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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.

中文简介正在准备中。当前显示原文说明。

查看安装方法

包含的文件(2)

  • SKILL.md11.9 KB
  • references/interaction-reference.md4.4 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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);

Further reference

See references/interaction-reference.md for keyboard input, world-screen coordinate conversion, event handling best practices, performance tips, and see also.

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