Ray operator *(const float3x3 &transform, const Ray &ray) { assume(transform.IsInvertible()); return Ray(transform * ray.pos, (transform * ray.dir).Normalized()); }
Ray operator *(const float3x3 &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 * ray.pos, (transform * ray.dir).Normalized()); }