animation gltf 3d object in three.js - three.js

I have a working GLTF object and trying to apply animation without AnimationMixer, but in the end I have an error:Identifier 'cube' has already been declared. Moreover, if I work with an Mesh object, everything is fine. what's happening? Thanks.
let cubes, cube;
let loader = new THREE.GLTFLoader();
loader.load(
'model/cubes.glb',
function ( gltf ) {
cubes = gltf.scene;
});
cube = new three.Mesh(cubes);
scene.add(cube);
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
var lastFrameTime = new Date().getTime() / 1000;
var totalGameTime = 0;
function update(dt, t) {
setTimeout(function() {
var currTime = new Date().getTime() / 1000;
var dt = currTime - (lastFrameTime || currTime);
totalGameTime += dt;
update(dt, totalGameTime);
lastFrameTime = currTime;
}, 0);
}
function render() {
renderer.render(scene, camera);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
requestAnimFrame(render);
}
render();
update(0, totalGameTime);

Related

How can i add multiple textures to my THREE.JS object?

i try to add seven images (textures) to my object, but it doesn't work
let loaderCar = new THREE.GLTFLoader();
var textureLoader = new THREE.TextureLoader();
var car;
loaderCar.load('/Cars/E30/scene.gltf', function (gltf) {
car = gltf.scene;
car.traverse(function (node) {
if (node.isMesh)
for (i = 1; i < 8; i++) {
node.material = new THREE.MeshPhongMaterial({ map: textureLoader.load('/Cars/E30/textures1/' + i + '.png') })
}
});
scene.add(gltf.scene);
});
scene.background = new THREE.Color(0xffffff);
camera.position.set(0, 0, 10);
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
My object is still black..
It should be like this
Thanks!

