Scene View

class huira.visible8.SceneView
__init__(self: huira._huira.visible8.SceneView, scene: huira._huira.visible8.Scene, exposure_interval: huira._huira.Interval, camera_instance: huira._huira.visible8.InstanceHandle, observation_mode: huira._huira.ObservationMode, num_temporal_samples: int = 1) None
duration(self: huira._huira.visible8.SceneView) huira._huira.Second
get_end_time(self: huira._huira.visible8.SceneView) huira._huira.Time
get_exposure_interval(self: huira._huira.visible8.SceneView) huira._huira.Interval
get_start_time(self: huira._huira.visible8.SceneView) huira._huira.Time
get_time(self: huira._huira.visible8.SceneView) huira._huira.Time
intersect(self: huira._huira.visible8.SceneView, ray: huira._huira.visible8.Ray, time: float = 0.5) huira._huira.HitRecord

Trace a ray against the scene and return a HitRecord

intersect_batch(self: huira._huira.visible8.SceneView, rays: list[huira._huira.visible8.Ray], time: float = 0.5) list[huira._huira.HitRecord]

Trace a batch of rays against the scene and return HitRecords

occluded(self: huira._huira.visible8.SceneView, ray: huira._huira.visible8.Ray, t_far: float, time: float = 0.5) bool

Test whether a ray is occluded within distance t_far

occluded_batch(self: huira._huira.visible8.SceneView, rays: list[huira._huira.visible8.Ray], t_far: float, time: float = 0.5) list[bool]

Test whether a batch of rays are occluded within distance t_far

resolve_hit(self: huira._huira.visible8.SceneView, ray: huira._huira.visible8.Ray, hit: huira._huira.HitRecord) huira._huira.visible8.Interaction

Resolve a HitRecord into a full Interaction

resolve_hits_batch(self: huira._huira.visible8.SceneView, rays: list[huira._huira.visible8.Ray], hits: list[huira._huira.HitRecord]) list[huira._huira.visible8.Interaction]

Resolve batches of HitRecords into Interactions