ComputeDepth
(
surfacePatch
, point
, radius
)
|
The distance below a surface along the closest normal.
always positive.
Signature
static float ComputeDepth(ISurfacePatch surfacePatch, Vector3 point, float radius) Parameters surfacePatch: ISurfacePatchpoint: Vector3Â
the origin point to compute distance from the surface
radius: floatÂ
the radius of the sphere positioned at the origin point
Returns float |
ComputeDistanceAbove
(
surfacePatch
, point
, radius
)
|
The distance above a surface along the closest normal.
Returns 0 for where the sphere touches the surface along the normal.
Signature
static float ComputeDistanceAbove(ISurfacePatch surfacePatch, Vector3 point, float radius) Parameters surfacePatch: ISurfacePatchpoint: Vector3Â
The origin point to compute distance from the surface
radius: floatÂ
The radius of the sphere positioned at the origin point
Returns float |
ComputeDistanceFrom
(
surfacePatch
, point
, radius
)
|
The distance from the closest point as computed by the proximity field and surface.
Returns the distance to the point without taking into account the surface normal.
Signature
static float ComputeDistanceFrom(ISurfacePatch surfacePatch, Vector3 point, float radius) Parameters surfacePatch: ISurfacePatchpoint: Vector3Â
the origin point to compute distance from the surface
radius: floatÂ
the radius of the sphere positioned at the origin point
Returns float |
ComputeTangentDistance
(
surfacePatch
, point
, radius
)
|
The distance to a surface along the tangent.
Signature
static float ComputeTangentDistance(ISurfacePatch surfacePatch, Vector3 point, float radius) Parameters surfacePatch: ISurfacePatchpoint: Vector3Â
The origin point to compute distance from the surface
radius: floatÂ
The radius of the sphere positioned at the origin point
Returns float |