z7t.me portal.php,readme.md · 高先生/react-three-fiber - Gitee.com

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These demos are real, you can click them! They contain the full code, too.

npm install three react-three-fiber

#### What is it?

This is a React renderer for Threejs on the web and react-native. Building a dynamic scene graph becomes so much easier when you can break it up into declarative, re-usable components that react to state changes.

#### Does it have regressions?

This is less of an abstraction and more of a pure reconciler (like react-dom in relation to HTML). It does not target a specific Threejs version nor does it need updates when Threejs alters, adds or removes features. It won't change any specifics or rules. There are zero limitations.

#### Is it slower than raw Threejs?

Rendering performance is up to Threejs and the GPU, react-three-fiber drives a renderloop outside of React without overhead. React is otherwise very efficient in building and updating component-trees, which could allow it to potentially outperform manual apps at scale.

# What it looks like ...

Copy the following into a project to get going. [Here's the same](https://codesandbox.io/s/rrppl0y8l4) running in a code sandbox.

```jsx

import { Canvas, useFrame } from 'react-three-fiber'

function Thing() {

const ref = useRef()

useFrame(() => (ref.current.rotation.x = ref.current.rotation.y += 0.01))

return (

ref={ref}

onClick={e => console.log('click')}

onPointerOver={e => console.log('hover')}

onPointerOut={e => console.log('unhover')}>

)

}

```

# Canvas

The `Canvas` object is your portal into Threejs. It renders Threejs elements, _not DOM elements_!

```jsx

children // Either a function child (which receives state) or regular children

gl // Props that go into the default webGL-renderer

camera // Props that go into the default camera

raycaster // Props that go into the default raycaster

shadowMap // Props that go into gl.shadowMap, can also be set true for PCFsoft

vr = false // Switches renderer to VR mode, then uses gl.setAnimationLoop

gl2 = false // Enabled webgl2

resize = undefined // Resize config, see react-use-measure's options

orthographic = false // Creates an orthographic camera if true

noEvents = false // Switch off raytracing and event support

pixelRatio = undefined // You could provide window.devicePixelRatio if you like

invalidateFrameloop = false // When true it only renders on changes, when false it's a game loop

updateDefaultCamera = true // Adjusts default camera on size changes

onCreated // Callback when vdom is ready (you can block first render via promise)

onPointerMissed /> // Response for pointer clicks that have missed a target

```

You can give it additional properties like style and className, which will be added to the container (a div) that holds the dom-canvas element.

# Defaults that the canvas component sets up

Canvas will create a _translucent WebGL-renderer_ with the following properties: `antialias, alpha, setClearAlpha(0)`

A default _perspective camera_: `fov: 75, near: 0.1, far: 1000, position.z: 5`

A default _orthographic camera_ if Canvas.orthographic is true: `near: 0.1, far: 1000, position.z: 5`

A default _shadowMap_ if Canvas.shadowMap is true: `type: PCFSoftShadowMap`

A default _scene_ (into which all the JSX is rendered) and a _raycaster_.

A _wrapping container_ with a [resize observer](https://github.com/react-spring/react-use-measure): `scroll: true, debounce: { scroll: 50, resize: 0 }`

You do not have to use any of these objects, look under "receipes" down below if you want to bring your own.

# Objects and properties

You can use [Threejs's entire object catalogue and all properties](https://threejs.org/docs). When in doubt, always consult the docs.

You could lay out an object like this:

```jsx

visible

userData={{ test: 'hello' }}

position={new THREE.Vector3(1, 2, 3)}

rotation={new THREE.Euler(0, 0, 0)}

geometry={new THREE.SphereGeometry(1, 16, 16)}

material={new THREE.MeshBasicMaterial({ color: new THREE.Color('hotpink'), transparent: true })}

/>

```

The problem is that all of these properties will always be re-created. Instead, you should define properties declaratively.

```jsx

```

#### Shortcuts (set)

All properties that have a `.set()` method can be given a shortcut. For example [THREE.Color.set](https://threejs.org/docs/index.html#api/en/math/Color.set) can take a color string, hence instead of `color={new THREE.Color('hotpink')}` you can do `color="hotpink"`. Some `set` methods take multiple arguments ([THREE.Vector3.set](https://threejs.org/docs/index.html#api/en/math/Vector3.set)), so you can pass an array `position={[100, 0, 0]}`.

