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Skill
threejs-interaction
Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.
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sickn33-agentic-awesome-skills-skills_threejs-interaction-286166a.zip · 4 KB
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Install
skills CLI
npx skills add https://github.com/sickn33/agentic-awesome-skills/tree/main/skills/threejs-interaction
Claude Code
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install sickn33-agentic-awesome-skills@llmmart
Git
git clone https://github.com/sickn33/agentic-awesome-skills.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole sickn33/agentic-awesome-skills collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
Three.js Interaction
When to Use
- You need user interaction inside a Three.js scene.
- The task involves raycasting, object picking, pointer handling, touch input, or camera controls.
- You are building an interactive 3D experience rather than a passive render.
Quick Start
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
// Camera controls
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
// Raycasting for click detection
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
function onClick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
console.log("Clicked:", intersects[0].object);
}
}
window.addEventListener("click", onClick);
Raycaster
Basic Raycasting
const raycaster = new THREE.Raycaster();
// From camera (mouse picking)
raycaster.setFromCamera(mousePosition, camera);
// From any origin and direction
raycaster.set(origin, direction); // origin: Vector3, direction: normalized Vector3
// Get intersections
const intersects = raycaster.intersectObjects(objects, recursive);
// intersects array contains:
// {
// distance: number, // Distance from ray origin
// point: Vector3, // Intersection point in world coords
// face: Face3, // Intersected face
// faceIndex: number, // Face index
// object: Object3D, // Intersected object
// uv: Vector2, // UV coordinates at intersection
// uv1: Vector2, // Second UV channel
// normal: Vector3, // Interpolated face normal
// instanceId: number // For InstancedMesh
// }
Mouse Position Conversion
const mouse = new THREE.Vector2();
function updateMouse(event) {
// For full window
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
// For specific canvas element
function updateMouseCanvas(event, canvas) {
const rect = canvas.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
}
Touch Support
function onTouchStart(event) {
event.preventDefault();
if (event.touches.length === 1) {
const touch = event.touches[0];
mouse.x = (touch.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(touch.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(clickableObjects);
if (intersects.length > 0) {
handleSelection(intersects[0]);
}
}
}
renderer.domElement.addEventListener("touchstart", onTouchStart);
Raycaster Options
const raycaster = new THREE.Raycaster();
// Near/far clipping (default: 0, Infinity)
raycaster.near = 0;
raycaster.far = 100;
// Line/Points precision
raycaster.params.Line.threshold = 0.1;
raycaster.params.Points.threshold = 0.1;
// Layers (only intersect objects on specific layers)
raycaster.layers.set(1);
Efficient Raycasting
// Only check specific objects
const clickables = [mesh1, mesh2, mesh3];
const intersects = raycaster.intersectObjects(clickables, false);
// Use layers for filtering
mesh1.layers.set(1); // Clickable layer
raycaster.layers.set(1);
// Throttle raycast for hover effects
let lastRaycast = 0;
function onMouseMove(event) {
const now = Date.now();
if (now - lastRaycast < 50) return; // 20fps max
lastRaycast = now;
// Raycast here
}
Camera Controls
OrbitControls
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
const controls = new OrbitControls(camera, renderer.domElement);
// Damping (smooth movement)
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Rotation limits
controls.minPolarAngle = 0; // Top
controls.maxPolarAngle = Math.PI / 2; // Horizon
controls.minAzimuthAngle = -Math.PI / 4; // Left
controls.maxAzimuthAngle = Math.PI / 4; // Right
