Sphere¶
Imath.Sphere3f¶
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class
Imath.Sphere3f¶ -
V3f center
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float radius
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Sphere3f() → Sphere3f¶
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Sphere3f(Sphere3f o) → Sphere3f
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Sphere3f(V3f c, float r) → Sphere3f
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Sphere3f(float x, float y, float z, float r) → Sphere3f
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Sphere3f(table[3] c, float r) → Sphere3f
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Sphere3f(table[4] t) → Sphere3f
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operator==(Sphere3f o)const→ boolean¶
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operator!=(Sphere3f o)const→ boolean¶
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operator[](int idx)const→ float¶
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operator[](int idx, float value)
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circumscribe(Box3f box)¶
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intersect(Line3f l, V3f& intersection)const→ boolean¶
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intersect(Line3f l)const→ boolean, V3f
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intersectT(Line3f l)const→ boolean, float¶
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toTable()const→ table[4]¶
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Imath.Sphere3d¶
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class
Imath.Sphere3d¶ -
V3d center
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double radius
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Sphere3d() → Sphere3d¶
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Sphere3d(Sphere3d o) → Sphere3d
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Sphere3d(V3d c, double r) → Sphere3d
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Sphere3d(double x, double y, double z, double r) → Sphere3d
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Sphere3d(table[3] c, double r) → Sphere3d
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Sphere3d(table[4] t) → Sphere3d
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operator==(Sphere3d o)const→ boolean¶
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operator!=(Sphere3d o)const→ boolean¶
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operator[](int idx)const→ double¶
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operator[](int idx, double value)
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circumscribe(Box3d box)¶
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intersect(Line3d l, V3d& intersection)const→ boolean¶
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intersect(Line3d l)const→ boolean, V3f
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intersectT(Line3d l)const→ boolean, double¶
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toTable()const→ table[4]¶
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