#include <metal.h>
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Vector3D | m_vAlbedo |
| Vector3D attenuation of light absorbed or reflected from object.
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double | m_dFuzz |
| 0.3 - 1.0 (double) value setting the randomness of reflections, thus blurring the metal surface.
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Metal reflective type Material.
◆ Metal()
Metal::Metal |
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const Vector3D & |
a, |
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double |
f |
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) |
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inline |
◆ MatColor()
virtual Vector3D Metal::MatColor |
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const |
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inlinevirtual |
Return Vector3D value for material color.
Example:
MatColor();
Implements Material.
◆ MatFuzz()
virtual double Metal::MatFuzz |
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const |
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inlinevirtual |
Return double value for material fuzz.
Example:
MatFuzz();
Implements Material.
◆ MatRef()
virtual double Metal::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 Metal::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.
◆ Scatter()
virtual bool Metal::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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inlinevirtual |
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 file: