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root/radiance/ray/src/rt/ray.h
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Comparing ray/src/rt/ray.h (file contents):
Revision 2.13 by greg, Tue Feb 25 02:47:23 2003 UTC vs.
Revision 2.16 by greg, Fri May 9 22:18:03 2003 UTC

# Line 41 | Line 41 | typedef struct ray {
41          OBJECT  *clipset;       /* set of objects currently clipped */
42          OBJECT  *newcset;       /* next clipset, used for transmission */
43          void    (*revf)();      /* evaluation function for this ray */
44 +        void    (*hitf)();      /* custom hit test for this traversal */
45          OBJECT  robj;           /* intersected object number */
46          OBJREC  *ro;            /* intersected object (one with material) */
47          double  rot;            /* distance to object */
# Line 48 | Line 49 | typedef struct ray {
49          FVECT   ron;            /* intersection surface normal */
50          double  rod;            /* -DOT(rdir, ron) */
51          FULLXF  *rox;           /* object transformation */
52 +        FLOAT   uv[2];          /* local coordinates */
53          FVECT   pert;           /* surface normal perturbation */
54          COLOR   pcol;           /* pattern color */
55          COLOR   rcol;           /* returned ray value */
# Line 183 | Line 185 | extern void    ray_pclose();
185   extern int      rayorigin();
186   extern void     rayclear();
187   extern void     raytrace();
188 + extern void     rayhit();
189   extern void     raycont();
190   extern void     raytrans();
191   extern int      rayshade();
192   extern void     rayparticipate();
193 + extern void     raytexture();
194   extern int      raymixture();
195   extern double   raydist();
196   extern double   raynormal();
# Line 235 | Line 239 | extern void    ray_pclose(int nsub);
239   extern int      rayorigin(RAY *r, RAY *ro, int rt, double rw);
240   extern void     rayclear(RAY *r);
241   extern void     raytrace(RAY *r);
242 + extern void     rayhit(OBJECT *oset, RAY *r);
243   extern void     raycont(RAY *r);
244   extern void     raytrans(RAY *r);
245   extern int      rayshade(RAY *r, int mod);
246   extern void     rayparticipate(RAY *r);
247 + extern void     raytexture(RAY *r, OBJECT mod);
248   extern int      raymixture(RAY *r, OBJECT fore, OBJECT back, double coef);
249   extern double   raydist(RAY *r, int flags);
250   extern double   raynormal(FVECT norm, RAY *r);

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