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A growing collection of useful helpers and abstractions for react-three-fiber.

npm install @react-three/drei

πŸ‘‰ this package is using the stand-alone three-stdlib instead of three/examples/jsm. πŸ‘ˆ

Basic usage:

import { PerspectiveCamera, PositionalAudio, ... } from '@react-three/drei'

React-native:

import { PerspectiveCamera, PositionalAudio, ... } from '@react-three/drei/native'

The native route of the library does not export Html or Loader. The default export of the library is web which does export Html and Loader.

Index

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.

CameraShake

A component for applying a configurable camera shake effect. Currently only supports rotational camera shake. Pass a ref to recieve the ShakeController API.

const config = {
  maxYaw: 0.1, // Max amount camera can yaw in either direction
  maxPitch: 0.1, // Max amount camera can pitch in either direction
  maxRoll: 0.1, // Max amount camera can roll in either direction
  yawFrequency: 1, // Frequency of the the yaw rotation
  pitchFrequency: 1, // Frequency of the pitch rotation
  rollFrequency: 1, // Frequency of the roll rotation
  intensity: 1, // initial intensity of the shake
  decay: false, // should the intensity decay over time
  decayRate: 0.65, // if decay = true this is the rate at which intensity will reduce at
  controls: undefined, // if using orbit controls, pass a ref here so we can update the rotation
}

<CameraShake {...config} />
interface ShakeController {
  getIntensity: () => number
  setIntensity: (val: number) => void
}

CubeCamera

A THREE.CubeCamera that returns its texture as a render-prop. It makes children invisible while rendering to the internal buffer so that they are not included in the reflection.

Using the frames prop you can control if this camera renders indefinitively or statically (a given number of times). If you have two static objects in the scene, make it frames={2} for instance, so that both objects get to "see" one another in the reflections, which takes multiple renders. If you have moving objects, unset the prop and use a smaller resolution instead.

<CubeCamera resolution={256} frames={Infinity} fog={customFog} near={1} far={1000}>
  {(texture) => (
    <mesh>
      <sphereGeometry />
      <meshStandardMaterial envMap={texture} />
    </mesh>
  )}
</CubeCamera>

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.

Drei currently exports OrbitControls , MapControls , TrackballControls, FlyControls, DeviceOrientationControls, TransformControls , PointerLockControls

Every control component can be used with a custom camera using the camera prop:

const myCamera = useResource()

return (
  <>
    <PerspectiveCamera ref={myCamera} position={[0, 5, 5]} />
    <OrbitControls camera={myCamera.current} />
  </>
)

PointerLockControls additionally supports a selector prop, which enables the binding of click event handlers for control activation to other elements than document (e.g. a 'Click here to play' button).

Shapes

Buffer-geometry short-cuts for Plane, Box, Sphere, Circle, Cone, Cylinder, Tube, Torus, TorusKnot, Ring, Tetrahedron, Polyhedron, Icosahedron, Octahedron, Dodecahedron, Extrude, Lathe, Parametric.

<Plane args={[2, 2]} />
<Sphere>
  <meshBasicMaterial attach="material" color="hotpink" />
</Sphere>

RoundedBox

A box buffer geometry with rounded corners, done with extrusion.

<RoundedBox args={[1, 1, 1]} radius={0.05} smoothness={4} {...meshProps}>
  <meshPhongMaterial attach="material" color="#f3f3f3" wireframe />
</RoundedBox>

ScreenQuad

<ScreenQuad>
  <myMaterial />
</ScreenQuad>

A triangle that fills the screen, ideal for full-screen fragment shader work (raymarching, postprocessing). πŸ‘‰ Why a triangle? πŸ‘‰ Use as a post processing mesh

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], ...]}       // Array of points
  color="black"                   // Default
  lineWidth={1}                   // In pixels (default)
  dashed={false}                  // Default
  vertexColors={[[0, 0, 0], ...]} // Optional array of RGB values for each point
  {...lineProps}                  // All THREE.Line2 props are valid
  {...materialProps}              // All THREE.LineMaterial props are valid
/>

QuadraticBezierLine

Renders a THREE.Line2 using THREE.QuadraticBezierCurve3 for interpolation.

