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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2007 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* RE_raytrace.h: ray tracing api, can be used independently from the renderer.
*/
#ifndef RE_RAYTRACE_H
#define RE_RAYTRACE_H
/* ray types */
#define RE_RAY_SHADOW 0
#define RE_RAY_MIRROR 1
#define RE_RAY_SHADOW_TRA 2
/* spatial tree for raytracing acceleration */
typedef void RayTree;
/* abstraction of face type */
typedef void RayFace;
/* object numbers above this are transformed */
#define RE_RAY_TRANSFORM_OFFS 0x8000000
/* convert from pointer to index in array and back, with offset if the
* instance is transformed */
#define RAY_OBJECT_SET(re, obi) \
((obi == NULL)? 0: \
((obi - (re)->objectinstance) + ((obi->flag & R_TRANSFORMED)? RE_RAY_TRANSFORM_OFFS: 0)))
#define RAY_OBJECT_GET(re, i) \
((re)->objectinstance + ((i >= RE_RAY_TRANSFORM_OFFS)? i-RE_RAY_TRANSFORM_OFFS: i))
/* struct for intersection data */
typedef struct Isect {
float start[3]; /* start+vec = end, in ray_tree_intersect */
float vec[3];
float end[3];
float labda, u, v; /* distance to hitpoint, uv weights */
RayFace *face; /* face is where to intersect with */
int ob;
RayFace *faceorig; /* start face */
int oborig;
RayFace *face_last; /* for shadow optimize, last intersected face */
int ob_last;
short isect; /* which half of quad */
short mode; /* RE_RAYSHADOW, RE_RAYMIRROR, RE_RAYSHADOW_TRA */
int lay; /* -1 default, set for layer lamps */
/* only used externally */
float col[4]; /* RGBA for shadow_tra */
/* octree only */
RayFace *facecontr;
int obcontr;
float ddalabda;
short faceisect; /* flag if facecontr was done or not */
/* custom pointer to be used in the RayCheckFunc */
void *userdata;
} Isect;
/* function callbacks for face type abstraction */
typedef void (*RayCoordsFunc)(RayFace *face,
float **v1, float **v2, float **v3, float **v4);
typedef int (*RayCheckFunc)(Isect *is, RayFace *face);
typedef float *(*RayObjectTransformFunc)(void *userdata, int ob);
/* tree building and freeing */
RayTree *RE_ray_tree_create(int ocres, int totface, float *min, float *max,
RayCoordsFunc coordfunc, RayCheckFunc checkfunc,
RayObjectTransformFunc transformfunc, void *userdata);
void RE_ray_tree_add_face(RayTree *tree, int ob, RayFace *face);
void RE_ray_tree_done(RayTree *tree);
void RE_ray_tree_free(RayTree *tree);
/* intersection with full tree and single face */
int RE_ray_tree_intersect(RayTree *tree, Isect *is);
int RE_ray_tree_intersect_check(RayTree *tree, Isect *is, RayCheckFunc check);
int RE_ray_face_intersection(Isect *is, RayObjectTransformFunc transformfunc,
RayCoordsFunc coordsfunc);
/* retrieve the diameter of the tree structure, for setting intersection
end distance */
float RE_ray_tree_max_size(RayTree *tree);
#endif /*__RE_RAYTRACE_H__*/
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