[name]
		A ray that emits from an origin in a certain direction.
		Constructor
		[name]([page:Vector3 origin], [page:Vector3 direction])
		
		origin -- [page:Vector3] The origin of the [page:Ray].
		direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
		
		
		Initialises the origin and direction properties to the provided values.
		
		Properties
		[property:Vector3 origin]
		
		The origin of the [page:Ray].
		
 
		[property:Vector3 direction]
		
		The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
		
 
		Methods
		[method:Ray applyMatrix4]([page:Matrix4 matrix4])
		
		matrix4 -- [page:Matrix4] The [page:Matrix4] to transform this [page:Ray] by.
		
		
		Transform this [page:Ray] by the [page:Matrix4].
		
		.at([page:Float t], [page:Vector3 optionalTarget] = null) [page:Vector3]
		
		t -- [page:Float] The distance along the [page:Ray] to retrieve a position for.
		optionalTarget -- [page:Vector3] Receives the position along the [page:Ray] if passed; otherwise a new [page:Vector3] is created.
		
		
		Get a [page:Vector3] that is a given distance along this [page:Ray].
		
		[method:Ray clone]()
		
		Create a clone of this [page:Ray].
		
		[method:Vector3 closestPointToPoint]([page:Vector3 point], [page:Vector3 optionalTarget])
		
		point -- [page:Vector3] The point to get the closest approach to. 
		optionalTarget -- [page:Vector3] Receives the return value if passed; otherwise a new [page:Vector3] is created.
		
		
		Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
		
		[method:Ray copy]([page:Ray ray])
		
		ray -- [page:Ray] The [page:Ray] to copy values from.
		
		
		Copy the properties of the provided [page:Ray], then return this [page:Ray].
		
		
		.distanceSqToSegment([page:Vector3 v0], [page:Vector3 v1], [page:Vector3 optionalPointOnRay] = null, [page:Vector3 optionalPointOnSegment] = null) [page:Float]
		
		v0 -- [page:Vector3] The start of the line segment.
		v1 -- [page:Vector3] The end of the line segment.
		optionalPointOnRay -- [page:Vector3] If this is provided, it receives the point on this [page:Ray] that is closest to the segment.
		optionalPointOnSegment -- [page:Vector3] If this is provided, it receives the point on the line segment that is closest to this [page:Ray].
		
		
		Get the squared distance between this [page:Ray] and a line segment.
		
		[method:Float distanceToPlane]([page:Plane plane])
		
		plane -- [page:Plane] The [page:Plane] to get the distance to.
		
		
		Get the distance from the origin to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
		
		[method:Float distanceToPoint]([page:Vector3 point])
		
		point -- [page:Vector3] The [page:Vector3] to compute a distance to.
		
		
		Get the distance of the closest approach between the [page:Ray] and the [page:Vector3].
		
		[method:Float distanceSqToPoint]([page:Vector3 point])
		
		point -- [page:Vector3] The [page:Vector3] to compute a distance to.
		
		
		Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
		
		[method:Boolean equals]([page:Ray ray])
		
		ray -- [page:Ray] The [page:Ray] to compare to.
		
		
		Return whether this and the other [page:Ray] have equal offsets and directions.
		
		.intersectBox([page:Box3 box], [page:Vector3 optionalTarget] = null) [page:Vector3]?
		
		box  -- [page:Box3] The [page:Box3] to intersect with.
		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
		
		
		Intersect this [page:Ray] with a [page:Box3], returning the intersection point or *null* if there is no intersection.
		
		
		.intersectPlane([page:Plane plane], [page:Vector3 optionalTarget] = null) [page:Vector3]?
		
		plane -- [page:Plane] The [page:Plane] to intersect with.
		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
		
		
		Intersect this [page:Ray] with a [page:Plane], returning the intersection point or *null* if there is no intersection.
		
		function ( a, b, c, backfaceCulling, optionalTarget )
		
		.intersectTriangle([page:Vector3 a], [page:Vector3 b], [page:Vector3 c], [page:Boolean backfaceCulling], [page:Vector3 optionalTarget] = null) [page:Vector3]?
		
		a, b, c -- [page:Vector3] The [page:Vector3] points on the triangle.
		backfaceCulling -- [page:Boolean] Whether to use backface culling.
		optionalTarget -- [page:Vector3] The [page:Vector3] to store the result in, or *null* to create a new [page:Vector3].
		
		
		Intersect this [page:Ray] with a triangle, returning the intersection point or *null* if there is no intersection.
		
		
		[method:Boolean isIntersectionBox]([page:Box3 box])
		
		box -- [page:Box3] The [page:Box3] to intersect with.
		
		
		Return whether or not this [page:Ray] intersects with the [page:Box3].
		
		[method:Boolean isIntersectionPlane]([page:Plane plane])
		
		plane -- [page:Plane] The [page:Plane] to intersect with.
		
		
		Return whether or not this [page:Ray] intersects with the [page:Plane].
		
		[method:Boolean isIntersectionSphere]([page:Sphere sphere])
		
		sphere -- [page:Sphere] The [page:Sphere] to intersect with.
		
		
		Return whether or not this [page:Ray] intersects with the [page:Sphere].
		
		[method:Ray recast]([page:Float t])
		
		t -- The distance along the [page:Ray] to interpolate.
		
		
		Shift the origin of this [page:Ray] along its direction by the distance given.
		
		[method:Ray set]([page:Vector3 origin], [page:Vector3 direction])
		
		origin -- [page:Vector3] The origin of the [page:Ray].
		direction -- [page:Vector3] The direction of the [page:Ray]. This must be normalized (with [page:Vector3].normalize) for the methods to operate properly.
		
		
		Copy the parameters to the origin and direction properties.
		
		Source
		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]