I'm using the OBJLoader to load a large 3D model (described in a .obj file) but it loads the whole file as a single Object3D object. Using scene.add(object) it adds the whole object to the scene.
I need to pick the selected mesh and change some of its properties, but when I add mouse function and use Ray.intersectObjects try to get the selected mesh it never works. I can not find where I made mistakes.
Would love some help with trying to get this working. Thanks!
It confused me for couples of days. The following is all my codeļ¼
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<div id="info">
three.js - OBJLoader test
</div>
<script src="../build/Three.js"></script>
<script src="js/loaders/OBJLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var _mouse = { x: 0, y: 0 },
objects = [],
_projector = new THREE.Projector();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 100;
scene.add( camera );
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
var texture = THREE.ImageUtils.loadTexture( 'textures/ash_uvgrid01.jpg' );
var loader = new THREE.OBJLoader();
loader.load( "obj/male02/male02.obj", function ( object ) {
for ( var i = 0, l = object.children.length; i < l; i ++ ) {
object.children[ i ].material.map = texture;
}
object.position.y = - 80;
object.position.z = - 160;
scene.add( object );
objects.push( object );
} );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
// find intersections
_mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
_mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
var vector = new THREE.Vector3( _mouse.x, _mouse.y, 1 );
var ray = _projector.pickingRay( vector, camera );
var intersects = ray.intersectObjects( scene.children );
if ( intersects.length > 0 ) {
alert("selected!");
_SELECTED_DOWN = true;
}
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
ray.intersectObjects() is not recursive. You need to pass a list of the objects you want to test.
Related
I am trying to display my ply modifying three.js webgl_loader_ply example, but it is not showing anything. I can see the object when I open the ply with MeshLab. I have tried to zoom out, change the camera angle, disable the shadowedlight to no avail. Any more tips?
Below is the edited webgl_loader_ply.html
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - PLY</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a { color: skyblue }
.button { background:#999; color:#eee; padding:0.2em 0.5em; cursor:pointer }
.highlight { background:orange; color:#fff; }
span {
display: inline-block;
width: 60px;
float: left;
text-align: center;
}
</style>
</head>
<body>
<div id="info">
three.js -
PLY loader test by Wei Meng. Image from John Burkardt
</div>
<script src="../build/three.js"></script>
<script src="js/loaders/PLYLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats;
var camera, cameraTarget, scene, renderer;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 15 );
camera.position.set( 3, 0.15, 3 );
cameraTarget = new THREE.Vector3( 0, -0.1, 0 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x72645b );
scene.fog = new THREE.Fog( 0x72645b, 2, 15 );
// Ground
var plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry( 40, 40 ),
new THREE.MeshPhongMaterial( { color: 0x999999, specular: 0x101010 } )
);
plane.rotation.x = -Math.PI/2;
plane.position.y = -0.5;
scene.add( plane );
plane.receiveShadow = true;
// PLY file
var loader = new THREE.PLYLoader();
loader.load( './models/ply/binary/foot.ply', function ( geometry ) {
geometry.computeVertexNormals();
var material = new THREE.MeshStandardMaterial( { color: 0x0055ff, flatShading: true } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = - 0.2;
mesh.position.z = 0.3;
mesh.rotation.x = - Math.PI / 2;
mesh.scale.multiplyScalar( 0.001 );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
} );
// Lights
scene.add( new THREE.HemisphereLight( 0x443333, 0x111122 ) );
addShadowedLight( 1, 1, 1, 0xffffff, 1.35 );
addShadowedLight( 0.5, 1, -1, 0xffaa00, 1 );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
renderer.shadowMap.renderReverseSided = false;
container.appendChild( renderer.domElement );
// stats
stats = new Stats();
container.appendChild( stats.dom );
// resize
window.addEventListener( 'resize', onWindowResize, false );
}
function addShadowedLight( x, y, z, color, intensity ) {
var directionalLight = new THREE.DirectionalLight( color, intensity );
directionalLight.position.set( x, y, z );
scene.add( directionalLight );
directionalLight.castShadow = true;
var d = 1;
directionalLight.shadow.camera.left = -d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = -d;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 4;
directionalLight.shadow.mapSize.width = 1024;
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.bias = -0.005;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
var timer = Date.now() * 0.0005;
camera.position.x = Math.sin( timer ) * 2.5;
camera.position.z = Math.cos( timer ) * 2.5;
camera.lookAt( cameraTarget );
renderer.render( scene, camera );
}
</script>
</body>
</html>
You will see it if you comment out the lines
mesh.rotation.x = - Math.PI / 2;
mesh.scale.multiplyScalar( 0.001 );
I have a simple THREE.js and I want to click on the round object, but when I click anywhere in the browser nothing happens. I followed this suggestion without success. The complete, full code is here:
<!DOCTYPE html>
<html lang="en">
<head>
<title>Test</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
color: #808080;
font-family:Monospace;
font-size:13px;
text-align:center;
background-color: #ffffff;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a {
color: #0080ff;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="js/build/three.min.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
var group1;
var mouseX = 0, mouseY = 0;
var map_width = 512;
var map_height = 512;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function createMesh(filename) {
var geometry = new THREE.SphereGeometry( 70, 40, 40 );
geometry.addEventListener('onclick', onDocumentMouseDown);
var loader = new THREE.TextureLoader();
var texture = loader.load(filename);
var material = new THREE.MeshBasicMaterial( { map: texture, overdraw: 0.5 } );
var mesh = new THREE.Mesh( geometry, material );
return mesh;
}
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 500;
scene = new THREE.Scene();
group1 = new THREE.Group();
var mesh = createMesh("textures/canvas1.png");
group1.add( mesh );
scene.add( group1 );
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setClearColor( 0xffffff, 0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'onclick', onDocumentMouseDown, false);
}
function onDocumentMouseDown( event) {
//event.preventDefault();
console.log("test");
window.alert("clicked");
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
</html>
To reproduce this example you just need some random image and the THREE.js library. I do neither see any error in the console (related to this problem), nor any other console output during clicking on the browser...
