#pragma once class Intersectable; /*! \brief Result record for a ray-casting operation. */ class HitRec { public: //! Intersectable hit by the ray Intersectable* object; //! point of the intersection Vector point; //! normal at the intersection Vector normal; //! texture coordinates at the intersection Vector texUV; //! Material of the Intersectable that was hit const Material* material; //! distance from ray origin float depth; //! valid flag bool isIntersect; //! constructor HitRec() { depth=0.0f; } };