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Showing 13 properties
public float Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.Distance { get; set; }
The distance between start and end positions.
float—public Vector3 Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.EndPosition { get; set; }
The end or hit position of the trace
public float Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.Fraction { get; set; }
A fraction [0..1] of where the trace hit between the start and the original end positions
float—public bool Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.Hit { get; set; }
bool—public Vector3 Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.HitPosition { get; set; }
The hit position of the trace
public int Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.HitTriangle { get; set; }
int—public Vector2 Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.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 Sandbox.Material Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.Material { get; set; }
public Vector3 Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.Normal { get; set; }
The hit surface normal (direction vector)
public Sandbox.SceneObject Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.SceneObject { get; set; }
If we hit something associated with a sceneobject, this will be that object.
public Vector3 Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.StartPosition { get; set; }
The start position of the trace
public Transform Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.Transform { get; set; }
The transform of the hit object (if it has one)
public Vector3 Sandbox.Engine.Utility.RayTrace.MeshTraceRequest.Result.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.
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