aboutsummaryrefslogtreecommitdiffstats
path: root/dev/MinGfx/docs/html/classmingfx_1_1_ray.html
blob: 32845ac84edd56fedfb6ea3eb89261f6af40c876 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
<!-- HTML header for doxygen 1.8.9.1-->
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
<meta name="generator" content="Doxygen 1.9.1"/>
<title>MinGfx Toolkit: mingfx::Ray Class Reference</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="jquery.js"></script>
<script type="text/javascript" src="dynsections.js"></script>
<link href="search/search.css" rel="stylesheet" type="text/css"/>
<script type="text/javascript" src="search/searchdata.js"></script>
<script type="text/javascript" src="search/search.js"></script>
<script type="text/x-mathjax-config">
  MathJax.Hub.Config({
    extensions: ["tex2jax.js"],
    jax: ["input/TeX","output/HTML-CSS"],
});
</script>
<script type="text/javascript" async="async" src="http://cdn.mathjax.org/mathjax/latest/MathJax.js"></script>
<link href="doxygen.css" rel="stylesheet" type="text/css" />
<link href="customdoxygen.css" rel="stylesheet" type="text/css"/>
</head>
<body>
<div id="top"><!-- do not remove this div, it is closed by doxygen! -->
<div id="titlearea">
<table cellspacing="0" cellpadding="0">
 <tbody>
 <tr style="height: 56px;">
  <td style="padding-left: 0.5em;">
   <div id="projectname">MinGfx Toolkit
   &#160;<span id="projectnumber">1.0</span>
   </div>
   <div id="projectbrief">A minimal library for writing cross-platform (Windows, OSX, linux) graphics programs.</div>
  </td>
 </tr>
 </tbody>
</table>
</div>
<!-- end header part -->
<!-- Generated by Doxygen 1.9.1 -->
<script type="text/javascript">
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
var searchBox = new SearchBox("searchBox", "search",false,'Search','.html');
/* @license-end */
</script>
<script type="text/javascript" src="menudata.js"></script>
<script type="text/javascript" src="menu.js"></script>
<script type="text/javascript">
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
$(function() {
  initMenu('',true,false,'search.php','Search');
  $(document).ready(function() { init_search(); });
});
/* @license-end */</script>
<div id="main-nav"></div>
<!-- window showing the filter options -->
<div id="MSearchSelectWindow"
     onmouseover="return searchBox.OnSearchSelectShow()"
     onmouseout="return searchBox.OnSearchSelectHide()"
     onkeydown="return searchBox.OnSearchSelectKey(event)">
</div>

<!-- iframe showing the search results (closed by default) -->
<div id="MSearchResultsWindow">
<iframe src="javascript:void(0)" frameborder="0" 
        name="MSearchResults" id="MSearchResults">
</iframe>
</div>

