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1 | #pragma once |
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2 | |
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3 | class Intersectable; |
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4 | |
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5 | /*!
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6 | \brief Result record for a ray-casting operation.
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7 | */ |
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8 | class HitRec { |
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9 | public: |
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10 | //! Intersectable hit by the ray |
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11 | Intersectable* object; |
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12 | |
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13 | //! point of the intersection |
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14 | Vector point; |
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15 | //! normal at the intersection |
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16 | Vector normal; |
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17 | //! texture coordinates at the intersection |
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18 | Vector texUV; |
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19 | //! Material of the Intersectable that was hit |
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20 | const Material* material; |
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21 | //! distance from ray origin |
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22 | float depth; |
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23 | |
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24 | //! valid flag |
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25 | bool isIntersect; |
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26 | |
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27 | //! constructor |
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28 | HitRec() { |
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29 | depth=0.0f; |
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30 | } |
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31 | }; |
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