MPSRayOriginMaskDirectionMaxDistance(3) MetalPerformanceShaders.framework MPSRayOriginMaskDirectionMaxDistance(3)

MPSRayOriginMaskDirectionMaxDistance - Represents a 3D ray with an origin, a direction, and a mask to filter out intersections.

#include <MPSRayIntersectorTypes.h>


MPSPackedFloat3 origin
Ray origin. The intersection test will be skipped if the origin contains NaNs or infinities. unsigned int mask
Ray mask which is bitwise AND-ed with instance and primitive masks to filter out intersections. The intersection test will be skipped if the mask is zero. MPSPackedFloat3 direction
Ray direction. Does not need to be normalized. The intersection test will be skipped if the direction has length zero or contains NaNs or infinities. float maxDistance
Maximum intersection distance from the origin along the ray direction. May be infinite. The intersection test will be skipped if the maximum distance is less than zero or NaN.

Represents a 3D ray with an origin, a direction, and a mask to filter out intersections.

This type is available from the Metal Shading Language by including the MetalPerformanceShaders/MetalPerformanceShaders.h header.

MPSPackedFloat3 MPSRayOriginMaskDirectionMaxDistance::direction

Ray direction. Does not need to be normalized. The intersection test will be skipped if the direction has length zero or contains NaNs or infinities.

Ray mask which is bitwise AND-ed with instance and primitive masks to filter out intersections. The intersection test will be skipped if the mask is zero.

Maximum intersection distance from the origin along the ray direction. May be infinite. The intersection test will be skipped if the maximum distance is less than zero or NaN.

MPSPackedFloat3 MPSRayOriginMaskDirectionMaxDistance::origin

Ray origin. The intersection test will be skipped if the origin contains NaNs or infinities.

Generated automatically by Doxygen for MetalPerformanceShaders.framework from the source code.

Mon Jul 9 2018 Version MetalPerformanceShaders-119.3