1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215
|
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<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:Ray 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:Ray 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:.offset offset]
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:Ray 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:Ray 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:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
<p>
[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
[page:Vector3 origin] - 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>
|