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Ray.d.ts
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import { Vector3 } from './Vector3';
import { Sphere } from './Sphere';
import { Plane } from './Plane';
import { Box3 } from './Box3';
import { Matrix4 } from './Matrix4';
export class Ray {
constructor( origin?: Vector3, direction?: Vector3 );
origin: Vector3;
direction: Vector3;
set( origin: Vector3, direction: Vector3 ): Ray;
clone(): this;
copy( ray: Ray ): this;
at( t: number, target: Vector3 ): Vector3;
lookAt( v: Vector3 ): Vector3;
recast( t: number ): Ray;
closestPointToPoint( point: Vector3, target: Vector3 ): Vector3;
distanceToPoint( point: Vector3 ): number;
distanceSqToPoint( point: Vector3 ): number;
distanceSqToSegment(
v0: Vector3,
v1: Vector3,
optionalPointOnRay?: Vector3,
optionalPointOnSegment?: Vector3
): number;
intersectSphere( sphere: Sphere, target: Vector3 ): Vector3;
intersectsSphere( sphere: Sphere ): boolean;
distanceToPlane( plane: Plane ): number;
intersectPlane( plane: Plane, target: Vector3 ): Vector3;
intersectsPlane( plane: Plane ): boolean;
intersectBox( box: Box3, target: Vector3 ): Vector3;
intersectsBox( box: Box3 ): boolean;
intersectTriangle(
a: Vector3,
b: Vector3,
c: Vector3,
backfaceCulling: boolean,
target: Vector3
): Vector3;
applyMatrix4( matrix4: Matrix4 ): Ray;
equals( ray: Ray ): boolean;
/**
* @deprecated Use {@link Ray#intersectsBox .intersectsBox()} instead.
*/
isIntersectionBox( b: any ): any;
/**
* @deprecated Use {@link Ray#intersectsPlane .intersectsPlane()} instead.
*/
isIntersectionPlane( p: any ): any;
/**
* @deprecated Use {@link Ray#intersectsSphere .intersectsSphere()} instead.
*/
isIntersectionSphere( s: any ): any;
}