#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.