MTLLoader breaks other 3js code and isn't loading texture right

I am having trouble getting the MTLLoader to work correctly. I have already been able to use the OBJLoader by itself to load the 3d object and I have a camera that works properly too in my scene. When I try and use the MTLLoader with the OBJLoader the object loads but it breaks my other three.js code. I get these errors:
three.js:24415 Uncaught TypeError: Cannot set property 'value' of undefined
at initMaterial (three.js:24415)
at setProgram (three.js:24493)
at WebGLRenderer.renderBufferDirect (three.js:23552)
at renderObject (three.js:24269)
at renderObjects (three.js:24239)
at WebGLRenderer.render (three.js:24037)
at render (demo2.html:480)
The object loads and it looks like some textures load but the textures don't look right, the camera breaks. I have been having trouble with this and could really use some guidance.
Here is my MTLLoader code by itself
var mesh = null;
var mtlLoader = new THREE.MTLLoader();
mtlLoader.load( 'dapHouseGood5.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.load( 'dapHouseGood5.obj', function ( object ) {
mesh = object;
scene.add( mesh );
} );
Here is the rest of my three.js code for reference
<script>
/* global THREE */
function main() {
const canvas = document.querySelector('#c');
const renderer = new THREE.WebGLRenderer({canvas});
const renderer2 = new THREE.WebGLRenderer({canvas});
var kitchenCameraActive = false;
document.getElementById("roomSelect").addEventListener("change", changeIt);
function changeIt(e) {
document.getElementById(e.target.value).click();
console.log(e);
}
var fov = 45;
var aspect = 2; // the canvas default
var near = 0.1;
var far = 100;
var camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(-97.570, 5.878, -5.289);
camera.rotation.set(0,0,0);
const controls = new THREE.OrbitControls(camera, canvas);
controls.target.set(0, 5, 0);
controls.update();
document.getElementById("kitchen").addEventListener("click", changeCamera);
document.getElementById("bathroom").addEventListener("click", changeCamera);
document.getElementById("deck").addEventListener("click", changeCamera);
document.getElementById("livingRoom").addEventListener("click", changeCamera);
document.getElementById("bedRoom").addEventListener("click", changeCamera);
document.getElementById("walkway").addEventListener("click", changeCamera);
document.getElementById("sideHouse").addEventListener("click", changeCamera);
document.getElementById("frontPorch").addEventListener("click", changeCamera);
document.getElementById("garageDoor").addEventListener("click", changeCamera);
document.getElementById("insideGarage").addEventListener("click", changeCamera);
function changeCamera(e) {
camera.rotation.set(e.toElement.attributes[5].nodeValue,
e.toElement.attributes[6].nodeValue, e.toElement.attributes[7].nodeValue);
camera.fov = e.toElement.attributes[4].nodeValue;
camera.position.set(e.toElement.attributes[1].nodeValue,
e.toElement.attributes[2].nodeValue, e.toElement.attributes[3].nodeValue);
camera.updateProjectionMatrix();
if (e.target.id == "walkway" || e.target.id == "frontPorch" || e.target.id ==
"garageDoor" || e.target.id == "insideGarage")
{
controls.target.set(0, 5, 0);
controls.update();
}
if(e.target.id == "kitchen"){
controls.target.set(7, 6, 7);
}
if(e.target.id == "bathroom"){
controls.target.set(-9,15,-7);
}
if(e.target.id == "deck"){
controls.target.set(31, 7, 1);
}
if(e.target.id == "livingRoom"){
controls.target.set(-12.5, 1.5, -18.5);
}
if(e.target.id == "bedRoom"){
controls.target.set(-15.7, 14, -21);
}
if(e.target.id == "insideGarage"){
controls.target.set(24.405, 6.733, -6.425);
}
controls.update();
console.log(e);
}
const scene = new THREE.Scene();
scene.background = new THREE.Color('black');
{
const planeSize = 40;
}
{
const skyColor = 0xB1E1FF; // light blue
const groundColor = 0xB97A20; // brownish orange
const intensity = 1;
const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
scene.add(light);
}
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight(color, intensity);
light.position.set(5, 10, 2);
scene.add(light);
scene.add(light.target);
}
var mesh = null;
var mtlLoader = new THREE.MTLLoader();
mtlLoader.load( 'dapHouseGood5.mtl', function( materials ) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials( materials );
objLoader.load( 'dapHouseGood5.obj', function ( object ) {
mesh = object;
scene.add( mesh );
} );
} );
function resizeRendererToDisplaySize(renderer) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
renderer.setSize(width, height, false);
}
return needResize;
}
function render() {
if (resizeRendererToDisplaySize(renderer)) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
renderer.render(scene, camera);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function onPositionChange(o) {
console.log("position changed in object");
console.log(o);
console.log('camera_default: '+camera.position.x+', '+camera.position.y+',
'+camera.position.z);
console.log('camera_default: '+camera.rotation.x+', '+camera.rotation.y+',
'+camera.rotation.z);
console.log(camera.fov);
console.log('quaternion_default: '+camera.quaternion.x+', '+
camera.quaternion.y+', '+camera.quaternion.z+', '+camera.quaternion.w);
}
controls.addEventListener('change', onPositionChange);
var mouse = new THREE.Vector2();
var raycaster, mouse = { x : 0, y : 0};
init();
function init () {
//Usual setup code here.
raycaster = new THREE.Raycaster();
renderer.domElement.addEventListener( 'click', raycast, false );
}
function raycast ( e ) {
//1. sets the mouse position with a coordinate system where the center
// of the screen is the origin
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
//2. set the picking ray from the camera position and mouse coordinates
raycaster.setFromCamera( mouse, camera );
//var mouse3D = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, -(
event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
//raycaster.setFromCamera( mouse3D, camera );
//3. compute intersections
var intersects = raycaster.intersectObjects( scene.children, true );
for ( var i = 0; i < intersects.length; i++ ) {
console.log( intersects[ i ].object.name );
}
}
}
main();
</script>

Three.JS How to animate an imported 3D object in scene?

