| Package | away3d.core.pick |
| Class | public class PickingColliderType |
| Inheritance | PickingColliderType Object |
RaycastPicker picking object.
See also
| Constant | Defined By | ||
|---|---|---|---|
| AS3_BEST_HIT : IPickingCollider [static]
Pure AS3 picking collider that returns the best (closest) hit on an Entity. | PickingColliderType | ||
| AS3_FIRST_ENCOUNTERED : IPickingCollider [static]
Pure AS3 picking collider that returns the first encountered hit on an Entity. | PickingColliderType | ||
| AUTO_BEST_HIT : IPickingCollider [static]
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. | PickingColliderType | ||
| AUTO_FIRST_ENCOUNTERED : IPickingCollider [static]
Auto-selecting picking collider that returns the first encountered hit on an Entity. | PickingColliderType | ||
| BOUNDS_ONLY : IPickingCollider = null [static]
Default null collider that forces picker to only use entity bounds for hit calculations on an Entity
| PickingColliderType | ||
| PB_BEST_HIT : IPickingCollider [static]
PixelBender-based picking collider that returns the best (closest) hit on an Entity. | PickingColliderType | ||
| PB_FIRST_ENCOUNTERED : IPickingCollider [static]
PixelBender-based picking collider that returns the first encountered hit on an Entity. | PickingColliderType | ||
| AS3_BEST_HIT | Constant |
public static const AS3_BEST_HIT:IPickingColliderPure AS3 picking collider that returns the best (closest) hit on an Entity. Useful for low poly meshes and applying to many mesh instances.
See also
| AS3_FIRST_ENCOUNTERED | Constant |
public static const AS3_FIRST_ENCOUNTERED:IPickingColliderPure AS3 picking collider that returns the first encountered hit on an Entity. Useful for low poly meshes and applying to many mesh instances.
See also
| AUTO_BEST_HIT | Constant |
public static const AUTO_BEST_HIT:IPickingCollider
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
| AUTO_FIRST_ENCOUNTERED | Constant |
public static const AUTO_FIRST_ENCOUNTERED:IPickingCollider
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
| BOUNDS_ONLY | Constant |
public static const BOUNDS_ONLY:IPickingCollider = nullDefault null collider that forces picker to only use entity bounds for hit calculations on an Entity
| PB_BEST_HIT | Constant |
public static const PB_BEST_HIT:IPickingColliderPixelBender-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
| PB_FIRST_ENCOUNTERED | Constant |
public static const PB_FIRST_ENCOUNTERED:IPickingColliderPixelBender-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