threejs-interaction

安装量: 1.7K
排名: #937

安装

npx skills add https://github.com/cloudai-x/threejs-skills --skill threejs-interaction

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 Limit raycasts: Throttle mousemove handlers Use layers: Filter raycast targets Simple collision meshes: Use invisible simpler geometry for raycasting Disable controls when not needed: controls.enabled = false 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

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