I'm new to Three.js. Raycaster works find for imported objects, but it doesn't work when I create a custom mesh as follows:
var geom = new THREE.Geometry();
var v1 = new THREE.Vector3(0,0,0);
var v2 = new THREE.Vector3(0,500,0);
var v3 = new THREE.Vector3(-400,-500,50);
geom.vertices.push(v1);
geom.vertices.push(v2);
geom.vertices.push(v3);
geom.faces.push( new THREE.Face3( 0, 1, 2 ) );
geom.computeFaceNormals();
meshFrame = new THREE.Mesh( geom, new THREE.MeshNormalMaterial() );
meshFrame.position.z = 20;
meshFrame.rotation.y = 0;
meshFrame.verticesNeedUpdate = true;
scene.add(meshFrame);
What do do you think problem could be? Rays are passing by in the triangle, but still intersectObjects return empty. Here, my raycasting code:
var ever = bver.clone();
ever.setComponent(2,ever.z+150);
var geometryF = new THREE.Geometry();
geometryF.vertices.push(
bver,
ever
);
var bray = new THREE.Ray(bver, new THREE.Vector3(0 ,0, 0));
bray.lookAt(ever);
var raycaster = new THREE.Raycaster();
raycaster.set( bray.origin, bray.direction);
var intersects = raycaster.intersectObjects( [meshFrame] );
var x = [scene.getObjectByName( "meshFrame" )];
print(meshFrame.geometry.vertices);
console.log(intersects);
var lineF = new THREE.Line( geometryF, materialF );
scene.add( lineF );
Thank you very much for your help.
meshFrame.geometry.verticesNeedUpdate = true
, or evengeom.verticesNeedUpdate = true
. Preferably once right after you're finished pushing new vertices/modifying them. - Console-buche