY) intersects the line
containing the given point (pointX, pointY) and having the normal (normalX, normalY), and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.origin and direction dir intersects the line
containing the given point and having the given normal, and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.(originX, originY) and direction (dirX, dirY) intersects the undirected line segment
given by the two end points (aX, bY) and (bX, bY), and return the value of the parameter t in the ray equation
p(t) = origin + t * dir of the intersection point, if any.origin and direction dir intersects the undirected line segment
given by the two end points a and b, and return the value of the parameter t in the ray equation
p(t) = origin + t * dir of the intersection point, if any.(originX, originY) and direction (dirX, dirY) intersects the undirected line segment
given by the two end points (aX, bY) and (bX, bY), and return the value of the parameter t in the ray equation
p(t) = origin + t * dir of the intersection point, if any.origin and direction dir intersects the undirected line segment
given by the two end points a and b, and return the value of the parameter t in the ray equation
p(t) = origin + t * dir of the intersection point, if any.(originX, originY, originZ) and direction (dirX, dirY, dirZ) intersects the plane
containing the given point (pointX, pointY, pointZ) and having the normal (normalX, normalY, normalZ), and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.origin and direction dir intersects the plane
containing the given point and having the given normal, and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.(originX, originY, originZ) and direction (dirX, dirY, dirZ) intersects the plane
given as the general plane equation a*x + b*y + c*z + d = 0, and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.(originX, originY, originZ) and direction (dirX, dirY, dirZ) intersects the plane
containing the given point (pointX, pointY, pointZ) and having the normal (normalX, normalY, normalZ), and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.origin and direction dir intersects the plane
containing the given point and having the given normal, and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.(originX, originY, originZ) and direction (dirX, dirY, dirZ) intersects the plane
given as the general plane equation a*x + b*y + c*z + d = 0, and return the
value of the parameter t in the ray equation p(t) = origin + t * dir of the intersection point.(originX, originY, originZ) and normalized direction (dirX, dirY, dirZ)
intersects the given sphere with center (centerX, centerY, centerZ) and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.origin and normalized direction dir
intersects the sphere with the given center and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.result vector.(originX, originY, originZ) and normalized direction (dirX, dirY, dirZ)
intersects the given sphere with center (centerX, centerY, centerZ) and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.origin and normalized direction dir
intersects the sphere with the given center and square radius radiusSquared,
and store the values of the parameter t in the ray equation p(t) = origin + t * dir for both points (near
and far) of intersections into the given result vector.result vector.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z)
and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.origin and the given dir intersects the triangle consisting of the three vertices
v0, v1 and v2 and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z)
and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.origin and the given dir intersects the triangle consisting of the three vertices
v0, v1 and v2 and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the frontface of the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z)
and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2 and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the frontface of the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z)
and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2 and return the value of the parameter t in the ray equation p(t) = origin + t * dir of the point of intersection.this and other intersect.this and other intersect.this and other intersect.this and other intersect.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects this AABB, and return the values of the parameter t in the ray equation
p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects this AABB, and return the values of the parameter t in the ray equation
p(t) = origin + p0 * (p1 - p0) of the near and far point of intersection.(aX, aY, aZ) and square radius radiusSquaredA intersects the other
sphere with center (bX, bY, bZ) and square radius radiusSquaredB, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component.centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component.(x, y, z) components of the supplied vector and the radius of that circle in the w component.(aX, aY, aZ) and square radius radiusSquaredA intersects the other
sphere with center (bX, bY, bZ) and square radius radiusSquaredB, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component.centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB, and store the center of the circle of
intersection in the (x, y, z) components of the supplied vector and the radius of that circle in the w component.(x, y, z) components of the supplied vector and the radius of that circle in the w component.(sX, sY, sZ) intersects the triangle given by its three vertices, and if they intersect
