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Add the second function; change changes.html
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@ -402,10 +402,15 @@ public:
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};
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// Returns the input primitive id closest to the source point of the ray
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// query. Type `Ray` must be the same as `AABBTraits::Ray_3` and
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// Returns the intersection and primitive id closest to the source point of the ray
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// query.
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// \tparam Ray must be the same as `AABBTraits::Ray_3` and
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// `do_intersect` predicates and intersections for it must be
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// defined.
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// \tparam Skip a functor with an operator
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// `bool operator()(const Primitive_id& id) const`
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// that returns `true` in order to skip the primitive.
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// Defaults to a functor that always returns `false`.
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//
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// `AABBTraits` must be a model of `AABBRayIntersectionTraits` to
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// call this member function.
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@ -413,6 +418,21 @@ public:
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boost::optional< typename Intersection_and_primitive_id<Ray>::Type >
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first_intersection_and_primitive(const Ray& query, SkipFunctor skip = SkipFunctor()) const;
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// Returns the primitive id closest to the source point of the ray
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// query.
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// \tparam Ray must be the same as `AABBTraits::Ray_3` and
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// `do_intersect` predicates and intersections for it must be
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// defined.
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// \tparam Skip a functor with an operator
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// `bool operator()(const Primitive_id& id) const`
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// that returns `true` in order to skip the primitive.
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// Defaults to a functor that always returns `false`.
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//
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// `AABBTraits` must be a model of `AABBRayIntersectionTraits` to
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// call this member function.
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template<typename Ray, typename SkipFunctor = False_functor>
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boost::optional<Primitive_id>
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first_intersected_primitive(const Ray& query, SkipFunctor skip = SkipFunctor()) const;
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///@}
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/// \name Distance Queries
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@ -150,8 +150,8 @@ and <code>src/</code> directories).
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<h3>3D Fast Intersection and Distance Computation</h3>
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<ul>
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<li>Add the functions <code>AABB_tree::first_intersection_and_primitive(Ray_3)</code>
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and <code>AABB_tree::first_intersection(Ray_3)</code> that computes the intersection
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which is closest to the source of the ray</li>
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and <code>AABB_tree::first_intersected_primitive(Ray_3)</code> that computes
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the intersection which is closest to the source of the ray</li>
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</ul>
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<!-- Geometric Optimization -->
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<!-- Interpolation -->
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