| name | threejs-core-raycaster |
| description | Use when implementing mouse picking, hover detection, object selection, or line-of-sight checks in Three.js. Prevents the common mistake of raycasting every mousemove frame, not using layers for filtering, or missing recursive flag. Covers Raycaster, setFromCamera, intersection format, InstancedMesh picking, layers, performance. Keywords: Raycaster, mouse picking, intersectObjects, click, hover, setFromCamera, intersection, instanceId, object selection, click on 3D object, detect mouse over, pick element.
|
| license | MIT |
| compatibility | Designed for Claude Code. Requires Three.js r160+. |
| metadata | {"author":"OpenAEC-Foundation","version":"1.0"} |
threejs-core-raycaster
Quick Reference
Raycaster Constructor
import * as THREE from 'three';
const raycaster = new THREE.Raycaster(
origin,
direction,
near,
far
);
Properties
| Property | Type | Default | Description |
|---|
ray | Ray | -- | Underlying Ray object (origin + direction) |
near | number | 0 | Minimum intersection distance |
far | number | Infinity | Maximum intersection distance |
camera | Camera | -- | Required for raycasting against Sprite objects |
layers | Layers | layer 0 | Layer mask -- only objects on matching layers are tested |
params | object | see below | Per-type intersection thresholds |
Params Defaults
raycaster.params = {
Mesh: {},
Line: { threshold: 1 },
LOD: {},
Points: { threshold: 1 },
Sprite: {}
};
Critical Warnings
NEVER raycast on every mousemove event without throttling -- this causes severe frame drops on complex scenes. ALWAYS throttle to the render loop via requestAnimationFrame or limit to 30-60 checks per second.
NEVER pass recursive: true on large scene graphs when you have a flat array of target objects -- ALWAYS maintain a flat array of selectable objects and pass recursive: false to avoid unnecessary tree traversal.
NEVER forget to normalize the direction vector when using raycaster.set() -- an unnormalized direction produces incorrect distance values in all intersection results.
NEVER allocate a new results array every frame -- ALWAYS reuse an array via the optionalTarget parameter and clear it with array.length = 0 after processing.
NEVER raycast against the entire scene.children when only a subset of objects is interactive -- ALWAYS maintain a separate array of selectable objects or use layers for filtering.
NEVER omit raycaster.camera when raycasting against Sprite objects -- the raycaster requires the camera reference to compute sprite screen-space bounds.
Core Methods
set(origin, direction)
Manually sets the ray origin and direction. Direction MUST be normalized.
const origin = new THREE.Vector3(0, 1, 0);
const direction = new THREE.Vector3(0, -1, 0);
raycaster.set(origin, direction);
setFromCamera(coords, camera)
Sets the ray from normalized device coordinates (NDC) and a camera. This is the standard mouse-picking method.
coords: Vector2 with x and y in range [-1, +1]
camera: PerspectiveCamera produces a ray from the camera through the point; OrthographicCamera produces a parallel ray
const mouse = new THREE.Vector2();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersectObject(object, recursive?, optionalTarget?)
Tests a single object (and optionally its descendants) for intersections.
recursive (default: true): when true, tests all descendants
optionalTarget: reusable array to avoid allocation
- Returns:
Intersection[] ALWAYS sorted by distance (nearest first)
intersectObjects(objects, recursive?, optionalTarget?)
Tests an array of objects for intersections.
recursive (default: true): when true, tests descendants of each object
optionalTarget: reusable array to avoid allocation
- Returns:
Intersection[] ALWAYS sorted by distance (nearest first)
Intersection Object Format
Every intersection in the returned array has this structure:
interface Intersection {
distance: number;
point: Vector3;
face: Face | null;
faceIndex: number;
object: Object3D;
uv?: Vector2;
uv1?: Vector2;
normal?: Vector3;
instanceId?: number;
}
ALWAYS check intersects.length > 0 before accessing intersects[0]. The array is empty when no objects are hit.
NDC Conversion (Normalized Device Coordinates)
Converting DOM mouse coordinates to NDC is required for setFromCamera. The NDC space ranges from -1 (left/bottom) to +1 (right/top).
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
ALWAYS use getBoundingClientRect() when the canvas does NOT fill the entire viewport. Using window.innerWidth/Height on a partial canvas produces incorrect NDC values and misaligned picking.
InstancedMesh Picking
When raycasting against InstancedMesh, the intersection result includes instanceId identifying which instance was hit:
import * as THREE from 'three';
const intersects = raycaster.intersectObject(instancedMesh);
if (intersects.length > 0) {
const instanceId = intersects[0].instanceId;
const matrix = new THREE.Matrix4();
instancedMesh.getMatrixAt(instanceId, matrix);
const color = new THREE.Color();
instancedMesh.getColorAt(instanceId, color);
instancedMesh.setColorAt(instanceId, new THREE.Color(0xff0000));
instancedMesh.instanceColor.needsUpdate = true;
}
ALWAYS check that instanceId !== undefined before using it -- non-InstancedMesh objects do not have this property.
Layer Filtering
Raycaster respects the Layers system. Only objects whose layers overlap with raycaster.layers are tested.
selectableMesh.layers.set(1);
decorationMesh.layers.set(2);
raycaster.layers.set(1);
raycaster.layers.enable(1);
raycaster.layers.enable(2);
raycaster.layers.set(0);
Use layers to create picking groups: interactive objects on layer 1, non-interactive decoration on layer 2, helpers/gizmos on layer 3.
Performance Guidelines
-
Throttle mousemove raycasting -- NEVER raycast on every mousemove event. Use a flag checked in the render loop:
let needsRaycast = false;
canvas.addEventListener('pointermove', (event) => {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
needsRaycast = true;
});
function animate() {
if (needsRaycast) {
raycaster.setFromCamera(mouse, camera);
needsRaycast = false;
}
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
-
Use layers -- assign interactive objects to a specific layer and set raycaster.layers accordingly to skip non-interactive geometry entirely.
-
Maintain a flat selectable array -- instead of raycasting against scene with recursive: true, keep a separate selectableObjects[] array and pass recursive: false.
-
Reuse the intersections array -- pass optionalTarget to avoid garbage collection:
const intersections = [];
raycaster.intersectObjects(selectableObjects, false, intersections);
intersections. = ;
Reference Links
Official Sources