Photon Engine 2.0.0-beta
A physically based renderer.
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ph::BruteForceIntersector Class Reference

#include <BruteForceIntersector.h>

Inheritance diagram for ph::BruteForceIntersector:
ph::Intersector ph::Intersectable

Public Member Functions

void update (TSpanView< const Intersectable * > intersectables) override
 
bool isIntersecting (const Ray &ray, HitProbe &probe) const override
 Determine whether a given ray hits the object.
 
bool isOccluding (const Ray &ray) const override
 Determines whether this object blocks the ray.
 
math::AABB3D calcAABB () const override
 Calculates Axis-Aligned Bounding Box (AABB) of itself.
 
- Public Member Functions inherited from ph::Intersector
bool reintersect (const Ray &ray, HitProbe &probe, const Ray &srcRay, HitProbe &srcProbe) const override
 Intersect the intersected object again with a different ray.
 
void calcHitDetail (const Ray &ray, HitProbe &probe, HitDetail *out_detail) const override
 Calculates properties of a hit, such as coordinates and normal.
 
- Public Member Functions inherited from ph::Intersectable
virtual ~Intersectable ()=default
 
virtual bool mayOverlapVolume (const math::AABB3D &volume) const
 Conservatively checks whether this object overlaps a volume.
 

Member Function Documentation

◆ calcAABB()

math::AABB3D ph::BruteForceIntersector::calcAABB ( ) const
overridevirtual

Calculates Axis-Aligned Bounding Box (AABB) of itself.

Implements ph::Intersector.

◆ isIntersecting()

bool ph::BruteForceIntersector::isIntersecting ( const Ray & ray,
HitProbe & probe ) const
overridevirtual

Determine whether a given ray hits the object.

Checks whether the specified ray intersects this intersectable. If there is an intersection, true is returned and a brief hit report is stored inside the probe. If there is no intersection, false is returned and the state of the probe is undefined. ray and probe can be used for obtaining hit detail if an intersection is found.

Note
Generates hit event (with ray and probe).

Implements ph::Intersector.

◆ isOccluding()

bool ph::BruteForceIntersector::isOccluding ( const Ray & ray) const
overridevirtual

Determines whether this object blocks the ray.

If greater performance is desired, you can override the default implementation which simply calls isIntersecting(const Ray&, HitProbe&) const to do the job. The test generally considers the underlying shape as hollow (for closed shape), e.g., a sphere is not occluding a line segment inside the sphere.

This method does not provide any means to retrieve HitDetail. Focusing on testing occlusion can improve performance for some cases.

Reimplemented from ph::Intersectable.

◆ update()

void ph::BruteForceIntersector::update ( TSpanView< const Intersectable * > intersectables)
overridevirtual

Implements ph::Intersector.


The documentation for this class was generated from the following files: