A growing collection of useful helpers and abstractions for react-three-fiber, saving you some boilerplate.
If you find yourself repeating set-up code often and if it's generic enough, add it here, everyone benefits!
Requirements
- Types
- ForwardRefs if possible, so that objects can be referenced back
- Invalidate frames on any movement for those using invalidateFrameloop
- Cleanup on unmount, no left-overs, restore previous states
npm i drei --save
yarn add drei
import { ... } from 'drei'
Live Playground
For examples of drei in action, visit https://drei-storybook.netlify.app/.
OR
Run the demo storybook on your computer:
Index
-
Cameras
<PerspectiveCamera/>
<OrthographicCamera/>
-
Controls
<OrbitControls/>
<FlyControls/>
<MapControls/>
<DeviceOrientationControls/>
<TrackballControls/>
<TransformControls/>
-
Shapes
<Plane/>
, <Box/>
, <Sphere/>
, <Circle/>
, <Cone/>
, <Cylinder/>
, <Tube/>
, <Torus/>
, <TorusKnot/>
, <Ring/>
, <Tetrahedron/>
, <Polyhedron/>
, <Icosahedron/>
, <Octahedron/>
, <Dodecahedron/>
, <Extrude/>
, <Lathe/>
, <Parametric/>
-
Abstractions
<Text/>
<Line/>
<Detailed/>
<PositionalAudio/>
<StandardEffects/>
-
Shaders
<MeshWobbleMaterial/>
<MeshDistortMaterial/>
<Sky/>
<Stars/>
softShadows()
-
Misc
<Html/>
<Shadow/>
<Stats/>
meshBounds()
useCamera()
useHelper()
useAspect()
<Reflector/>
-
Loaders
draco()
useGLTFLoader()
useTextureLoader()
useCubeTextureLoader()
Exports
Cameras
⚡️ <PerspectiveCamera/>
A responsive THREE.PerspectiveCamera that can set itself as the default.
<PerspectiveCamera
makeDefault
{...props}
>
<mesh />
</PerspectiveCamera>
⚡️ <OrthographicCamera/>
A responsive THREE.OrthographicCamera that can set itself as the default.
Controls
If available controls have damping enabled by default, they manage their own updates, remove themselves on unmount, are compatible with the invalidateFrameloop
canvas-flag. They inherit all props from their underlying THREE controls.
⚡️ <OrbitControls/>
⚡️ <MapControls/>
⚡️ <TrackballControls/>
⚡️ <DeviceOrientationControls/>
⚡️ <TransformControls/>
Shapes
Buffer-geometry short-cuts:
<Plane args={[2, 2]} />
<Sphere>
<meshBasicMaterial attach="material" color="hotpink" />
</Sphere>
⚡️ <Plane/>
, <Box/>
, <Sphere/>
, <Circle/>
, <Cone/>
, <Cylinder/>
, <Tube/>
, <Torus/>
, <TorusKnot/>
, <Ring/>
, <Tetrahedron/>
, <Polyhedron/>
, <Icosahedron/>
, <Octahedron/>
, <Dodecahedron/>
, <Extrude/>
, <Lathe/>
, <Parametric/>
Abstractions
⚡️ <Text/>
Hi-quality text rendering w/ signed distance fields (SDF) and antialiasing, using troika-3d-text. All of troikas props are valid!
<Text
color="black"
anchorX="center"
anchorY="middle"
>
hello world!
</Text>
⚡️ <Line/>
Renders a THREE.Line2.
<Line
points={[[0, 0, 0], ...]}
color="black"
linewidth={1}
dashed={false}
vertexColors={[[0, 0, 0], ...]}
{...lineProps}
{...materialProps}
/>
⚡️ <Detailed
>
A wrapper around THREE.LOD (Level of detail).
<Detailed
distances={[0, 10, 20]}
{...props}
>
<mesh geometry={highDetail} />
<mesh geometry={mediumDetail} />
<mesh geometry={lowDetail} />
</Detailed>
⚡️ <PositionalAudio/>
A wrapper around THREE.PositionalAudio. Add this to groups or meshes to tie them to a sound that plays when the camera comes near.
<PositionalAudio
url="/sound.mp3"
distance={1}
loop
{...props}
/>
⚡️ <StandardEffects/>
Adds ambient-occlusion, bloom and SMAA using the postprocessing library.
⚠️ AO relies on the depthbuffer! Make sure your near and far clipping planes are narrow enough, or use <Canvas gl={{ logarithmicDepthBuffer: true }} .../>
.
