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- <h1>[name]</h1>
- <p class="desc">
- A ray that emits from an origin in a certain direction. This is used by
- the [page:Raycaster] 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>Constructor</h2>
- <h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
- <p>
- [page:Vector3 origin] - (optional) the origin of the [page:Ray]. Default
- is a [page:Vector3] at (0, 0, 0).<br />
- [page:Vector3 direction] - [page:Vector3] The direction of the [page:Ray].
- This must be normalized (with [page:Vector3.normalize]) for the methods to
- operate properly. Default is a [page:Vector3] at (0, 0, -1).<br /><br />
- Creates a new [name].
- </p>
- <h2>Properties</h2>
- <h3>[property:Vector3 origin]</h3>
- <p>
- The origin of the [page:Ray]. Default is a [page:Vector3] at `(0, 0, 0)`.
- </p>
- <h3>[property:Vector3 direction]</h3>
- <p>
- The direction of the [page:Ray]. This must be normalized (with
- [page:Vector3.normalize]) for the methods to operate properly. Default is
- a [page:Vector3] at (0, 0, -1).
- </p>
- <h2>Methods</h2>
- <h3>[method:this applyMatrix4]( [param:Matrix4 matrix4] )</h3>
- <p>
- [page:Matrix4 matrix4] - the [page:Matrix4] to apply to this
- [page:Ray].<br /><br />
- Transform this [page:Ray] by the [page:Matrix4].
- </p>
- <h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] )</h3>
- <p>
- [page:Float t] - the distance along the [page:Ray] to retrieve a position
- for.<br />
- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
- Get a [page:Vector3] that is a given distance along this [page:Ray].
- </p>
- <h3>[method:Ray clone]()</h3>
- <p>
- Creates a new Ray with identical [page:.origin origin] and
- [page:.direction direction] to this one.
- </p>
- <h3>
- [method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )
- </h3>
- <p>
- [page:Vector3 point] - the point to get the closest approach to. <br />
- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
- Get the point along this [page:Ray] that is closest to the [page:Vector3]
- provided.
- </p>
- <h3>[method:this copy]( [param:Ray ray] )</h3>
- <p>
- Copies the [page:.origin origin] and [page:.direction direction]
- properties of [page:Ray ray] into this ray.
- </p>
- <h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
- <p>
- [page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
- Get the squared distance of the closest approach between the [page:Ray]
- and the [page:Vector3].
- </p>
- <h3>
- [method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1],
- [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )
- </h3>
- <p>
- [page:Vector3 v0] - the start of the line segment.<br />
- [page:Vector3 v1] - the end of the line segment.<br />
- optionalPointOnRay - (optional) if this is provided, it receives the point
- on this [page:Ray] that is closest to the segment.<br />
- optionalPointOnSegment - (optional) if this is provided, it receives the
- point on the line segment that is closest to this [page:Ray].<br /><br />
- Get the squared distance between this [page:Ray] and a line segment.
- </p>
- <h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
- <p>
- [page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
- Get the distance from [page:.origin origin] to the [page:Plane], or `null`
- if the [page:Ray] doesn't intersect the [page:Plane].
- </p>
- <h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
- <p>
- [page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a
- distance to.<br /><br />
- Get the distance of the closest approach between the [page:Ray] and the
- [page:Vector3 point].
- </p>
- <h3>[method:Boolean equals]( [param:Ray ray] )</h3>
- <p>
- [page:Ray ray] - the [page:Ray] to compare to.<br /><br />
- Returns true if this and the other [page:Ray ray] have equal [page:.origin origin]
- and [page:.direction direction].
- </p>
- <h3>
- [method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )
- </h3>
- <p>
- [page:Box3 box] - the [page:Box3] to intersect with.<br />
- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
- Intersect this [page:Ray] with a [page:Box3], returning the intersection
- point or `null` if there is no intersection.
- </p>
- <h3>
- [method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )
- </h3>
- <p>
- [page:Plane plane] - the [page:Plane] to intersect with.<br />
- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
- Intersect this [page:Ray] with a [page:Plane], returning the intersection
- point or `null` if there is no intersection.
- </p>
- <h3>
- [method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )
- </h3>
- <p>
- [page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
- Intersect this [page:Ray] with a [page:Sphere], returning the intersection
- point or `null` if there is no intersection.
- </p>
- <h3>
- [method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )
- </h3>
- <p>
- [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3]
- points making up the triangle.<br />
- [page:Boolean backfaceCulling] - whether to use backface culling.<br />
- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
- Intersect this [page:Ray] with a triangle, returning the intersection
- point or `null` if there is no intersection.
- </p>
- <h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
- <p>
- [page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
- Return true if this [page:Ray] intersects with the [page:Box3].
- </p>
- <h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
- <p>
- [page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
- Return true if this [page:Ray] intersects with the [page:Plane].
- </p>
- <h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
- <p>
- [page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
- Return true if this [page:Ray] intersects with the [page:Sphere].
- </p>
- <h3>[method:this lookAt]( [param:Vector3 v] )</h3>
- <p>
- [page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
- Adjusts the direction of the ray to point at the vector in world
- coordinates.
- </p>
- <h3>[method:this recast]( [param:Float t] )</h3>
- <p>
- [page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
- Shift the origin of this [page:Ray] along its direction by the distance
- given.
- </p>
- <h3>
- [method:this set]( [param:Vector3 origin], [param:Vector3 direction] )
- </h3>
- <p>
- [page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
- [page:Vector3 direction] - the [page:.direction direction] of the
- [page:Ray]. This must be normalized (with [page:Vector3.normalize]) for
- the methods to operate properly.<br /><br />
- Sets this ray's [page:.origin origin] and [page:.direction direction]
- properties by copying the values from the given objects.
- </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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