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// Automatically generated - do not modify!
package cesium
/**
* Functions for computing the intersection between geometries such as rays, planes, triangles, and ellipsoids.
* @see Online Documentation
*/
@JsName("\$cesium__IntersectionTests")
external object IntersectionTests {
/**
* Computes the intersection of a ray and a plane.
* @param [ray] The ray.
* @param [plane] The plane.
* @param [result] The object onto which to store the result.
* @return The intersection point or undefined if there is no intersections.
* @see Online Documentation
*/
fun rayPlane(
ray: Ray,
plane: Plane,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Computes the intersection of a ray and a triangle as a parametric distance along the input ray. The result is negative when the triangle is behind the ray.
*
* Implements [Fast Minimum Storage Ray/Triangle Intersection](https://cadxfem.org/inf/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf) by Tomas Moller and Ben Trumbore.
* @param [ray] The ray.
* @param [p0] The first vertex of the triangle.
* @param [p1] The second vertex of the triangle.
* @param [p2] The third vertex of the triangle.
* @param [cullBackFaces] If `true`, will only compute an intersection with the front face of the triangle
* and return undefined for intersections with the back face.
* Default value - `false`
* @return The intersection as a parametric distance along the ray, or undefined if there is no intersection.
* @see Online Documentation
*/
fun rayTriangleParametric(
ray: Ray,
p0: Cartesian3,
p1: Cartesian3,
p2: Cartesian3,
cullBackFaces: Boolean? = definedExternally,
): Double
/**
* Computes the intersection of a ray and a triangle as a Cartesian3 coordinate.
*
* Implements [Fast Minimum Storage Ray/Triangle Intersection](https://cadxfem.org/inf/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf) by Tomas Moller and Ben Trumbore.
* @param [ray] The ray.
* @param [p0] The first vertex of the triangle.
* @param [p1] The second vertex of the triangle.
* @param [p2] The third vertex of the triangle.
* @param [cullBackFaces] If `true`, will only compute an intersection with the front face of the triangle
* and return undefined for intersections with the back face.
* Default value - `false`
* @param [result] The `Cartesian3` onto which to store the result.
* @return The intersection point or undefined if there is no intersections.
* @see Online Documentation
*/
fun rayTriangle(
ray: Ray,
p0: Cartesian3,
p1: Cartesian3,
p2: Cartesian3,
cullBackFaces: Boolean? = definedExternally,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Computes the intersection of a line segment and a triangle.
* @param [v0] The an end point of the line segment.
* @param [v1] The other end point of the line segment.
* @param [p0] The first vertex of the triangle.
* @param [p1] The second vertex of the triangle.
* @param [p2] The third vertex of the triangle.
* @param [cullBackFaces] If `true`, will only compute an intersection with the front face of the triangle
* and return undefined for intersections with the back face.
* Default value - `false`
* @param [result] The `Cartesian3` onto which to store the result.
* @return The intersection point or undefined if there is no intersections.
* @see Online Documentation
*/
fun lineSegmentTriangle(
v0: Cartesian3,
v1: Cartesian3,
p0: Cartesian3,
p1: Cartesian3,
p2: Cartesian3,
cullBackFaces: Boolean? = definedExternally,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Computes the intersection points of a ray with a sphere.
* @param [ray] The ray.
* @param [sphere] The sphere.
* @param [result] The result onto which to store the result.
* @return The interval containing scalar points along the ray or undefined if there are no intersections.
* @see Online Documentation
*/
fun raySphere(
ray: Ray,
sphere: BoundingSphere,
result: Interval? = definedExternally,
): Interval
/**
* Computes the intersection points of a line segment with a sphere.
* @param [p0] An end point of the line segment.
* @param [p1] The other end point of the line segment.
* @param [sphere] The sphere.
* @param [result] The result onto which to store the result.
* @return The interval containing scalar points along the ray or undefined if there are no intersections.
* @see Online Documentation
*/
fun lineSegmentSphere(
p0: Cartesian3,
p1: Cartesian3,
sphere: BoundingSphere,
result: Interval? = definedExternally,
): Interval
/**
* Computes the intersection points of a ray with an ellipsoid.
* @param [ray] The ray.
* @param [ellipsoid] The ellipsoid.
* @return The interval containing scalar points along the ray or undefined if there are no intersections.
* @see Online Documentation
*/
fun rayEllipsoid(
ray: Ray,
ellipsoid: Ellipsoid,
): Interval
/**
* Provides the point along the ray which is nearest to the ellipsoid.
* @param [ray] The ray.
* @param [ellipsoid] The ellipsoid.
* @return The nearest planetodetic point on the ray.
* @see Online Documentation
*/
fun grazingAltitudeLocation(
ray: Ray,
ellipsoid: Ellipsoid,
): Cartesian3
/**
* Computes the intersection of a line segment and a plane.
* ```
* var origin = Cartesian3.fromDegrees(-75.59777, 40.03883);
* var normal = ellipsoid.geodeticSurfaceNormal(origin);
* var plane = Plane.fromPointNormal(origin, normal);
*
* var p0 = new Cartesian3(...);
* var p1 = new Cartesian3(...);
*
* // find the intersection of the line segment from p0 to p1 and the tangent plane at origin.
* var intersection = IntersectionTests.lineSegmentPlane(p0, p1, plane);
* ```
* @param [endPoint0] An end point of the line segment.
* @param [endPoint1] The other end point of the line segment.
* @param [plane] The plane.
* @param [result] The object onto which to store the result.
* @return The intersection point or undefined if there is no intersection.
* @see Online Documentation
*/
fun lineSegmentPlane(
endPoint0: Cartesian3,
endPoint1: Cartesian3,
plane: Plane,
result: Cartesian3? = definedExternally,
): Cartesian3
/**
* Computes the intersection of a triangle and a plane
* ```
* var origin = Cartesian3.fromDegrees(-75.59777, 40.03883);
* var normal = ellipsoid.geodeticSurfaceNormal(origin);
* var plane = Plane.fromPointNormal(origin, normal);
*
* var p0 = new Cartesian3(...);
* var p1 = new Cartesian3(...);
* var p2 = new Cartesian3(...);
*
* // convert the triangle composed of points (p0, p1, p2) to three triangles that don't cross the plane
* var triangles = IntersectionTests.trianglePlaneIntersection(p0, p1, p2, plane);
* ```
* @param [p0] First point of the triangle
* @param [p1] Second point of the triangle
* @param [p2] Third point of the triangle
* @param [plane] Intersection plane
* @return An object with properties `positions` and `indices`, which are arrays that represent three triangles that do not cross the plane. (Undefined if no intersection exists)
* @see Online Documentation
*/
fun trianglePlaneIntersection(
p0: Cartesian3,
p1: Cartesian3,
p2: Cartesian3,
plane: Plane,
): Any
}