#include <imtl.h>
Public Attributes |
|
float | t |
The ray that was intersected has a unit
vector specifying a direction. |
|
BOOL | exit |
TRUE if the ray is exiting the object;
otherwise FALSE. |
|
BOOL | backFace |
TRUE if the ray hits a back face of the
triangle; otherwise FALSE. |
|
RenderInstance * | inst |
Points to the render instance associated
with this triangle hit. |
|
int | fnum |
The face number of the triangle. |
|
Point3 | bc |
The barycentric coordinates of the
intersection. |
|
Point3 | p |
The intersection point in object
coordinates. |
|
Point3 | pc |
The intersection point in camera
coordinates. |
|
ULONG | matreq |
The material requirements of the intersected
face. |
|
int | mtlNum |
The material number for a multi-material.
|
|
ISect * | next |
Points to the next ISect structure in the list. |
float t |
The ray that was intersected has a unit vector specifying a direction.
The ray defines an infinite line in the specified direction. If you take this value t and multiply it by the direction itself it gives a point on the ray. This specifies a distance along the vector. For instance if this way 5.0, the point would 5.0 units along the ray vector. This is the point of intersection along the ray.
BOOL exit |
TRUE if the ray is exiting the object; otherwise FALSE.
BOOL backFace |
TRUE if the ray hits a back face of the triangle; otherwise FALSE.
Points to the render instance associated with this triangle hit.
int fnum |
The face number of the triangle.
The barycentric coordinates of the intersection.
The intersection point in object coordinates.
The intersection point in camera coordinates.
ULONG matreq |
The material requirements of the intersected face.
int mtlNum |
The material number for a multi-material.
Points to the next ISect structure in the list.