// 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; } } }