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Common/vtkRayCastStructures.h

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00001 /*=========================================================================
00002 
00003   Program:   Visualization Toolkit
00004   Module:    $RCSfile: vtkRayCastStructures.h,v $
00005   Language:  C++
00006 
00007   Copyright (c) 1993-2002 Ken Martin, Will Schroeder, Bill Lorensen 
00008   All rights reserved.
00009   See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
00010 
00011      This software is distributed WITHOUT ANY WARRANTY; without even 
00012      the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR 
00013      PURPOSE.  See the above copyright notice for more information.
00014 
00015 =========================================================================*/
00016 
00040 #ifndef __vtkRayCastStructures_h
00041 #define __vtkRayCastStructures_h
00042 
00043 typedef struct 
00044 {
00045   // These are the input values that define the ray. Depending on
00046   // whether we are casting a WorldRay or a ViewRay, these are in
00047   // world coordinates or view coordinates.
00048   float Origin[3];
00049   float Direction[3];
00050 
00051   // The pixel location for the ray that is being cast can be
00052   // important, for example if hardware ray bounding is being used
00053   // and the location in the depth buffer must be matched to this
00054   // ray.
00055   int   Pixel[2];
00056 
00057   // The world coordinate location of the camera is important for the
00058   // ray caster to be able to return a Z value for the intersection
00059   float CameraPosition[3];
00060 
00061   // This input value defines the size of the image
00062   int   ImageSize[2];
00063 
00064   // These are input values for clipping but may be changed
00065   // along the way
00066   float NearClip;
00067   float FarClip;
00068 
00069   // These are the return values - RGBA and Z
00070   float Color[4];
00071   float Depth;
00072 
00073 
00074   // Some additional space that may be useful for the
00075   // specific implementation of the ray caster. This structure
00076   // is a convenient place to put it, since there is one
00077   // per thread so that writing to these locations is safe
00078 
00079   // Ray information transformed into local coordinates
00080   float                        TransformedStart[4];
00081   float                        TransformedEnd[4];
00082   float                        TransformedDirection[4];
00083   float                        TransformedIncrement[3];
00084   
00085   // The number of steps we want to take if this is
00086   // a ray caster that takes steps
00087   int                          NumberOfStepsToTake;
00088   
00089   // The number of steps we actually take if this is
00090   // a ray caster that takes steps
00091   int                          NumberOfStepsTaken;
00092 
00093 } vtkRayCastRayInfo;
00094 
00095 #endif