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| | 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()) |
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| void | setEye (const Vec3Type &eye) |
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| void | setDir (const Vec3Type &dir) |
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| void | setMinTime (RealT t0) |
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| void | setMaxTime (RealT t1) |
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| void | setTimes (RealT t0=math::Delta< RealT >::value(), RealT t1=std::numeric_limits< RealT >::max()) |
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| void | scaleTimes (RealT scale) |
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| void | reset (const Vec3Type &eye, const Vec3Type &direction, RealT t0=math::Delta< RealT >::value(), RealT t1=std::numeric_limits< RealT >::max()) |
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| const Vec3T & | eye () const |
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| const Vec3T & | dir () const |
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| const Vec3T & | invDir () const |
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| RealT | t0 () const |
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| RealT | t1 () const |
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| Vec3R | operator() (RealT time) const |
| | Return the position along the ray at the specified time. More...
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| Vec3R | start () const |
| | Return the starting point of the ray. More...
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| Vec3R | end () const |
| | Return the endpoint of the ray. More...
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| Vec3R | mid () const |
| | Return the midpoint of the ray. More...
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| bool | valid (RealT eps=math::Delta< float >::value()) const |
| | Return true if t1 is larger than t0 by at least eps. More...
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| bool | test (RealT time) const |
| | Return true if time is within t0 and t1, both inclusive. More...
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| template<typename MapType > |
| Ray | applyMap (const MapType &map) const |
| | Return a new Ray that is transformed with the specified map. More...
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| template<typename MapType > |
| Ray | applyInverseMap (const MapType &map) const |
| | Return a new Ray that is transformed with the inverse of the specified map. More...
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| template<typename GridType > |
| Ray | indexToWorld (const GridType &grid) const |
| | Return a new ray in world space, assuming the existing ray is represented in the index space of the specified grid. More...
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| template<typename GridType > |
| Ray | worldToIndex (const GridType &grid) const |
| | Return a new ray in the index space of the specified grid, assuming the existing ray is represented in world space. More...
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| bool | intersects (const Vec3T ¢er, RealT radius, RealT &t0, RealT &t1) const |
| | Return true if this ray intersects the specified sphere. More...
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| bool | intersects (const Vec3T ¢er, RealT radius) const |
| | Return true if this ray intersects the specified sphere. More...
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| bool | clip (const Vec3T ¢er, RealT radius) |
| | Return true if this ray intersects the specified sphere. More...
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| template<typename BBoxT > |
| bool | intersects (const BBoxT &bbox, RealT &t0, RealT &t1) const |
| | Return true if the Ray intersects the specified axisaligned bounding box. More...
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| template<typename BBoxT > |
| bool | intersects (const BBoxT &bbox) const |
| | Return true if this ray intersects the specified bounding box. More...
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| template<typename BBoxT > |
| bool | clip (const BBoxT &bbox) |
| | Return true if this ray intersects the specified bounding box. More...
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| bool | intersects (const Vec3T &normal, RealT distance, RealT &t) const |
| | Return true if the Ray intersects the plane specified by a normal and distance from the origin. More...
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| bool | intersects (const Vec3T &normal, const Vec3T &point, RealT &t) const |
| | Return true if the Ray intersects the plane specified by a normal and point. More...
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template<typename RealT = double>
class openvdb::OPENVDB_VERSION_NAME::math::Ray< RealT >
Definition at line 27 of file Ray.h.