Returns distance along ray to pick hit point from last pick operation (0.0 if no hit).
Takes no parameters.
Returns distance (Double) from g_lastPickResult.time.
3D Graphics
Parameters & Returns
Parameters
This function takes no parameters.
Returns
Double
Quick Summary
Returns distance along ray to pick hit point from last pick operation (0.0 if no hit).
Takes no parameters.
Returns distance (Double) from g_lastPickResult.time.
Technical Exegesis...
Returns distance along ray to pick hit point from last pick operation (0.0 if no hit). Takes no parameters. Returns distance (Double) from g_lastPickResult.time. Reads result from last b3dCameraPick, b3dEntityPick, or b3dLinePick call. Distance from ray origin to intersection point in world units.
This function retrieves hit distance. Pick sequence: (1) Call b3dCameraPick/EntityPick/LinePick to perform ray-cast, (2) Call b3dPickedTime to get distance to hit.
Returns distance along ray to pick hit point from last pick operation (0.0 if no hit). Takes no parameters. Returns distance (Double) from g_lastPickResult.time. Reads result from last b3dCameraPick, b3dEntityPick, or b3dLinePick call. Distance from ray origin to intersection point in world units.
This function retrieves hit distance. Pick sequence: (1) Call b3dCameraPick/EntityPick/LinePick to perform ray-cast, (2) Call b3dPickedTime to get distance to hit. Distance interpretation: for b3dEntityPick, distance from entity position to hit point, for b3dLinePick, distance from ray origin to hit point, for b3dCameraPick, distance from camera near plane to hit point. Use cases: (1) Depth sorting (sort multiple hits by distance, closest first), (2) Range checks (check if hit within weapon range), (3) Impact timing (calculate projectile travel time = distance / velocity), (4) LOD selection (choose detail level based on hit distance), (5) Debug visualization (show hit distance as text). Common pattern: if b3dPickedEntity() > 0 then distance=b3dPickedTime(), if distance < weaponRange then valid hit. Typical usage: retrieve hit distance after successful pick (entity > 0), use for range validation or timing calculations. Distance calculation: distance = t value from ray equation (rayOrigin + t * rayDirection = hitPoint), t is scalar multiplier along ray direction. No hit: returns 0.0 if no entity picked (check b3dPickedEntity first), distance is undefined if pick missed. Result storage: g_lastPickResult.time populated by pick functions with t value (distance along ray). Performance: O(1) read (simple global variable access, instant). Related: b3dPickedEntity checks if hit occurred, b3dPickedX/Y/Z retrieve hit position (can calculate distance manually from origin), b3dCameraPick/EntityPick/LinePick perform picking.