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This is the complete list of members for GU_RayIntersect, including all inherited members.
clear() | GU_RayIntersect | |
destroyTrees() | GU_RayIntersect | protected |
detail() const | GU_RayIntersect | inline |
fixBrokenUVs(const GEO_Primitive *prim, float &u, float &v) | GU_RayIntersect | static |
fixBrokenUVs(const GEO_ConstPrimitiveP &prim, float &u, float &v) | GU_RayIntersect | static |
fixBrokenUVs(const GEO_Primitive *prim, double &u, double &v) | GU_RayIntersect | static |
fixBrokenUVs(const GEO_ConstPrimitiveP &prim, double &u, double &v) | GU_RayIntersect | static |
getMemoryUsage(bool inclusive) const | GU_RayIntersect | |
getSerialList() const | GU_RayIntersect | |
GU_RayIntersect() | GU_RayIntersect | |
GU_RayIntersect(const GU_Detail *gdp, const GA_PrimitiveGroup *group=nullptr, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false, bool solidtet=false) | GU_RayIntersect | |
GU_RayIntersect(const GU_Detail *gdp, const GEO_Primitive *prim, bool polyline=false, bool solidtet=false) | GU_RayIntersect | |
GU_RayIntersect(const GU_Detail *gdp0, const GU_Detail *gdp1) | GU_RayIntersect | |
GU_RayIntersect(const GU_Detail *gdp, const GU_Detail *limit_gdp, const GA_PrimitiveGroup *vis_group, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false) | GU_RayIntersect | |
init(const GU_Detail *gdp, const GA_PrimitiveGroup *group=nullptr, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false, bool solidtet=false) | GU_RayIntersect | |
init(const GU_Detail *gdp, const GEO_Primitive *prim, bool polyline=false, bool solidtet=false) | GU_RayIntersect | |
init(const GU_Detail *gdp, const GU_Detail *limit_gdp, const GA_PrimitiveGroup *limit_group, bool picking=false, bool polyline=false, bool harden=false, bool usevisibility=false) | GU_RayIntersect | |
init() const | GU_RayIntersect | inline |
intersectCaches(GU_RayIntersect &intersect, GU_RayInfo &hitinfo) | GU_RayIntersect | |
intersectPrim(const GEO_Detail &prim_geo, GU_RayPrimInfo &prim, GU_RayInfo &hitinfo) | GU_RayIntersect | |
isEmpty() const | GU_RayIntersect | |
isInside(const UT_Vector3 &pt, bool ignoretrim=true, float tol=0.1) const | GU_RayIntersect | |
isInsideWinding(const UT_Vector3 &pt, bool ignoretrim=true, float tol=0.1) const | GU_RayIntersect | |
minimumCaches(const GU_RayIntersect &intersect, GU_MinInfo &mininfo) const | GU_RayIntersect | |
minimumPoint(const UT_Vector3 &p, GU_MinInfo &mininfo, const GEO_Primitive *prim=0) const | GU_RayIntersect | |
proximityPoint(UT_Array< GU_MinInfo > &hit_list, const UT_Vector3 &p, bool normalize_weights, const GU_ProximityHelper *helper, float radius=0.0f) const | GU_RayIntersect | |
sendRay(const UT_Vector3 &org, const UT_Vector3 &dir, GU_RayInfo &hitinfo) const | GU_RayIntersect | |
validForDeformingGeometry(const GU_Detail *gdp0, const GU_Detail *gdp1) | GU_RayIntersect | static |
validForDetail(const GU_Detail *gdp) const | GU_RayIntersect | |
~GU_RayIntersect() | GU_RayIntersect |