Three.jsにはRaycasterという便利なものがついており、これを使って視線衝突を判定することができる。 まず画面上でのマウスの位置をベクトルに変換する var projector = new THREE.Projector(); var mouseX = e.clientX -getElementPosition(renderer.domElement).left; var mouseY = e.clientY - getElementPosition(renderer.domElement).top; var x = (mouseX / renderer.domElement.width) * 2 - 1; var y = -(mouseY/renderer.domElement.height) * 2 + 1; var vector = new THREE.Vector3(x
![Three.jsでカーソルとの衝突判定する方法 - Qiita](https://cdn-ak-scissors.b.st-hatena.com/image/square/f3c3f86e45e214fe1807f5d4129485d4bbf0b578/height=288;version=1;width=512/https%3A%2F%2Fqiita-user-contents.imgix.net%2Fhttps%253A%252F%252Fcdn.qiita.com%252Fassets%252Fpublic%252Farticle-ogp-background-9f5428127621718a910c8b63951390ad.png%3Fixlib%3Drb-4.0.0%26w%3D1200%26mark64%3DaHR0cHM6Ly9xaWl0YS11c2VyLWNvbnRlbnRzLmltZ2l4Lm5ldC9-dGV4dD9peGxpYj1yYi00LjAuMCZ3PTkxNiZoPTMzNiZ0eHQ9VGhyZWUuanMlRTMlODElQTclRTMlODIlQUIlRTMlODMlQkMlRTMlODIlQkQlRTMlODMlQUIlRTMlODElQTglRTMlODElQUUlRTglQTElOUQlRTclQUElODElRTUlODglQTQlRTUlQUUlOUElRTMlODElOTklRTMlODIlOEIlRTYlOTYlQjklRTYlQjMlOTUmdHh0LWNvbG9yPSUyMzIxMjEyMSZ0eHQtZm9udD1IaXJhZ2lubyUyMFNhbnMlMjBXNiZ0eHQtc2l6ZT01NiZ0eHQtY2xpcD1lbGxpcHNpcyZ0eHQtYWxpZ249bGVmdCUyQ3RvcCZzPTI2MDgyNzIzMjBjMzg2OTY1NTU5ZDlhOTc3YjQyNjJm%26mark-x%3D142%26mark-y%3D112%26blend64%3DaHR0cHM6Ly9xaWl0YS11c2VyLWNvbnRlbnRzLmltZ2l4Lm5ldC9-dGV4dD9peGxpYj1yYi00LjAuMCZ3PTYxNiZ0eHQ9JTQwTGV3dWF0aGUmdHh0LWNvbG9yPSUyMzIxMjEyMSZ0eHQtZm9udD1IaXJhZ2lubyUyMFNhbnMlMjBXNiZ0eHQtc2l6ZT0zNiZ0eHQtYWxpZ249bGVmdCUyQ3RvcCZzPWY2NzI3N2YwYThmZTE1MTYyODk5OWMwNjA3YTIwOGMw%26blend-x%3D142%26blend-y%3D491%26blend-mode%3Dnormal%26s%3D3a8f666805a3144dfbd5c40dae6846fa)