org.sunflow.core.primitive

Class TriangleMesh

Implemented Interfaces:
PrimitiveList, RenderObject
Known Direct Subclasses:
TriangleMeshLight

public class TriangleMesh
extends java.lang.Object
implements PrimitiveList

Field Summary

protected float[]
points
protected int[]
triangles

Constructor Summary

TriangleMesh()

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.
protected Point3
getPoint(int i)
void
getPoint(int tri, int i, Point3 p)
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
init()
void
intersectPrimitive(Ray r, int primID, IntersectionState state)
Intersect the specified primitive in local space.
void
intersectPrimitiveRobust(Ray r, int primID, IntersectionState state)
void
prepareShadingState(ShadingState state)
Prepare the specified ShadingState by setting all of its internal parameters.
static void
setSmallTriangles(boolean smallTriangles)
boolean
update(ParameterList pl, SunflowAPI api)
Update this object given a list of parameters.
void
writeObj(String filename)

Field Details

points

protected float[] points

triangles

protected int[] triangles

Constructor Details

TriangleMesh

public TriangleMesh()

Method Details

getBakingPrimitives

public PrimitiveList getBakingPrimitives()
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

getNumPrimitives

public int getNumPrimitives()
Returns the number of individual primtives in this aggregate object.
Specified by:
getNumPrimitives in interface PrimitiveList
Returns:
number of primitives

getPoint

protected Point3 getPoint(int i)

getPoint

public void getPoint(int tri,
                     int i,
                     Point3 p)

getPrimitiveBound

public float getPrimitiveBound(int primID,
                               int i)
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)
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

init

public void init()

intersectPrimitive

public void intersectPrimitive(Ray r,
                               int primID,
                               IntersectionState state)
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

intersectPrimitiveRobust

public void intersectPrimitiveRobust(Ray r,
                                     int primID,
                                     IntersectionState state)

prepareShadingState

public void prepareShadingState(ShadingState state)
Prepare the specified ShadingState by setting all of its internal parameters.
Specified by:
prepareShadingState in interface PrimitiveList
Parameters:
state - shading state to fill in

setSmallTriangles

public static void setSmallTriangles(boolean smallTriangles)

update

public boolean update(ParameterList pl,
                      SunflowAPI api)
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

writeObj

public void writeObj(String filename)