C# 클래스 VisualPOVRAY.Factory

파일 보기 프로젝트 열기: TheAwesomePossum/VisualPOVray

공개 메소드들

메소드 설명
Intersect ( PovObj o1, PovObj o2, bool reactive = true ) : Intersection
blob ( float threshold = .06f, Point3 rotate = null, Point3 translate = null, List blob = null, bool reactive = false, Signal rthresh = null ) : Blob
blueSkyTexture ( float turbulence = 1f, Signal rturbulencee = null, bool reactive = true ) : BlueSkyTexture
box ( Point3 lowerleftcorner = null, Point3 upperrightcorner = null, Point3 translate = null, Point3 rotation = null, PovTexture texture = null, string finish = null, bool reactive = true ) : Box
cone ( Point3 bottompoint = null, float bottomradius = 1.0f, Signal bottomradiusr = null, Point3 toppoint = null, float topradius = 0.0f, Signal topradiusr = null, Point3 translate = null, Point3 rotation = null, string finish = null, PovTexture texture = null, bool reactive = true ) : Cone
cos ( Signal value, float initValue = 0f ) : Liftf
cos ( float currentTime, float currentValue, Signal value ) : float
diff ( PovObj o1, PovObj o2, bool reactive = true ) : Difference
event1 ( int time, VisualPOVRAY.Functions func ) : Event
everntfunc ( VisualPOVRAY.Functions rf, VisualPOVRAY.Functions func ) : Event
integral ( Signal value, float initValue = 0f ) : Liftf
leopardTexture ( String color1, String color2, String color3, float scale = .3f, Signal rscale = null, float turbulence = .5f, Signal rturbulence = null, bool reactive = true ) : LeopardTexture
lift ( Signal value, Liftf sigUp ) : Liftf
lift0 ( bool value ) : Lift0b
lift0 ( float value ) : Lift0f
lift0 ( string value ) : Lift0s
marbleTexture ( String color1, String color2, float turbulence = 100f, Signal rturbulence = null, float scale = 100f, Signal rscale = null, System.Boolean reactive = true ) : MarbleTexture
merge ( PovObj o1, PovObj o2, bool reactive = true ) : Merge
p2 ( Signal xs, Signal ys ) : Point2
p2 ( float x, float y, bool reactive = true ) : Point2
p3 ( Signal xs, Signal ys, Signal zs ) : Point3
p3 ( float x, float y, float z, bool reactive = true ) : Point3
plus ( Signal value, float initalValue ) : Liftf
plus ( float currentTime, float currentValue, Signal value ) : float
prism ( String spline_type, float height1, float height2, int numPoints, Point2 p, Point3 loc = null, bool reactive = false, Signal rh1 = null, Signal rh2 = null, Signal nps = null ) : Prism
sin ( Signal value, float initValue = 0f ) : Liftf
sin ( float currentTime, float currentValue, Signal value ) : float
sphere ( Point3 location = null, float radius = 1.0f, Signal rrad = null, Point3 translate = null, Point3 rotation = null, PovTexture texture = null, string finish = null, bool reactive = true ) : Sphere
union ( PovObj o1, PovObj o2, bool reactive = true ) : Union
waveTexture ( String color1, String color2, float scale = .1f, Signal rscale = null, bool reactive = true ) : WaveTexture

비공개 메소드들

메소드 설명
integral ( float currentTime, float currentValue, Signal value ) : float

메소드 상세

Intersect() 공개 정적인 메소드

public static Intersect ( PovObj o1, PovObj o2, bool reactive = true ) : Intersection
o1 PovObj
o2 PovObj
reactive bool
리턴 Intersection

blob() 공개 정적인 메소드

public static blob ( float threshold = .06f, Point3 rotate = null, Point3 translate = null, List blob = null, bool reactive = false, Signal rthresh = null ) : Blob
threshold float
rotate Point3
translate Point3
blob List
reactive bool
rthresh Signal
리턴 Blob

blueSkyTexture() 공개 정적인 메소드

public static blueSkyTexture ( float turbulence = 1f, Signal rturbulencee = null, bool reactive = true ) : BlueSkyTexture
turbulence float
rturbulencee Signal
reactive bool
리턴 BlueSkyTexture

box() 공개 정적인 메소드

public static box ( Point3 lowerleftcorner = null, Point3 upperrightcorner = null, Point3 translate = null, Point3 rotation = null, PovTexture texture = null, string finish = null, bool reactive = true ) : Box
lowerleftcorner Point3
upperrightcorner Point3
translate Point3
rotation Point3
texture PovTexture
finish string
reactive bool
리턴 Box

cone() 공개 정적인 메소드

public static cone ( Point3 bottompoint = null, float bottomradius = 1.0f, Signal bottomradiusr = null, Point3 toppoint = null, float topradius = 0.0f, Signal topradiusr = null, Point3 translate = null, Point3 rotation = null, string finish = null, PovTexture texture = null, bool reactive = true ) : Cone
bottompoint Point3
bottomradius float
bottomradiusr Signal
toppoint Point3
topradius float
topradiusr Signal
translate Point3
rotation Point3
finish string
texture PovTexture
reactive bool
리턴 Cone

