I want to know if it’s possible to choose the type of ray on scene mouse Event like scene.onPointerDown.
I need to select mesh by bounding box and actually i create a new ray with scene.pickWithBoundingInfo with mouse coordinate from the event.
But if i can avoid a new ray he can be better.
Can I ask - what do you mean by “type of ray”?
A way to change the initiator who create the pickingInfo in the event to use boundingbox for picking mesh.
And avoid to recreate a new pick.
That’s a great suggestion! Can be a part of the input manager.
Can you create a github issue describing this? You can reference this forum chat.
Thanks for the implementation but actually the fastCheck not return element by boundingBox it’s another parameter “onlyBoundingInfo”. On internal ray.
/** @internal */
rayFunction: (world: Matrix, enableDistantPicking: boolean) => Ray,
predicate?: (mesh: AbstractMesh) => boolean,
In my useCase i want to select mesh by bounding box because her geometry aren’t totally plain they have some hole.
It’s possible to also expose this parameter on the input manager ?
Sure, makes sense to expose that as well. @PolygonalSun , any thoughts?
actionManager should also benefit from the change?
usePreciseIntersection:false or somesuch for existing triggers? It might be breaking tho, unless we add new triggers…