RaycastQuadNodeResult

lumin. RaycastQuadNodeResult

Raycast result for quad node intersections.

Extends

Methods

getDistance() → {number}

Inherited From:

Returns the distance (in meters) from the raycast source to the intersected object.
(if 0, source is inside or just touching the object)

Returns:
Type
number

getHitFront() → {boolean}

Return true if the intersection hit the "front" (+z) side of the quad

Returns:
Type
boolean

getNodeId() → {BigInt}

Inherited From:

Returns the ID of the Node that was intersected by a raycast

Returns:
Type
BigInt

getNormal() → {vec3}

Inherited From:

Normal vector at the intersection point. Note not all raycasts support generating normals, so
this value should be checked for a 0-length vector before using.

Returns:
Type
vec3

getPointHit() → {vec3}

Inherited From:
Returns:
Type
vec3

getPrismId() → {BigInt}

Inherited From:

Returns the prism that was intersected by a raycast.

Returns:
Type
BigInt

getTransitionNodeId() → {BigInt}

Inherited From:

Returns the ID of the Node transitioning between enter/exit states.

This is the previous raycast hit node on cursor enter and the upcoming
raycast hit node on cursor exit

Returns:
Type
BigInt

getTransitionNodePrismId() → {BigInt}

Inherited From:

Returns the Prism ID of the Node transitioning between enter/exit states.

This is the previous raycast hit node's Prism on cursor enter and the upcoming
raycast hit node's Prism on cursor exit

Returns:
Type
BigInt

getUV() → {vec2}

Returns:
Type
vec2