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Why Three.Raycaster works only in one object?


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0















Hi all I have about 300 Three.Line objects, a Three.GridHelper, and other objects (spheres, cubes, pyramids, camera, light) in my scene. What I'm trying to do, is to reference each line with a THREE.RayCaster, so that I can detect whether that Line is colliding with another object in the current scene.



This is the function I use for the moment, however the for loop only goes into 2 iterations only, which means that the other objects are not referenced with a raycaster (or at least there is no further intersection).



intersect: function()

//var thisNormal;
var raycaster = new THREE.Raycaster();
var intersects = raycaster.intersectObjects(scene_Main.children);

for(var i=0; i<intersects.length; i++)

console.log("intersects loop = " + i);
if(intersects.length > 0)
console.log("not empty");
intersects[i].object.material = ray_material_yellow;





DEMO



As you can see from the figure above, the only object that change the material to YELLOW, is the GridHelper. Please if you are familiar with this let me know what is going on. Why this only get the GridHelper object and not any other objects?
I think the way that I create the objects could be the problem. Here is a figure of code just to mention this as well.



enter image description here




UPDATE:



intersect: function()

if(!f_Ray_intersected_check)

//var thisNormal;
var counter = 0;
var intersects = [];

for(var i=0; i<f_Ray_List[0].length; i++)

console.log(f_Ray_List[i]);
for(var j=0; j<f_Ray_List[0].length; j++)

var raycaster = new THREE.Raycaster();
intersects[i] = raycaster.intersectObjects(f_Ray_List[i], true);




for(var i=0; i<intersects.length; i++)
if(intersects[i].length > 0)
counter++;
intersects.object.material = ray_material_yellow;


alert(counter);
f_Ray_intersected_check = true; //Exit entry of this function - do not enter again

,









share|improve this question



















  • 1





    Does it work if you call the method like so: raycaster.intersectObjects(scene_Main.children, true);? Notice the second parameter recursive that is now set to true. It means the raycaster also checks the entire hierarchy of objects (children) and not only the objects in the given array.

    – Mugen87
    Mar 23 at 12:23












  • Nope, still the same. And when I try to pass the list of rays raycaster.intersectObjects( f_Ray_List, true ); it gives me the following error

    – Loizos Vasileiou
    Mar 23 at 12:43












  • There is something wrong with your ray list. It seems to be an array with arrays which is no valid data structure for Raycaster.intersectObjects(). It's only allowed to pass an array of Object3Ds. Children of an object muss be present in the Object3D.children array.

    – Mugen87
    Mar 23 at 12:47












  • I updated my function, it doesn't give any error. However the if(intersects[i].length > 0)... statement is never executed.

    – Loizos Vasileiou
    Mar 23 at 13:58











  • I could not figure out how and where Raycaster.ray is set.

    – Alex Khoroshylov
    Mar 23 at 14:50


















0















Hi all I have about 300 Three.Line objects, a Three.GridHelper, and other objects (spheres, cubes, pyramids, camera, light) in my scene. What I'm trying to do, is to reference each line with a THREE.RayCaster, so that I can detect whether that Line is colliding with another object in the current scene.



This is the function I use for the moment, however the for loop only goes into 2 iterations only, which means that the other objects are not referenced with a raycaster (or at least there is no further intersection).



intersect: function()

//var thisNormal;
var raycaster = new THREE.Raycaster();
var intersects = raycaster.intersectObjects(scene_Main.children);

for(var i=0; i<intersects.length; i++)

console.log("intersects loop = " + i);
if(intersects.length > 0)
console.log("not empty");
intersects[i].object.material = ray_material_yellow;





DEMO



As you can see from the figure above, the only object that change the material to YELLOW, is the GridHelper. Please if you are familiar with this let me know what is going on. Why this only get the GridHelper object and not any other objects?
I think the way that I create the objects could be the problem. Here is a figure of code just to mention this as well.



enter image description here




UPDATE:



intersect: function()

if(!f_Ray_intersected_check)

//var thisNormal;
var counter = 0;
var intersects = [];

for(var i=0; i<f_Ray_List[0].length; i++)

console.log(f_Ray_List[i]);
for(var j=0; j<f_Ray_List[0].length; j++)

var raycaster = new THREE.Raycaster();
intersects[i] = raycaster.intersectObjects(f_Ray_List[i], true);




for(var i=0; i<intersects.length; i++)
if(intersects[i].length > 0)
counter++;
intersects.object.material = ray_material_yellow;


alert(counter);
f_Ray_intersected_check = true; //Exit entry of this function - do not enter again

,









share|improve this question



















  • 1





    Does it work if you call the method like so: raycaster.intersectObjects(scene_Main.children, true);? Notice the second parameter recursive that is now set to true. It means the raycaster also checks the entire hierarchy of objects (children) and not only the objects in the given array.

