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<h1>dox/Common/vtkRayCastStructures.h</h1><a href="a02118.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*=========================================================================</span>
<a name="l00002"></a>00002 <span class="comment"></span>
<a name="l00003"></a>00003 <span class="comment">  Program:   Visualization Toolkit</span>
<a name="l00004"></a>00004 <span class="comment">  Module:    $RCSfile: vtkRayCastStructures.h,v $</span>
<a name="l00005"></a>00005 <span class="comment"></span>
<a name="l00006"></a>00006 <span class="comment">  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen</span>
<a name="l00007"></a>00007 <span class="comment">  All rights reserved.</span>
<a name="l00008"></a>00008 <span class="comment">  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.</span>
<a name="l00009"></a>00009 <span class="comment"></span>
<a name="l00010"></a>00010 <span class="comment">     This software is distributed WITHOUT ANY WARRANTY; without even</span>
<a name="l00011"></a>00011 <span class="comment">     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR</span>
<a name="l00012"></a>00012 <span class="comment">     PURPOSE.  See the above copyright notice for more information.</span>
<a name="l00013"></a>00013 <span class="comment"></span>
<a name="l00014"></a>00014 <span class="comment">=========================================================================*/</span>
<a name="l00015"></a>00015 
<a name="l00026"></a>00026 <span class="preprocessor">#ifndef __vtkRayCastStructures_h</span>
<a name="l00027"></a>00027 <span class="preprocessor"></span><span class="preprocessor">#define __vtkRayCastStructures_h</span>
<a name="l00028"></a>00028 <span class="preprocessor"></span>
<a name="l00029"></a><a class="code" href="a01455.html">00029</a> <span class="keyword">typedef</span> <span class="keyword">struct </span>
<a name="l00030"></a>00030 {
<a name="l00031"></a>00031   <span class="comment">// These are the input values that define the ray. Depending on</span>
<a name="l00032"></a>00032   <span class="comment">// whether we are casting a WorldRay or a ViewRay, these are in</span>
<a name="l00033"></a>00033   <span class="comment">// world coordinates or view coordinates.</span>
<a name="l00034"></a><a class="code" href="a01455.html#18bbe3bb1b82798baaf951b6e7fb478b">00034</a>   <span class="keywordtype">float</span> Origin[3];
<a name="l00035"></a><a class="code" href="a01455.html#e9f9f3310374d632aad20dcbb91b9ab2">00035</a>   <span class="keywordtype">float</span> Direction[3];
<a name="l00036"></a>00036 
<a name="l00037"></a>00037   <span class="comment">// The pixel location for the ray that is being cast can be</span>
<a name="l00038"></a>00038   <span class="comment">// important, for example if hardware ray bounding is being used</span>
<a name="l00039"></a>00039   <span class="comment">// and the location in the depth buffer must be matched to this</span>
<a name="l00040"></a>00040   <span class="comment">// ray.</span>
<a name="l00041"></a><a class="code" href="a01455.html#db9e76397d00c69225336407f12a6edc">00041</a>   <span class="keywordtype">int</span>   Pixel[2];
<a name="l00042"></a>00042 
<a name="l00043"></a>00043   <span class="comment">// The world coordinate location of the camera is important for the</span>
<a name="l00044"></a>00044   <span class="comment">// ray caster to be able to return a Z value for the intersection</span>
<a name="l00045"></a><a class="code" href="a01455.html#9cc57970d005623fd80711d7aa540844">00045</a>   <span class="keywordtype">float</span> CameraPosition[3];
<a name="l00046"></a>00046 
<a name="l00047"></a>00047   <span class="comment">// This input value defines the size of the image</span>
<a name="l00048"></a><a class="code" href="a01455.html#b623cbca0490c50f118a7284cdf33652">00048</a>   <span class="keywordtype">int</span>   ImageSize[2];
<a name="l00049"></a>00049 
<a name="l00050"></a>00050   <span class="comment">// These are input values for clipping but may be changed</span>
<a name="l00051"></a>00051   <span class="comment">// along the way</span>
<a name="l00052"></a><a class="code" href="a01455.html#fe22d5508d7cb2186695defe98d0e6ca">00052</a>   <span class="keywordtype">float</span> NearClip;
<a name="l00053"></a><a class="code" href="a01455.html#b428ee2fb6b4d222b3180994648d3de9">00053</a>   <span class="keywordtype">float</span> FarClip;
<a name="l00054"></a>00054 
<a name="l00055"></a>00055   <span class="comment">// These are the return values - RGBA and Z</span>
<a name="l00056"></a><a class="code" href="a01455.html#734ca7c9d4241be2020bd5b68608deaf">00056</a>   <span class="keywordtype">float</span> <a class="code" href="a03761.html#88ade42854f67d6297898362e17a515f17c6615bb6855c26543a4a2c0aaa529f">Color</a>[4];
<a name="l00057"></a><a class="code" href="a01455.html#e1e92327144f647bc3ef1fb63193745b">00057</a>   <span class="keywordtype">float</span> Depth;
<a name="l00058"></a>00058 
<a name="l00059"></a>00059 
<a name="l00060"></a>00060   <span class="comment">// Some additional space that may be useful for the</span>
<a name="l00061"></a>00061   <span class="comment">// specific implementation of the ray caster. This structure</span>
<a name="l00062"></a>00062   <span class="comment">// is a convenient place to put it, since there is one</span>
<a name="l00063"></a>00063   <span class="comment">// per thread so that writing to these locations is safe</span>
<a name="l00064"></a>00064 
<a name="l00065"></a>00065   <span class="comment">// Ray information transformed into local coordinates</span>
<a name="l00066"></a><a class="code" href="a01455.html#63d6e7ba2947adfc50bdc3d4387144cf">00066</a>   <span class="keywordtype">float</span>                        TransformedStart[4];
<a name="l00067"></a><a class="code" href="a01455.html#187b07763f4174982ee1cab48d493b2a">00067</a>   <span class="keywordtype">float</span>                        TransformedEnd[4];
<a name="l00068"></a><a class="code" href="a01455.html#16df28593d938e71222548e80ac95c5e">00068</a>   <span class="keywordtype">float</span>                        TransformedDirection[4];
<a name="l00069"></a><a class="code" href="a01455.html#413e9e4c110566ea0cbf13eff013aa04">00069</a>   <span class="keywordtype">float</span>                        TransformedIncrement[3];
<a name="l00070"></a>00070   
<a name="l00071"></a>00071   <span class="comment">// The number of steps we want to take if this is</span>
<a name="l00072"></a>00072   <span class="comment">// a ray caster that takes steps</span>
<a name="l00073"></a><a class="code" href="a01455.html#f975b0e58064cc9dc7d7c787325dab6f">00073</a>   <span class="keywordtype">int</span>                          NumberOfStepsToTake;
<a name="l00074"></a>00074   
<a name="l00075"></a>00075   <span class="comment">// The number of steps we actually take if this is</span>
<a name="l00076"></a>00076   <span class="comment">// a ray caster that takes steps</span>
<a name="l00077"></a><a class="code" href="a01455.html#f7e893efa03985eca71d50bc2afddd84">00077</a>   <span class="keywordtype">int</span>                          NumberOfStepsTaken;
<a name="l00078"></a>00078 
<a name="l00079"></a>00079 } <a class="code" href="a01455.html">vtkRayCastRayInfo</a>;
<a name="l00080"></a>00080 
<a name="l00081"></a>00081 <span class="preprocessor">#endif</span>
</pre></div></div>
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