creates a picking ray from the coordinates given in screen coordinates . it is assumed that the viewport spans thewhole screen . the screen coordinates origin is assumed to be in the top left corner , its y-axis pointing down , the x-axis pointing to the right . the returned instance is not a new instance but an internal member only accessible via this function . concode_field_sep Matrix4 invProjectionView concode_elem_sep Matrix4 combined concode_elem_sep Matrix4 view concode_elem_sep Vector3 position concode_elem_sep float near concode_elem_sep float far concode_elem_sep float viewportHeight concode_elem_sep Vector3 direction concode_elem_sep Vector3 tmpVec concode_elem_sep Frustum frustum concode_elem_sep float viewportWidth concode_elem_sep Ray ray concode_elem_sep Matrix4 projection concode_elem_sep Vector3 up concode_field_sep void rotate concode_elem_sep void rotate concode_elem_sep void rotate concode_elem_sep void rotate concode_elem_sep void transform concode_elem_sep void rotateAround concode_elem_sep void normalizeUp concode_elem_sep Vector3 unproject concode_elem_sep Vector3 unproject concode_elem_sep void update concode_elem_sep void update concode_elem_sep void lookAt concode_elem_sep void lookAt concode_elem_sep Vector3 project concode_elem_sep Vector3 project concode_elem_sep void translate concode_elem_sep void translate
Ray function ( float arg0 , float arg1 , float arg2 , float arg3 , float arg4 , float arg5 ) { unproject ( ray . origin . set ( arg0 , arg1 , 0 ) , arg2 , arg3 , arg4 , arg5 ) ; unproject ( ray . direction . set ( arg0 , arg1 , 1 ) , arg2 , arg3 , arg4 , arg5 ) ; ray . direction . sub ( ray . origin ) . nor ( ) ; return ray ; }