Defines a color using red, green, blue, and alpha values. The standard range for each component is [0f, 1f].
A record of a single Ray-Object intersection.
Utility class that contains math constants and useful math functions.
Defines a 4x4 row-major Matrix (following DirectX's matrix layout). Right handedness conventions used by default.
Describes a mathematical plane with normal vector and plane constant d.
Describes the intersection types between a plane and bounding volume.
Defines a 2D point.
Defines a 4 dimensional vector that represents a rotation, where the x,y,z components are a vector that an object is rotated about by the angle theta. W is equal to cos(theta/2).
Defines a 3D ray with a point of origin and a direction.
Defines a rectangle.
The Transform class represents a 3D SRT (scaling/rotation/translation) matrix. Generally this class is used to represent a world matrix and has functions to conviently set each component, compute the SRT matrix, and parent-child transform combination.
Defines a 3 point primitive.
Defines a 2 component vector
Defines a 3 component vector.
Defines a 4 component vector.