ReactPhysics3D: reactphysics3d Namespace Reference

| ReactPhysics3D v0.10.2 C++ Physics engine library

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reactphysics3d Namespace Reference

Namespace reactphysics3d. More...

## Classes
class | AABB
| This class represents a bounding volume of type "Axis Aligned Bounding Box". More...
class | AABBOverlapCallback
| This class represents a callback when two AABB overlap. More...
class | Array
| This class represents a simple dynamic array with custom memory allocator. More...
class | BallAndSocketJoint
| This class represents a ball-and-socket joint that allows arbitrary rotation between two bodies. More...
class | BallAndSocketJointComponents
| This class represent the component of the ECS with data for the BallAndSocketJoint. More...
struct | BallAndSocketJointInfo
| This structure is used to gather the information needed to create a ball-and-socket joint. More...
class | Body
| This class represents a body. More...
class | BodyComponents
| This class represent the component of the ECS that contains data about a body. More...
class | BoxShape
| This class represents a 3D box shape. More...
class | BroadPhaseRaycastCallback
| Callback called when the AABB of a leaf node is hit by a ray the broad-phase Dynamic AABB Tree. More...
class | BroadPhaseSystem
| This class represents the broad-phase collision detection. More...
class | CapsuleShape
| This class represents a capsule collision shape that is defined around the Y axis. More...
class | CapsuleVsCapsuleAlgorithm
| This class is used to compute the narrow-phase collision detection between two capsules collision shapes. More...
class | CapsuleVsConvexPolyhedronAlgorithm
| This class is used to compute the narrow-phase collision detection between a capsule and a convex polyhedron. More...
class | Collider
| A collider has a collision shape (box, sphere, capsule, ...) and is attached to a RigidBody. More...
class | ColliderComponents
| This class represent the component of the ECS that contains data about the the colliders of the different bodies. More...
class | CollisionCallback
| This abstract class can be used to register a callback for collision test queries. More...
class | CollisionDetectionSystem
| This class computes the collision detection algorithms. More...
class | CollisionDispatch
| This is the collision dispatch configuration use in ReactPhysics3D. More...
class | CollisionShape
| This abstract class represents the collision shape associated with a body that is used during the narrow-phase collision detection. More...
class | Components
| This class represent the abstract class to store components of the ECS. More...
class | ConcaveMeshRaycastCallback
| Class ConcaveMeshRaycastCallback. More...
class | ConcaveMeshShape
| This class represents a static concave mesh shape. More...
class | ConcaveShape
| This abstract class represents a concave collision shape associated with a body that is used during the narrow-phase collision detection. More...
struct | ConstraintSolverData
| This structure contains data from the constraint solver that are used to solve each joint constraint. More...
class | ConstraintSolverSystem
| This class represents the constraint solver that is used to solve constraints between the rigid bodies. More...
class | ContactManifold
| This class represents a set of contact points between two bodies that all have a similar contact normal direction. More...
struct | ContactManifoldInfo
| This structure contains informations about a collision contact manifold computed during the narrow-phase collision detection. More...
struct | ContactPair
| This structure represents a pair of shapes that are in contact during narrow-phase. More...
class | ContactPoint
| This class represents a collision contact point between two bodies in the physics engine. More...
struct | ContactPointInfo
| This structure contains informations about a collision contact computed during the narrow-phase collision detection. More...
class | ContactSolverSystem
| This class represents the contact solver system that is used to solve rigid bodies contacts. More...
class | ConvexMesh
| This class describes a convex mesh made of faces and vertices. More...
class | ConvexMeshShape
| This class represents a convex mesh shape. More...
class | ConvexPolyhedronShape
| This abstract class represents a convex polyhedron collision shape associated with a body that is used during the narrow-phase collision detection. More...
class | ConvexPolyhedronVsConvexPolyhedronAlgorithm
| This class is used to compute the narrow-phase collision detection between two convex polyhedra. More...
class | ConvexShape
| This abstract class represents a convex collision shape associated with a body that is used during the narrow-phase collision detection. More...
class | ConvexTriangleAABBOverlapCallback
| This class represents a callback when an overlap occurs. More...
class | DebugRenderer
| This class is used to display physics debug information directly into the user application view. More...
class | DefaultAllocator
| This class represents a default memory allocator that uses standard C++ functions to allocated 16-bytes aligned memory. More...
class | DefaultLogger
| This class is the default logger class used to log information, warnings or errors during the execution of the library code for easier debugging. More...
class | Deque
| This class represents a Deque. More...
class | DynamicAABBTree
| This class implements a dynamic AABB tree that is used for broad-phase collision detection. More...
class | DynamicAABBTreeOverlapCallback
| Overlapping callback method that has to be used as parameter of the reportAllShapesOverlappingWithNode() method. More...
class | DynamicAABBTreeRaycastCallback
| Raycast callback in the Dynamic AABB Tree called when the AABB of a leaf node is hit by the ray. More...
class | DynamicsSystem
| This class is responsible to compute and update the dynamics of the bodies that are simulated using physics. More...
struct | Entity
| This class is used to identify an entity in the Entity-Component-System. More...
class | EntityManager
| This class is responsible to manage the entities of the ECS. More...
class | EventListener
| This class can be used to receive notifications about events that occur during the simulation. More...
class | FixedJoint
| This class represents a fixed joint that is used to forbid any translation or rotation between two bodies. More...
class | FixedJointComponents
| This class represent the component of the ECS with data for the FixedJoint. More...
struct | FixedJointInfo
| This structure is used to gather the information needed to create a fixed joint. More...
class | GJKAlgorithm
| This class implements a narrow-phase collision detection algorithm. More...
class | HalfEdgeStructure
| This class describes a polyhedron mesh made of faces and vertices. More...
class | HeapAllocator
| This class is used to efficiently allocate memory on the heap. More...
class | HeightField
| This class represents a static height field that can be used to represent a terrain. More...
