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__hostdev__ | 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()) |
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__hostdev__ Ray & | offsetEye (RealT offset) |
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__hostdev__ Ray & | setEye (const Vec3Type &eye) |
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__hostdev__ Ray & | setDir (const Vec3Type &dir) |
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__hostdev__ Ray & | setMinTime (RealT t0) |
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__hostdev__ Ray & | setMaxTime (RealT t1) |
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__hostdev__ Ray & | setTimes (RealT t0=Delta< RealT >::value(), RealT t1=Maximum< RealT >::value()) |
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__hostdev__ Ray & | scaleTimes (RealT scale) |
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__hostdev__ Ray & | reset (const Vec3Type &eye, const Vec3Type &direction, RealT t0=Delta< RealT >::value(), RealT t1=Maximum< RealT >::value()) |
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__hostdev__ const Vec3T & | eye () const |
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__hostdev__ const Vec3T & | dir () const |
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__hostdev__ const Vec3T & | invDir () const |
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__hostdev__ RealT | t0 () const |
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__hostdev__ RealT | t1 () const |
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__hostdev__ int | sign (int i) const |
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__hostdev__ Vec3T | operator() (RealT time) const |
| Return the position along the ray at the specified time. More...
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__hostdev__ Vec3T | start () const |
| Return the starting point of the ray. More...
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__hostdev__ Vec3T | end () const |
| Return the endpoint of the ray. More...
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__hostdev__ Vec3T | mid () const |
| Return the midpoint of the ray. More...
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__hostdev__ bool | valid (RealT eps=Delta< float >::value()) const |
| Return true if t1 is larger than t0 by at least eps. More...
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__hostdev__ bool | test (RealT time) const |
| Return true if time is within t0 and t1, both inclusive. More...
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template<typename MapType > |
__hostdev__ 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 > |
__hostdev__ Ray | applyMapF (const MapType &map) const |
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template<typename MapType > |
__hostdev__ 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 MapType > |
__hostdev__ Ray | applyInverseMapF (const MapType &map) const |
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template<typename GridType > |
__hostdev__ Ray | indexToWorldF (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 > |
__hostdev__ Ray | worldToIndexF (const GridType &grid) const |
| Return a new ray in index space, assuming the existing ray is represented in the world space of the specified grid. More...
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__hostdev__ 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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__hostdev__ bool | intersects (const Vec3T ¢er, RealT radius) const |
| Return true if this ray intersects the specified sphere. More...
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__hostdev__ bool | clip (const Vec3T ¢er, RealT radius) |
| Return true if this ray intersects the specified sphere. More...
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__hostdev__ bool | intersects (const CoordBBox &bbox, RealT &t0, RealT &t1) const |
| Returns true if this ray intersects an index bounding box. If the return value is true t0 and t1 are set to the intersection times along the ray. More...
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template<typename OtherVec3T > |
__hostdev__ bool | intersects (const BBox< OtherVec3T > &bbox, RealT &t0, RealT &t1) const |
| Returns true if this ray intersects a floating-point bounding box. If the return value is true t0 and t1 are set to the intersection times along the ray. More...
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template<typename BBoxT > |
__hostdev__ bool | intersects (const BBoxT &bbox) const |
| Return true if this ray intersects the specified bounding box. More...
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template<typename BBoxT > |
__hostdev__ bool | clip (const BBoxT &bbox) |
| Return true if this ray intersects the specified bounding box. More...
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__hostdev__ 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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__hostdev__ 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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