bumpedRay(float distance) const | G3D::Ray | inline |
bumpedRay(float distance, const Vector3 &bumpDirection) const | G3D::Ray | inline |
closestPoint(const Point3 &point) const | G3D::Ray | inline |
deserialize(class BinaryInput &b) | G3D::Ray | |
direction() const | G3D::Ray | inline |
distance(const Point3 &point) const | G3D::Ray | inline |
fromOriginAndDirection(const Point3 &point, const Vector3 &direction, float minDistance=0.0f, float maxDistance=finf()) | G3D::Ray | inlinestatic |
Intersect class | G3D::Ray | friend |
intersection(const class Plane &plane) const | G3D::Ray | |
intersectionTime(const class Sphere &sphere, bool solid=false) const | G3D::Ray | |
intersectionTime(const class Plane &plane) const | G3D::Ray | |
intersectionTime(const class Box &box) const | G3D::Ray | |
intersectionTime(const class AABox &box) const | G3D::Ray | |
intersectionTime(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &edge01, const Vector3 &edge02, float &w0, float &w1, float &w2) const | G3D::Ray | inline |
intersectionTime(const Point3 &vert0, const Point3 &vert1, const Point3 &vert2, const Vector3 &edge01, const Vector3 &edge02) const | G3D::Ray | inline |
intersectionTime(const Point3 &vert0, const Point3 &vert1, const Point3 &vert2) const | G3D::Ray | inline |
intersectionTime(const Point3 &vert0, const Point3 &vert1, const Point3 &vert2, float &w0, float &w1, float &w2) const | G3D::Ray | inline |
intersectionTime(const Triangle &triangle) const | G3D::Ray | inline |
intersectionTime(const Triangle &triangle, float &w0, float &w1, float &w2) const | G3D::Ray | inline |
invDirection() const | G3D::Ray | inline |
maxDistance() const | G3D::Ray | inline |
minDistance() const | G3D::Ray | inline |
origin() const | G3D::Ray | inline |
Ray() | G3D::Ray | inline |
Ray(const Point3 &origin, const Vector3 &direction, float minDistance=0.0f, float maxDistance=finf()) | G3D::Ray | inline |
Ray(class BinaryInput &b) | G3D::Ray | |
reflect(const Vector3 &newOrigin, const Vector3 &normal) const | G3D::Ray | |
refract(const Vector3 &newOrigin, const Vector3 &normal, float iInside, float iOutside) const | G3D::Ray | |
serialize(class BinaryOutput &b) const | G3D::Ray | |
set(const Point3 &origin, const Vector3 &direction, float minDistance=0.0f, float maxDistance=finf()) | G3D::Ray | |