////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". // ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// import { Vector3 } from './../math/Vector3'; import { Face3 } from './Face3'; import { Object3D } from './Object3D'; import { Vector2 } from './../math/Vector2'; import { Ray } from './../math/Ray'; import { Camera } from './../cameras/Camera'; export interface Intersection { distance: number; distanceToRay?: number; point: Vector3; index?: number; face?: Face3 | null; faceIndex?: number; object: Object3D; uv?: Vector2; } export interface RaycasterParameters { Mesh?: any; Line?: any; LOD?: any; Points?: { threshold: number }; Sprite?: any; } export class Raycaster { constructor( origin?: Vector3, direction?: Vector3, near?: number, far?: number ); ray: Ray; near: number; far: number; camera: Camera; params: RaycasterParameters; linePrecision: number; set( origin: Vector3, direction: Vector3 ): void; setFromCamera( coords: { x: number; y: number }, camera: Camera ): void; intersectObject( object: Object3D, recursive?: boolean, optionalTarget?: Intersection[] ): Intersection[]; intersectObjects( objects: Object3D[], recursive?: boolean, optionalTarget?: Intersection[] ): Intersection[]; }