<QuadraticBezierLine
  start={[0, 0, 0]}               // Starting point
  end={[10, 0, 10]}               // Ending point
  mid={[5, 0, 5]}                 // Optional control point
  color="black"                   // Default
  lineWidth={1}                   // In pixels (default)
  dashed={false}                  // Default
  vertexColors={[[0, 0, 0], ...]} // Optional array of RGB values for each point
  {...lineProps}                  // All THREE.Line2 props are valid
  {...materialProps}              // All THREE.LineMaterial props are valid
/>

CubicBezierLine

Renders a THREE.Line2 using THREE.CubicBezierCurve3 for interpolation.

<CubicBezierLine
  start={[0, 0, 0]}               // Starting point
  end={[10, 0, 10]}               // Ending point
  midA={[5, 0, 0]}                // First control point
  midB={[0, 0, 5]}                // Second control point
  color="black"                   // Default
  lineWidth={1}                   // In pixels (default)
  dashed={false}                  // Default
  vertexColors={[[0, 0, 0], ...]} // Optional array of RGB values for each point
  {...lineProps}                  // All THREE.Line2 props are valid
  {...materialProps}              // All THREE.LineMaterial props are valid
/>

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} // All THREE.PositionalAudio props are valid
/>

Billboard

Adds a <Plane /> that always faces the camera.

<Billboard
  follow={true}
  lockX={false}
  lockY={false}
  lockZ={false} // Lock the rotation on the z axis (default=false)
/>

GizmoHelper

Used by widgets that visualize and control camera position.

Two example gizmos are included: GizmoViewport and GizmoViewcube, and useGizmoContext makes it easy to create your own.

<GizmoHelper
  alignment="bottom-right" // widget alignment within scene
  margin={[80, 80]} // widget margins (X, Y)
  onUpdate={/* called during camera animation  */}
  onTarget={/* return current camera target (e.g. from orbit controls) to center animation */}
>
  <GizmoViewport axisColors={['red', 'green', 'blue']} labelColor="black" />
  {/* alternative: <GizmoViewcube /> */}
</GizmoHelper>

Environment

Sets up a global cubemap, which affects the default scene.environment, and optionally scene.background, unless a custom scene has been passed. A selection of presets from HDRI Haven are available for convenience. If you pass an array of files it will use THREE.CubeTextureLoader.

<Environment
  background={false}
  files={['px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png']}
  path="/"
  preset={null}
  scene={undefined} // adds the ability to pass a custom THREE.Scene
/>

If you provide a single string it will use THREE.RGBELoader.

<Environment files="file.hdr" />

Effects

Abstraction around threes own EffectComposer.

<Effects multisamping={8} renderIndex={1} disableGamma={false} disableRenderPass={false}>
  {}
  <lUTPass attachArray="passes" lut={texture3D} />
</Effects>

useAnimations

A hook that abstracts AnimationMixer.

const { nodes, materials, animations } = useGLTF(url)
const { ref, mixer, names, actions, clips } = useAnimations(animations)
useEffect(() => {
  actions?.jump.play()
})
return (
  <mesh ref={ref} />

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} speed={10} />
</mesh>

MeshDistortMaterial

This material makes your geometry distort following simplex noise.

<mesh>
  <boxBufferGeometry attach="geometry" />
  <MeshDistortMaterial attach="material" distort={1} speed={10} />
</mesh>

Sky

Adds a sky to your scene.

<Sky distance={450000} sunPosition={[0, 1, 0]} inclination={0} azimuth={0.25} {...props} />

Stars

Adds a blinking shader-based starfield to your scene.

<Stars radius={100} depth={50} count={5000} factor={4} saturation={0} fade />

ContactShadows

A contact shadow implementation.

<ContactShadows opacity={1} width={1} height={1} blur={1} far={10} resolution={256} />

Reflector

Easily add reflections and/or blur to a planar surface. This reflector can also blur and takes surface roughness into account for a more realistic effect.

