+ return m_t;
+}
+
+void
+Ray::setOrigin(const Vec3f& o)
+{
+ m_org = o;
+}
+
+void
+Ray::setDir(const Vec3f& d)
+{
+ m_dir = d;
+}
+
+void
+Ray::setT(float t)
+{
+ m_t = t;
+}
+
+void
+Ray::setHit(Primitive * p)
+{
+ m_hit = p;
+}
+
+Primitive*
+Ray::hit()
+{
+ return m_hit;
+}
+
+unsigned int
+Ray::recursionDepth() const
+{
+ return m_level;
+}
+
+void
+Ray::setRecursionDepth(unsigned int i)
+{
+ m_level = i;