OpenVDB  11.0.0
Ray< RealT > Member List

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

applyInverseMap(const MapType &map) const Ray< RealT >inline
applyInverseMapF(const MapType &map) const Ray< RealT >inline
applyMap(const MapType &map) const Ray< RealT >inline
applyMapF(const MapType &map) const Ray< RealT >inline
clip(const Vec3T &center, RealT radius)Ray< RealT >inline
clip(const BBoxT &bbox)Ray< RealT >inline
dir() const Ray< RealT >inline
end() const Ray< RealT >inline
eye() const Ray< RealT >inline
indexToWorldF(const GridType &grid) const Ray< RealT >inline
intersects(const Vec3T &center, RealT radius, RealT &t0, RealT &t1) const Ray< RealT >inline
intersects(const Vec3T &center, RealT radius) const Ray< RealT >inline
intersects(const CoordBBox &bbox, RealT &t0, RealT &t1) const Ray< RealT >inline
intersects(const BBox< OtherVec3T > &bbox, RealT &t0, RealT &t1) const Ray< RealT >inline
intersects(const BBoxT &bbox) const Ray< RealT >inline
intersects(const Vec3T &normal, RealT distance, RealT &t) const Ray< RealT >inline
intersects(const Vec3T &normal, const Vec3T &point, RealT &t) const Ray< RealT >inline
invDir() const Ray< RealT >inline
mid() const Ray< RealT >inline
offsetEye(RealT offset)Ray< RealT >inline
operator()(RealT time) const Ray< RealT >inline
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())Ray< RealT >inline
RealType typedefRay< RealT >
reset(const Vec3Type &eye, const Vec3Type &direction, RealT t0=Delta< RealT >::value(), RealT t1=Maximum< RealT >::value())Ray< RealT >inline
scaleTimes(RealT scale)Ray< RealT >inline
setDir(const Vec3Type &dir)Ray< RealT >inline
setEye(const Vec3Type &eye)Ray< RealT >inline
setMaxTime(RealT t1)Ray< RealT >inline
setMinTime(RealT t0)Ray< RealT >inline
setTimes(RealT t0=Delta< RealT >::value(), RealT t1=Maximum< RealT >::value())Ray< RealT >inline
sign(int i) const Ray< RealT >inline
start() const Ray< RealT >inline
t0() const Ray< RealT >inline
t1() const Ray< RealT >inline
test(RealT time) const Ray< RealT >inline
valid(RealT eps=Delta< float >::value()) const Ray< RealT >inline
Vec3T typedefRay< RealT >
Vec3Type typedefRay< RealT >
worldToIndexF(const GridType &grid) const Ray< RealT >inline