I tried to add a method to one of the THREE.js objects as described in the documentation (geometry.addEventListener), but this also does not do anything.
document.addEventListener( 'click', onDocumentMouseDown, false);
I am trying to import my models from c4d into three.js.
I know there is a OBJLoader which works fine for me. If I want to use my exported wavefront (.obj) and convert it with convert_obj_three.py it doesn't return any errors and the json-file looks fine.
But if I want to load the generated .js-file in my three.js-script, it returns:
Uncaught SyntaxError: Unexpected token ;
This is what I've tried:
var loader2 = new THREE.JSONLoader();
loader2.load('assets/models/test.js', createScene);
function createScene(){
mesh = new THREE.Mesh();
scene.add(mesh);
}
test.js: http://www.file-upload.net/download-7296129/test.js.html
error: http://www.file-upload.net/download-7296139/screenie.png.html
here is the whole code:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: gray;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<div id="info">
three.js - OBJLoader test
</div>
<script src="assets/three.min.js"></script>
<script src="assets/OBJLoader.js"></script>
<script src="assets/TrackballControls.js"></script>
<script src="assets/Detector.js"></script>
<script src="assets/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, controls, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 900;
// controls
controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 5.0;
controls.zoomSpeed = 5;
controls.panSpeed = 2;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
// scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0xfff3dd );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
// model
var loader2 = new THREE.JSONLoader();
loader2.load('assets/models/test.js', function (geometry, materials){
mesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
scene.add(mesh);
});
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
controls.handleResize();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>
Function to load json file:
THREE.JSONLoader.prototype.load = function ( url, callback, texturePath )
loader2.load('assets/models/test.js', function(geometry, materials){
mesh = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
scene.add(mesh);
});
I haven't been able to get my blender exported mesh to animate. Not even the included buffalo one that I can clearly see animated in the example. (which I've been trying to reproduce to no avail.
Here's the code, I suspect it's a really simple missing thing, but I have no idea. I doubt it's a blender issue since I haven't even been able to animate the included meshes.
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - blender</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000000;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
a { color: red }
#stats { position: absolute; top:0; left: 0 }
#stats #fps { background: transparent !important }
#stats #fps #fpsText { color: #aaa !important }
#stats #fps #fpsGraph { display: none }
</style>
</head>
<body>
<div id="info">
025 Valgany
</div>
<script src="/js/three.min.js"></script>
<script src="/js/Detector.js"></script>
<script src="/js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var modelBB={"min":new THREE.Vector3(),"max":new THREE.Vector3() };
var crewon, animation;
var container, stats;
var camera, scene, renderer, objects;
var particleLight, pointLight;
var skin;
var clock = new THREE.Clock();
init();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10000 );
camera.position.set( 2, 4, 5 );
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0x00FF00, 0.035 );
var loader = new THREE.JSONLoader(true);
loader.load("buffalo.js", function(geometry, materials) {
geometry.computeBoundingBox();
var faceMaterial = new THREE.MeshFaceMaterial( materials );
faceMaterial.skinning = true;
THREE.AnimationHandler.add( geometry.animation );
crewon = new THREE.SkinnedMesh(geometry,faceMaterial, false);
modelBB=geometry.boundingBox;
crewon.position.set(0,0,0);
scene.add(crewon);
renderer.render(scene, camera);
animation = new THREE.Animation( crewon, geometry.animation.name );
animation.play( true, 0.5 );
});
// Lights
scene.add( new THREE.AmbientLight( 0xcccccc ) );
pointLight = new THREE.PointLight( 0xffffff, 1, 30 );
pointLight.position.set( 5, 0, 0 );
scene.add( pointLight );
// Renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
// Stats
stats = new Stats();
container.appendChild( stats.domElement );
// Events
window.addEventListener( 'resize', onWindowResize, false );
animate();
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame( animate, renderer.domElement );
var delta = clock.getDelta();
THREE.AnimationHandler.update( delta );
render();
stats.update();
}
function render() {
if ( crewon ){
crewon.rotation.y+=0.01;
}
if( typeof animation != 'undefined' && animation!=null){
animation.update(0.1);
}
if( typeof modelBB != 'undefined' && modelBB!=null){
camera.position.x = 0;
camera.position.y = (modelBB.max.y-modelBB.min.y)/2;
camera.position.z = (modelBB.max.z-modelBB.min.z)*2;
camera.lookAt( new THREE.Vector3(
0,
(modelBB.max.y-modelBB.min.y)/2,
0) );
}
renderer.render( scene, camera );
}
</script>
</body>
</html>
The problem may be here:
var faceMaterial = new THREE.MeshFaceMaterial( materials );
faceMaterial.skinning = true;
The meshFaceMaterial is just like a container of other materials - it isn't itself a real material. Try iterating over its collection of materials:
var materials = faceMaterial.materials;
for (var i = 0,length = materials.length; i < length; i++) {
var material = materials[i];
material.skinning = true;
}
My overall aim is to be able to load an .obj file which is a human body. Allow the user to select two vertices and highlight them with flags. Then find the index of the two vertices from the original .obj file and run a php script to measure the distance between the two vertices.
