using System.Numerics;
using Robust.Shared.GameObjects;
namespace Robust.Shared.Physics
{
public readonly struct RayCastResults
{
///
/// The entity that was hit.
///
public EntityUid HitEntity { get; }
///
/// The point of contact where the entity was hit. Defaults to if no entity was hit.
///
public Vector2 HitPos { get; }
///
/// The distance from point of origin to the context point. 0.0f if nothing was hit.
///
public float Distance { get; }
public RayCastResults(float distance, Vector2 hitPos, EntityUid hitEntity)
{
Distance = distance;
HitPos = hitPos;
HitEntity = hitEntity;
}
}
}