org.sunflow.core.primitive
Class Hair

java.lang.Object
  extended by org.sunflow.core.primitive.Hair
All Implemented Interfaces:
PrimitiveList, RenderObject, Shader

public class Hair
extends java.lang.Object
implements PrimitiveList, Shader


Constructor Summary
Hair()
           
 
Method Summary
 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.
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Constructor Detail

Hair

public Hair()
Method Detail

getNumPrimitives

public int getNumPrimitives()
Description copied from interface: PrimitiveList
Returns the number of individual primtives in this aggregate object.

Specified by:
getNumPrimitives in interface PrimitiveList
Returns:
number of primitives

getPrimitiveBound

public float getPrimitiveBound(int primID,
                               int i)
Description copied from interface: PrimitiveList
Retrieve the bounding box component of a particular primitive in object space. Even indexes get minimum values, while odd indexes get the maximum values for each axis.

Specified by:
getPrimitiveBound in interface PrimitiveList
Parameters:
primID - primitive index
i - bounding box side index
Returns:
value of the request bound

getWorldBounds

public BoundingBox getWorldBounds(Matrix4 o2w)
Description copied from interface: PrimitiveList
Compute a bounding box of this object in world space, using the specified object-to-world transformation matrix. The bounds should be as exact as possible, if they are difficult or expensive to compute exactly, you may use Matrix4.transform(BoundingBox). If the matrix is null no transformation is needed, and object space is equivalent to world space.

Specified by:
getWorldBounds in interface PrimitiveList
Parameters:
o2w - object to world transformation matrix
Returns:
object bounding box in world space

intersectPrimitive

public void intersectPrimitive(Ray r,
                               int primID,
                               IntersectionState state)
Description copied from interface: PrimitiveList
Intersect the specified primitive in local space.

Specified by:
intersectPrimitive in interface PrimitiveList
Parameters:
r - ray in the object's local space
primID - primitive index to intersect
state - intersection state
See Also:
Ray.setMax(float), IntersectionState.setIntersection(int, float, float)

prepareShadingState

public void prepareShadingState(ShadingState state)
Description copied from interface: PrimitiveList
Prepare the specified ShadingState by setting all of its internal parameters.

Specified by:
prepareShadingState in interface PrimitiveList
Parameters:
state - shading state to fill in

update

public boolean update(ParameterList pl,
                      SunflowAPI api)
Description copied from interface: RenderObject
Update this object given a list of parameters. This method is guarenteed to be called at least once on every object, but it should correctly handle empty parameter lists. This means that the object should be in a valid state from the time it is constructed. This method should also return true or false depending on whether the update was succesfull or not.

Specified by:
update in interface RenderObject
Parameters:
pl - list of parameters to read from
api - reference to the current scene
Returns:
true if the update is succesfull, false otherwise

getRadiance

public Color getRadiance(ShadingState state)
Description copied from interface: Shader
Gets the radiance for a specified rendering state. When this method is called, you can assume that a hit has been registered in the state and that the hit surface information has been computed.

Specified by:
getRadiance in interface Shader
Parameters:
state - current render state
Returns:
color emitted or reflected by the shader

scatterPhoton

public void scatterPhoton(ShadingState state,
                          Color power)
Description copied from interface: Shader
Scatter a photon with the specied power. Incoming photon direction is specified by the ray attached to the current render state. This method can safely do nothing if photon scattering is not supported or relevant for the shader type.

Specified by:
scatterPhoton in interface Shader
Parameters:
state - current state
power - power of the incoming photon.

getBakingPrimitives

public PrimitiveList getBakingPrimitives()
Description copied from interface: PrimitiveList
Create a new 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.

Specified by:
getBakingPrimitives in interface PrimitiveList
Returns:
a list of baking primitives

isOpaque

public boolean isOpaque()
Description copied from interface: Shader
Returns 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.

Specified by:
isOpaque in interface Shader

getOpacity

public Color getOpacity(ShadingState state)
Description copied from interface: Shader
Returns how much light is blocked by this shader.

Specified by:
getOpacity in interface Shader