Table of Contents

Struct LagCompensatedQuery.CompensatedHit

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

One body a compensated query selected, with the impact information a hit needs.

public readonly struct LagCompensatedQuery.CompensatedHit
Inherited Members

Remarks

Shared by the overlap and the ray so the two hit-resolving shapes hand their callers the same thing. Point and Normal are what an impact effect reads; both are measured inside the rewind scope and carried here, never recomputed afterwards from a transform that has since been restored.

Constructors

CompensatedHit(Collider, ICharacter, float, Vector3, Vector3)

public CompensatedHit(Collider collider, ICharacter character, float distance, Vector3 point, Vector3 normal)

Parameters

collider Collider
character ICharacter
distance float
point Vector3
normal Vector3

Fields

Character

The character that owns Collider, or null for scenery.

public readonly ICharacter Character

Field Value

ICharacter

Collider

The nearest collider on Character, or the bare collider hit.

public readonly Collider Collider

Field Value

Collider

Distance

Distance from the query origin, measured in the rewound world.

public readonly float Distance

Field Value

float

Normal

Surface normal at Point for a ray; the reverse of the query direction for an overlap, which has no surface crossing to take one from.

public readonly Vector3 Normal

Field Value

Vector3

Point

World point of impact.

public readonly Vector3 Point

Field Value

Vector3