raycaster
Note: This documentation is for the old 1.0.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
The raycaster component provides line-based intersection testing with a raycaster. Raycasting is the method of extending a line from an origin towards a direction, and checking whether that line intersects with other entites.
The raycaster component uses the three.js raycaster. The raycaster checks for intersections at a certain interval against a list of objects, and will emit events on the entity when it detects intersections or clearing of intersections (i.e., when the raycaster is no longer intersecting an entity).
We prescribe that the set of objects that the raycaster tests for intersection
is explicitly defined via the objects
selector property described below.
Raycasting is an expensive operation, and we should raycast against only
targets that need to be interactable at any given time.
The cursor component and laser-controls components both build on top of the raycaster component.
Example
<a-entity id="player" collider-check> |
Whenever an entity adds or removes the class collidable
, the raycaster will
refresh its list of objects it is raycasting against.
AFRAME.registerComponent('collider-check', { |
Properties
Property | Description | Default Value |
---|---|---|
autoRefresh | Whether to automatically refresh raycaster’s list of objects to test for intersection using mutation observers to detect added or removed entities and components. | true |
direction | Vector3 coordinate of which direction the ray should point from relative to the entity’s origin. | 0, 0, -1 |
enabled | Whether raycaster is actively checking for intersections. | true |
far | Maximum distance under which resulting entities are returned. Cannot be lower than near . |
Infinity |
interval | Number of milliseconds to wait in between each intersection test. Lower number is better for faster updates. Higher number is better for performance. Intersection tests are performed at most once per frame. | 0 |
near | Minimum distance over which resuilting entities are returned. Cannot be lower than 0. | 0 |
objects | Query selector to pick which objects to test for intersection. If not specified, all entities will be tested. Note that only objects attached via .setObject3D and their recursive children will be tested. |
null |
origin | Vector3 coordinate of where the ray should originate from relative to the entity’s origin. | 0, 0, 0 |
showLine | Whether or not to display the raycaster visually with the line component. | false |
useWorldCoordinates | Whether the raycaster origin and direction properties are specified in world coordinates. | false |
Events
The raycaster component is useful because of the events it emits on entities. It will emit events on both the raycasting entity and the intersected entities.
Event Name | Description |
---|---|
raycaster-intersected | Emitted on the intersected entity. Entity is intersecting with a raycaster. Event detail will contain el , the raycasting entity, and intersection , and .getIntersection (el) function which can be used to obtain current intersection data. |
raycaster-intersected-cleared | Emitted on the intersected entity. Entity is no longer intersecting with a raycaster. Event detail will contain el , the raycasting entity. |
raycaster-intersection | Emitted on the raycasting entity. Raycaster is intersecting with one or more entities. Event detail will contain els , an array with the intersected entities, and intersections , and .getIntersection (el) function which can be used to obtain current intersection data. |
raycaster-intersection-cleared | Emitted on the raycasting entity. Raycaster is no longer intersecting with one or more entities. Event detail will contain clearedEls , an array with the formerly intersected entities. |
Intersection Object
The event detail contains intersection objects. They are returned straight from
three.js Raycaster.intersectObjects.
:
Property | Description |
---|---|
distance | distance between the origin of the ray and the intersection |
point | point of intersection, in world coordinates |
face | intersected face |
faceIndex | index of the intersected face |
indices | indices of vertices comprising the intersected face |
object | the intersected object |
uv | U,V coordinates at point of intersection |
Members
Member | Description |
---|---|
intersectedEls | Entities currently intersecting the raycaster. |
objects | three.js objects to test for intersections. Will be scene.children if objects property is not specified. |
raycaster | three.js raycaster object. |
Methods
Method | Description |
---|---|
getIntersection (el) | Given an entity, return current intersection data if any. This method is also passed into intersection event details for convenience. |
refreshObjects | Refreshes the list of objects based off of the objects property to test for intersection. |
Selecting Entities to Test for Intersection
Raycasting is a relatively expensive operation. We heavily recommend and
prescribe setting the objects
property which will filter what entities the
raycaster is listening to for intersections. Selective intersections are good
for performance to limit the number of entities to test for intersection since
intersection testing is an operation that many times per second.
To select or pick the entities we want to test for intersection, we can use the
objects
property. If this property is not defined, then the raycaster will
test every object in the scene for intersection. objects
takes a query
selector value:
<a-entity raycaster="objects: .clickable" cursor></a-entity> |
In that example, we can remove or add entities to the raycast list by setting
or removing the clickable
class (el.classList.toggle('clickable')
). Another
good way to filter is using data attributes instead of classes
([data-raycastable]
and el.setAttribute('data-raycastable', '')
).
Listening for Raycaster Intersection Data Change
When we want to listen for change to the intersection data (e.g., listen to
change of the actual point of intersection), we can use the .getIntersection (el)
method, which takes an entity and returns intersection data if the
raycaster is currently intersecting the entity. Below is an example component
of doing so in the tick handler:
AFRAME.registerComponent('raycaster-listen', { |
Now on every frame, the entity will check its intersection data and do something with it (e.g., draw a sphere at the point of intersection).
Manually Refreshing the Target Entities of the Raycaster
The raycaster component keeps a local array of objects and entities that the
raycaster tests against for intersection. This array defaults to every 3D
object in the three.js Scene. If the objects
property is specified, then
building this array requires running query selectors and additional filtering.
By default with autoRefresh
set to true
, the raycaster component will
automatically refresh this list when it detects entities or components are
added and removed. While it is more friendly to auto-refresh, more advanced
developers may want to disable autoRefresh
and control when the raycaster
is refreshed for performance.
To manually refresh the list of objects that the raycaster component tests
against, call the .refreshObjects()
method:
var raycasterEl = AFRAME.scenes[0].querySelector('[raycaster]'); |
A-Frame will call .refreshObjects()
automatically when an entity is appended
or detached from the scene, but it will not get called during normal DOM
mutations (e.g., some entity changes its class
).
Customizing the Line
If showLine
is set to true
, the raycaster will configure the line given the
raycaster’s origin
, direction
, and far
properties. To customize the line
appearance provided by the showLine: true
property, we configure the line
component:
<a-entity raycaster="showLine: true; far: 100" line="color: orange; opacity: 0.5"></a-entity> |
The line length is the raycaster’s far
property when the raycaster is not
intersecting any entity. By default, the far
property defaults to 1000 meters
meaning the line drawn will be 1000 meters long. When the raycaster intersects
an object, the line will get truncated to the intersection point so it doesn’t
shoot straight through.