Raycaster
Tip
This course was updated in 2024. For the newer content, please visit Raycaster
Video Lecture
Your browser does not support the video tag.
Description
Raycasting allows you to create a vector from a 3D point in the scene, and detect which object(s) the vector intersects.
The raycasting class is almost always used for mouse picking objects in the 3D scene.
We can set up the raycaster position and direction using the set or setFromCamera methods and then call its intersectObject or intersectObjects methods to tell us many things about the scene objects that were intersected by the ray, including,
the distance of the intersection from the Raycaster position,
the position of the intersection in the 3D scene,
the face of the object that was intersected,
the direction of the faces normal,
the UV coordinate of the intersection on the face
and a reference to the intersected object itself.
Resources
We can use Blender to quickly create the model used in this lesson. If you don't want to use Blender to create the model, then you can direct download it and save into ./dist/client/models
Start Scripts
./dist/client/index.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18 <!DOCTYPE html>
< html lang = "en" >
< head >
< meta charset = "utf-8" />
< meta name = "viewport" content = "width=device-width, initial-scale=1" />
< title > Three.js TypeScript Tutorials by Sean Bradley : https://sbcode.net/threejs</ title >
< style >
body {
overflow : hidden ;
margin : 0 px ;
}
</ style >
</ head >
< body >
< script type = "module" src = "bundle.js" ></ script >
</ body >
</ html >
./src/client/client.ts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167 import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import Stats from 'three/examples/jsm/libs/stats.module'
const scene = new THREE . Scene ()
scene . add ( new THREE . AxesHelper ( 5 ))
const camera = new THREE . PerspectiveCamera ( 75 , window . innerWidth / window . innerHeight , 0.1 , 1000 )
camera . position . z = 2
const renderer = new THREE . WebGLRenderer ()
//renderer.physicallyCorrectLights = true //deprecated
renderer . useLegacyLights = false //use this instead of setting physicallyCorrectLights=true property
renderer . shadowMap . enabled = true
renderer . setSize ( window . innerWidth , window . innerHeight )
document . body . appendChild ( renderer . domElement )
const controls = new OrbitControls ( camera , renderer . domElement )
controls . enableDamping = true
// const material = new THREE.LineBasicMaterial({ color: 0xff0000 })
// const points = new Array()
// points.push( new THREE.Vector3( 0, 0, 0 ) )
// points.push( new THREE.Vector3( 0, 0, .25 ) )
// const geometry = new THREE.BufferGeometry().setFromPoints( points )
// const line = new THREE.Line( geometry, material )
// scene.add( line )
// const arrowHelper = new THREE.ArrowHelper(
// new THREE.Vector3(),
// new THREE.Vector3(),
// .25,
// 0xffff00)
// scene.add(arrowHelper)
// const material = new THREE.MeshNormalMaterial()
// const boxGeometry = new THREE.BoxGeometry(.2, .2, .2)
// const coneGeometry = new THREE.ConeGeometry(.05, .2, 8)
// const raycaster = new THREE.Raycaster()
// const sceneMeshes: THREE.Object3D[] = []
const loader = new GLTFLoader ()
loader . load (
'models/monkey_textured.glb' ,
function ( gltf ) {
gltf . scene . traverse ( function ( child ) {
if (( child as THREE . Mesh ). isMesh ) {
const m = child as THREE . Mesh
m . receiveShadow = true
m . castShadow = true
// ;(m.material as THREE.MeshStandardMaterial).flatShading = true
// sceneMeshes.push(m)
}
if (( child as THREE . Light ). isLight ) {
const l = child as THREE . SpotLight
l . castShadow = true
l . shadow . bias = - 0.003
l . shadow . mapSize . width = 2048
l . shadow . mapSize . height = 2048
}
})
scene . add ( gltf . scene )
//sceneMeshes.push(gltf.scene)
},
( xhr ) => {
