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threejs-interaction

threejs-interaction

github.com/calesthioDesign & UI73.0k1.1k installsUpdated 1d ago
Repository

About threejs-interaction

threejs-interaction is a reference skill for developers adding interaction to Three.js scenes. It covers camera controls, raycasting, object selection and dragging, and coordinate conversion.

Key features

  1. 01Raycasting and target filtering
  2. 02Camera control options
  3. 03Object selection and dragging
  4. 04Keyboard input handling
  5. 05World and screen conversion

Use cases

  1. 01Adding click selection to a scene
  2. 02Implementing camera navigation
  3. 03Dragging or transforming objects
  4. 04Mapping screen positions to 3D

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/calesthio/openmontage --skill threejs-interaction

After installing, type/threejs-interactionin Claude Code to confirm it loaded.

Details

From the project README

Three.js Interaction

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);
}
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

  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
// 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

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