I have some objects added to an Object3D (for grouping elements) and I'm trying to detect clicks on it.
My scene has a size of 600x400
, my camera is within a three-object and my event handler code looks like below:
function onDocumentMouseDown( event ) {
event.preventDefault();
var mouse = {};
mouse.x = ( event.clientX / 600 ) * 2 - 1;
mouse.y = - ( event.clientY / 400 ) * 2 + 1;
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, three.camera );
var ray = new THREE.Ray( three.camera.position, vector.subSelf( three.camera.position ).normalize() );
var intersects = ray.intersectObjects( group.children );
alert(intersects.length);
[...]
}
Actually I'm alerting the count of intersected objects. But it stays zero. It couldn't find any intersected objects. I've already played a bit aroud with the x, y and z values of my projection vector - without success.
I've added a stripped down sample for demonstrating this issue on jsfiddle. Maybe someone has a short hint for me what goes wrong with it?
In your fiddle, because you are calling THREE.SceneUtils.createMultiMaterialObject( )
, which creates a hierarchical structure, you need to add the recursive flag to ray.intersectObjects()
.
var intersects = ray.intersectObjects( group.children, true );
EDiT: ray
is now an instance of THREE.Raycaster
-- not THREE.Ray
.
three.js r.58
I had the same problem and WestLangley's answer provides the answer. Great job! For anybody struggling with mouse selection of objects grouped in Object3D wrapper too, I am posting my own solution.
First, I created an array of objects that are selectable - I hope this also saves some performance, as RayCaster doesnt need to search all objects in the scene, but only those you wish to respond to selection. I also attached this array to scene object directly (solely for the fact that it is already accessible from most parts of my app)
scene.selectable = [];
Next step is to push all objects that you wish to make selectable into this array. You will insert only meshes/sprites/etc from your group, not the whole group. Only last line is important here:
var myWrapper = new THREE.Object3D();
var myObject = new THREE.Mesh( something );
myWrapper.add( myObject );
scene.add ( myWrapper );
scene.selectable.push( myObject );
And lastly in your mouse selection routine you will call raycaster like this:
var intersects = ray.intersectObjects( scene.selectable );
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