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- <!DOCTYPE html>
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- <title>Raycaster - Three.js Docs</title>
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- </head>
- <body>
- <h1 translate="no">Raycaster</h1>
- <section>
- <header>
- <div class="class-description"><p>This class is designed to assist with raycasting. Raycasting is used for
- mouse picking (working out what objects in the 3d space the mouse is over)
- amongst other things.</p></div>
- </header>
- <article>
- <div class="container-overview">
- <h2>Constructor</h2>
- <h3 class="name name-method" id="Raycaster" translate="no">new <a href="#Raycaster">Raycaster</a><span class="signature">( origin : <span class="param-type"><a href="Vector3.html">Vector3</a></span>, direction : <span class="param-type"><a href="Vector3.html">Vector3</a></span>, near : <span class="param-type">number</span>, far : <span class="param-type">number</span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Constructs a new raycaster.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>origin</strong>
- </td>
- <td class="description last">
- <p>The origin vector where the ray casts from.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>direction</strong>
- </td>
- <td class="description last">
- <p>The (normalized) direction vector that gives direction to the ray.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>near</strong>
- </td>
- <td class="description last">
- <p>All results returned are further away than near. Near can't be negative.</p>
- <p>Default is <code>0</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>far</strong>
- </td>
- <td class="description last">
- <p>All results returned are closer than far. Far can't be lower than near.</p>
- <p>Default is <code>Infinity</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- </div>
- <h2 class="subsection-title">Properties</h2>
- <div class="member">
- <h3 class="name" id="camera" translate="no">.<a href="#camera">camera</a><span class="type-signature"> : <a href="Camera.html">Camera</a></span> </h3>
- <div class="description">
- <p>The camera to use when raycasting against view-dependent objects such as
- billboarded objects like sprites. This field can be set manually or
- is set when calling <code>setFromCamera()</code>.</p>
- <p>Default is <code>null</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="far" translate="no">.<a href="#far">far</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>All results returned are further away than near. Near can't be negative.</p>
- <p>Default is <code>Infinity</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="layers" translate="no">.<a href="#layers">layers</a><span class="type-signature"> : <a href="Layers.html">Layers</a></span> </h3>
- <div class="description">
- <p>Allows to selectively ignore 3D objects when performing intersection tests.
- The following code example ensures that only 3D objects on layer <code>1</code> will be
- honored by raycaster.</p>
- <pre><code class="language-js">raycaster.layers.set( 1 );
- object.layers.enable( 1 );
- </code></pre>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="near" translate="no">.<a href="#near">near</a><span class="type-signature"> : number</span> </h3>
- <div class="description">
- <p>All results returned are further away than near. Near can't be negative.</p>
- <p>Default is <code>0</code>.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="params" translate="no">.<a href="#params">params</a><span class="type-signature"> : Object</span> </h3>
- <div class="description">
- <p>A parameter object that configures the raycasting. It has the structure:</p>
- <pre class="prettyprint source"><code>{
- Mesh: {},
- Line: { threshold: 1 },
- LOD: {},
- Points: { threshold: 1 },
- Sprite: {}
- }
- </code></pre>
- <p>Where <code>threshold</code> is the precision of the raycaster when intersecting objects, in world units.</p>
- </div>
- </div>
- <div class="member">
- <h3 class="name" id="ray" translate="no">.<a href="#ray">ray</a><span class="type-signature"> : <a href="Ray.html">Ray</a></span> </h3>
- <div class="description">
- <p>The ray used for raycasting.</p>
- </div>
- </div>
- <h2 class="subsection-title">Methods</h2>
- <h3 class="name name-method" id="intersectObject" translate="no">.<a href="#intersectObject">intersectObject</a><span class="signature">( object : <span class="param-type"><a href="Object3D.html">Object3D</a></span>, recursive : <span class="param-type">boolean</span>, intersects : <span class="param-type">Array.<<a href="Raycaster.html#~Intersection">Raycaster~Intersection</a>></span> )</span><span class="type-signature"> : Array.<<a href="Raycaster.html#~Intersection">Raycaster~Intersection</a>></span> </h3>
- <div class="method">
- <div class="description">
- <p>Checks all intersection between the ray and the object with or without the
- descendants. Intersections are returned sorted by distance, closest first.</p>
- <p><code>Raycaster</code> delegates to the <code>raycast()</code> method of the passed 3D object, when
- evaluating whether the ray intersects the object or not. This allows meshes to respond
- differently to ray casting than lines or points.</p>
- <p>Note that for meshes, faces must be pointed towards the origin of the 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 <a href="Material.html#side">Material#side</a>
- to <code>THREE.DoubleSide</code>.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>object</strong>
- </td>
- <td class="description last">
- <p>The 3D object to check for intersection with the ray.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>recursive</strong>
- </td>
- <td class="description last">
- <p>If set to <code>true</code>, it also checks all descendants.
