raycast method
Casts ray through the scene's render geometry and returns the nearest
hit, or null.
Tests the meshes as rendered (no colliders or physics setup), with the
hit's texture coordinate interpolated from the vertex data. Invisible
subtrees are skipped unless includeInvisible is set; nodes must
intersect layerMask (against Node.layers), have Node.raycastable
set, and pass where when provided. Distinct from the physics queries
(PhysicsWorld.raycast), which test collision shapes.
Implementation
SceneRaycastHit? raycast(
Ray ray, {
double maxDistance = double.infinity,
int layerMask = 0xFFFFFFFF,
bool Function(Node node)? where,
bool includeInvisible = false,
}) => raycastNode(
root,
ray,
maxDistance: maxDistance,
layerMask: layerMask,
where: where,
includeInvisible: includeInvisible,
);