react-three-nephilim
v1.3.0
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3D SPA engine based on React and Three.js
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react-three-nephilim
Nephilim is a React framework for Three.js allowing you to easily create sophisticated animated scenes. Nephilim introducing Scene-Controller concept, where instead of regular Views, navigation is carried out between Scenes in 3D space. The idea is that global THREE.Scene consists of several Scenes (THREE.Group) - "Views", and Nephilim carries out "routing" between them - moves currently active Scene behind the scenes and brings another Scene to front. This allows to achieve results that could be checked out here.
Nephilim includes following features:
- Intuitive React Components;
- Adds Scene-Controller structure to application powered by Three.js;
- Mixed GL and HTML scenes powered by WebGlRenderer and CSS3DRenderer;
- Animated actions, several types of motions (random/static position, rotation, scale, mouse tracking, morph);
- Several types of composition of GL and/or HTML objects within a container;
- Adaptive positioning of objects on the Scene;
- Post Processing support;
- Basic Routing.
- three-nebula integration (without json loader)
React
Requires react >17
Installation
- $npm i react-three-nephilim
Build
- $cd react-three-nephilim
- $npm i
- $npm run build
API
import { useNephilim } from 'react-three-nephilim';
const MainScene = () => {
const {
devicePlatform, // Platform.Desktop, Platform.Mobile
deviceOrientation, // Orientation.Landscape, Orientation.Portrait
setPPEffects, // Set post processing effects
setCustomLoader, // Add custom loader
setVisualState, // Set visual state by Decoration id
setMotion, // Set Motion by Decoration id
getAction, // Get Action by id
connectActions, // Link Actions object to given Decoration
resetActions, // Stop actions execution
executeActionsSequence, // Execute sequence of Actions
enablePostProcessing, // Enable / disable post processing
enableLayerRendering, // Enable / disable layer by layer rendering
find, // Find Decoration by id
findAll, // Find Decorations containing given id part
navigate, // Navigate to Scene by id
onUpdate, // Add onUpdate handler
clearUpdateHandlers, // Clear onUpdate handlers
isSceneActive // Check if Scene is currently active
} = useNephilim();
.....
};
Usage
.nephilim {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: #fff;
}
.button {
cursor: pointer;
}
Basic html example:
import React from 'react';
import Nephilim, { Hypertext, Types } from 'react-three-nephilim';
import './css/styles.css';
export const App = () => (
<div className={'nephilim'}>
<Nephilim
camera={{
type: Types.Camera.Perspective,
fov: 40,
near: 1,
far: 200000
}}
cssRenderer={true}
>
<Hypertext
position={{ x: 10, y: 20, z: -300 }}
rotation={{ x: 1, y: 1, z: 1 }}
>
<div style={{ fontSize: 12 }}>
Hello World Static
</div>
</Hypertext>
<Hypertext
position={{ z: -300 }}
motion={{
position: { axis: Types.Axis.XYZ, maxValue: 10, velocity: 0.1 },
rotation: { axis: Types.Axis.XYZ, maxValue: 10, velocity: 0.01 },
scale: { axis: Types.Axis.XY, maxValue: 5, velocity: 0.01 }
}}
>
<div style={{ fontSize: 12 }}>
Hello World Motion
</div>
</Hypertext>
</Nephilim>
</div>
);
Basic mesh example:
import React from 'react';
import Nephilim, { Mesh, Material, Geometry, Types } from 'react-three-nephilim';
import './css/styles.css';
export const App = () => (
<div className={'nephilim'}>
<Nephilim
camera={{
type: Types.Camera.Perspective,
fov: 40,
near: 1,
far: 200000
}}
glRenderer={true}
>
<Mesh
position={{ z: -300 }}
motion={{
rotation: { axis: Types.Axis.XYZ, maxValue: 10, randVelocity: 0.01 },
position: { axis: Types.Axis.XYZ, maxValue: 100, randVelocity: 1 }
}}
>
<Geometry
type={Types.Geometry.Box}
params={[30, 20, 20]}
/>
<Material
type={Types.Material.Basic}
color={0xffffff}
/>
</Mesh>
</Nephilim>
</div>
);
Mixed example:
import React from 'react';
import Nephilim, { Hypertext, Mesh, Geometry, Material, Motion, Types } from 'react-three-nephilim';
import './css/styles.css';
export const App = () => (
<div className={'nephilim'}>
<Nephilim
camera={{
type: Types.Camera.Perspective,
fov: 40,
near: 1,
far: 200000
}}
