Doodle3D-Slicer/three.js-master/docs/api/math/Ray.html

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<h1>[name]</h1>
<div class="desc">A ray that emits from an origin in a certain direction.</div>
<h2>Constructor</h2>
<h3>[name]([page:Vector3 origin], [page:Vector3 direction])</h3>
<div>
origin -- [page:Vector3] The origin of the [page:Ray].<br />
direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
</div>
<div>
Initialises the origin and direction properties to the provided values.
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<h2>Properties</h2>
<h3>[property:Vector3 origin]</h3>
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The origin of the [page:Ray].
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<h3>[property:Vector3 direction]</h3>
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The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
</div>
<h2>Methods</h2>
<h3>[method:Ray applyMatrix4]([page:Matrix4 matrix4])</h3>
<div>
matrix4 -- [page:Matrix4] The [page:Matrix4] to transform this [page:Ray] by.
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Transform this [page:Ray] by the [page:Matrix4].
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<h3>.at([page:Float t], [page:Vector3 optionalTarget] = null) [page:Vector3]</h3>
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t -- [page:Float] The distance along the [page:Ray] to retrieve a position for.<br />
optionalTarget -- [page:Vector3] Receives the position along the [page:Ray] if passed; otherwise a new [page:Vector3] is created.
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<div>
Get a [page:Vector3] that is a given distance along this [page:Ray].
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<h3>[method:Ray clone]()</h3>
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Create a clone of this [page:Ray].
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<h3>[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Vector3 optionalTarget])</h3>
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point -- [page:Vector3] The point to get the closest approach to. <br />
optionalTarget -- [page:Vector3] Receives the return value if passed; otherwise a new [page:Vector3] is created.
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<div>
Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
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<h3>[method:Ray copy]([page:Ray ray])</h3>
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ray -- [page:Ray] The [page:Ray] to copy values from.
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Copy the properties of the provided [page:Ray], then return this [page:Ray].
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<h3>.distanceSqToSegment([page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay] = null, [page:Vector3 optionalPointOnSegment] = null) [page:Float]</h3>
<div>
v0 -- [page:Vector3] The start of the line segment.
v1 -- [page:Vector3] The end of the line segment.
optionalPointOnRay -- [page:Vector3] If this is provided, it receives the point on this [page:Ray] that is closest to the segment.
optionalPointOnSegment -- [page:Vector3] If this is provided, it receives the point on the line segment that is closest to this [page:Ray].
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<div>
Get the squared distance between this [page:Ray] and a line segment.
</div>
<h3>[method:Float distanceToPlane]([page:Plane plane])</h3>
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plane -- [page:Plane] The [page:Plane] to get the distance to.
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Get the distance from the origin to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
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<h3>[method:Float distanceToPoint]([page:Vector3 point])</h3>
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point -- [page:Vector3] The [page:Vector3] to compute a distance to.
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Get the distance of the closest approach between the [page:Ray] and the [page:Vector3].
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<h3>[method:Boolean equals]([page:Ray ray])</h3>
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ray -- [page:Ray] The [page:Ray] to compare to.
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Return whether this and the other [page:Ray] have equal offsets and directions.
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<h3>.intersectBox([page:Box3 box], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
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box -- [page:Box3] The [page:Box3] to intersect with.<br />
optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
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Intersect this [page:Ray] with a [page:Box3], returning the intersection point or *null* if there is no intersection.
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<h3>.intersectPlane([page:Plane plane], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
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plane -- [page:Plane] The [page:Plane] to intersect with.<br />
optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
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Intersect this [page:Ray] with a [page:Plane], returning the intersection point or *null* if there is no intersection.
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function ( a, b, c, backfaceCulling, optionalTarget )
<h3>.intersectTriangle([page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null) [page:Vector3]?</h3>
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a, b, c -- [page:Vector3] The [page:Vector3] points on the triangle.<br />
backfaceCulling -- [page:Boolean] Whether to use backface culling.<br />
optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
</div>
<div>
Intersect this [page:Ray] with a triangle, returning the intersection point or *null* if there is no intersection.
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<h3>[method:Boolean isIntersectionBox]([page:Box3 box])</h3>
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box -- [page:Box3] The [page:Box3] to intersect with.
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Return whether or not this [page:Ray] intersects with the [page:Box3].
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<h3>[method:Boolean isIntersectionPlane]([page:Plane plane])</h3>
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plane -- [page:Plane] The [page:Plane] to intersect with.
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Return whether or not this [page:Ray] intersects with the [page:Plane].
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<h3>[method:Boolean isIntersectionSphere]([page:Sphere sphere])</h3>
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sphere -- [page:Sphere] The [page:Sphere] to intersect with.
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Return whether or not this [page:Ray] intersects with the [page:Sphere].
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<h3>[method:Ray recast]([page:Float t])</h3>
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t -- The distance along the [page:Ray] to interpolate.
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Shift the origin of this [page:Ray] along its direction by the distance given.
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<h3>[method:Ray set]([page:Vector3 origin], [page:Vector3 direction])</h3>
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origin -- [page:Vector3] The origin of the [page:Ray].<br />
direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
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<div>
Copy the parameters to the origin and direction properties.
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<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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