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| static proto bool | IsPointInPolygonXZ (notnull array< vector > polygon, vector point) |
| | Check if a point is inside polygon.
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| static proto bool | IsPointInTriangleXZ (vector p1, vector p2, vector p3, vector point) |
| | Check if point is inside triangle specified by points p1, p2 and p3.
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| static proto bool | IsPointInPolygon (notnull array< float > polygon, float x, float y) |
| | Check if a point is inside polygon.
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| static proto WindingOrder | TriangleWindingXZ (vector a, vector b, vector c) |
| | Determines winding order of triangle given by points a, b, c.
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◆ IsPointInPolygon()
Check if a point is inside polygon.
- Parameters
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| polygon | Must be an array of Vector2, every two consecutive floats represent one point in polygon. |
| x | X coordinate of point to test |
| y | Y coordinate of point to test |
◆ IsPointInPolygonXZ()
| static proto bool Math2D.IsPointInPolygonXZ |
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notnull array< vector > | polygon, |
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vector | point ) |
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static |
Check if a point is inside polygon.
Takes polygon and point only in the XZ plane.
◆ IsPointInTriangleXZ()
Check if point is inside triangle specified by points p1, p2 and p3.
◆ TriangleWindingXZ()
Determines winding order of triangle given by points a, b, c.
If the triangles form a line, WindingOrder.INVALID is returned.
The documentation for this interface was generated from the following file:
- Core/generated/Math/Math2D.c