A* Pathfinding Project
4.1.19
The A* Pathfinding Project for Unity 3D

Returned by graph ray or linecasts containing info about the hit. More...
Returned by graph ray or linecasts containing info about the hit.
This is the return value by the Pathfinding.IRaycastableGraph.Linecast methods. Some members will also be initialized even if nothing was hit, see the individual member descriptions for more info.
Public Member Functions  
GraphHitInfo (Vector3 point)  
Public Attributes  
GraphNode  node 
Node which contained the edge which was hit. More...  
Vector3  origin 
Start of the line/ray. More...  
Vector3  point 
Hit point. More...  
Vector3  tangent 
Tangent of the edge which was hit. More...  
Vector3  tangentOrigin 
Where the tangent starts. More...  
Properties  
float  distance [get] 
Distance from origin to point. More...  
GraphHitInfo  (  Vector3  point  ) 
GraphNode node 
Node which contained the edge which was hit.
If the linecast did not hit anything then this will be set to the last node along the line's path (the one which contains the endpoint).
For layered grid graphs the linecast will return true (i.e: no free line of sight) if when walking the graph we ended up at X,Z coordinate for the end node but the end node was on a different level (e.g the floor below or above in a building). In this case no node edge was really hit so this field will still be null.
Vector3 origin 
Start of the line/ray.
Note that the point passed to the Linecast method will be clamped to the closest point on the navmesh.
Vector3 point 
Hit point.
In case no obstacle was hit then this will be set to the endpoint of the line.
Vector3 tangent 
Tangent of the edge which was hit.
Vector3 tangentOrigin 
Where the tangent starts.
tangentOrigin and tangent together actually describes the edge which was hit.