Distance from the camera to the hit along the ray, in world units
For an orthographic camera it is measured from the camera plane.
Hit point in the local space of the node the ray struck
For another node's space, pass point to that node's toLocal.
The hit triangle's flat normal, in world space; zero when triangleIndex is -1
Hit point, in world space
The node the hit is reported to
That is the node the ray struck, or its nearest interactive ancestor when the struck node
isn't interactive ('auto' or 'passive'). The other fields still describe the struck node.
Index of the triangle hit, or -1 for a shape without triangles
Texture coordinate at the hit, for a per-triangle shape
A geometry without float32 UVs gives the hit's barycentric coordinates in its triangle
instead. Box and Sphere hits give zero.
A hit in world space: what View3D#raycast returns, and what every 3D pointer event carries as hit3D
Example
Remarks
hit3Dis reused for later events, so copy out anything you keep; see Event3DFields.See
Container3D#hitVolume For choosing the shape each node is picked against