/usr/include/vtk-6.2/vtkRayCastStructures.h is in libvtk6-dev 6.2.0+dfsg1-10build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | /*=========================================================================
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
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