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threejs-interaction

Picking with raycasting, camera controls, transform gizmos, drag, hover and box selection for three.js, identical under WebGL and WebGPU.

Skill by CloudAI-X

IndexedMIT★ 3,708
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/cloudai-x-threejs-interaction

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About

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.

Use cases: frontend-development

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/threejs-interaction

What's inside

Skill name
threejs-interaction
Description
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.
License
MIT
Instructions
497 lines in SKILL.md · view on GitHub

Files (1)

  • SKILL.md

SKILL.md (first lines)

# Three.js Interaction

Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.

## Quick Start

```javascript
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);
});

function animate() {
  timer.update();
  controls.update(timer.getDelta());
  renderer.render(scene, camera);
}
renderer.setAnimationLoop(animate);
```

Pointer events (`pointerdown`, `pointermove`, `pointerup`) cover mouse, touch and pen in one listener set, so no separate touch handlers are needed.

## Raycasting

Faces pointing away from the ray origin are not hit; set `material.side = THREE.DoubleSide` to catch both sides. A ray that grazes an edge shared by two faces can produce two coincident hits. Invisible meshes are still raycast — the Raycaster tests layers, not visibility — so an invisible simple proxy can stand in for a complex model.

### What an intersection contains

```javascript
const raycaster = new THREE.Raycaster();
const clickables = [mesh]; // the smallest list you can: the meshes, not scene.children
const hits = raycaster.intersectObjects(clickables, false); // sorted, closest first
// Each hit:
// {
//   distance: number,                          // from the ray origin, world units
//   point: THREE.Vector3,                      // hit point in world space
//   face: { a, b, c, normal, materialIndex },  // plain object; a, b, c are vertex indices; normal in object space
//   faceIndex: number,
//   object: THREE.Object3D,
//   uv: THREE.Vector2,                         // undefined when the geometry has no uv
//   uv1: THREE.Vector2,                        // second UV set, when the geometry has one
//   normal: THREE.Vector3,                     // interpolated vertex normal in object space, flipped to face the ray
//   barycoord: THREE.Vector3,                  // barycentric coordinates of the hit point
//   instanceId: number,                        // set on InstancedMesh hits
//   batchId: number,                           // set on BatchedMesh hits
//   distanceToRay: number                      // set on Points hits
// }
```

### Raycaster configuration

```javascript
const raycaster = new THREE.Raycaster();

// From any origin and direction (normalize the direction first)
raycaster.set(new THREE.Vector3(0, 2, 0), new THREE.Vector3(1, 0, 0).normalize());

// Range: hits closer than near or farther than far are discarded
raycaster.near = 0.1;
raycaster.far = 10;

// Precision for Points and Line, in world units (both default to 1)
raycaster.params.Points.threshold = 0.2;
raycaster.params.Line.threshold = 0.2;

// Restrict picking to layer 1. Objects join with enable; set would also remove
// them from layer 0, where the default camera looks, so use set only on a pick-only proxy.
mesh.layers.enable(1); // stays on layer 0 too, so the camera still renders the mesh
raycaster.layers.set(1); // tests layer 1 only; raycaster.layers.enable(1) would test layers 0 and 1
```

### Dragging on a plane

```javascript
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();

From CloudAI-X/threejs-skills, MIT.

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Last commit (this folder)
Oct 19, 2026 (9 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

threejs-interaction skill. Agent Mart. https://agentmart.dev/skills/cloudai-x-threejs-interaction (last updated 2026-10-24)