// Copyright (C) 2023 Nicholas Maltbie
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
// associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using UnityEngine;
namespace nickmaltbie.OpenKCC.Utils
{
///
/// Interface to represent data of raycast hit event.
///
public interface IRaycastHit
{
///
/// The Collider that was hit.
///
///
Collider collider { get; }
///
/// The impact point in world space where the ray hit the collider.
///
///
Vector3 point { get; set; }
///
/// The normal of the surface the ray hit.
///
///
Vector3 normal { get; set; }
///
/// The barycentric coordinate of the triangle we hit.
///
///
Vector3 barycentricCoordinate { get; set; }
///
/// The distance from the ray's origin to the impact point.
///
///
float distance { get; set; }
///
/// The index of the triangle that was hit.
///
///
int triangleIndex { get; }
///
/// The uv texture coordinate at the collision location.
///
///
Vector2 textureCoord { get; }
///
/// The secondary uv texture coordinate at the impact point.
///
///
Vector2 textureCoord2 { get; }
///
/// The Transform of the rigidbody or collider that was hit.
///
///
Transform transform { get; }
///
/// The Rigidbody of the collider that was hit. If the collider is not attached to
/// a rigidbody then it is null.
///
///
Rigidbody rigidbody { get; }
}
}