- Otherwise it only checks intersection with the object.</p>
- <p>Default is <code>true</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>intersects</strong>
- </td>
- <td class="description last">
- <p>The target array that holds the result of the method.</p>
- <p>Default is <code>[]</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> An array holding the intersection points.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="intersectObjects" translate="no">.<a href="#intersectObjects">intersectObjects</a><span class="signature">( objects : <span class="param-type">Array.<<a href="Object3D.html">Object3D</a>></span>, recursive : <span class="param-type">boolean</span>, intersects : <span class="param-type">Array.<<a href="Raycaster.html#~Intersection">Raycaster~Intersection</a>></span> )</span><span class="type-signature"> : Array.<<a href="Raycaster.html#~Intersection">Raycaster~Intersection</a>></span> </h3>
- <div class="method">
- <div class="description">
- <p>Checks all intersection between the ray and the objects with or without
- the descendants. Intersections are returned sorted by distance, closest first.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>objects</strong>
- </td>
- <td class="description last">
- <p>The 3D objects to check for intersection with the ray.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>recursive</strong>
- </td>
- <td class="description last">
- <p>If set to <code>true</code>, it also checks all descendants.
- Otherwise it only checks intersection with the object.</p>
- <p>Default is <code>true</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>intersects</strong>
- </td>
- <td class="description last">
- <p>The target array that holds the result of the method.</p>
- <p>Default is <code>[]</code>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> An array holding the intersection points.</dt>
- </dl>
- </div>
- <h3 class="name name-method" id="set" translate="no">.<a href="#set">set</a><span class="signature">( origin : <span class="param-type"><a href="Vector3.html">Vector3</a></span>, direction : <span class="param-type"><a href="Vector3.html">Vector3</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Updates the ray with a new origin and direction by copying the values from the arguments.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>origin</strong>
- </td>
- <td class="description last">
- <p>The origin vector where the ray casts from.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>direction</strong>
- </td>
- <td class="description last">
- <p>The (normalized) direction vector that gives direction to the ray.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setFromCamera" translate="no">.<a href="#setFromCamera">setFromCamera</a><span class="signature">( coords : <span class="param-type"><a href="Vector2.html">Vector2</a></span>, camera : <span class="param-type"><a href="Camera.html">Camera</a></span> )</span> </h3>
- <div class="method">
- <div class="description">
- <p>Uses the given coordinates and camera to compute a new origin and direction for the internal ray.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>coords</strong>
- </td>
- <td class="description last">
- <p>2D coordinates of the mouse, in normalized device coordinates (NDC).
- X and Y components should be between <code>-1</code> and <code>1</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>camera</strong>
- </td>
- <td class="description last">
- <p>The camera from which the ray should originate.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h3 class="name name-method" id="setFromXRController" translate="no">.<a href="#setFromXRController">setFromXRController</a><span class="signature">( controller : <span class="param-type"><a href="WebXRController.html">WebXRController</a></span> )</span><span class="type-signature"> : <a href="Raycaster.html">Raycaster</a></span> </h3>
- <div class="method">
- <div class="description">
- <p>Uses the given WebXR controller to compute a new origin and direction for the internal ray.</p>
- </div>
- <table class="params">
- <tbody>
- <tr>
- <td class="name">
- <strong>controller</strong>
- </td>
- <td class="description last">
- <p>The controller to copy the position and direction from.</p>
- </td>
- </tr>
- </tbody>
- </table>
- <dl class="details">
- <dt class="tag-returns"><strong>Returns:</strong> A reference to this raycaster.</dt>
- </dl>
- </div>
- <h2 class="subsection-title">Type Definitions</h2>
- <div class="member">
- <h3 class="name" id="~Intersection" translate="no">.<a href="#~Intersection">Intersection</a> </h3>
- <div class="description">
- <p>The intersection point of a raycaster intersection test.</p>
- </div>
- <table class="props">
- <tbody>
- <tr>
- <td class="name">
- <strong>distance</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The distance from the ray's origin to the intersection point.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>distanceToRay</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>Some 3D objects e.g. <a href="Points.html">Points</a> provide the distance of the
- intersection to the nearest point on the ray. For other objects it will be <code>undefined</code>.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>point</strong>
- <br>
- <span class="param-type"><a href="Vector3.html">Vector3</a></span>
- </td>
- <td class="description last">
- <p>The intersection point, in world coordinates.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>face</strong>
- <br>
- <span class="param-type">Object</span>
- </td>
- <td class="description last">
- <p>The face that has been intersected.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>faceIndex</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The face index.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>object</strong>
- <br>
- <span class="param-type"><a href="Object3D.html">Object3D</a></span>
- </td>
- <td class="description last">
- <p>The 3D object that has been intersected.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>uv</strong>
- <br>
- <span class="param-type"><a href="Vector2.html">Vector2</a></span>
- </td>
- <td class="description last">
- <p>U,V coordinates at point of intersection.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>uv1</strong>
- <br>
- <span class="param-type"><a href="Vector2.html">Vector2</a></span>
- </td>
- <td class="description last">
- <p>Second set of U,V coordinates at point of intersection.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>normal</strong>
- <br>
- <span class="param-type"><a href="Vector3.html">Vector3</a></span>
- </td>
- <td class="description last">
- <p>Interpolated normal vector at point of intersection.</p>
- </td>
- </tr>
- <tr>
- <td class="name">
- <strong>instanceId</strong>
- <br>
- <span class="param-type">number</span>
- </td>
- <td class="description last">
- <p>The index number of the instance where the ray
- intersects the <a href="InstancedMesh.html">InstancedMesh</a>.</p>
- </td>
- </tr>
- </tbody>
- </table>
- </div>
- <h2 class="subsection-title">Source</h2>
- <p>
- <a href="https://github.com/mrdoob/three.js/blob/master/src/core/Raycaster.js" translate="no" target="_blank" rel="noopener">src/core/Raycaster.js</a>
- </p>
- </article>
- </section>
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