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Added params to Raycaster doc

looeee 8 years ago
parent
commit
8c3937484c
1 changed files with 47 additions and 28 deletions
  1. 47 28
      docs/api/core/Raycaster.html

+ 47 - 28
docs/api/core/Raycaster.html

@@ -11,7 +11,9 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-		This class makes raycasting easier. Raycasting is used for picking and more.
+		This class is designed to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
+		Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst
+		other things.
 		</div>
 
 		<h2>Example</h2>
@@ -25,14 +27,14 @@
 			// (-1 to +1) for both components
 
 			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
-			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;		
-		
+			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
+
 		}
 
 		function render() {
 
-			// update the picking ray with the camera and mouse position	
-			raycaster.setFromCamera( mouse, camera );	
+			// update the picking ray with the camera and mouse position
+			raycaster.setFromCamera( mouse, camera );
 
 			// calculate objects intersecting the picking ray
 			var intersects = raycaster.intersectObjects( scene.children );
@@ -40,9 +42,9 @@
 			for ( var i = 0; i < intersects.length; i++ ) {
 
 				intersects[ i ].object.material.color.set( 0xff0000 );
-			
+
 			}
-			
+
 			renderer.render( scene, camera );
 
 		}
@@ -52,15 +54,17 @@
 		window.requestAnimationFrame(render);
 
 		</code>
-		<div>Examples: [example:webgl_interactive_cubes Raycasting to a Mesh], 
-			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera], 
-			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry], 
-			[example:webgl_interactive_lines Raycasting to a Line], 
-			[example:webgl_interactive_raycasting_points Raycasting to Points], 
-			[example:webgl_geometry_terrain_raycast Terrain raycasting], 
-			[example:webgl_octree_raycasting Raycasting using an octree],
-			[example:webgl_interactive_voxelpainter Raycasting to paint voxels],
-			[example:webgl_raycast_texture Raycast to a Texture]</div>
+		<div>
+			Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
+			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
+			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
+			[example:webgl_interactive_lines Raycasting to a Line]<br />
+			[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
+			[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
+			[example:webgl_octree_raycasting Raycasting using an octree]<br />
+			[example:webgl_interactive_voxelpainter Raycasting to paint voxels]<br />
+			[example:webgl_raycast_texture Raycast to a Texture]
+		</div>
 
 
 		<div>
@@ -83,28 +87,43 @@
 
 		<h2>Properties</h2>
 
-		<h3>[property:Ray ray]</h3>
+		<h3>[property:float far]</h3>
 		<div>
-		The Ray used for the raycasting.
+		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
+		This value shouldn't be negative and should be larger than the near property.
 		</div>
 
-		<h3>[property:float near]</h3>
+		<h3>[property:float linePrecision]</h3>
 		<div>
-		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
-		This value shouldn't be negative and should be smaller than the far property. 
+		The precision factor of the raycaster when intersecting [page:Line] objects.
 		</div>
 
-		<h3>[property:float far]</h3>
+		<h3>[property:float near]</h3>
 		<div>
-		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
-		This value shouldn't be negative and should be larger than the near property. 
+		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.<br />
+		This value shouldn't be negative and should be smaller than the far property.
 		</div>
 
-		<h3>[property:float linePrecision]</h3>
+		<h3>[property:Object params]</h3>
 		<div>
-		The precision factor of the raycaster when intersecting [page:Line] objects. 
+		An object with the following properties:
+
+			<code>
+{
+	Mesh: {},
+	Line: {},
+	LOD: {},
+	Points: { threshold: 1 },
+	Sprite: {}
+}
+			</code>
+
 		</div>
 
+		<h3>[property:Ray ray]</h3>
+		<div>The [Page:Ray] used for the raycasting.</div>
+
+
 		<h2>Methods</h2>
 
 		<h3>[method:null set]( [page:Vector3 origin], [page:Vector3 direction] )</h3>
@@ -148,13 +167,13 @@
         [page:Vector2 uv] - U,V coordinates at point of intersection
     	</p>
         <p>
-        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*. 
+        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*.
         </p>
 		<p>
 		*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].
 		</p>
 		<p>
-		*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*.  
+		*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*.
 		</p>
 		</div>