// Gets the hit testing line/ray specified as an origin and direction in // the current local space. internal void GetLocalLine(out Point3D origin, out Vector3D direction) { origin = _origin; direction = _direction; bool isRay = true; if (HasWorldTransformMatrix) { LineUtil.Transform(WorldTransformMatrix, ref origin, ref direction, out isRay); } // At any point along the tree walk we may encounter a transform that turns the ray into // a line and if so we must stay a line _isRay &= isRay; }