<div id="nav-path" class="navpath">
  <ul>
<li class="navelem"><a class="el" href="namespacemingfx.html">mingfx</a></li><li class="navelem"><a class="el" href="classmingfx_1_1_ray.html">Ray</a></li>  </ul>
</div>
</div><!-- top -->
<div class="header">
  <div class="summary">
<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="classmingfx_1_1_ray-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">mingfx::Ray Class Reference</div>  </div>
</div><!--header-->
<div class="contents">
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Stores the mathematical object of a ray that begins at an origin (a 3D point) and points in a direction (a unit 3D vector). </p>
<p>Rays can intersect a variety of other computer graphics objects, such as planes, triangles, spheres, 3D meshes, etc. These intersections can be tested with the Intersect...() methods. The <a class="el" href="classmingfx_1_1_ray.html" title="Stores the mathematical object of a ray that begins at an origin (a 3D point) and points in a directi...">Ray</a> can also be transformed by a <a class="el" href="classmingfx_1_1_matrix4.html" title="A 4x4 transformation matrix stored internally as an array of floats in column-major order so as to be...">Matrix4</a>. Example: </p><div class="fragment"><div class="line"><span class="comment">// Create a pick ray from the mouse position</span></div>
<div class="line"><span class="keywordtype">void</span> MyGraphicsApp::OnLeftMouseDown(<span class="keyword">const</span> Point2 &amp;pos) {</div>
<div class="line">   Point2 mouse_xy = PixelsToNormalizedDeviceCoords(pos);</div>
<div class="line">   <span class="keywordtype">float</span> mouse_z = ReadZValueAtPixel(pos);</div>
<div class="line">   Point3 mouse_3d = <a class="code" href="classmingfx_1_1_gfx_math.html#a2086a2f885f887fb53da8a5adb5860f0">GfxMath::ScreenToNearPlane</a>(view_matrix, proj_matrix, mouse_xy, mouse_z);</div>
<div class="line">   Matrix4 camera_matrix = view_matrix.Inverse();</div>
<div class="line">   Point3 eye = camera_matrix.ColumnToPoint3(3);</div>
<div class="line"> </div>
<div class="line">   <a class="code" href="classmingfx_1_1_ray.html#aee3fe586869e00ae657a74bb4bbbbfda">Ray</a> pick_ray(eye, mouse_3d - eye);</div>
<div class="line"> </div>
<div class="line">   <span class="comment">// check to see if the ray intersects a sphere</span></div>
<div class="line">   <span class="keywordtype">float</span> t;</div>
<div class="line">   Point3 p;</div>
<div class="line">   <span class="keywordflow">if</span> (pick_ray.IntersectSphere(Point3(0,0,0), 2.0, &amp;t, &amp;p)) {</div>
<div class="line">       std::cout &lt;&lt; <span class="stringliteral">&quot;Mouse pointing at sphere!  Intersection point = &quot;</span> &lt;&lt; p &lt;&lt; std::endl;</div>
<div class="line">   }</div>
<div class="line">}</div>
<div class="ttc" id="aclassmingfx_1_1_gfx_math_html_a2086a2f885f887fb53da8a5adb5860f0"><div class="ttname"><a href="classmingfx_1_1_gfx_math.html#a2086a2f885f887fb53da8a5adb5860f0">mingfx::GfxMath::ScreenToNearPlane</a></div><div class="ttdeci">static Point3 ScreenToNearPlane(const Matrix4 &amp;viewMatrix, const Matrix4 &amp;projMatrix, const Point2 &amp;normalizedScreenPt)</div><div class="ttdoc">Converts a 2D point on the filmplane represented in Normalized Device Coorindates,...</div></div>
<div class="ttc" id="aclassmingfx_1_1_ray_html_aee3fe586869e00ae657a74bb4bbbbfda"><div class="ttname"><a href="classmingfx_1_1_ray.html#aee3fe586869e00ae657a74bb4bbbbfda">mingfx::Ray::Ray</a></div><div class="ttdeci">Ray()</div><div class="ttdoc">Defaults to a ray at the origin and pointing in the -Z direction.</div></div>
</div><!-- fragment --> 
<p class="definition">Definition at line <a class="el" href="ray_8h_source.html#l00054">54</a> of file <a class="el" href="ray_8h_source.html">ray.h</a>.</p>
</div>
<p><code>#include &lt;<a class="el" href="ray_8h_source.html">ray.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:aee3fe586869e00ae657a74bb4bbbbfda"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#aee3fe586869e00ae657a74bb4bbbbfda">Ray</a> ()</td></tr>
<tr class="memdesc:aee3fe586869e00ae657a74bb4bbbbfda"><td class="mdescLeft">&#160;</td><td class="mdescRight">Defaults to a ray at the origin and pointing in the -Z direction.  <a href="classmingfx_1_1_ray.html#aee3fe586869e00ae657a74bb4bbbbfda">More...</a><br /></td></tr>
<tr class="separator:aee3fe586869e00ae657a74bb4bbbbfda"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab38cdd0793b3acfe55fa9ebca5ddebf6"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#ab38cdd0793b3acfe55fa9ebca5ddebf6">Ray</a> (const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;<a class="el" href="classmingfx_1_1_ray.html#a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe">origin</a>, const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;<a class="el" href="classmingfx_1_1_ray.html#a7b7826730a410c10be00122c99fe6dbe">direction</a>)</td></tr>
