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Difference between revisions of "Scripting/SPhysicsHit"

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(Created page with "The SPhysicsHit struct refers to a single physics hit (usually returned via raycasting) ==Fields== {{ScriptFunction|SGameObject|Object|{ get; }|The object which was hit}} {{S...")
 
(Added and defined 1 property + Added simple examples to 7 properties)
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The SPhysicsHit struct refers to a single physics hit (usually returned via raycasting)
 
The SPhysicsHit struct refers to a single physics hit (usually returned via raycasting)
  
==Fields==
+
==Properties==
{{ScriptFunction|SGameObject|Object|{ get; }|The object which was hit}}
+
{{ScriptFunction|SGameObject|Object|{ get; }|The object which was hit|5= <pre>this = Space.Host.ExecutingObject
{{ScriptFunction|SVector|Position|{ get; }|Where the physics hit occurred}}
+
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)
{{ScriptFunction|SVector|Normal|{ get; }|The normal of the hit}}
+
 
{{ScriptFunction|SVector|UV|{ get; }|The UV coordinates of where the hit occured on a mesh}}
+
hitGameObject = hit.Object</pre>}}}
{{ScriptFunction|SVector|UV2|{ get; }|The UV2 coordinates of where the hit occured on a mesh}}
+
 
{{ScriptFunction|float|Distance|{ get; }|How far down a ray or from the collider, the hit occured}}
+
{{ScriptFunction|SVector|Position|{ get; }|Where the physics hit occurred|5= <pre>this = Space.Host.ExecutingObject
 +
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)
 +
 
 +
hitPosition = hit.Position</pre>}}}
 +
 
 +
{{ScriptFunction|SVector|Normal|{ get; }|The normal of the hit|5= <pre>this = Space.Host.ExecutingObject
 +
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)
 +
 
 +
hitNormal = hit.Normal</pre>}}}
 +
 
 +
{{ScriptFunction|SVector|UV|{ get; }|The UV coordinates of where the hit occurred on a mesh|5= <pre>this = Space.Host.ExecutingObject
 +
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)
 +
 
 +
hitUV = hit.UV</pre>}}}
 +
 
 +
{{ScriptFunction|SVector|UV2|{ get; }|The UV2 coordinates of where the hit occurred on a mesh|5= <pre>this = Space.Host.ExecutingObject
 +
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)
 +
 
 +
hitUV2 = hit.UV2</pre>}}}
 +
 
 +
{{ScriptFunction|float|Distance|{ get; }|How far down a ray or from the collider, the hit occurred|5= <pre>this = Space.Host.ExecutingObject
 +
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)
 +
 
 +
hitDistance = hit.Distance</pre>}}}
 +
 
 +
{{ScriptFunction|bool|ContainsHit|{ get; }|Whether it was a hit or not|5= <pre>this = Space.Host.ExecutingObject
 +
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)
 +
 
 +
hitContainsHit = hit.ContainsHit</pre>}}
 +
 
  
 
{{Scripting Navbox}}
 
{{Scripting Navbox}}

Revision as of 00:42, 30 January 2021

The SPhysicsHit struct refers to a single physics hit (usually returned via raycasting)

Properties

Object

SGameObject Object { get; }

The object which was hit

this = Space.Host.ExecutingObject
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)

hitGameObject = hit.Object


}

Position

SVector Position { get; }

Where the physics hit occurred

this = Space.Host.ExecutingObject
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)

hitPosition = hit.Position


}

Normal

SVector Normal { get; }

The normal of the hit

this = Space.Host.ExecutingObject
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)

hitNormal = hit.Normal


}

UV

SVector UV { get; }

The UV coordinates of where the hit occurred on a mesh

this = Space.Host.ExecutingObject
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)

hitUV = hit.UV


}

UV2

SVector UV2 { get; }

The UV2 coordinates of where the hit occurred on a mesh

this = Space.Host.ExecutingObject
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)

hitUV2 = hit.UV2


}

Distance

float Distance { get; }

How far down a ray or from the collider, the hit occurred

this = Space.Host.ExecutingObject
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)

hitDistance = hit.Distance


}

ContainsHit

bool ContainsHit { get; }

Whether it was a hit or not

this = Space.Host.ExecutingObject
hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20)

hitContainsHit = hit.ContainsHit