Tests the ray against a list of objects. Uses a fast broad-phase bounds test
(AABB or sphere, whichever the object's bounds are) and, if the object has
real triangle geometry, refines that into an exact Möller-Trumbore hit --
otherwise the broad-phase distance is used directly (e.g. for sprite-like
objects picked purely by their bounding volume).
The objects to test against.
If true, the results are sorted by distance (closest first).
An array of intersections.
Sets the ray's origin and direction based on screen coordinates and the camera.
The 2D coordinates in Normalized Device Coordinates (NDC) [-1, 1].
The camera used to render the scene.
Casts rays into the scene to pick or select objects.