// 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 { /// /// Wrapper for RaycastHit to IRaycastHit. /// public class RaycastHitWrapper : IRaycastHit { /// /// Wrapper for raycast hit object. /// private RaycastHit hit; /// /// Initialize a raycast hit wrapper for a given raycast hit event. /// /// Raycast hit event. public RaycastHitWrapper(RaycastHit hit) { this.hit = hit; } /// public Collider collider => hit.collider; /// public Vector3 point { get => hit.point; set => hit.point = value; } /// public Vector3 normal { get => hit.normal; set => hit.normal = value; } /// public Vector3 barycentricCoordinate { get => hit.barycentricCoordinate; set => hit.barycentricCoordinate = value; } /// public float distance { get => hit.distance; set => hit.distance = value; } /// public int triangleIndex => hit.triangleIndex; /// public Vector2 textureCoord => hit.textureCoord; /// public Vector2 textureCoord2 => hit.textureCoord2; /// public Transform transform => hit.transform; /// public Rigidbody rigidbody => hit.rigidbody; } }