cos() 공개 정적인 메소드

public static cos ( Signal value, float initValue = 0f ) : Liftf
value Signal
initValue float
리턴 Liftf

cos() 공개 정적인 메소드

public static cos ( float currentTime, float currentValue, Signal value ) : float
currentTime float
currentValue float
value Signal
리턴 float

diff() 공개 정적인 메소드

public static diff ( PovObj o1, PovObj o2, bool reactive = true ) : Difference
o1 PovObj
o2 PovObj
reactive bool
리턴 Difference

event1() 공개 정적인 메소드

public static event1 ( int time, VisualPOVRAY.Functions func ) : Event
time int
func VisualPOVRAY.Functions
리턴 Event

everntfunc() 공개 정적인 메소드

public static everntfunc ( VisualPOVRAY.Functions rf, VisualPOVRAY.Functions func ) : Event
rf VisualPOVRAY.Functions
func VisualPOVRAY.Functions
리턴 Event

integral() 공개 정적인 메소드

public static integral ( Signal value, float initValue = 0f ) : Liftf
value Signal
initValue float
리턴 Liftf

leopardTexture() 공개 정적인 메소드

public static leopardTexture ( String color1, String color2, String color3, float scale = .3f, Signal rscale = null, float turbulence = .5f, Signal rturbulence = null, bool reactive = true ) : LeopardTexture
color1 String
color2 String
color3 String
scale float
rscale Signal
turbulence float
rturbulence Signal
reactive bool
리턴 LeopardTexture

lift() 공개 정적인 메소드

public static lift ( Signal value, Liftf sigUp ) : Liftf
value Signal
sigUp Liftf
리턴 Liftf

lift0() 공개 정적인 메소드

public static lift0 ( bool value ) : Lift0b
value bool
리턴 Lift0b

lift0() 공개 정적인 메소드

public static lift0 ( float value ) : Lift0f
value float
리턴 Lift0f

lift0() 공개 정적인 메소드

public static lift0 ( string value ) : Lift0s
value string
리턴 Lift0s

marbleTexture() 공개 정적인 메소드

public static marbleTexture ( String color1, String color2, float turbulence = 100f, Signal rturbulence = null, float scale = 100f, Signal rscale = null, System.Boolean reactive = true ) : MarbleTexture
color1 String
color2 String
turbulence float
rturbulence Signal
scale float
rscale Signal
reactive System.Boolean
리턴 MarbleTexture

merge() 공개 정적인 메소드

public static merge ( PovObj o1, PovObj o2, bool reactive = true ) : Merge
o1 PovObj
o2 PovObj
reactive bool
리턴 Merge

p2() 공개 정적인 메소드

public static p2 ( Signal xs, Signal ys ) : Point2
xs Signal
ys Signal
리턴 Point2

p2() 공개 정적인 메소드

public static p2 ( float x, float y, bool reactive = true ) : Point2
x float
y float
reactive bool
리턴 Point2

p3() 공개 정적인 메소드

public static p3 ( Signal xs, Signal ys, Signal zs ) : Point3
xs Signal
ys Signal
zs Signal
리턴 Point3

p3() 공개 정적인 메소드

public static p3 ( float x, float y, float z, bool reactive = true ) : Point3
x float
y float
z float
reactive bool
리턴 Point3

plus() 공개 정적인 메소드

public static plus ( Signal value, float initalValue ) : Liftf
value Signal
initalValue float
리턴 Liftf

plus() 공개 정적인 메소드

public static plus ( float currentTime, float currentValue, Signal value ) : float
currentTime float
currentValue float
value Signal
리턴 float

prism() 공개 정적인 메소드

public static prism ( String spline_type, float height1, float height2, int numPoints, Point2 p, Point3 loc = null, bool reactive = false, Signal rh1 = null, Signal rh2 = null, Signal nps = null ) : Prism
spline_type String
height1 float
height2 float
numPoints int
p Point2
loc Point3
reactive bool
rh1 Signal
rh2 Signal
nps Signal
리턴 Prism

sin() 공개 정적인 메소드

public static sin ( Signal value, float initValue = 0f ) : Liftf
value Signal
initValue float
리턴 Liftf

sin() 공개 정적인 메소드

public static sin ( float currentTime, float currentValue, Signal value ) : float
currentTime float
currentValue float
value Signal
리턴 float

sphere() 공개 정적인 메소드

public static sphere ( Point3 location = null, float radius = 1.0f, Signal rrad = null, Point3 translate = null, Point3 rotation = null, PovTexture texture = null, string finish = null, bool reactive = true ) : Sphere
location Point3
radius float
rrad Signal
translate Point3
rotation Point3
texture PovTexture
finish string
reactive bool
리턴 Sphere

union() 공개 정적인 메소드

public static union ( PovObj o1, PovObj o2, bool reactive = true ) : Union
o1 PovObj
o2 PovObj
reactive bool
리턴 Union

waveTexture() 공개 정적인 메소드

public static waveTexture ( String color1, String color2, float scale = .1f, Signal rscale = null, bool reactive = true ) : WaveTexture
color1 String
color2 String
scale float
rscale Signal
reactive bool
리턴 WaveTexture