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vtkRayCastStructures.h
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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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#ifndef vtkRayCastStructures_h
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#define vtkRayCastStructures_h
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struct
vtkRayCastRayInfo_t
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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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};
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using
vtkRayCastRayInfo
=
struct
vtkRayCastRayInfo_t
;
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#endif
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// VTK-HeaderTest-Exclude: vtkRayCastStructures.h
vtkRayCastRayInfo_t
Definition:
vtkRayCastStructures.h:31
vtkRayCastRayInfo_t::CameraPosition
float CameraPosition[3]
Definition:
vtkRayCastStructures.h:46
vtkRayCastRayInfo_t::FarClip
float FarClip
Definition:
vtkRayCastStructures.h:54
vtkRayCastRayInfo_t::NearClip
float NearClip
Definition:
vtkRayCastStructures.h:53
vtkRayCastRayInfo_t::TransformedEnd
float TransformedEnd[4]
Definition:
vtkRayCastStructures.h:67
vtkRayCastRayInfo_t::TransformedIncrement
float TransformedIncrement[3]
Definition:
vtkRayCastStructures.h:69
vtkRayCastRayInfo_t::Depth
float Depth
Definition:
vtkRayCastStructures.h:58
vtkRayCastRayInfo_t::Color
float Color[4]
Definition:
vtkRayCastStructures.h:57
vtkRayCastRayInfo_t::Direction
float Direction[3]
Definition:
vtkRayCastStructures.h:36
vtkRayCastRayInfo_t::Pixel
int Pixel[2]
Definition:
vtkRayCastStructures.h:42
vtkRayCastRayInfo_t::TransformedStart
float TransformedStart[4]
Definition:
vtkRayCastStructures.h:66
vtkRayCastRayInfo_t::Origin
float Origin[3]
Definition:
vtkRayCastStructures.h:35
vtkRayCastRayInfo_t::ImageSize
int ImageSize[2]
Definition:
vtkRayCastStructures.h:49
vtkRayCastRayInfo_t::NumberOfStepsTaken
int NumberOfStepsTaken
Definition:
vtkRayCastStructures.h:77
vtkRayCastRayInfo_t::TransformedDirection
float TransformedDirection[4]
Definition:
vtkRayCastStructures.h:68
vtkRayCastRayInfo_t::NumberOfStepsToTake
int NumberOfStepsToTake
Definition:
vtkRayCastStructures.h:73
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