82                          float &aOutT1 ) 
const;
 
 
  118                           const SFVEC2F &aEnd_minus_start,
 
  119                           float *aOutT ) 
const;
 
 
bool IntersectSegment(const SFVEC2F &aStartA, const SFVEC2F &aEnd_minus_startA, const SFVEC2F &aStartB, const SFVEC2F &aEnd_minus_startB)
 
SFVEC2F at(float t) const
 
RAY2D(const SFVEC2F &o, const SFVEC2F &d)
 
bool IntersectCircle(const SFVEC2F &aCenter, float aRadius, float *aOutT0, float *aOutT1, SFVEC2F *aOutNormalT0, SFVEC2F *aOutNormalT1) const
 
bool IntersectSegment(const SFVEC2F &aStart, const SFVEC2F &aEnd_minus_start, float *aOutT) const
 
float m_DOT_End_minus_start
dot( m_End_minus_start, m_End_minus_start)
 
float DistanceToPointSquared(const SFVEC2F &aPoint) const
 
SFVEC2F m_End_minus_start
 
SFVEC2F atNormalized(float t) const
Return the position at t.
 
SFVEC2F at(float t) const
 
RAYSEG2D(const SFVEC2F &s, const SFVEC2F &e)
 
void Init(const SFVEC3F &o, const SFVEC3F &d)
 
unsigned int m_dirIsNeg[3]
 
RAY_CLASSIFICATION m_Classification
 
bool IntersectSphere(const SFVEC3F &aCenter, float aRadius, float &aOutT0, float &aOutT1) const
 
SFVEC3F at(float t) const
 
unsigned int rayID
unique ray ID - not used - dummy
 
SFVEC2F at2D(float t) const