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Lamp::Ray Member List

This is the complete list of members for Lamp::Ray, including all inherited members.
epsilonEquals(const Ray &target, float epsilon) constLamp::Ray [inline]
getDirection() constLamp::Ray [inline]
getDistance(const Vector3 &point) constLamp::Ray [inline]
getDistance(const AxisAlignedBox &axisAlignedBox) constLamp::Ray [inline]
getDistance(const Capsule &capsule) constLamp::Ray [inline]
getDistance(const Cone &cone) constLamp::Ray [inline]
getDistance(const Line &line) constLamp::Ray [inline]
getDistance(const OrientedBox &orientedBox) constLamp::Ray [inline]
getDistance(const Plane &plane) constLamp::Ray
getDistance(const Ray &ray) constLamp::Ray [inline]
getDistance(const Segment &segment) constLamp::Ray [inline]
getDistance(const Sphere &sphere) constLamp::Ray [inline]
getDistance(const Triangle &triangle) constLamp::Ray [inline]
getOrigin() constLamp::Ray [inline]
getSquaredDistance(const Vector3 &point) constLamp::Ray
getSquaredDistance(const AxisAlignedBox &axisAlignedBox) constLamp::Ray
getSquaredDistance(const Capsule &capsule) constLamp::Ray
getSquaredDistance(const Cone &cone) constLamp::Ray
getSquaredDistance(const Line &line) constLamp::Ray
getSquaredDistance(const OrientedBox &orientedBox) constLamp::Ray
getSquaredDistance(const Plane &plane) constLamp::Ray [inline]
getSquaredDistance(const Ray &ray) constLamp::Ray
getSquaredDistance(const Segment &segment) constLamp::Ray
getSquaredDistance(const Sphere &sphere) constLamp::Ray
getSquaredDistance(const Triangle &triangle) constLamp::Ray
intersect(const Vector3 &point, float range=Math::epsilon) constLamp::Ray
intersect(const AxisAlignedBox &axisAlignedBox) constLamp::Ray
intersect(const Capsule &capsule) constLamp::Ray
intersect(const Cone &cone) constLamp::Ray
intersect(const Line &line, float range=Math::epsilon) constLamp::Ray
intersect(const OrientedBox &orientedBox) constLamp::Ray
intersect(const Plane &plane) constLamp::Ray
intersect(const Ray &ray, float range=Math::epsilon) constLamp::Ray
intersect(const Segment &segment, float range=Math::epsilon) constLamp::Ray
intersect(const Sphere &sphere) constLamp::Ray
intersect(const Triangle &triangle) constLamp::Ray
isZero() constLamp::Ray [inline]
notEpsilonEquals(const Ray &target, float epsilon) constLamp::Ray [inline]
operator!=(const Ray &target) constLamp::Ray [inline]
operator==(const Ray &target) constLamp::Ray [inline]
Ray()Lamp::Ray [inline]
Ray(const Vector3 &origin, const Vector3 &direction)Lamp::Ray [inline]
Ray(float originX, float originY, float originZ, float directionX, float directionY, float directionZ)Lamp::Ray [inline]
Ray(const float *const source)Lamp::Ray [inline, explicit]
set(const Vector3 &origin, const Vector3 &direction)Lamp::Ray [inline]
set(float originX, float originY, float originZ, float directionX, float directionY, float directionZ)Lamp::Ray [inline]
set(const float *const source)Lamp::Ray [inline]
setDirection(const Vector3 &direction)Lamp::Ray [inline]
setOrigin(const Vector3 &origin)Lamp::Ray [inline]
toString() constLamp::Ray [inline]
transform(const Matrix33 &matrix) constLamp::Ray [inline]
transform(const Matrix34 &matrix) constLamp::Ray [inline]
transform(const Matrix44 &matrix) constLamp::Ray [inline]
zeroLamp::Ray [static]

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