intersectObject method
- Object3D object, [
- bool recursive = false,
- List<
Intersection> ? intersects
object
— The object to check for intersection with the
ray.
recursive
— If true, it also checks all descendants.
Otherwise it only checks intersection with the object. Default is true.
intersects
— (optional) target to set the result.
Otherwise a new List is instantiated. If set, you must clear this
list prior to each call (i.e., list.length = 0;).
Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first. A list of intersections is returned...
Raycaster
delegates to the raycast
method of the
passed object, when evaluating whether the ray intersects the object or
not. This allows meshes
to respond differently to ray casting
than lines
and pointclouds
.
Note that for meshes, faces must be pointed towards the origin of the
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 material's
side
property to DoubleSide
.
Implementation
List<Intersection> intersectObject(Object3D object, [bool recursive = false, List<Intersection>? intersects]) {
final ints = intersects ?? [];
intersectObject4(object, this, ints, recursive);
ints.sort(ascSort);
return ints;
}