Inheritance diagram for RayHit3D:

Public Member Functions | |
| RayHit3D (MicroTick inTime=kInvalidTime) | |
| void | CalcInfo (ShadingFlags &shadingFlags, boolean calcDerivatives, const Ray3D &ray) |
Public Attributes | |
| real64 | ft |
| t parameter along the ray: fPosition = RayOrigin + t * RayDirection | |
| TVector3 | fReflectDir |
| direction of reflection of the ray | |
| TTransform3D | fT |
| TTransform3D | fInvT |
| TMatrix33 | fNormalDerivative |
| derivative of the normal depending on the position in local coordinates | |
| TVector3 | fUVDerivative [2] |
| derivative of the UV depending on the position in local coordinates | |
| MicroTick | fTime |
| local time in microticks of the object hit, in most case should not be modified | |
| FacetInfo * | fFacetInfo |
| private data of the raytracer ( used in fCalcInfo ) | |
| real | fBaryCoord [3] |
| barycentric coordinates of hit point on hot facet | |
| int32 | fFacetIndex |
| facet hit (index in facetMesh with best Level Of Detail) | |
| FacetMesh * | fFacetMesh |
| pointer to the facet mesh | |
| int32 | fInstanceIndex |
| index of the instance in the instance grid list (used to identify instance to avoid self shadowing effects) | |
| int32 | fSubInstanceIndex |
| index used in the by some some raytracable primitives to identify a sub instance (example: a leaf in a tree) | |
| void(* | fCalcInfo )(RayHit3D &me) |
| function called by the renderer to finish filling this structure after a hit | |
| TCalcInfoParams * | fCalcInfoParam |
| a structure the primitive can initialize in rayHit and use in calcinfo | |
| boolean | fShouldSetUV |
| true if fUV should be set | |
| boolean | fShouldSetIsoUV |
| true if fIsoU and fIsoV should be set | |
| boolean | fShouldSetNormalDerivative |
| true if fNormalDerivate should be set ( we only need it for reflection and transparency...) | |
| boolean | fNormalFlipped |
| true if the normal has been flipped to face the incoming ray | |
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barycentric coordinates of hit point on hot facet
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function called by the renderer to finish filling this structure after a hit
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a structure the primitive can initialize in rayHit and use in calcinfo
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facet hit (index in facetMesh with best Level Of Detail)
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private data of the raytracer ( used in fCalcInfo )
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pointer to the facet mesh
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index of the instance in the instance grid list (used to identify instance to avoid self shadowing effects)
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derivative of the normal depending on the position in local coordinates
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true if the normal has been flipped to face the incoming ray
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direction of reflection of the ray
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true if fIsoU and fIsoV should be set
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true if fNormalDerivate should be set ( we only need it for reflection and transparency...)
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true if fUV should be set
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index used in the by some some raytracable primitives to identify a sub instance (example: a leaf in a tree)
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t parameter along the ray: fPosition = RayOrigin + t * RayDirection
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local time in microticks of the object hit, in most case should not be modified
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derivative of the UV depending on the position in local coordinates
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1.4.5