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@pmndrs/uikit

v0.3.0

Published

Build performant 3D user interfaces for Three.js yoga.

Downloads

1,189

Readme

Version Downloads Twitter Discord

uikit banner

Build performant 3D user interfaces for Three.js using yoga with support for nested scrolling, buttons, inputs, dropdowns, tabs, checkboxes, and more.

Perfect for games, XR (VR/AR), and any web-based Spatial Computing App.

npm install three @pmndrs/uikit

What does it look like ?

| A simple UI with 2 containers horizontally aligned, rendered in fullscreen. When the user hovers over a container, the container's opacity changes. | render of the above code | | --------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------- |

import { PerspectiveCamera, Scene, WebGLRenderer } from 'three'
import { reversePainterSortStable, Container, Root } from '@pmndrs/uikit'

const camera = new PerspectiveCamera(70, 1, 0.01, 100)
camera.position.z = 10

const scene = new Scene()

const canvas = document.getElementById('root') as HTMLCanvasElement

const renderer = new WebGLRenderer({ antialias: true, canvas })

const root = new Root(camera, renderer, undefined, {
    flexDirection: "row",
    padding: 100,
    gap: 100
})
scene.add(root)
const c1 = new Container(root, {
    flexGrow: 1,
    backgroundOpacity: 0.5,
    hover: { backgroundOpacity: 1 }
    backgroundColor: "red"
})
const c2 = new Container(root, {
    flexGrow: 1,
    backgroundOpacity: 0.5,
    hover: { backgroundOpacity: 1 },
    backgroundColor: "blue"
})

renderer.setAnimationLoop(animation)
renderer.localClippingEnabled = true
renderer.setTransparentSort(reversePainterSortStable)

function updateSize() {
  renderer.setSize(window.innerWidth, window.innerHeight)
  renderer.setPixelRatio(window.devicePixelRatio)
  camera.aspect = window.innerWidth / window.innerHeight
  camera.updateProjectionMatrix()
}

updateSize()
window.addEventListener('resize', updateSize)

let prev: number | undefined
function animation(time: number) {
  const delta = prev == null ? 0 : time - prev
  prev = time

  root.update(delta)

  renderer.render(scene, camera)
}

Events

Events such a hovering require an additional event system that dispatches pointerover, ... events into the scene. More on this later ...