Photon Engine 2.0.0-beta
A physically based renderer.
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Geometry Directory Reference

Defines basic shapes.

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Files

 GCuboid.cpp
 
 GCuboid.h
 
 GEmpty.cpp
 
 GEmpty.h
 
 Geometry.cpp
 
 Geometry.h
 
 GeometrySoup.cpp
 
 GeometrySoup.h
 
 GIndexedTriangleMesh.cpp
 
 GIndexedTriangleMesh.h
 
 GMengerSponge.cpp
 
 GMengerSponge.h
 
 GPlyPolygonMesh.cpp
 
 GPlyPolygonMesh.h
 
 GRectangle.cpp
 
 GRectangle.h
 
 GSphere.cpp
 
 GSphere.h
 
 GTriangle.cpp
 
 GTriangle.h
 
 GTriangleMesh.cpp
 
 GTriangleMesh.h
 
 GWave.cpp
 
 GWave.h
 
 PrimitiveBuildingMaterial.h
 

Detailed Description

Defines basic shapes.

Basic geometry utilities.

A standalone data container.

If there is a ball in the scene, we can create a spherical geometry to represent its shape; if there is a piece of paper on the table, we can use a rectanguler geometry to model it. Geometries are the barebone of a scene: materials, lights, physical motions… are all built on top of geometries. They are basically the heart of a virtual world.

Many of the geometric primitives in this directory are designed to be easy-to-use and with low overhead with respect to initialization and memory footprint. The geometries are represented in their most "convenient" space, i.e., the coordinate system that helps to meet the aforementioned requirements (detailed information is provided in each geometry's own documentation).

The interfaces provided by the geometry classes, however, should be always considered to be within Cartesian space (unless specifically stated otherwise).