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mirzaaghazadehmirzaaghazadeh/iwsdk-webxr-skills/skills/community/pmndrs-pointer-events/SKILL.md

pmndrs-pointer-events

Skill1 starsChanged 30 days agoMITView on GitHub

Use @pmndrs/pointer-events to give a plain three.js scene DOM-style pointer events (click, hover, drag with pointer capture) from mouse/touch, XR controllers, hands, or custom inputs, and to forward events through render-target screens or portals. Use when wiring events into a vanilla three.js scene or building a custom pointer; in React Three Fiber, use @react-three/xr (`PointerEvents`, `useRayPointer`, ...) instead of calling this package directly.

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SKILL.md

@pmndrs/pointer-events

Objects receive events through three's own addEventListener, with the same names and semantics as DOM pointer events: pointerdown/up/move/over/out/enter/leave/cancel, click, dblclick, contextmenu, wheel. Every event source — mouse, touch, an XR ray, a grabbing hand — is a pointer, so one listener works for all of them.

Choosing an entry point

  • Screen input (mouse, touch, pen): forwardHtmlEvents(canvas, () => camera, scene).
  • Events hitting a mesh that shows another scene (a render-target screen, a portal, an in-world editor viewport): forwardObjectEvents(mesh, () => innerCamera, innerScene). The hit's uv becomes the screen coordinate for the inner camera, so the mesh needs UVs.
  • A tracked object that points or touches (XR controller, hand, a tool in the scene): createRayPointer for a straight ray along the object's -Z, createLinesPointer for a curved/polyline ray (teleport arcs), createGrabPointer for a sphere you press with down/up yourself (squeeze to grab), createTouchPointer for a fingertip sphere that presses on its own when close enough.
  • Several pointers on the same hand: register them in one CombinedPointer so the scene is traversed once per frame instead of once per pointer, and only the nearest pointer stays active when constructed with enableMultiplePointers = false.

Wiring

const { update, destroy } = forwardHtmlEvents(canvas, () => camera, scene)
mesh.addEventListener('click', (e) => console.log(e.point))

renderer.setAnimationLoop(() => {
  update() // delivers the DOM events batched since the last frame
  renderer.render(scene, camera)
})
// on teardown: destroy()

Events are batched by default and only delivered inside update(); nothing fires if update() is never called. Batching moves handlers out of the browser's user-gesture call stack, so actions that require a gesture (playing a video, opening a file picker in Safari) fail from a click handler — pass { batchEvents: false } for those, or when the scene is not rendered every frame. Pass intersectEveryFrame: true when objects move under a resting mouse and hover should follow them.

A pointer you create yourself is driven every frame: pointer.move(scene, { timeStamp }), then down/up({ timeStamp, button }) on input, and exit(...) when the input source disappears so hovered objects receive pointerout/pointerleave. The pointer reads the space object's matrix, not its position/rotation, so update matrices before moving it. Objects moved after the last render need scene.updateMatrixWorld() before move/update.

Which objects get hit

  • pointerEvents works like CSS and is inherited: 'none' excludes an object (a child can opt back in with 'auto'), 'auto' always hits. The default is 'listener': an object is hit only if it or an ancestor has a pointer listener. Content without listeners — particles, decoration, transparent overlays — neither receives events nor blocks them. A listener on the Scene therefore makes the whole scene hittable.
  • pointerEventsType filters by pointer type: { allow: 'ray' }, { deny: ['grab', 'touch'] }, or a function. Types are screen-mouse, screen-touch, screen-pen for DOM input, ray, lines, grab, touch for created pointers, and forward-<outer type> inside forwardObjectEvents. A common use: { deny: 'grab' } on a button so a hand passing through it does not click it.
  • pointerEventsOrder (higher first, like renderOrder) beats distance, which lets an x-ray overlay or gizmo win over the object it sits inside. Grab and touch pointers sort by distance only.
  • These properties are not copied by object.clone().

Easy to get wrong

  • Dragging: call e.object.setPointerCapture(e.pointerId) in pointerdown; later events go to that object even when the pointer leaves it, and e.point keeps following the pointer on the plane of the originally hit face. Capture is released on up, cancel, and exit. e.pointerId is the 3D pointer id, not the DOM one.
  • Missed clicks: a pointer that hits nothing hits the scene's void object (getVoidObject(scene), flagged isVoidObject). Those events bubble to listeners on the scene, so a scene-level click listener also fires on empty space; check e.object.isVoidObject or listen on the void object to handle "clicked nothing".
  • click, dblclick, and contextmenu are synthesized from pointerdown/pointerup on the same object, not taken from the DOM.
  • pointerenter/pointerleave do not bubble; every other event bubbles through .parent and honors stopPropagation().
  • With React Three Fiber, using this package next to R3F's own event system fires events twice; @react-three/xr's noEvents + PointerEvents replace R3F's system with this one.

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