You need to be versed in both React and Threejs before rushing into this. If you are unsure about React consult the official React docs, especially the section about hooks. As for Threejs, make sure you at least glance over the fundamentals section on the main-page, know at least the very basics.
- Canvas
- Render function
- Objects, properties and constructor arguments
- Automatic disposal
- Events
- Hooks
- Additional exports
- Gotchas
The Canvas
object is your portal into Threejs. It renders Threejs elements, not DOM elements! Here is a small hello-world that you can try out:
import React from 'react'
import ReactDOM from 'react-dom'
import { Canvas } from '@react-three/fiber'
ReactDOM.render(
<Canvas>
<pointLight position={[10, 10, 10]} />
<mesh>
<sphereBufferGeometry />
<meshStandardMaterial color="hotpink" />
</mesh>
</Canvas>,
document.getElementById('root'),
)
The canvas stretches to 100% of the next relative/absolute parent-container. Make sure your canvas is given space to show contents!
<Canvas
children // Threejs jsx elements or regular components
gl // Props that go into the default renderer | or your own renderer
camera // Props that go into the default camera | or your own THREE.Camera
raycaster // Props that go into the default raycaster
shadows // Props that go into gl.shadowMap, can also be set true for PCFsoft
linear = false // True by default for automatic sRGB encoding and gamma correction
flat = false // If true uses THREE.NoToneMapping, otherwise THREE.ACESFilmicToneMapping
vr = false // Switches renderer to VR mode, then uses gl.setAnimationLoop
mode = "blocking" // React mode: legacy | blocking | concurrent
resize = undefined // Resize config, see react-use-measure's options
orthographic = false // Creates an orthographic camera if true
dpr = undefined // Pixel-ratio, use window.devicePixelRatio, or automatic: [min, max]
frameloop = "always" // Render-mode: always | demand | never
onCreated // Callback when vdom is ready
onPointerMissed /> // Response for pointer clicks that have missed a target
You can give it additional properties like style and className, which will be added to the container (a div) that holds the dom-canvas element.
Canvas will create a translucent WebGL-renderer with the following properties:
- pixelratio=1
- antialias=true
- alpha=true
- powerPreference="high-performance"
- setClearAlpha(0)
A default perspective camera: fov: 75, near: 0.1, far: 1000, z: 5, lookAt: [0,0,0]
A default orthographic camera if Canvas.orthographic is true: near: 0.1, far: 1000, z: 5, lookAt: [0,0,0]
A default shadowMap if Canvas.shadowMap is true: type: PCFSoftShadowMap
A default scene (into which all the JSX is rendered) and a raycaster
A wrapping container with a resize observer: scroll: true, debounce: { scroll: 50, resize: 0 }
(consider polyfills for Safari support)
The colorspace will be set to sRGB (unless linear
is true), all colors and textures will be auto-converted. Unless flat
is true it will set up THREE.ACESFilmicToneMapping for slightly more contrast.
As of version 6 you may use a render function, similar to how react-dom and all the other React renderers work. This allows you to shave off react-dom (~40kb), react-use-measure + resize-observer-polyfill (~5kb) and, if you don't need them, pointer-events (~7kb) (you need to explictely import events
and add them to the config otherwise).
The render functions config has the same options and properties as Canvas
, but you are responsible for resizing it. It requires an existing dom <canvas>
object into which it renders.
import React from 'react'
import { render, events } from '@react-three/fiber'
window.addEventListener('resize', () =>
render(<mesh />, document.querySelector('canvas'), {
events,
size: { width: window.innerWidth, height: window.innerHeight },
}),
)
window.dispatchEvent(new Event('resize'))
To unmount and dispose of all the memory that has been acquired:
import { unmountComponentAtNode } from '@react-three/fiber'
unmountComponentAtNode(document.querySelector('canvas'))
You can use Threejs's entire object catalogue and all properties. When in doubt, always consult the docs.
❌ 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 })}
/>
✅ 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>
In threejs 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 three-fiber constructor arguments are always passed as an array via args
. If args change later on, the object must naturally get re-constructed from scratch!