class | HeightFieldShape
| This class represents a static height field that can be used to represent a terrain. More...
class | HingeJoint
| This class represents a hinge joint that allows arbitrary rotation between two bodies around a single axis. More...
class | HingeJointComponents
| This class represent the component of the ECS with data for the HingeJoint. More...
struct | HingeJointInfo
| This structure is used to gather the information needed to create a hinge joint. More...
class | Island
| An island represent an isolated group of awake bodies that are connected with each other by some contraints (contacts or joints). More...
struct | Islands
| This class contains all the islands of bodies during a frame. More...
class | Joint
| This abstract class represents a joint between two bodies. More...
class | JointComponents
| This class represent the component of the ECS that contains generic information about all the joints. More...
struct | JointInfo
| This structure is used to gather the information needed to create a joint. More...
struct | LastFrameCollisionInfo
| This structure contains collision info about the last frame. More...
class | LinkedList
| This class represents a simple generic linked list. More...
class | Logger
| This abstract class is the base class used to log information, warnings or errors during the execution of the library code for easier debugging. More...
class | Map
| This class represents a simple generic associative map. More...
class | Material
| This class contains the material properties of a collider that will be use for the dynamics simulation like the friction coefficient or the bounciness of the rigid body. More...
class | Matrix2x2
| This class represents a 2x2 matrix. More...
class | Matrix3x3
| This class represents a 3x3 matrix. More...
class | MemoryAllocator
| Abstract class with the basic interface of all the derived memory allocators. More...
class | MemoryManager
| The memory manager is used to store the different memory allocators that are used by the library. More...
struct | Message
| This structure represent a message that can be returned to the user. More...
class | NarrowPhaseAlgorithm
| This abstract class is the base class for a narrow-phase collision detection algorithm. More...
class | NarrowPhaseCallback
| This abstract class is the base class for a narrow-phase collision callback class. More...
struct | NarrowPhaseInfoBatch
| This structure collects all the potential collisions from the middle-phase algorithm that have to be tested during narrow-phase collision detection. More...
class | NarrowPhaseInput
| This structure contains everything that is needed to perform the narrow-phase collision detection. More...
class | OverlapCallback
| This class can be used to register a callback for collision overlap queries between bodies. More...
class | OverlappingPairs
| This class contains pairs of two colliders that are overlapping during the broad-phase collision detection. More...
class | Pair
| This class represents a simple generic pair. More...
class | PhysicsCommon
| This class is a singleton that needs to be instanciated once at the beginning. More...
class | PhysicsWorld
| This class represents a physics world. More...
class | PolygonVertexArray
| This class is used to describe the vertices and faces of a mesh. More...
class | PoolAllocator
| This class is used to efficiently allocate memory on the heap. More...
class | QHHalfEdgeStructure
| This class describes a polyhedron mesh made of faces and vertices. More...
struct | Quaternion
| This class represents a quaternion. More...
class | QuickHull
| This class implements the Quickhull algorithm to compute a convex mesh from a set of 3D points. More...
struct | Ray
| This structure represents a 3D ray represented by two points. More...
class | RaycastCallback
| This class can be used to register a callback for ray casting queries. More...
struct | RaycastInfo
| This structure contains the information about a raycast hit. More...
struct | RaycastTest
| Structure RaycastTest. More...
class | RigidBody
| This class represents a rigid body of the physics engine. More...
class | RigidBodyComponents
| This class represent the component of the ECS that contains data about a rigid body. More...
class | SATAlgorithm
| This class implements the Separating Axis Theorem algorithm (SAT). More...
class | Set
| This class represents a simple generic set. More...
class | SingleFrameAllocator
| This class represent a memory allocator used to efficiently allocate memory on the heap that is used during a single frame. More...
class | SliderJoint
| This class represents a slider joint. More...
class | SliderJointComponents
| This class represent the component of the ECS with data for the SliderJoint. More...
struct | SliderJointInfo
| This structure is used to gather the information needed to create a slider joint. More...
class | SolveBallAndSocketJointSystem
| This class is responsible to solve the BallAndSocketJoint constraints. More...
class | SolveFixedJointSystem
| This class is responsible to solve the FixedJoint constraints. More...
class | SolveHingeJointSystem
| This class is responsible to solve the BallAndSocketJoint constraints. More...
class | SolveSliderJointSystem
| This class is responsible to solve the SliderJoint constraints. More...
class | SphereShape
| This class represents a sphere collision shape that is centered at the origin and defined by its radius. More...
class | SphereVsCapsuleAlgorithm
| This class is used to compute the narrow-phase collision detection between a sphere collision shape and a capsule collision shape. More...
class | SphereVsConvexPolyhedronAlgorithm
| This class is used to compute the narrow-phase collision detection between a sphere and a convex polyhedron. More...
class | SphereVsSphereAlgorithm
| This class is used to compute the narrow-phase collision detection between two sphere collision shapes. More...
class | Stack
| This class represents a simple generic stack. More...
class | Transform
| This class represents a position and an orientation in 3D. More...
class | TransformComponents
| This class represent the component of the ECS that contains the transforms of the different entities. More...
struct | TreeNode
| This structure represents a node of the dynamic AABB tree. More...
class | TriangleCallback
| This class is used to encapsulate a callback method for a single triangle of a ConcaveMesh. More...
class | TriangleMesh
| This class represents a mesh made of triangles. More...
class | TriangleShape
| This class represents a triangle collision shape that is centered at the origin and defined three points. More...
class | TriangleVertexArray
| This class is used to describe the vertices and faces of a triangular mesh. More...
struct | Vector2
| This class represents a 2D vector. More...
struct | Vector3
| This class represents a 3D vector. More...
class | VertexArray
| This class is used to describe an array of vertices. More...
class | VoronoiSimplex
| This class represents a simplex which is a set of 3D points. More...

