UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
TriangleRegister.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5// HEADER_UNIT_SKIP - Not included directly
6
7#include "Chaos/Core.h"
9#include "Chaos/AABB.h"
10
11namespace Chaos
12{
14 {
15 public:
17 {
18 }
19
21 : A(InA)
22 , B(InB)
23 , C(InC)
24 {
25 }
26
47
48 FORCEINLINE FReal GetMargin() const { return 0; }
49 FORCEINLINE FReal GetRadius() const { return 0; }
50 FORCEINLINE FRealSingle GetMarginf() const { return 0.0f; }
51 FORCEINLINE FRealSingle GetRadiusf() const { return 0.0f; }
52
54 {
57
58 alignas(32) FReal AlignedArray[4];
60 const FVec3 Min(static_cast<FReal>(AlignedArray[0]), static_cast<FReal>(AlignedArray[1]), static_cast<FReal>(AlignedArray[2]));
62 const FVec3 Max(static_cast<FReal>(AlignedArray[0]), static_cast<FReal>(AlignedArray[1]), static_cast<FReal>(AlignedArray[2]));
63 return FAABB3(Min, Max);
64 }
65
66
68 {
69 constexpr FRealSingle SqrSideThreshold = 100000.0f*100000.0f;
70 // If two sides are quite small, the third one cannot be huge
72 // Warning this could
74 }
75
76
77 private:
78
82
83 };
84
85}
#define FORCEINLINE
Definition AndroidPlatform.h:140
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
FORCEINLINE VectorRegister4Float VectorSubtract(const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:731
FORCEINLINE VectorRegister4Float VectorMin(const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:1686
FORCEINLINE VectorRegister4Float VectorDot4(const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:901
FORCEINLINE VectorRegister4Float VectorMax(const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:1713
FORCEINLINE VectorRegister4Float VectorBitwiseAnd(const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:1165
FORCEINLINE VectorRegister4Float VectorSelect(const VectorRegister4Float &Mask, const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:1105
FORCEINLINE VectorRegister4Float VectorCompareGE(const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:1000
FORCEINLINE VectorRegister4Float VectorAbs(const VectorRegister4Float &Vec)
Definition UnrealMathFPU.h:661
FORCEINLINE float VectorDot3Scalar(const VectorRegister4Float &Vec1, const VectorRegister4Float &Vec2)
Definition UnrealMathFPU.h:861
void VectorStoreAligned(const VectorRegister4Float &Vec, float *Ptr)
Definition UnrealMathFPU.h:534
Definition TriangleRegister.h:14
FORCEINLINE const FAABB3 BoundingBox() const
Definition TriangleRegister.h:53
FORCEINLINE FReal GetMargin() const
Definition TriangleRegister.h:48
FORCEINLINE VectorRegister4Float SupportCoreSimd(const VectorRegister4Float &Direction, const FReal InMargin) const
Definition TriangleRegister.h:27
FORCEINLINE FRealSingle GetRadiusf() const
Definition TriangleRegister.h:51
FORCEINLINE bool IsTooBigForSinglePrecision() const
Definition TriangleRegister.h:67
FORCEINLINE FRealSingle GetMarginf() const
Definition TriangleRegister.h:50
FTriangleRegister(const VectorRegister4Float &InA, const VectorRegister4Float &InB, const VectorRegister4Float &InC)
Definition TriangleRegister.h:20
FTriangleRegister()
Definition TriangleRegister.h:16
FORCEINLINE FReal GetRadius() const
Definition TriangleRegister.h:49
Definition SkeletalMeshComponent.h:307
FRealDouble FReal
Definition Real.h:22
float FRealSingle
Definition Real.h:14
TAABB< FReal, 3 > FAABB3
Definition ImplicitObject.h:34
Definition UnrealMathFPU.h:20