Complete collection of AI agent skills including: - Frontend Development (Vue, React, Next.js, Three.js) - Backend Development (NestJS, FastAPI, Node.js) - Mobile Development (React Native, Expo) - Testing (E2E, frontend, webapp) - DevOps (GitHub Actions, CI/CD) - Marketing (SEO, copywriting, analytics) - Security (binary analysis, vulnerability scanning) - And many more... Synchronized from: https://skills.sh/ Co-Authored-By: Claude <noreply@anthropic.com>
661 lines
16 KiB
Markdown
661 lines
16 KiB
Markdown
---
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name: threejs-interaction
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description: 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.
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---
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# Three.js Interaction
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## Quick Start
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```javascript
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import * as THREE from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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// Camera controls
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const controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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// Raycasting for click detection
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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function onClick(event) {
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(scene.children);
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if (intersects.length > 0) {
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console.log("Clicked:", intersects[0].object);
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}
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}
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window.addEventListener("click", onClick);
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```
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## Raycaster
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### Basic Raycasting
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```javascript
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const raycaster = new THREE.Raycaster();
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// From camera (mouse picking)
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raycaster.setFromCamera(mousePosition, camera);
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// From any origin and direction
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raycaster.set(origin, direction); // origin: Vector3, direction: normalized Vector3
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// Get intersections
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const intersects = raycaster.intersectObjects(objects, recursive);
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// intersects array contains:
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// {
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// distance: number, // Distance from ray origin
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// point: Vector3, // Intersection point in world coords
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// face: Face3, // Intersected face
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// faceIndex: number, // Face index
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// object: Object3D, // Intersected object
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// uv: Vector2, // UV coordinates at intersection
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// uv1: Vector2, // Second UV channel
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// normal: Vector3, // Interpolated face normal
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// instanceId: number // For InstancedMesh
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// }
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```
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### Mouse Position Conversion
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```javascript
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const mouse = new THREE.Vector2();
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function updateMouse(event) {
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// For full window
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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}
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// For specific canvas element
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function updateMouseCanvas(event, canvas) {
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const rect = canvas.getBoundingClientRect();
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mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
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mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
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}
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```
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### Touch Support
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```javascript
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function onTouchStart(event) {
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event.preventDefault();
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if (event.touches.length === 1) {
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const touch = event.touches[0];
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mouse.x = (touch.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(touch.clientY / window.innerHeight) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(clickableObjects);
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if (intersects.length > 0) {
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handleSelection(intersects[0]);
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}
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}
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}
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renderer.domElement.addEventListener("touchstart", onTouchStart);
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```
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### Raycaster Options
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```javascript
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const raycaster = new THREE.Raycaster();
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// Near/far clipping (default: 0, Infinity)
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raycaster.near = 0;
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raycaster.far = 100;
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// Line/Points precision
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raycaster.params.Line.threshold = 0.1;
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raycaster.params.Points.threshold = 0.1;
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// Layers (only intersect objects on specific layers)
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raycaster.layers.set(1);
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```
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### Efficient Raycasting
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```javascript
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// Only check specific objects
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const clickables = [mesh1, mesh2, mesh3];
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const intersects = raycaster.intersectObjects(clickables, false);
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// Use layers for filtering
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mesh1.layers.set(1); // Clickable layer
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raycaster.layers.set(1);
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// Throttle raycast for hover effects
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let lastRaycast = 0;
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function onMouseMove(event) {
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const now = Date.now();
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if (now - lastRaycast < 50) return; // 20fps max
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lastRaycast = now;
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// Raycast here
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}
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```
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## Camera Controls
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### OrbitControls
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```javascript
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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const controls = new OrbitControls(camera, renderer.domElement);
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// Damping (smooth movement)
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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// Rotation limits
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controls.minPolarAngle = 0; // Top
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controls.maxPolarAngle = Math.PI / 2; // Horizon
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controls.minAzimuthAngle = -Math.PI / 4; // Left
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controls.maxAzimuthAngle = Math.PI / 4; // Right
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// Zoom limits
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controls.minDistance = 2;
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controls.maxDistance = 50;
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// Enable/disable features
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controls.enableRotate = true;
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controls.enableZoom = true;
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controls.enablePan = true;
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// Auto-rotate
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controls.autoRotate = true;
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controls.autoRotateSpeed = 2.0;
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// Target (orbit point)
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controls.target.set(0, 1, 0);
