Just to explain what’s going on, the PG is a hack for meshes that need bounding box-like picking with action manager. I thought that perhaps its a roundabout way to handle mesh picking since scene.pickWithBoundingInfo exists. I chked with src and it appears that scene.inputManager.ts largely uses scene.pick for all its needs. And the action manager triggers are wrapping around it.
I was thinking something along the lines of:
public _pickMoveWithBoundingInfo(evt: IPointerEvent): PickingInfo {
const scene = this._scene;
const pickResult = scene.pickWithBoundingInfo(
this._unTranslatedPointerX,
this._unTranslatedPointerY,
scene.pointerMovePredicate,
scene.pointerMoveFastCheck,
scene.cameraToUseForPointers,
scene.pointerMoveTrianglePredicate
);
this._setCursorAndPointerOverMesh(pickResult, evt, scene);
return pickResult;
}
And have _pickMoveWithBoundingInfo available to incorporate in the picking flow according to new triggers ACTION_OnPointerOverBoundingInfoTrigger/ACTION_OnPointerOutBoundingInfoTrigger. But it seems like that’s not how the picking flow works…
My question is: with the current architecture, there really is no clean way to incorporate scene.pickWithBoundingInfo and scene.pick in the same scene, is there ?