glRenderer={true}
cssRenderer={true}
>
<Hypertext
position={{ z: -300 }}
motion={{
position: { axis: Types.Axis.XYZ, maxValue: 10, velocity: 0.1 },
rotation: { axis: Types.Axis.XYZ, maxValue: 10, velocity: 0.01 },
scale: { axis: Types.Axis.XY, maxValue: 5, velocity: 0.01 }
}}
>
<div style={{ fontSize: 12, color: 'white' }}>
Text
</div>
</Hypertext>
<Mesh position={{ z: -300 }}>
<Geometry
type={Types.Geometry.Box}
params={[30, 20, 20]}
/>
<Material
type={Types.Material.Basic}
color={0xffffff}
/>
<Motion
rotation={{
axis: Types.Axis.XYZ,
maxValue: 10,
randVelocity: 0.01
}}
position={{
axis: Types.Axis.XYZ,
maxValue: 100,
randVelocity: 1
}}
/>
</Mesh>
</Nephilim>
</div>
);
More complex example - components, hook, extend Scene:
import React from 'react';
import Nephilim, {
Scene, Container, Mesh, Hypertext, Light,
Types, useNephilim, withNephilim
} from 'react-three-nephilim';
import './css/styles.css';
const actions = {
main: {
// 'Main:Navigate' syntax is required only for Navigate action
// to determine which Scene to apply Navigate to
// In reqular case it could look like SomeActionName: { position: {...}, rotation: {...}, scale: {...} }
// getAction('SomeActionName').begin();
'Main:Navigate': {
position: { y: 0 }
},
'Second:Navigate': {
position: { y: 1000 }
}
},
second: {
'Main:Navigate': {
position: { y: -1000 }
},
'Second:Navigate': {
position: { y: 0 }
}
}
};
const MainScene = () => {
// useNephilim hook
const { navigate } = useNephilim();
// Scene could either have children or be extended by AnotherScene with custom render() {...}
return (
<Scene
id={'Main'}
isInitial={true}
position={{ y: -1000, z: -500 }}
navigationDuration={1000}
actions={actions.main}
>
<Hypertext>
<div
className={'button'}
onClick={() => navigate('Second')}
>
Navigate to Second Scene
</div>
</Hypertext>
<Mesh
geometry={{
type: Types.Geometry.Box,
params: [50, 20, 20]
}}
material={{
type: Types.Material.Phong,
specular: 0x47e9f5,
color: 0x47e9f5
}}
motion={{
rotation: { axis: Types.Axis.XYZ, maxValue: 10, randVelocity: 0.01 },
position: { axis: Types.Axis.XYZ, maxValue: 100, randVelocity: 1 }
}}
/>
</Scene>
)
};
class Second extends Scene {
render() {
const { navigate } = this.props;
// Container could either have children or be extended by AnotherContainer with custom render() {...}
return (
<Container>
<Hypertext>
<div
className={'button'}
onClick={() => navigate('Main')}
>
Back to Main Scene
</div>
</Hypertext>
<Mesh
geometry={{
type: Types.Geometry.Sphere,
params: [20, 100, 100]
}}
material={{
type: Types.Material.Phong,
specular: 0x47e9f5,
color: 0x47e9f5
}}
motion={{
rotation: { axis: Types.Axis.XYZ, maxValue: 10, randVelocity: 0.01 },
position: { axis: Types.Axis.XYZ, maxValue: 100, randVelocity: 1 }
}}
/>
</Container>
);
}
}
// withNephilim HOC
const SecondScene = withNephilim(Second);
export const App = () => (
<div className={'nephilim'}>
<Nephilim
camera={{
type: Types.Camera.Perspective,
fov: 40,
near: 1,
far: 200000
}}
glRenderer={{ alpha: true }}
cssRenderer={true}
>
<MainScene />
<SecondScene
id={'Second'}
position={{ y: -1000, z: -500 }}
navigationDuration={1000}
actions={actions.second}
/>
<Light
type={Types.Light.Directional}
params={[0xffffff, 0.1]}
/>
<Light
type={Types.Light.Ambient}
params={[0xffffff, 0.5]}
/>
</Nephilim>
</div>
);
Nephilim settings:
const router = {
Main: '/', // <Scene id={'Main'} />
Second: '/second' // Also <id>: { path: '/...', callback: (manager, route) => {...} } is acceptable
// where callback is a function that should be executed after navigation to the Scene
};
const postProcessing = {
UnrealBloom: {
src: UnrealBloomPass,
params: [...]
},
BleachBypassShader: {
src: BleachBypassShader,
uniforms: {
opacity: 0.7
}
},
FreiChenShader: {
src: FreiChenShader
}
};
export const App = () => (
<div className={'nephilim'}>
<Nephilim
camera={{
type: Types.Camera.Perspective,
fov: 40,
near: 1,
far: 200000
}}
glRenderer={{
alpha: true,
antialias: true,
autoClear: false
}}
cssRenderer={true}
layerRendering={true}
router={router}
postProcessing={postProcessing}
>
{...}
</Nephilim>
</div>
);
Nephilim components:
import Nephilim, {
GLRenderer, CSSRenderer, Camera,
PostProcessing, Router, LayerRendering, Types
} from 'react-three-nephilim';
.....
