Line

Imath.Line3f

class Imath.Line3f
V3f: None
V3f: None
Line3f() Line3f
Line3f(Line3f) Line3f
Line3f(V3f point1, V3f point2) Line3f
Line3f(table[3] point1, table[3] point2) Line3f
Line3f(float posX, float posY, float posZ, float dirX, float dirY, float dirZ) Line3f
Line3f(table[6] posDir) Line3f
operator==(Line3f l) const -> boolean
operator!=(Line3f l) const -> boolean
operator[](int idx) const -> float
operator[](int idx, float value)
operator()(float param) const -> V3f
set(V3f point1, V3f point2) Line3f
set(table[3] point1, table[3] point2) Line3f
set(table[6] posDir) Line3f
distanceTo(V3f point) const -> float
distanceTo(Line3f line) const -> float
closestPointTo(V3f point) const -> V3f
closestPointTo(Line3f line) const -> V3f
toTable() const -> table[6]
closestPoints(Line3f line2, V3f& point1, V3f& point2) const -> boolean
closestPoints(Line3f line2) const -> boolean, V3f, V3f
intersect(V3f v0, V3f v1, V3f v2, V3f& pt, V3f& barycentric) const -> boolean, boolean
intersect(V3f v0, V3f v1, V3f v2) const -> boolean, V3f, V3f, boolean
closestVertex(V3f v0, V3f v1, V3f v2) const -> V3f
rotatePoint(V3f p, float angle) const -> V3f

Imath.Line3d

class Imath.Line3d
V3d: None
V3d: None
Line3d() Line3d
Line3d(Line3d) Line3d
Line3d(V3d point1, V3d point2) Line3d
Line3d(table[3] point1, table[3] point2) Line3d
Line3d(double posX, double posY, double posZ, double dirX, double dirY, double dirZ) Line3d
Line3d(table[6] posDir) Line3d
operator==(Line3d l) const -> boolean
operator!=(Line3d l) const -> boolean
operator[](int idx) const -> double
operator[](int idx, double value)
operator()(double param) const -> V3d
set(V3d point1, V3d point2) Line3d
set(table[3] point1, table[3] point2) Line3d
set(table[6] posDir) Line3d
distanceTo(V3d point) const -> double
distanceTo(Line3d line) const -> double
closestPointTo(V3d point) const -> V3d
closestPointTo(Line3d line) const -> V3d
toTable() const -> table[6]
closestPoints(Line3d line2, V3d& point1, V3d& point2) const -> boolean
closestPoints(Line3d line2) const -> boolean, V3d, V3d
intersect(V3d v0, V3d v1, V3d v2, V3d& pt, V3d& barycentric) const -> boolean, boolean
intersect(V3d v0, V3d v1, V3d v2) const -> boolean, V3d, V3d, boolean
closestVertex(V3d v0, V3d v1, V3d v2) const -> V3d
rotatePoint(V3d p, double angle) const -> V3d