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@three.ez/main

v0.5.12

Published

Simplify three.js development, including events, drag & drop, binding, focus management, smart rendering, tweening and more.

Downloads

1,123

Readme

  • three.ez/instanced-mesh - Enhanced InstancedMesh with features for performance and usability
  • three.ez/batched-mesh-extensions - BatchedMesh extension methods and enhancements for better performance and usability

Discord npm Stars BundlePhobia Quality Gate Status DeepScan grade

Simplifies the most common operations of three.js applications, extends the functionalities of Object3D and Scene classes, making their usage more straightforward, and introduce utility classes.

import { Scene, Mesh, BoxGeometry, MeshNormalMaterial } from 'three';
import { Main, PerspectiveCameraAuto } from '@three.ez/main';

const box = new Mesh(new BoxGeometry(), new MeshNormalMaterial());
box.draggable = true; // make it draggable
box.on('animate', (e) => box.rotateX(e.delta).rotateY(e.delta * 2)); // animate it every frame
box.on(['pointerover', 'pointerout'], (e) => box.scale.setScalar(e.type === 'pointerover' ? 1.5 : 1));

const scene = new Scene().add(box);
const main = new Main(); // init inside the renderer, and handle events, resize, etc
main.createView({ scene, camera: new PerspectiveCameraAuto().translateZ(10) }); // create the view to be rendered

Related libraries

🧑‍💻 Live examples

These examples use vite, and some mobile devices may run out of memory.

Examples Collection

📚 Documentation

The tutorial is available here (work in progress). The API documentation is available here.

⬇️ Installation

You can install it via npm using the following command:

npm install @three.ez/main

Or can import it from CDN:

<script type="importmap">
{
  "imports": {
    "three": "https://cdn.jsdelivr.net/npm/three/build/three.module.js",
    "three/addons/": "https://cdn.jsdelivr.net/npm/three/examples/jsm/",
    "@three.ez/main": "https://cdn.jsdelivr.net/npm/@three.ez/main/build/index.js"
  }
}
</script>

❔ Questions?

Need help? Join us on Discord or open an issue on GitHub.

⭐ Like it?

If you like this project, please leave a star. Thank you! ❤️

🚀 Features

Event programming

Add interactions to Object3D through programmable events, similar to DOM events, including a propagation system. See events list here: Interaction, Miscellaneous, Update.

const box = new Mesh(geometry, material);
box.on('click', (e) => e.stopPropagation());
box.on('animate', (e) => console.log('animate'));
box.on('positionchange', () => console.log('position changed'));

Drag and drop

Integrate drag and drop functionality. The drag is cancelled by pressing ESC.

const box = new Mesh(geometry, material);
box.draggable = true;
box.findDropTarget = true;
box.on('drag', (e) => console.log(`new position: ${e.position}`));

const plane = new Mesh(geometry, material);
plane.on('drop', (e) => console.log(`obj dropped on this: ${e.relatedTarget}`));

Focus and blur

Enhance interactivity with focus and blur events.

const box = new Mesh(geometry, material);
box.focusable = true; // default is true
box.on('focus', (e) => console.log('focused'));
box.on('blur', (e) => console.log('focus lost'));

Object3D property binding

Streamline the management of Object3D properties.

const box = new Mesh(geometry, material);
box.bindProperty('visible', () => box.parent?.enabled); 

Automatic resize handling

Automatically resizes the Renderer, Camera, and EffectComposer. Utilize the viewportResize event to easily set the resolution for custom shaders.

const line = new Line2(geometry, material);
line.on('viewportresize', (e) => material.resolution.set(e.width, e.height));

Smart rendering

Optimize performance by rendering frames only when necessary, reducing computational overhead. Automatically identifies changes in position, scale, rotation, visibility, focus, blurring and addition or removal of objects.

const scene = new Scene();
scene.activeSmartRendering();

const box = new Mesh(new BoxGeometry(), new MeshLambertMaterial({ color: 'green' }));
box.draggable = true; // if you drag the frame, it automatically detects changes and renders the frame

box.material.color.set('yellow');
box.needsRender = true; // necessary because color change cannot be automatically detected

Simplified multiple rendering

Effortlessly manage rendering for multiple scenes or viewports within a single canvas.

const main = new Main(); 
main.createView({ scene, camera, viewport: { left: 0, bottom: 0, width: 0.5, height: 1 } });
main.createView({ scene, camera, viewport: { left: 0.5, bottom: 0, width: 0.5, height: 1 } });

Asset management

Efficiently load and preload the assets for your 3D projects.

load:

const audioBuffer = await Asset.load(AudioLoader, 'audio.mp3', onProgressCallback, onErrorCallback);

preload:

// soldier.js
Asset.preload(GLTFLoader, 'https://threejs.org/examples/models/gltf/Soldier.glb');

export class Soldier extends Group {
  constructor() {
    super();
    const gltf = Asset.get('https://threejs.org/examples/models/gltf/Soldier.glb');
    this.add(...gltf.scene.children);
  }
}

// main.js
await Asset.preloadAllPending({ onProgress: (e) => console.log(e * 100 + '%'), onError: (e) => console.error(e) });
const main = new Main();
const soldier = new Soldier();

Tweening

Create smooth animations effortlessly with built-in tweening.

box.tween().by(1000, { position: new Vector3(0, 0.5, 0) }, { easing: 'easeInOutBack' }).yoyoForever().start();

new Tween(box)
  .by(2000, { scale: 1, rotation: new Euler(Math.PI * 2, Math.PI, 0) }, { easing: 'easeOutElastic' })
  .delay(200)
  .to(1000, { scale: 1 }, { easing: 'easeOutBounce' })
  .start();

Raycasting customisable

Choose between continuous or mouse movement-based raycasting, optimizing intersection operations. Set which objects to intersect from the main raycasting.

const scene = new Scene();
scene.continuousRaycasting = true; // default is false

const box = new Mesh(geometry, material);
box.interceptByRaycaster = false; // default is true

Hitbox functionality

Leverage hitboxes for customized intersections or simplified calculations.

const ring = new Mesh(new RingGeometry(1, 1.5), new MeshBasicMaterial());
ring.hitboxes = [new Hitbox(new CircleGeometry(1.5))]; // intercept also inside the ring

🔍 Query

Find and select Object3D using powerful query selectors.

scene.querySelectorAll('Mesh'); // Selects all the meshes in the scene.
scene.querySelectorAll('[name=box]'); // Selects all Object3D that have 'box' as their name.
scene.querySelectorAll('[name*=box]'); // Selects all Object3D that have 'box' anywhere in their name.
scene.querySelectorAll('Mesh.even'); // Selects meshes with both 'Mesh' type and 'even' tag.
scene.querySelectorAll('Group .even'); // Selects all Object3D with 'even' tag that are children of a 'Group'.
scene.querySelectorAll('Group > .even'); // Selects all direct children with 'even' tag under a 'Group'.
scene.querySelectorAll('Mesh, SkinnedMesh'); // Selects all meshes and skinned meshes in the scene.