{
public:
Ray();
- Ray(const Vec3f& org, const Vec3f& dir);
+ Ray(const Vec3f& org, const Vec3f& dir, unsigned int recursion_level = 0);
~Ray();
Ray(const Ray& r);
Ray& operator=(const Ray& r);
float t() const;
Primitive* hit();
unsigned int recursionDepth() const;
+ float indexOfRefraction() const;
void setOrigin(const Vec3f& o);
void setDir(const Vec3f& d);
void setT(float t);
+ void setHit(Primitive* p);
void setRecursionDepth(unsigned int i);
+ void setIndexOfRefraction(float ior);
private:
Vec3f m_org; //!< ray origin
float m_t; //!< current/maximum hit distance
unsigned int m_level; //!< level of recursion
-
+ float m_density; //!< index of refraction
+
Primitive* m_hit;
};