I am calling the raycaster for a bunch of meshes in the scene.
Calling intersectObject in the raycaster results in a rich data structure of hit information…
distance – distance between the origin of the ray and the intersection point – point of intersection, in world coordinates face – intersected face faceIndex – index of the intersected face object – the intersected object uv - U,V coordinates at point of intersection uv1 - Second set of U,V coordinates at point of intersection normal - interpolated normal vector at point of intersection instanceId – The index number of the instance where the ray intersects the InstancedMesh
Please clarify two things:
(1) Does face = triangle in bufferGeometry ?
(2) What does faceIndex mean?