| epsilonEquals(const Ray &target, float epsilon) const | Lamp::Ray | [inline] |
| getDirection() const | Lamp::Ray | [inline] |
| getDistance(const Vector3 &point) const | Lamp::Ray | [inline] |
| getDistance(const AxisAlignedBox &axisAlignedBox) const | Lamp::Ray | [inline] |
| getDistance(const Capsule &capsule) const | Lamp::Ray | [inline] |
| getDistance(const Cone &cone) const | Lamp::Ray | [inline] |
| getDistance(const Line &line) const | Lamp::Ray | [inline] |
| getDistance(const OrientedBox &orientedBox) const | Lamp::Ray | [inline] |
| getDistance(const Plane &plane) const | Lamp::Ray | |
| getDistance(const Ray &ray) const | Lamp::Ray | [inline] |
| getDistance(const Segment &segment) const | Lamp::Ray | [inline] |
| getDistance(const Sphere &sphere) const | Lamp::Ray | [inline] |
| getDistance(const Triangle &triangle) const | Lamp::Ray | [inline] |
| getOrigin() const | Lamp::Ray | [inline] |
| getSquaredDistance(const Vector3 &point) const | Lamp::Ray | |
| getSquaredDistance(const AxisAlignedBox &axisAlignedBox) const | Lamp::Ray | |
| getSquaredDistance(const Capsule &capsule) const | Lamp::Ray | |
| getSquaredDistance(const Cone &cone) const | Lamp::Ray | |
| getSquaredDistance(const Line &line) const | Lamp::Ray | |
| getSquaredDistance(const OrientedBox &orientedBox) const | Lamp::Ray | |
| getSquaredDistance(const Plane &plane) const | Lamp::Ray | [inline] |
| getSquaredDistance(const Ray &ray) const | Lamp::Ray | |
| getSquaredDistance(const Segment &segment) const | Lamp::Ray | |
| getSquaredDistance(const Sphere &sphere) const | Lamp::Ray | |
| getSquaredDistance(const Triangle &triangle) const | Lamp::Ray | |
| intersect(const Vector3 &point, float range=Math::epsilon) const | Lamp::Ray | |
| intersect(const AxisAlignedBox &axisAlignedBox) const | Lamp::Ray | |
| intersect(const Capsule &capsule) const | Lamp::Ray | |
| intersect(const Cone &cone) const | Lamp::Ray | |
| intersect(const Line &line, float range=Math::epsilon) const | Lamp::Ray | |
| intersect(const OrientedBox &orientedBox) const | Lamp::Ray | |
| intersect(const Plane &plane) const | Lamp::Ray | |
| intersect(const Ray &ray, float range=Math::epsilon) const | Lamp::Ray | |
| intersect(const Segment &segment, float range=Math::epsilon) const | Lamp::Ray | |
| intersect(const Sphere &sphere) const | Lamp::Ray | |
| intersect(const Triangle &triangle) const | Lamp::Ray | |
| isZero() const | Lamp::Ray | [inline] |
| notEpsilonEquals(const Ray &target, float epsilon) const | Lamp::Ray | [inline] |
| operator!=(const Ray &target) const | Lamp::Ray | [inline] |
| operator==(const Ray &target) const | Lamp::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() const | Lamp::Ray | [inline] |
| transform(const Matrix33 &matrix) const | Lamp::Ray | [inline] |
| transform(const Matrix34 &matrix) const | Lamp::Ray | [inline] |
| transform(const Matrix44 &matrix) const | Lamp::Ray | [inline] |
| zero | Lamp::Ray | [static] |