I am trying to use three.js in a React application however even the basic sample from the three.js docs fails to load on the canvas.
I first made a vanilla.js sandbox implementation with the sample which works fine. Then I ported it over to create a react+three.js minimal sandbox implementation which fails to work.
Can anyone have a look at it and point me in the right direction ?
class Viewer extends Component {
state = {};
scene = null;
camera = null;
renderer = new WebGLRenderer();
inst = 0;
viewerRef = React.createRef();
ponentDidMount() {
const { domElement } = this.renderer;
this.scene = new Scene();
this.scene.background = new Color("#ccc");
this.camera = new Camera(
75,
domElement.innerWidth / domElement.innerHeight,
0.1,
1000
);
this.renderer.setSize(domElement.innerWidth, domElement.innerHeight);
this.viewerRef.current.appendChild(this.renderer.domElement);
const geometry = new BoxGeometry(1, 1, 1);
const material = new MeshBasicMaterial({ color: 0x05ff00 });
const cube = new Mesh(geometry, material);
this.scene.add(cube);
this.camera.position.z = 5;
this.display();
}
display = () => {
this.renderer.render(this.scene, this.camera);
requestAnimationFrame(this.display);
};
render = () => <div className="viewer" ref={this.viewerRef} />;
}
I am trying to use three.js in a React application however even the basic sample from the three.js docs fails to load on the canvas.
I first made a vanilla.js sandbox implementation with the sample which works fine. Then I ported it over to create a react+three.js minimal sandbox implementation which fails to work.
Can anyone have a look at it and point me in the right direction ?
class Viewer extends Component {
state = {};
scene = null;
camera = null;
renderer = new WebGLRenderer();
inst = 0;
viewerRef = React.createRef();
ponentDidMount() {
const { domElement } = this.renderer;
this.scene = new Scene();
this.scene.background = new Color("#ccc");
this.camera = new Camera(
75,
domElement.innerWidth / domElement.innerHeight,
0.1,
1000
);
this.renderer.setSize(domElement.innerWidth, domElement.innerHeight);
this.viewerRef.current.appendChild(this.renderer.domElement);
const geometry = new BoxGeometry(1, 1, 1);
const material = new MeshBasicMaterial({ color: 0x05ff00 });
const cube = new Mesh(geometry, material);
this.scene.add(cube);
this.camera.position.z = 5;
this.display();
}
display = () => {
this.renderer.render(this.scene, this.camera);
requestAnimationFrame(this.display);
};
render = () => <div className="viewer" ref={this.viewerRef} />;
}
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asked Dec 30, 2018 at 16:57
jagzviruzjagzviruz
1,51313 silver badges28 bronze badges
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- HERE is a three.js / react thing I did a while ago, maybe taking a look at it, specifically the Scene ponent will help you. – 2pha Commented Dec 31, 2018 at 1:22
- thank you all for taking the time to answer. I had abandoned my efforts, and have to revisit if this solved my issues. will soon respond. – jagzviruz Commented Apr 23, 2019 at 9:21
3 Answers
Reset to default 2Here is CodeSandBox that works with a basic React wrapper code for Three.js. It also has THREE.OrbitControls integration and scale on resize code:
https://codesandbox.io/s/github/supromikali/react-three-demo
Live demo: https://31yp61zxq6.codesandbox.io/
Here is a full code snippet in the case above listed links don't work for you:
index.js code
import React, { Component } from "react";
import ReactDOM from "react-dom";
import THREE from "./three";
class App extends Component {
ponentDidMount() {
// BASIC THREE.JS THINGS: SCENE, CAMERA, RENDERER
// Three.js Creating a scene tutorial
// https://threejs/docs/index.html#manual/en/introduction/Creating-a-scene
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
camera.position.z = 5;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
// MOUNT INSIDE OF REACT
this.mount.appendChild(renderer.domElement); // mount a scene inside of React using a ref
// CAMERA CONTROLS
// https://threejs/docs/index.html#examples/controls/OrbitControls
this.controls = new THREE.OrbitControls(camera);
// ADD CUBE AND LIGHTS
// https://threejs/docs/index.html#api/en/geometries/BoxGeometry
// https://threejs/docs/scenes/geometry-browser.html#BoxGeometry
var geometry = new THREE.BoxGeometry(2, 2, 2);
var material = new THREE.MeshPhongMaterial( {
color: 0x156289,
emissive: 0x072534,
side: THREE.DoubleSide,
flatShading: true
} );
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var lights = [];
lights[ 0 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 1 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 2 ] = new THREE.PointLight( 0xffffff, 1, 0 );
lights[ 0 ].position.set( 0, 200, 0 );
lights[ 1 ].position.set( 100, 200, 100 );
lights[ 2 ].position.set( - 100, - 200, - 100 );
scene.add( lights[ 0 ] );
scene.add( lights[ 1 ] );
scene.add( lights[ 2 ] );
// SCALE ON RESIZE
// Check "How can scene scale be preserved on resize?" section of Three.js FAQ
// https://threejs/docs/index.html#manual/en/introduction/FAQ
// code below is taken from Three.js fiddle
// http://jsfiddle/Q4Jpu/
// remember these initial values
var tanFOV = Math.tan( ( ( Math.PI / 180 ) * camera.fov / 2 ) );
var windowHeight = window.innerHeight;
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize( event ) {
camera.aspect = window.innerWidth / window.innerHeight;
// adjust the FOV
camera.fov = ( 360 / Math.PI ) * Math.atan( tanFOV * ( window.innerHeight / windowHeight ) );
camera.updateProjectionMatrix();
camera.lookAt( scene.position );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.render( scene, camera );
}
// ANIMATE THE SCENE
var animate = function() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
animate();
}
render() {
return <div ref={ref => (this.mount = ref)} />;
}
}
const rootElement = document.getElementById("root");
ReactDOM.render(<App />, rootElement);
three.js code (THREE.OrbitControls import)
import * as THREE from 'three';
window.THREE = THREE; // THREE.OrbitControls expects THREE to be a global object
require('three/examples/js/controls/OrbitControls');
export default {...THREE, OrbitControls: window.THREE.OrbitControls};
Result should look like this:
I am not sure why nobody has mentioned react-three-fiber. It's a React renderer for ThreeJS.
Best part is, using rollupjs, we can even tree-shake a lot of unnecessary code, that we won't use in our React ThreeJS app. Also, using react-three-fiber
in a desired way, we can achieve 60FPS for our ThreeJS animations