<tr class="memdesc:ab38cdd0793b3acfe55fa9ebca5ddebf6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a ray from a 3D origin and direction.  <a href="classmingfx_1_1_ray.html#ab38cdd0793b3acfe55fa9ebca5ddebf6">More...</a><br /></td></tr>
<tr class="separator:ab38cdd0793b3acfe55fa9ebca5ddebf6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac20909f30c07d5375598876c6d294625"><td class="memItemLeft" align="right" valign="top">virtual&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#ac20909f30c07d5375598876c6d294625">~Ray</a> ()</td></tr>
<tr class="memdesc:ac20909f30c07d5375598876c6d294625"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classmingfx_1_1_ray.html" title="Stores the mathematical object of a ray that begins at an origin (a 3D point) and points in a directi...">Ray</a> destructor.  <a href="classmingfx_1_1_ray.html#ac20909f30c07d5375598876c6d294625">More...</a><br /></td></tr>
<tr class="separator:ac20909f30c07d5375598876c6d294625"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a87b07c4f7c9f33189efade7e519b5d9d"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a87b07c4f7c9f33189efade7e519b5d9d">operator==</a> (const <a class="el" href="classmingfx_1_1_ray.html">Ray</a> &amp;other) const</td></tr>
<tr class="memdesc:a87b07c4f7c9f33189efade7e519b5d9d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check for "equality", taking floating point imprecision into account.  <a href="classmingfx_1_1_ray.html#a87b07c4f7c9f33189efade7e519b5d9d">More...</a><br /></td></tr>
<tr class="separator:a87b07c4f7c9f33189efade7e519b5d9d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab62fa6ea1c20870f67c58401aefe3eff"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#ab62fa6ea1c20870f67c58401aefe3eff">operator!=</a> (const <a class="el" href="classmingfx_1_1_ray.html">Ray</a> &amp;other) const</td></tr>
<tr class="memdesc:ab62fa6ea1c20870f67c58401aefe3eff"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check for "inequality", taking floating point imprecision into account.  <a href="classmingfx_1_1_ray.html#ab62fa6ea1c20870f67c58401aefe3eff">More...</a><br /></td></tr>
<tr class="separator:ab62fa6ea1c20870f67c58401aefe3eff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3c926e2da6dfd1b0a435577617eae984"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a3c926e2da6dfd1b0a435577617eae984">Length</a> () const</td></tr>
<tr class="memdesc:a3c926e2da6dfd1b0a435577617eae984"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the length of the direction vector.  <a href="classmingfx_1_1_ray.html#a3c926e2da6dfd1b0a435577617eae984">More...</a><br /></td></tr>
<tr class="separator:a3c926e2da6dfd1b0a435577617eae984"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8707604031eb9437c449345d85d69d24"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a8707604031eb9437c449345d85d69d24">IntersectPlane</a> (const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;planePt, const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;planeNormal, float *iTime, <a class="el" href="classmingfx_1_1_point3.html">Point3</a> *iPoint) const</td></tr>
<tr class="memdesc:a8707604031eb9437c449345d85d69d24"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks to see if the ray intersects a plane defined by a point and a normal.  <a href="classmingfx_1_1_ray.html#a8707604031eb9437c449345d85d69d24">More...</a><br /></td></tr>
<tr class="separator:a8707604031eb9437c449345d85d69d24"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1a6130616c4e4eebe9d09181b0f8b734"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a1a6130616c4e4eebe9d09181b0f8b734">IntersectTriangle</a> (const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;v1, const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;v2, const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;v3, float *iTime, <a class="el" href="classmingfx_1_1_point3.html">Point3</a> *iPoint) const</td></tr>
<tr class="memdesc:a1a6130616c4e4eebe9d09181b0f8b734"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks to see if the ray intersects a triangle defined by the vertices v1, v2, and v3.  <a href="classmingfx_1_1_ray.html#a1a6130616c4e4eebe9d09181b0f8b734">More...</a><br /></td></tr>
<tr class="separator:a1a6130616c4e4eebe9d09181b0f8b734"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a37689523a0b73d3d3288ce60bdcb7ae3"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a37689523a0b73d3d3288ce60bdcb7ae3">IntersectQuad</a> (const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;v1, const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;v2, const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;v3, const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;v4, float *iTime, <a class="el" href="classmingfx_1_1_point3.html">Point3</a> *iPoint) const</td></tr>
<tr class="memdesc:a37689523a0b73d3d3288ce60bdcb7ae3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks to see if the ray intersects a quad defined by the vertices v1, v2, v3, and v4.  <a href="classmingfx_1_1_ray.html#a37689523a0b73d3d3288ce60bdcb7ae3">More...</a><br /></td></tr>
