#include <dielectric.h>
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double | m_dRefId |
| Refractive index of Dielectric. Air = 1.0; Glass = 1.3 - 1.7; Diamond = 2.4.
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Dielectric (water, glass, diamond) refractive type Material.
◆ Dielectric()
Dielectric::Dielectric |
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double |
ri | ) |
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inline |
◆ MatColor()
virtual Vector3D Dielectric::MatColor |
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const |
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inlinevirtual |
Return Vector3D value for material color.
Example:
MatColor();
Implements Material.
◆ MatFuzz()
virtual double Dielectric::MatFuzz |
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const |
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inlinevirtual |
Return double value for material fuzz.
Example:
MatFuzz();
Implements Material.
◆ MatRef()
virtual double Dielectric::MatRef |
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const |
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inlinevirtual |
Return double value for material refraction index.
Example:
MatRef();
Implements Material.
◆ MatType()
virtual int Dielectric::MatType |
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const |
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inlinevirtual |
Return int value based on which material an object has. Used to determine normal calculation for box
Example:
MatType();
Implements Material.
◆ Refract()
Return boolean value for input vectors. If vector was refracted returns true.
Example:
Refract(ray_direction, normal, NiOverNt, refracted_vector);
◆ Scatter()
bool Dielectric::Scatter |
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const Ray & |
r_in, |
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const HitRecord & |
rec, |
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Vector3D & |
attenuation, |
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Ray & |
scattered |
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) |
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virtual |
Return boolean value if ray scatters based on Material attenuation.
Example:
Scatter(StartingRay, rec, attenuation, ScatteredRay);
Implements Material.
The documentation for this class was generated from the following files: