R3f Interaction

enzed/r3f-skills/skills/r3f-interaction

作者 enzed4a11805f0973無授權條款128 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫5 週前更新

Implement React Three Fiber pointer events, picking, dragging, keyboard input, and camera controls. Use for scene interaction and event propagation, rather than animation or physics simulation itself.

AI 產生的概覽

指導在 React Three Fiber 場景中實作指標、拖曳、鍵盤與相機互動。

功能
此技能提供在 React Three Fiber 場景中接上互動的說明:網格點擊與懸停處理、事件傳遞與指標捕獲、物件拖曳、鍵盤輸入以及相機控制。內容涵蓋射線偵測順序、stopPropagation、世界座標點、背景取消選取等事件語意,並說明如何在 OrbitControls、CameraControls、DragControls、PivotControls 與 TransformControls 之間選擇。也列出重疊網格、觸控、取消操作與焦點遺失等驗證情境。
適用情境
在為 React Three Fiber 專案加入或除錯場景互動時使用,例如可選取物件、拖曳、鍵盤驅動移動或相機控制歸屬。它針對的是互動與事件傳遞,而非動畫或物理模擬本身。
執行需求
需要已安裝 React、@react-three/fiber 與 @react-three/drei 的 React Three Fiber 專案;文件建議先確認已安裝的 Fiber、Drei 及輸入函式庫版本。不包含指令碼,僅為說明文件。

React Three Fiber interaction

Check installed Fiber, Drei, and input-library versions first. Examples target Fiber 9 / React 19. Choose camera movement, object movement, and UI input owners before connecting handlers.

Selectable object

Mount beneath Canvas. Keep accessible DOM controls outside Canvas for important actions; mesh pointer handlers alone do not provide keyboard access.

tsx
import { useState } from 'react'import { OrbitControls } from '@react-three/drei'
export default function Example() {  const [selected, setSelected] = useState(false)  return (    <>      <mesh        name="selectable-box"        onClick={(event) => {          event.stopPropagation()          setSelected((value) => !value)        }}      >        <boxGeometry />        <meshStandardMaterial color={selected ? 'gold' : 'coral'} />      </mesh>      <OrbitControls makeDefault />    </>  )}

Event semantics

  • R3F raycasts objects with handlers and delivers hits by distance, then bubbles through ancestors. event.object is the hit object; event.eventObject is the object owning the handler.
  • stopPropagation() blocks delivery to farther hits as well as ancestors. It changes event delivery; it does not avoid raycasts already performed. Calling it can immediately trigger pointerout on previously hovered objects behind the hit.
  • event.point is world space. Clone values you retain and convert into the parent's local space before assigning local transforms. A plane intersection or depth reference is needed to map a 2D drag into 3D.
  • Handle Canvas onPointerMissed for background deselection; distinguish clicks from drags using the event's movement information and the application's gesture policy.
  • Pointer capture is additive to hit testing in R3F. Capture/release via event.target.setPointerCapture(event.pointerId) and the matching release method; also handle cancellation/lost capture.
  • Camera movement beneath a stationary pointer may require state.events.update() to refresh hover results. Call it only when needed, not as a blanket extra raycast every frame.
  • Use simpler hit proxies or layer filtering for expensive picking. Do not rely on visual transparency alone to prevent intersections.

Controls and drag ownership

  • Use OrbitControls for orbiting; use CameraControls when scripted transitions and richer camera behavior are needed. Check the installed Drei/underlying controls version before copying props or methods.
  • Drei controls manage frame updates and demand invalidation. Avoid mounting multiple active controls on the same camera without explicit coordination.
  • makeDefault exposes a controls instance to helpers that coordinate with it. TransformControls can suspend default controls while dragging; verify that custom controls are also disabled/restored correctly.
  • For object dragging, choose Drei DragControls/PivotControls/TransformControls according to required constraints. Distinguish controlled matrices from automatic transforms; do not apply both to the same object.
  • For custom drags, store initial transforms, capture the pointer, project onto a chosen plane, and restore camera controls on pointerup, cancellation, and unmount. Honor touch-action requirements on the actual event target.
  • Shared DOM event sources need a coordinate prefix consistent with the event target and canvas rectangle. Test scrolling and overlays; blindly selecting client coordinates can introduce offsets.

Keyboard and continuous input

  • Drei KeyboardControls provides named actions. Read its getter inside useFrame for movement; subscribe only for discrete events and clean up subscriptions.
  • Normalize diagonal movement if speed must remain constant; multiply visual movement by delta. For a physics body, send input to physics-step logic instead of moving its mesh directly.
  • Clear held input on focus loss and respect text-field focus. Pointer lock/fullscreen/audio may require an explicit user gesture.
  • Use refs for high-frequency pointer positions and React state for semantic events. Avoid adding lodash or a store solely to throttle one handler; clean up timers if throttling is warranted.
  • ScrollControls creates a scroll context; useScroll belongs below it. Its normalized offset/delta are not pixel distances.

Verify

Test overlapping meshes, nested groups, background deselection, dragging outside the canvas, touch, cancellation, focus loss, and keyboard alternatives. Verify camera controls recover after dragging.

Sources

來源與署名

來源:enzed/r3f-skills位於skills/r3f-interaction提交4a11805

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