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openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT > Member List

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

applyInverseMap(const MapType &map) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
applyMap(const MapType &map) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
clip(const Vec3T &center, RealT radius)openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
clip(const BBoxT &bbox)openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
dir() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
end() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
eye() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
indexToWorld(const GridType &grid) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
intersects(const Vec3T &center, RealT radius, RealT &t0, RealT &t1) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
intersects(const Vec3T &center, RealT radius) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
intersects(const BBoxT &bbox, RealT &t0, RealT &t1) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
intersects(const BBoxT &bbox) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
intersects(const Vec3T &normal, RealT distance, RealT &t) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
intersects(const Vec3T &normal, const Vec3T &point, RealT &t) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
invDir() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
mid() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
operator()(RealT time) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
Ray(const Vec3Type &eye=Vec3Type(0, 0, 0), const Vec3Type &direction=Vec3Type(1, 0, 0), RealT t0=math::Delta< RealT >::value(), RealT t1=std::numeric_limits< RealT >::max())openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
RealType typedefopenvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >
reset(const Vec3Type &eye, const Vec3Type &direction, RealT t0=math::Delta< RealT >::value(), RealT t1=std::numeric_limits< RealT >::max())openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
scaleTimes(RealT scale)openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
setDir(const Vec3Type &dir)openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
setEye(const Vec3Type &eye)openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
setMaxTime(RealT t1)openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
setMinTime(RealT t0)openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
setTimes(RealT t0=math::Delta< RealT >::value(), RealT t1=std::numeric_limits< RealT >::max())openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
start() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
t0() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
t1() const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
test(RealT time) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
valid(RealT eps=math::Delta< float >::value()) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline
Vec3T typedefopenvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >
Vec3Type typedefopenvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >
worldToIndex(const GridType &grid) const openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >inline