Blender  V2.59
rayintersection.h
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00001 /*
00002  * $Id: rayintersection.h 35233 2011-02-27 19:31:27Z jesterking $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version. 
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2007 Blender Foundation.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): André Pinto.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  * RE_raytrace.h: ray tracing api, can be used independently from the renderer. 
00029  */
00030 
00036 #ifndef __RENDER_RAYINTERSECTION_H__
00037 #define __RENDER_RAYINTERSECTION_H__
00038 
00039 #ifdef __cplusplus
00040 extern "C" {
00041 #endif
00042 
00043 struct RayObject;
00044 
00045 /* Ray Hints */
00046 
00047 #define RE_RAY_LCTS_MAX_SIZE    256
00048 #define RT_USE_LAST_HIT                 /* last shadow hit is reused before raycasting on whole tree */
00049 //#define RT_USE_HINT                   /* last hit object is reused before raycasting on whole tree */
00050 
00051 typedef struct LCTSHint {
00052         int size;
00053         struct RayObject *stack[RE_RAY_LCTS_MAX_SIZE];
00054 } LCTSHint;
00055 
00056 typedef struct RayHint {
00057         union { LCTSHint lcts; } data;
00058 } RayHint;
00059 
00060 /* Ray Intersection */
00061 
00062 typedef struct Isect {
00063         /* ray start, direction (normalized vector), and max distance. on hit,
00064            the distance is modified to be the distance to the hit point. */
00065         float start[3];
00066         float dir[3];
00067         float dist;
00068 
00069         /* precomputed values to accelerate bounding box intersection */
00070         int bv_index[6];
00071         float idot_axis[3];
00072 
00073         /* intersection options */
00074         int mode;                               /* RE_RAY_SHADOW, RE_RAY_MIRROR, RE_RAY_SHADOW_TRA */
00075         int lay;                                /* -1 default, set for layer lamps */
00076         int skip;                               /* skip flags */
00077         int check;                              /* check flags */
00078         void *userdata;                 /* used by bake check */
00079 
00080         /* hit information */
00081         float u, v;
00082         int isect;                              /* which half of quad */
00083         
00084         struct {
00085                 void *ob;
00086                 void *face;
00087         } hit, orig;
00088         
00089         /* last hit optimization */
00090         struct RayObject *last_hit;
00091 
00092         /* hints */
00093 #ifdef RT_USE_HINT
00094         RayTraceHint *hint, *hit_hint;
00095 #endif
00096         RayHint *hint;
00097         
00098         /* ray counter */
00099 #ifdef RE_RAYCOUNTER
00100         RayCounter *raycounter;
00101 #endif
00102 } Isect;
00103 
00104 /* ray types */
00105 #define RE_RAY_SHADOW 0
00106 #define RE_RAY_MIRROR 1
00107 #define RE_RAY_SHADOW_TRA 2
00108 
00109 /* skip options */
00110 #define RE_SKIP_CULLFACE                (1 << 0)
00111 /* if using this flag then *face should be a pointer to a VlakRen */
00112 #define RE_SKIP_VLR_NEIGHBOUR           (1 << 1)
00113 
00114 /* check options */
00115 #define RE_CHECK_VLR_NONE               0
00116 #define RE_CHECK_VLR_RENDER             1
00117 #define RE_CHECK_VLR_NON_SOLID_MATERIAL 2
00118 #define RE_CHECK_VLR_BAKE               3
00119 
00120 /* arbitrary, but can't use e.g. FLT_MAX because of precision issues */
00121 #define RE_RAYTRACE_MAXDIST     1e15f
00122 #define RE_RAYTRACE_EPSILON 0.0f
00123 
00124 #ifdef __cplusplus
00125 }
00126 #endif
00127 
00128 #endif /* __RENDER_RAYINTERSECTION_H__ */
00129