Been doing this for 10 hours or so and still can't figure out how should I be able (or indeed should I be able at all) to move imported object in scene.
Here are my code samples:
// OBJECT (.obj loader)
var onProgress = function (xhr) {
if (xhr.lengthComputable) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log(Math.round(percentComplete, 2) + '% downloaded');
}
};
var onError = function (xhr) { };
THREE.Loader.Handlers.add(/\.dds$/i, new THREE.DDSLoader());
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath('./');
mtlLoader.load('object.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('./');
objLoader.load('object.obj', function (object) {
object.scale.x = object.scale.y = object.scale.z = 20;
object.position.set(1100, 0, -600);
object.castShadow = true;
object.receiveShadow = true;
scene.add(object);
}, onProgress, onError);
});
Now the object is in the scene. I can look at it, no problem, but when I try:
function animate() {
requestAnimationFrame(animate);
object.rotation.x += 0.005;
renderer.render(scene, camera);
controls.update();
}
Nothing. Just nothing. If I have a crate created in init(), I can rotate it in animate() with crate.rotation.x += 0.005; with no problems whatsoever, but the imported object... no. Nothing happens. It says:
SCRIPT5007: Unable to get property 'rotation' of undefined or null reference
Can you help? How to animate imported .obj file in three.js?
Try this one,
var model;
var onProgress = function (xhr) {
if (xhr.lengthComputable) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log(Math.round(percentComplete, 2) + '% downloaded');
}
};
var onError = function (xhr) { };
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath('./');
mtlLoader.load('object.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('./');
objLoader.load('object.obj', function (object) {
object.scale.x = object.scale.y =
object.scale.z = 20;
object.position.set(1100, 0, -600);
object.castShadow = true;
object.receiveShadow = true;
model = object;
scene.add(model);
}, onProgress, onError); });
And then change the animate function,
function animate() {
requestAnimationFrame( animate );
model.rotation.x += 0.005;
renderer.render(scene, camera);
controls.update();
}
You were referring to object which is out of scope in the animate function. I changed it by using variable model.

TrackballControls with Collada kfAnimation Three JS

Hi guys I am working with kfAnimation animation from a Collada model. I want to include a trackball controls but when I do I exceed the size stack I dont know why my code is the following
function init() {
initRender();
// Camera
initCamera();
// Scene
initScene();
//controlls
initControls();
initGrid();
loadObjectAnimatedFrames();
window.addEventListener( 'resize', onWindowResize, false );
}
function loadObjectAnimatedFrames(){
loader = loader.load( 'sources/crack-animated.dae', function ( collada ) {
model = collada.scene;
animations = collada.animations;
kfAnimationsLength = animations.length;
//model.scale.x = model.scale.y = model.scale.z = 0.125; // 1/8 scale, modeled in cm
for ( var i = 0; i < kfAnimationsLength; ++i ) {
var animation = animations[ i ];
var kfAnimation = new THREE.KeyFrameAnimation( animation );
kfAnimation.timeScale = 1;
kfAnimations.push( kfAnimation );
}
start();
animate( lastTimestamp );
scene.add( model );
});
}
function initControls(){
controls = new THREE.TrackballControls(camera);
controls.minDistance = 100;
controls.maxDistance = 1800;
controls.addEventListener('change',render);
}
function animate( timestamp ) {
var frameTime = ( timestamp - lastTimestamp ) * 0.001;
if ( progress >= 0 && progress < 48 ) {
for ( var i = 0; i < kfAnimationsLength; ++i ) {
kfAnimations[ i ].update( frameTime );
}
} else if ( progress >= 48 ) {
for ( var i = 0; i < kfAnimationsLength; ++i ) {
kfAnimations[ i ].stop();
}
progress = 0;
start();
}
//pointLight.position.copy( camera.position );
progress += frameTime;
lastTimestamp = timestamp;
render();
}
I tried to put controls update inside animate and start function but I think it consumed a lot of resources. Also I tried to put inside render but same results.
Thanks for your help I hope some more experimented can help me.
Finally I found the solution and it was an option enableDamping and dampingFactor
function initControls(){
controls = new THREE.TrackballControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // add this only if there is no animation loop (requestAnimationFrame)
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false;
}
after this I just add controls.update();
renderer.render( scene, camera );
requestAnimationFrame( animate );