export const App = () => (
<div className={'nephilim'}>
<Nephilim>
<Camera
type={Types.Camera.Perspective}
fov={40}
near={1}
far={200000}
/>
<GLRenderer
alpha={true}
antialias={true}
autoClear={false}
/>
<CSSRenderer />
<LayerRendering />
<Router
MainScene={'/'}
SecondScene={'/second'}
/>
<PostProcessing
UnrealBloomPass={{
params: [new Vector2(window.innerWidth, window.innerHeight), 3, 0.5, 0]
}}
/>
<MainScene {...} />
<SecondScene {...} />
</Nephilim>
</div>
);
Supported Types
const Camera = {
Cube: 'CubeCamera',
Orthographic: 'OrthographicCamera',
Perspective: 'PerspectiveCamera',
Stereo: 'StereoCamera'
};
const Geometry = {
Box: 'BoxGeometry',
Capsule: 'CapsuleGeometry',
Circle: 'CircleGeometry',
Cone: 'ConeGeometry',
Cylinder: 'CylinderGeometry',
Dodecahedron: 'DodecahedronGeometry',
Extrude: 'ExtrudeGeometry',
Icosahedron: 'IcosahedronGeometry',
Lathe: 'LatheGeometry',
Octahedron: 'OctahedronGeometry',
Plane: 'PlaneGeometry',
Polyhedron: 'PolyhedronGeometry',
Ring: 'RingGeometry',
Shape: 'ShapeGeometry',
Sphere: 'SphereGeometry',
Tetrahedron: 'TetrahedronGeometry',
Torus: 'TorusGeometry',
TorusKnot: 'TorusKnotGeometry',
Tube: 'TubeGeometry'
};
const Material = {
Basic: 'MeshBasicMaterial',
Depth: 'MeshDepthMaterial',
Distance: 'MeshDistanceMaterial',
Lambert: 'MeshLambertMaterial',
Matcap: 'MeshMatcapMaterial',
Normal: 'MeshNormalMaterial',
Phong: 'MeshPhongMaterial',
Physical: 'MeshPhysicalMaterial',
Standard: 'MeshStandardMaterial',
Toon: 'MeshToonMaterial',
Points: 'PointsMaterial',
LineBasic: 'LineBasicMaterial',
LineDashed: 'LineDashedMaterial',
Shader: 'ShaderMaterial',
Shadow: 'ShadowMaterial',
Sprite: 'SpriteMaterial'
};
const Light = {
Ambient: 'AmbientLight',
Directional: 'DirectionalLight',
Hemisphere: 'HemisphereLight',
Point: 'PointLight',
Spot: 'SpotLight'
};
const Line = {
Basic: 'Line',
Loop: 'LineLoop',
Segments: 'LineSegments'
};
const Loader = {
AMF: 'AMFLoader',
BVH: 'BVHLoader',
Collada: 'ColladaLoader',
DDS: 'DDSLoader',
DRACO: 'DRACOLoader',
EXR: 'EXRLoader',
FBX: 'FBXLoader',
Font: 'FontLoader',
GCode: 'GCodeLoader',
GLTF: 'GLTFLoader',
HDRCubeTexture: 'HDRCubeTextureLoader',
IES: 'IESLoader',
KMZ: 'KMZLoader',
KTX: 'KTXLoader',
KTX2: 'KTX2Loader',
LDraw: 'LDrawLoader',
Lottie: 'LottieLoader',
LUT3dl: 'LUT3dlLoader',
LUTCube: 'LUTCubeLoader',
LWO: 'LWOLoader',
MD2: 'MD2Loader',
MDD: 'MDDLoader',
MMD: 'MMDLoader',
MTL: 'MTLLoader',
NRRD: 'NRRDLoader',
OBJ: 'OBJLoader',
PCD: 'PCDLoader',
PDB: 'PDBLoader',
PLY: 'PLYLoader',
PVR: 'PVRLoader',
RGBE: 'RGBELoader',
RGBM: 'RGBMLoader',
Rhino3dm: 'Rhino3dmLoader',
STL: 'STLLoader',
SVG: 'SVGLoader',
TDS: 'TDSLoader',
TGA: 'TGALoader',
ThreeMF: 'ThreeMFLoader',
TTF: 'TTFLoader',
VOX: 'VOXLoader',
VRML: 'VRMLLoader',
VTK: 'VTKLoader',
XYZ: 'XYZLoader'
};
const Composition = {
Cylinder: 'Cylinder',
DepthGrid: 'DepthGrid',
Grid: 'Grid'
};
const Platform = {
Desktop: 'desktop',
Mobile: 'mobile'
};
const Orientation = {
Landscape: 'landscape',
Portrait: 'portrait'
};
const Axis = {
X: 'x',
Y: 'y',
Z: 'z',
XY: 'xy',
XZ: 'xz',
YZ: 'yz',
XYZ: 'xyz'
};
It is not absolutely necessary to use controllers in your app and just follow regular React approach as described in examples, but they provide some useful functionality to separate control logic and manage Scenes. Advanced examples you can find here.