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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: 3.2.9386+3a404a3e1ebfa4efd231da7fe6f10dfb23b95dc4
Syntax
Remarks[Missing <remarks> documentation for "F:Ab4d.SharpEngine.Common.RayHitTestResult.IsBackFacing"]
See Also