function Ray() { Object.defineProperties(this, { 'origin': { enumerable: true, configurable: true, get: Ray.prototype.__get_origin, set: Ray.prototype.__set_origin}, 'direction': { enumerable: true, configurable: true, get: Ray.prototype.__get_direction, set: Ray.prototype.__set_direction}, 'inv_direction': { enumerable: true, configurable: true, get: Ray.prototype.__get_inv_direction, set: Ray.prototype.__set_inv_direction} }) } Ray.prototype.__get_origin = function() { var retVal = new Vector3() retVal.__ptr = Polycode.Ray__get_origin(this.__ptr) return retVal } Ray.prototype.__set_origin = function(val) { Polycode.Ray__set_origin(this.__ptr, val.__ptr) } Ray.prototype.__get_direction = function() { var retVal = new Vector3() retVal.__ptr = Polycode.Ray__get_direction(this.__ptr) return retVal } Ray.prototype.__set_direction = function(val) { Polycode.Ray__set_direction(this.__ptr, val.__ptr) } Ray.prototype.__get_inv_direction = function() { var retVal = new Vector3() retVal.__ptr = Polycode.Ray__get_inv_direction(this.__ptr) return retVal } Ray.prototype.__set_inv_direction = function(val) { Polycode.Ray__set_inv_direction(this.__ptr, val.__ptr) } Ray.prototype.boxIntersect = function(box,transformMatrix,near,far) { return Polycode.Ray_boxIntersect(this.__ptr, box,transformMatrix,near,far) } Ray.prototype.planeIntersectPoint = function(planeNormal,planeDistance) { var retVal = new Vector3() retVal.__ptr = Polycode.Ray_planeIntersectPoint(this.__ptr, planeNormal,planeDistance) return retVal } Ray.prototype.tranformByMatrix = function(matrix) { var retVal = new Ray() retVal.__ptr = Polycode.Ray_tranformByMatrix(this.__ptr, matrix) return retVal } Ray.prototype.closestPointOnRay = function(point) { var retVal = new Vector3() retVal.__ptr = Polycode.Ray_closestPointOnRay(this.__ptr, point) return retVal } Ray.prototype.closestPointsBetween = function(ray2,point1,point2) { return Polycode.Ray_closestPointsBetween(this.__ptr, ray2,point1,point2) } Ray.prototype.polygonIntersect = function(v1,v2,v3) { return Polycode.Ray_polygonIntersect(this.__ptr, v1,v2,v3) }