44 unsigned numberOfRays,
47 bool meshIsClosed =
false,
49 unsigned width = 1024,
52 QString entityName = QString());
67 std::vector<CCVector3>& rays,
70 bool meshIsClosed =
false,
71 unsigned width = 1024,
74 QString entityName = QString());
78 std::vector<CCVector3>& rays,
PCV (Portion de Ciel Visible) algorithm.
static bool Launch(std::vector< CCVector3 > &rays, cloudViewer::GenericCloud *vertices, cloudViewer::GenericMesh *mesh=nullptr, bool meshIsClosed=false, unsigned width=1024, unsigned height=1024, cloudViewer::GenericProgressCallback *progressCb=nullptr, QString entityName=QString())
Simulates global illumination on a cloud (or a mesh) with OpenGL.
static bool GenerateRays(unsigned numberOfRays, std::vector< CCVector3 > &rays, bool mode360=true)
Generates a given number of rays.
static int Launch(unsigned numberOfRays, cloudViewer::GenericCloud *vertices, cloudViewer::GenericMesh *mesh=nullptr, bool meshIsClosed=false, bool mode360=true, unsigned width=1024, unsigned height=1024, cloudViewer::GenericProgressCallback *progressCb=nullptr, QString entityName=QString())