<tr class="separator:a37689523a0b73d3d3288ce60bdcb7ae3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a970c7dbc19167be625967fabfb39b4ff"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a970c7dbc19167be625967fabfb39b4ff">IntersectSphere</a> (const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;center, float radius, float *iTime, <a class="el" href="classmingfx_1_1_point3.html">Point3</a> *iPoint) const</td></tr>
<tr class="memdesc:a970c7dbc19167be625967fabfb39b4ff"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks to see if the ray intersects a sphere defined by a center point and a radius.  <a href="classmingfx_1_1_ray.html#a970c7dbc19167be625967fabfb39b4ff">More...</a><br /></td></tr>
<tr class="separator:a970c7dbc19167be625967fabfb39b4ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a79caa1df0839d13339575d3d5527ae6f"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a79caa1df0839d13339575d3d5527ae6f">IntersectMesh</a> (const <a class="el" href="classmingfx_1_1_mesh.html">Mesh</a> &amp;mesh, float *iTime, <a class="el" href="classmingfx_1_1_point3.html">Point3</a> *iPoint, int *iTriangleID) const</td></tr>
<tr class="memdesc:a79caa1df0839d13339575d3d5527ae6f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks to see if the ray intersects a triangle mesh.  <a href="classmingfx_1_1_ray.html#a79caa1df0839d13339575d3d5527ae6f">More...</a><br /></td></tr>
<tr class="separator:a79caa1df0839d13339575d3d5527ae6f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac90097090f0f8f49db13f6f232712afc"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#ac90097090f0f8f49db13f6f232712afc">FastIntersectMesh</a> (<a class="el" href="classmingfx_1_1_mesh.html">Mesh</a> *mesh, float *iTime, <a class="el" href="classmingfx_1_1_point3.html">Point3</a> *iPoint, int *iTriangleID) const</td></tr>
<tr class="memdesc:ac90097090f0f8f49db13f6f232712afc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks to see if the ray intersects a triangle mesh.  <a href="classmingfx_1_1_ray.html#ac90097090f0f8f49db13f6f232712afc">More...</a><br /></td></tr>
<tr class="separator:ac90097090f0f8f49db13f6f232712afc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a57d3ee10518ed361ae02d9cbdef842b7"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a57d3ee10518ed361ae02d9cbdef842b7">IntersectAABB</a> (const <a class="el" href="classmingfx_1_1_a_a_b_b.html">AABB</a> &amp;box, float *iTime) const</td></tr>
<tr class="memdesc:a57d3ee10518ed361ae02d9cbdef842b7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Checks to see if the ray intersects an <a class="el" href="classmingfx_1_1_a_a_b_b.html" title="A 3D axis-aligned bounding box defined by two corners (min and max).">AABB</a> (Axis-Aligned Bounding Box).  <a href="classmingfx_1_1_ray.html#a57d3ee10518ed361ae02d9cbdef842b7">More...</a><br /></td></tr>
<tr class="separator:a57d3ee10518ed361ae02d9cbdef842b7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classmingfx_1_1_point3.html">Point3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe">origin</a> () const</td></tr>
<tr class="memdesc:a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the origin.  <a href="classmingfx_1_1_ray.html#a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe">More...</a><br /></td></tr>
<tr class="separator:a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7b7826730a410c10be00122c99fe6dbe"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a7b7826730a410c10be00122c99fe6dbe">direction</a> () const</td></tr>
<tr class="memdesc:a7b7826730a410c10be00122c99fe6dbe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the direction.  <a href="classmingfx_1_1_ray.html#a7b7826730a410c10be00122c99fe6dbe">More...</a><br /></td></tr>
<tr class="separator:a7b7826730a410c10be00122c99fe6dbe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a75593293307b4eead15a876bf3597071"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classmingfx_1_1_ray.html#a75593293307b4eead15a876bf3597071">set</a> (<a class="el" href="classmingfx_1_1_point3.html">Point3</a> newOrigin, <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> newDir)</td></tr>
<tr class="memdesc:a75593293307b4eead15a876bf3597071"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets a new origin and direction.  <a href="classmingfx_1_1_ray.html#a75593293307b4eead15a876bf3597071">More...</a><br /></td></tr>
<tr class="separator:a75593293307b4eead15a876bf3597071"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a id="aee3fe586869e00ae657a74bb4bbbbfda"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aee3fe586869e00ae657a74bb4bbbbfda">&#9670;&nbsp;</a></span>Ray() <span class="overload">[1/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">mingfx::Ray::Ray </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Defaults to a ray at the origin and pointing in the -Z direction. </p>