store the point of intersection into result.(sX, sY, sZ) intersects the triangle given by its three vertices, and if they intersect
store the point of intersection into result.a*x + b*y + c*z + d = 0 intersects this AABB.a*x + b*y + c*z + d = 0 intersects this AABB.a*x + b*y + c*z + d = 0 intersects this AABB.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects this AABB.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects this AABB, and return the values of the parameter t in the ray equation
p(t) = origin + t * dir of the near and far point of intersection.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects this AABB.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects this AABB, and return the values of the parameter t in the ray equation
p(t) = origin + t * dir of the near and far point of intersection.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects this AABB.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects this AABB, and return the values of the parameter t in the ray equation
p(t) = origin + t * dir of the near and far point of intersection.(x - centerX)^2 + (y - centerY)^2 + (z - centerZ)^2 - radiusSquared = 0.(x - centerX)^2 + (y - centerY)^2 + (z - centerZ)^2 - radiusSquared = 0.(x - centerX)^2 + (y - centerY)^2 + (z - centerZ)^2 - radiusSquared = 0.(centerX, centerY, centerZ) and radius moving
with the given velocity (velX, velY, velZ) and the triangle specified via its three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z), (v2X, v2Y, v2Z).(centerX, centerY, centerZ) and radius moving
with the given velocity (velX, velY, velZ) and the triangle specified via its three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z), (v2X, v2Y, v2Z).this AABB represents a valid AABB.this rectangle represents a valid AABB.this AABB represents a valid AABB.this rectangle represents a valid rectangle.this rectangle represents a valid rectangle.this rectangle represents a valid rectangle.dest.dest.dest.LineSegmentd of zero length on the point (0, 0, 0).LineSegmentd as a copy of the given source.LineSegmentd between the given two points.LineSegmentd between the two points.LineSegmentf of zero length on the point (0, 0, 0).LineSegmentf as a copy of the given source.LineSegmentf between the given two points.LineSegmentf between the two points.dest.dest.Intersectiond.intersectLineSegmentAab(double, double, double, double, double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAab(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector2d) to indicate that one end point of the line segment lies inside of the axis-aligned box;
or return value of Intersectiond.intersectLineSegmentAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) to indicate that one end point of the line segment lies inside of the axis-aligned rectangle.intersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f) to indicate that one end point of the line segment lies inside of the axis-aligned box;
or return value of intersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) to indicate that one end point of the line segment lies inside of the axis-aligned rectangle.Intersectiond.intersectLineSegmentAab(double, double, double, double, double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAab(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector2d) to indicate that the line segment does not intersect the axis-aligned box;
or return value of Intersectiond.intersectLineSegmentAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) to indicate that the line segment does not intersect the axis-aligned rectangle.intersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f) to indicate that the line segment does not intersect the axis-aligned box;
or return value of intersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) to indicate that the line segment does not intersect the axis-aligned rectangle.Planed.Planed as a copy of the given source.Planed with the plane equation a*x + b*y + c*z + d = 0.Planef from the given three points lying on the plane.Planef from the given three points lying on the plane.Planef.Planef as a copy of the given source.Planef from the given three points lying on the plane.Planef with the plane equation a*x + b*y + c*z + d = 0.Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, double, double, double, double, Vector3d),
Intersectiond.findClosestPointOnTriangle(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector3d),
Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.findClosestPointOnTriangle(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) or
Intersectiond.intersectSweptSphereTriangle(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, org.joml.Vector4d)
to signal that the closest point lies on the edge between the first and second vertex of the triangle.findClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),
findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),
findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f) and
findClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) or
intersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)
to signal that the closest point lies on the edge between the first and second vertex of the triangle.Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, double, double, double, double, Vector3d),
Intersectiond.findClosestPointOnTriangle(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector3d),
Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.findClosestPointOnTriangle(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) or
Intersectiond.intersectSweptSphereTriangle(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, org.joml.Vector4d)
