# Get center of object

I encountered problem, – when clicking on some object in scene, camera must center on this object. For this i need center coordinates of object (y axis). How i can compute this? Tried to sum all vertices of this object and divide it on vertices count, but this, of course, wrong decision.

## 3 thoughts on “Get center of object”

1. Anonymous says:

You can get center of geometry bounding box:

```geometry.computeBoundingBox();

var centerX = 0.5 * ( geometry.boundingBox.x[ 1 ] - geometry.boundingBox.x[ 0 ] );
var centerY = 0.5 * ( geometry.boundingBox.y[ 1 ] - geometry.boundingBox.y[ 0 ] );
var centerZ = 0.5 * ( geometry.boundingBox.z[ 1 ] - geometry.boundingBox.z[ 0 ] );```

Then you could set your camera’s target to object position plus center:

```camera.target.position.copy( object.position );
camera.target.position.addSelf( new THREE.Vector3( centerX, centerY, centerZ ) );```
2. Anonymous says:
```var x0 = boundingBox.x[ 0 ];
var x1 = boundingBox.x[ 1 ];
var y0 = boundingBox.y[ 0 ];
var y1 = boundingBox.y[ 1 ];
var z0 = boundingBox.z[ 0 ];
var z1 = boundingBox.z[ 1 ];```

is now:

```var x0 = boundingBox.min.x;
var x1 = boundingBox.max.x;
var y0 = boundingBox.min.y;
var y1 = boundingBox.max.y;
var z0 = boundingBox.min.z;
var z1 = boundingBox.max.z;```

(as of r47)

3. Anonymous says:

Conceptually, it’s adding two vectors and taking the half of the result. I’m not sure if it’s faster, but it’s more… concpetual:

``````        c.addVectors(
object.children[0].geometry.boundingBox.min,
object.children[0].geometry.boundingBox.max
);

c.divideScalar(2);
``````