## Typedefs
typedef unsigned int | Bits
using | uint = unsigned int
using | uchar = unsigned char
using | ushort = unsigned short
using | luint = long unsigned int
using | int8 = std::int8_t
using | uint8 = std::uint8_t
using | int16 = std::int16_t
using | uint16 = std::uint16_t
using | int32 = std::int32_t
using | uint32 = std::uint32_t
using | int64 = std::int64_t
using | uint64 = std::uint64_t
using | bodypair = Pair< Entity, Entity >
using | decimal = float

## Enumerations
enum class | NarrowPhaseAlgorithmType { NoCollisionTest , SphereVsSphere , SphereVsCapsule , CapsuleVsCapsule , SphereVsConvexPolyhedron , CapsuleVsConvexPolyhedron , ConvexPolyhedronVsConvexPolyhedron }
| Enumeration for the type of narrow-phase collision detection algorithm.
enum class | CollisionShapeType { SPHERE , CAPSULE , CONVEX_POLYHEDRON , CONCAVE_SHAPE }
| Type of collision shapes.
enum class | CollisionShapeName { TRIANGLE , SPHERE , CAPSULE , BOX , CONVEX_MESH , TRIANGLE_MESH , HEIGHTFIELD }
| Names of collision shapes.
enum class | TriangleRaycastSide { FRONT , BACK , FRONT_AND_BACK }
| Raycast test side for the triangle. More...
enum class | BodyType { STATIC , KINEMATIC , DYNAMIC }
| Enumeration for the type of a body STATIC : A static body has infinite mass, zero velocity but the position can be changed manually. More...
enum class | JointsPositionCorrectionTechnique { BAUMGARTE_JOINTS , NON_LINEAR_GAUSS_SEIDEL }
| Position correction technique used in the constraint solver (for joints). More...
enum class | ContactsPositionCorrectionTechnique { BAUMGARTE_CONTACTS , SPLIT_IMPULSES }
| Position correction technique used in the contact solver (for contacts) BAUMGARTE_CONTACTS : Faster but can be innacurate and can lead to unexpected bounciness in some situations (due to error correction factor being added to the bodies momentum). More...
enum class | JointType { BALLSOCKETJOINT , SLIDERJOINT , HINGEJOINT , FIXEDJOINT }
| Enumeration for the type of a constraint.

