| 376 | } |
| 377 | |
| 378 | void rayMeshIntersectAll( const MeshPart& meshPart, const Line3f& line, MeshIntersectionCallback callback, |
| 379 | float rayStart, float rayEnd, const IntersectionPrecomputes<float>* prec ) |
| 380 | { |
| 381 | if( prec ) |
| 382 | { |
| 383 | return rayMeshIntersectAll_<float>( meshPart, line, callback, rayStart, rayEnd, *prec ); |
| 384 | } |
| 385 | else |
| 386 | { |
| 387 | const IntersectionPrecomputes<float> precNew( line.d ); |
| 388 | return rayMeshIntersectAll_<float>( meshPart, line, callback, rayStart, rayEnd, precNew ); |
| 389 | } |
| 390 | } |
| 391 | |
| 392 | void rayMeshIntersectAll( const MeshPart& meshPart, const Line3d& line, MeshIntersectionCallback callback, |
| 393 | double rayStart, double rayEnd, const IntersectionPrecomputes<double>* prec ) |
no outgoing calls