function RaycastResult(){

	/**
	 * @property {Vec3} rayFromWorld
	 */
	this.rayFromWorld = new Vec3();

	/**
	 * @property {Vec3} rayToWorld
	 */
	this.rayToWorld = new Vec3();

	/**
	 * @property {Vec3} hitNormalWorld
	 */
	this.hitNormalWorld = new Vec3();

	/**
	 * @property {Vec3} hitPointWorld
	 */
	this.hitPointWorld = new Vec3();

	/**
	 * @property {boolean} hasHit
	 */
	this.hasHit = false;

	/**
	 * The hit shape, or null.
	 * @property {Shape} shape
	 */
	this.shape = null;

	/**
	 * The hit body, or null.
	 * @property {Body} body
	 */
	this.body = null;

	/**
	 * The index of the hit triangle, if the hit shape was a trimesh.
	 * @property {number} hitFaceIndex
	 * @default -1
	 */
	this.hitFaceIndex = -1;

	/**
	 * Distance to the hit. Will be set to -1 if there was no hit.
	 * @property {number} distance
	 * @default -1
	 */
	this.distance = -1;

	/**
	 * If the ray should stop traversing the bodies.
	 * @private
	 * @property {Boolean} _shouldStop
	 * @default false
	 */
	this._shouldStop = false;
}
Storage for Ray casting data.
@class RaycastResult
@constructor