Version and info
THREE.ObjectLoader2: 2.4.1
THREE.LoaderSupport.MeshBuilder: 1.2.1
THREE.LoaderSupport.WorkerSupport: 2.2.0
THREE.WebGLRenderer: 93
THREE.REVISION: 93
The problem
When I raycast an object in my scene, I found that it worked perfectly down to the pixel, until I moved the object. In my program I expload the scene, so I move all the objects, and child objects away from the center of the scene.
To easily visualise the issue instead of raycasting a single point at a mouse click, I opted to raycast the entire screen, this is what I get (Figure 1)
(Figure 1) The reason for the gaps is because it took to long to raycast every pixel, so instead I raycasted every fourth. The reason for the gap in the middle is because I zoomed away from the original position.
Now, see what happens when I expload the object (Figure 2),
(Figure 2) As you can see, there is almost a circle. Why is this?
What I've tried
I've tried many things across the internet, and came here when I could find no more.
I've tried a range of different models, some work differently to others, strangely enough. The lamborghini-aventador
which was created in Blender works the strangest.
To see if it was a problem with the exploading code, I moved the object to the right. This is where things get interesting (Figure 3).
(Figure 3) It looks as if my outlining I put on the object (the outlines are an EdgesGeometry) is behind, the actual object is in the middle, and the raycasts are further.
What I speculate
I suspect the issue is to do with scaling. So I tried removing all scaling I did in the code, however I got the same result, unfortunately.
Apologies if this is some noobie mistake, though I do hope it is :)
The code
For those who are adventurous enough to delve into my terrible code base, here it is (the majority of the code is inside demo.js
):
Testing it
Press G
to shoot the raycasts (will freeze for a bit), press X
to expload, press S
to unexpload. Standard orbit controls.
What I've found
Here are some of the links I have already found and tried on this issue:
https://threejs.org/docs/#api/core/Raycaster
Three.js Raycaster not detecting scene mesh
https://github.com/mrdoob/three.js/issues/1325 (Updating the matrix)
http://barkofthebyte.azurewebsites.net/post/2014/05/05/three-js-projecting-mouse-clicks-to-a-3d-scene-how-to-do-it-and-how-it-works (Followed step by step)
... and many more ...
Any ideas?