<Reflector
  args={[1, 1]} // PlaneBufferGeometry arguments
  resolution={256} // Off-buffer resolution, lower=faster, higher=better quality
  mirror={0.5} // Mirror environment, 0 = texture colors, 1 = pick up env colors
  mixBlur={1.0} // How much blur mixes with surface roughness (default = 0), note that this can affect performance
  mixStrength={0.5} // Strength of the reflections
  depthScale={1} // Scale the depth factor (0 = no depth, default = 0)
  minDepthThreshold={0.9} // Lower edge for the depthTexture interpolation (default = 0)
  maxDepthThreshold={1} // Upper edge for the depthTexture interpolation (default = 0)
  depthToBlurRatioBias={0.25} // Adds a bias factor to the depthTexture before calculating the blur amount [blurFactor = blurTexture * (depthTexture + bias)]. It accepts values between 0 and 1, default is 0.25. An amount > 0 of bias makes sure that the blurTexture is not too sharp because of the multiplication with the depthTexture
  distortion={0} // Amount of distortion based on the distortionMap texture
  distortionMap={distortionTexture} // The red channel of this texture is used as the distortion map. Default is null
  debug={0} /* Depending on the assigned value, one of the following channels is shown:
    0 = no debug
    1 = depth channel
    2 = base channel
    3 = distortion channel
    4 = lod channel (based on the roughness)
  */
>
  {(Material, props) => <Material {...props}>}
</Reflector>

SpotLight

A Volumetric spotligt.

<SpotLight
  distance={5}
  angle={0.15}
  attenuation={5}
  anglePower={5} // Diffuse-cone anglePower (default: 5)
/>

Optionally you can provide a depth-buffer which converts the spotlight into a soft particle.

function Foo() {
  const [depthBuffer, setDepthBuffer] = useState()
  return (
    <>
      <DepthBuffer ref={setDepthBuffer} size={256}>
      <SpotLight depthBuffer={depthBuffer} />

softShadows

Injects percent closer soft shadows (pcss) into threes shader chunk.

softShadows({
  frustum: 3.75,
  size: 0.005,
  near: 9.5,
  samples: 17,
  rings: 11, // Rings (default: 11) must be a int
})

shaderMaterial

Creates a THREE.ShaderMaterial for you with easier handling of uniforms, which are also automatically declared as setter/getters on the object.

import { extend } from 'react-three-fiber'
import glsl from 'babel-plugin-glsl/macro'

const ColorShiftMaterial = shaderMaterial(
  { time: 0, color: new THREE.Color(0.2, 0.0, 0.1) },
  // vertex shader
  glsl`
    varying vec2 vUv;
    void main() {
      vUv = uv;
      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    }
  `,
  // fragment shader
  glsl`
    uniform float time;
    uniform vec3 color;
    varying vec2 vUv;
    void main() {
      gl_FragColor.rgba = vec4(0.5 + 0.3 * sin(vUv.yxx + time) + color, 1.0);
    }
  `
)

extend({ ColorShiftMaterial })

// in your component
<mesh>
  <colorShiftMaterial attach="material" color="hotpink" time={1} />
</mesh>

Misc

useContextBridge

Allows you to forward contexts provided above the <Canvas /> to be consumed from within the <Canvas /> normally

function SceneWrapper() {
  // bridge any number of contexts
  const ContextBridge = useContextBridge(ThemeContext, GreetingContext)
  return (
    <Canvas>
      <ContextBridge>
        <Scene />
      </ContextBridge>
    </Canvas>
  )
}

function Scene() {
  // we can now consume a context within the Canvas
  const theme = React.useContext(ThemeContext)
  const greeting = React.useContext(GreetingContext)
  return (
    //...
  )
}

Html

Allows you to tie HTML content to any object of your scene. It will be projected to the objects whereabouts automatically.

<Html
  as='div' // Wrapping element (default: 'div')
  prepend // Project content behind the canvas (default: false)
  center // Adds a -50%/-50% css transform (default: false) [ignored in transform mode]
  fullscreen // Aligns to the upper-left corner, fills the screen (default:false) [ignored in transform mode]
  distanceFactor={10} // If set (default: undefined), children will be scaled by this factor, and also by distance to a PerspectiveCamera / zoom by a OrthographicCamera.
  zIndexRange={[100, 0]} // Z-order range (default=[16777271, 0])
  portal={domnodeRef} // Reference to target container (default=undefined)
  transform // If true, applies matrix3d transformations (default=false)
  sprite // Renders as sprite, but only in transform mode (default=false)
  calculatePosition={(el: Object3D, camera: Camera, size: { width: number; height: number }) => number[]} // Override default positioning function. (default=undefined) [ignored in transform mode]
  occlude={[ref]} // Can be true or a Ref<Object3D>[], true occludes the entire scene (default: undefined)
  onOcclude={(visible) => null} // Callback when the visibility changes (default: undefined)
  {...groupProps} // All THREE.Group props are valid
  {...divProps} // All HTMLDivElement props are valid
>
  <h1>hello</h1>
  <p>world</p>
</Html>

Html can hide behind geometry using the occlude prop.

