Represents a parallel light source.
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| ParallelLightSource (double intensity, NormalizedVector3D direction) |
| Creates a new ParallelLightSource instance. More...
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LightIntensity | GetLightAt (Point3D point) |
| Computes the light intensity at the specified point, without taking into account any obstructions. - Parameters
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point | The Point3DElement at which the light intensity should be computed. |
- Returns
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double | GetObstruction (Point3D point, IEnumerable< Triangle3DElement > shadowingTriangles) |
| Determines the amount of obstruction of the light that results at point due to the specified shadowingTriangles . - Parameters
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point | The Point3D at which the obstruction should be computed. |
shadowingTriangles | A collection of Triangle3DElement casting shadows. |
- Returns
- 1 if the light is completely obstructed, 0 if the light is completely visible, a value between these if the light is partially obstructed.
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LightIntensity | GetLightAt (Point3D point) |
| Computes the light intensity at the specified point, without taking into account any obstructions. More...
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double | GetObstruction (Point3D point, IEnumerable< Triangle3DElement > shadowingTriangles) |
| Determines the amount of obstruction of the light that results at point due to the specified shadowingTriangles . More...
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Represents a parallel light source.
Definition at line 126 of file Lights.cs.
◆ ParallelLightSource()
VectSharp.ThreeD.ParallelLightSource.ParallelLightSource |
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double |
intensity, |
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NormalizedVector3D |
direction |
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) |
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Creates a new ParallelLightSource instance.
- Parameters
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intensity | The intensity of the light. |
direction | The direction along which the light travels. |
Definition at line 151 of file Lights.cs.
◆ GetLightAt()
LightIntensity VectSharp.ThreeD.ParallelLightSource.GetLightAt |
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Point3D |
point | ) |
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Computes the light intensity at the specified point, without taking into account any obstructions.
- Parameters
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point | The Point3DElement at which the light intensity should be computed. |
- Returns
Implements VectSharp.ThreeD.ILightSource.
Definition at line 159 of file Lights.cs.
◆ GetObstruction()
double VectSharp.ThreeD.ParallelLightSource.GetObstruction |
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Point3D |
point, |
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IEnumerable< Triangle3DElement > |
shadowingTriangles |
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) |
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Determines the amount of obstruction of the light that results at point due to the specified shadowingTriangles .
- Parameters
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point | The Point3D at which the obstruction should be computed. |
shadowingTriangles | A collection of Triangle3DElement casting shadows. |
- Returns
- 1 if the light is completely obstructed, 0 if the light is completely visible, a value between these if the light is partially obstructed.
Implements VectSharp.ThreeD.ILightSource.
Definition at line 165 of file Lights.cs.
◆ CastsShadow
bool VectSharp.ThreeD.ParallelLightSource.CastsShadow = true |
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getset |
◆ Direction
NormalizedVector3D VectSharp.ThreeD.ParallelLightSource.Direction |
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get |
The direction along which the light travels.
Definition at line 136 of file Lights.cs.
◆ Intensity
double VectSharp.ThreeD.ParallelLightSource.Intensity |
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getset |
The intensity of the light.
Definition at line 131 of file Lights.cs.
◆ ReverseDirection
NormalizedVector3D VectSharp.ThreeD.ParallelLightSource.ReverseDirection |
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get |
The documentation for this class was generated from the following file: