Triangle Object
Triangle Object
triangle( v1 = c(1, 0, 0), v2 = c(0, 1, 0), v3 = c(-1, 0, 0), n1 = rep(NA, 3), n2 = rep(NA, 3), n3 = rep(NA, 3), color1 = rep(NA, 3), color2 = rep(NA, 3), color3 = rep(NA, 3), material = diffuse(), angle = c(0, 0, 0), order_rotation = c(1, 2, 3), flipped = FALSE, reversed = FALSE, scale = c(1, 1, 1) )
v1 |
Default 'c(1, 0, 0)'. Length-3 vector indicating the x, y, and z coordinate of the first triangle vertex. |
v2 |
Default 'c(0, 1, 0)'. Length-3 vector indicating the x, y, and z coordinate of the second triangle vertex. |
v3 |
Default 'c(-1, 0, 0)'. Length-3 vector indicating the x, y, and z coordinate of the third triangle vertex. |
n1 |
Default 'NA'. Length-3 vector indicating the normal vector associated with the first triangle vertex. |
n2 |
Default 'NA'. Length-3 vector indicating the normal vector associated with the second triangle vertex. |
n3 |
Default 'NA'. Length-3 vector indicating the normal vector associated with the third triangle vertex. |
color1 |
Default 'NA'. Length-3 vector or string indicating the color associated with the first triangle vertex. If NA but other vertices specified, color inherits from material. |
color2 |
Default 'NA'. Length-3 vector or string indicating the color associated with the second triangle vertex. If NA but other vertices specified, color inherits from material. |
color3 |
Default 'NA'. Length-3 vector or string indicating the color associated with the third triangle vertex. If NA but other vertices specified, color inherits from material. |
material |
Default |
angle |
Default 'c(0, 0, 0)'. Angle of rotation around the x, y, and z axes, applied in the order specified in 'order_rotation'. |
order_rotation |
Default 'c(1, 2, 3)'. The order to apply the rotations, referring to "x", "y", and "z". |
flipped |
Default 'FALSE'. Whether to flip the normals. |
reversed |
Default 'FALSE'. Similar to the 'flipped' argument, but this reverses the handedness of the triangle so it will be oriented in the opposite direction. |
scale |
Default 'c(1, 1, 1)'. Scale transformation in the x, y, and z directions. If this is a single value, number, the object will be scaled uniformly. Note: emissive objects may not currently function correctly when scaled. |
Single row of a tibble describing the XZ plane in the scene.
#Generate a triangle in the Cornell box. generate_cornell() %>% add_object(triangle(v1 = c(100, 100, 100), v2 = c(555/2, 455, 455), v3 = c(455, 100, 100), material = diffuse(color = "purple"))) %>% render_scene(lookfrom = c(278, 278, -800) ,lookat = c(278, 278, 0), fov = 40, ambient_light = FALSE, samples = 400, parallel = TRUE, clamp_value = 5) #Pass individual colors to each vertex: generate_cornell() %>% add_object(triangle(v1 = c(100, 100, 100), v2 = c(555/2, 455, 455), v3 = c(455, 100, 100), color1 = "green", color2 = "yellow", color3 = "red")) %>% render_scene(lookfrom = c(278, 278, -800) ,lookat = c(278, 278, 0), fov = 40, ambient_light = FALSE, samples = 400, parallel = TRUE, clamp_value = 5)
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