threejs-interaction
💡 Summary
This skill enables interactive 3D experiences using Three.js with features like raycasting and camera controls.
🎯 Target Audience
🤖 AI Roast: “Powerful, but the setup might scare off the impatient.”
Risk: Low. Review: permissions, data flow, and dependency risk. Run with least privilege and audit before enabling in production.
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.
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/interac
Pros
- Comprehensive raycasting and interaction features
- Multiple camera control options for flexibility
- Well-structured code examples for easy implementation
Cons
- Lacks detailed installation instructions
- No clear examples of real-world applications
- Could benefit from more advanced use cases
Related Skills
pytorch
S“It's the Swiss Army knife of deep learning, but good luck figuring out which of the 47 installation methods is the one that won't break your system.”
agno
S“It promises to be the Kubernetes for agents, but let's see if developers have the patience to learn yet another orchestration layer.”
nuxt-skills
S“It's essentially a well-organized cheat sheet that turns your AI assistant into a Nuxt framework parrot.”
Disclaimer: This content is sourced from GitHub open source projects for display and rating purposes only.
Copyright belongs to the original author CloudAI-X.
