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angular-three

Angular Renderer for THREE.js

  • 2.5.2
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angular-three

A custom Renderer for Angular 18+ that uses Three.js to render 3D scenes.

Compatibility

Angular Three v2 is still in beta and aims to be compatible with Angular 17+.

Installation

npm install angular-three@beta ngxtension three
# yarn add angular-three@beta ngxtension three
# pnpm add angular-three@beta ngxtension three

Make sure to install @types/three as well

Usage

import { extend } from 'angular-three';
import { Mesh, BoxGeometry } from 'three';

extend({
	Mesh, // makes ngt-mesh available
	BoxGeometry, // makes ngt-box-geometry available
	/* ... */
	MyMesh: Mesh, // makes ngt-my-mesh available
});

// alternatively for demo purposes, you can use the following
// extend(THREE);
// This includes the entire THREE.js namespace

@Component({
	// This Component is rendered in the Custom Renderer
	standalone: true,
	template: `
		<ngt-mesh>
			<ngt-box-geometry />
		</ngt-mesh>
	`,
	schemas: [CUSTOM_ELEMENTS_SCHEMA], // required
	changeDetection: ChangeDetectionStrategy.OnPush,
})
export class SceneGraph {}

@Component({
	// This Component is rendered normally in Angular.
	selector: 'app-my-experience',
	standalone: true,
	template: `
		<ngt-canvas [sceneGraph]="SceneGraph" />
	`,
	imports: [NgtCanvas],
})
export class MyExperience {
	SceneGraph = SceneGraph;
}

The Component that renders NgtCanvas (MyExperience in this case) controls the dimensions of the canvas so make sure to style it accordingly.

Inputs

  • sceneGraph: Type<any>: required. This is the Component that renders your 3D Scene graph. It must be a standalone Component.
  • gl?: NgtGLOptions: This input allows you to configure the WebGL renderer used by Angular Three. You can provide a THREE.js renderer instance, properties for the default renderer, or a function that returns a renderer based on the canvas element.
  • size?: NgtSize: Specifies the dimensions of the renderer. If omitted, the component will automatically measure the canvas dimensions.
  • shadows?: boolean | 'basic' | 'percentage' | 'soft' | 'variance' | Partial<WebGLShadowMap>: Enables or disables shadows in the scene. You can provide a boolean value to toggle shadows on or off, or use specific strings to control the shadow type. Additionally, you can pass partial WebGLShadowMap options for fine-tuning.
  • legacy?: boolean: Disables three r139 color management when set to true.
  • linear?: boolean: Switches off automatic sRGB color space and gamma correction when set to true.
  • flat?: boolean: Uses THREE.NoToneMapping instead of THREE.ACESFilmicToneMapping when set to true.
  • orthographic?: boolean: Creates an orthographic camera instead of a perspective camera when set to true.
  • frameloop?: 'always' | 'demand' | 'never': Controls the rendering mode. 'always' renders continuously, 'demand' renders only on state changes, and 'never' gives you manual control over rendering.
  • performance?: Partial<Omit<NgtPerformance, 'regress'>>: Allows you to configure performance options for adaptive performance.
  • dpr?: NgtDpr: Sets the target pixel ratio. You can provide a single number or a range [min, max].
  • raycaster?: Partial<Raycaster>: Configures the default raycaster used for interaction.
  • scene?: Scene | Partial<Scene>: Provides a THREE.js scene instance or properties to create a default scene.
  • camera?: NgtCamera | Partial<NgtObject3DNode<Camera>>: Provides a THREE.js camera instance or properties to create a default camera. You can also set the manual property to true to take control of the camera projection.
  • events?: (store: NgtSignalStore<NgtState>) => NgtEventManager<HTMLElement>: Allows you to customize the event manager for handling pointer events.
  • eventSource?: HTMLElement | ElementRef<HTMLElement>: Specifies the target element where events are subscribed. By default, it's the div wrapping the canvas.
  • eventPrefix?: 'offset' | 'client' | 'page' | 'layer' | 'screen': Sets the event prefix used for canvas pointer events.
  • lookAt?: Vector3 | Parameters<Vector3['set']>: Defines the default coordinate for the camera to look at.

Outputs

  • created: Emitted when the canvas is created.
  • pointerMissed: Emitted when a pointer event is not captured by any element (aka clicking on the canvas)

Intellisense support

Since Angular Three is a custom Renderer, the elements are not recognized by the Angular Language Service.

Jetbrains IDE

The consumers can add web-types property to the workspace's package.json and set the value to node_modules/angular-three/web-types.json.

{
	"web-types": "node_modules/angular-three/web-types.json"
}

VSCode

Similarly, there's node_modules/angular-three/metadata.json file that can be used to provide intellisense support for VSCode users.

The consumers can enable it via html.customData in their settings.json file.

{
	"html.customData": ["node_modules/angular-three/metadata.json"]
}

Input Bindings

Input bindings for ngt-* elements work the same way as they do in Angular.

You can consult THREE.js documentation on what is available on the entities

<ngt-mesh [position]="[x, y, z]" [rotation]="[x, y, z]">
	<ngt-mesh-basic-material color="hotpink" />
</ngt-mesh>

Events

Angular Three Custom Renderer supports the following events on applicable objects (ngt-mesh, ngt-group etc...)

'click',
'contextmenu',
'dblclick',
'pointerup',
'pointerdown',
'pointerover',
'pointerout',
'pointerenter',
'pointerleave',
'pointermove',
'pointermissed',
'pointercancel',
'wheel',

In addition, there are 2 special events that the consumers can listen to;

  • attached: when the element is attached to its parent
  • updated: when the element properties are updated

Constructor Arguments

In THREE.js, there are some entities that require the consumers to dispose and recreate them if their parameters change; like the Geometries.

To handle this, Angular Three exports a NgtArgs structural directive that always accepts an Array of values. The consumers can consult THREE.js documentations to know what values are applicable for what entities and their order.

<!-- for example, new BoxGeometry(width, height, depth) -->
<ngt-box-geometry *args="[width, height, depth]" />

NgtArgs, as a structural directive, ensures to create a new instance of the entity when the value changes

Parameters

Beside the normal properties that ngt-* elements can accept for Input bindings, the consumers can also pass a parameters object to a special property [parameters] on the elements. This parameters object will be used to apply the properties on the entity.

<!-- instead of <ngt-mesh [position]="[x, y, z]" [scale]="scale" /> -->
<ngt-mesh [parameters]="{ position: [x, y, z], scale }" />

Element Queries

The consumers can query for the THREE.js entities like they would do in normal HTML Angular Template.

@Component({
	template: `
		<ngt-mesh #mesh></ngt-mesh>
	`,
})
export class Box {
	mesh = viewChild.required<ElementRef<Mesh>>('mesh');
	//  notice that it is an ElementRef of THREE.Mesh instead of an HTMLElement
}

Animation Loop

In order to participate in the animation loop, use injectBeforeRender inject function

@Component({
	/*...*/
})
export class Box {
	mesh = viewChild.required<ElementRef<Mesh>>('mesh');

	constructor() {
		injectBeforeRender(() => {
			// runs every frame
			const mesh = this.mesh().nativeElement;
			mesh.rotation.x += 0.01;
		});
	}
}

Store

Angular Three keeps track of its state via an internal store. The consumers can access this store via the injectStore inject function

export class Box {
	store = injectStore();
	viewport = this.store.select('viewport'); // Signal<NgtViewport>
	camera = this.store.select('camera'); // Signal<NgtCamera> - the default camera
	/* many more properties */
}

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Package last updated on 26 Oct 2024

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