solidmaterial.cpp

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00001 #include <Magick++.h>
00002 #include "solidmaterial.h"
00003 #include "scene.h"
00004 #include <string>
00005 #include <map>
00006 
00007 using Magick::Color;
00008 
00009 SolidMaterial::SolidMaterialStaticInit SolidMaterial::m_init;
00010 
00011 Color SolidMaterial::get_color(const Point3D& intersection_point) const 
00012 { 
00013         return m_color; 
00014 }
00015 
00016 bool SolidMaterial::is_light(const Point3D& intersection_point) const 
00017 { 
00018     return m_is_light_source; 
00019 }
00020 void SolidMaterial::set_is_light(bool v) 
00021 { 
00022     m_is_light_source = v; 
00023 }
00024 
00025 double SolidMaterial::get_diffuse(const Point3D& intersection_point) const 
00026 { 
00027     return m_diffusion_factor; 
00028 }
00029 
00030 void SolidMaterial::set_diffuse(double diffuse) 
00031 { 
00032     m_diffusion_factor = diffuse; 
00033 }
00034 
00035 double SolidMaterial::get_reflection(const Point3D& intersection_point) const 
00036 { 
00037     return m_reflection_coefficient; 
00038 }
00039 
00040 double SolidMaterial::get_reflectivity(const Point3D& intersection_point) const 
00041 { 
00042     return m_reflectivity; 
00043 }
00044 
00045 double SolidMaterial::get_refraction_index(const Point3D& intersection_point) const 
00046 { 
00047     return m_refraction_index; 
00048 }
00049 
00050 double SolidMaterial::get_opacity(const Point3D& intersection_point) const 
00051 { 
00052     return m_opacity; 
00053 }
00054 
00055 void SolidMaterial::set_opacity(double opacity) 
00056 {
00057     m_opacity = opacity; normalize_opacity(); 
00058 }

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