</div>
</div>
<a id="ab38cdd0793b3acfe55fa9ebca5ddebf6"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab38cdd0793b3acfe55fa9ebca5ddebf6">&#9670;&nbsp;</a></span>Ray() <span class="overload">[2/2]</span></h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">mingfx::Ray::Ray </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>origin</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td>
          <td class="paramname"><em>direction</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Creates a ray from a 3D origin and direction. </p>

</div>
</div>
<a id="ac20909f30c07d5375598876c6d294625"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac20909f30c07d5375598876c6d294625">&#9670;&nbsp;</a></span>~Ray()</h2>

<div class="memitem">
<div class="memproto">
<table class="mlabels">
  <tr>
  <td class="mlabels-left">
      <table class="memname">
        <tr>
          <td class="memname">virtual mingfx::Ray::~Ray </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
  </td>
  <td class="mlabels-right">
<span class="mlabels"><span class="mlabel">virtual</span></span>  </td>
  </tr>
</table>
</div><div class="memdoc">

<p><a class="el" href="classmingfx_1_1_ray.html" title="Stores the mathematical object of a ray that begins at an origin (a 3D point) and points in a directi...">Ray</a> destructor. </p>

</div>
</div>
<h2 class="groupheader">Member Function Documentation</h2>
<a id="a7b7826730a410c10be00122c99fe6dbe"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a7b7826730a410c10be00122c99fe6dbe">&#9670;&nbsp;</a></span>direction()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> mingfx::Ray::direction </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Returns the direction. </p>

</div>
</div>
<a id="ac90097090f0f8f49db13f6f232712afc"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac90097090f0f8f49db13f6f232712afc">&#9670;&nbsp;</a></span>FastIntersectMesh()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::FastIntersectMesh </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_mesh.html">Mesh</a> *&#160;</td>
          <td class="paramname"><em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float *&#160;</td>
          <td class="paramname"><em>iTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_point3.html">Point3</a> *&#160;</td>
          <td class="paramname"><em>iPoint</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int *&#160;</td>
          <td class="paramname"><em>iTriangleID</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Checks to see if the ray intersects a triangle mesh. </p>
<p>This uses a <a class="el" href="classmingfx_1_1_b_v_h.html" title="A Bounding Volume Hierarchy (BVH) data structure that can be used to accelerate ray-object intersecti...">BVH</a> (Bounding Volume Hierarchy) to accelerate the ray-triangle intersection tests. Each mesh can optionally store a <a class="el" href="classmingfx_1_1_b_v_h.html" title="A Bounding Volume Hierarchy (BVH) data structure that can be used to accelerate ray-object intersecti...">BVH</a>. If a <a class="el" href="classmingfx_1_1_b_v_h.html" title="A Bounding Volume Hierarchy (BVH) data structure that can be used to accelerate ray-object intersecti...">BVH</a> has already been calculated for the mesh (done with Mesh::CalculateBVH()), then this function will be much faster than the brute-force <a class="el" href="classmingfx_1_1_ray.html#a79caa1df0839d13339575d3d5527ae6f" title="Checks to see if the ray intersects a triangle mesh.">IntersectMesh()</a> function. If a <a class="el" href="classmingfx_1_1_b_v_h.html" title="A Bounding Volume Hierarchy (BVH) data structure that can be used to accelerate ray-object intersecti...">BVH</a> has not already been calculated for the mesh, the first call to <a class="el" href="classmingfx_1_1_ray.html#ac90097090f0f8f49db13f6f232712afc" title="Checks to see if the ray intersects a triangle mesh.">FastIntersectMesh()</a> will trigger the mesh to create a <a class="el" href="classmingfx_1_1_b_v_h.html" title="A Bounding Volume Hierarchy (BVH) data structure that can be used to accelerate ray-object intersecti...">BVH</a> (not a fast operation) but then subsequent calls to <a class="el" href="classmingfx_1_1_ray.html#ac90097090f0f8f49db13f6f232712afc" title="Checks to see if the ray intersects a triangle mesh.">FastIntersectMesh()</a> will be fast. </p>

</div>
</div>
<a id="a57d3ee10518ed361ae02d9cbdef842b7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a57d3ee10518ed361ae02d9cbdef842b7">&#9670;&nbsp;</a></span>IntersectAABB()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::IntersectAABB </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_a_a_b_b.html">AABB</a> &amp;&#160;</td>
          <td class="paramname"><em>box</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float *&#160;</td>
          <td class="paramname"><em>iTime</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Checks to see if the ray intersects an <a class="el" href="classmingfx_1_1_a_a_b_b.html" title="A 3D axis-aligned bounding box defined by two corners (min and max).">AABB</a> (Axis-Aligned Bounding Box). </p>
<p>Typically, this is the first step of a more detailed intersection test and we don't care about the actual point of intersection, just whether it intersects or not. So, we don't bother calculating the iPoint. We get the iTime for free though, so we do return that. You can calc the iPoint if you want using: </p><div class="fragment"><div class="line"><span class="keywordtype">float</span> t;</div>
<div class="line"><span class="keywordflow">if</span> (ray.IntersectAABB(box, &amp;t)) {</div>
<div class="line">  Point3 iPoint = ray.origin() + t*ray.direction();</div>
<div class="line">}</div>
</div><!-- fragment --> 
</div>
</div>
<a id="a79caa1df0839d13339575d3d5527ae6f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a79caa1df0839d13339575d3d5527ae6f">&#9670;&nbsp;</a></span>IntersectMesh()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::IntersectMesh </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_mesh.html">Mesh</a> &amp;&#160;</td>
          <td class="paramname"><em>mesh</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float *&#160;</td>
          <td class="paramname"><em>iTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_point3.html">Point3</a> *&#160;</td>
          <td class="paramname"><em>iPoint</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int *&#160;</td>
          <td class="paramname"><em>iTriangleID</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Checks to see if the ray intersects a triangle mesh. </p>
<p>This is a brute-force check over each triangle in the mesh. If there was an intersection, true is returned, iTime is set to the intersection time, iPoint is set to the intersection point, and iTriangleID is set to the ID of the closest intersected triangle along the ray. </p>

</div>
</div>
<a id="a8707604031eb9437c449345d85d69d24"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8707604031eb9437c449345d85d69d24">&#9670;&nbsp;</a></span>IntersectPlane()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::IntersectPlane </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>planePt</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_vector3.html">Vector3</a> &amp;&#160;</td>
          <td class="paramname"><em>planeNormal</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float *&#160;</td>
          <td class="paramname"><em>iTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_point3.html">Point3</a> *&#160;</td>
          <td class="paramname"><em>iPoint</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Checks to see if the ray intersects a plane defined by a point and a normal. </p>
<p>If there was an intersection, true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. The plane is considered to be 1-sided. That is the intersection will only occur if the ray hits the plane from its front side as determined by the plane's normal. </p>