// Raytrace the entire scene
<Html occlude />
// Raytrace only specific elements
<Html occlude={[ref1, ref2]} />

When the Html object hides it sets the opacity prop on the innermost div. If you want to animate or control the transition yourself then you can use onOcclude.

const [hidden, set] = useState()

<Html
  occlude
  onOcclude={set}
  style={{
    transition: 'all 0.5s',
    opacity: hidden ? 0 : 1,
    transform: `scale(${hidden ? 0.5 : 1})`
  }} />

Shadow

A cheap canvas-texture-based circular gradient.

<Shadow
  color="black"
  colorStop={0}
  opacity={0.5}
  fog={false} // Reacts to fog (default=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} />

Center

Calculates a boundary box and centers its children accordingly. alignTop makes adjusts it so that it's sits flush on y=0.

<Center alignTop>
  <mesh />
</Center>

DepthBuffer

Renders the scene into a depth-buffer. Often effects depend on it, in order to minimize performance impact you can use this component.

function Foo() {
  const [depthBuffer, setDepthBuffer] = useState()
  return (
    <>
      <DepthBuffer ref={setDepthBuffer} size={256}>
      <SomethingThatNeedsADepthBuffer depthBuffer={depthBuffer} />

useFBO

Creates a THREE.WebGLRenderTarget or THREE.WebGLMultisampleRenderTarget.

const target = useFBO({
  multisample: true,
  stencilBuffer: false,
})

The rendertarget is automatically disposed when unmounted.

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')

<mesh ref={mesh} ... />

useDetectGPU

This hook uses DetectGPU by @TimvanScherpenzeel to determine what tier should be assigned to the user's GPU.

πŸ‘‰ This hook CAN be used outside the react-three-fiber Canvas.

const GPUTier = useDetectGPU()

// show a fallback for mobile or lowest tier GPUs
return (
  {(GPUTier.tier === "0" || GPUTier.isMobile) ? <Fallback /> : <Canvas>...</Canvas>

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(
  1024,                     // Pixel-width
  512,                      // Pixel-height
  1                         // Optional scaling factor
)
return (
  <mesh scale={scale}>
    <planeBufferGeometry />
    <meshBasicMaterial map={imageTexture} />

Modifiers

CurveModifier

Given a curve will replace the children of this component with a mesh that move along said curve calling the property moveAlongCurve on the passed ref. Uses three's Curve Modifier

const curveRef = useRef()

const curve = React.useMemo(() => new THREE.CatmullRomCurve3([...handlePos], true, 'centripetal'), [handlePos])

return (
  <CurveModifier ref={curveRef} curve={curve}>
    <mesh>
      <boxBufferGeometry args={[10, 10]} />
    </mesh>
  </CurveModifier>
)

useEdgeSplit

This hook mutates a mesh geometry using three's Edge Split modifier. The first parameter is the cut-off angle, and the second parameter is a tryKeepNormals flag (default true).

const meshRef = useEdgeSplit(Math.PI / 2)

return (
  <mesh ref={meshRef}>
    <boxBufferGeometry args={[10, 10]} />
  </mesh>
)

useSimplification

This hook mutates a mesh geometry using three's Simplification modifier.

πŸ‘‰ The simplification code is based on this algorithm.

const meshRef = useSimplification(0.5)

return (
  <mesh ref={meshRef}>
    <octahedronBufferGeometry args={[2, 5]} />
  </mesh>
)

useTessellation

This hook mutates a mesh geometry using three's Tessellation modifier. It will break-up faces withe edge longer than the maxEdgeLength parameter.

const meshRef = useTessellation(2, 8)

return (
  <mesh ref={meshRef}>
    <octahedronBufferGeometry args={[2, 2]} />
  </mesh>
)

Loading

Loader

A quick and easy loading overlay component that you can drop on top of your canvas. It's intended to "hide" the whole app, so if you have multiple suspense wrappers in your application, you should use multiple loaders. It will show an animated loadingbar and a percentage.

<Canvas>
  <Suspense fallback={null}>
    <AsyncModels />
  </Suspense>
</Canvas>
<Loader />

You can override styles, too.

