| closestPoint(const Vector3 &point) const | G3D::Ray | [inline] |
| deserialize(class BinaryInput &b) | G3D::Ray | |
| direction | G3D::Ray | |
| distance(const Vector3 &point) const | G3D::Ray | [inline] |
| fromOriginAndDirection(const Vector3 &point, const Vector3 &direction) | G3D::Ray | [inline, static] |
| intersection(const class Plane &plane) const | G3D::Ray | |
| intersectionTime(const class Sphere &sphere) const | G3D::Ray | |
| intersectionTime(const class Plane &plane) const | G3D::Ray | |
| intersectionTime(const class Box &box) const | G3D::Ray | |
| intersectionTime(const class AABox &box) const | G3D::Ray | |
| intersectionTime(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2, const Vector3 &edge01, const Vector3 &edge02, double &w0, double &w1, double &w2) const | G3D::Ray | [inline] |
| intersectionTime(const Vector3 &vert0, const Vector3 &vert1, const Vector3 &vert2, const Vector3 &edge01, const Vector3 &edge02) const | G3D::Ray | [inline] |
| intersectionTime(const Vector3 &vert0, const Vector3 &vert1, const Vector3 &vert2) const | G3D::Ray | [inline] |
| intersectionTime(const Vector3 &vert0, const Vector3 &vert1, const Vector3 &vert2, double &w0, double &w1, double &w2) const | G3D::Ray | [inline] |
| intersectionTime(const Triangle &triangle) const | G3D::Ray | [inline] |
| intersectionTime(const Triangle &triangle, double &w0, double &w1, double &w2) const | G3D::Ray | [inline] |
| origin | G3D::Ray | |
| Ray() | G3D::Ray | [inline] |
| Ray(class BinaryInput &b) | G3D::Ray | |
| reflect(const Vector3 &newOrigin, const Vector3 &normal) const | G3D::Ray | |
| refract(const Vector3 &newOrigin, const Vector3 &normal, float iInside, float iOutside) const | G3D::Ray | |
| serialize(class BinaryOutput &b) const | G3D::Ray | |
| unit() const | G3D::Ray | [inline] |