@pixi/3d
    Preparing search index...

    Interface HitResult3D

    The buffer a hit test writes into, which an IHitVolume3D fills in on a hit

    Everything in it is in the node's local space; events and View3D#raycast report the closest hit in world space, as a RaycastHit3D. One buffer is reused for every test, so a hit has to write every field.

    public raycast(localRay: Ray, out: HitResult3D): number {
    const t = localRay.intersectBoxT(bounds);
    if (t !== -1) {
    localRay.at(t, out.point);
    out.distance = t;
    out.normal.set(0, 0, 0);
    out.uv.set(0, 0);
    out.triangleIndex = -1;
    }
    return t;
    }
    interface HitResult3D {
        distance: number;
        normal: Vector3;
        point: Vector3;
        triangleIndex: number;
        uv: Vector2;
    }
    Index
    distance: number

    t, the distance along the ray to the hit, in the ray's units

    out.distance = t;
    
    normal: Vector3

    The hit triangle's flat normal, in local space; zero for a shape without triangles

    Ignored, and reported as zero, while triangleIndex is -1.

    out.normal.set(0, 0, 0);
    
    point: Vector3

    Hit point, in the node's local space

    localRay.at(t, out.point);
    
    triangleIndex: number

    Index of the triangle hit, or -1 for a shape without triangles

    out.triangleIndex = -1;
    

    Texture coordinate at the hit; zero for a shape without triangles

    out.uv.set(0, 0);