public class Hair extends java.lang.Object implements PrimitiveList, Shader
Constructor and Description |
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Hair() |
Modifier and Type | Method and Description |
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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.
|
public int getNumPrimitives()
PrimitiveList
getNumPrimitives
in interface PrimitiveList
public 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 void prepareShadingState(ShadingState state)
PrimitiveList
ShadingState
by setting all of its internal
parameters.prepareShadingState
in interface PrimitiveList
state
- shading state to fill inpublic 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 Color getRadiance(ShadingState state)
Shader
getRadiance
in interface Shader
state
- current render statepublic void scatterPhoton(ShadingState state, Color power)
Shader
scatterPhoton
in interface Shader
state
- current statepower
- power of the incoming photon.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
public boolean isOpaque()
Shader
true
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.public Color getOpacity(ShadingState state)
Shader
getOpacity
in interface Shader