Claude Agent Skill · by Cloudai X

Threejs Interaction

Install Threejs Interaction skill for Claude Code from cloudai-x/threejs-skills.

Install
Terminal · npx
$npx skills add https://github.com/cloudai-x/threejs-skills --skill threejs-interaction
Works with Paperclip

How Threejs Interaction fits into a Paperclip company.

Threejs Interaction drops into any Paperclip agent that handles this kind of work. Assign it to a specialist inside a pre-configured PaperclipOrg company and the skill becomes available on every heartbeat — no prompt engineering, no tool wiring.

S
SaaS FactoryPaired

Pre-configured AI company — 18 agents, 18 skills, one-time purchase.

$27$59
Explore pack
Source file
SKILL.md660 lines
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---name: threejs-interactiondescription: 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.--- # Three.js Interaction ## Quick Start ```javascriptimport * as THREE from "three";import { OrbitControls } from "three/addons/controls/OrbitControls.js"; // Camera controlsconst controls = new OrbitControls(camera, renderer.domElement);controls.enableDamping = true; // Raycasting for click detectionconst 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 ```javascriptconst raycaster = new THREE.Raycaster(); // From camera (mouse picking)raycaster.setFromCamera(mousePosition, camera); // From any origin and directionraycaster.set(origin, direction); // origin: Vector3, direction: normalized Vector3 // Get intersectionsconst 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 ```javascriptconst 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 elementfunction 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 ```javascriptfunction 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 ```javascriptconst raycaster = new THREE.Raycaster(); // Near/far clipping (default: 0, Infinity)raycaster.near = 0;raycaster.far = 100; // Line/Points precisionraycaster.params.Line.threshold = 0.1;raycaster.params.Points.threshold = 0.1; // Layers (only intersect objects on specific layers)raycaster.layers.set(1);``` ### Efficient Raycasting ```javascript// Only check specific objectsconst clickables = [mesh1, mesh2, mesh3];const intersects = raycaster.intersectObjects(clickables, false); // Use layers for filteringmesh1.layers.set(1); // Clickable layerraycaster.layers.set(1); // Throttle raycast for hover effectslet lastRaycast = 0;function onMouseMove(event) {  const now = Date.now();  if (now - lastRaycast < 50) return; // 20fps max  lastRaycast = now;   // Raycast here}``` ## Camera Controls ### OrbitControls ```javascriptimport { 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 limitscontrols.minPolarAngle = 0; // Topcontrols.maxPolarAngle = Math.PI / 2; // Horizoncontrols.minAzimuthAngle = -Math.PI / 4; // Leftcontrols.maxAzimuthAngle = Math.PI / 4; // Right // Zoom limitscontrols.minDistance = 2;controls.maxDistance = 50; // Enable/disable featurescontrols.enableRotate = true;controls.enableZoom = true;controls.enablePan = true; // Auto-rotatecontrols.autoRotate = true;controls.autoRotateSpeed = 2.0; // Target (orbit point)controls.target.set(0, 1, 0); // Update in animation loopfunction animate() {  controls.update(); // Required for damping and auto-rotate  renderer.render(scene, camera);}``` ### FlyControls ```javascriptimport { 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 deltafunction animate() {  controls.update(clock.getDelta());  renderer.render(scene, camera);}``` ### FirstPersonControls ```javascriptimport { 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 ```javascriptimport { PointerLockControls } from "three/addons/controls/PointerLockControls.js"; const controls = new PointerLockControls(camera, document.body); // Lock pointer on clickdocument.addEventListener("click", () => {  controls.lock();}); controls.addEventListener("lock", () => {  console.log("Pointer locked");}); controls.addEventListener("unlock", () => {  console.log("Pointer unlocked");}); // Movementconst 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 ```javascriptimport { 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 ```javascriptimport { 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. ```javascriptimport { TransformControls } from "three/addons/controls/TransformControls.js"; const transformControls = new TransformControls(camera, renderer.domElement);scene.add(transformControls); // Attach to objecttransformControls.attach(selectedMesh); // Switch modestransformControls.setMode("translate"); // 'translate', 'rotate', 'scale' // Change spacetransformControls.setSpace("local"); // 'local', 'world' // SizetransformControls.setSize(1); // EventstransformControls.addEventListener("dragging-changed", (event) => {  // Disable orbit controls while dragging  orbitControls.enabled = !event.value;}); transformControls.addEventListener("change", () => {  renderer.render(scene, camera);}); // Keyboard shortcutswindow.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. ```javascriptimport { 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 ```javascriptconst 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 ```javascriptimport { 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 ```javascriptconst 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 ```javascriptconst 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 ```javascriptfunction 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 objectconst screenPos = worldToScreen(mesh.position, camera);element.style.left = screenPos.x + "px";element.style.top = screenPos.y + "px";``` ### Screen to World ```javascriptfunction 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 ```javascriptfunction 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 planeconst groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);const worldPos = getRayPlaneIntersection(mouse, camera, groundPlane);``` ## Event Handling Best Practices ```javascriptclass 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  }} // Usageconst interaction = new InteractionManager(camera, renderer, scene);interaction.addClickable(mesh, (intersect) => {  console.log("Clicked at:", intersect.point);});``` ## Performance Tips 1. **Limit raycasts**: Throttle mousemove handlers2. **Use layers**: Filter raycast targets3. **Simple collision meshes**: Use invisible simpler geometry for raycasting4. **Disable controls when not needed**: `controls.enabled = false`5. **Batch updates**: Group interaction checks ```javascript// Use simpler geometry for raycastingconst 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