struct MeshTraceRequest.Result

in global :: Sandbox . Engine . Utility . RayTrace

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public float Distance { get; set; }

The distance between start and end positions.

public Vector3 StartPosition { get; set; }

The start position of the trace

public Vector3 EndPosition { get; set; }

The end or hit position of the trace

public Vector3 HitPosition { get; set; }

The hit position of the trace

public float Fraction { get; set; }

A fraction [0..1] of where the trace hit between the start and the original end positions

public Vector3 Normal { get; set; }

The hit surface normal (direction vector)

public Transform Transform { get; set; }

The transform of the hit object (if it has one)

public SceneObject SceneObject { get; set; }

If we hit something associated with a sceneobject, this will be that object.

public Vector2 HitTriangleUv { get; set; }

This is the Uv coordinate on the triangle hit. 'x' represents the distance between Vertex 0-1, 'y' represents the distance between Vertex 0-2.

public Vector3 VertexInfluence { get; set; }

Given the position on the triangle hit, this vector gives the influence of each vertex on that position. So for example, if the Vector is [1,0,0] that means that the hit point is right on vertex 0. If it's [0.33, 0.33, 0.33] then it's right in the middle of each vertex.

public MeshTraceRequest.Result.VertexDetail Vertex0

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public Type GetType( )

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public string ToString( )

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public int GetHashCode( )

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public MeshTraceRequest.Result.VertexDetail Vertex2

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public MeshTraceRequest.Result.VertexDetail Vertex1

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public Material Material { get; set; }

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public int HitTriangle { get; set; }

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public bool Equals( object obj )

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public bool Hit { get; set; }

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