## Functions
template<class T >
void | hash_combine (std::size_t &seed, const T &v)
| This method is used to combine two hash values.
RP3D_FORCE_INLINE bool | approxEqual (decimal a, decimal b, decimal epsilon=MACHINE_EPSILON)
| Function to test if two real numbers are (almost) equal We test if two numbers a and b are such that (a-b) are in [-EPSILON; EPSILON].
RP3D_FORCE_INLINE int | clamp (int value, int lowerLimit, int upperLimit)
| Function that returns the result of the "value" clamped by two others values "lowerLimit" and "upperLimit".
RP3D_FORCE_INLINE decimal | clamp (decimal value, decimal lowerLimit, decimal upperLimit)
| Function that returns the result of the "value" clamped by two others values "lowerLimit" and "upperLimit".
RP3D_FORCE_INLINE decimal | min3 (decimal a, decimal b, decimal c)
| Return the minimum value among three values.
RP3D_FORCE_INLINE decimal | max3 (decimal a, decimal b, decimal c)
| Return the maximum value among three values.
RP3D_FORCE_INLINE bool | sameSign (decimal a, decimal b)
| Return true if two values have the same sign.
RP3D_FORCE_INLINE bool | areParallelVectors (const Vector3 &vector1, const Vector3 &vector2)
RP3D_FORCE_INLINE bool | areOrthogonalVectors (const Vector3 &vector1, const Vector3 &vector2)
RP3D_FORCE_INLINE Vector3 | clamp (const Vector3 &vector, decimal maxLength)
RP3D_FORCE_INLINE Vector3 | computeClosestPointOnSegment (const Vector3 &segPointA, const Vector3 &segPointB, const Vector3 &pointC)
RP3D_FORCE_INLINE void | computeClosestPointBetweenTwoSegments (const Vector3 &seg1PointA, const Vector3 &seg1PointB, const Vector3 &seg2PointA, const Vector3 &seg2PointB, Vector3 &closestPointSeg1, Vector3 &closestPointSeg2)
RP3D_FORCE_INLINE void | computeBarycentricCoordinatesInTriangle (const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &p, decimal &u, decimal &v, decimal &w)
RP3D_FORCE_INLINE decimal | computePlaneSegmentIntersection (const Vector3 &segA, const Vector3 &segB, const decimal planeD, const Vector3 &planeNormal)
RP3D_FORCE_INLINE decimal | computePointToLineDistance (const Vector3 &linePointA, const Vector3 &linePointB, const Vector3 &point)
RP3D_FORCE_INLINE Array< Vector3 > | clipSegmentWithPlanes (const Vector3 &segA, const Vector3 &segB, const Array< Vector3 > &planesPoints, const Array< Vector3 > &planesNormals, MemoryAllocator &allocator)
RP3D_FORCE_INLINE void | clipPolygonWithPlane (const Array< Vector3 > &polygonVertices, const Vector3 &planePoint, const Vector3 &planeNormal, Array< Vector3 > &outClippedPolygonVertices)
RP3D_FORCE_INLINE Vector3 | projectPointOntoPlane (const Vector3 &point, const Vector3 &unitPlaneNormal, const Vector3 &planePoint)
RP3D_FORCE_INLINE decimal | computePointToPlaneDistance (const Vector3 &point, const Vector3 &planeNormal, const Vector3 &planePoint)
RP3D_FORCE_INLINE bool | isPowerOfTwo (uint64 number)
| Return true if a number is a power of two.
RP3D_FORCE_INLINE uint64 | nextPowerOfTwo64Bits (uint64 number)
