Code_TYMPAN
4.2.0
Industrial site acoustic simulation
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API class to run the ray tracer for the ANIME3D solver. More...
#include <TYANIME3DRayTracerSolverAdapter.h>
Public Member Functions | |
virtual bool | postTreatmentScene (Scene *scene, std::vector< Source > &sources, std::vector< Recepteur > &recepteurs) |
Virtual function to post-process the Scene. It has two phases: transform the meta-objects and load the Scene. During the first phase, we iterate on the different meta-objects lists and are extracted elements for the ray tracer. Typically, a wall object would be transformed in a set of Primitives, extract polylines from punctual Sources,... The Scene will be loaded with objects related to acoustic calculation which are not present into the physical description of the Scene. For instance, diffraction edges are modeled by a cylinder and should be generated. More... | |
virtual bool | valideIntersection (Ray *r, Intersection *inter) |
validate intersections in function of the type of the intersected primitive More... | |
virtual bool | valideRayon (Ray *r) |
validate a ray by filtering it with the selectors for acceptance or rejection More... | |
virtual bool | invalidRayon (Ray *r) |
delete a ray or add it to the list of debug rays More... | |
virtual void | finish () |
End the operations. More... | |
Public Member Functions inherited from Solver | |
Solver () | |
Default constructor. More... | |
Solver (Solver *_solver) | |
Copy constructor. More... | |
virtual double | leafTreatment (vector< Intersection > &primitives) |
Leaf treatment function for accelerators. The default is to keep only the first intersection. It is possible to keep all the intersections which happens before a type specific intersection. For instance, we can keep all the intersections before an intersection with a triangle considered as blocking. More... | |
virtual deque< Ray * > * | getValidRays () |
Return a pointer to the validated rays list. More... | |
deque< Ray * > * | getDebugRays () |
Return a pointer to the invalidated rays list. More... | |
virtual void | clean () |
Delete the valid rays array. More... | |
virtual bool | loadParameters () |
Load the computation parameters. More... | |
Public Attributes | |
bool | _useFresnelArea |
Flag to use Fresnel weighting. More... | |
Protected Attributes | |
SelectorManager< Ray > | selectorManagerIntersection |
SelectorManager< Ray > | selectorManagerValidation |
Protected Attributes inherited from Solver | |
deque< Ray * > | valid_rays |
Rays list which are validated by the solver. More... | |
deque< Ray * > | debug_rays |
Rays list which are invalidated by the solver. More... | |
API class to run the ray tracer for the ANIME3D solver.
Definition at line 25 of file TYANIME3DRayTracerSolverAdapter.h.
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virtual |
End the operations.
Reimplemented from Solver.
Definition at line 116 of file TYANIME3DRayTracerSolverAdapter.cpp.
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virtual |
delete a ray or add it to the list of debug rays
Reimplemented from Solver.
Definition at line 101 of file TYANIME3DRayTracerSolverAdapter.cpp.
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virtual |
Virtual function to post-process the Scene. It has two phases: transform the meta-objects and load the Scene. During the first phase, we iterate on the different meta-objects lists and are extracted elements for the ray tracer. Typically, a wall object would be transformed in a set of Primitives, extract polylines from punctual Sources,... The Scene will be loaded with objects related to acoustic calculation which are not present into the physical description of the Scene. For instance, diffraction edges are modeled by a cylinder and should be generated.
scene | Scene to post-process |
sources | Sources |
recepteurs | Receptors |
Reimplemented from Solver.
Definition at line 34 of file TYANIME3DRayTracerSolverAdapter.cpp.
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virtual |
validate intersections in function of the type of the intersected primitive
Reimplemented from Solver.
Definition at line 58 of file TYANIME3DRayTracerSolverAdapter.cpp.
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virtual |
validate a ray by filtering it with the selectors for acceptance or rejection
Reimplemented from Solver.
Definition at line 88 of file TYANIME3DRayTracerSolverAdapter.cpp.
bool TYANIME3DRayTracerSolverAdapter::_useFresnelArea |
Flag to use Fresnel weighting.
Definition at line 58 of file TYANIME3DRayTracerSolverAdapter.h.
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protected |
Definition at line 62 of file TYANIME3DRayTracerSolverAdapter.h.
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protected |
Definition at line 63 of file TYANIME3DRayTracerSolverAdapter.h.