to signal that the closest point lies on the edge between the second and third vertex of the triangle.findClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),
findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),
findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f) and
findClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) or
intersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)
to signal that the closest point lies on the edge between the second and third vertex of the triangle.Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, double, double, double, double, Vector3d),
Intersectiond.findClosestPointOnTriangle(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector3d),
Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.findClosestPointOnTriangle(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) or
Intersectiond.intersectSweptSphereTriangle(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, org.joml.Vector4d)
to signal that the closest point lies on the edge between the third and first vertex of the triangle.findClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),
findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),
findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f) and
findClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) or
intersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)
to signal that the closest point lies on the edge between the third and first vertex of the triangle.Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, double, double, double, double, Vector3d),
Intersectiond.findClosestPointOnTriangle(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector3d),
Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.findClosestPointOnTriangle(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) or
Intersectiond.intersectSweptSphereTriangle(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, org.joml.Vector4d)
to signal that the closest point lies on the face of the triangle.findClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),
findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),
findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f) and
findClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) or
intersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)
to signal that the closest point lies on the face of the triangle.Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, double, double, double, double, Vector3d),
Intersectiond.findClosestPointOnTriangle(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector3d),
Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.findClosestPointOnTriangle(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) or
Intersectiond.intersectSweptSphereTriangle(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, org.joml.Vector4d)
to signal that the closest point is the first vertex of the triangle.findClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),
findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),
findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f) and
findClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) or
intersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)
to signal that the closest point is the first vertex of the triangle.Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, double, double, double, double, Vector3d),
Intersectiond.findClosestPointOnTriangle(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector3d),
Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.findClosestPointOnTriangle(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) or
Intersectiond.intersectSweptSphereTriangle(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, org.joml.Vector4d)
to signal that the closest point is the second vertex of the triangle.findClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),
findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),
findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f) and
findClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) or
intersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)
to signal that the closest point is the second vertex of the triangle.Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, double, double, double, double, Vector3d),
Intersectiond.findClosestPointOnTriangle(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector3d),
Intersectiond.findClosestPointOnTriangle(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.findClosestPointOnTriangle(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) or
Intersectiond.intersectSweptSphereTriangle(double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, double, org.joml.Vector4d)
to signal that the closest point is the third vertex of the triangle.findClosestPointOnTriangle(float, float, float, float, float, float, float, float, float, float, float, float, Vector3f),
findClosestPointOnTriangle(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector3f),
findClosestPointOnTriangle(float, float, float, float, float, float, float, float, Vector2f) and
findClosestPointOnTriangle(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) or
intersectSweptSphereTriangle(float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, float, org.joml.Vector4f)
