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| bool | blender::bke::pbvh::ray_face_intersection_quad (const float3 &ray_start, const IsectRayPrecalc *isect_precalc, const float3 &t0, const float3 &t1, const float3 &t2, const float3 &t3, float *depth) |
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| bool | blender::bke::pbvh::ray_face_intersection_tri (const float3 &ray_start, const IsectRayPrecalc *isect_precalc, const float3 &t0, const float3 &t1, const float3 &t2, float *depth) |
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| bool | blender::bke::pbvh::ray_face_nearest_quad (const float3 &ray_start, const float3 &ray_normal, const float3 &t0, const float3 &t1, const float3 &t2, const float3 &t3, float *r_depth, float *dist_sq) |
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| bool | blender::bke::pbvh::ray_face_nearest_tri (const float3 &ray_start, const float3 &ray_normal, const float3 &t0, const float3 &t1, const float3 &t2, float *r_depth, float *dist_sq) |
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| bool | blender::bke::pbvh::bmesh_node_nearest_to_ray (BMeshNode &node, const float3 &ray_start, const float3 &ray_normal, float *r_depth, float *dist_sq, bool use_original) |
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| void | blender::bke::pbvh::bmesh_normals_update (Tree &pbvh, const IndexMask &nodes_to_update) |
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| void | blender::bke::pbvh::node_pixels_free (blender::bke::pbvh::Node *node) |
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| void | blender::bke::pbvh::pixels_free (blender::bke::pbvh::Tree *pbvh) |
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