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@@ -155,20 +155,16 @@
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<div>
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Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first. An array of intersections is returned...
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<code>
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- [ { distance, point, face, faceIndex, indices, object }, ... ]
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+ [ { distance, point, face, faceIndex, object }, ... ]
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</code>
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<p>
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[page:Float distance] – distance between the origin of the ray and the intersection<br />
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[page:Vector3 point] – point of intersection, in world coordinates<br />
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[page:Face3 face] – intersected face<br />
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[page:Integer faceIndex] – index of the intersected face<br />
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- [page:Array indices] – indices of vertices comprising the intersected face<br />
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[page:Object3D object] – the intersected object<br />
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[page:Vector2 uv] - U,V coordinates at point of intersection
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</p>
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- <p>
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- When intersecting a [page:Mesh] with a [page:BufferGeometry], the *faceIndex* will be *undefined*, and *indices* will be set; when intersecting a [page:Mesh] with a [page:Geometry], *indices* will be *undefined*.
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- </p>
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<p>
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*Raycaster* delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
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</p>
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