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// Update in animation loop
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function animate() {
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controls.update(); // Required for damping and auto-rotate
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renderer.render(scene, camera);
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}
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```
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### FlyControls
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```javascript
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import { FlyControls } from "three/addons/controls/FlyControls.js";
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const controls = new FlyControls(camera, renderer.domElement);
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controls.movementSpeed = 10;
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controls.rollSpeed = Math.PI / 24;
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controls.dragToLook = true;
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// Update with delta
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function animate() {
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controls.update(clock.getDelta());
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renderer.render(scene, camera);
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}
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```
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### FirstPersonControls
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```javascript
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import { FirstPersonControls } from "three/addons/controls/FirstPersonControls.js";
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const controls = new FirstPersonControls(camera, renderer.domElement);
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controls.movementSpeed = 10;
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controls.lookSpeed = 0.1;
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controls.lookVertical = true;
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controls.constrainVertical = true;
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controls.verticalMin = Math.PI / 4;
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controls.verticalMax = (Math.PI * 3) / 4;
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function animate() {
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controls.update(clock.getDelta());
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}
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```
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### PointerLockControls
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```javascript
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import { PointerLockControls } from "three/addons/controls/PointerLockControls.js";
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const controls = new PointerLockControls(camera, document.body);
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// Lock pointer on click
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document.addEventListener("click", () => {
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controls.lock();
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});
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controls.addEventListener("lock", () => {
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console.log("Pointer locked");
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});
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controls.addEventListener("unlock", () => {
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console.log("Pointer unlocked");
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});
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// Movement
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const velocity = new THREE.Vector3();
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const direction = new THREE.Vector3();
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const moveForward = false;
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const moveBackward = false;
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document.addEventListener("keydown", (event) => {
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switch (event.code) {
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case "KeyW":
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moveForward = true;
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break;
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case "KeyS":
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moveBackward = true;
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break;
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}
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});
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function animate() {
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if (controls.isLocked) {
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direction.z = Number(moveForward) - Number(moveBackward);
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direction.normalize();
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velocity.z -= direction.z * 0.1;
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velocity.z *= 0.9; // Friction
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controls.moveForward(-velocity.z);
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}
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}
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```
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### TrackballControls
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```javascript
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import { TrackballControls } from "three/addons/controls/TrackballControls.js";
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const controls = new TrackballControls(camera, renderer.domElement);
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controls.rotateSpeed = 2.0;
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controls.zoomSpeed = 1.2;
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controls.panSpeed = 0.8;
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controls.staticMoving = true;
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function animate() {
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controls.update();
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}
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```
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### MapControls
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```javascript
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import { MapControls } from "three/addons/controls/MapControls.js";
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const controls = new MapControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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controls.screenSpacePanning = false;
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controls.maxPolarAngle = Math.PI / 2;
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```
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## TransformControls
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Gizmo for moving/rotating/scaling objects.
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```javascript
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import { TransformControls } from "three/addons/controls/TransformControls.js";
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const transformControls = new TransformControls(camera, renderer.domElement);
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scene.add(transformControls);
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// Attach to object
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transformControls.attach(selectedMesh);
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// Switch modes
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transformControls.setMode("translate"); // 'translate', 'rotate', 'scale'
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// Change space
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transformControls.setSpace("local"); // 'local', 'world'
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// Size
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transformControls.setSize(1);
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// Events
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transformControls.addEventListener("dragging-changed", (event) => {
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// Disable orbit controls while dragging
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orbitControls.enabled = !event.value;
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});
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transformControls.addEventListener("change", () => {
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renderer.render(scene, camera);
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});
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// Keyboard shortcuts
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window.addEventListener("keydown", (event) => {
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switch (event.key) {
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case "g":
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transformControls.setMode("translate");
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break;
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case "r":
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transformControls.setMode("rotate");
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break;
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case "s":
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transformControls.setMode("scale");
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break;
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case "Escape":
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transformControls.detach();
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break;
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}
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});
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```
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## DragControls
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Drag objects directly.
