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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 entities.
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.
<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.
|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
|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|
|lineColor||Raycaster line color if showLine is enabled.||white|
|lineOpacity||Raycaster line opacity if showLine is enabled.||white|
|near||Minimum distance over which resulting 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
|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|
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.
|raycaster-intersected||Emitted on the intersected entity. Entity is intersecting with a raycaster. Event detail will contain
|raycaster-intersected-cleared||Emitted on the intersected entity. Entity is no longer intersecting with a raycaster. Event detail will contain
|raycaster-intersection||Emitted on the raycasting entity. Raycaster is intersecting with one or more entities. Event detail will contain
|raycaster-intersection-cleared||Emitted on the raycasting entity. Raycaster is no longer intersecting with one or more entities. Event detail will contain
The event detail contains intersection objects. They are returned straight from
|distance||distance between the origin of the ray and the intersection|
|point||point of intersection, in world coordinates|
|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|
|intersectedEls||Entities currently intersecting the raycaster.|
|objects||three.js objects to test for intersections. Will be
|raycaster||three.js raycaster object.|
|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
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
<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 (
good way to filter is using data attributes instead of classes
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
(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:
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).
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
var raycasterEl = AFRAME.scenes.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
showLine is set to
true, the raycaster will configure the line given the
far properties. To customize the line
appearance provided by the
showLine: true property, we can use the
<a-entity raycaster="showLine: true; far: 100; lineColor: red; lineOpacity: 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.