enzed/r3f-skills

r3f-interaction

Implement React Three Fiber pointer events, picking, dragging, keyboard input, and camera controls.

ソースを見る

使い方

  1. インストールコマンドをコピーし、自分の環境へ導入する前にソースを確認します。
  2. 必要なツール、認証情報、対応環境を原文で確認します。
  3. 入力と成果物を指定し、出力を資料と照合します。
npx skills add https://github.com/enzed/r3f-skills --skill r3f-interaction

開始前の確認

  • 導入にはモデル契約、API枠、ファイルへのアクセス許可は含まれません。
  • スター数や導入数は活動の指標であり、独立した品質・安全性試験ではありません。
リポジトリの原文

見出し、例、コード、表、リンク、参照画像を含む原文を表示しています。

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

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