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Ray< RealT > Member List

This is the complete list of members for Ray< RealT >, including all inherited members.

applyInverseMap(const MapType &map) const | Ray< RealT > | inline
applyInverseMapF(const MapType &map) const | Ray< RealT > | inline
applyMap(const MapType &map) const | Ray< RealT > | inline
applyMapF(const MapType &map) const | Ray< RealT > | inline
clip(const Vec3T &center, RealT radius) | Ray< RealT > | inline
clip(const BBoxT &bbox) | Ray< RealT > | inline
dir() const | Ray< RealT > | inline
end() const | Ray< RealT > | inline
eye() const | Ray< RealT > | inline
indexToWorldF(const GridType &grid) const | Ray< RealT > | inline
intersects(const Vec3T &center, RealT radius, RealT &t0, RealT &t1) const | Ray< RealT > | inline
intersects(const Vec3T &center, RealT radius) const | Ray< RealT > | inline
intersects(const CoordBBox &bbox, RealT &t0, RealT &t1) const | Ray< RealT > | inline
intersects(const BBox< OtherVec3T > &bbox, RealT &t0, RealT &t1) const | Ray< RealT > | inline
intersects(const BBoxT &bbox) const | Ray< RealT > | inline
intersects(const Vec3T &normal, RealT distance, RealT &t) const | Ray< RealT > | inline
intersects(const Vec3T &normal, const Vec3T &point, RealT &t) const | Ray< RealT > | inline
invDir() const | Ray< RealT > | inline
mid() const | Ray< RealT > | inline
offsetEye(RealT offset) | Ray< RealT > | inline
operator()(RealT time) const | Ray< RealT > | inline
Ray(const Vec3Type &eye=Vec3Type(0, 0, 0), const Vec3Type &direction=Vec3Type(1, 0, 0), RealT t0=Delta< RealT >::value(), RealT t1=Maximum< RealT >::value()) | Ray< RealT > | inline
RealType typedef | Ray< RealT > |
reset(const Vec3Type &eye, const Vec3Type &direction, RealT t0=Delta< RealT >::value(), RealT t1=Maximum< RealT >::value()) | Ray< RealT > | inline
scaleTimes(RealT scale) | Ray< RealT > | inline
setDir(const Vec3Type &dir) | Ray< RealT > | inline
setEye(const Vec3Type &eye) | Ray< RealT > | inline
setMaxTime(RealT t1) | Ray< RealT > | inline
setMinTime(RealT t0) | Ray< RealT > | inline
setTimes(RealT t0=Delta< RealT >::value(), RealT t1=Maximum< RealT >::value()) | Ray< RealT > | inline
sign(int i) const | Ray< RealT > | inline
start() const | Ray< RealT > | inline
t0() const | Ray< RealT > | inline
t1() const | Ray< RealT > | inline
test(RealT time) const | Ray< RealT > | inline
valid(RealT eps=Delta< float >::value()) const | Ray< RealT > | inline
Vec3T typedef | Ray< RealT > |
Vec3Type typedef | Ray< RealT > |
worldToIndexF(const GridType &grid) const | Ray< RealT > | inline