RiTriangleMeshElement[ Polygon | Source | Search | Keywords | Summary | Ancestors | All Members | Descendants ]
| public: | |
| // Constructors and assignment | |
| RiTriangleMeshElement(); | |
| RiTriangleMeshElement(RiTriangleMeshData *parent, int v0, int v1, int v2); | |
| // Members | |
| RiInterval | GetMinMax(const RiUnitVector3 &) const; |
| bool | Shadow(RiRay3 &) const; |
| bool | Intersect(RiRay3 &, RiRayHit &); |
| void | UpdateHitAndRay(RiRay3 &ray, RiRayHit &hit, RiReal t, RiReal u, RiReal v); |
| RiLightObject * | BuildLightObject(const RiAffineTMatrix3 &mat); |
| RiReal | ConditionalHit() const; |
| void | Accept(RiRayObjectVisitor &visitor); |
| protected: |
RiTriangleMeshElement();
Default Constructor
RiTriangleMeshElement();
RiTriangleMeshElement(RiTriangleMeshData *parent, int v0, int v1, int v2);
virtual RiInterval GetMinMax(const RiUnitVector3 &) const;
virtual bool Shadow(RiRay3 &) const;
virtual bool Intersect(RiRay3 &, RiRayHit &);
void UpdateHitAndRay(RiRay3 &ray, RiRayHit &hit, RiReal t, RiReal u, RiReal v);
virtual RiLightObject *BuildLightObject(const RiAffineTMatrix3 &mat);
virtual RiReal ConditionalHit() const;
virtual void Accept(RiRayObjectVisitor &visitor);
| public: | ||
|---|---|---|
| // Members | ||
| RiInterval | GetMinMax(const RiUnitVector3 &) const; | // pure virtual |
| bool | Shadow(RiRay3 &) const; | // pure virtual |
| bool | Intersect(RiRay3 &, RiRayHit &); | // pure virtual |
| void | Accept(RiRayObjectVisitor &visitor); | // pure virtual |
| RiLightObject * | BuildLightObject(const RiAffineTMatrix3 &mat); | |
| RiReal | ConditionalHit() const; | |
| // Members | ||
| void | UpdateHitAndRay(RiRay3 &ray, RiRayHit &hit, RiReal t, RiReal u, RiReal v); | |
| protected: | ||