two collada object colliding

I am trying to use Ray intersect to find out if 2 collada object collide.
But so far no success :(
my code http://jsfiddle.net/XqQzF/
object.updateMatrix();
// ray
var f_vector = new THREE.Vector3( 0, 0, -1 );
var b_vector = new THREE.Vector3( 0, 0, 1 );
var l_vector = new THREE.Vector3( -1, 0, 0 );
var r_vector = new THREE.Vector3( 1, 0, 0 );
everytime i use something its removed from the newest three.js revision.
Can you help me on the way ?
I recently update my three.js examples collection to be compatible with the latest version (v56 at time of writing), and this includes an example of collision detection. Check out http://stemkoski.github.com/Three.js/Collision-Detection.html (see http://stemkoski.github.com/Three.js/#collision-detection for instructions).
The main difference in your case will be choosing a central point of your model as an origin point for the rays, and choosing a set of vertices of your model to use as endpoints for the rays, as rays are what is used for collision detection.
Hope this helps!
#Lee Stemkoski answer is ok, when we doesn't use collada data.
First what I know is that we need min. 2 Mesh objects. So I took all Mesh objects from collada object. I wrote two scripts - first tried colliding 2 collada objects. Second tried to collide collada object with wall(simple Mesh). In both cases script it doesn't recognize colliding 😕. So how i should write it?
At last I tried to detect mouse on collada object. It's not about this topic but it's similar problem so I write it here.
Dae file was generated by SketchUp.
Code for two collada objects:
var container;
var meshs = [];
var camera, scene, renderer, raycaster;
var controls;
var mouse = new THREE.Vector2();
var dae, dae2;
var collidableMeshList = [];
var clock = new THREE.Clock();
var keyboard = new THREEx.KeyboardState();
$(document).ready(function() {
init();
animate();
});
function init() {
container = document.createElement('div');
$('.container').append(container);
camera = new THREE.PerspectiveCamera(45, 500 / 500, 1, 1000);
group = new THREE.Group();
scene = new THREE.Scene();
scene.add(camera);
camera.position.set(10 * 10, 12 * 10, 16 * 10);
camera.lookAt(scene.position);
// Lights
group.add(new THREE.AmbientLight(0x777777));
var light = new THREE.DirectionalLight(0xdfebff, 1.25);
light.position.set(300, 400, 50);
light.position.multiplyScalar(1.3);
light.castShadow = true;
group.add(light);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xcccccc, 1);
renderer.setSize(500, 500);
container.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
}
var wallGeometry = new THREE.CubeGeometry(10, 10, 20, 1, 1, 1);
var wallMaterial = new THREE.MeshBasicMaterial({
color: 0x8888ff
});
var wireMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true
});
loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae2);
function loadDae2(collada) {
dae2 = collada.scene;
dae2.scale.x = 0.5;
dae2.scale.y = 0.3;
dae2.scale.z = 0.3;
dae2.updateMatrix();
dae2.position.set(-40, 0, 0);
dae2.traverse(function(child) {
if (child instanceof THREE.Mesh) {
collidableMeshList.push(child);
}
});
group.add(dae2);
}
group.translateX(-20);
scene.add(group);
raycaster = new THREE.Raycaster();
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = 500 / 500;
camera.updateProjectionMatrix();
renderer.setSize(500, 500);
}
function update() {
var delta = clock.getDelta();
var moveDistance = 200 * delta;
var rotateAngle = Math.PI / 2 * delta;
if (keyboard.pressed("A"))
dae.rotation.y += rotateAngle;
if (keyboard.pressed("D"))
dae.rotation.y -= rotateAngle;
if (keyboard.pressed("left"))
dae.translateX(-moveDistance);
if (keyboard.pressed("right"))
dae.translateX(moveDistance);
if (keyboard.pressed("up"))
dae.translateZ(-moveDistance);
if (keyboard.pressed("down"))
dae.translateZ(moveDistance);
meshs = [];
if (typeof dae !== 'undefined') {
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
$.each(meshs, function(number_mesh, mesh) {
var originPoint = mesh.position.clone();
for (var vertexIndex = 0; vertexIndex < mesh.geometry.vertices.length; vertexIndex++) {
var localVertex = mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4(mesh.matrix);
var directionVector = globalVertex.sub(mesh.position);
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
var collisionResults = ray.intersectObjects(collidableMeshList);