<StandardEffects
smaa
ao
bloom
edgeDetection={0.1}
bloomOpacity={1}
effects={() => [...fx]}
/>
Shaders
⚡️ <MeshWobbleMaterial/>
This material makes your geometry wobble and wave around. It was taken from the threejs-examples and adapted into a self-contained material.
<mesh>
<boxBufferGeometry attach="geometry" />
<MeshWobbleMaterial
attach="material"
factor={1} // Strength, 0 disables the effect (default=1)
speed={10} // Speed (default=1)
/>
</mesh>
⚡️ <MeshDistortMaterial/>
This material makes your geometry distort following simplex noise.
<mesh>
<boxBufferGeometry attach="geometry" />
<MeshDistortMaterial
attach="material"
distort={1} // Strength, 0 disables the effect (default=1)
speed={10} // Speed (default=1)
/>
</mesh>
⚡️ <Sky/>
Adds a sky to your scene.
<Sky
distance={450000}
sunPosition={[0, 1, 0]}
{...props}
/>
⚡️ <Stars/>
Adds a blinking shader-based starfield to your scene.
<Stars
radius={100}
depth={50}
count={5000}
factor={4}
saturation={0}
fade
/>
⚡️ softShadows()
Injects percent closer soft shadows (pcss) into threes shader chunk.
softShadows({
frustrum: 3.75,
size: 0.005,
near: 9.5,
samples: 17,
rings: 11,
})
Misc
⚡️ <Html/>
Allows you to tie HTML content to any object of your scene. It will be projected to the objects whereabouts automatically.
<Html
prepend
center
fullscreen
scaleFactor={10}
zIndexRange={[100, 0]}
portal={domnodeRef}
{...groupProps}
{...divProps}
>
<h1>hello</h1>
<p>world</p>
</Html>
⚡️ <Reflector/>
Easily add reflection to any object
<Reflector>
<planeBufferGeometry args={[2, 5]} attach="geometry" />
</Reflector>
⚡️ <Shadow/>
A cheap canvas-texture-based circular gradient.
<Shadow
color="black"
colorStop={0}
opacity={0.5}
fog={false}
/>
⚡️ <Stats/>
Adds stats to document.body. It takes over the render-loop!
<Stats
showPanel={0}
className="stats"
{...props}
/>
You can choose to mount Stats to a different DOM Element - for example, for custom styling:
const node = useRef(document.createElement('div'))
useEffect(() => {
node.current.id = 'test'
document.body.appendChild(node.current)
return () => document.body.removeChild(node.current)
}, [])
return <Stats parent={parent} />
⚡️ meshBounds()
A very fast, but often good-enough bounds-only raycast for meshes. You can use this if performance has precidence over pointer precision.
<mesh raycast={meshBounds} />
⚡️ useCamera()
A 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).
<mesh raycast={useCamera(customCamera)} />
⚡️ useHelper()
A hook for a quick way to add helpers to existing nodes in the scene. It handles removal of the helper on unmount and auto-updates it by default.
const mesh = useRef()
useHelper(mesh, BoxHelper, 'cyan')
⚡️ useAspect()
This hook calculates aspect ratios (for now only what in css would be image-size: cover
is supported). You can use it to make an image fill the screen. It is responsive and adapts to viewport resize. Just give the hook the image bounds in pixels. It returns an array: [width, height, 1]
.
const scale = useAspect(
"cover",
1024,
512,
1
)
return (
<mesh scale={scale}>
<planeBufferGeometry />
<meshBasicMaterial map={imageTexture} />
⚡️ Loaders
⚡️ useGLTFLoader()
A convenience hook that uses useLoader
, GLTFLoader
and draco
:
useGLTFLoader(
url,
true
)
useGLFTLoader(
url,
'/my-draco-binaries'
)
⚡️ useTextureLoader()
A convenience hook that uses useLoader
and TextureLoader
const texture = useTextureLoader(url)
const [texture1, texture2] = useTextureLoader([texture1, texture2])
⚡️ useCubeTextureLoader()
A convenience hook that uses useLoader
and CubeTextureLoader
const envMap = useCubeTextureLoader(
['px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'],
{ path: 'cube/' }
)
⚡️ draco()
Adds the Draco extension to your GLTFLoader, to be used in conjuction with useLoader
and GLTFLoader
when more control is needed.
useLoader(
GLTFLoader,
url,
draco(
'/draco-gtltf/'
)
)