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RaycastHit.triangleIndex

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public var triangleIndex: int;
public int triangleIndex;

Description

The index of the triangle that was hit.

Triangle index is only valid if the collider that was hit is a MeshCollider.

// This script draws a debug line around mesh triangles
// This script draws a debug line around mesh triangles
// as you move the mouse over them.

#pragma strict

var cam: Camera;

function Start() { cam = GetComponent.<Camera>(); }

function Update() { var hit: RaycastHit;

if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), hit)) return ;

var meshCollider: MeshCollider = hit.collider as MeshCollider; if (meshCollider == null || meshCollider.sharedMesh == null) return ;

var mesh: Mesh = meshCollider.sharedMesh; var vertices: Vector3[] = mesh.vertices; var triangles: int[] = mesh.triangles; var p0: Vector3 = vertices[triangles[hit.triangleIndex * 3 + 0]]; var p1: Vector3 = vertices[triangles[hit.triangleIndex * 3 + 1]]; var p2: Vector3 = vertices[triangles[hit.triangleIndex * 3 + 2]]; var hitTransform: Transform = hit.collider.transform;

p0 = hitTransform.TransformPoint(p0); p1 = hitTransform.TransformPoint(p1); p2 = hitTransform.TransformPoint(p2);

Debug.DrawLine(p0, p1); Debug.DrawLine(p1, p2); Debug.DrawLine(p2, p0); }
// This script draws a debug line around mesh triangles
// as you move the mouse over them.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Camera cam;

void Start() { cam = GetComponent<Camera>(); }

void Update() { RaycastHit hit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit)) return;

MeshCollider meshCollider = hit.collider as MeshCollider; if (meshCollider == null || meshCollider.sharedMesh == null) return;

Mesh mesh = meshCollider.sharedMesh; Vector3[] vertices = mesh.vertices; int[] triangles = mesh.triangles; Vector3 p0 = vertices[triangles[hit.triangleIndex * 3 + 0]]; Vector3 p1 = vertices[triangles[hit.triangleIndex * 3 + 1]]; Vector3 p2 = vertices[triangles[hit.triangleIndex * 3 + 2]]; Transform hitTransform = hit.collider.transform; p0 = hitTransform.TransformPoint(p0); p1 = hitTransform.TransformPoint(p1); p2 = hitTransform.TransformPoint(p2); Debug.DrawLine(p0, p1); Debug.DrawLine(p1, p2); Debug.DrawLine(p2, p0); } }

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