<Loader
  containerStyles={...container} // Flex layout styles
  innerStyles={...inner} // Inner container styles
  barStyles={...bar} // Loading-bar styles
  dataStyles={...data} // Text styles
  dataInterpolation={(p) => `Loading ${p.toFixed(2)}%`} // Text
  initialState={(active) => active} // Initial black out state
>

useProgress

A convenience hook that wraps THREE.DefaultLoadingManager's progress status.

function Loader() {
  const { active, progress, errors, item, loaded, total } = useProgress()
  return <Html center>{progress} % loaded</Html>
}

return (
  <Suspense fallback={<Loader />}>
    <AsyncModels />
  </Suspense>
)

If you don't want your progress component to re-render on all changes you can be specific as to what you need, for instance if the component is supposed to collect errors only. Look into zustand for more info about selectors.

const errors = useProgress((state) => state.errors)

πŸ‘‰ Note that your loading component does not have to be a suspense fallback. You can use it anywhere, even in your dom tree, for instance for overlays.

useGLTF

A convenience hook that uses useLoader and GLTFLoader, it defaults to CDN loaded draco binaries (https://www.gstatic.com/draco/v1/decoders/) which are only loaded for compressed models.

useGLTF(url)

useGLTF(url, '/draco-gltf')

useGLTF.preload(url)

useFBX

A convenience hook that uses useLoader and FBXLoader:

useFBX(url)

function SuzanneFBX() {
  let fbx = useFBX('suzanne/suzanne.fbx')
  return <primitive object={fbx} dispose={null} />
}

useTexture

A convenience hook that uses useLoader and TextureLoader

const texture = useTexture(url)
const [texture1, texture2] = useTexture([texture1, texture2])

You can also use key: url objects:

const props = useTexture(  const pbr = useTextures({
  metalnessMap: url1,
  map: url2
}))
return <meshStandardMaterial {...props} />

useCubeTexture

A convenience hook that uses useLoader and CubeTextureLoader

const envMap = useCubeTexture(['px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png'], { path: 'cube/' })

Prototyping

useMatcapTexture

Loads matcap textures from this repository: https://github.com/emmelleppi/matcaps

(It is a fork of this repository: https://github.com/nidorx/matcaps)

const [matcap, url] = useMatcapTexture(
 0, // index of the matcap texture https://github.com/emmelleppi/matcaps/blob/master/matcap-list.json
 1024 // size of the texture ( 64, 128, 256, 512, 1024 )
)

return (
 ...
 <meshMatcapMaterial matcap={matcap} />
 ...
)

πŸ‘‰ You can also use the exact name of the matcap texture, like so:

const [matcap] = useMatcapTexture('3E2335_D36A1B_8E4A2E_2842A5')

πŸ‘‰ Use the url to download the texture when you are ready for production!

useNormalTexture

Loads normal textures from this repository: https://github.com/emmelleppi/normal-maps

const [normalMap, url] = useNormalTexture(
  1, // index of the normal texture - https://github.com/emmelleppi/normal-maps/blob/master/normals.json
  // second argument is texture attributes
  {
    offset: [0, 0],
    repeat: [normRepeat, normRepeat],
    anisotropy: 8
  }
)

return (
  ...
  <meshStandardMaterial normalMap={normalMap} />
  ...
)

Stage

Creates a "stage" with proper studio lighting, content centered and planar, shadows and ground-contact shadows.

<Stage contactShadow shadows adjustCamera intensity={1} environment="city" preset="rembrandt" controls={controlsRef}>
  <mesh />
</Stage>

Performance

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>

Preload

The WebGLRenderer will compile materials only when they hit the frustrum, which can cause jank. This component precompiles the scene using gl.compile which makes sure that your app is responsive from the get go.

By default gl.compile will only preload visible objects, if you supply the all prop, it will circumvent that. With the scene and camera props you could also use it in portals.

If you have async models you can drop it into the same suspense boundary in concurrent mode.

<Canvas concurrent>
  <Suspense fallback={null}>
    <Model />
    <Preload all />

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} />

AdaptiveDpr

Drop this component into your scene and it will cut the pixel-ratio on regress according to the canvases perrformance min/max settings. This allows you to temporarily reduce visuals for more performance, for instance when the camera moves (look into drei's controls regress flag). Optionally you can set the canvas to a pixelated filter, which would be even faster.

<AdaptiveDpr pixelated />

AdaptiveEvents

Drop this component into your scene and it will switch off the raycaster while the system is in regress.

<AdaptiveEvents />

useBVH

A hook to speed up the default raycasting by using the BVH Implementation by @gkjohnnson.

const mesh = useRef()
useBVH(mesh)

<mesh ref={mesh} ... />

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