The Working Approach
Three.js Interaction covers raycasting and controls. It explains how screen input becomes a camera ray, how intersections identify objects or instances, and why an embedded canvas needs its own coordinate conversion rather than full-window assumptions.
Camera navigation and object manipulation are separate jobs. Orbit, fly, map, drag, and transform controls have different roles. An editor-like scene needs to coordinate those handlers so dragging a model does not also rotate the camera.
Expected Deliverables
- Canvas-relative object picking
- A suitable camera-control configuration
- Selection, hover, drag, or transform behavior
From Brief to Review
- 01Define Targets
List selectable objects and decide whether nested meshes or instances are separate targets.
- 02Map Input
Normalize pointer positions against the canvas rectangle and raycast through the active camera.
- 03Coordinate Controls
Manage navigation conflicts during manipulation and restore feedback when selection changes.