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three-scene-renderer

Helper class for initializing and managing THREEjs scenes & render pipelines.

The goal is to create a simplified interface to THREE by taking care of some of the boilerplate code that most THREE scenes end up using, as well as creating some helper methods for rendering and events.

Installation

npm install three-scene-renderer

Usage

Import the SceneRenderer class from the module. Supply a camera and customize the scene/renderer as needed.

...
import { SceneRenderer } from "three-scene-renderer";

const camera = new PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 5000);
camera.position.set(0, 5, 20);
camera.lookAt(0, 0, 0);

// S: Scene, C: Clock, R: Renderer
const scr = new SceneRenderer({
  embedded: false,             // (default) whether renderer.domElement is embedded in parent element
  width: window.innerWidth,    // (default) width of renderer.domElement
  height: window.innerHeight,  // (default) height of renderer.domElement
  scene: {},                   // (default) autoUpdate, background, and environment properties
  clock: { autoStart: true },  // (default)
  renderer: {},                // (default) any valid WebGLRendererParameters
  camera                       // (required) Orthographic or Perspective Camera instance
});

const box = new Mesh(...);
scr.scene.add(box);

scr.on("render", () => box.rotation.y += 0.005);
scr.startRender();

Properties

A new instance creates a new THREE.Scene scene, THREE.WebGLRenderer renderer, and THREE.Clock clock. Outside of those interfaces, the replaceRender property is the only one that is changed manually.

replaceRender

If set, this function will be run instead of the default WebGLRenderer.render method. This is useful for rendering scenes with the EffectComposer and full-scene post-processing shaders.

Methods

on/off

The on/off methods add/remove handlers to be run during "render" and "resize" events. This is useful for updating things like controls or CubeCameras, or automatically resizing an EffectComposer. For on, you can pass a single callback or an array of callbacks. The on function returns a corresponding function or array of functions for unsubscribing events - equivalent to calling scr.off(event, callback). off only accepts individual handler functions.

...

const scr = new SceneRenderer({ camera });

const [ unsubscribeControls, unsubscribeCubeCamera ] = scr.on("render", [
  () => controls.update(),
  function updateCubeCamera() {
    cubeCamera.update(scr.renderer, scr.scene)
  }
]);
const unsubscribeComposerResizer = scr.on("resize", ({ width, height }) => composer.setSize(width, height));

// remove "() => cubeCamera.update(scr.renderer, scr.scene)"
setTimeout(unsubscribeCubeCamera, 5000);
// equivalent to
// setTimeout(() => scr.off("render", updateCubeCamera), 5000);

Render Methods

startRender

Begins rendering the scene continuously, until stopRender is called.

stopRender

Stops rendering the scene.

renderOnce

Convenience function for rendering a single frame. Useful if you have a relatively static scene that might only need to update on some user interaction, for example.

resize

In general, this should only be called manually if the scene is embedded and the parent container resizes.

...

const container = document.getElementById("my-container");
const canvas = container.querySelector("canvas");

const scr = new SceneRenderer({
  camera,
  embedded: true,
  renderer: { canvas } // the WebGLRenderer will be created using this embedded canvas
});

window.addEventListener("resize", () => {
  const { width, height } = container.getBoundingClientRect();
  scr.resize({ width, height });
});

Examples

This package comes with two example experiences. To run these examples, npm install in the root folder and then run webpack in the examples/simple or examples/complex folder to generate the corresponding bundle. You can then host the html locally using vscode's Live Server Extension, for example.

The simple example simply animates a box using SceneRenderer.on("render", callback);

The complex example shows how the SceneRenderer can be used to conveniently switch between render pipelines - in this case an EffectComposer using UnrealBloomPass and a mirrored material using a CubeCamera.