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public interface IObject
Method Summary | |
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void |
assignMap(Map map_)
|
void |
assignMaterial(IMaterial material)
assigns the material to the object |
IntersectionInfo |
calcIntersection(Ray ray)
calculates the intersection with an ray |
void |
calculateTextureCoordinates(IntersectionInfo ri)
calculates the coordinates at ri.nextPosition |
double |
getArea()
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IObject |
getCopy()
|
Map |
getMap()
|
IMaterial |
getMaterial()
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boolean |
isInside(Point3D p)
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void |
move(Vector3D v)
translate the object with vector v |
Vector3D |
normal(Point3D p)
calculate normal via gradient |
double |
q(Point3D p)
calculate the value of the quadric at point p |
void |
rotate(Vector3D v,
double alpha)
rotate around vector v with angle alpha |
void |
rotateAroundX(double alpha)
rotate around the x axis with angle alpha |
void |
rotateAroundY(double beta)
rotate around the y axis with angle beta |
void |
rotateAroundZ(double gamma)
rotate around the z axis with angle gamma |
void |
scale(double s)
scale with factor s |
void |
scale(double sx,
double sy,
double sz)
scale each axis |
void |
transform(TransformationMatrix4x4 m)
transforms the object with the matrix m |
void |
UniformRandomPoint(Point3D point,
Vector3D normal,
Point3D prand)
creates a random point on the surface of the object |
Method Detail |
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boolean isInside(Point3D p)
p
-
double q(Point3D p)
p
- point
Vector3D normal(Point3D p)
p
- the point
IntersectionInfo calcIntersection(Ray ray)
ray
-
void transform(TransformationMatrix4x4 m)
m
- the transformation matrixvoid assignMaterial(IMaterial material)
material
- IMaterial getMaterial()
void calculateTextureCoordinates(IntersectionInfo ri)
ri
- intersection informationvoid move(Vector3D v)
v
- translation vectorvoid rotate(Vector3D v, double alpha)
v
- vectoralpha
- anglevoid rotateAroundX(double alpha)
alpha
- anglevoid rotateAroundY(double beta)
beta
- anglevoid rotateAroundZ(double gamma)
gamma
- anglevoid scale(double s)
s
- scale factorvoid scale(double sx, double sy, double sz)
sx
- x scalesy
- y scalesz
- z scalevoid UniformRandomPoint(Point3D point, Vector3D normal, Point3D prand)
point
- [out] point on the surfacenormal
- [out] normal at the point on the surfaceprand
- [in] prand variables used in point generationdouble getArea()
IObject getCopy()
Map getMap()
void assignMap(Map map_)
map_
- the bump or normal map
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