#include <object3d.h>


Public Member Functions | |
| object3d_t () | |
| virtual int | numPrimitives () const =0 |
| virtual int | getPrimitives (const primitive_t **prims) const =0 |
| virtual int | evalVMap (const surfacePoint_t &sp, unsigned int ID, float *val) const |
| virtual void | setLight (const light_t *l) |
| virtual bool | canSample () |
| virtual bool | enableSampling () |
| virtual void | sample (float s1, float s2, point3d_t &p, vector3d_t &n) const |
| void | setVisibility (bool v) |
| bool | isVisible () const |
| virtual | ~object3d_t () |
Protected Attributes | |
| const light_t * | light |
| bool | visible |
| toggle whether geometry is visible or only guidance for other stuff | |
Definition at line 19 of file object3d.h.
| object3d_t::object3d_t | ( | ) | [inline] |
Definition at line 22 of file object3d.h.
| virtual object3d_t::~object3d_t | ( | ) | [inline, virtual] |
Definition at line 42 of file object3d.h.
| virtual bool object3d_t::canSample | ( | ) | [inline, virtual] |
query whether object surface can be sampled right now
Definition at line 35 of file object3d.h.
| virtual bool object3d_t::enableSampling | ( | ) | [inline, virtual] |
try to enable sampling (may require additional memory and preprocessing time, if supported)
Definition at line 37 of file object3d.h.
| virtual int object3d_t::evalVMap | ( | const surfacePoint_t & | sp, | |
| unsigned int | ID, | |||
| float * | val | |||
| ) | const [inline, virtual] |
evaluate vertex map (or equivalent for other geometry types if available)
Reimplemented in triangleObject_t.
Definition at line 31 of file object3d.h.
| virtual int object3d_t::getPrimitives | ( | const primitive_t ** | prims | ) | const [pure virtual] |
write the primitive pointers to the given array
Implemented in primObject_t, meshObject_t, and triangleObject_t.
| bool object3d_t::isVisible | ( | ) | const [inline] |
Definition at line 41 of file object3d.h.
| virtual int object3d_t::numPrimitives | ( | ) | const [pure virtual] |
the number of primitives the object holds. Primitive is an element that by definition can perform ray-triangle intersection
Implemented in primObject_t, meshObject_t, and triangleObject_t.
| virtual void object3d_t::sample | ( | float | s1, | |
| float | s2, | |||
| point3d_t & | p, | |||
| vector3d_t & | n | |||
| ) | const [inline, virtual] |
sample object surface
Definition at line 39 of file object3d.h.
| virtual void object3d_t::setLight | ( | const light_t * | l | ) | [inline, virtual] |
set a light source to be associated with this object
Reimplemented in meshObject_t.
Definition at line 33 of file object3d.h.
| void object3d_t::setVisibility | ( | bool | v | ) | [inline] |
Definition at line 40 of file object3d.h.
const light_t* object3d_t::light [protected] |
Reimplemented in meshObject_t.
Definition at line 42 of file object3d.h.
bool object3d_t::visible [protected] |
toggle whether geometry is visible or only guidance for other stuff
Definition at line 45 of file object3d.h.
1.6.1