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...
[ { distance, point, face, faceIndex, object }, ... ]
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<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:Face3 face] – intersected face<br/>
[page:Integer faceIndex] – index of the intersected face<br/>
[page:Array indices] – indices of vertices comprising the intersected face<br/>
[page:Object3D object] – the intersected object<br/>
[page:Vector2 uv] - U,V coordinates at point of intersection
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<p>
When intersecting a [page:Mesh] with a [page:BufferGeometry], the *faceIndex* will be *undefined*, and *indices* will be set; when intersecting a [page:Mesh] with a [page:Geometry], *indices* will be *undefined*.
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<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].