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java.lang.Objectorg.sunflow.core.primitive.Hair
public class Hair
| Constructor Summary | |
|---|---|
Hair()
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| Method Summary | |
|---|---|
PrimitiveList |
getBakingPrimitives()
Create a new PrimitiveList object suitable for baking lightmaps. |
int |
getNumPrimitives()
Returns the number of individual primtives in this aggregate object. |
Color |
getOpacity(ShadingState state)
Returns how much light is blocked by this shader. |
float |
getPrimitiveBound(int primID,
int i)
Retrieve the bounding box component of a particular primitive in object space. |
Color |
getRadiance(ShadingState state)
Gets the radiance for a specified rendering state. |
BoundingBox |
getWorldBounds(Matrix4 o2w)
Compute a bounding box of this object in world space, using the specified object-to-world transformation matrix. |
void |
intersectPrimitive(Ray r,
int primID,
IntersectionState state)
Intersect the specified primitive in local space. |
boolean |
isOpaque()
Returns true if this shader is fully opaque. |
void |
prepareShadingState(ShadingState state)
Prepare the specified ShadingState by setting all of its internal
parameters. |
void |
scatterPhoton(ShadingState state,
Color power)
Scatter a photon with the specied power. |
boolean |
update(ParameterList pl,
SunflowAPI api)
Update this object given a list of parameters. |
| Methods inherited from class java.lang.Object |
|---|
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
| Constructor Detail |
|---|
public Hair()
| Method Detail |
|---|
public int getNumPrimitives()
PrimitiveList
getNumPrimitives in interface PrimitiveList
public float getPrimitiveBound(int primID,
int i)
PrimitiveList
getPrimitiveBound in interface PrimitiveListprimID - primitive indexi - bounding box side index
public BoundingBox getWorldBounds(Matrix4 o2w)
PrimitiveListMatrix4.transform(BoundingBox). If the matrix is
null no transformation is needed, and object space is
equivalent to world space.
getWorldBounds in interface PrimitiveListo2w - object to world transformation matrix
public void intersectPrimitive(Ray r,
int primID,
IntersectionState state)
PrimitiveList
intersectPrimitive in interface PrimitiveListr - ray in the object's local spaceprimID - primitive index to intersectstate - intersection stateRay.setMax(float),
IntersectionState.setIntersection(int, float, float)public void prepareShadingState(ShadingState state)
PrimitiveListShadingState by setting all of its internal
parameters.
prepareShadingState in interface PrimitiveListstate - shading state to fill in
public boolean update(ParameterList pl,
SunflowAPI api)
RenderObject
update in interface RenderObjectpl - list of parameters to read fromapi - reference to the current scene
true if the update is succesfull,
false otherwisepublic Color getRadiance(ShadingState state)
Shader
getRadiance in interface Shaderstate - current render state
public void scatterPhoton(ShadingState state,
Color power)
Shader
scatterPhoton in interface Shaderstate - current statepower - power of the incoming photon.public PrimitiveList getBakingPrimitives()
PrimitiveListPrimitiveList object suitable for baking lightmaps.
This means a set of primitives laid out in the unit square UV space. This
method is optional, objects which do not support it should simply return
null.
getBakingPrimitives in interface PrimitiveListpublic boolean isOpaque()
Shadertrue if this shader is fully opaque.
This gives a quick way to find out if a shader needs further processing
when hit by a shadow ray.
isOpaque in interface Shaderpublic Color getOpacity(ShadingState state)
Shader
getOpacity in interface Shader
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