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threejs-interaction skill

/skills/threejs-interaction

This skill helps you implement robust Three.js interaction with raycasting, camera controls, and input handling for interactive 3D experiences.

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---
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

```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);
}
```

### 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

Overview

This skill provides a compact, practical reference for handling user interaction in Three.js scenes. It covers raycasting, mouse and touch input, camera controls, selection systems, drag/transform gizmos, and coordinate conversion. Use it to implement reliable click/hover detection, camera navigation, and object manipulation in interactive 3D apps.

How this skill works

The skill explains how to convert pointer coordinates to normalized device coordinates and cast rays from the camera or arbitrary origins to find intersections with scene objects. It summarizes setup and tuning for Three.js Raycaster, control modules (Orbit, Fly, FirstPerson, PointerLock, Trackball, Map), and transform/drag helpers. It also shows patterns for selection (single, box), hover effects, throttling, and converting between world and screen coordinates.

When to use it

  • Detect clicks, taps, or hovers on 3D objects for UI or selection
  • Add camera navigation and constraints for exploration (orbit, fly, first-person)
  • Implement drag-and-drop, transform gizmos, or direct object manipulation
  • Map screen-space UI to world objects or translate screen input to world coordinates
  • Optimize interaction for many objects using layers, limited lists, or throttling

Best practices

  • Convert pointer coordinates relative to the correct canvas using getBoundingClientRect() to avoid misaligned clicks
  • Limit raycasts to specific arrays or layers instead of full scene traversal for performance
  • Throttle hover raycasts (e.g., 20 FPS) to reduce CPU usage during mousemove events
  • Disable competing controls while dragging or transforming (toggle orbit/controls.enabled)
  • Store original material state (color/emissive) in userData before applying hover/selection visuals to allow clean restore

Example use cases

  • Click-to-select items in a 3D product configurator and highlight selection with emissive color
  • Box-select multiple scene objects for batch operations in an editor
  • Pointer-lock or first-person controls for immersive navigation in architectural walkthroughs
  • Drag and snap objects to a ground plane using DragControls and ray-plane intersections
  • Convert a mesh position to screen coordinates to position HTML labels or HUD elements

FAQ

How do I support both mouse and touch input consistently?

Normalize positions to NDC for the target canvas and reuse the same raycasting logic; listen to touchstart/touchend and map the first touch to pointer coords.

How can I avoid raycasting the entire scene for hover effects?

Maintain an array of hoverable objects or use object layers and set raycaster.layers to match; also throttle mousemove raycasts to limit frequency.