text: #ifndef RAY_H_INCLUDED__
  #define RAY_H_INCLUDED__
  
  #include "MathTypes.h"
  #include "Voxel.h"
  
  struct Ray
  {
  	vec3_t	origin;
  	vec3_t	direction;
  };
  
  struct CollisionInfo
  {
  	vec3_t	impact;		// absolute location of impact
  	int		side;		// what side of a voxel was hit (x=0, y=1, z=2)
  	Voxel	voxel;		// a copy of the voxel that was hit
  };
  
  #endif
  