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@solidrt/3d

v0.0.72

Published

Readme

@solidrt/3d

A retained 3D scene graph for SolidRT: meshes, materials and a camera, declared as Solid components, rendered by the runtime into an ordinary texture in your UI tree.

@solidrt/3d is experimental: expect more API churn here than in the rest of SolidRT.

import { createSignal, onFrame, render } from "@solidrt/core"
import { box, Mesh, PerspectiveCamera, Scene, unlit } from "@solidrt/3d"

function App() {
  let [spin, setSpin] = createSignal(0)
  onFrame(tick => setSpin(tick / 2000))
  return (
    <window>
      <Scene>
        <PerspectiveCamera position={[0, 1.5, 3]} lookAt={[0, 0, 0]} />
        <Mesh geometry={box()} material={unlit({ color: [0.9, 0.3, 0.3] })} rotation={[0, spin(), 0]} />
      </Scene>
    </window>
  )
}
render(() => <App />)

The scene compiles to one depth-buffered GPU draw target: one draw entry per mesh, one shared pipeline per material class, cross-mesh occlusion from the shared depth buffer. A static scene costs zero GPU passes - the runtime re-renders the target only when something changes - and a moved mesh costs one uniform write. By default <Scene> composites the target as a plain <texture> leaf that fills its parent's box, rendered at the leaf's on-screen device-pixel size (give width/height for a fixed target instead); the output prop receives the texture id and replaces that leaf - place a <d-texture>, add paint or pointer props, chain a post-effect shader target, or return null and composite scene.texture yourself.

There is also an imperative layer underneath (createScene, createMesh, setTransform, ...) usable without components, plus a small math module (@solidrt/3d/math: column-major mat4, perspective, lookAt). To aim a node, lookAt(node, target, up?) points its local +z at a world point, Three's Object3D.lookAt; worldPosition(node) is the companion for aiming along a direction, and quatFromTo aims any other axis. For HUD overlays, scene.project(point) maps a world point to scene pixels.

Rotation is stored as a quaternion (quaternion prop, node.quaternion), so aiming and interpolation are gimbal-free and there is no second rotation field to fall out of step. Euler triples stay the easy way to author one - the rotation prop takes radians in XYZ order, matching Three's Euler default, and getRotation(node) reads one back. The verbs: quatFromAxisAngle, quatMultiply, and quatSlerp (smooth tracking, damped follows) round out quatFromTo; examples/aim.tsx shows each aiming style live.

Meshes take pointer events like elements do: onPointerDown/Move/Up/ Enter/Leave props on <Mesh> and <Group>, with bubbling, capture on drag, and hover enter/leave pairs - hit testing runs over a BVH the scene maintains incrementally, so events put no ceiling on scene size. Underneath sit scene.pick(x, y) (the camera ray through a pixel, project()'s inverse) and scene.raycast(origin, direction); hits are per triangle, carrying the face, its uv and a normal facing the ray. scene.overlap, scene.sweep and scene.moveAndSlide ask the same index what a volume touches, where a moving one first touches, and how a character body slides through it. A scene also takes a background - fragment GLSL drawn inside its own pass behind the meshes, or a skybox cube - replacing the stacked backdrop-texture pattern. Custom materials get a standard uniform set - per-mesh uModel/uNormal, shared uViewProj/uCamPos/uCamRight/uCamUp, each written once per change - plus your own uniforms: scene-wide via scene.setParams (one write however many meshes read it), or per mesh, declaratively via the params prop on <Mesh> or imperatively via setMeshParams. shaderMaterialClass compiles one program and hands out instance() materials that differ only in params/textures - and with instanceBuffers it makes an instanced material. Populations come in two forms: <InstancedMesh> with <Instance> children (or createInstancedMesh/addInstance) draws the geometry once per instance NODE - each a scene node the spatial core places, so transitions, picking and pointer events reach every copy with no per-frame JS, and the stock materials' instanced/instanceColors give it lighting, shadows and a per-instance tint without GLSL (examples/fleet.tsx); <RecordMesh records> (or createRecordMesh) draws once per interleaved JS-written record, the shape for particles and every fleet only JS can step (examples/instanced.tsx). And @solidrt/3d/glsl exports the lighting pieces (hemisphere, lambert, blinn, fresnel, a standard vertex stage) to compose your own lit looks from plain template literals.

In the package: materials (unlit, Blinn-Phong phong, metal/rough standard with surface maps and image-based lighting, sprite for camera-facing quads with a screen-size clamp, and shaderMaterial for your own GLSL as a first-class material), lights as graph nodes (directional, spot, point and hemisphere, up to eight, with cascaded directional, spot and six-face point shadows), geometry generators (box, plane, circle, ring, sphere, capsule, cylinder, cone, torus, torus knot, the platonic solids with detail subdivision, so the icosahedron is also the icosphere), a profile kit for custom solids (extrude with bevels, lathe, polyline sweep/tube with mitred joints, flat polygon, with fillet/roundRect/triangulate helpers), geometry as data (transformGeometry bakes a placement into vertices, mergeGeometries concatenates parts, withAttribute/withColors append named channels materials read by name, morph targets), models (loadGltf/loadModel, skins, a clip mixer with root motion, a baked .sol3m container with compressed textures), Gaussian splats, level of detail, views of one scene (split screen, a minimap, a reflection probe), environment and sky (skybox, equirect panoramas, baked environments, fog, bloom, tone mapping), camera controls (<OrbitCamera> and <FirstPersonCamera> driven by an input map the app binds, shots and blends between them), picking with pointer events, and the collision queries. Full usage notes and traps: AGENTS.md; runnable examples: examples/; the ranked list of what is next: okf/notes/3d-roadmap.md.