#ifndef TRANSFORM_H
#define TRANSFORM_H

#include <vecmath.h>
#include "Object3D.h"
///TODO implement this class
///So that the intersect function first transforms the ray
///Add more fields as necessary
class Transform: public Object3D
{
public: 
  Transform(){}
 Transform( const Matrix4f& m, Object3D* obj ):o(obj){
    
  }
  ~Transform(){
  }
  virtual bool intersect( const Ray& r , Hit& h , float tmin){
    o->intersect( r , h , tmin);
  }

 protected:
  Object3D* o; //un-transformed object	
};

#endif //TRANSFORM_H
