When the camera is set to orthographic rendering the cursor does not work as intended and does not hit the correct targets.
The code below is from my test implementation specifically for orthographic. This might be useful for the implementation.
private _applyTransformToDirection(): void {
this.object.transformVectorWorld(this._direction, this._direction);
this.object.getPositionWorld(this._origin);
const ndcX = (this._lastPointerPos[0] / window.innerWidth) * 2 - 1;
const ndcY = 1 - (this._lastPointerPos[1] / window.innerHeight) * 2;
const f = window.innerHeight / window.innerWidth;
const v = this._viewComponent.extent / 2;
const localPosition = vec3.fromValues(ndcX * v, ndcY * v * f, 50);
const rotationQuat = quat.create();
this.object.getRotationWorld(rotationQuat);
vec3.transformQuat(localPosition, localPosition, rotationQuat);
const playerPos = vec3.create();
this.player.getPositionWorld(playerPos);
vec3.add(localPosition, localPosition, playerPos);
vec3.set(this._origin, localPosition[0], localPosition[1] + 1, localPosition[2]);
}
When the camera is set to orthographic rendering the cursor does not work as intended and does not hit the correct targets.
The code below is from my test implementation specifically for orthographic. This might be useful for the implementation.