| Return the next power of two larger than the number in parameter.
RP3D_FORCE_INLINE uint64 | pairNumbers (uint32 number1, uint32 number2)
| Return an unique integer from two integer numbers (pairing function) Here we assume that the two parameter numbers are sorted such that number1 = max(number1, number2) http://szudzik.com/ElegantPairing.pdf.
RP3D_FORCE_INLINE Matrix2x2 | operator+ (const Matrix2x2 &matrix1, const Matrix2x2 &matrix2)
RP3D_FORCE_INLINE Matrix2x2 | operator- (const Matrix2x2 &matrix1, const Matrix2x2 &matrix2)
RP3D_FORCE_INLINE Matrix2x2 | operator- (const Matrix2x2 &matrix)
RP3D_FORCE_INLINE Matrix2x2 | operator* (decimal nb, const Matrix2x2 &matrix)
RP3D_FORCE_INLINE Matrix2x2 | operator* (const Matrix2x2 &matrix, decimal nb)
RP3D_FORCE_INLINE Matrix2x2 | operator* (const Matrix2x2 &matrix1, const Matrix2x2 &matrix2)
RP3D_FORCE_INLINE Vector2 | operator* (const Matrix2x2 &matrix, const Vector2 &vector)
RP3D_FORCE_INLINE Matrix3x3 | operator+ (const Matrix3x3 &matrix1, const Matrix3x3 &matrix2)
RP3D_FORCE_INLINE Matrix3x3 | operator- (const Matrix3x3 &matrix1, const Matrix3x3 &matrix2)
RP3D_FORCE_INLINE Matrix3x3 | operator- (const Matrix3x3 &matrix)
RP3D_FORCE_INLINE Matrix3x3 | operator* (decimal nb, const Matrix3x3 &matrix)
RP3D_FORCE_INLINE Matrix3x3 | operator* (const Matrix3x3 &matrix, decimal nb)
RP3D_FORCE_INLINE Matrix3x3 | operator* (const Matrix3x3 &matrix1, const Matrix3x3 &matrix2)
RP3D_FORCE_INLINE Vector3 | operator* (const Matrix3x3 &matrix, const Vector3 &vector)
RP3D_FORCE_INLINE Vector2 | operator+ (const Vector2 &vector1, const Vector2 &vector2)
RP3D_FORCE_INLINE Vector2 | operator- (const Vector2 &vector1, const Vector2 &vector2)
RP3D_FORCE_INLINE Vector2 | operator- (const Vector2 &vector)
RP3D_FORCE_INLINE Vector2 | operator* (const Vector2 &vector, decimal number)
RP3D_FORCE_INLINE Vector2 | operator* (const Vector2 &vector1, const Vector2 &vector2)
RP3D_FORCE_INLINE Vector2 | operator/ (const Vector2 &vector, decimal number)
RP3D_FORCE_INLINE Vector2 | operator/ (const Vector2 &vector1, const Vector2 &vector2)
RP3D_FORCE_INLINE Vector2 | operator* (decimal number, const Vector2 &vector)
RP3D_FORCE_INLINE bool | approxEqual (const Vector2 &vec1, const Vector2 &vec2, decimal epsilon=MACHINE_EPSILON)
RP3D_FORCE_INLINE Vector3 | operator+ (const Vector3 &vector1, const Vector3 &vector2)
RP3D_FORCE_INLINE Vector3 | operator- (const Vector3 &vector1, const Vector3 &vector2)
RP3D_FORCE_INLINE Vector3 | operator- (const Vector3 &vector)
RP3D_FORCE_INLINE Vector3 | operator* (const Vector3 &vector, decimal number)
RP3D_FORCE_INLINE Vector3 | operator/ (const Vector3 &vector, decimal number)
RP3D_FORCE_INLINE Vector3 | operator/ (const Vector3 &vector1, const Vector3 &vector2)
RP3D_FORCE_INLINE Vector3 | operator* (decimal number, const Vector3 &vector)
RP3D_FORCE_INLINE Vector3 | operator* (const Vector3 &vector1, const Vector3 &vector2)

