本文整理汇总了C++中Vec3d::clamp方法的典型用法代码示例。如果您正苦于以下问题:C++ Vec3d::clamp方法的具体用法?C++ Vec3d::clamp怎么用?C++ Vec3d::clamp使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Vec3d
的用法示例。
在下文中一共展示了Vec3d::clamp方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: trace
Vec3d RayTracer::trace(double x, double y)
{
// Clear out the ray cache in the scene for debugging purposes,
if (TraceUI::m_debug) scene->intersectCache.clear();
ray r(Vec3d(0,0,0), Vec3d(0,0,0), ray::VISIBILITY);
scene->getCamera().rayThrough(x,y,r);
Vec3d ret = traceRay(r, traceUI->getDepth());
ret.clamp();
return ret;
}
示例2: trace
// Trace a top-level ray through normalized window coordinates (x,y)
// through the projection plane, and out into the scene. All we do is
// enter the main ray-tracing method, getting things started by plugging
// in an initial ray weight of (0.0,0.0,0.0) and an initial recursion depth of 0.
Vec3d RayTracer::trace( double x, double y )
{
// Clear out the ray cache in the scene for debugging purposes,
if (!traceUI->isMultithreading())
scene->intersectCache.clear();
ray r( Vec3d(0,0,0), Vec3d(0,0,0), ray::VISIBILITY );
scene->getCamera().rayThrough( x,y,r );
Vec3d ret = traceRay( r, Vec3d(1.0,1.0,1.0), 0 );
ret.clamp();
return ret;
}