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/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkRayCastStructures.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/

// .NAME vtkRayCastStructures - the structure definitions for ray casting

// .SECTION Description
// These are the structures required for ray casting.

// .SECTION See Also
// vtkRayCaster

#ifndef __vtkRayCastStructures_h
#define __vtkRayCastStructures_h

typedef struct
{
  // These are the input values that define the ray. Depending on
  // whether we are casting a WorldRay or a ViewRay, these are in
  // world coordinates or view coordinates.
  float Origin[3];
  float Direction[3];

  // The pixel location for the ray that is being cast can be
  // important, for example if hardware ray bounding is being used
  // and the location in the depth buffer must be matched to this
  // ray.
  int   Pixel[2];

  // The world coordinate location of the camera is important for the
  // ray caster to be able to return a Z value for the intersection
  float CameraPosition[3];

  // This input value defines the size of the image
  int   ImageSize[2];

  // These are input values for clipping but may be changed
  // along the way
  float NearClip;
  float FarClip;

  // These are the return values - RGBA and Z
  float Color[4];
  float Depth;


  // Some additional space that may be useful for the
  // specific implementation of the ray caster. This structure
  // is a convenient place to put it, since there is one
  // per thread so that writing to these locations is safe

  // Ray information transformed into local coordinates
  float                        TransformedStart[4];
  float                        TransformedEnd[4];
  float                        TransformedDirection[4];
  float                        TransformedIncrement[3];

  // The number of steps we want to take if this is
  // a ray caster that takes steps
  int                          NumberOfStepsToTake;

  // The number of steps we actually take if this is
  // a ray caster that takes steps
  int                          NumberOfStepsTaken;

} vtkRayCastRayInfo;

#endif
// VTK-HeaderTest-Exclude: vtkRayCastStructures.h