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// Copyright 2017 The Fuchsia Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GARNET_LIB_UI_GFX_ENGINE_HIT_H_
#define GARNET_LIB_UI_GFX_ENGINE_HIT_H_
#include "lib/escher/geometry/types.h"
namespace scenic {
namespace gfx {
// Describes where a hit occurred within the content of a tagged node.
struct Hit {
// The node's tag value.
uint32_t tag_value;
// The ray that was used to perform the hit test, in the hit node's coordinate
// system.
escher::ray4 ray;
// The inverse transformation matrix which maps the coordinate system of
// the hit node to the node at which the hit test was initiated.
escher::mat4 inverse_transform;
// The distance from the ray's origin to the closest point of intersection
// in multiples of the ray's direction vector. To compute the point of
// intersection, multiply the ray's direction vector by |distance| and
// add the ray's origin point.
float distance;
};
} // namespace gfx
} // namespace scenic
#endif // GARNET_LIB_UI_GFX_ENGINE_HIT_H_