I'm currently encountering an issue with object picking in my Three.js app. Some objects are not being intersected by rays, but only under certain camera rotations. I am working on debugging the code and trying to visualize the ray.
Within my code (canvas
is a namespace for the Three objects), I am using the following methods:
C.getXY = function(e) {
var click = {};
click.x = ( e.clientX / window.innerWidth ) * 2 - 1;
click.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
return click;
};
C.doPicking = function(e) {
var picked = false;
if (canvas.boundingBox !== null) {
canvas.scene.remove(canvas.boundingBox);
}
var projector = new THREE.Projector(), click = C.getXY(e);
var ray = projector.pickingRay(new THREE.Vector3(click.x, click.y, 0), canvas.camera);
ray.linePrecision = 0.00000000000000001;
ray.precision = 0.00000000000000001;
var intersects = ray.intersectObjects(canvas.scene.children);
if (intersects.length > 0) {
var i = 0;
var ids = [];
while (i < intersects.length) {
if (intersects[i].object.visible) {
//Object is picked
}
++i;
}
}
};
As I delve into the debugging process, I wonder if there are other factors that should be considered. Any insights?