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Ray[Class Summary]
pos
dir
ctor (+3 overloads)
GetPoint(distance)[const]
Transform(transform) (+3 overloads)
Contains(...)[const] (+1 overload)
Equals(otherRay,epsilon)[const]
Distance(point,d)[const] (+9 overloads)
ClosestPoint(targetPoint,d)[const] (+3 overloads)
Intersects(...)[const] (+13 overloads)
IntersectsDisc(disc)[const]
ToLine()[const]
ToLineSegment(d)[const]

Ray::Transform

Syntax

void Ray::Transform(const float3x3 &transform); [5 lines of code]
void Ray::Transform(const float3x4 &transform); [5 lines of code]
void Ray::Transform(const float4x4 &transform); [5 lines of code]
void Ray::Transform(const Quat &transform); [5 lines of code]

Applies a transformation to this ray, in-place.

See classes float3x3, float3x4, float4x4, Quat.

Performance

void Ray::Transform(const float3x3 &transform)

20.526nsecs/call ≈ 48.72M calls/second ≈ 811.97k calls/frame (@ 60fps).
This function does not perform dynamic memory allocation.

void Ray::Transform(const float3x4 &transform)

20.526nsecs/call ≈ 48.72M calls/second ≈ 811.97k calls/frame (@ 60fps).
This function does not perform dynamic memory allocation.

void Ray::Transform(const float4x4 &transform)

20.526nsecs/call ≈ 48.72M calls/second ≈ 811.97k calls/frame (@ 60fps).
This function does not perform dynamic memory allocation.

void Ray::Transform(const Quat &transform)

36.947nsecs/call ≈ 27.07M calls/second ≈ 451.09k calls/frame (@ 60fps).
This function does not perform dynamic memory allocation.

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