I have tried a number of approches but had no luck, normally around selecting the two vertices. My current approach used the obj loader which works fine however I can't find out what vertex I am clicking on using Projector and Ray. It always returns an empty array.
Here is my code so far, once the intersects array isn't empty I try to find the nearest vertex from the file, change the color of the object and change the face which was clicked on.
<!doctype html>
<html lang="en">
<head>
<title>three.js webgl - loaders - OBJ loader</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: white;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<script src="javascripts/Three.js"></script>
<script src="javascripts/OBJLoader.js"></script>
<script>
var container, stats;
var camera, scene, renderer, model;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.z = 1;
scene.add( camera );
camera.position.y = -4;
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 ).normalize();
scene.add( directionalLight );
var loader = new THREE.OBJLoader();
loader.load( "img/originalMeanModel.obj", function ( object ) {
model = object;
scene.add( model );
} );
// RENDERER
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event ){
console.log('Morphable-body-obj: Width '+ window.innerWidth ) ;
console.log('Morphable-body-obj: Height '+ window.innerHeight) ;
var vector = new THREE.Vector3 ((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight)*2+1, 0.5);
var projector = new THREE.Projector();
projector.unprojectVector(vector, camera);
var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(scene);
console.log(intersects);
if (intersects.length > 0)
{
var xhr = new XMLHttpRequest();
xhr.open('GET', '/img/originalMeanModel.obj', false);
xhr.send(null);
var text = xhr.responseText;
var origText = text;
var lines = text.split("\n");
for (i=0; i<6449; i++){
lines[i] = lines[i].split(" ");
}
var low = Math.sqrt(
(Math.pow((intersects[0].point.x - parseFloat(lines[0][1])), 2))+
(Math.pow((intersects[0].point.y - parseFloat(lines[0][2])), 2))+
(Math.pow((intersects[0].point.z - parseFloat(lines[0][3])), 2))
);
var c = 0;
for(i=1; i<6449; i++){
var temp = Math.sqrt(
(Math.pow((intersects[0].point.x - parseFloat(lines[i][1])), 2))+
(Math.pow((intersects[0].point.y - parseFloat(lines[i][2])), 2))+
(Math.pow((intersects[0].point.z - parseFloat(lines[i][3])), 2))
);
if(temp < low){
low = temp;
c=i;
}
}
console.log(
'Mouse coordinates:' + '\nx = ' + intersects[0].point.x + '\ny = ' + intersects[0].point.y + '\nz = ' + intersects[0].point.z +'\n'+
'Nearest Vertex' + '\nx= ' + lines[c][1] + '\ny= ' + lines[c][2] + '\nz =' + lines[c][3] + "\n" +
'Difference' + '\nx= ' + (intersects[0].point.x - lines[c][1]) + '\ny= ' + (intersects[0].point.y - lines[c][2]) + '\nz= ' + (intersects[0].point.z - lines[c][3])
);
intersects[0].object.materials[0].color = new THREE.Color( Math.random() * 0xffffff );
intersects[0].face.color = new THREE.Color(0xffffff);
intersects[0].object.geometry.colorsNeedUpdate = true;
intersects[0].object.geometry.dynamic = true;
}
else{
alert('error');
}
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
camera.lookAt( scene.position );
renderer.render( scene, camera );
}
</script>
</body>
The .obj file in question can be found here https://dl.dropbox.com/u/23384412/originalMeanModel.obj
If anyone can point me in the right direction it would be really appreciated.
Thanks in advance! :)
To fix this I created a mesh from the object returned by the obj loader using this code
var loader = new THREE.OBJLoader();
loader.load( "img/originalMeanModel.obj", function ( object ) {
object.children[0].geometry.computeFaceNormals();
var geometry = object.children[0].geometry;
console.log(geometry);
THREE.GeometryUtils.center(geometry);
var material = new THREE.MeshLambertMaterial({color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors });
mesh = new THREE.Mesh(geometry, material);
model = mesh;
// model = object;
scene.add( model );
} );
Then when performing the intersectObject I did it on the model not the scene
var intersects = ray.intersectObject(model);