This creates a new Raycaster object.
Optional
origin: Vector3The origin vector where the ray casts from. Default new Vector3()
Optional
direction: Vector3The direction vector that gives direction to the ray. Should be normalized. Default new Vector3(0, 0, -1)
Optional
near: numberAll results returned are further away than near. Near can't be negative. Expects a Float
. Default 0
Optional
far: numberAll results returned are closer than far. Far can't be lower than near. Expects a Float
. Default Infinity
The camera to use when raycasting against view-dependent objects such as billboarded objects like THREE.Sprites | Sprites. This field can be set manually or is set when calling setFromCamera.
null
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.
Expects a Float
Infinity
Used by Raycaster 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 Raycaster.
raycaster.layers.set( 1 );
object.layers.enable( 1 );
new THREE.Layers()
- See Layers.
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.
Expects a Float
0
An data object where threshold is the precision of the Raycaster when intersecting objects, in world units.
{ Mesh: {}, Line: { threshold: 1 }, LOD: {}, Points: { threshold: 1 }, Sprite: {} }
The THREE.RaycasterRay | Ray used for the raycasting.
Checks all intersection between the ray and the object with or without the descendants
The object to check for intersection with the ray.
Optional
recursive: booleanIf true, it also checks all descendants. Otherwise it only checks intersection with the object. Default true
Optional
optionalTarget: Intersection<TIntersected>[]Target to set the result. Otherwise a new Array | Array is instantiated.
If set, you must clear this array prior to each call (i.e., array.length = 0;). Default []
An array of intersections is returned.
Checks all intersection between the ray and the objects with or without the descendants
The objects to check for intersection with the ray.
Optional
recursive: booleanIf true, it also checks all descendants of the objects. Otherwise it only checks intersection with the objects. Default true
Optional
optionalTarget: Intersection<TIntersected>[]Target to set the result. Otherwise a new Array | Array is instantiated.
If set, you must clear this array prior to each call (i.e., array.length = 0;). Default []
An array of intersections is returned.
This class is designed to assist with raycasting
Remarks
Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst other things.
Example
See