#include "Ray.hxx"
+#define MAX_RECURSION_DEPTH 10
+
Ray::Ray()
: m_org(Vec3f()),
m_dir(Vec3f()),
+ m_level(MAX_RECURSION_DEPTH),
m_hit(0)
{
m_t = std::numeric_limits<float>::max();
const Vec3f& dir)
: m_org(org),
m_dir(dir),
+ m_level(MAX_RECURSION_DEPTH),
m_hit(0)
{
m_t = std::numeric_limits<float>::max();
m_dir = r.m_dir;
m_t = r.m_t;
m_hit = r.m_hit;
+ m_level = r.m_level;
}
Ray&