console . log (( xhr . loaded / xhr . total ) * 100 + '% loaded' )
},
( error ) => {
console . log ( error )
}
)
window . addEventListener ( 'resize' , onWindowResize , false )
function onWindowResize () {
camera . aspect = window . innerWidth / window . innerHeight
camera . updateProjectionMatrix ()
renderer . setSize ( window . innerWidth , window . innerHeight )
render ()
}
// renderer.domElement.addEventListener('dblclick', onDoubleClick, false)
// renderer.domElement.addEventListener('mousemove', onMouseMove, false)
// function onMouseMove(event: MouseEvent) {
// const mouse = {
// x: (event.clientX / renderer.domElement.clientWidth) * 2 - 1,
// y: -(event.clientY / renderer.domElement.clientHeight) * 2 + 1
// } as THREE.Vector2
// // console.log(mouse)
// // raycaster.setFromCamera(mouse, camera);
// // const intersects = raycaster.intersectObjects(sceneMeshes, false)
// // if (intersects.length > 0) {
// // // console.log(sceneMeshes.length + " " + intersects.length)
// // // console.log(intersects[0])
// // // console.log(intersects[0].object.userData.name + " " + intersects[0].distance + " ")
// // // console.log((intersects[0].face as THREE.Face).normal)
// // // line.position.set(0, 0, 0)
// // // line.lookAt((intersects[0].face as THREE.Face).normal)
// // // line.position.copy(intersects[0].point)
// // // const n = new THREE.Vector3();
// // // n.copy((intersects[0].face as THREE.Face).normal);
// // // n.transformDirection(intersects[0].object.matrixWorld);
// // // arrowHelper.setDirection(n);
// // // arrowHelper.position.copy(intersects[0].point);
// // }
// }
// function onDoubleClick(event: MouseEvent) {
// const mouse = {
// x: (event.clientX / renderer.domElement.clientWidth) * 2 - 1,
// y: -(event.clientY / renderer.domElement.clientHeight) * 2 + 1
// } as THREE.Vector2
// raycaster.setFromCamera(mouse, camera)
// const intersects = raycaster.intersectObjects(sceneMeshes, false)
// if (intersects.length > 0) {
// const n = new THREE.Vector3()
// n.copy((intersects[0].face as THREE.Face).normal)
// n.transformDirection(intersects[0].object.matrixWorld)
// const cube = new THREE.Mesh(boxGeometry, material)
// // const cube = new THREE.Mesh(coneGeometry, material)
// cube.lookAt(n)
// // cube.rotateX(Math.PI / 2)
// cube.position.copy(intersects[0].point)
// // cube.position.addScaledVector(n, .1)
// scene.add(cube)
// // sceneMeshes.push(cube)
// }
// }
const stats = new Stats ()
document . body . appendChild ( stats . dom )
function animate () {
requestAnimationFrame ( animate )
controls . update ()
// if (sceneMeshes.length > 1) {
// sceneMeshes[0].rotation.x += .002
// }
render ()
stats . update ()
}
function render () {
renderer . render ( scene , camera )
}
animate ()
Final Script
./src/client/client.ts
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157 import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
import Stats from 'three/examples/jsm/libs/stats.module'
const scene = new THREE . Scene ()
scene . add ( new THREE . AxesHelper ( 5 ))
const camera = new THREE . PerspectiveCamera ( 75 , window . innerWidth / window . innerHeight , 0.1 , 1000 )
camera . position . z = 2
const renderer = new THREE . WebGLRenderer ()
//renderer.physicallyCorrectLights = true //deprecated
renderer . useLegacyLights = false //use this instead of setting physicallyCorrectLights=true property
renderer . shadowMap . enabled = true
renderer . setSize ( window . innerWidth , window . innerHeight )
document . body . appendChild ( renderer . domElement )
const controls = new OrbitControls ( camera , renderer . domElement )
controls . enableDamping = true
// const material = new THREE.LineBasicMaterial({ color: 0xff0000 })
// const points = new Array()
// points.push( new THREE.Vector3( 0, 0, 0 ) )
// points.push( new THREE.Vector3( 0, 0, .25 ) )
// const geometry = new THREE.BufferGeometry().setFromPoints( points )
