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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: 4.0.9584+ba1aaa26d4181dd3fa8ed7b6398391d1affa36c8
Syntax
See Also