Пример #1
0
void Circle::Transform(const float4x4 &transform)
{
	assume(transform.HasUniformScale());
	assume(transform.IsColOrthogonal3());
	pos = transform.MulPos(pos);
	normal = transform.MulDir(normal).Normalized();
	r *= transform.Col3(0).Length(); // Scale the radius of the circle.
}
Пример #2
0
Ray operator *(const float4x4 &transform, const Ray &ray)
{
    return Ray(transform.MulPos(ray.pos), transform.MulDir(ray.dir));
}
Пример #3
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void Ray::Transform(const float4x4 &transform)
{
	pos = transform.MulPos(pos);
	dir = transform.MulDir(dir);
}
Пример #4
0
Ray operator *(const float4x4 &transform, const Ray &ray)
{
	assume(transform.IsInvertible());
	return Ray(transform.MulPos(ray.pos), transform.MulDir(ray.dir).Normalized());
}
Пример #5
0
Line operator *(const float4x4 &transform, const Line &l)
{
    return Line(transform.MulPos(l.pos), transform.MulDir(l.dir));
}
Пример #6
0
Ray operator *(const float4x4 &transform, const Ray &ray)
{
	assume(transform.IsInvertible(1e-6f)); // Tundra: use smaller epsilon in order to prevent assumption spam when raycasting to non-uniformly scaled objects.
	return Ray(transform.MulPos(ray.pos), transform.MulDir(ray.dir).Normalized());
}