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r3f-interaction

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React Three Fiber interaction - pointer events, controls, gestures, selection. Use when handling user input, implementing click detection, adding camera controls, or creating interactive 3D experiences.

Web Dev

What this skill does


# React Three Fiber Interaction

## Quick Start

```tsx
import { Canvas } from '@react-three/fiber'
import { OrbitControls } from '@react-three/drei'

function InteractiveMesh() {
  return (
    <mesh
      onClick={(e) => console.log('Clicked!', e.point)}
      onPointerOver={(e) => console.log('Hover')}
      onPointerOut={(e) => console.log('Unhover')}
    >
      <boxGeometry />
      <meshStandardMaterial color="hotpink" />
    </mesh>
  )
}

export default function App() {
  return (
    <Canvas>
      <ambientLight />
      <InteractiveMesh />
      <OrbitControls />
    </Canvas>
  )
}
```

## Pointer Events

R3F provides built-in pointer events on mesh elements.

### Available Events

```tsx
<mesh
  // Click events
  onClick={(e) => {}}           // Click (pointerdown + pointerup on same object)
  onDoubleClick={(e) => {}}     // Double click
  onContextMenu={(e) => {}}     // Right click

  // Pointer events
  onPointerDown={(e) => {}}     // Pointer pressed
  onPointerUp={(e) => {}}       // Pointer released
  onPointerMove={(e) => {}}     // Pointer moved while over object
  onPointerOver={(e) => {}}     // Pointer enters object
  onPointerOut={(e) => {}}      // Pointer leaves object
  onPointerEnter={(e) => {}}    // Pointer enters object (no bubbling)
  onPointerLeave={(e) => {}}    // Pointer leaves object (no bubbling)
  onPointerMissed={(e) => {}}   // Click that missed all objects

  // Wheel
  onWheel={(e) => {}}           // Mouse wheel

  // Touch
  onPointerCancel={(e) => {}}   // Touch cancelled
>
  <boxGeometry />
  <meshStandardMaterial />
</mesh>
```

### Event Object

```tsx
function InteractiveMesh() {
  const handleClick = (event) => {
    // Stop propagation to parent objects
    event.stopPropagation()

    // Event properties
    console.log({
      object: event.object,           // The mesh that was clicked
      point: event.point,             // World coordinates of intersection
      distance: event.distance,       // Distance from camera
      face: event.face,               // Intersected face
      faceIndex: event.faceIndex,     // Face index
      uv: event.uv,                   // UV coordinates at intersection
      normal: event.normal,           // Face normal
      camera: event.camera,           // Current camera
      ray: event.ray,                 // Ray used for intersection
      intersections: event.intersections, // All intersections
      nativeEvent: event.nativeEvent, // Original DOM event
      delta: event.delta,             // Click distance (useful for drag detection)
    })
  }

  return (
    <mesh onClick={handleClick}>
      <boxGeometry />
      <meshStandardMaterial />
    </mesh>
  )
}
```

### Hover Effects

```tsx
import { useState } from 'react'

function HoverableMesh() {
  const [hovered, setHovered] = useState(false)

  return (
    <mesh
      onPointerOver={(e) => {
        e.stopPropagation()
        setHovered(true)
        document.body.style.cursor = 'pointer'
      }}
      onPointerOut={(e) => {
        setHovered(false)
        document.body.style.cursor = 'default'
      }}
      scale={hovered ? 1.2 : 1}
    >
      <boxGeometry />
      <meshStandardMaterial color={hovered ? 'hotpink' : 'orange'} />
    </mesh>
  )
}
```

### Selective Raycasting

```tsx
// Disable raycasting for specific objects
<mesh raycast={() => null}>
  <boxGeometry />
  <meshStandardMaterial />
</mesh>

// Or use layers
<mesh
  layers={1}  // Only raycast against layer 1
  onClick={() => console.log('clicked')}
>
  <boxGeometry />
  <meshStandardMaterial />
</mesh>
```

