public class TriangleMesh extends java.lang.Object implements PrimitiveList
Modifier and Type | Field and Description |
---|---|
protected float[] |
points |
protected int[] |
triangles |
Constructor and Description |
---|
TriangleMesh() |
Modifier and Type | Method and Description |
---|---|
PrimitiveList |
getBakingPrimitives()
Create a new
PrimitiveList object suitable for baking lightmaps. |
int |
getNumPrimitives()
Returns the number of individual primtives in this aggregate object.
|
protected Point3 |
getPoint(int i) |
void |
getPoint(int tri,
int i,
Point3 p) |
float |
getPrimitiveBound(int primID,
int i)
Retrieve the bounding box component of a particular primitive in object
space.
|
BoundingBox |
getWorldBounds(Matrix4 o2w)
Compute a bounding box of this object in world space, using the specified
object-to-world transformation matrix.
|
void |
init() |
void |
intersectPrimitive(Ray r,
int primID,
IntersectionState state)
Intersect the specified primitive in local space.
|
void |
prepareShadingState(ShadingState state)
Prepare the specified
ShadingState by setting all of its internal
parameters. |
static void |
setSmallTriangles(boolean smallTriangles) |
boolean |
update(ParameterList pl,
SunflowAPI api)
Update this object given a list of parameters.
|
void |
writeObj(java.lang.String filename) |
public static void setSmallTriangles(boolean smallTriangles)
public void writeObj(java.lang.String filename)
public boolean update(ParameterList pl, SunflowAPI api)
RenderObject
update
in interface RenderObject
pl
- list of parameters to read fromapi
- reference to the current scenetrue
if the update is succesfull,
false
otherwisepublic float getPrimitiveBound(int primID, int i)
PrimitiveList
getPrimitiveBound
in interface PrimitiveList
primID
- primitive indexi
- bounding box side indexpublic BoundingBox getWorldBounds(Matrix4 o2w)
PrimitiveList
Matrix4.transform(BoundingBox)
. If the matrix is
null
no transformation is needed, and object space is
equivalent to world space.getWorldBounds
in interface PrimitiveList
o2w
- object to world transformation matrixpublic void intersectPrimitive(Ray r, int primID, IntersectionState state)
PrimitiveList
intersectPrimitive
in interface PrimitiveList
r
- ray in the object's local spaceprimID
- primitive index to intersectstate
- intersection stateRay.setMax(float)
,
IntersectionState.setIntersection(int, float, float)
public int getNumPrimitives()
PrimitiveList
getNumPrimitives
in interface PrimitiveList
public void prepareShadingState(ShadingState state)
PrimitiveList
ShadingState
by setting all of its internal
parameters.prepareShadingState
in interface PrimitiveList
state
- shading state to fill inpublic void init()
protected Point3 getPoint(int i)
public void getPoint(int tri, int i, Point3 p)
public PrimitiveList getBakingPrimitives()
PrimitiveList
PrimitiveList
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 PrimitiveList