Packageaway3d.core.pick
Classpublic class PickingColliderType
InheritancePickingColliderType Inheritance Object

Options for setting a picking collider for entity objects. Used with the RaycastPicker picking object.

See also

away3d.entities.Entity.pickingCollider
away3d.core.pick.RaycastPicker


Public Constants
 ConstantDefined 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
Constant Detail
AS3_BEST_HITConstant
public static const AS3_BEST_HIT:IPickingCollider

Pure 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_ENCOUNTEREDConstant 
public static const AS3_FIRST_ENCOUNTERED:IPickingCollider

Pure 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_HITConstant 
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_ENCOUNTEREDConstant 
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_ONLYConstant 
public static const BOUNDS_ONLY:IPickingCollider = null

Default null collider that forces picker to only use entity bounds for hit calculations on an Entity

PB_BEST_HITConstant 
public static const PB_BEST_HIT:IPickingCollider

PixelBender-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_ENCOUNTEREDConstant 
public static const PB_FIRST_ENCOUNTERED:IPickingCollider

PixelBender-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