| 134 | } |
| 135 | |
| 136 | MeshIntersectionResult rayMeshIntersect( const MeshPart& meshPart, const Line3f& line, |
| 137 | float rayStart, float rayEnd, const IntersectionPrecomputes<float>* prec, bool closestIntersect, const FacePredicate & validFaces ) |
| 138 | { |
| 139 | if( prec ) |
| 140 | { |
| 141 | return meshRayIntersect_<float>( meshPart, line, rayStart, rayEnd, *prec, closestIntersect, validFaces ); |
| 142 | } |
| 143 | else |
| 144 | { |
| 145 | const IntersectionPrecomputes<float> precNew( line.d ); |
| 146 | return meshRayIntersect_<float>( meshPart, line, rayStart, rayEnd, precNew, closestIntersect, validFaces ); |
| 147 | } |
| 148 | } |
| 149 | |
| 150 | MeshIntersectionResult rayMeshIntersect( const MeshPart& meshPart, const Line3d& line, |
| 151 | double rayStart, double rayEnd, const IntersectionPrecomputes<double>* prec, bool closestIntersect, const FacePredicate & validFaces ) |
no outgoing calls