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function mousedown( event ) {
var scene = this.parent;
var projector = new THREE.Projector();
var mouse_vector = new THREE.Vector3(),
mouse = { x: 0, y: 0, z: 1 },
ray = new THREE.Raycaster( new THREE.Vector3(0,0,0), new THREE.Vector3(0,0,0) ),
intersects = [];
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
mouse_vector.set( mouse.x, mouse.y, mouse.z );
// How do I get the camera?
projector.unprojectVector( mouse_vector, camera );
var direction = mouse_vector.sub( camera.position ).normalize();
ray.set( camera.position, direction );
var object = scene.getObjectByProperty( 'uuid', this.uuid, true );
intersects = ray.intersectObject( object );
if( intersects.length ) {
alert( "hit" );
event.preventDefault();
}
}
I have temporarily fixed the problem by modifying app.js in the published page. By moving the camera variable to be global I got around it, but it is obviously a fudge. Is there any way to access the camera generated by the editor without modifying app.js?
var camera;
var APP = {
Player: function () {
....
The text was updated successfully, but these errors were encountered:
I wish to detect when an object has been clicked. I am generating a page from the three.js editor. It is a brilliant environment.
Following the advice from this post (https://mandemeskel.wordpress.com/2013/08/19/mouse-events-raycasting-with-three-js/) I ended up with the following code. I have placed a comment where I am having a problem.
I have temporarily fixed the problem by modifying app.js in the published page. By moving the camera variable to be global I got around it, but it is obviously a fudge. Is there any way to access the camera generated by the editor without modifying app.js?
....
The text was updated successfully, but these errors were encountered: