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Scripting/SPhysicsHit

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Revision as of 00:42, 30 January 2021 by Voidtech (Talk | contribs) (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)

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