Threejs Interaction
Picking with raycasting, camera controls, transform gizmos, drag, hover and box...
Install
npx skills add CloudAI-X/threejs-skills --skill threejs-interaction -g -a claude-code -y- Repository
- CloudAI-X/threejs-skills3.9k
- Category
- Media
- Updated
- 16d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Picking with raycasting, camera controls, transform gizmos, drag, hover and box selection for three.js, identical under WebGL and WebGPU. Use when handling mouse, touch or keyboard input, detecting clicks on 3D objects, adding camera controls, or making scene objects interactive.
Three.js Interaction
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
Quick Start
import * as THREE from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x111318);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
camera.position.set(0, 1.5, 5);
const mesh = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: 0x3a86ff }),
);
scene.add(mesh);
const light = new THREE.DirectionalLight(0xffffff, 2);
light.position.set(3, 5, 4);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.4));
const controls = new OrbitControls(camera, renderer.domElement); // connects itself
controls.enableDamping = true; // requires controls.update() every frame
const timer = new THREE.Timer();
timer.connect(document); // freezes the delta while the tab is hidden
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
function setPointer(event) {
// NDC coordinates relative to the canvas, so the page can scroll or embed it
const rect = renderer.domElement.getBoundingClientRect();
pointer.set(
((event.clientX - rect.left) / rect.width) * 2 - 1,
-((event.clientY - rect.top) / rect.height) * 2 + 1,
);
}
renderer.domElement.addEventListener("pointerdown", (event) => {
setPointer(event);
raycaster.setFromCamera(pointer, camera);
const hits = raycaster.intersectObject(mesh); // also tests children (recursive by default), as a loaded model needs
if (hits.length > 0) console.log("clicked", hits[0].object);
});


