Can't I use DragControl and OrbitControl at the same time?

Hello :slight_smile:
I’m working on https://threejs.org/examples/?q=fra#webgl_framebuffer_texture 's code

I have main box object which I want to apply orbit control to overlay div.

and I added cone object relative to box object which I want to apply dragObject.

but when I tried to do so, dragStart callback function is not called.
it’s because I’m touching overlay.

is there a any way that I can use both of them?

full code snippet is as belows. (generating function is called when I press button and generating cone to box object and I want to drag that cone)

<script>

        var camera, scene, renderer,camera_left;
        var objects = [];
		var box, sprite, texture;
		var cameraOrtho, sceneOrtho;
		var dpr = window.devicePixelRatio;
		var textureSize = 128 * dpr;
        var vector = new THREE.Vector2();
		init();
        animate();
        function generating(){
            const RADIUS = 40
            const geometrys = new THREE.OctahedronGeometry(RADIUS, 0);
            const coneGeometry = new THREE.ConeBufferGeometry( 0.1, 0.2 );
            const materials = new THREE.MeshNormalMaterial();
            var object = new THREE.Mesh( coneGeometry, materials );
            object.position.set( 0, 0.2, 0 );
            box.add(object);
            objects.push( object );
        }
		function init() {
            //
            document.getElementById("ss").addEventListener("click", generating);
			var width = window.innerWidth;
			var height = window.innerHeight;
			camera = new THREE.PerspectiveCamera( 70, width / height, 1, 1000 );
            camera.position.set( 0, 1, 1 );
			cameraOrtho = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, 1, 15 );
			cameraOrtho.position.z = 15;
			scene = new THREE.Scene();
			scene.background = new THREE.Color( 0x20252f );
			sceneOrtho = new THREE.Scene();
			// mini screen shown upper -left side of main screen. 
            const boxGeometry = new THREE.BoxBufferGeometry( 0.2, 0.2, 0.2 );
            const material = new THREE.MeshNormalMaterial();
            box = new THREE.Mesh( boxGeometry, material );
            scene.add( box );
			var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
			scene.add( ambientLight );
			var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
			camera.add( pointLight );
			scene.add( camera );
			//
			var data = new Uint8Array( textureSize * textureSize * 3 );
			texture = new THREE.DataTexture( data, textureSize, textureSize, THREE.RGBFormat );
			texture.minFilter = THREE.NearestFilter;
			texture.magFilter = THREE.NearestFilter;
			texture.needsUpdate = true;
			//
			var spriteMaterial = new THREE.SpriteMaterial( { map: texture } );
			sprite = new THREE.Sprite( spriteMaterial );
			sprite.scale.set( textureSize, textureSize, 1 );
			sceneOrtho.add( sprite );
			updateSpritePosition();
			//
			renderer = new THREE.WebGLRenderer( { antialias: true } );
			renderer.setPixelRatio( window.devicePixelRatio );
			renderer.setSize( window.innerWidth, window.innerHeight );
			renderer.autoClear = false;
            $(".main").append( renderer.domElement );
            var dragControls = new THREE.DragControls( objects, camera, renderer.domElement );
			dragControls.addEventListener( 'dragstart', function ( event ) {
                console.log("drag start");
                 controls.enabled = false; 
                } );
			dragControls.addEventListener( 'dragend', function ( event ) { controls.enabled = true; } );
			//
			var overlay = document.getElementById( 'overlay' );
			var controls = new THREE.OrbitControls( camera, overlay );
			controls.enablePan = true;
			//
			window.addEventListener( 'resize', onWindowResize, false );
		}
		function onWindowResize() {
			var width = window.innerWidth;
			var height = window.innerHeight;
			camera.aspect = width / height;
			camera.updateProjectionMatrix();
			cameraOrtho.left = - width / 2;
			cameraOrtho.right = width / 2;
			cameraOrtho.top = height / 2;
			cameraOrtho.bottom = - height / 2;
			cameraOrtho.updateProjectionMatrix();
			renderer.setSize( window.innerWidth, window.innerHeight );
			updateSpritePosition();
		}
		function updateSpritePosition() {
			var halfWidth = window.innerWidth / 2;
			var halfHeight = window.innerHeight / 2;
			var halfImageWidth = textureSize / 2;
			var halfImageHeight = textureSize / 2;
			sprite.position.set( - halfWidth + halfImageWidth, halfHeight - halfImageHeight, 1 );
		}
		function animate() {
			requestAnimationFrame( animate );
			// mesh.rotation.x += 0.005;
			// mesh.rotation.y += 0.005;
			renderer.clear();
			renderer.render( scene, camera );
			// calculate start position for copying data
			vector.x = ( window.innerWidth * dpr / 2 ) - ( textureSize / 2 );
			vector.y = ( window.innerHeight * dpr / 2 ) - ( textureSize / 2 );
			renderer.copyFramebufferToTexture( vector, texture );
			renderer.clearDepth();
			renderer.render( sceneOrtho, cameraOrtho );
		}
	</script>

I’ve create a little fiddle that shows that you can use DragControls and OrbitControls at the same time. In order to avoid a conflict between both controls, you have to disable OrbitControls when you hover with the mouse over an object. Not super elegant but it works. Maybe this helps a bit to illustrate the problematic situation when using multiple controls in parallel.

https://jsfiddle.net/f2Lommf5/15004/

A similar approach is used in: https://threejs.org/examples/webgl_geometry_spline_editor.html

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