Three.js Interaction
Iron Law
Always call raycaster.setFromCamera() with normalized device coordinates in range [-1, 1] — raw pixel coordinates produce silent miss-hits on all objects.
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);
}
Other Control Types
| Control | Import | Best For |
|---|---|---|
FlyControls |
controls/FlyControls.js |
Free-flying, space/flight sims |
FirstPersonControls |
controls/FirstPersonControls.js |
FPS with look constraints |
PointerLockControls |
controls/PointerLockControls.js |
Immersive FPS (browser pointer lock) |
TrackballControls |
controls/TrackballControls.js |
Unconstrained rotation (rolls past poles) |
MapControls |
controls/MapControls.js |
Top-down map view |
Full code examples →
references/advanced-controls.md
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;
}
}
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;
}
References
references/advanced-controls.md— FlyControls, FirstPersonControls, PointerLockControls, TrackballControls, MapControls; box selection; world↔screen coordinate conversion; InteractionManager class; performance tips
See Also
threejs-fundamentals- Camera and scene setupthreejs-animation- Animating interactionsthreejs-shaders- Visual feedback effects