In the world of 3D graphics, selecting and interacting with specific objects is fundamental to creating engaging experiences. Imagine a game where you click on a treasure chest to open it, or a product configurator where you tap on a car to change its color. These interactions are often powered by a technique called raycasting.
Raycasting is the process of simulating a ray of light (or an invisible line) originating from a point in your 3D scene and extending outwards. We then check if this ray intersects with any of the objects in our scene. If it does, we know that the user's action (like a mouse click) was directed at that specific object.
In Three.js, the Raycaster class is our primary tool for this. It allows us to define a ray and then cast it against a collection of objects to find intersections. This is incredibly useful for determining which 3D object a 2D cursor event (like a mouse click or touch) corresponds to.
Here's a breakdown of the typical workflow for implementing raycasting for object selection:
graph TD;
A[User Input (e.g., Mouse Click)] --> B{Convert 2D Screen Coordinates to 3D Ray};
B --> C[Create a Raycaster Object];
C --> D[Set Raycaster Origin and Direction];
D --> E[Cast Ray Against Scene Objects];
E --> F{Intersection Found?};
F -- Yes --> G[Identify Intersected Object(s)];
G --> H[Trigger Interaction Logic (e.g., Highlight, Select)];
F -- No --> I[No Object Selected];
Let's get into the code. First, we need to set up our Raycaster. It's important to remember that the ray's origin and direction are defined in normalized device coordinates (NDC), which range from -1 to 1. This is why we need to convert our 2D screen coordinates (like mouse X and Y) into this NDC space.
const raycaster = new THREE.Raycaster();
// Assume mouse.x and mouse.y are normalized device coordinates (-1 to 1)
raycaster.set(new THREE.Vector3(mouse.x, mouse.y, 0), new THREE.Vector3(0, 0, -1));To get the mouse.x and mouse.y values from a mouse event, we need to perform a conversion. The screen's top-left corner is typically (-1, 1) in NDC, and the bottom-right is (1, -1). So, we'll need to adjust the clientX and clientY values from the event.