## Camera Controls

### OrbitControls

```tsx
import { OrbitControls } from '@react-three/drei'

function Scene() {
  return (
    <>
      <mesh>
        <boxGeometry />
        <meshStandardMaterial />
      </mesh>

      <OrbitControls
        makeDefault                    // Use as default controls
        enableDamping                  // Smooth movement
        dampingFactor={0.05}
        enableZoom={true}
        enablePan={true}
        enableRotate={true}
        autoRotate={false}
        autoRotateSpeed={2}
        minDistance={2}
        maxDistance={50}
        minPolarAngle={0}              // Top limit
        maxPolarAngle={Math.PI / 2}    // Horizon limit
        minAzimuthAngle={-Math.PI / 4} // Left limit
        maxAzimuthAngle={Math.PI / 4}  // Right limit
        target={[0, 1, 0]}             // Look-at point
      />
    </>
  )
}
```

### OrbitControls with Ref

```tsx
import { OrbitControls } from '@react-three/drei'
import { useRef, useEffect } from 'react'

function Scene() {
  const controlsRef = useRef()

  useEffect(() => {
    // Access controls methods
    if (controlsRef.current) {
      controlsRef.current.reset()
      controlsRef.current.target.set(0, 1, 0)
      controlsRef.current.update()
    }
  }, [])

  return <OrbitControls ref={controlsRef} />
}
```

### MapControls

Top-down map-style controls.

```tsx
import { MapControls } from '@react-three/drei'

<MapControls
  enableDamping
  dampingFactor={0.05}
  screenSpacePanning={false}  // Pan in world space
  maxPolarAngle={Math.PI / 2}
/>
```

### FlyControls

Free-flying camera controls.

```tsx
import { FlyControls } from '@react-three/drei'

<FlyControls
  movementSpeed={10}
  rollSpeed={Math.PI / 24}
  dragToLook
/>
```

### FirstPersonControls

FPS-style controls.

```tsx
import { FirstPersonControls } from '@react-three/drei'

<FirstPersonControls
  movementSpeed={10}
  lookSpeed={0.1}
  lookVertical
/>
```

### PointerLockControls

Lock pointer for FPS games.

```tsx
import { PointerLockControls } from '@react-three/drei'
import { useRef } from 'react'

function Scene() {
  const controlsRef = useRef()

  return (
    <>
      <PointerLockControls ref={controlsRef} />

      {/* Click to lock pointer */}
      <mesh onClick={() => controlsRef.current?.lock()}>
        <planeGeometry args={[10, 10]} />
        <meshBasicMaterial color="green" />
      </mesh>
    </>
  )
}
```

### CameraControls

Advanced camera controls with smooth transitions.

```tsx
import { CameraControls } from '@react-three/drei'
import { useRef } from 'react'

function Scene() {
  const controlsRef = useRef()

  const focusOnObject = async () => {
    // Smooth transition to target
    await controlsRef.current?.setLookAt(
      5, 3, 5,    // Camera position
      0, 0, 0,    // Look-at target
      true        // Enable transition
    )
  }

  return (
    <>
      <CameraControls ref={controlsRef} />

      <mesh onClick={focusOnObject}>
        <boxGeometry />
        <meshStandardMaterial color="red" />
      </mesh>
    </>
  )
}
```

### TrackballControls

Unconstrained rotation controls.

```tsx
import { TrackballControls } from '@react-three/drei'

<TrackballControls
  rotateSpeed={2.0}
  zoomSpeed={1.2}
  panSpeed={0.8}
  staticMoving={true}
/>
```

### ArcballControls

Arc-based rotation controls.

```tsx
import { ArcballControls } from '@react-three/drei'

<ArcballControls
  enableAnimations
  dampingFactor={25}
/>
```

## Transform Controls

Gizmo for moving/rotating/scaling objects.

```tsx
import { TransformControls, OrbitControls } from '@react-three/drei'
import { useRef, useState } from 'react'

function Scene() {
  const meshRef = useRef()
  const [mode, setMode] = useState('translate')
  const orbitRef = useRef()

  return (
    <>
      <OrbitControls ref={orbitRef} makeDefault />

      <TransformControls
        object={meshRef}
        mode={mode}  // 'translate' | 'rotate' | 'scale'
        space="local"  // 'local' | 'world'
        onMouseDown={() => {
          // Disable orbit while transforming
          if (orbitRef.current) orbitRef.current.enabled = false
        }}
        onMouseUp={() => {
          if (orbitRef.current) orbitRef.current.enabled = true
        }}
      />

      <mesh ref={meshRef}>
        <boxGeometry />
        <meshStandardMaterial color="orange" />
      </mesh>

      {/* Mode switching b
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Category: Web Dev

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