| _direction | utility::graphic::Ray< RayComponentType > | protected |
| _origin | utility::graphic::Ray< RayComponentType > | protected |
| at(RayComponentType distanceParameter) const | utility::graphic::Ray< RayComponentType > | inline |
| convertToMesh(float length, float radius, int segments, utility::graphic::Color32Bit color={ 255, 255, 255, 255 }) const | utility::graphic::Ray< RayComponentType > | inline |
| direction(void) const noexcept | utility::graphic::Ray< RayComponentType > | inline |
| getDirection(void) const | utility::graphic::Ray< RayComponentType > | inline |
| getOrigin() const | utility::graphic::Ray< RayComponentType > | inline |
| intersectRectangle(const RectanglePoseType &rectanglePose, const math::Vector2F &rectangleSize) const | utility::graphic::Ray< RayComponentType > | inline |
| normalizedDirection() const | utility::graphic::Ray< RayComponentType > | inline |
| operator!=(const Ray &other) const | utility::graphic::Ray< RayComponentType > | inline |
| operator=(const Ray &other) | utility::graphic::Ray< RayComponentType > | inline |
| operator=(Ray &&other) noexcept | utility::graphic::Ray< RayComponentType > | inline |
| operator==(const Ray &other) const | utility::graphic::Ray< RayComponentType > | inline |
| origin(void) const noexcept | utility::graphic::Ray< RayComponentType > | inline |
| pointAt(RayComponentType distanceParameter) const | utility::graphic::Ray< RayComponentType > | inline |
| Ray(void) | utility::graphic::Ray< RayComponentType > | inline |
| Ray(math::Vector< RayComponentType, 3 > origin, math::Vector< RayComponentType, 3 > direction) | utility::graphic::Ray< RayComponentType > | inline |
| Ray(const Ray &other) | utility::graphic::Ray< RayComponentType > | inline |
| Ray(Ray &&other) noexcept | utility::graphic::Ray< RayComponentType > | inline |
| setDirection(const math::Vector< RayComponentType, 3 > &direction) | utility::graphic::Ray< RayComponentType > | inline |
| setOrigin(const math::Vector< RayComponentType, 3 > &origin) | utility::graphic::Ray< RayComponentType > | inline |
| setOrigin(const Position< RayComponentType > &origin) | utility::graphic::Ray< RayComponentType > | inline |
| translate(const math::Vector< RayComponentType, 3 > &offset) | utility::graphic::Ray< RayComponentType > | inline |
| translated(const math::Vector< RayComponentType, 3 > &offset) const | utility::graphic::Ray< RayComponentType > | inline |
| validateDirection(const math::Vector< RayComponentType, 3 > &direction) | utility::graphic::Ray< RayComponentType > | inlineprotectedstatic |
| ~Ray(void)=default (defined in utility::graphic::Ray< RayComponentType >) | utility::graphic::Ray< RayComponentType > | |