to signal that the closest point is the third vertex of the triangle.Rayd with origin (0, 0, 0) and no direction.Rayd as a copy of the given source.Rayd with the given origin and direction.Rayf with origin (0, 0, 0) and no direction.Rayf as a copy of the given source.Rayf with the given origin and direction.Rectangled with a minimum and maximum corner of (0, 0).Rectangled as a copy of the given source.Rectangled with the given minimum and maximum corner coordinates.Rectanglef with a minimum and maximum corner of (0, 0).Rectanglef as a copy of the given source.Rectanglef with the given minimum and maximum corner coordinates.Rectanglei with a minimum and maximum corner of (0, 0).Rectanglei as a copy of the given source.Rectanglei with the given minimum and maximum corner coordinates.this about the origin.this about the origin and store the result in dest.this about an anchor.this about an anchor and store the result in dest.this about an anchor.this about an anchor and store the result in dest.this about the origin.this about the origin and store the result in dest.this about an anchor.this about an anchor.this about an anchor and store the result in dest.this about an anchor and store the result in dest.this about the origin.this about the origin and store the result in dest.this about an anchor.this about an anchor and store the result in dest.this about an anchor.this about an anchor and store the result in dest.this about the origin.this about the origin and store the result in dest.this about an anchor.this about an anchor.this about an anchor and store the result in dest.this about an anchor and store the result in dest.this about the origin.this about the origin and store the result in dest.this about an anchor.this about an anchor and store the result in dest.this about an anchor.this about an anchor and store the result in dest.this about the origin.this about the origin and store the result in dest.this about an anchor.this about an anchor.this about an anchor and store the result in dest.this about an anchor and store the result in dest.AABBd to be a clone of source.AABBf to be a clone of source.AABBi to be a clone of source.Rectangled to be a clone of source.Rectanglei to be a clone of source.Rectanglei to be a clone of source.Sphered as a copy of the given source.Spheref as a copy of the given source.(minXA, minYA, minZA) and maximum corner (maxXA, maxYA, maxZA)
intersects the axis-aligned box with minimum corner (minXB, minYB, minZB) and maximum corner (maxXB, maxYB, maxZB).minA and maximum corner maxA
intersects the axis-aligned box with minimum corner minB and maximum corner maxB.(minXA, minYA, minZA) and maximum corner (maxXA, maxYA, maxZA)
intersects the axis-aligned box with minimum corner (minXB, minYB, minZB) and maximum corner (maxXB, maxYB, maxZB).minA and maximum corner maxA
intersects the axis-aligned box with minimum corner minB and maximum corner maxB.(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
intersects the plane with the general equation a*x + b*y + c*z + d = 0.min and maximum corner max
intersects the plane with the general equation a*x + b*y + c*z + d = 0.(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
intersects the plane with the general equation a*x + b*y + c*z + d = 0.min and maximum corner max
intersects the plane with the general equation a*x + b*y + c*z + d = 0.(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
intersects the sphere with the given center (centerX, centerY, centerZ) and square radius radiusSquared.min and maximum corner max
intersects the sphere with the given center and square radius radiusSquared.(minX, minY, minZ) and maximum corner (maxX, maxY, maxZ)
intersects the sphere with the given center (centerX, centerY, centerZ) and square radius radiusSquared.min and maximum corner max
intersects the sphere with the given center and square radius radiusSquared.(minXA, minYA) and maximum corner (maxXA, maxYA)
intersects the axis-aligned rectangle with minimum corner (minXB, minYB) and maximum corner (maxXB, maxYB).minA and maximum corner maxA
intersects the axis-aligned rectangle with minimum corner minB and maximum corner maxB.(minXA, minYA) and maximum corner (maxXA, maxYA)
intersects the axis-aligned rectangle with minimum corner (minXB, minYB) and maximum corner (maxXB, maxYB).minA and maximum corner maxA
intersects the axis-aligned rectangle with minimum corner minB and maximum corner maxB.(minX, minY) and maximum corner (maxX, maxY)
intersects the circle with the given center (centerX, centerY) and square radius radiusSquared.min and maximum corner max
intersects the circle with the given center and square radius radiusSquared.(minX, minY) and maximum corner (maxX, maxY)
intersects the circle with the given center (centerX, centerY) and square radius radiusSquared.min and maximum corner max
intersects the circle with the given center and square radius radiusSquared.(minX, minY) and maximum corner (maxX, maxY)
intersects the line with the general equation a*x + b*y + c = 0.min and maximum corner max
intersects the line with the general equation a*x + b*y + c = 0.(minX, minY) and maximum corner (maxX, maxY)
intersects the line defined by the two points (x0, y0) and (x1, y1).(minX, minY) and maximum corner (maxX, maxY)
intersects the line with the general equation a*x + b*y + c = 0.min and maximum corner max
intersects the line with the general equation a*x + b*y + c = 0.(minX, minY) and maximum corner (maxX, maxY)
intersects the line defined by the two points (x0, y0) and (x1, y1).(aX, aY) and radius rA intersects the other circle with center (bX, bY) and radius rB.centerA and square radius radiusSquaredA intersects the other
circle with center centerB and square radius radiusSquaredB.(aX, aY) and radius rA intersects the other circle with center (bX, bY) and radius rB.centerA and square radius radiusSquaredA intersects the other