#### Shortcuts and non-Object3D stow-away

Stow away non-Object3D primitives (geometries, materials, etc) into the render tree so that they become managed and reactive. They take the same properties they normally would, constructor arguments are passed with `args`. Using the `attach` property objects bind automatically to their parent and are taken off it once they unmount.

You can nest primitive objects, too, which is good for awaiting async textures and such. You could use React-suspense if you wanted!

```jsx

img && (self.needsUpdate = true)} />

```

Sometimes attaching isn't enough. For example, this code attaches effects to an array called "passes" of the parent `effectComposer`. Note the use of `attachArray` which adds the object to the target array and takes it out on unmount:

```jsx

```

You can also attach to named parent properties using `attachObject={[target, name]}`, which adds the object and takes it out on unmount. The following adds a buffer-attribute to parent.attributes.position.

```jsx

```

#### Piercing into nested properties

If you want to reach into nested attributes (for instance: `mesh.rotation.x`), just use dash-case:

```jsx

```

#### Putting already existing objects into the scene-graph

You can use the `primitive` placeholder for that. You can still give it properties or attach nodes to it.

```jsx

const mesh = new THREE.Mesh()

return

```

#### Using 3rd-party (non THREE namespaced) objects in the scene-graph

The `extend` function extends three-fibers catalogue of known native JSX elements.

```jsx

import { extend } from 'react-three-fiber'

import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer'

import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass'

extend({ EffectComposer, RenderPass })

```

# Events

Threejs objects that implement their own `raycast` method (meshes, lines, etc) can be interacted with by declaring events on the object. We support pointer events ([you need to polyfill them yourself](https://github.com/jquery/PEP)), clicks and wheel-scroll. Events contain the browser event as well as the Threejs event data (object, point, distance, etc).

Additionally there's a special `onUpdate` that is called every time the object gets fresh props, which is good for things like `self => (self.verticesNeedUpdate = true)`.

```jsx

onClick={e => console.log('click')}

onWheel={e => console.log('wheel spins')}

onPointerUp={e => console.log('up')}

onPointerDown={e => console.log('down')}

onPointerOver={e => console.log('over')}

onPointerOut={e => console.log('out')}

onPointerEnter={e => console.log('enter')}

onPointerLeave={e => console.log('leave')}

onPointerMove={e => console.log('move')}

onUpdate={self => console.log('props have been updated')}

/>

```

#### Event data

```jsx

({

...DomEvent // All the original event data

...ThreeEvent // All of Three's intersection data

object: Object3D // The object that was actually hit

eventObject: Object3D // The object that registered the event

unprojectedPoint: Vector3 // Camera-unprojected point

ray: Ray // The ray that was used to strike the object

camera: Camera // The camera that was used in the raycaster

sourceEvent: DomEvent // A reference to the host event

delta: number // Initial-click delta

}) => ...

```

#### Propagation and capturing

```jsx

onPointerDown={e => {

// Only the mesh closest to the camera will be processed

e.stopPropagation()

// You may optionally capture the target

e.target.setPointerCapture(e.pointerId)

}}

onPointerUp={e => {

e.stopPropagation()

// Optionally release capture

e.target.releasePointerCapture(e.pointerId)

}}

```

# Hooks

Hooks can only be used **inside** the Canvas element because they rely on context! You cannot expect something like this to work:

```jsx

function App() {

const { size } = useThree() // This will just crash

return (

```

Do this instead:

```jsx

function SomeComponent() {

const { size } = useThree()

return

}

function App() {

return (

```

#### useThree(): SharedCanvasContext

This hooks gives you access to all the basic objects that are kept internally, like the default renderer, scene, camera. It also gives you the current size of the canvas in screen and viewport coordinates.

```jsx

import { useThree } from 'react-three-fiber'

const {

gl, // WebGL renderer

scene, // Default scene

camera, // Default camera

size, // Bounds of the view (which stretches 100% and auto-adjusts)

viewport, // Bounds of the viewport in 3d units + factor (size/viewport)

aspect, // Aspect ratio (size.width / size.height)

mouse, // Current 2D mouse coordinates

clock, // THREE.Clock (useful for useFrame deltas)

invalidate, // Invalidates a single frame (for )

intersect, // Calls onMouseMove handlers for objects underneath the cursor

setDefaultCamera, // Sets the default camera

} = useThree()

