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
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
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
staticinlineread onlyBOUNDS_ONLY:IPickingCollider = null
Default null collider that forces picker to only use entity bounds for hit calculations on an Entity
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
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
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
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