</div>
</div>
<a id="a37689523a0b73d3d3288ce60bdcb7ae3"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a37689523a0b73d3d3288ce60bdcb7ae3">&#9670;&nbsp;</a></span>IntersectQuad()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::IntersectQuad </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>v1</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>v2</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>v3</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>v4</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float *&#160;</td>
          <td class="paramname"><em>iTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_point3.html">Point3</a> *&#160;</td>
          <td class="paramname"><em>iPoint</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Checks to see if the ray intersects a quad defined by the vertices v1, v2, v3, and v4. </p>
<p>The vertices must be provided in counter-clockwise order so that the normal of the triangle can be determined via the right-hand rule. The intersection will only happen if the ray hits the front side of the triangle. If there was an intersection, true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. </p>

</div>
</div>
<a id="a970c7dbc19167be625967fabfb39b4ff"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a970c7dbc19167be625967fabfb39b4ff">&#9670;&nbsp;</a></span>IntersectSphere()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::IntersectSphere </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>center</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>radius</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float *&#160;</td>
          <td class="paramname"><em>iTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_point3.html">Point3</a> *&#160;</td>
          <td class="paramname"><em>iPoint</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Checks to see if the ray intersects a sphere defined by a center point and a radius. </p>
<p>If there was an intersection, true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. </p>

</div>
</div>
<a id="a1a6130616c4e4eebe9d09181b0f8b734"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1a6130616c4e4eebe9d09181b0f8b734">&#9670;&nbsp;</a></span>IntersectTriangle()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::IntersectTriangle </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>v1</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>v2</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_point3.html">Point3</a> &amp;&#160;</td>
          <td class="paramname"><em>v3</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float *&#160;</td>
          <td class="paramname"><em>iTime</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_point3.html">Point3</a> *&#160;</td>
          <td class="paramname"><em>iPoint</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Checks to see if the ray intersects a triangle defined by the vertices v1, v2, and v3. </p>
<p>The vertices must be provided in counter-clockwise order so that the normal of the triangle can be determined via the right-hand rule. The intersection will only happen if the ray hits the front side of the triangle. If there was an intersection, true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. </p>

</div>
</div>
<a id="a3c926e2da6dfd1b0a435577617eae984"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a3c926e2da6dfd1b0a435577617eae984">&#9670;&nbsp;</a></span>Length()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">float mingfx::Ray::Length </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Returns the length of the direction vector. </p>

</div>
</div>
<a id="ab62fa6ea1c20870f67c58401aefe3eff"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab62fa6ea1c20870f67c58401aefe3eff">&#9670;&nbsp;</a></span>operator!=()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::operator!= </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_ray.html">Ray</a> &amp;&#160;</td>
          <td class="paramname"><em>other</em></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Check for "inequality", taking floating point imprecision into account. </p>

</div>
</div>
<a id="a87b07c4f7c9f33189efade7e519b5d9d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a87b07c4f7c9f33189efade7e519b5d9d">&#9670;&nbsp;</a></span>operator==()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">bool mingfx::Ray::operator== </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="classmingfx_1_1_ray.html">Ray</a> &amp;&#160;</td>
          <td class="paramname"><em>other</em></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Check for "equality", taking floating point imprecision into account. </p>

</div>
</div>
<a id="a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2fe0ca901c1a5f3ce5f74aa8e5f0d0fe">&#9670;&nbsp;</a></span>origin()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classmingfx_1_1_point3.html">Point3</a> mingfx::Ray::origin </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td> const</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Returns the origin. </p>

</div>
</div>
<a id="a75593293307b4eead15a876bf3597071"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a75593293307b4eead15a876bf3597071">&#9670;&nbsp;</a></span>set()</h2>

<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">void mingfx::Ray::set </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_point3.html">Point3</a>&#160;</td>
          <td class="paramname"><em>newOrigin</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classmingfx_1_1_vector3.html">Vector3</a>&#160;</td>
          <td class="paramname"><em>newDir</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Sets a new origin and direction. </p>

</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li>src/<a class="el" href="ray_8h_source.html">ray.h</a></li>
</ul>
</div><!-- contents -->
<!-- HTML footer for doxygen 1.8.9.1-->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.9.1
</small></address>
</body>
</html>