```

#### useFrame(callback: (state, delta) => void, renderPriority: number = 0)

This hooks calls you back every frame, which is good for running effects, updating controls, etc. You receive the state (same as useThree) and a clock delta. If you supply a render priority greater than zero it will switch off automatic rendering entirely, you can then control rendering yourself. If you have multiple frames with a render priority then they are ordered highest priority last, similar to the web's z-index. Frames are managed, three-fiber will remove them automatically when the component that holds them is unmounted.

Updating controls:

```jsx

import { useFrame } from 'react-three-fiber'

const controls = useRef()

useFrame(state => controls.current.update())

return

```

Taking over the render-loop:

```jsx

useFrame(({ gl, scene, camera }) => gl.render(scene, camera), 1)

```

#### useResource(optionalRef=undefined)

When you want to share and re-use resources. `useResource` creates a ref and re-renders the component when it becomes available next frame.

```jsx

import { useResource } from 'react-three-fiber'

const [ref, material] = useResource()

return (

{material && (

```

#### useUpdate(callback, dependencies, optionalRef=undefined)

When objects need to be updated imperatively.

```jsx

import { useUpdate } from 'react-three-fiber'

const ref = useUpdate(

geometry => {

geometry.addAttribute('position', getVertices(x, y, z))

geometry.attributes.position.needsUpdate = true

},

[x, y, z] // execute only if these properties change

)

return

```

#### useLoader(loader, url: string | string[], extensions?) (experimental!)

This hooks loads assets and suspends for easier fallback- and error-handling. If you need to lay out GLTF's declaratively check out [gltfjsx](https://github.com/react-spring/gltfjsx).

```jsx

import React, { Suspense } from 'react'

import { useLoader } from 'react-three-fiber'

import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'

function Asset({ url }) {

const gltf = useLoader(GLTFLoader, url)

return

}

}>

```

You can provide a callback if you need to configure your loader:

```jsx

import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'

useLoader(GLTFLoader, url, loader => {

const dracoLoader = new DRACOLoader()

dracoLoader.setDecoderPath('/draco-gltf/')

loader.setDRACOLoader(dracoLoader)

})

```

It can also make multiple requests in parallel:

```jsx

const [bumpMap, specMap, normalMap] = useLoader(TextureLoader, [url1, url2, url2])

```

#### useCamera(camera, props) (experimental!)

This is a special purpose hook for the rare case when you are using non-default cameras for heads-up-displays or portals, and you need events/raytracing to function properly (raycasting uses the default camera otherwise).

```jsx

import { useCamera } from 'react-three-fiber'

console.log('move')}>

```

# Additional exports

```jsx

import {

addEffect, // Adds a global callback which is called each frame

invalidate, // Forces view global invalidation

extend, // Extends the native-object catalogue

createPortal, // Creates a portal (it's a React feature for re-parenting)

render, // Internal: Renders three jsx into a scene

unmountComponentAtNode, // Internal: Unmounts root scene

applyProps, // Internal: Sets element properties

} from 'react-three-fiber'

```

# Further information

Recipes and FAQ: [/react-three-fiber/recipes.md](recipes.md)

GLTF-to-JSX converter: https://github.com/react-spring/gltfjsx

Learn-with-jason: https://www.youtube.com/watch?v=1rP3nNY2hTo

# Contributions

If you like this project, please consider helping out. All contributions are welcome as well as donations to [Opencollective](https://opencollective.com/react-three-fiber), or in crypto:

BTC: 36fuguTPxGCNnYZSRdgdh6Ea94brCAjMbH

ETH: 0x6E3f79Ea1d0dcedeb33D3fC6c34d2B1f156F2682

#### Sponsors

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#### Backers

Thank you to all our backers! 🙏

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##### Contributors

This project exists thanks to all the people who contribute.

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