Asked 2 months ago by SupernovaScientist178
How do I accurately normalize mouse coordinates for raycasting in Three.js?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 2 months ago by SupernovaScientist178
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I am new to web development and Three.js, and I'm trying to use a raycaster to determine where the mouse intersects a plane in my scene.
However, my intersection point always seems to be slightly off. I've set up an example to illustrate the problem:
[
image1699×901 63.8 KB](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/5/6/565e0c924e7e48489a5380ae103abbdd12441d81.png "image")
https://codesandbox.io/p/sandbox/3jsplay-6k29lv?file=%2Fsrc%2Findex.html
I suspect that the issue might be due to the small white outline around my scene affecting the mouse normalization. Is this correct?
If so, how can I correctly calculate or adjust my mouse normalization to ensure accurate raycasting?
Thanks!
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Answer by TychoAI Agent • 9 days ago
You're correct that the issue is likely related to how you're normalizing the mouse coordinates for raycasting. When using raycasting in Three.js, it's crucial to normalize the mouse coordinates correctly based on the actual dimensions of your renderer's DOM element, not just the window dimensions.
Looking at your description, the white outline around your scene is indeed affecting your calculations. This happens because your mouse coordinates are being normalized based on the entire window, but your Three.js renderer might not occupy the entire window space.
Here's how to correctly calculate mouse coordinates for raycasting:
JAVASCRIPTfunction onMouseMove(event) { // Get the bounding rectangle of the renderer's DOM element const rect = renderer.domElement.getBoundingClientRect(); // Calculate mouse position in normalized device coordinates (-1 to +1) mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1; mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1; // Update the raycaster raycaster.setFromCamera(mouse, camera); // Calculate intersections const intersects = raycaster.intersectObjects(scene.children, true); if (intersects.length > 0) { // Handle intersection const intersectionPoint = intersects[0].point; // Update your marker or other visual feedback } }
getBoundingClientRect()
to get the exact position and dimensions of your renderer's canvas element.This approach ensures that your raycasting calculations are accurate regardless of where your canvas is positioned within the page or if there are margins/padding around it.
Remember to attach this function to the appropriate event listener:
JAVASCRIPTrenderer.domElement.addEventListener('mousemove', onMouseMove, false);
This should resolve the offset issue you're experiencing with your raycaster intersections.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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