<sphereGeometry args={[1, 32]} />
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} />
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. For example, 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} />
Another option is to specify custom attach and detach functions. Either by specifying the name of the method from the parent or by specifying a function.
<scene>
<mesh attachFns={["add", "remove"]} />
<mesh
attachFns={[
(mesh, scene) => scene.add(mesh),
(mesh, scene) => mesh.removeFromParent(),
}]
/>
As of version 5 all elements ending with "Material" receive attach="material"
, and all elements ending with "Geometry" receive attach="geometry"
automatically. Of course you can still overwrite it, but it isn't necessary to type out any longer.
<mesh>
<meshBasicMaterial />
<boxGeometry />
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]} />
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 Threejs! 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]} />
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 />
Freeing resources is a manual chore in Threejs, but React is aware of object-lifecycles, hence three-fiber will attempt to free resources for you by calling object.dispose()
, if present, on all unmounted objects.
If you manage assets by yourself, globally or in a cache, this may not be what you want. You can switch it off by placing dispose={null}
onto meshes, materials, etc, or even on parent containers like groups, it is now valid for the entire tree.
const globalGeometry = new THREE.BoxGeometry()
const globalMaterial = new THREE.MeshBasicMaterial()
function Mesh() {
return (
<group dispose={null}>
<mesh geometry={globalGeometry} material={globalMaterial} />
Threejs objects that implement their own raycast
method (meshes, lines, etc) can be interacted with by declaring events on them. We support pointer events, clicks and wheel-scroll. Events contain the browser event as well as the Threejs event data (object, point, distance, etc). You may want to polyfill them, if that's a concern.
Additionally, there's a special onUpdate
that is called every time the object gets fresh props, which is good for things like self => (self.verticesNeedUpdate = true)
.
Also notice the onPointerMissed
on the canvas element, which fires on clicks that haven't hit any meshes.
<mesh
onClick={(e) => console.log('click')}
onContextMenu={(e) => console.log('context menu')}
onDoubleClick={(e) => console.log('double click')}
onWheel={(e) => console.log('wheel spins')}
onPointerUp={(e) => console.log('up')}
onPointerDown={(e) => console.log('down')}
onPointerOver={(e) => console.log('over')}
onPointerOut={(e) => console.log('out')}
onPointerEnter={(e) => console.log('enter')} // see note 1
onPointerLeave={(e) => console.log('leave')} // see note 1
onPointerMove={(e) => console.log('move')}
onPointerMissed={(e) => console.log('missed')}
onUpdate={(self) => console.log('props have been updated')}
/>
({
...DomEvent // All the original event data
...Intersection // All of Three's intersection data - see note 2
intersections: Intersection[] // The first intersection of each intersected object
object: Object3D // The object that was actually hit
eventObject: Object3D // The object that registered the event
unprojectedPoint: Vector3 // Camera-unprojected point
ray: Ray // The ray that was used to strike the object
camera: Camera // The camera that was used in the raycaster
sourceEvent: DomEvent // A reference to the host event
delta: number // Initial-click delta
}) => ...
How the event-system works, bubbling and capture
Note 1: the pointerenter and pointerleave events work exactly the same as pointerover and pointerout. The pointerenter and pointerleave semantics are not implemented.
Note 2: Some events (such as pointerout) happen when there is no intersection between eventObject
and the ray. When this happens, the event will contain intersection data from a previous event with this object.
Propagation works a bit differently to the DOM because objects can occlude each other in 3D. The intersections
array in the event includes all objects intersecting the ray, not just the nearest. Only the first intersection with each object is included.
The event is first delivered to the object nearest the camera, and then bubbles up through its ancestors like in the DOM. After that, it is delivered to the next nearest object, and then its ancestors, and so on. This means objects are transparent to pointer events by default, even if the object handles the event.
event.stopPropagation()
doesn't just stop this event from bubbling up, it also stops it from being delivered to farther objects (objects behind this one). All other objects, nearer or farther, no longer count as being hit while the pointer is over this object. If they were previously delivered pointerover events, they will immediately be delivered pointerout events. If you want an object to block pointer events from objects behind it, it needs to have an event handler as follows:
onPointerOver={e => {
e.stopPropagation()
// ...
