Returns the distance (in meters) from the raycast source to the intersected object. (if 0, source is inside or just touching the object)
Return true if the intersection hit the "front" (+z) side of the quad
Returns the ID of the Node that was intersected by a raycast
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 the point in prism coordinates where the ray intersection occurred
Returns the prism that was intersected by a raycast.
Returns the ray direction, in prism coordinates.
Returns the ray origin, in prism coordinates.
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 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
Return normalized ray intersection on the node
Factory
Generated using TypeDoc
Raycast result for sprite node intersections.