Objects, properties and constructor arguments
All the effective ways of using React Three Fiber
Declaring objects
You can use three.js'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>
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
Set
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" />
SetScalar
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 non-scene objects
You can put non-Object3D primitives (geometries, materials, etc) into the render tree as well. They take the same properties and constructor arguments they normally would.
You might be wondering why you would want to put something in the "scene" that normally would not be part of it, in a vanilla three.js app at least. For the same reason you declare any object: it becomes managed, reactive and auto-disposes. These objects are not technically part of the scene, but they "attach" to a parent which is.
Attach
Use attach
to bind objects to their parent. If you unmount the attached object it will be taken off its parent automatically.
The following attaches a material to the material
property of a mesh and a geometry to the geometry
property:
<mesh>
<meshBasicMaterial attach="material">
<boxGeometry attach="geometry">
<mesh>
<meshBasicMaterial />
<boxGeometry />
Nesting
You can nest primitive objects, too:
<mesh>
<meshBasicMaterial attach="material">
<texture attach="map" image={img} onUpdate={self => (self.needsUpdate = true)} />
AttachArray
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 />
AttachObject
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} />
AttachFns
Some objects have special add/remove function, you can't easily attach objects. In that case attachFns
gives you full control.
The following uses the effect composer from the vanruesc/postprocessing library, which works differently than three/examples/jsm. You need to call Composer.addPass
to add an effect and Composer.removePass
to remove it.
<effectComposer>
<renderPass attachFns={["addPass", "removePass"]} args={[scene, camera]} />
And in the case the add/remove functions are more complex:
<effectComposer>
<renderPass
args={[scene, camera]}
attachFns={[
(parent, self) => parent.addPass(self),
(parent, self) => parent.removePass(self)
]} />
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={[512, 512]} />
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 React 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 />
Disposal
Freeing resources is a manual chore in three.js
, but React is aware of object-lifecycles, hence React 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} />