circle with center centerB and square radius radiusSquaredB.(centerX, centerY) and square radius radiusSquared intersects the triangle with counter-clockwise vertices
(v0X, v0Y), (v1X, v1Y), (v2X, v2Y).center and square radius radiusSquared intersects the triangle with counter-clockwise vertices
v0, v1, v2.(centerX, centerY) and square radius radiusSquared intersects the triangle with counter-clockwise vertices
(v0X, v0Y), (v1X, v1Y), (v2X, v2Y).center and square radius radiusSquared intersects the triangle with counter-clockwise vertices
v0, v1, v2.(centerX, centerY) and radius.(centerX, centerY) and radius.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the given sphere with center (centerX, centerY, centerZ) and square radius radiusSquared.p0 and p1
intersects the given sphere with center center and square radius radiusSquared.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the given sphere with center (centerX, centerY, centerZ) and square radius radiusSquared.p0 and p1
intersects the given sphere with center center and square radius radiusSquared.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points.p0 and p1
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points.(p0X, p0Y, p0Z) and (p1X, p1Y, p1Z)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points.p0 and p1
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z),
regardless of the winding order of the triangle or the direction of the line segment between its two end points.(aX, aY) and radius aR and travelled distance vector (maX, maY)
intersects a given static circle with center (bX, bY) and radius bR.centerA and radius aR and travelled distance vector moveA
intersects a given static circle with center centerB and radius bR.(aX, aY) and radius aR and travelled distance vector (maX, maY)
intersects a given static circle with center (bX, bY) and radius bR.centerA and radius aR and travelled distance vector moveA
intersects a given static circle with center centerB and radius bR.(centerX, centerY, centerZ) and radius.(centerX, centerY, centerZ) and radius.(t0X, t0Y, t0Z) to (t1X, t1Y, t1Z) and having the given radius.(t0X, t0Y, t0Z) to (t1X, t1Y, t1Z) and having the given radius.(pX, pY) lies inside the axis-aligned rectangle with the minimum corner (minX, minY)
and maximum corner (maxX, maxY).(pX, pY) lies inside the axis-aligned rectangle with the minimum corner (minX, minY)
and maximum corner (maxX, maxY).(pX, pY) lies inside the circle with center (centerX, centerY) and square radius radiusSquared.(pX, pY) lies inside the circle with center (centerX, centerY) and square radius radiusSquared.(pX, pY, pZ) lies inside of the triangle defined by the three vertices
(v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).(pX, pY, pZ) lies inside of the triangle defined by the three vertices
(v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).(pX, pY) lies inside the triangle with the vertices (v0X, v0Y), (v1X, v1Y), (v2X, v2Y).point lies inside the triangle with the vertices v0, v1, v2.(pX, pY) lies inside the triangle with the vertices (v0X, v0Y), (v1X, v1Y), (v2X, v2Y).point lies inside the triangle with the vertices v0, v1, v2.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ).origin and direction dir
intersects the axis-aligned box specified as its minimum corner min and maximum corner max.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the axis-aligned box given as its minimum corner (minX, minY, minZ) and maximum corner (maxX, maxY, maxZ).origin and direction dir
intersects the axis-aligned box specified as its minimum corner min and maximum corner max.(originX, originY) and direction (dirX, dirY)
intersects the given axis-aligned rectangle given as its minimum corner (minX, minY) and maximum corner (maxX, maxY).origin and direction dir
intersects the given axis-aligned rectangle specified as its minimum corner min and maximum corner max.(originX, originY) and direction (dirX, dirY)
intersects the given axis-aligned rectangle given as its minimum corner (minX, minY) and maximum corner (maxX, maxY).origin and direction dir
intersects the given axis-aligned rectangle specified as its minimum corner min and maximum corner max.(originX, originY) and direction (dirX, dirY)
intersects the given circle with center (centerX, centerY) and square radius radiusSquared.origin and direction dir
intersects the circle with the given center and square radius.(originX, originY) and direction (dirX, dirY)
intersects the given circle with center (centerX, centerY) and square radius radiusSquared.origin and direction dir
intersects the circle with the given center and square radius.(originX, originY, originZ) and normalized direction (dirX, dirY, dirZ)
intersects the given sphere with center (centerX, centerY, centerZ) and square radius radiusSquared.origin and normalized direction dir
intersects the sphere with the given center and square radius.(originX, originY, originZ) and normalized direction (dirX, dirY, dirZ)
intersects the given sphere with center (centerX, centerY, centerZ) and square radius radiusSquared.origin and normalized direction dir
intersects the sphere with the given center and square radius.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the frontface of the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2.(originX, originY, originZ) and direction (dirX, dirY, dirZ)
intersects the frontface of the triangle consisting of the three vertices (v0X, v0Y, v0Z), (v1X, v1Y, v1Z) and (v2X, v2Y, v2Z).origin and the given dir intersects the frontface of the triangle consisting of the three vertices
v0, v1 and v2.(aX, aY, aZ) and square radius radiusSquaredA intersects the other