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```javascript
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import { DragControls } from "three/addons/controls/DragControls.js";
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const draggableObjects = [mesh1, mesh2, mesh3];
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const dragControls = new DragControls(
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draggableObjects,
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camera,
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renderer.domElement,
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);
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dragControls.addEventListener("dragstart", (event) => {
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orbitControls.enabled = false;
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event.object.material.emissive.set(0xaaaaaa);
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});
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dragControls.addEventListener("drag", (event) => {
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// Constrain to ground plane
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event.object.position.y = 0;
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});
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dragControls.addEventListener("dragend", (event) => {
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orbitControls.enabled = true;
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event.object.material.emissive.set(0x000000);
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});
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```
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## Selection System
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### Click to Select
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```javascript
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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let selectedObject = null;
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function onMouseDown(event) {
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(selectableObjects);
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// Deselect previous
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if (selectedObject) {
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selectedObject.material.emissive.set(0x000000);
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}
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// Select new
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if (intersects.length > 0) {
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selectedObject = intersects[0].object;
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selectedObject.material.emissive.set(0x444444);
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} else {
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selectedObject = null;
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}
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}
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```
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### Box Selection
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```javascript
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import { SelectionBox } from "three/addons/interactive/SelectionBox.js";
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import { SelectionHelper } from "three/addons/interactive/SelectionHelper.js";
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const selectionBox = new SelectionBox(camera, scene);
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const selectionHelper = new SelectionHelper(renderer, "selectBox"); // CSS class
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document.addEventListener("pointerdown", (event) => {
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selectionBox.startPoint.set(
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(event.clientX / window.innerWidth) * 2 - 1,
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-(event.clientY / window.innerHeight) * 2 + 1,
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0.5,
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);
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});
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document.addEventListener("pointermove", (event) => {
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if (selectionHelper.isDown) {
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selectionBox.endPoint.set(
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(event.clientX / window.innerWidth) * 2 - 1,
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-(event.clientY / window.innerHeight) * 2 + 1,
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0.5,
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);
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}
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});
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document.addEventListener("pointerup", (event) => {
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selectionBox.endPoint.set(
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(event.clientX / window.innerWidth) * 2 - 1,
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-(event.clientY / window.innerHeight) * 2 + 1,
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0.5,
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);
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const selected = selectionBox.select();
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console.log("Selected objects:", selected);
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});
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```
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### Hover Effects
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```javascript
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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let hoveredObject = null;
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function onMouseMove(event) {
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(hoverableObjects);
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// Reset previous hover
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if (hoveredObject) {
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hoveredObject.material.color.set(hoveredObject.userData.originalColor);
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document.body.style.cursor = "default";
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}
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// Apply new hover
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if (intersects.length > 0) {
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hoveredObject = intersects[0].object;
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if (!hoveredObject.userData.originalColor) {
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hoveredObject.userData.originalColor =
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hoveredObject.material.color.getHex();
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}
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hoveredObject.material.color.set(0xff6600);
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document.body.style.cursor = "pointer";
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} else {
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hoveredObject = null;
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}
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}
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window.addEventListener("mousemove", onMouseMove);
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```
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## Keyboard Input
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```javascript
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const keys = {};
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document.addEventListener("keydown", (event) => {
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keys[event.code] = true;
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});
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document.addEventListener("keyup", (event) => {
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keys[event.code] = false;
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});
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function update() {
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const speed = 0.1;
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if (keys["KeyW"]) player.position.z -= speed;
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if (keys["KeyS"]) player.position.z += speed;
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if (keys["KeyA"]) player.position.x -= speed;
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if (keys["KeyD"]) player.position.x += speed;
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if (keys["Space"]) player.position.y += speed;
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if (keys["ShiftLeft"]) player.position.y -= speed;
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}
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```
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## World-Screen Coordinate Conversion
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### World to Screen
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```javascript
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function worldToScreen(position, camera) {
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const vector = position.clone();
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vector.project(camera);
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return {
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x: ((vector.x + 1) / 2) * window.innerWidth,
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y: (-(vector.y - 1) / 2) * window.innerHeight,
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};
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}
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// Position HTML element over 3D object
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const screenPos = worldToScreen(mesh.position, camera);
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element.style.left = screenPos.x + "px";
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element.style.top = screenPos.y + "px";
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```
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### Screen to World
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```javascript
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function screenToWorld(screenX, screenY, camera, targetZ = 0) {
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const vector = new THREE.Vector3(
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(screenX / window.innerWidth) * 2 - 1,
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-(screenY / window.innerHeight) * 2 + 1,
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0.5,
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);
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vector.unproject(camera);
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const dir = vector.sub(camera.position).normalize();
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const distance = (targetZ - camera.position.z) / dir.z;
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return camera.position.clone().add(dir.multiplyScalar(distance));
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}
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```
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### Ray-Plane Intersection
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```javascript
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function getRayPlaneIntersection(mouse, camera, plane) {
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const raycaster = new THREE.Raycaster();
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raycaster.setFromCamera(mouse, camera);
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const intersection = new THREE.Vector3();
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raycaster.ray.intersectPlane(plane, intersection);
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return intersection;
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}
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// Ground plane
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const groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
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const worldPos = getRayPlaneIntersection(mouse, camera, groundPlane);
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```
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## Event Handling Best Practices
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```javascript
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class InteractionManager {
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constructor(camera, renderer, scene) {
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this.camera = camera;
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this.renderer = renderer;
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this.scene = scene;
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this.raycaster = new THREE.Raycaster();
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this.mouse = new THREE.Vector2();
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this.clickables = [];
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this.bindEvents();
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}
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bindEvents() {
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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
|
|
|
|
```javascript
|
|
// 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
|