threejs-animation
Keyframe, skeletal and morph-target animation, procedural motion and clip blending, on WebGL or with WebGPU and TSL. Use when…
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.
Claude Code
$ npx -y skills add cloudai-x/threejs-skills --skill threejs-interaction --agent claude-code
Codex
$ npx skills add cloudai-x/threejs-skills --skill threejs-interaction -a codex -y
Cursor
$ npx skills add cloudai-x/threejs-skills --skill threejs-interaction -a cursor -y
Gemini CLI
$ npx skills add cloudai-x/threejs-skills --skill threejs-interaction -a gemini-cli -y
GitHub Copilot
$ npx skills add cloudai-x/threejs-skills --skill threejs-interaction -a github-copilot -y
OpenCode
$ npx skills add cloudai-x/threejs-skills --skill threejs-interaction -a opencode -y
Windsurf
$ npx skills add cloudai-x/threejs-skills --skill threejs-interaction -a windsurf -y
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."
Targets three.js r186. Examples use WebGLRenderer; the WebGPU and TSL section uses WebGPURenderer.
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.
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.
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
// }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
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
const groundPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0); // normal, constant
const hit = new THREE.Vector3();
renderer.domElement.addEventListener("pointermove", (event) => {
const rect = renderer.domElement.getBoundingClientRect();
pointer.set(
((event.clientX - rect.left) / rect.width) * 2 - 1,
-((event.clientY - rect.top) / rect.height) * 2 + 1,
);
raycaster.setFromCamera(pointer, camera);
// null when the ray is parallel to the plane or points away from it
if (event.buttons !== 0 && raycaster.ray.intersectPlane(groundPlane, hit) !== null) {
mesh.position.copy(hit); // while a button is held, drag the mesh along the ground
}
});Every controls class extends `Controls` and shares one base API: construct with the camera and the DOM element (DragControls takes its array of objects first), and the cons
Skill files that give Claude Code current, verified knowledge of three.js, so the code it writes runs on the release you actually install. The skills target three.js r186 (three@0.186), React Three Fiber 9.8 with drei 10.7, and gltf-transform 4.5.
Keyframe, skeletal and morph-target animation, procedural motion and clip blending, on WebGL or with WebGPU and TSL. Use when…
Shrinking glTF assets for three.js with gltf-transform: inspect, validate and optimize commands, Draco, meshopt and quantization,…
Three.js scene setup: scenes and fog, cameras, the renderer and tone mapping, the animation loop, object hierarchies, transforms,…
Creating and shaping three.js geometry: built-in shapes, 3D text, vertex buffers and attributes, merging, instancing, batching,…
Light types and physical units, shadow maps, HDR environment lighting, light probes, and lighting performance, on WebGL or with…
Loading three.js assets: glTF with Draco, meshopt and KTX2 compression, other model formats, textures, HDR and EXR environments,…
Migrates React projects and components from Radix UI to Base UI. Use when asked to migrate from radix, move to base-ui, convert…
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