// const line = new THREE.Line( geometry, material )
// scene.add( line )
const arrowHelper = new THREE . ArrowHelper ( new THREE . Vector3 (), new THREE . Vector3 (), 0.25 , 0xffff00 )
scene . add ( arrowHelper )
const material = new THREE . MeshNormalMaterial ()
const boxGeometry = new THREE . BoxGeometry ( 0.2 , 0.2 , 0.2 )
const coneGeometry = new THREE . ConeGeometry ( 0.05 , 0.2 , 8 )
const raycaster = new THREE . Raycaster ()
const sceneMeshes : THREE.Object3D [] = []
const loader = new GLTFLoader ()
loader . load (
'models/monkey_textured.glb' ,
function ( gltf ) {
gltf . scene . traverse ( function ( child ) {
if (( child as THREE . Mesh ). isMesh ) {
const m = child as THREE . Mesh
m . receiveShadow = true
m . castShadow = true
;( m . material as THREE . MeshStandardMaterial ). flatShading = true
sceneMeshes . push ( m )
}
if (( child as THREE . Light ). isLight ) {
const l = child as THREE . SpotLight
l . castShadow = true
l . shadow . bias = - 0.003
l . shadow . mapSize . width = 2048
l . shadow . mapSize . height = 2048
}
})
scene . add ( gltf . scene )
// sceneMeshes.push(gltf.scene)
},
( xhr ) => {
console . log (( xhr . loaded / xhr . total ) * 100 + '% loaded' )
},
( error ) => {
console . log ( error )
}
)
window . addEventListener ( 'resize' , onWindowResize , false )
function onWindowResize () {
camera . aspect = window . innerWidth / window . innerHeight
camera . updateProjectionMatrix ()
renderer . setSize ( window . innerWidth , window . innerHeight )
render ()
}
renderer . domElement . addEventListener ( 'dblclick' , onDoubleClick , false )
renderer . domElement . addEventListener ( 'mousemove' , onMouseMove , false )
const mouse = new THREE . Vector2 ()
function onMouseMove ( event : MouseEvent ) {
mouse . set (( event . clientX / renderer . domElement . clientWidth ) * 2 - 1 , - ( event . clientY / renderer . domElement . clientHeight ) * 2 + 1 )
// console.log(mouse)
raycaster . setFromCamera ( mouse , camera )
const intersects = raycaster . intersectObjects ( sceneMeshes , false )
if ( intersects . length > 0 ) {
// console.log(sceneMeshes.length + " " + intersects.length)
// console.log(intersects[0])
// console.log(intersects[0].object.userData.name + " " + intersects[0].distance + " ")
// console.log((intersects[0].face as THREE.Face).normal)
// line.position.set(0, 0, 0)
// line.lookAt((intersects[0].face as THREE.Face).normal)
// line.position.copy(intersects[0].point)
const n = new THREE . Vector3 ()
n . copy (( intersects [ 0 ]. face as THREE . Face ). normal )
n . transformDirection ( intersects [ 0 ]. object . matrixWorld )
arrowHelper . setDirection ( n )
arrowHelper . position . copy ( intersects [ 0 ]. point )
}
}
function onDoubleClick ( event : MouseEvent ) {
mouse . set (( event . clientX / renderer . domElement . clientWidth ) * 2 - 1 , - ( event . clientY / renderer . domElement . clientHeight ) * 2 + 1 )
raycaster . setFromCamera ( mouse , camera )
const intersects = raycaster . intersectObjects ( sceneMeshes , false )
if ( intersects . length > 0 ) {
const n = new THREE . Vector3 ()
n . copy (( intersects [ 0 ]. face as THREE . Face ). normal )
n . transformDirection ( intersects [ 0 ]. object . matrixWorld )
// const cube = new THREE.Mesh(boxGeometry, material)
const cube = new THREE . Mesh ( coneGeometry , material )
cube . lookAt ( n )
cube . rotateX ( Math . PI / 2 )
cube . position . copy ( intersects [ 0 ]. point )
cube . position . addScaledVector ( n , 0.1 )
scene . add ( cube )
sceneMeshes . push ( cube )
}
}
const stats = new Stats ()
document . body . appendChild ( stats . dom )
function animate () {
requestAnimationFrame ( animate )
controls . update ()
// if (sceneMeshes.length > 1) {
// sceneMeshes[0].rotation.x += .002
// }
render ()
stats . update ()
}
function render () {
renderer . render ( scene , camera )
}
animate ()
Useful Links
Raycaster (Official Documentation)