Three Js - Strange Raycast Behaviour When Objects Are Moved
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
Solution 1:
I think that your model might not have proper bounding boxes/spheres generated. The circular shape could result from the rays passing the bounding sphere check of a bounding sphere that is too small.
You mention resizing/processing your geometries in some way... After you do that, try calling geometry.computeBoundingBox() and geometry.computeBoundingSphere() to rebuild boxes and spheres, and see if that helps?
edit: Apparently this problem was due to bounding boxes and spheres not being recomputed...
the fix was to:
scene.traverse( (o)=>if(o.geometry){o.geometry.computeBoundingBox();o.geometry.computeBoundingSphere();} );
Post a Comment for "Three Js - Strange Raycast Behaviour When Objects Are Moved"