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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- <h1>[name]</h1>
- <p class="desc">
- 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.
- </p>
- <h2>Code Example</h2>
- <code>
- const raycaster = new THREE.Raycaster();
- const pointer = new THREE.Vector2();
- function onPointerMove( event ) {
- // calculate pointer position in normalized device coordinates
- // (-1 to +1) for both components
- pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
- pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
- }
- function render() {
- // update the picking ray with the camera and pointer position
- raycaster.setFromCamera( pointer, camera );
- // calculate objects intersecting the picking ray
- const intersects = raycaster.intersectObjects( scene.children );
- for ( let i = 0; i < intersects.length; i ++ ) {
- intersects[ i ].object.material.color.set( 0xff0000 );
- }
- renderer.render( scene, camera );
- }
- window.addEventListener( 'pointermove', onPointerMove );
- window.requestAnimationFrame(render);
- </code>
- <h2>Examples</h2>
- <p>
- [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_instancing_raycast Raycasting to a InstancedMesh]<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_interactive_voxelpainter Raycasting to paint voxels]<br />
- [example:webgl_raycaster_texture Raycast to a Texture]
- </p>
- <h2>Constructor</h2>
- <h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] )</h3>
- <p>
- [page:Vector3 origin] — The origin vector where the ray casts from.<br />
- [page:Vector3 direction] — The direction vector that gives direction to
- the ray. Should be normalized.<br />
- [page:Float near] — All results returned are further away than near. Near
- can't be negative. Default value is `0`.<br />
- [page:Float far] — All results returned are closer than far. Far can't be
- lower than near. Default value is Infinity.
- </p>
- <p>This creates a new raycaster object.<br /></p>
- <h2>Properties</h2>
- <h3>[property:Float far]</h3>
- <p>
- The far factor of the raycaster. This value indicates which objects can be
- discarded based on the distance. This value shouldn't be negative and
- should be larger than the near property.
- </p>
- <h3>[property:Float near]</h3>
- <p>
- The near factor of the raycaster. This value indicates which objects can
- be discarded based on the distance. This value shouldn't be negative and
- should be smaller than the far property.
- </p>
- <h3>[property:Camera camera]</h3>
- <p>
- The camera to use when raycasting against view-dependent objects such as
- billboarded objects like [page:Sprites]. This field can be set manually or
- is set when calling "setFromCamera". Defaults to null.
- </p>
- <h3>[property:Layers layers]</h3>
- <p>
- Used by [name] to selectively ignore 3D objects when performing
- intersection tests. The following code example ensures that only 3D
- objects on layer `1` will be honored by the instance of [name].
- <code>
- raycaster.layers.set( 1 );
- object.layers.enable( 1 );
- </code>
- </p>
- <h3>[property:Object params]</h3>
- <p>
- An object with the following properties:
- <code>
- {
- Mesh: {},
- Line: { threshold: 1 },
- LOD: {},
- Points: { threshold: 1 },
- Sprite: {}
- }
- </code>
- Where threshold is the precision of the raycaster when intersecting
- objects, in world units.
- </p>
- <h3>[property:Ray ray]</h3>
- <p>The [Page:Ray] used for the raycasting.</p>
- <h2>Methods</h2>
- <h3>[method:undefined set]( [param:Vector3 origin], [param:Vector3 direction])</h3>
- <p>
- [page:Vector3 origin] — The origin vector where the ray casts from.<br />
- [page:Vector3 direction] — The normalized direction vector that gives
- direction to the ray.
- </p>
- <p>
- Updates the ray with a new origin and direction. Please note that this
- method only copies the values from the arguments.
- </p>
- <h3>[method:undefined setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
- <p>
- [page:Vector2 coords] — 2D coordinates of the mouse, in normalized device
- coordinates (NDC)---X and Y components should be between `-1` and `1`.<br />
- [page:Camera camera] — camera from which the ray should originate
- </p>
- <p>Updates the ray with a new origin and direction.</p>
- <h3>[method:this setFromXRController]( [param:WebXRController controller] )</h3>
- <p>
- [page:WebXRController controller] — The controller to copy the position and direction from.
- </p>
- <p>Updates the ray with a new origin and direction.</p>
- <h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
- <p>
- [page:Object3D object] — The object to check for intersection with the
- ray.<br />
- [page:Boolean recursive] — If true, it also checks all descendants.
- Otherwise it only checks intersection with the object. Default is true.<br />
- [page:Array optionalTarget] — (optional) target to set the result.
- Otherwise a new [page:Array] is instantiated. If set, you must clear this
- array prior to each call (i.e., array.length = 0;).
- </p>
- <p>
- 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...
- </p>
- <code> [ { distance, point, face, faceIndex, object }, ... ] </code>
- <p>
- [page:Float distance] – distance between the origin of the ray and the
- intersection<br />
- [page:Vector3 point] – point of intersection, in world coordinates<br />
- [page:Object face] – intersected face<br />
- [page:Integer faceIndex] – index of the intersected face<br />
- [page:Object3D object] – the intersected object<br />
- [page:Vector2 uv] - U,V coordinates at point of intersection<br />
- [page:Vector2 uv1] - Second set of U,V coordinates at point of
- intersection<br />
- [page:Vector3 normal] - interpolated normal vector at point of
- intersection<br />
- [page:Integer instanceId] – The index number of the instance where the ray
- intersects the InstancedMesh
- </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`.
- </p>
- <h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
- <p>
- [page:Array objects] — The objects to check for intersection with the
- ray.<br />
- [page:Boolean recursive] — If true, it also checks all descendants of the
- objects. Otherwise it only checks intersection with the objects. Default
- is true.<br />
- [page:Array optionalTarget] — (optional) target to set the result.
- Otherwise a new [page:Array] is instantiated. If set, you must clear this
- array prior to each call (i.e., array.length = 0;).
- </p>
- <p>
- Checks all intersection between the ray and the objects with or without
- the descendants. Intersections are returned sorted by distance, closest
- first. Intersections are of the same form as those returned by
- [page:.intersectObject].
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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