Code_TYMPAN  4.4.0
Industrial site acoustic simulation
SpecularReflexion.h
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15 
16 #ifndef SPECULARREFLEXION_H
17 #define SPECULARREFLEXION_H
18 
19 #include "Event.h"
23 class SpecularReflexion : public Event
24 {
25 
26 public:
28  SpecularReflexion(const vec3& position = vec3(0.0, 0.0, 0.0),
29  const vec3& incomingDirection = vec3(0.0, 0.0, 0.0), Shape* _shape = NULL)
30  : Event(position, incomingDirection, _shape)
31  {
34  }
36  SpecularReflexion(const SpecularReflexion& other) : Event(other)
37  {
39  }
41  virtual ~SpecularReflexion(){
42 
43  };
44 
45  virtual bool getResponse(vec3& r, bool force = false);
46 
47  virtual bool isAcceptableResponse(vec3& test)
48  {
49  return false;
50  }
52  virtual double getAngle();
53 };
54 
55 #endif
@ SPECULARREFLEXION
Definition: Event.h:26
Class describing an event (reflection, diffraction, ...)
Definition: Event.h:37
int nbResponseLeft
Number of remaining rays to launch.
Definition: Event.h:238
int initialNbResponse
Number of rays to launch after event.
Definition: Event.h:239
typeevent type
Event type.
Definition: Event.h:242
base class for shapes (Cylindre, Mesh, Sphere, Triangle,...)
Definition: Shape.h:57
Specular reflection class Event.
virtual bool getResponse(vec3 &r, bool force=false)
Return a direction vector for the impact. Ray direction vector in response of the event.
virtual bool isAcceptableResponse(vec3 &test)
Return true if the ray direction vector in response of the event is acceptable.
virtual ~SpecularReflexion()
Destructor.
SpecularReflexion(const SpecularReflexion &other)
Copy constructor.
virtual double getAngle()
Get incident angle.
SpecularReflexion(const vec3 &position=vec3(0.0, 0.0, 0.0), const vec3 &incomingDirection=vec3(0.0, 0.0, 0.0), Shape *_shape=NULL)
Default constructor.
base_vec3< decimal > vec3
Definition: mathlib.h:387