}}
even if you don't want this object to respond to the pointer event. If you do want to handle the event as well as using stopPropagation()
, remember that the pointerout events will happen during the stopPropagation()
call. You probably want your other event handling to happen after this.
Because events go to all intersected objects, capturing the pointer also works differently. In the DOM, the capturing object replaces the hit test, but in React-Three-Fiber, the capturing object is added to the hit test result: if the capturing object was not hit, then all of the hit objects (and their ancestors) get the event first, followed by the capturing object and its ancestors. The capturing object can also use event.stopPropagation()
so that objects that really were hit get pointerout events.
Note that you can access the setPointerCapture
and releasePointerCapture
methods only via event.target
: they don't get added to the Object3D
instances in the scene graph.
setPointerCapture
and releasePointerCapture
take a pointerId
parameter like in the DOM, but for now they don't have support for multiple active pointers. PRs are welcome!
onPointerDown={e => {
// Only the mesh closest to the camera will be processed
e.stopPropagation()
// You may optionally capture the target
e.target.setPointerCapture(e.pointerId)
}}
onPointerUp={e => {
e.stopPropagation()
// Optionally release capture
e.target.releasePointerCapture(e.pointerId)
}}
Hooks can only be used inside the Canvas element because they rely on context!
❌ You cannot expect something like this to work:
function App() {
const { size } = useThree() // This will just crash
return (
<Canvas>
<mesh>
✅ Do this instead:
function SomeComponent() {
const { size } = useThree()
return <mesh />
}
function App() {
return (
<Canvas>
<SomeComponent />
useThree(selector) => state
This hook gives you access to all the basic objects that are kept internally, like the default renderer, scene, camera. It also gives you the current size of the canvas in screen and viewport coordinates. The hook is reactive, if you resize the browser for instance, you get fresh measurements, same applies to any of the defaults that may change.
import { useThree } from '@react-three/fiber'
const {
gl, // THREE.WebGLRenderer
scene, // THREE.Scene
camera, // Camera
raycaster, // Raycaster
mouse, // THREE.Vector2
clock, // THREE.Clock
vr, // boolean
linear, // Colorspace, boolean
frameloop, // 'always' | 'demand' | 'never'
performance: {
current, // Current performance status, must be between min and max, number
min, // Performance lower bounds, number
max, // Performance upper bounds, number
debounce, // Debounce timeout, number
regress, // Flag regression, () => void
},
size: {
width, // Canvas width in pixels, number;
height, // Canvas height in pixels, number;
},
viewport: {
width, // Viewport width in units, number;
height, // Viewport height in units, number;
initialDpr, // Initial pixel-ratio, number
dpr, // Current pixel-ratio, number
factor, // Size.width / Viewport.width, number
distance, // Distance from camera, number
aspect, // Size.width / Size.height, number
getCurrentViewport, // (camera?: Camera, target?: THREE.Vector3, size?: Size) => Viewport
},
set, // Allows you to set any state property, SetState<RootState>
get, // Allows you to retrieve any state property non-rteactively, GetState<RootState>
invalidate, // Request a new render, given that frameloop === 'demand', () => void
advance, // Advance one tick, given that frameloop === 'never', (timestamp: number, runGlobalEffects?: boolean) => void
setSize, // Resize the canvs, (width: number, height: number) => void
setDpr, // Reset the pixel-ratio, (dpr: Dpr) => void
onPointerMissed, // (event: ThreeEvent<PointerEvent>) => void
events: {
connected, // Event-target (for instance a dom node), TTarget | boolean
handlers, // Pointer-event handlers (pointermove, up, down, etc), Events
connect, // Re-connect to a new target, (target: TTarget) => void
disconnect, // Dis-connect handlers, () => void
},
} = useThree()
You can also select properties, this allows you to avoid needless re-render for components that are interested only in particulars.
