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GU_RayIntersect Member List

This is the complete list of members for GU_RayIntersect, including all inherited members.

clear()GU_RayIntersect
destroyTrees()GU_RayIntersectprotected
detail() const GU_RayIntersectinline
fixBrokenUVs(const GEO_Primitive *prim, float &u, float &v)GU_RayIntersectstatic
fixBrokenUVs(const GEO_ConstPrimitiveP &prim, float &u, float &v)GU_RayIntersectstatic
fixBrokenUVs(const GEO_Primitive *prim, double &u, double &v)GU_RayIntersectstatic
fixBrokenUVs(const GEO_ConstPrimitiveP &prim, double &u, double &v)GU_RayIntersectstatic
getMemoryUsage(bool inclusive) const GU_RayIntersect
getSerialList() const GU_RayIntersect
GU_RayIntersect()GU_RayIntersect
GU_RayIntersect(const GU_Detail *gdp, const GA_PrimitiveGroup *group=nullptr, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false, bool solidtet=false)GU_RayIntersect
GU_RayIntersect(const GU_Detail *gdp, const GEO_Primitive *prim, bool polyline=false, bool solidtet=false)GU_RayIntersect
GU_RayIntersect(const GU_Detail *gdp0, const GU_Detail *gdp1)GU_RayIntersect
GU_RayIntersect(const GU_Detail *gdp, const GU_Detail *limit_gdp, const GA_PrimitiveGroup *vis_group, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false)GU_RayIntersect
init(const GU_Detail *gdp, const GA_PrimitiveGroup *group=nullptr, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false, bool solidtet=false)GU_RayIntersect
init(const GU_Detail *gdp, const GEO_Primitive *prim, bool polyline=false, bool solidtet=false)GU_RayIntersect
init(const GU_Detail *gdp, const GU_Detail *limit_gdp, const GA_PrimitiveGroup *limit_group, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false)GU_RayIntersect
init() const GU_RayIntersectinline
intersectCaches(GU_RayIntersect &intersect, GU_RayInfo &hitinfo)GU_RayIntersect
intersectPrim(const GEO_Detail &prim_geo, GU_RayPrimInfo &prim, GU_RayInfo &hitinfo)GU_RayIntersect
isEmpty() const GU_RayIntersect
isInside(const UT_Vector3 &pt, bool ignoretrim=true, float tol=0.1) const GU_RayIntersect
isInsideWinding(const UT_Vector3 &pt, bool ignoretrim=true, float tol=0.1) const GU_RayIntersect
minimumCaches(const GU_RayIntersect &intersect, GU_MinInfo &mininfo) const GU_RayIntersect
minimumPoint(const UT_Vector3 &p, GU_MinInfo &mininfo, const GEO_Primitive *prim=0) const GU_RayIntersect
proximityPoint(UT_Array< GU_MinInfo > &hit_list, const UT_Vector3 &p, bool normalize_weights, const GU_ProximityHelper *helper, float radius=0.0f) const GU_RayIntersect
sendRay(const UT_Vector3 &org, const UT_Vector3 &dir, GU_RayInfo &hitinfo) const GU_RayIntersect
validForDeformingGeometry(const GU_Detail *gdp0, const GU_Detail *gdp1)GU_RayIntersectstatic
validForDetail(const GU_Detail *gdp) const GU_RayIntersect
~GU_RayIntersect()GU_RayIntersect