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
console.log(" Hit ");
}
}
});
}
controls.update();
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function render() {
renderer.render(scene, camera);
}
Code for collada + wall(Mesh):
var container;
var meshs = [];
var camera, scene, renderer, raycaster;
var controls;
var mouse = new THREE.Vector2();
var dae;
var collidableMeshList = [];
var clock = new THREE.Clock();
var keyboard = new THREEx.KeyboardState();
$(document).ready(function() {
init();
animate();
});
function init() {
container = document.createElement('div');
$('.container').append(container);
camera = new THREE.PerspectiveCamera(45, 500 / 500, 1, 1000);
group = new THREE.Group();
scene = new THREE.Scene();
scene.add(camera);
camera.position.set(10 * 10, 12 * 10, 16 * 10);
camera.lookAt(scene.position);
// Lights
group.add(new THREE.AmbientLight(0x777777));
var light = new THREE.DirectionalLight(0xdfebff, 1.25);
light.position.set(300, 400, 50);
light.position.multiplyScalar(1.3);
light.castShadow = true;
group.add(light);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor(0xcccccc, 1);
renderer.setSize(500, 500);
container.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
}
var wallGeometry = new THREE.CubeGeometry(10, 10, 20, 1, 1, 1);
var wallMaterial = new THREE.MeshBasicMaterial({
color: 0x8888ff
});
var wireMaterial = new THREE.MeshBasicMaterial({
color: 0x000000,
wireframe: true
});
var wall = new THREE.Mesh(wallGeometry, wallMaterial);
wall.position.set(-40, 5, -10);
group.add(wall);
collidableMeshList.push(wall);
var wall = new THREE.Mesh(wallGeometry, wireMaterial);
wall.position.set(-40, 5, -10);
group.add(wall);
group.translateX(-20);
scene.add(group);
raycaster = new THREE.Raycaster();
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = 500 / 500;
camera.updateProjectionMatrix();
renderer.setSize(500, 500);
}
function update() {
var delta = clock.getDelta();
var moveDistance = 200 * delta;
var rotateAngle = Math.PI / 2 * delta;
if (keyboard.pressed("A"))
dae.rotation.y += rotateAngle;
if (keyboard.pressed("D"))
dae.rotation.y -= rotateAngle;
if (keyboard.pressed("left"))
dae.translateX(-moveDistance);
if (keyboard.pressed("right"))
dae.translateX(moveDistance);
if (keyboard.pressed("up"))
dae.translateZ(-moveDistance);
if (keyboard.pressed("down"))
dae.translateZ(moveDistance);
meshs = [];
if (typeof dae !== 'undefined') {
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
$.each(meshs, function(number_mesh, mesh) {
var originPoint = mesh.position.clone();
for (var vertexIndex = 0; vertexIndex < mesh.geometry.vertices.length; vertexIndex++) {
var localVertex = mesh.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4(mesh.matrix);
var directionVector = globalVertex.sub(mesh.position);
var ray = new THREE.Raycaster(originPoint, directionVector.clone().normalize());
var collisionResults = ray.intersectObjects(collidableMeshList);
if (collisionResults.length > 0 && collisionResults[0].distance < directionVector.length()) {
console.log(" Hit ");
}
}
});
}
controls.update();
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function render() {
renderer.render(scene, camera);
}
Detect mouse on collada object. Short code version:
var meshs = [],
raycaster,
mouse = new THREE.Vector2();
...
function init() {
...
function loadDae(collada) {
dae = collada.scene;
dae.scale.x = 0.5;
dae.scale.y = 0.3;
dae.scale.z = 0.3;
dae.updateMatrix();
group.add(dae);
dae.traverse(function(child) {
if (child instanceof THREE.Mesh) {
meshs.push(child);
}
});
}
var loader = new THREE.ColladaLoader();
loader.options.convertUpAxis = true;
loader.load('./sample.dae', loadDae);
raycaster = new THREE.Raycaster();
window.addEventListener('mousemove', onDocumentMouseMove, false);
...
}
...
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function render() {
raycaster.setFromCamera(mouse, camera);
if (group.children.length === 5) {
var intersects = raycaster.intersectObjects(meshs);
if (intersects.length > 0) {
console.log(" Hit ");
}
}
renderer.render(scene, camera);
}
...
General - yes, it works, but throw errors with some $meshs 😕.
TypeError: undefined is not an object (evaluating 'O')
three.min.js:8304
cthree.min.js:3544
intersectObjectsthree.min.js:3609:144
Why and how to recognize which mesh is correct for intersectObjects and which not?

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