// Will only trigger re-render when the default camera is exchanged
const camera = useThree((state) => state.camera)
// Will only re-render on resize changes
const viewport = useThree((state) => state.viewport)
useFrame((callback: (state, delta) => void), (renderPriority: number = 0))
Allows you to execute code on every frame rendered, like running effects, updating controls, and so on. You receive the state (same as useThree
) and a clock delta. Your callback function will be invoked just before a frame is rendered.
import { useFrame } from '@react-three/fiber'
const Controls = () => {
const controls = useRef()
/* Invoke the OrbitControls' update function on every frame */
useFrame(() => controls.current.update())
return <orbitControls ref={controls} />
}
If you need more control over the order in which useFrame
callbacks are executed (and frames are rendered), you may pass a numerical renderPriority
value; callbacks will be executed in order of ascending priority values (lowest first, highest last.)
Using a non-zero render priority will cause react-three-fiber to disable its automatic rendering, and it will be your responsibility to render explicitly:
useFrame(({ gl, scene, camera }) => gl.render(scene, camera), 1)
useLoader(loader: THREE.Loader, url: string | string[], extensions?, xhr?)
This hook loads assets and suspends for easier fallback- and error-handling.
import React, { Suspense } from 'react'
import { useLoader } from '@react-three/fiber'
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader'
function Asset({ url }) {
const gltf = useLoader(GLTFLoader, url)
return <primitive object={gltf.scene} />
}
;<Suspense fallback={<Cube />}>
<Asset url="/spaceship.gltf" />
</Suspense>
You can provide a callback if you need to configure your loader:
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader'
useLoader(GLTFLoader, url, (loader) => {
const dracoLoader = new DRACOLoader()
dracoLoader.setDecoderPath('/draco-gltf/')
loader.setDRACOLoader(dracoLoader)
})
It can also make multiple requests in parallel:
const [bumpMap, specMap, normalMap] = useLoader(TextureLoader, [url1, url2, url2])
Special treatment of GLTFLoaders and all loaders that return a `scene` props.
If a data.scene prop is found the hook will automatically create a named object/material collection: nodes and materials. You might want use more for finegrained control of the loader-data. It lets you build immutable scene graphs selectively. You can also specifically alter the data without having to traverse it. The gltfjsx specifically relies on this data.
const { nodes, material } = useLoader(GLTFLoader, url)
const { nodes, materials } = useGraph((object: THREE.Object3D))
Convenience hook which creates a memoized, named object/material collection from any Object3D.
function Asset({ url }) {
const scene = useLoader(OBJLoader, url)
const { nodes, materials } = useGraph(scene)
return <mesh geometry={nodes.robot.geometry} material={materials.metal} />
import {
addEffect, // Adds a global render callback which is called each frame
addAfterEffect, // Adds a global after-render callback which is called each frame
addTail, // Adds a global callback which is called when rendering stops
invalidate, // Forces view global invalidation
advance, // Advances the frameloop (given that it's set to 'never')
extend, // Extends the native-object catalogue
createPortal, // Creates a portal (it's a React feature for re-parenting)
render, // Renders three jsx into a canvas
unmountComponentAtNode, // Unmounts root scene
events, // Dom pointer-event system
applyProps, // applyProps(element, props) sets element properties,
act, // react-testing
} from '@react-three/fiber'
At the moment React context can not be readily used between two renderers, this is due to a problem within React. If react-dom opens up a provider, you will not be able to consume it within <Canvas>
. If managing state (like Redux) is your problem, then zustand is likely the best solution, otherwise you can solve it by forwarding the context object that you are trying to access:
function App() {
const value = useContext(context)
return (
<Canvas>
<context.Provider value={value}>
{/* children can now read state from context */}
There's also a ready-made solution in drei: useContextBridge which allows you to forward contexts provided above the to be consumed within it.
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 (
//...
)
}