Trying to pick some objects on click, and I'm trying to use the standard code used in every example:
function onMouseDown(evt) {
evt.preventDefault();
canvasAbsoluteHeight = $('canvas').height();
canvasAbsoluteWidth = $('canvas').width();
mouseDown = true;
mouseX = evt.offsetX == undefined ? evt.layerX : evt.offsetX;
mouseY = evt.offsetY == undefined ? evt.layerY : evt.offsetY;
var mouse = new THREE.Vector3();
mouse.x = ( evt.clientX / canvasAbsoluteWidth ) * 2 - 1;
mouse.y = 1 - ( evt.clientY / canvasAbsoluteHeight ) * 2;
mouse.z = 0;
ray = new THREE.Raycaster( mouse, camera );
var intersects = ray.intersectObjects( objects);
console.log('intersects', intersects);
if ( intersects.length > 0 ) {
console.log('intersects', intersects);
}
}
objects
is an array of THREE.Object3D
which should be able to be picked.
I think it may be something connected with the camera. My camera
is a child of THREE.Object3D
for easier manipulation, and the parent object is not set at origin.
Other thing is that canvas is not fullscreen, which may have something with mouse position? (it is inside a div with some offset from the edges of the page).