Result of intersection.
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#include <GeometryIntersectionStructures.h>
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AZ::Vector3 | m_worldPosition |
| Hit position in world space.
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AZ::Vector3 | m_worldNormal |
| Normal of the surface hit in world space.
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AZ::Vector2 | m_uv |
| UV texture coordinates of the intersected geometry.
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AZ::EntityComponentIdPair | m_entityAndComponent |
| Entity and component hit, for non-entity systems this can be invalid.
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float | m_distance = FLT_MAX |
| Distance from ray start to hit collision, FLT_MAX if there is no hit.
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The documentation for this struct was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Render/GeometryIntersectionStructures.h