| import { Vector3 } from './Vector3'; |
| import { Sphere } from './Sphere'; |
| import { Plane } from './Plane'; |
| import { Box3 } from './Box3'; |
| import { Matrix4 } from './Matrix4'; |
|
|
| export class Ray { |
| constructor(origin?: Vector3, direction?: Vector3); |
|
|
| origin: Vector3; |
| direction: Vector3; |
|
|
| set(origin: Vector3, direction: Vector3): Ray; |
| clone(): this; |
| copy(ray: Ray): this; |
| at(t: number, target: Vector3): Vector3; |
| lookAt(v: Vector3): Vector3; |
| recast(t: number): Ray; |
| closestPointToPoint(point: Vector3, target: Vector3): Vector3; |
| distanceToPoint(point: Vector3): number; |
| distanceSqToPoint(point: Vector3): number; |
| distanceSqToSegment( |
| v0: Vector3, |
| v1: Vector3, |
| optionalPointOnRay?: Vector3, |
| optionalPointOnSegment?: Vector3 |
| ): number; |
| intersectSphere(sphere: Sphere, target: Vector3): Vector3; |
| intersectsSphere(sphere: Sphere): boolean; |
| distanceToPlane(plane: Plane): number; |
| intersectPlane(plane: Plane, target: Vector3): Vector3; |
| intersectsPlane(plane: Plane): boolean; |
| intersectBox(box: Box3, target: Vector3): Vector3; |
| intersectsBox(box: Box3): boolean; |
| intersectTriangle( |
| a: Vector3, |
| b: Vector3, |
| c: Vector3, |
| backfaceCulling: boolean, |
| target: Vector3 |
| ): Vector3; |
| applyMatrix4(matrix4: Matrix4): Ray; |
| equals(ray: Ray): boolean; |
|
|
| |
| |
| |
| isIntersectionBox(b: any): any; |
|
|
| |
| |
| |
| isIntersectionPlane(p: any): any; |
|
|
| |
| |
| |
| isIntersectionSphere(s: any): any; |
| } |
|
|