Ray data structure. More...
#include <ai_ray.h>
Data Fields | |
uint8_t | type |
Type of ray (AI_RAY_CAMERA , etc) | |
uint8_t | bounces |
Number of bounces so far (0 for camera rays) | |
uint8_t | bounces_diffuse |
Number of diffuse bounces so far. | |
uint8_t | bounces_specular |
Number of specular bounces so far. | |
uint8_t | bounces_reflect |
Number of reflection bounces so far. | |
uint8_t | bounces_transmit |
Number of transmission bounces so far. | |
uint8_t | bounces_volume |
Number of volume bounces so far. | |
bool | inclusive_traceset |
Is the trace-set inclusive or exclusive? | |
AtString | traceset |
Trace-set for this ray. | |
uint16_t | tid |
Thread ID. | |
uint16_t | sindex |
Sub-pixel sample index when supersampling. | |
int | x |
Raster-space X coordinate. | |
int | y |
Raster-space Y coordinate. | |
float | px |
Subpixel X coordinate in [0,1) | |
float | py |
Subpixel Y coordinate in [0,1) | |
AtVector | origin |
Ray origin. | |
AtVector | dir |
Unit ray direction. | |
float | mindist |
Minimum useful distance from the origin. | |
float | maxdist |
Maximum useful distance from the origin (volatile while ray is traced) | |
const AtShaderGlobals * | psg |
Parent shader globals (last shaded) | |
const AtLightSample * | light_sample |
Associated light sample, for shadow rays only. | |
AtRGB | weight |
Ray weight, AI_RGB_WHITE for clean camera rays. | |
float | time |
Time at which the ray was created, in [0,1) | |
AtVector | dOdx |
Partial derivative of ray origin wrt image-space X coordinate. | |
AtVector | dOdy |
Partial derivative of ray origin wrt image-space Y coordinate. | |
AtVector | dDdx |
Partial derivative of ray direction wrt image-space X coordinate. | |
AtVector | dDdy |
Partial derivative of ray direction wrt image-space Y coordinate. | |
Ray data structure.