Castle Game Engine: Castle3D: Object TRayCollisionNode

# Object TRayCollisionNode
Description | Hierarchy | Fields | Methods | Properties
## Unit Castle3D ## Declaration `type TRayCollisionNode = object(TObject)` ## Description Information about ray collision with a single 3D object. Everything (Point, RayOrigin, RayDirection) is expressed in the local coordinates of given 3D object (in Item). ## Hierarchy TObject TRayCollisionNode ## Overview ### Fields
| `Item: T3D;`
| `Point: TVector3Single;`
| `Triangle: P3DTriangle;`
| `RayOrigin: TVector3Single;`
| `RayDirection: TVector3Single;`
## Description ### Fields
| `Item: T3D;`
Colliding 3D object.
| `Point: TVector3Single;`
Position, in local coordinate system of this 3D object, of the picked 3D point. If the ray hit empty space, this is undefined. Note that only MainScene is informed about pointing device events when the ray hit empty space.
| `Triangle: P3DTriangle;`
Triangle that was hit. This triangle is always a part of Item. If the ray hit empty space, this is `Nil`. Note that only MainScene is informed about pointing device events when the ray hit empty space. May also be `Nil` if RayCollision for the 3D object simply left it `Nil`. Right now, only TCastleScene sets Triangle at all.
| `RayOrigin: TVector3Single;`
Ray used to cause the collision.
| `RayDirection: TVector3Single;`
Ray used to cause the collision.
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