Go to the source code of this file.
|
| float | MayaFlux::Kinesis::point_ray_distance_sq (const Ray &ray, const glm::vec3 &point, float *out_t=nullptr) |
| | Squared perpendicular distance from a point to an infinite ray.
|
| |
| std::optional< HitResult > | MayaFlux::Kinesis::ray_cast (const SpatialIndex3D &index, const Ray &ray, float tolerance) |
| | Find the closest entity to a ray within a tolerance radius.
|
| |
| std::vector< HitResult > | MayaFlux::Kinesis::ray_cast_all (const SpatialIndex3D &index, const Ray &ray, float tolerance) |
| | Find all entities within tolerance of a ray, sorted by distance.
|
| |
| Ray | MayaFlux::Kinesis::screen_to_ray (double window_x, double window_y, uint32_t width, uint32_t height, const ViewTransform &vt) |
| | Construct a world-space ray from window pixel coordinates.
|
| |