// Zoom limits
controls.minDistance = 2;
controls.maxDistance = 50;
// Enable/disable features
controls.enableRotate = true;
controls.enableZoom = true;
controls.enablePan = true;
// Auto-rotate
controls.autoRotate = true;
controls.autoRotateSpeed = 2.0;
// Target (orbit point)
controls.target.set(0, 1, 0);
// Update in animation loop
function animate() {
controls.update(); // Required for damping and auto-rotate
renderer.render(scene, camera);
}
OrbitControls Programmatic Methods (r183)
// Programmatic camera movement
controls.dolly(1.5); // Dolly in/out (zoom for perspective cameras)
controls.pan(deltaX, deltaY); // Pan the camera
controls.rotate(deltaAzimuth, deltaPolar); // Rotate around target
// Cursor style (r183)
controls.cursorStyle = { orbit: "grab", pan: "move", dolly: "zoom-in" };
FlyControls
import { FlyControls } from "three/addons/controls/FlyControls.js";
const controls = new FlyControls(camera, renderer.domElement);
controls.movementSpeed = 10;
controls.rollSpeed = Math.PI / 24;
controls.dragToLook = true;
// Update with delta
function animate() {
controls.update(clock.getDelta());
renderer.render(scene, camera);
}
FirstPersonControls
import { FirstPersonControls } from "three/addons/controls/FirstPersonControls.js";
const controls = new FirstPersonControls(camera, renderer.domElement);
controls.movementSpeed = 10;
controls.lookSpeed = 0.1;
controls.lookVertical = true;
controls.constrainVertical = true;
controls.verticalMin = Math.PI / 4;
controls.verticalMax = (Math.PI * 3) / 4;
function animate() {
controls.update(clock.getDelta());
}
PointerLockControls
import { PointerLockControls } from "three/addons/controls/PointerLockControls.js";
const controls = new PointerLockControls(camera, document.body);
// Lock pointer on click
document.addEventListener("click", () => {
controls.lock();
});
controls.addEventListener("lock", () => {
console.log("Pointer locked");
});
controls.addEventListener("unlock", () => {
console.log("Pointer unlocked");
});
// Movement
const velocity = new THREE.Vector3();
const direction = new THREE.Vector3();
const moveForward = false;
const moveBackward = false;
document.addEventListener("keydown", (event) => {
switch (event.code) {
case "KeyW":
moveForward = true;
break;
case "KeyS":
moveBackward = true;
break;
}
});
function animate() {
if (controls.isLocked) {
direction.z = Number(moveForward) - Number(moveBackward);
direction.normalize();
velocity.z -= direction.z * 0.1;
velocity.z *= 0.9; // Friction
controls.moveForward(-velocity.z);
}
}
TrackballControls
import { TrackballControls } from "three/addons/controls/TrackballControls.js";
const controls = new TrackballControls(camera, renderer.domElement);
controls.rotateSpeed = 2.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.staticMoving = true;
function animate() {
controls.update();
}
MapControls
import { MapControls } from "three/addons/controls/MapControls.js";
const controls = new MapControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.maxPolarAngle = Math.PI / 2;
TransformControls
Gizmo for moving/rotating/scaling objects.
import { TransformControls } from "three/addons/controls/TransformControls.js";
const transformControls = new TransformControls(camera, renderer.domElement);
scene.add(transformControls);
// Attach to object
transformControls.attach(selectedMesh);
// Switch modes
transformControls.setMode("translate"); // 'translate', 'rotate', 'scale'
// Change space
transformControls.setSpace("local"); // 'local', 'world'
// Size
transformControls.setSize(1);
// Events
transformControls.addEventListener("dragging-changed", (event) => {
// Disable orbit controls while dragging
orbitControls.enabled = !event.value;
});
transformControls.addEventListener("change", () => {
renderer.render(scene, camera);
});
// Keyboard shortcuts
window.addEventListener("keydown", (event) => {
switch (event.key) {
case "g":
transformControls.setMode("translate");
break;
case "r":
transformControls.setMode("rotate");
break;
case "s":
transformControls.setMode("scale");
break;
case "Escape":
transformControls.detach();
break;
}
});
DragControls
Drag objects directly.
