[page:Object3D object] — The object to check for intersection with the ray.<br/>
[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersecton with the object. Default is false.<br/>
[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
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:Object3D object] – the intersected object<br/>
[page:Vector2 uv] - U,V coordinates at point of intersection
[page:Float distance] —— 射线投射原点和相交部分之间的距离。<br/>
[page:Vector3 point] —— 相交部分的点(世界坐标)<br/>
[page:Face3 face] —— 相交的面<br/>
[page:Integer faceIndex] —— 相交的面的索引<br/>
[page:Object3D object] —— 相交的物体<br/>
[page:Vector2 uv] —— 相交部分的点的UV坐标。
</p>
<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].
*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray 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 the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*.
[page:Array objects] — The objects to check for intersection with the ray.<br/>
[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.<br/>
[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by [page:.intersectObject].
<pclass="desc">BoxGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided with the 'width', 'height', and 'depth' constructor arguments.</p>
<pclass="desc">CircleGeometry is a simple shape of Euclidean geometry. It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius. It is built counter-clockwise from a start angle and a given central angle. It can also be used to create regular polygons, where the number of segments determines the number of sides.
thresholdAngle — An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
detail — Default is 0. Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron. When detail is greater than 1, it's effectively a sphere.
detail — Default is 0. Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron. When detail is greater than 1, it's effectively a sphere.