Sphere
//Constructors/Producers
Center(TouchPoint) -> Sphere
//Methods
Sphere.Center() -> vec3
Sphere.Radius() -> float
Ray
//Constructors/Producers
CockpitWSRay(CockpitMouseEvent) -> Ray
Ray(RayTouch) -> Ray
VSRay(CockpitMouseEvent) -> Ray
WorldWSRay(CockpitMouseEvent) -> Ray
transform(Ray, mat4) -> Ray
//Methods
Ray.Direction() -> vec3
Ray.Origin() -> vec3
Ray.transform(mat4) -> Ray
RayTouch
//Methods
RayTouch.DidPress() -> bool
RayTouch.HitPos() -> vec3
RayTouch.IntersectionDistance() -> float
RayTouch.IsInteractionDown() -> bool
RayTouch.Ray() -> Ray
GeomIntersection
//Constructors/Producers
getValue(OptionalGeomIntersection) -> GeomIntersection
//Methods
GeomIntersection.Distance() -> float
GeomIntersection.Point3D() -> vec3
IntersectionMesh
//Constructors/Producers
IntersectionMesh(Mesh) -> IntersectionMesh
//Methods
IntersectionMesh.intersect(Sphere) -> OptionalGeomIntersection
IntersectionMesh.intersect(Ray, float) -> OptionalGeomIntersection
OptionalGeomIntersection
//Constructors/Producers
intersect(IntersectionMesh, Sphere) -> OptionalGeomIntersection
intersect(IntersectionMesh, Ray, float) -> OptionalGeomIntersection
//Methods
OptionalGeomIntersection.getValue() -> GeomIntersection
OptionalGeomIntersection.hasValue() -> bool