UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
kDOP.h File Reference
#include "CoreMinimal.h"
#include "Containers/ChunkedArray.h"
#include "Templates/UnrealTemplate.h"
#include <limits>

Go to the source code of this file.

Classes

struct  FkHitResult
 
struct  FVector3SOA
 
struct  FVector4SOA
 
struct  FTriangleSOA
 
struct  TTraversalHistory< KDOP_IDX_TYPE >
 
struct  FkDOPBuildCollisionTriangle< KDOP_IDX_TYPE >
 
struct  FFourBox
 
struct  TkDOPNode< COLL_DATA_PROVIDER, KDOP_IDX_TYPE >
 
struct  TkDOPTree< COLL_DATA_PROVIDER, KDOP_IDX_TYPE >
 
struct  TkDOPCollisionCheck< COLL_DATA_PROVIDER, KDOP_IDX_TYPE >
 
struct  TkDOPLineCollisionCheck< COLL_DATA_PROVIDER, KDOP_IDX_TYPE >
 

Macros

#define NUM_PLANES   3
 
#define kDOPArray   TChunkedArray
 
#define PLAIN_C   0
 

Functions

FORCEINLINE bool appLineCheckTriangle (const FVector4 &Start, const FVector4 &End, const FVector4 &Dir, const FVector4 &V0, const FVector4 &V1, const FVector4 &V2, const FVector4 &Normal, float &IntersectionTime)
 

Macro Definition Documentation

◆ kDOPArray

#define kDOPArray   TChunkedArray

◆ NUM_PLANES

#define NUM_PLANES   3

◆ PLAIN_C

#define PLAIN_C   0

Function Documentation

◆ appLineCheckTriangle()

FORCEINLINE bool appLineCheckTriangle ( const FVector4 Start,
const FVector4 End,
const FVector4 Dir,
const FVector4 V0,
const FVector4 V1,
const FVector4 V2,
const FVector4 Normal,
float IntersectionTime 
)

Line vs triangle intersection test.

Parameters
StartStart of the line segment
EndEnd of the line segment
DirDirection of the line segment (not normalized, just End-Start)
V0First vertex of the triangle
V1Second vertex of the triangle
V2Third vertex of the triangle
NormalTriangle normal (including +W for the plane equation)
IntersectionTime[in/out] Best intersection time so far (0..1), as in: IntersectionPoint = Start + IntersectionTime * Dir.
Returns
true if the line intersected the triangle