import { DragControls } from "three/addons/controls/DragControls.js";
const draggableObjects = [mesh1, mesh2, mesh3];
const dragControls = new DragControls(
draggableObjects,
camera,
renderer.domElement,
);
dragControls.addEventListener("dragstart", (event) => {
orbitControls.enabled = false;
event.object.material.emissive.set(0xaaaaaa);
});
dragControls.addEventListener("drag", (event) => {
// Constrain to ground plane
event.object.position.y = 0;
});
dragControls.addEventListener("dragend", (event) => {
orbitControls.enabled = true;
event.object.material.emissive.set(0x000000);
});
Selection System
Click to Select
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
let selectedObject = null;
function onMouseDown(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(selectableObjects);
// Deselect previous
if (selectedObject) {
selectedObject.material.emissive.set(0x000000);
}
// Select new
if (intersects.length > 0) {
selectedObject = intersects[0].object;
selectedObject.material.emissive.set(0x444444);
} else {
selectedObject = null;
}
}
Box Selection
import { SelectionBox } from "three/addons/interactive/SelectionBox.js";
import { SelectionHelper } from "three/addons/interactive/SelectionHelper.js";
const selectionBox = new SelectionBox(camera, scene);
const selectionHelper = new SelectionHelper(renderer, "selectBox"); // CSS class
document.addEventListener("pointerdown", (event) => {
selectionBox.startPoint.set(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5,
);
});
document.addEventListener("pointermove", (event) => {
if (selectionHelper.isDown) {
selectionBox.endPoint.set(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5,
);
}
});
document.addEventListener("pointerup", (event) => {
selectionBox.endPoint.set(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5,
);
const selected = selectionBox.select();
console.log("Selected objects:", selected);
});
Hover Effects
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
let hoveredObject = null;
function onMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(hoverableObjects);
// Reset previous hover
if (hoveredObject) {
hoveredObject.material.color.set(hoveredObject.userData.originalColor);
document.body.style.cursor = "default";
}
// Apply new hover
if (intersects.length > 0) {
hoveredObject = intersects[0].object;
if (!hoveredObject.userData.originalColor) {
hoveredObject.userData.originalColor =
hoveredObject.material.color.getHex();
}
hoveredObject.material.color.set(0xff6600);
document.body.style.cursor = "pointer";
} else {
hoveredObject = null;
}
}
window.addEventListener("mousemove", onMouseMove);
Keyboard Input
const keys = {};
document.addEventListener("keydown", (event) => {
keys[event.code] = true;
});
document.addEventListener("keyup", (event) => {
keys[event.code] = false;
});
function update() {
const speed = 0.1;
if (keys["KeyW"]) player.position.z -= speed;
if (keys["KeyS"]) player.position.z += speed;
if (keys["KeyA"]) player.position.x -= speed;
if (keys["KeyD"]) player.position.x += speed;
if (keys["Space"]) player.position.y += speed;
if (keys["ShiftLeft"]) player.position.y -= speed;
}
World-Screen Coordinate Conversion
World to Screen
function worldToScreen(position, camera) {
const vector = position.clone();
vector.project(camera);
return {
x: ((vector.x + 1) / 2) * window.innerWidth,
y: (-(vector.y - 1) / 2) * window.innerHeight,
};
}
// Position HTML element over 3D object
const screenPos = worldToScreen(mesh.position, camera);
element.style.left = screenPos.x + "px";
element.style.top = screenPos.y + "px";
Screen to World
function screenToWorld(screenX, screenY, camera, targetZ = 0) {
const vector = new THREE.Vector3(
(screenX / window.innerWidth) * 2 - 1,
-(screenY / window.innerHeight) * 2 + 1,
0.5,
);
vector.unproject(camera);
const dir = vector.sub(camera.position).normalize();
const distance = (targetZ - camera.position.z) / dir.z;
return camera.position.clone().add(dir.multiplyScalar(distance));
}
Ray-Plane Intersection
function getRayPlaneIntersection(mouse, camera, plane) {
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, camera);
const intersection = new THREE.Vector3();
raycaster.ray.intersectPlane(plane, intersection);
return intersection;
}
// Ground plane
const groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const worldPos = getRayPlaneIntersection(mouse, camera, groundPlane);
