本文へ移動
cccskills
無料GitHub で公開

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.

インストール方法を見る

含まれるファイル(1)

  • SKILL.md15.9 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

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

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

analyze

無料

Risk analysis and approach selection before planning. Use when requirements are ambiguous, approaches vary, or work touches hub/bridge nodes. Skip for typo fixes.

日本語の概要は準備中です。原文の説明を表示しています。

datit309/supergraph222026年10月5日 更新

Proactive architecture review — explore codebase structure, generate a self-contained HTML report with Mermaid diagrams and candidate improvements, then grill the findings. Use when planning a large refactor, onboarding to an unfamiliar codebase, or before a major architectural change.

日本語の概要は準備中です。原文の説明を表示しています。

datit309/supergraph222026年10月5日 更新

caveman

無料

Persistent token-compression mode (~75% reduction) — now always-on by default. Strips filler while keeping code exact.

日本語の概要は準備中です。原文の説明を表示しています。

datit309/supergraph222026年10月5日 更新

Database migration best practices for schema changes, data migrations, rollbacks, and zero-downtime deployments across PostgreSQL, MySQL, and common ORMs (Prisma, Drizzle, Kysely, Django, TypeORM, golang-migrate).

日本語の概要は準備中です。原文の説明を表示しています。

datit309/supergraph222026年10月5日 更新

Anti-slop frontend skill for landing pages, portfolios, and redesigns. The agent reads the brief, infers the right design direction, and ships interfaces that do not look templated. Real design systems when applicable, audit-first on redesigns, strict pre-flight check.

日本語の概要は準備中です。原文の説明を表示しています。

datit309/supergraph222026年10月5日 更新

diagnose

無料

Structured 6-phase debugging. Build feedback loop first, reproduce deterministically, hypothesize with ranked falsifiable theories, instrument one variable at a time, fix with regression test, cleanup. Use when a bug exists, tests fail unexpectedly, or behavior is wrong and cause is unknown.

日本語の概要は準備中です。原文の説明を表示しています。

datit309/supergraph222026年10月5日 更新

datit309 のスキルをすべて見る

このスキルの問題を報告する