- Популярные видео
- Авто
- Видео-блоги
- ДТП, аварии
- Для маленьких
- Еда, напитки
- Животные
- Закон и право
- Знаменитости
- Игры
- Искусство
- Комедии
- Красота, мода
- Кулинария, рецепты
- Люди
- Мото
- Музыка
- Мультфильмы
- Наука, технологии
- Новости
- Образование
- Политика
- Праздники
- Приколы
- Природа
- Происшествия
- Путешествия
- Развлечения
- Ржач
- Семья
- Сериалы
- Спорт
- Стиль жизни
- ТВ передачи
- Танцы
- Технологии
- Товары
- Ужасы
- Фильмы
- Шоу-бизнес
- Юмор
Resolving three.js Raycast Issues: A Guide to Asynchronous Challenges
Uncovering the mystery behind asynchronous raycasting in `three.js` and how to ensure accurate ray origin determination for your 3D applications.
---
This video is based on the question https://stackoverflow.com/q/77343629/ asked by the user 'munHunger' ( https://stackoverflow.com/u/3566441/ ) and on the answer https://stackoverflow.com/a/77344059/ provided by the user 'Mugen87' ( https://stackoverflow.com/u/5250847/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.
Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: three js raycast needing to be async
Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/licensing
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/by-sa/4.0/ ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/by-sa/4.0/ ) license.
If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
---
Understanding Asynchronous Raycasting in three.js
If you are a developer working with three.js for 3D graphics, you might encounter a peculiar problem where the raycast origin is incorrectly set to (0, 0, 0) after updating the camera’s properties. This issue arises when trying to determine intersections with geometry in 3D space. Let's break down this problem and explore a solution to ensure that the raycasting function behaves as expected.
The Problem
You have a piece of code that updates some properties on a three.js perspective camera, followed by a call to raycast into the scene. However, upon executing the raycast right after the camera property updates, it seems to yield an incorrect origin for the raycast.
Example Code Snippet
To illustrate the issue, consider the following JavaScript code:
[[See Video to Reveal this Text or Code Snippet]]
In your case, the raycaster's results differ significantly based on when it is called—immediately versus after a delay.
Investigating the Cause
The main issue lies within the synchronization between the camera's properties and the raycaster's calculations. Specifically, the line:
[[See Video to Reveal this Text or Code Snippet]]
overwrites the internal ray's origin. If the camera's world matrix hasn't been updated before this function call, the ray will be cast from the origin (0,0,0) instead of the correctly updated camera position.
The Solution
Step 1: Update the Camera's World Matrix
Before calling setFromCamera(), ensure that the camera's world matrix is updated with the following line of code:
[[See Video to Reveal this Text or Code Snippet]]
This will ensure that the raycaster uses the latest camera position for its ray calculations.
Step 2: Reuse the Raycaster Instance
Creating a new instance of Raycaster every time you call the cast() method can lead to unnecessary overhead. Instead, consider creating a single instance of the raycaster and reusing it throughout your application. For example:
[[See Video to Reveal this Text or Code Snippet]]
For your coordinates, maintain a single object to hold these values as well.
Refined Raycasting Snippet
Here’s an improved version of your raycasting code block:
[[See Video to Reveal this Text or Code Snippet]]
Conclusion
The quirks of asynchronous programming in three.js can be puzzling, especially when working with raycasting. By ensuring that the camera's world matrix is updated before raycasting and reusing a single raycaster instance, you can achieve accurate ray origin calculations and effective intersection checks. This not only solves the immediate problem but also enhances performance in your 3D applications.
Experiment with the adjustments discussed here and optimize your raycasting functionality in three.js!
Видео Resolving three.js Raycast Issues: A Guide to Asynchronous Challenges канала vlogize
---
This video is based on the question https://stackoverflow.com/q/77343629/ asked by the user 'munHunger' ( https://stackoverflow.com/u/3566441/ ) and on the answer https://stackoverflow.com/a/77344059/ provided by the user 'Mugen87' ( https://stackoverflow.com/u/5250847/ ) at 'Stack Overflow' website. Thanks to these great users and Stackexchange community for their contributions.
Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: three js raycast needing to be async
Also, Content (except music) licensed under CC BY-SA https://meta.stackexchange.com/help/licensing
The original Question post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/by-sa/4.0/ ) license, and the original Answer post is licensed under the 'CC BY-SA 4.0' ( https://creativecommons.org/licenses/by-sa/4.0/ ) license.
If anything seems off to you, please feel free to write me at vlogize [AT] gmail [DOT] com.
---
Understanding Asynchronous Raycasting in three.js
If you are a developer working with three.js for 3D graphics, you might encounter a peculiar problem where the raycast origin is incorrectly set to (0, 0, 0) after updating the camera’s properties. This issue arises when trying to determine intersections with geometry in 3D space. Let's break down this problem and explore a solution to ensure that the raycasting function behaves as expected.
The Problem
You have a piece of code that updates some properties on a three.js perspective camera, followed by a call to raycast into the scene. However, upon executing the raycast right after the camera property updates, it seems to yield an incorrect origin for the raycast.
Example Code Snippet
To illustrate the issue, consider the following JavaScript code:
[[See Video to Reveal this Text or Code Snippet]]
In your case, the raycaster's results differ significantly based on when it is called—immediately versus after a delay.
Investigating the Cause
The main issue lies within the synchronization between the camera's properties and the raycaster's calculations. Specifically, the line:
[[See Video to Reveal this Text or Code Snippet]]
overwrites the internal ray's origin. If the camera's world matrix hasn't been updated before this function call, the ray will be cast from the origin (0,0,0) instead of the correctly updated camera position.
The Solution
Step 1: Update the Camera's World Matrix
Before calling setFromCamera(), ensure that the camera's world matrix is updated with the following line of code:
[[See Video to Reveal this Text or Code Snippet]]
This will ensure that the raycaster uses the latest camera position for its ray calculations.
Step 2: Reuse the Raycaster Instance
Creating a new instance of Raycaster every time you call the cast() method can lead to unnecessary overhead. Instead, consider creating a single instance of the raycaster and reusing it throughout your application. For example:
[[See Video to Reveal this Text or Code Snippet]]
For your coordinates, maintain a single object to hold these values as well.
Refined Raycasting Snippet
Here’s an improved version of your raycasting code block:
[[See Video to Reveal this Text or Code Snippet]]
Conclusion
The quirks of asynchronous programming in three.js can be puzzling, especially when working with raycasting. By ensuring that the camera's world matrix is updated before raycasting and reusing a single raycaster instance, you can achieve accurate ray origin calculations and effective intersection checks. This not only solves the immediate problem but also enhances performance in your 3D applications.
Experiment with the adjustments discussed here and optimize your raycasting functionality in three.js!
Видео Resolving three.js Raycast Issues: A Guide to Asynchronous Challenges канала vlogize
Комментарии отсутствуют
Информация о видео
6 августа 2025 г. 12:57:15
00:02:14
Другие видео канала





















