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RayHitTestResultIsBackFacing Field |
When false, then the ray hit the front facing triangle (triangle's normal is facing in the opposite direction as the ray).
When true, then back facing triangle was hit.
The triangle's normal is calculated as normal = Vector3.Cross(p1 - p2, p1 - p3) where p1, p2 and p3 are triangle positions based on the triangle indices.
Namespace: Ab4d.SharpEngine.CommonAssembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 2.0.8956+4c7684e186ca1be74e7a284fbe739d9a1b843d3c
Syntax See Also