šļø 06052024 1654
Basic handlerā
dreihas aRaycasterthat can be used for muse events
export default function Experience() {
// ...
const eventHandler = (event) => {
console.log("---");
console.log("distance", event.distance); // Distance between camera and hit point
console.log("point", event.point); // Hit point coordinates (in 3D)
console.log("uv", event.uv); // UV coordinates on the geometry (in 2D)
console.log("object", event.object); // The object that triggered the event
console.log("eventObject", event.eventObject); // The object that was listening to the event (useful where there is objects in objects)
console.log("---");
console.log("x", event.x); // 2D screen coordinates of the pointer
console.log("y", event.y); // 2D screen coordinates of the pointer
console.log("---");
console.log("shiftKey", event.shiftKey); // If the SHIFT key was pressed
console.log("ctrlKey", event.ctrlKey); // If the CTRL key was pressed
console.log("metaKey", event.metaKey); // If the COMMAND key was pressed
};
return (
<>
// ...
<mesh ref={cube} position-x={2} scale={1.5} onClick={eventHandler}>
<boxGeometry />
<meshStandardMaterial color="mediumpurple" />
</mesh>
</>
);
}
A mix of native JavaScript event information and R3F-related event information
Other eventsā
onContextMenuā
Triggered when the context menu should appear - Desktop > right click - Mobile > Pressing down for some time
onDoubleClickā
Triggered when we double click/tap on the same object
The delay between the first and second click/tap is defined by the OS.
onPointerUpā
Triggered when a click (left or right) or touch is released
onPointerDownā
Triggered when weāve just clicked or put our finger down
onPointerOver and onPointerEnterā
Triggered when the cursor or finger just went above the object.
onPointerOverĀ andĀonPointerEnterĀ work exactly the same way.
onPointerOut and onPointerLeaveā
Triggered when the cursor or finger just went out from the object
onPointerOutĀ andĀ onPointerLeaveĀ work exactly the same way.
onPointerMoveā
Triggered with each frame if the cursor has moved since the last frame, while above the object
onPointerMissedā
will let you know if the user clicks outside of the object
ButĀ onPointerMissedĀ is a bit special since we can add it on theĀ <Canvas>Ā and it will be triggered if we click (when the click is released) but none of the listen objects have registered a hit:
<Canvas
camera={{
fov: 45,
near: 0.1,
far: 50,
position: [-4, 3, 6],
}}
onPointerMissed={() => {
console.log("You missed!");
}}
>
<Experience />
</Canvas>
Occludingā
By default, theĀ RaycasterĀ doesnāt care about whatās in front of the object being tested
i.e. clicking on the sphere that covers the cube will still trigger the cube's click event listener
<mesh position-x={-2} onClick={(event) => event.stopPropagation()}>
{/* ... */}
</mesh>
Update the
sphere'sonClicklistener to disable the 'click through' effect
Cursorā
Utilise onPointerEnterĀ and onPointerLeaveĀ to handle interactions if a mesh is meant to be clicked on etc.
<mesh
ref={cube}
position-x={2}
scale={1.5}
onClick={eventHandler}
onPointerEnter={() => {
document.body.style.cursor = "pointer";
}}
onPointerLeave={() => {
document.body.style.cursor = "default";
}}
>
<boxGeometry />
<meshStandardMaterial color="mediumpurple" />
</mesh>
<mesh
position-x={-2}
onClick={(event) => event.stopPropagation()}
onPointerEnter={(event) => event.stopPropagation()}
>
<sphereGeometry />
<meshStandardMaterial color="orange" />
</mesh>
So that the sphere is occluding the cube even for the cursor change effect
There is also aĀ dreiĀ helper calledĀ useCursor (not covered because of similar functionality covered so far)
Events on complex objectsā
import { useGLTF, OrbitControls } from "@react-three/drei";
export default function Experience() {
// ...
const hamburger = useGLTF("./hamburger.glb");
// ...
return (
<>
{/* ... */}
<primitive
object={hamburger.scene}
scale={0.25}
position-y={0.5}
onClick={(event) => {
console.log("click");
}}
/>
</>
);
}
š Will result in multiple
console.logfor each click s because the ray triggers the children of the hamburger as well
onClick={(event) => {
console.log(event.object);
event.stopPropagation();
}}
To stop the
propagation
Performancesā
General optimisationā
-
Avoid events that need to be tested on each frame if possible:
onPointerOveronPointerEnteronPointerOutonPointerLeaveonPointerMove
-
Minimise the number of objects that listen to events
-
Avoid testing complex geometries
If you notice a freeze, even a short one when interacting, youāll have some more optimisation to do.
meshBoundsā
-
apply is theĀ
meshBoundsĀ helper fromĀdrei -
Creates a theoretical sphere around the mesh (called bounding sphere)
-
Pointer events will be tested on that sphere instead of testing the geometry of the mesh geometry
-
Only works on single meshes (won't work on
hamburger)
import { meshBounds, useGLTF, OrbitControls } from "@react-three/drei";
<mesh
ref={cube}
raycast={meshBounds}
position-x={2}
scale={1.5}
onClick={eventHandler}
onPointerEnter={() => {
document.body.style.cursor = "pointer";
}}
onPointerLeave={() => {
document.body.style.cursor = "default";
}}
>
{/* ... */}
</mesh>;
The clickable area seems to be a disc matching the cube roughly
BVH (Bounding Volume Hierarchy)ā
For very complex geometries that require pointer events to be accurate and performant
- useĀ
BvhĀ helper fromĀdrei - needs to wrap the whole experience
import { Bvh } from "@react-three/drei";
root.render(
<Canvas
camera={{
fov: 45,
near: 0.1,
far: 200,
position: [-4, 3, 6],
}}
onPointerMissed={() => {
console.log("You missed!");
}}
>
<Bvh>
<Experience />
</Bvh>
</Canvas>
);
- 𤩠Gives an immediate performance boost when raycasting
- 𤩠Generates a
boundsTreefor use internally, only done one for each mesh but can result in a short freeze