Main Page | Class Hierarchy | Alphabetical List | Class List | File List | Class Members | File Members | Related Pages

Common/vtkRayCastStructures.h

Go to the documentation of this file.
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 
00030 #ifndef __vtkRayCastStructures_h
00031 #define __vtkRayCastStructures_h
00032 
00033 typedef struct 
00034 {
00035   // These are the input values that define the ray. Depending on
00036   // whether we are casting a WorldRay or a ViewRay, these are in
00037   // world coordinates or view coordinates.
00038   float Origin[3];
00039   float Direction[3];
00040 
00041   // The pixel location for the ray that is being cast can be
00042   // important, for example if hardware ray bounding is being used
00043   // and the location in the depth buffer must be matched to this
00044   // ray.
00045   int   Pixel[2];
00046 
00047   // The world coordinate location of the camera is important for the
00048   // ray caster to be able to return a Z value for the intersection
00049   float CameraPosition[3];
00050 
00051   // This input value defines the size of the image
00052   int   ImageSize[2];
00053 
00054   // These are input values for clipping but may be changed
00055   // along the way
00056   float NearClip;
00057   float FarClip;
00058 
00059   // These are the return values - RGBA and Z
00060   float Color[4];
00061   float Depth;
00062 
00063 
00064   // Some additional space that may be useful for the
00065   // specific implementation of the ray caster. This structure
00066   // is a convenient place to put it, since there is one
00067   // per thread so that writing to these locations is safe
00068 
00069   // Ray information transformed into local coordinates
00070   float                        TransformedStart[4];
00071   float                        TransformedEnd[4];
00072   float                        TransformedDirection[4];
00073   float                        TransformedIncrement[3];
00074   
00075   // The number of steps we want to take if this is
00076   // a ray caster that takes steps
00077   int                          NumberOfStepsToTake;
00078   
00079   // The number of steps we actually take if this is
00080   // a ray caster that takes steps
00081   int                          NumberOfStepsTaken;
00082 
00083 } vtkRayCastRayInfo;
00084 
00085 #endif