sphere with center (bX, bY, bZ) and square radius radiusSquaredB.centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB.(aX, aY, aZ) and square radius radiusSquaredA intersects the other
sphere with center (bX, bY, bZ) and square radius radiusSquaredB.centerA and square radius radiusSquaredA intersects the other
sphere with center centerB and square radius radiusSquaredB.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.NumberFormat.affine transformation to this AABBd.affine transformation to this AABBf.affine transformation to this AABBi.this by the given vector xyz.this by the given vector xyz.this by the vector (x, y, z).this by the given vector xyz and store the result in dest.this by the given vector xyz and store the result in dest.this by the vector (x, y, z) and store the result in dest.this by the given vector xyz.this by the vector (x, y, z).this by the given vector xyz and store the result in dest.this by the vector (x, y, z) and store the result in dest.this by the given vector xyz.this by the given vector xyz and store the result in dest.this by the vector (x, y, z).this by the vector (x, y, z) and store the result in dest.this by the given vector xy.this by the given vector xy and store the result in dest.this by the given vector xy.this by the given vector xy and store the result in dest.this by the vector (x, y).this by the vector (x, y) and store the result in dest.this by the given vector xy.this by the given vector xy and store the result in dest.this by the vector (x, y).this by the vector (x, y) and store the result in dest.this by the given vector xy.this by the given vector xy and store the result in dest.this by the given vector xy.this by the given vector xy and store the result in dest.this by the vector (x, y).this by the vector (x, y) and store the result in dest.this by the given vector xy.this by the given vector xy and store the result in dest.this by the vector (x, y).this by the vector (x, y) and store the result in dest.this by the given vector xy.this by the given vector xy and store the result in dest.this by the vector (x, y).this by the vector (x, y) and store the result in dest.this by the given vector xyz.this by the given vector xyz and store the result in dest.this by the given vector xyz.this by the given vector xyz and store the result in dest.this by the vector (x, y, z).this by the vector (x, y, z) and store the result in dest.this by the given vector xyz.this by the given vector xyz and store the result in dest.this by the vector (x, y, z).this by the vector (x, y, z) and store the result in dest.Intersectiond.intersectLineSegmentAab(double, double, double, double, double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAab(Vector3dc, Vector3dc, Vector3dc, Vector3dc, Vector2d) to indicate that the line segment intersects two sides of the axis-aligned box
or lies on an edge or a side of the box;
or return value of Intersectiond.intersectLineSegmentAar(double, double, double, double, double, double, double, double, Vector2d) and
Intersectiond.intersectLineSegmentAar(Vector2dc, Vector2dc, Vector2dc, Vector2dc, Vector2d) to indicate that the line segment intersects two edges of the axis-aligned rectangle
or lies on an edge of the rectangle.intersectLineSegmentAab(float, float, float, float, float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAab(Vector3fc, Vector3fc, Vector3fc, Vector3fc, Vector2f) to indicate that the line segment intersects two sides of the axis-aligned box
or lies on an edge or a side of the box;
or return value of intersectLineSegmentAar(float, float, float, float, float, float, float, float, Vector2f) and
intersectLineSegmentAar(Vector2fc, Vector2fc, Vector2fc, Vector2fc, Vector2f) to indicate that the line segment intersects two edges of the axis-aligned rectangle
or lies on an edge of the rectangle.this to the union of this and the given point (x, y, z).this to the union of this and the given point p.this to the union of this and other.this and the given point (x, y, z) and store the result in dest.this and the given point p and store the result in dest.this and other and store the result in dest.this to the union of this and the given point (x, y, z).this to the union of this and the given point p.this to the union of this and other.this and the given point (x, y, z) and store the result in dest.this and the given point p and store the result in dest.this and other and store the result in dest.this to the union of this and the given point (x, y, z).this to the union of this and the given point p.this to the union of this and other.this and the given point (x, y, z) and store the result in dest.this and the given point p and store the result in dest.this and other and store the result in dest.this to the union of this and the given point p.this to the union of this and the given point p.this and the given point (x, y, z) and store the result in dest.this and the given point p and store the result in dest.this to the union of this and other.this and other and store the result in dest.this to the union of this and the given point p.this to the union of this and the given point p.this and the given point (x, y, z) and store the result in dest.this and the given point p and store the result in dest.this to the union of this and other.this and other and store the result in dest.this to the union of this and the given point p.this to the union of this and the given point p.this and the given point (x, y, z) and store the result in dest.this and the given point p and store the result in dest.this to the union of this and other.this and other and store the result in dest.Copyright © 2020 JOML. All rights reserved.