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raylib-cs/Raylib-cs/types/Ray.cs
Matorio b84a0d4f12 Merging
Added new extension "byte.Lerp".
Added new extension "Log" for "TraceLogLevel".
Constructors on Color no longer just truncate the float value, but also round it (+ 0.5f).
New static method on Color, "Color.Lerp".
Added static method "FromHSV" to Color.
Added new getter method "GetHSV" on Color.
Added index security on the FilePathList indexer.
Merged Rectangle extensions with the type itself as read-only methods.
Merged Image extensions with the type itself.
Merged Texture2D extensions with the type itself.
New file "Raymath.Utils" with some useful methods taken from Unity.
Added "MoveTowards" extensions to RaylibExtensions.
Added "TranslateLocal" and "TranslateGlobal" to Transform.
Added "Load", "Export", "ExportAsCode", "Format", "Crop", and "Unload" shortcut methods to Wave.
Added "IsValid" property to Wave, Texture2D, Sound, Shader, RenderTexture2D, Music, Image, Model, Material, Font, and AudioStream.
Added "IsPlaying" and "IsProcessed" properties to AudioStream.
Added "Load", "Play", "Stop", "Pause", "Resume", "SetBufferSizeDefault", "SetPan", "SetPitch", "SetVolume", and "Unload" shortcut methods to AudioStream.
Added "Load", "Export", and "Unload" methods to AutomationEventList.
Added "Default" property to Font.
Added "Load", "GetMaterial", "GetTexture", "SetTexture", "SetShader", and "Unload" methods to material.
Added "Draw", "DrawInstanced", "Export", "ExportAsCode", "Upload", and "Unload" methods to Mesh.
Added "Load", "LoadFromMesh", "Unload", and a lot of "Draw" overloads.
Added "Load", "Play", "Pause", "Stop", "SetPan", "SetPitch", "SetVolume", "Seek", and "Unload" methods to Music.
Added "Load" and "Unload" methods to RenderTexture2D.
Added "Load", "LoadFromMemory", "GetLocationAttrib", "SetValue", "SetTexture", "SetMatrix", and "Unload" methods to Shader.
Removed unnecessary "partial" declarations.
2025-07-17 03:14:57 -05:00

54 lines
1 KiB
C#

using System.Numerics;
using System.Runtime.InteropServices;
namespace Raylib_cs;
/// <summary>
/// Ray, ray for raycasting
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Ray
{
/// <summary>
/// Ray position (origin)
/// </summary>
public Vector3 Position;
/// <summary>
/// Ray direction (normalized)
/// </summary>
public Vector3 Direction;
public Ray(Vector3 position, Vector3 direction)
{
this.Position = position;
this.Direction = direction;
}
}
/// <summary>
/// Raycast hit information
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct RayCollision
{
/// <summary>
/// Did the ray hit something?
/// </summary>
public CBool Hit;
/// <summary>
/// Distance to the nearest hit
/// </summary>
public float Distance;
/// <summary>
/// Point of the nearest hit
/// </summary>
public Vector3 Point;
/// <summary>
/// Surface normal of hit
/// </summary>
public Vector3 Normal;
}