Event Handling Best Practices
class InteractionManager {
constructor(camera, renderer, scene) {
this.camera = camera;
this.renderer = renderer;
this.scene = scene;
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.clickables = [];
this.bindEvents();
}
bindEvents() {
const canvas = this.renderer.domElement;
canvas.addEventListener("click", (e) => this.onClick(e));
canvas.addEventListener("mousemove", (e) => this.onMouseMove(e));
canvas.addEventListener("touchstart", (e) => this.onTouchStart(e));
}
updateMouse(event) {
const rect = this.renderer.domElement.getBoundingClientRect();
this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
}
getIntersects() {
this.raycaster.setFromCamera(this.mouse, this.camera);
return this.raycaster.intersectObjects(this.clickables, true);
}
onClick(event) {
this.updateMouse(event);
const intersects = this.getIntersects();
if (intersects.length > 0) {
const object = intersects[0].object;
if (object.userData.onClick) {
object.userData.onClick(intersects[0]);
}
}
}
addClickable(object, callback) {
this.clickables.push(object);
object.userData.onClick = callback;
}
dispose() {
// Remove event listeners
}
}
// Usage
const interaction = new InteractionManager(camera, renderer, scene);
interaction.addClickable(mesh, (intersect) => {
console.log("Clicked at:", intersect.point);
});
Performance Tips
- Limit raycasts: Throttle mousemove handlers
- Use layers: Filter raycast targets
- Simple collision meshes: Use invisible simpler geometry for raycasting
- Disable controls when not needed:
controls.enabled = false - Batch updates: Group interaction checks
// Use simpler geometry for raycasting
const complexMesh = loadedModel;
const collisionMesh = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshBasicMaterial({ visible: false }),
);
collisionMesh.userData.target = complexMesh;
clickables.push(collisionMesh);
See Also
threejs-fundamentals- Camera and scene setupthreejs-animation- Animating interactionsthreejs-shaders- Visual feedback effects
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
Files (agentic-awesome-skills)
-
SKILL.md 16.9 KB
--- name: threejs-interaction description: Three.js interaction - raycasting, controls, mouse/touch input, object selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences. risk: critical source: community --- # Three.js Interaction ## When to Use - You need user interaction inside a Three.js scene. - The task involves raycasting, object picking, pointer handling, touch input, or camera controls. - You are building an interactive 3D experience rather than a passive render. ## Quick Start ```javascript import * as THREE from "three"; import { OrbitControls } from "three/addons/controls/OrbitControls.js"; // Camera controls const controls = new OrbitControls(camera, renderer.domElement); controls.enableDamping = true; // Raycasting for click detection const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2(); function onClick(event) { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(scene.children); if (intersects.length > 0) { console.log("Clicked:", intersects[0].object); } } window.addEventListener("click", onClick); ``` ## Raycaster ### Basic Raycasting ```javascript const raycaster = new THREE.Raycaster(); // From camera (mouse picking) raycaster.setFromCamera(mousePosition, camera); // From any origin and direction raycaster.set(origin, direction); // origin: Vector3, direction: normalized Vector3 // Get intersections const intersects = raycaster.intersectObjects(objects, recursive); // intersects array contains: // { // distance: number, // Distance from ray origin // point: Vector3, // Intersection point in world coords // face: Face3, // Intersected face // faceIndex: number, // Face index // object: Object3D, // Intersected object // uv: Vector2, // UV coordinates at intersection // uv1: Vector2, // Second UV channel // normal: Vector3, // Interpolated face normal // instanceId: number // For InstancedMesh // } ``` ### Mouse Position Conversion ```javascript const mouse = new THREE.Vector2(); function updateMouse(event) { // For full window mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; } // For specific canvas element function updateMouseCanvas(event, canvas) { const rect = canvas.getBoundingClientRect(); mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1; mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1; } ``` ### Touch