Options for setting a picking collider for entity objects. Used with the RaycastPicker picking object.

See also:

  • away3d.entities.Entity#pickingCollider

  • away3d.core.pick.RaycastPicker

Static variables

@:value(new AutoPickingCollider(true))staticAUTO_BEST_HIT:IPickingCollider = new AutoPickingCollider(true)

Auto-selecting picking collider that returns the best (closest) hit on an Entity Chooses between pure AS3 picking and PixelBender picking based on a threshold property representing the number of triangles encountered in a SubMesh object over which PixelBender is used. Useful for picking meshes with a mixture of polycounts.

See also:

  • away3d.core.pick.AutoPickingCollider

  • away3d.core.pick.AutoPickingCollider#triangleThreshold

@:value(new AutoPickingCollider(false))staticAUTO_FIRST_ENCOUNTERED:IPickingCollider = new AutoPickingCollider(false)

Auto-selecting picking collider that returns the first encountered hit on an Entity. Chooses between pure AS3 picking and PixelBender picking based on a threshold property representing the number of triangles encountered in a SubMesh object over which PixelBender is used. Useful for picking meshes with a mixture of polycounts.

See also:

  • away3d.core.pick.AutoPickingCollider

  • away3d.core.pick.AutoPickingCollider#triangleThreshold

@:value(null)staticinlineread onlyBOUNDS_ONLY:IPickingCollider = null

Default null collider that forces picker to only use entity bounds for hit calculations on an Entity

@:value(new HaxePickingCollider(true))staticHAXE_BEST_HIT:IPickingCollider = new HaxePickingCollider(true)

Pure Haxe picking collider that returns the best (closest) hit on an Entity. Useful for low poly meshes and applying to many mesh instances.

See also:

  • away3d.core.pick.HaxePickingCollider

@:value(new HaxePickingCollider(false))staticHAXE_FIRST_ENCOUNTERED:IPickingCollider = new HaxePickingCollider(false)

Pure Haxe picking collider that returns the first encountered hit on an Entity. Useful for low poly meshes and applying to many mesh instances.

See also:

  • away3d.core.pick.HaxePickingCollider

@:value(new PBPickingCollider(true))staticPB_BEST_HIT:IPickingCollider = new PBPickingCollider(true)

PixelBender-based picking collider that returns the best (closest) hit on an Entity. Useful for fast picking high poly meshes on desktop devices. To use this, the SubGeometry must have its vertex data in separate buffers: use Geometry::convertToSeparateBuffers() to ensure this.

See also:

  • away3d.core.pick.PBPickingCollider

@:value(new PBPickingCollider(false))staticPB_FIRST_ENCOUNTERED:IPickingCollider = new PBPickingCollider(false)

PixelBender-based picking collider that returns the first encountered hit on an Entity. Useful for fast picking high poly meshes on desktop devices. To use this, the SubGeometry must have its vertex data in separate buffers: use Geometry::convertToSeparateBuffers() to ensure this.

See also:

  • away3d.core.pick.PBPickingCollider