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java.lang.Objectorg.sunflow.core.tesselatable.BezierMesh
public class BezierMesh
Constructor Summary | |
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BezierMesh()
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BezierMesh(float[][] patches)
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Method Summary | |
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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. |
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 |
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. |
PrimitiveList |
tesselate()
Tesselate this object into a PrimitiveList . |
boolean |
update(ParameterList pl,
SunflowAPI api)
Update this object given a list of parameters. |
Methods inherited from class java.lang.Object |
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clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Constructor Detail |
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public BezierMesh()
public BezierMesh(float[][] patches)
Method Detail |
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public 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
getWorldBounds
in interface Tesselatable
o2w
- object to world transformation matrix
public PrimitiveList tesselate()
Tesselatable
PrimitiveList
. This may return
null
if tesselation fails.
tesselate
in interface Tesselatable
public boolean update(ParameterList pl, SunflowAPI api)
RenderObject
update
in interface RenderObject
pl
- list of parameters to read fromapi
- reference to the current scene
true
if the update is succesfull,
false
otherwisepublic 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 index
public 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 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
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