~Ray();
Ray(const Ray& r);
Ray& operator=(const Ray& r);
-
+
const Vec3f& origin() const;
const Vec3f& direction() const;
float t() const;
+ void setHit(Primitive * p);
Primitive* hit();
unsigned int recursionDepth() const;
Vec3f m_org; //!< ray origin
Vec3f m_dir; //!< ray direction
float m_t; //!< current/maximum hit distance
-
+
unsigned int m_level; //!< level of recursion
-
+
Primitive* m_hit;
};