Objects, properties and constructor arguments
All the effective ways of using React Three Fiber
You can use three.js's entire object catalogue and all properties. When in doubt, always consult the docs.
ā You could lay out an object like this:
<mesh
visible
userData={{ hello: 'world' }}
position={new THREE.Vector3(1, 2, 3)}
rotation={new THREE.Euler(Math.PI / 2, 0, 0)}
geometry={new THREE.SphereGeometry(1, 16, 16)}
material={new THREE.MeshBasicMaterial({ color: new THREE.Color('hotpink'), transparent: true })}
/>
ā The problem is that all of these properties will always be re-created. Instead, you should define properties declaratively.
<mesh visible userData={{ hello: 'world' }} position={[1, 2, 3]} rotation={[Math.PI / 2, 0, 0]}>
<sphereGeometry args={[1, 16, 16]} />
<meshStandardMaterial color="hotpink" transparent />
</mesh>
Constructor arguments
In three.js objects are classes that are instantiated. These classes can receive one-time constructor arguments (new THREE.SphereGeometry(1, 32)
), and properties (someObject.visible = true
). In react-three-fiber, constructor arguments are always passed as an array via args
. If args change later on, the object must naturally get reconstructed from scratch!
<sphereGeometry args={[1, 32]} />
Shortcuts
All properties whose underlying object has a .set()
method can directly receive the same arguments that set
would otherwise take. For example THREE.Color.set
can take a color string, so instead of color={new THREE.Color('hotpink')}
you can simply write color="hotpink"
. Some set
methods take multiple arguments, for instance THREE.Vector3
, give it an array in that case position={[100, 0, 0]}
.
<mesh position={[1, 2, 3]} />
<meshStandardMaterial color="hotpink" />
Properties that have a setScalar
method (for instance Vector3
) can be set like so:
// Translates to <mesh scale={[1, 1, 1]} />
<mesh scale={1} />
Dealing with objects that are normally not part of the scene, and attaching
You can put non-Object3D primitives (geometries, materials, etc) into the render tree as well, so that they become managed and reactive. They take the same properties and constructor arguments they normally would.
Using the attach
property objects bind to their parent and are taken off once they unmount.
The following attaches a material to the material
property of a mesh:
<mesh>
<meshBasicMaterial attach="material">
You can nest primitive objects, too:
<mesh>
<meshBasicMaterial attach="material">
<texture attach="map" image={img} onUpdate={self => (self.needsUpdate = true)} />
Sometimes attaching isn't enough. The following example attaches effects to an array called "passes" of the parent effectComposer
. attachArray
adds the object to the target array and takes it out on unmount:
<effectComposer>
<renderPass attachArray="passes" scene={scene} camera={camera} />
<glitchPass attachArray="passes" renderToScreen />
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
.
<bufferGeometry attach="geometry">
<bufferAttribute attachObject={['attributes', 'position']} count={v.length / 3} array={v} itemSize={3} />
<mesh>
<meshBasicMaterial />
<boxGeometry />
Piercing into nested properties
If you want to reach into nested attributes (for instance: mesh.rotation.x
), just use dash-case.
<mesh rotation-x={1} material-uniforms-resolution-value={[1 / size.width, 1 / size.height]} />
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. Never add the same object multiple times, this is not allowed in three.js! Primitives will not dispose of the object they carry on unmount, you are responsible for disposing of it!
const mesh = new THREE.Mesh(geometry, material)
function Component() {
return <primitive object={mesh} position={[10, 0, 0]} />
Using 3rd-party objects declaratively
The extend
function extends three-fiber's catalogue of JSX elements. Components added this way can then be referenced in the scene-graph using camel casing similar to other primitives.
import { extend } from '@react-three/fiber'
import { OrbitControls, TransformControls } from 'three-stdlib'
extend({ OrbitControls, TransformControls })
// ...
return (
<>
<orbitControls />
<transformControls />