Page Summary
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Rayis a mathematical representation used for intersection and collision tests within Sceneform. -
It's defined by an origin and a direction, which can be set during creation or later using
setOriginandsetDirection. -
You can retrieve the origin, direction, and calculate points along the ray using provided methods like
getOrigin,getDirection, andgetPoint. -
Rays are fundamental for tasks like hit testing and ray casting in AR applications.
Mathematical representation of a ray. Used to perform intersection and collision tests.
Public Constructors
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Ray()
Create a ray with an origin of (0,0,0) and a direction of Vector3.forward().
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Public Methods
| Vector3 |
getDirection()
Get the direction of the ray.
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| Vector3 |
getOrigin()
Get the origin of the ray.
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| Vector3 |
getPoint(float distance)
Get a point at a distance along the ray.
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| void | |
| void | |
| String |
toString()
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Inherited Methods
Public Constructors
public Ray ()
Create a ray with an origin of (0,0,0) and a direction of Vector3.forward().
Public Methods
public Vector3 getDirection ()
Get the direction of the ray.
Returns
- a new vector that represents the ray's direction
public Vector3 getOrigin ()
Get the origin of the ray.
Returns
- a new vector that represents the ray's origin
public Vector3 getPoint (float distance)
Get a point at a distance along the ray.
Parameters
| distance | distance along the ray of the point |
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Returns
- a new vector that represents a point at a distance along the ray.
public void setDirection (Vector3 direction)
Set the direction of the ray. The direction will automatically be normalized.
Parameters
| direction | the new direction of the ray |
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public void setOrigin (Vector3 origin)
Set the origin of the ray in world coordinates.
Parameters
| origin | the new origin of the ray. |
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