    – Mugen87
    Mar 23 at 12:23












  • Nope, still the same. And when I try to pass the list of rays raycaster.intersectObjects( f_Ray_List, true ); it gives me the following error

    – Loizos Vasileiou
    Mar 23 at 12:43












  • There is something wrong with your ray list. It seems to be an array with arrays which is no valid data structure for Raycaster.intersectObjects(). It's only allowed to pass an array of Object3Ds. Children of an object muss be present in the Object3D.children array.

    – Mugen87
    Mar 23 at 12:47












  • I updated my function, it doesn't give any error. However the if(intersects[i].length > 0)... statement is never executed.

    – Loizos Vasileiou
    Mar 23 at 13:58











  • I could not figure out how and where Raycaster.ray is set.

    – Alex Khoroshylov
    Mar 23 at 14:50














0












0








0








Hi all I have about 300 Three.Line objects, a Three.GridHelper, and other objects (spheres, cubes, pyramids, camera, light) in my scene. What I'm trying to do, is to reference each line with a THREE.RayCaster, so that I can detect whether that Line is colliding with another object in the current scene.



This is the function I use for the moment, however the for loop only goes into 2 iterations only, which means that the other objects are not referenced with a raycaster (or at least there is no further intersection).



intersect: function()

//var thisNormal;
var raycaster = new THREE.Raycaster();
var intersects = raycaster.intersectObjects(scene_Main.children);

for(var i=0; i<intersects.length; i++)

console.log("intersects loop = " + i);
if(intersects.length > 0)
console.log("not empty");
intersects[i].object.material = ray_material_yellow;





DEMO



As you can see from the figure above, the only object that change the material to YELLOW, is the GridHelper. Please if you are familiar with this let me know what is going on. Why this only get the GridHelper object and not any other objects?
I think the way that I create the objects could be the problem. Here is a figure of code just to mention this as well.



enter image description here




UPDATE:



intersect: function()

if(!f_Ray_intersected_check)

//var thisNormal;
var counter = 0;
var intersects = [];

for(var i=0; i<f_Ray_List[0].length; i++)

console.log(f_Ray_List[i]);
for(var j=0; j<f_Ray_List[0].length; j++)

var raycaster = new THREE.Raycaster();
intersects[i] = raycaster.intersectObjects(f_Ray_List[i], true);




for(var i=0; i<intersects.length; i++)
if(intersects[i].length > 0)
counter++;
intersects.object.material = ray_material_yellow;


alert(counter);
f_Ray_intersected_check = true; //Exit entry of this function - do not enter again

,









share|improve this question
















Hi all I have about 300 Three.Line objects, a Three.GridHelper, and other objects (spheres, cubes, pyramids, camera, light) in my scene. What I'm trying to do, is to reference each line with a THREE.RayCaster, so that I can detect whether that Line is colliding with another object in the current scene.



This is the function I use for the moment, however the for loop only goes into 2 iterations only, which means that the other objects are not referenced with a raycaster (or at least there is no further intersection).



intersect: function()

//var thisNormal;
var raycaster = new THREE.Raycaster();
var intersects = raycaster.intersectObjects(scene_Main.children);

for(var i=0; i<intersects.length; i++)

console.log("intersects loop = " + i);
if(intersects.length > 0)
console.log("not empty");
intersects[i].object.material = ray_material_yellow;





DEMO



As you can see from the figure above, the only object that change the material to YELLOW, is the GridHelper. Please if you are familiar with this let me know what is going on. Why this only get the GridHelper object and not any other objects?
I think the way that I create the objects could be the problem. Here is a figure of code just to mention this as well.



enter image description here




UPDATE:



intersect: function()

if(!f_Ray_intersected_check)

//var thisNormal;
var counter = 0;
var intersects = [];

for(var i=0; i<f_Ray_List[0].length; i++)

console.log(f_Ray_List[i]);
for(var j=0; j<f_Ray_List[0].length; j++)

var raycaster = new THREE.Raycaster();
intersects[i] = raycaster.intersectObjects(f_Ray_List[i], true);




for(var i=0; i<intersects.length; i++)
if(intersects[i].length > 0)
counter++;
intersects.object.material = ray_material_yellow;


alert(counter);
f_Ray_intersected_check = true; //Exit entry of this function - do not enter again

,






javascript three.js






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Mar 23 at 13:56







Loizos Vasileiou

















asked Mar 23 at 11:27









Loizos VasileiouLoizos Vasileiou

14211




14211







  • 1





    Does it work if you call the method like so: raycaster.intersectObjects(scene_Main.children, true);? Notice the second parameter recursive that is now set to true. It means the raycaster also checks the entire hierarchy of objects (children) and not only the objects in the given array.

