Nazara Engine
0.4
A fast, complete, cross-platform API designed for game development
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This is the complete list of members for Nz::Ray< T >, including all inherited members.
AxisX() | Nz::Ray< T > | static |
AxisY() | Nz::Ray< T > | static |
AxisZ() | Nz::Ray< T > | static |
ClosestPoint(const Vector3< T > &point) const | Nz::Ray< T > | |
direction (defined in Nz::Ray< T >) | Nz::Ray< T > | |
GetPoint(T lambda) const | Nz::Ray< T > | |
Intersect(const BoundingVolume< T > &volume, T *closestHit=nullptr, T *furthestHit=nullptr) const | Nz::Ray< T > | |
Intersect(const Box< T > &box, T *closestHit=nullptr, T *furthestHit=nullptr) const | Nz::Ray< T > | |
Intersect(const Box< T > &box, const Matrix4< T > &transform, T *closestHit=nullptr, T *furthestHit=nullptr) const | Nz::Ray< T > | |
Intersect(const OrientedBox< T > &orientedBox, T *closestHit=nullptr, T *furthestHit=nullptr) const | Nz::Ray< T > | |
Intersect(const Plane< T > &plane, T *hit=nullptr) const | Nz::Ray< T > | |
Intersect(const Sphere< T > &sphere, T *closestHit=nullptr, T *furthestHit=nullptr) const | Nz::Ray< T > | |
Intersect(const Vector3< T > &firstPoint, const Vector3< T > &secondPoint, const Vector3< T > &thirdPoint, T *hit=nullptr) const | Nz::Ray< T > | |
Lerp(const Ray &from, const Ray &to, T interpolation) | Nz::Ray< T > | static |
MakeAxisX() | Nz::Ray< T > | |
MakeAxisY() | Nz::Ray< T > | |
MakeAxisZ() | Nz::Ray< T > | |
operator!=(const Ray &ray) const | Nz::Ray< T > | |
operator*(T lambda) const | Nz::Ray< T > | |
operator=(const Ray &other)=default (defined in Nz::Ray< T >) | Nz::Ray< T > | |
operator==(const Ray &ray) const | Nz::Ray< T > | |
origin (defined in Nz::Ray< T >) | Nz::Ray< T > | |
Ray()=default (defined in Nz::Ray< T >) | Nz::Ray< T > | |
Ray(T X, T Y, T Z, T directionX, T directionY, T directionZ) | Nz::Ray< T > | |
Ray(const Vector3< T > &origin, const Vector3< T > &direction) | Nz::Ray< T > | |
Ray(const T origin[3], const T direction[3]) | Nz::Ray< T > | |
Ray(const Plane< T > &planeOne, const Plane< T > &planeTwo) | Nz::Ray< T > | |
Ray(const Ray< U > &ray) | Nz::Ray< T > | explicit |
Ray(const Vector3< U > &origin, const Vector3< U > &direction) | Nz::Ray< T > | explicit |
Ray(const Ray< T > &ray)=default (defined in Nz::Ray< T >) | Nz::Ray< T > | |
Set(T X, T Y, T Z, T directionX, T directionY, T directionZ) | Nz::Ray< T > | |
Set(const Vector3< T > &origin, const Vector3< T > &direction) | Nz::Ray< T > | |
Set(const T origin[3], const T direction[3]) | Nz::Ray< T > | |
Set(const Plane< T > &planeOne, const Plane< T > &planeTwo) | Nz::Ray< T > | |
Set(const Ray &ray) | Nz::Ray< T > | |
Set(const Ray< U > &ray) (defined in Nz::Ray< T >) | Nz::Ray< T > | |
Set(const Vector3< U > &origin, const Vector3< U > &direction) (defined in Nz::Ray< T >) | Nz::Ray< T > | |
Set(const Ray< U > &ray) | Nz::Ray< T > | |
Set(const Vector3< U > &Origin, const Vector3< U > &Direction) | Nz::Ray< T > | |
ToString() const | Nz::Ray< T > | |
~Ray()=default (defined in Nz::Ray< T >) | Nz::Ray< T > |