@realitycollective/threejs-interactions
v0.1.1
Published
The default, standalone engine adapter for the Reality Collective Interaction Extensions: raw WebXR (the browser's OpenXR binding - XRSession, XRInputSource, select/squeeze, hand joints) plus three.js hit-testing and transform ports, with a desktop mouse
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@realitycollective/threejs-interactions
The three.js adapter for the Reality Collective Interaction Extensions. It reads raw WebXR directly, so no other framework is needed.
npm install @realitycollective/threejs-interactions threeIt re-exports everything from @realitycollective/webxr-interactions, so this is the only interaction package your app needs.
What it binds
| Layer | Detail |
| --- | --- |
| Input | Raw WebXR, the browser's own XR API: controllers, hand joints, trigger and grip pressure, and haptic pulses |
| Hit-testing | three.js raycasting against your scene graph, through three-mesh-bvh when your app installs it |
| Movement | Moves and rotates three.js objects for grab, hinge, dial and slide |
| Desktop | A mouse fallback, so the same scene is testable without a headset |
| Presence | Show and hide the user's own hand and controller models, once you have registered them |
| Pointer visuals | ThreePointerVisuals draws the app's pointerDisplay (IWSDK's ray stub and cursor disc by default) for every source: createThreeInteractions({ pointerVisuals: { scene }, pointers, pointerDisplay }) |
| Physics | RapierPhysicsFacility: pass physics: { rapier } with the Rapier module your app loads, and grab, throw and rest run over Rapier bodies with IWSDK's defaults; ThreeTransformPort gains the held pose |
| Eye gaze | WebXRInputProvider reports capabilities.eyeGaze for a session with a gaze input source and applies the shared gaze-and-pinch rule |
Presence
registerVisual(handedness, root) is on this adapter and on no other, because a standalone three.js app builds its own hand and controller models. The IWSDK and Babylon adapters find models the engine already built; here there is nothing to show or hide until you hand one over. So capabilities.presence is false until the first registerVisual call and true afterwards, and it changes back if you give the last one back with unregisterVisual. Registering notifies onCapabilitiesChanged like any other capability change.
provider.registerVisual("left", leftHandModel);
provider.registerVisual("right", rightHandModel);
provider.setPresenceVisible("left", false); // hide the left handUsage
import { createThreeInteractions } from "@realitycollective/threejs-interactions";
const interactions = createThreeInteractions({
xr: renderer.xr,
camera,
domElement: renderer.domElement,
});
interactions.register({ id: "button", behaviours: [{ kind: "press" }] }, buttonMesh);
interactions.runtime.onEvent((event) => console.log(event.type));
let last = performance.now();
renderer.setAnimationLoop(() => {
const now = performance.now();
const dt = Math.min(0.1, (now - last) / 1000);
last = now;
interactions.update(dt);
renderer.render(scene, camera);
});Hit-testing detailed meshes
three.js tests every triangle of a mesh once a ray enters its bounding sphere, so a detailed model registered as an interactable costs the raycast close to a millisecond per ray on a desktop, and the runtime casts up to three rays a frame (one per controller, one for gaze). Two ways round it, and they combine.
Install three-mesh-bvh. The adapter declares it as an optional peer. Install it and add its prototype hooks once at startup; the hit tester then builds a bounds tree for every geometry it registers and asks the raycaster for the first hit only, so the same ray costs microseconds. IWSDK installs these hooks itself, so an IWSDK app has nothing to do.
import { BufferGeometry, Mesh } from "three";
import { acceleratedRaycast, computeBoundsTree, disposeBoundsTree } from "three-mesh-bvh";
BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
Mesh.prototype.raycast = acceleratedRaycast;The tree lives on the geometry for as long as the geometry does. The adapter never removes it, so a geometry shared between interactables is built once, and a geometry you discard takes its tree with it.
Register a collider proxy. Register a low-poly stand-in (a box, a sphere, a simplified hull) as the interactable object, and parent the detailed model to it or move both from the same transform. The proxy is what the ray and the poke test see; the model is what the player sees.
Poke targeting (hitProximity) is a sphere test on each registered object's world position and bounding-sphere radius, so it costs the same whatever the mesh. A target with no geometry of its own (a bare Group) has no bounding sphere to read, so register(id, object, targetRadius?) takes an explicit radius for one - default 0.1 m, matching IWSDK's own default for a target registered without one.
hitRay and hitProximity both drop a target hidden by visible === false, on itself or on any ancestor, even though three.js's own Raycaster ignores visible by design (issue 14700) - the adapter re-applies the rule itself.
Peer dependencies
three >= 0.170.0. The Reality Collective demos pin the [email protected] fork that Meta's IWSDK mandates; stock three.js works equally well for this adapter.
three-mesh-bvh >= 0.9.14, optional. See the section above.
Live demo
The interaction playground - the full station set on every platform, mouse-capable on desktop, VR button for headsets; add ?engine=threejs for this adapter: webxr-interactions.pages.dev
Documentation
See the repository README and the demos/playground client for a complete working scene.
License
MIT - see LICENSE.
