File: CastleRays.TRaysWindow.html

package info (click to toggle)
castle-game-engine 5.2.0-3
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 185,428 kB
  • sloc: pascal: 260,781; cpp: 1,363; objc: 713; makefile: 537; xml: 496; sh: 480; php: 4
file content (146 lines) | stat: -rw-r--r-- 10,142 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleRays: Class TRaysWindow</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TRaysWindow"></a><h1 class="cio">Class TRaysWindow</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a  href="CastleRays.html">CastleRays</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TRaysWindow = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Calculate primary rays for given camera settings and screen size.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TRaysWindow</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a  href="CastleRays.TRaysWindow.html#Create">Create</a></b>(const ACamPosition, ACamDirection, ACamUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>class function <b><a  href="CastleRays.TRaysWindow.html#CreateDescendant">CreateDescendant</a></b>( const ACamPosition, ACamDirection, ACamUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>): <a  href="CastleRays.TRaysWindow.html">TRaysWindow</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a  href="CastleRays.TRaysWindow.html#PrimaryRay">PrimaryRay</a></b>(const x, y: Single; const ScreenWidth, ScreenHeight: Integer; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); virtual; abstract;</code></td>
</tr>
</table>
<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRays.TRaysWindow.html#CamPosition">CamPosition</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCamPosition;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRays.TRaysWindow.html#CamDirection">CamDirection</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCamDirection;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a  href="CastleRays.TRaysWindow.html#CamUp">CamUp</a></b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCamUp;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const ACamPosition, ACamDirection, ACamUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Constructor. Calculates some values based on camera settings, this way many calls to <a class="normal" href="CastleRays.TRaysWindow.html#PrimaryRay">PrimaryRay</a> for the same camera settings are fast (useful for ray-tracers).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CreateDescendant"></a><code>class function <b>CreateDescendant</b>( const ACamPosition, ACamDirection, ACamUp: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Projection: <a  href="CastleRays.TProjection.html">TProjection</a>): <a  href="CastleRays.TRaysWindow.html">TRaysWindow</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Create appropriate <a class="normal" href="CastleRays.TRaysWindow.html">TRaysWindow</a> instance. Constructs non-abstract descendant (<a class="normal" href="CastleRays.TPerspectiveRaysWindow.html">TPerspectiveRaysWindow</a> or <a class="normal" href="CastleRays.TOrthographicRaysWindow.html">TOrthographicRaysWindow</a>, depending on Projection.ProjectionType).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PrimaryRay"></a><code>procedure <b>PrimaryRay</b>(const x, y: Single; const ScreenWidth, ScreenHeight: Integer; out RayOrigin, RayDirection: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a>); virtual; abstract;</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate position and direction of the primary ray cast from <a class="normal" href="CastleRays.TRaysWindow.html#CamPosition">CamPosition</a>, going through the pixel X, Y.

<p>X, Y coordinates start from (0, 0) if bottom left (like in typical 2D OpenGL). When they are integers and in the range of X = 0..ScreenWidth-1 (left..right), Y = 0..ScreenHeight-1 (bottom..top) it's guaranteed that resulting ray will go exactly through the middle of the appropriate pixel (on imaginary &quot;rzutnia&quot; = image positioned paraller to view direction). But you can provide non-integer X, Y, useful for multisampling (taking many samples within the pixel, like (X, Y) = (PixX + Random - 0.5, PixY + Random - 0.5)).

<p>Resulting RayDirection is guaranteed to be normalized (this is in practice not costly to us, and it often helps &mdash; when ray direction is normalized, various distances from ray collisions are &quot;real&quot;).</p>
</td></tr>
</table>
<h3 class="detail">Properties</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CamPosition"></a><code>property <b>CamPosition</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCamPosition;</code></td>
</tr>
<tr><td colspan="2">
<p>
Camera vectors. Initialized in the constructor. Must be given already normalized. Note that <a class="normal" href="CastleRays.TRaysWindow.html#CamUp">CamUp</a> may be changed in constructor, to be always perfectly orthogonal to <a class="normal" href="CastleRays.TRaysWindow.html#CamDirection">CamDirection</a>.

<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CamDirection"></a><code>property <b>CamDirection</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCamDirection;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a  href="legend.html"><img  src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CamUp"></a><code>property <b>CamUp</b>: <a  href="CastleVectors.html#TVector3Single">TVector3Single</a> read FCamUp;</code></td>
</tr>
<tr><td colspan="2">
&nbsp;</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
  var _paq = _paq || [];
  _paq.push(["trackPageView"]);
  _paq.push(["enableLinkTracking"]);

  (function() {
    var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
    _paq.push(["setTrackerUrl", u+"piwik.php"]);
    _paq.push(["setSiteId", "1"]);
    var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
    g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
  })();
</script>
<!-- End Piwik Code -->

<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&amp;rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a  href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:11</em>
</span>
</td></tr></table></body></html>