useglam::Vec3A;usecrate::UserInfoType;/// One segment query for [`crate::Arena::cast_rays`], in Unreal units.
////// `from` is the ray start, `to` is the ray end (not a direction).
#[derive(Debug, Copy, Clone, PartialEq)]pubstructRaycastQuery{pubfrom: Vec3A,
pubto: Vec3A,
/// Whether the ray should hit non-static objects (i.e. cars and ball)
pubinclude_dynamics:bool,
}/// Closest hit along a [`RaycastQuery`] segment, in Unreal units.
#[derive(Debug, Copy, Clone, PartialEq)]pubstructRaycastHitInfo{/// World position of the hit (uu).
pubhit_point: Vec3A,
/// Surface normal at the hit.
pubhit_normal: Vec3A,
/// Fraction of ray travel (0 to 1) before hitting
pubhit_fraction:f32,
/// What kind of object was hit.
pubuser_info: UserInfoType,
}