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83 lines
2.4 KiB
C
83 lines
2.4 KiB
C
3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkRayCastStructures.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkRayCastStructures
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* @brief the structure definitions for ray casting
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*
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*
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* These are the structures required for ray casting.
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*
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* @sa
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* vtkRayCaster
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*/
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#ifndef vtkRayCastStructures_h
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#define vtkRayCastStructures_h
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typedef struct
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{
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// These are the input values that define the ray. Depending on
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// whether we are casting a WorldRay or a ViewRay, these are in
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// world coordinates or view coordinates.
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float Origin[3];
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float Direction[3];
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// The pixel location for the ray that is being cast can be
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// important, for example if hardware ray bounding is being used
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// and the location in the depth buffer must be matched to this
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// ray.
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int Pixel[2];
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// The world coordinate location of the camera is important for the
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// ray caster to be able to return a Z value for the intersection
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float CameraPosition[3];
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// This input value defines the size of the image
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int ImageSize[2];
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// These are input values for clipping but may be changed
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// along the way
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float NearClip;
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float FarClip;
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// These are the return values - RGBA and Z
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float Color[4];
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float Depth;
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// Some additional space that may be useful for the
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// specific implementation of the ray caster. This structure
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// is a convenient place to put it, since there is one
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// per thread so that writing to these locations is safe
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// Ray information transformed into local coordinates
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float TransformedStart[4];
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float TransformedEnd[4];
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float TransformedDirection[4];
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float TransformedIncrement[3];
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// The number of steps we want to take if this is
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// a ray caster that takes steps
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int NumberOfStepsToTake;
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// The number of steps we actually take if this is
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// a ray caster that takes steps
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int NumberOfStepsTaken;
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} vtkRayCastRayInfo;
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#endif
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// VTK-HeaderTest-Exclude: vtkRayCastStructures.h
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