Class used in the picking intersection system within the game engine. Using a ray, the engine performs picking operations on a scene graph or any subtree. Given a ray and a subtree, the subtree is traversed and matching nodes are added to an array.
The coordinate type for the object. Maps to values in
If true, back face triangles (those with clockwise winding order) are culled prior to intersection calculations. If false, intersections of ray with triangles are computed regardless of triangle orientation.
The intersect type for the object. Maps to values in
The pick record that was last added to the object.
If true, the pick stops if it encounters an object with the 'app culled' flag set. If false, the pick will continue over 'app culled' objects.
The pick type for the object. Maps to values in
Read-only. The array of pick records obtained by the last call to
If true, a vertex color value is returned for the point of intersection of triangles during picking.
If true, a unit-length normal is returned for the point of intersection of triangles intersected during the picking.
If true and if vertex normals exist, then a unit-length normal vector is interpolated from the vertex normals and returned during the picking operation.
If true, texture coordinates are returned for the point of intersection of triangles during the picking operation.
The root pick type for the object.
The sort type for the object. Maps to values in
Clears the results of any previous picking operation.
Performs the picking operation by casting a ray.
myObject:pickObjects(origin, direction, append, maxDistance)
origin(tes3vector3): The origin of the ray in world coordinates.
false. This parameter indicates whether the new results are appended to the results array, or if a new array is formed clearing the results array.
maxDistance(number): Optional. Default value: 0.0F