Support ```javascript function onTouchStart(event) { event.preventDefault(); if (event.touches.length === 1) { const touch = event.touches[0]; mouse.x = (touch.clientX / window.innerWidth) * 2 - 1; mouse.y = -(touch.clientY / window.innerHeight) * 2 + 1; raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(clickableObjects); if (intersects.length > 0) { handleSelection(intersects[0]); } } } renderer.domElement.addEventListener("touchstart", onTouchStart); ``` ### Raycaster Options ```javascript const raycaster = new THREE.Raycaster(); // Near/far clipping (default: 0, Infinity) raycaster.near = 0; raycaster.far = 100; // Line/Points precision raycaster.params.Line.threshold = 0.1; raycaster.params.Points.threshold = 0.1; // Layers (only intersect objects on specific layers) raycaster.layers.set(1); ``` ### Efficient Raycasting ```javascript // Only check specific objects const clickables = [mesh1, mesh2, mesh3]; const intersects = raycaster.intersectObjects(clickables, false); // Use layers for filtering mesh1.layers.set(1); // Clickable layer raycaster.layers.set(1); // Throttle raycast for hover effects let lastRaycast = 0; function onMouseMove(event) { const now = Date.now(); if (now - lastRaycast < 50) return; // 20fps max lastRaycast = now; // Raycast here } ``` ## Camera Controls ### OrbitControls ```javascript import { OrbitControls } from "three/addons/controls/OrbitControls.js"; const controls = new OrbitControls(camera, renderer.domElement); // Damping (smooth movement) controls.enableDamping = true; controls.dampingFactor = 0.05; // Rotation limits controls.minPolarAngle = 0; // Top controls.maxPolarAngle = Math.PI / 2; // Horizon controls.minAzimuthAngle = -Math.PI / 4; // Left controls.maxAzimuthAngle = Math.PI / 4; // Right // Zoom limits controls.minDistance = 2; controls.maxDistance = 50; // Enable/disable features controls.enableRotate = true; controls.enableZoom = true; controls.enablePan = true; // Auto-rotate controls.autoRotate = true; controls.autoRotateSpeed = 2.0; // Target (orbit point) controls.target.set(0, 1, 0); // Update in animation loop function animate() { controls.update(); // Required for damping and auto-rotate renderer.render(scene, camera); } ``` #### OrbitControls Programmatic Methods (r183) ```javascript // Programmatic camera movement controls.dolly(1.5); // Dolly in/out (zoom for perspective cameras) controls.pan(deltaX, deltaY); // Pan the camera controls.rotate(deltaAzimuth, deltaPolar); // Rotate around target // Cursor style (r183) controls.cursorStyle = { orbit: "grab", pan: "move", dolly: "zoom-in" }; ``` ### FlyControls ```javascript import { FlyControls } from "three/addons/controls/FlyControls.js"; const controls = new FlyControls(camera, renderer.domElement); controls.movementSpeed = 10; controls.rollSpeed = Math.PI / 24; controls.dragToLook = true; // Update with delta function animate() { controls.update(clock.getDelta()); renderer.render(scene, camera); } ``` ### FirstPersonControls ```javascript import { FirstPersonControls } from "three/addons/controls/FirstPersonControls.js"; const controls = new FirstPersonControls(camera, renderer.domElement); controls.movementSpeed = 10; controls.lookSpeed = 0.1; controls.lookVertical = true; controls.constrainVertical = true; controls.verticalMin = Math.PI / 4; controls.verticalMax = (Math.PI * 3) / 4; function animate() { controls.update(clock.getDelta()); } ``` ### PointerLockControls ```javascript import { PointerLockControls } from "three/addons/controls/PointerLockControls.js"; const controls = new PointerLockControls(camera, document.body); // Lock pointer on click document.addEventListener("click", () => { controls.lock(); }); controls.addEventListener("lock", () => { console.log("Pointer locked"); }); controls.addEventListener("unlock", () => { console.log("Pointer unlocked"); }); // Movement const velocity = new THREE.Vector3(); const direction = new THREE.Vector3(); const moveForward = false; const moveBackward = false; document.addEventListener("keydown", (event) => { switch (event.code) { case "KeyW": moveForward = true; break; case "KeyS": moveBackward = true; break; } }); function animate() { if (controls.isLocked) { direction.z = Number(moveForward) - Number(moveBackward); direction.normalize(); velocity.z -= direction.z * 0.1; velocity.z *= 0.9; // Friction