API

Class PickingInfo

Information about the result of picking within a scene

Index
aimTransform: Nullable<TransformNode> = null

The aim-space transform of the input used for picking, if it is an XR input source.

bu: number = 0

(See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.

bv: number = 0

(See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.

distance: number = 0

Distance away where the pick collided

faceId: number = -1

The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh

gripTransform: Nullable<TransformNode> = null

The grip-space transform of the input used for picking, if it is an XR input source. Some XR sources, such as input coming from head mounted displays, do not have this.

hit: boolean = false

If the pick collided with an object

originMesh: Nullable<AbstractMesh> = null

If a mesh was used to do the picking (eg. 6dof controller) as a "near interaction", this will be populated.

pickedMesh: Nullable<AbstractMesh> = null

The mesh corresponding the pick collision

pickedPoint: Nullable<Vector3> = null

The location of pick collision

pickedSprite: Nullable<Sprite> = null

If a sprite was picked, this will be the sprite the pick collided with

ray: Nullable<Ray> = null

The ray that was used to perform the picking.

subMeshFaceId: number = -1

The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh

subMeshId: number = 0

Id of the submesh that was picked

thinInstanceIndex: number = -1

If we are picking a mesh with thin instance, this will give you the picked thin instance

  • Gets the normal corresponding to the face the pick collided with

    Parameters

    • useWorldCoordinates: boolean = false

      If the resulting normal should be relative to the world (default: false)

    • useVerticesNormals: boolean = true

      If the vertices normals should be used to calculate the normal instead of the normal map (default: true)

    Returns Nullable<Vector3>

    The normal corresponding to the face the pick collided with

    Note that the returned normal will always point towards the picking ray.