## Variables
constexpr decimal | REL_ERROR = decimal(1.0e-3)
constexpr decimal | REL_ERROR_SQUARE = REL_ERROR * REL_ERROR
constexpr int | MAX_ITERATIONS_GJK_RAYCAST = 32
const int | NB_COLLISION_SHAPE_TYPES = 4
const decimal | DECIMAL_SMALLEST = - std::numeric_limits<decimal>::max()
| Smallest decimal value (negative)
const decimal | DECIMAL_LARGEST = std::numeric_limits<decimal>::max()
| Maximum decimal value.
const decimal | MACHINE_EPSILON = std::numeric_limits<decimal>::epsilon()
| Machine epsilon.
constexpr decimal | PI_RP3D = decimal(3.141592653589)
| Pi constant.
constexpr decimal | PI_TIMES_2 = decimal(6.28318530)
| 2*Pi constant
constexpr decimal | DYNAMIC_TREE_FAT_AABB_INFLATE_PERCENTAGE = decimal(0.08)
| In the broad-phase collision detection (dynamic AABB tree), the AABBs are inflated by a constant percentage of its size to allow the collision shape to move a little bit without triggering a large modification of the tree each frame which can be costly.
constexpr uint8 | NB_MAX_CONTACT_POINTS_IN_NARROWPHASE_INFO = 16
| Maximum number of contact points in a narrow phase info object.
constexpr uint8 | NB_MAX_CONTACT_MANIFOLDS = 4
| Maximum number of contact manifolds in an overlapping pair.
constexpr uint8 | NB_MAX_POTENTIAL_CONTACT_MANIFOLDS = 64
| Maximum number of potential contact manifolds in an overlapping pair.
constexpr uint8 | NB_MAX_CONTACT_POINTS_IN_POTENTIAL_MANIFOLD = 255
| Maximum number of contact points in potential contact manifold.
constexpr decimal | SAME_CONTACT_POINT_DISTANCE_THRESHOLD = decimal(0.01)
| Distance threshold to consider that two contact points in a manifold are the same.
constexpr uint8 | GLOBAL_ALIGNMENT = 16
| Global alignment (in bytes) that all allocators must enforce.
const std::string | RP3D_VERSION = std::string("0.10.2")
| Current version of ReactPhysics3D.

## Detailed Description

Namespace reactphysics3d.

ReactPhysiscs3D namespace.

ReactPhysics3D namespace.

Namespace ReactPhysics3D.

## Enumeration Type Documentation

## ◆ BodyType

enum class reactphysics3d::BodyType
| strong

Enumeration for the type of a body STATIC : A static body has infinite mass, zero velocity but the position can be changed manually.

A static body does not collide with other static or kinematic bodies. KINEMATIC : A kinematic body has infinite mass, the velocity can be changed manually and its position is computed by the physics engine. A kinematic body does not collide with other static or kinematic bodies. DYNAMIC : A dynamic body has non-zero mass, non-zero velocity determined by forces and its position is determined by the physics engine. A dynamic body can collide with other dynamic, static or kinematic bodies.

## ◆ ContactsPositionCorrectionTechnique

enum class reactphysics3d::ContactsPositionCorrectionTechnique
| strong

Position correction technique used in the contact solver (for contacts) BAUMGARTE_CONTACTS : Faster but can be innacurate and can lead to unexpected bounciness in some situations (due to error correction factor being added to the bodies momentum).

SPLIT_IMPULSES : A bit slower but the error correction factor is not added to the bodies momentum. This is the option used by default.

## ◆ JointsPositionCorrectionTechnique

enum class reactphysics3d::JointsPositionCorrectionTechnique
| strong

Position correction technique used in the constraint solver (for joints).

BAUMGARTE_JOINTS : Faster but can be innacurate in some situations. NON_LINEAR_GAUSS_SEIDEL : Slower but more precise. This is the option used by default.

## ◆ TriangleRaycastSide

enum class reactphysics3d::TriangleRaycastSide
| strong

Raycast test side for the triangle.

Enumerator
FRONT | Raycast against front triangle.
BACK | Raycast against back triangle.
FRONT_AND_BACK | Raycast against front and back triangle.