When I cast a ray using the function scene.multiPickWithRay
the elements in the resulting PickingInfo[]
array all have ray
property set to null
.
I wanted to create a PR right away to fix it but as I investigated the function → it goes all the way down to the mesh.intersects
method which sets almost all properties of the PickingInfo
object but skips the ray too and here it seems on purpose.
So now I’m not sure - is it null on purpose and are there some related conditions/side effects to it? Or is it simply forgotten - in which case where would be the best place to fix it?
Thank you.
maybe related: