Uses of Class
org.sunflow.core.Ray
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Packages that use Ray Package Description org.sunflow.core org.sunflow.core.accel org.sunflow.core.camera org.sunflow.core.light org.sunflow.core.primitive -
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Uses of Ray in org.sunflow.core
Fields in org.sunflow.core declared as Ray Modifier and Type Field Description private Ray
ShadingState. r
private Ray
LightSample. shadowRay
Methods in org.sunflow.core that return Ray Modifier and Type Method Description Ray
Camera. getRay(float x, float y, int imageWidth, int imageHeight, double lensX, double lensY, float time)
Generate a ray passing though the specified point on the image plane.(package private) Ray
Camera. getRay(Point3 p, float time)
Generate a ray from the origin of camera space toward the specified point.Ray
CameraLens. getRay(float x, float y, int imageWidth, int imageHeight, double lensX, double lensY, double time)
Create a newray
to be cast through pixel (x,y) on the image plane.Ray
ShadingState. getRay()
Gets the ray that is associated with this state.Ray
LightSample. getShadowRay()
Get the sample's shadow ray.Ray
Ray. transform(Matrix4 m)
Create a new ray by transforming the supplied one by the given matrix.Methods in org.sunflow.core with parameters of type Ray Modifier and Type Method Description (package private) static ShadingState
ShadingState. createDiffuseBounceState(ShadingState previous, Ray r, int i)
(package private) static ShadingState
ShadingState. createFinalGatherState(ShadingState state, Ray r, int i)
(package private) static ShadingState
ShadingState. createGlossyBounceState(ShadingState previous, Ray r, int i)
(package private) static ShadingState
ShadingState. createPhotonState(Ray r, IntersectionState istate, int i, PhotonStore map, LightServer server)
(package private) static ShadingState
ShadingState. createReflectionBounceState(ShadingState previous, Ray r, int i)
(package private) static ShadingState
ShadingState. createRefractionBounceState(ShadingState previous, Ray r, int i)
(package private) static ShadingState
ShadingState. createShadowState(ShadingState previous, Ray r)
(package private) static ShadingState
ShadingState. createState(IntersectionState istate, float rx, float ry, float time, Ray r, int i, int d, LightServer server)
(package private) ShadingState
LightServer. getRadiance(float rx, float ry, float time, int i, int d, Ray r, IntersectionState istate, ShadingCache cache)
void
AccelerationStructure. intersect(Ray r, IntersectionState istate)
Intersect the specified ray with the geometry in local space.(package private) void
Geometry. intersect(Ray r, IntersectionState state)
(package private) void
Instance. intersect(Ray r, IntersectionState state)
void
InstanceList. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
PrimitiveList. intersectPrimitive(Ray r, int primID, IntersectionState state)
Intersect the specified primitive in local space.(package private) void
ShadingState. setRay(Ray r)
void
LightSample. setShadowRay(Ray shadowRay)
Set the current shadow ray.(package private) void
Scene. trace(Ray r, IntersectionState state)
(package private) void
Scene. traceBake(Ray r, IntersectionState state)
(package private) void
LightServer. traceDiffusePhoton(ShadingState previous, Ray r, Color power)
void
ShadingState. traceDiffusePhoton(Ray r, Color power)
Trace a new photon from the current location.(package private) ShadingState
LightServer. traceFinalGather(ShadingState previous, Ray r, int i)
ShadingState
ShadingState. traceFinalGather(Ray r, int i)
Trace a final gather ray and return the intersection result as a new render state(package private) Color
LightServer. traceGlossy(ShadingState previous, Ray r, int i)
Color
ShadingState. traceGlossy(Ray r, int i)
Returns the color obtained by recursively tracing the specified ray.(package private) Color
LightServer. traceReflection(ShadingState previous, Ray r, int i)
Color
ShadingState. traceReflection(Ray r, int i)
Returns the color obtained by recursively tracing the specified ray.(package private) void
LightServer. traceReflectionPhoton(ShadingState previous, Ray r, Color power)
void
ShadingState. traceReflectionPhoton(Ray r, Color power)
Trace a new photon from the current location.(package private) Color
LightServer. traceRefraction(ShadingState previous, Ray r, int i)
Color
ShadingState. traceRefraction(Ray r, int i)
Returns the color obtained by recursively tracing the specified ray.(package private) void
LightServer. traceRefractionPhoton(ShadingState previous, Ray r, Color power)
void
ShadingState. traceRefractionPhoton(Ray r, Color power)
Trace a new photon from the current location.(package private) Color
LightServer. traceShadow(Ray r, ShadingState previous)
(package private) Color
Scene. traceShadow(Ray r, IntersectionState state)
Color
ShadingState. traceShadow(Ray r)
Trace a shadow ray against the scene, and computes the accumulated opacity along the ray.Constructors in org.sunflow.core with parameters of type Ray Constructor Description ShadingState(ShadingState previous, IntersectionState istate, Ray r, int i, int d)
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Uses of Ray in org.sunflow.core.accel
Methods in org.sunflow.core.accel with parameters of type Ray Modifier and Type Method Description void
BoundingIntervalHierarchy. intersect(Ray r, IntersectionState state)
void
KDTree. intersect(Ray r, IntersectionState state)
void
NullAccelerator. intersect(Ray r, IntersectionState state)
void
UniformGrid. intersect(Ray r, IntersectionState state)
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Uses of Ray in org.sunflow.core.camera
Methods in org.sunflow.core.camera that return Ray Modifier and Type Method Description Ray
FisheyeLens. getRay(float x, float y, int imageWidth, int imageHeight, double lensX, double lensY, double time)
Ray
OrthogonalLens. getRay(float x, float y, int imageWidth, int imageHeight, double lensX, double lensY, double time)
Ray
PinholeLens. getRay(float x, float y, int imageWidth, int imageHeight, double lensX, double lensY, double time)
Ray
SphericalLens. getRay(float x, float y, int imageWidth, int imageHeight, double lensX, double lensY, double time)
Ray
ThinLens. getRay(float x, float y, int imageWidth, int imageHeight, double lensX, double lensY, double time)
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Uses of Ray in org.sunflow.core.light
Methods in org.sunflow.core.light with parameters of type Ray Modifier and Type Method Description void
ImageBasedLight. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
SunSkyLight. intersectPrimitive(Ray r, int primID, IntersectionState state)
private boolean
TriangleMeshLight. intersectTriangleKensler(int tri3, Ray r)
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Uses of Ray in org.sunflow.core.primitive
Methods in org.sunflow.core.primitive with parameters of type Ray Modifier and Type Method Description (package private) void
TriangleMesh.WaldTriangle. intersect(Ray r, int primID, IntersectionState state)
private void
SphereFlake. intersectFlake(Ray r, IntersectionState state, int level, float qa, float qaInv, float cx, float cy, float cz, float dx, float dy, float dz, float radius)
void
Background. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
BanchoffSurface. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
Box. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
CornellBox. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
CubeGrid. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
Cylinder. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
Hair. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
JuliaFractal. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
ParticleSurface. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
Plane. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
QuadMesh. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
Sphere. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
SphereFlake. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
Torus. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
TriangleMesh.BakingSurface. intersectPrimitive(Ray r, int primID, IntersectionState state)
void
TriangleMesh. intersectPrimitive(Ray r, int primID, IntersectionState state)
private void
TriangleMesh. intersectTriangleKensler(Ray r, int primID, IntersectionState state)
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