controls.moveForward(-velocity.z); } } ``` ### TrackballControls ```javascript import { TrackballControls } from "three/addons/controls/TrackballControls.js"; const controls = new TrackballControls(camera, renderer.domElement); controls.rotateSpeed = 2.0; controls.zoomSpeed = 1.2; controls.panSpeed = 0.8; controls.staticMoving = true; function animate() { controls.update(); } ``` ### MapControls ```javascript import { MapControls } from "three/addons/controls/MapControls.js"; const controls = new MapControls(camera, renderer.domElement); controls.enableDamping = true; controls.dampingFactor = 0.05; controls.screenSpacePanning = false; controls.maxPolarAngle = Math.PI / 2; ``` ## TransformControls Gizmo for moving/rotating/scaling objects. ```javascript import { TransformControls } from "three/addons/controls/TransformControls.js"; const transformControls = new TransformControls(camera, renderer.domElement); scene.add(transformControls); // Attach to object transformControls.attach(selectedMesh); // Switch modes transformControls.setMode("translate"); // 'translate', 'rotate', 'scale' // Change space transformControls.setSpace("local"); // 'local', 'world' // Size transformControls.setSize(1); // Events transformControls.addEventListener("dragging-changed", (event) => { // Disable orbit controls while dragging orbitControls.enabled = !event.value; }); transformControls.addEventListener("change", () => { renderer.render(scene, camera); }); // Keyboard shortcuts window.addEventListener("keydown", (event) => { switch (event.key) { case "g": transformControls.setMode("translate"); break; case "r": transformControls.setMode("rotate"); break; case "s": transformControls.setMode("scale"); break; case "Escape": transformControls.detach(); break; } }); ``` ## DragControls Drag objects directly. ```javascript import { DragControls } from "three/addons/controls/DragControls.js"; const draggableObjects = [mesh1, mesh2, mesh3]; const dragControls = new DragControls( draggableObjects, camera, renderer.domElement, ); dragControls.addEventListener("dragstart", (event) => { orbitControls.enabled = false; event.object.material.emissive.set(0xaaaaaa); }); dragControls.addEventListener("drag", (event) => { // Constrain to ground plane event.object.position.y = 0; }); dragControls.addEventListener("dragend", (event) => { orbitControls.enabled = true; event.object.material.emissive.set(0x000000); }); ``` ## Selection System ### Click to Select ```javascript const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2(); let selectedObject = null; function onMouseDown(event) { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(selectableObjects); // Deselect previous if (selectedObject) { selectedObject.material.emissive.set(0x000000); } // Select new if (intersects.length > 0) { selectedObject = intersects[0].object; selectedObject.material.emissive.set(0x444444); } else { selectedObject = null; } } ``` ### Box Selection ```javascript import { SelectionBox } from "three/addons/interactive/SelectionBox.js"; import { SelectionHelper } from "three/addons/interactive/SelectionHelper.js"; const selectionBox = new SelectionBox(camera, scene); const selectionHelper = new SelectionHelper(renderer, "selectBox"); // CSS class document.addEventListener("pointerdown", (event) => { selectionBox.startPoint.set( (event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0.5, ); }); document.addEventListener("pointermove", (event) => { if (selectionHelper.isDown) { selectionBox.endPoint.set( (event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0.5, ); } }); document.addEventListener("pointerup", (event) => { selectionBox.endPoint.set( (event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0.5, ); const selected = selectionBox.select(); console.log("Selected objects:", selected); }); ``` ### Hover Effects ```javascript const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2(); let hoveredObject = null; function onMouseMove(event) { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(hoverableObjects); // Reset previous hover if (hoveredObject) { hoveredObject.material.color.set(hoveredObject.userData.originalColor); document.body.style.cursor = "default"; } // Apply new hover if (intersects.length > 0) { hoveredObject = intersects[0].object; if (!hoveredObject.userData.originalColor) { hoveredObject.userData.originalColor = hoveredObject.material.color.getHex(); } hoveredObject.material.color.set(0xff6600); document.body.style.cursor = "pointer"; } else { hoveredObject = null; } } window.addEventListener("mousemove", onMouseMove); ``` ## Keyboard Input ```javascript const keys = {}; document.addEventListener("keydown", (event) => { keys[event.code] = true; }); document.addEventListener("keyup", (event) => { keys[event.code] = false; }); function update() { const speed = 0.1; if (keys["KeyW"]) player.position.z -= speed; if (keys["KeyS"]) player.position.z += speed; if (keys["KeyA"]) player.position.x -= speed; if (keys["KeyD"]) player.position.x += speed; if (keys["Space"]) player.position.y += speed; if (keys["ShiftLeft"]) player.position.y -= speed; } ``` ## World-Screen Coordinate Conversion ### World to Screen ```javascript function worldToScreen(position, camera) { const vector = position.clone(); vector.project(camera); return { x: ((vector.x + 1) / 2) * window.innerWidth, y: (-(vector.y - 1) / 2) * window.innerHeight, }; } // Position HTML element over 3D object const screenPos = worldToScreen(mesh.position, camera); element.style.left = screenPos.x + "px"; element.style.top = screenPos.y + "px"; ``` ### Screen to World ```javascript function screenToWorld(screenX, screenY, camera, targetZ = 0) { const vector = new THREE.Vector3( (screenX / window.innerWidth) * 2 - 1, -(screenY / window.innerHeight) * 2 + 1, 0.5, ); vector.unproject(camera); const dir = vector.sub(camera.position).normalize(); const distance = (targetZ - camera.position.z) / dir.z; return camera.position.clone().add(dir.multiplyScalar(distance)); } ``` ### Ray-Plane Intersection ```javascript function getRayPlaneIntersection(mouse, camera, plane) { const raycaster = new THREE.Raycaster(); raycaster.setFromCamera(mouse, camera); const intersection = new THREE.Vector3(); raycaster.ray.intersectPlane(plane, intersection); return intersection; } // Ground plane const groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0); const worldPos = getRayPlaneIntersection(mouse, camera, groundPlane); ``` ## Event Handling Best Practices ```javascript class InteractionManager { constructor(camera, renderer, scene) { this.camera = camera; this.renderer = renderer; this.scene = scene; this.raycaster = new THREE.Raycaster(); this.mouse = new THREE.Vector2(); this.clickables = []; this.bindEvents(); } bindEvents() { const canvas = this.renderer.domElement; canvas.addEventListener("click", (e) => this.onClick(e)); canvas.addEventListener("mousemove", (e) => this.onMouseMove(e)); canvas.addEventListener("touchstart", (e) => this.onTouchStart(e)); } updateMouse(event) { const rect = this.renderer.domElement.getBoundingClientRect(); this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1; this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1; } getIntersects() { this.raycaster.setFromCamera(this.mouse, this.camera); return this.raycaster.intersectObjects(this.clickables, true); } onClick(event) { this.updateMouse(event); const intersects = this.getIntersects(); if (intersects.length > 0) { const object = intersects[0].object; if (object.userData.onClick) { object.userData.onClick(intersects[0]); } } } addClickable(object, callback) { this.clickables.push(object); object.userData.onClick = callback; } dispose() { // Remove event listeners } } // Usage const interaction = new InteractionManager(camera, renderer, scene); interaction.addClickable(mesh, (intersect) => { console.log("Clicked at:", intersect.point); }); ``` ## Performance Tips 1. **Limit raycasts**: Throttle mousemove handlers 2. **Use layers**: Filter raycast targets 3. **Simple collision meshes**: Use invisible simpler geometry for raycasting 4. **Disable controls when not needed**: `controls.enabled = false` 5. **Batch updates**: Group interaction checks ```javascript // Use simpler geometry for raycasting const complexMesh = loadedModel; const collisionMesh = new THREE.Mesh( new THREE.BoxGeometry(1, 1, 1), new THREE.MeshBasicMaterial({ visible: false }), ); collisionMesh.userData.target = complexMesh; clickables.push(collisionMesh); ``` ## See Also - `threejs-fundamentals` - Camera and scene setup - `threejs-animation` - Animating interactions - `threejs-shaders` - Visual feedback effects ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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