    – Mugen87
    Mar 23 at 12:23












  • Nope, still the same. And when I try to pass the list of rays raycaster.intersectObjects( f_Ray_List, true ); it gives me the following error

    – Loizos Vasileiou
    Mar 23 at 12:43












  • There is something wrong with your ray list. It seems to be an array with arrays which is no valid data structure for Raycaster.intersectObjects(). It's only allowed to pass an array of Object3Ds. Children of an object muss be present in the Object3D.children array.

    – Mugen87
    Mar 23 at 12:47












  • I updated my function, it doesn't give any error. However the if(intersects[i].length > 0)... statement is never executed.

    – Loizos Vasileiou
    Mar 23 at 13:58











  • I could not figure out how and where Raycaster.ray is set.

    – Alex Khoroshylov
    Mar 23 at 14:50













  • 1





    Does it work if you call the method like so: raycaster.intersectObjects(scene_Main.children, true);? Notice the second parameter recursive that is now set to true. It means the raycaster also checks the entire hierarchy of objects (children) and not only the objects in the given array.

    – Mugen87
    Mar 23 at 12:23












  • Nope, still the same. And when I try to pass the list of rays raycaster.intersectObjects( f_Ray_List, true ); it gives me the following error

    – Loizos Vasileiou
    Mar 23 at 12:43












  • There is something wrong with your ray list. It seems to be an array with arrays which is no valid data structure for Raycaster.intersectObjects(). It's only allowed to pass an array of Object3Ds. Children of an object muss be present in the Object3D.children array.

    – Mugen87
    Mar 23 at 12:47












  • I updated my function, it doesn't give any error. However the if(intersects[i].length > 0)... statement is never executed.

    – Loizos Vasileiou
    Mar 23 at 13:58











  • I could not figure out how and where Raycaster.ray is set.

    – Alex Khoroshylov
    Mar 23 at 14:50








1




1





Does it work if you call the method like so: raycaster.intersectObjects(scene_Main.children, true);? Notice the second parameter recursive that is now set to true. It means the raycaster also checks the entire hierarchy of objects (children) and not only the objects in the given array.

– Mugen87
Mar 23 at 12:23






Does it work if you call the method like so: raycaster.intersectObjects(scene_Main.children, true);? Notice the second parameter recursive that is now set to true. It means the raycaster also checks the entire hierarchy of objects (children) and not only the objects in the given array.

– Mugen87
Mar 23 at 12:23














Nope, still the same. And when I try to pass the list of rays raycaster.intersectObjects( f_Ray_List, true ); it gives me the following error

– Loizos Vasileiou
Mar 23 at 12:43






Nope, still the same. And when I try to pass the list of rays raycaster.intersectObjects( f_Ray_List, true ); it gives me the following error

– Loizos Vasileiou
Mar 23 at 12:43














There is something wrong with your ray list. It seems to be an array with arrays which is no valid data structure for Raycaster.intersectObjects(). It's only allowed to pass an array of Object3Ds. Children of an object muss be present in the Object3D.children array.

– Mugen87
Mar 23 at 12:47






There is something wrong with your ray list. It seems to be an array with arrays which is no valid data structure for Raycaster.intersectObjects(). It's only allowed to pass an array of Object3Ds. Children of an object muss be present in the Object3D.children array.

– Mugen87
Mar 23 at 12:47














I updated my function, it doesn't give any error. However the if(intersects[i].length > 0)... statement is never executed.

– Loizos Vasileiou
Mar 23 at 13:58





I updated my function, it doesn't give any error. However the if(intersects[i].length > 0)... statement is never executed.

– Loizos Vasileiou
Mar 23 at 13:58













I could not figure out how and where Raycaster.ray is set.

– Alex Khoroshylov
Mar 23 at 14:50






I could not figure out how and where Raycaster.ray is set.

– Alex Khoroshylov
Mar 23 at 14:50













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