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@uqrealitylabs/feelable-materials

v1.1.0

Published

Pointer-local React Three Fiber surface deformation, smudges, and grass instances.

Readme

feelable-materials

Tactile React Three Fiber surfaces for cloth, rubber, glass, grass, thin sheets, enamel, and touchable logos.

What It Is

@uqrealitylabs/feelable-materials is a small interaction model and React Three Fiber component layer for pointer-local deformation, glass smudges, and grass blade fields.

When To Use It

Use it for small R3F cards, logos, or material swatches that need local pointer response.

Do not use it for full physics simulation, cloth solvers, production damage systems, or site-specific social link grids.

Install

npm install @uqrealitylabs/feelable-materials three @react-three/fiber

Basic Example

import { FeelableSurface } from "@uqrealitylabs/feelable-materials/react";

export function SocialCard() {
  return (
    <FeelableSurface material="grass">
      <planeGeometry args={[2.55, 1.5, 24, 14]} />
      <meshStandardMaterial color="#a7d88b" />
    </FeelableSurface>
  );
}

[!NOTE] Render React components inside an R3F Canvas. Apps still own their canvas, camera, lighting, accessible HTML controls, labels, and links. Geometry needs enough vertices and usable, non-overlapping UVs for local deformation.

Use a dedicated Three material instance for a FeelableSurface. Sharing between two feelable surfaces is rejected; sharing with an ordinary mesh is forbidden but cannot be detected by Three. Use meshProps for mesh transforms, shadow flags, names, and other R3F mesh settings.

Materials

Cloth

Broad local depression and slow return.

Rubber

Deeper local depression and quicker return.

Glass

Smudge/contact accumulation with fade over time and roughness-style response metadata.

Grass

Deterministic blade instances with pointer-local tip displacement. Use createGrassBladeInstances() for logo masks or full-card fields.

Mail

Legacy preset name for shallow-flexing cards, foil, or other thin sheets.

Enamel

Small hard-surface response for coated ceramic or metal.

The demo catalogue maps several appearances onto these interaction archetypes: orange velvet and satin use cloth; silicone and translucent gel use rubber; frosted glass uses glass; turf uses grass; brushed and holographic foil use mail; glazed ceramic and polished jade use enamel. This keeps appearance choices out of the physics API.

FeelableSurface renders preset radius, depth, return, corrected lighting normals, and press-only glass roughness marks. GrassLogoSurface adds rooted, upright, tapered instanced blades. The extra values returned by getMaterialResponse() are model data for consumer-owned effects; the built-in shader does not claim to be a cloth, rubber, or card physics solver.

The component supports Three.WebGLRenderer only; WebGPURenderer does not run onBeforeCompile. GPU displacement does not change CPU raycasts or Three's separate shadow-material passes. Overlapping UV islands receive the same local response. Tangent-space normal and bump maps are supported; object-space normal maps are rejected because they overwrite the corrected contact normal. Generic instances share one UV response; GrassLogoSurface alone maps instance positions into its blade field.

Multiple Materials On One Object

Use Three's native geometry groups and material array. FeelableSurface already patches each attached material; no wrapper API is needed.

geometry.clearGroups();
geometry.addGroup(0, firstRegionIndexCount, 0);
geometry.addGroup(firstRegionIndexCount, secondRegionIndexCount, 1);

<FeelableSurface material="mail">
  <primitive object={geometry} attach="geometry" />
  <primitive object={metal} attach="material-0" />
  <primitive object={coating} attach="material-1" />
</FeelableSurface>;

Every group is a draw call, and indexed groups must cover each index exactly once without overlaps or gaps. Prefer vertex colours or a texture atlas when regions share one BRDF; reserve groups for genuinely different materials.

How Pointer-Local Poking Works

The poke model stores UV/local pointer position, pressure, previous position, target pressure, and material-specific decay. Hover can apply light pressure. Press/touch applies stronger pressure. Each frame calls stepPoke(state, material) to move toward the target and decay back to rest.

Performance Rules

  • Store fast-changing poke state in refs, uniforms, or buffers.
  • Do not call React setState in useFrame.
  • Do not call React setState on every pointer move.
  • Use deterministic grass instance data and update only the affected uniforms or instance attributes.

[!WARNING] This is an interaction package, not a physics engine. Keep expensive simulation in the app if a project proves it needs one.

Accessibility And Reduced Motion

R3F meshes are not accessible by themselves. Put accessible labels and keyboard activation on the surrounding HTML control. Use reducedMotion for static or lower-power surfaces.

Testing Notes

The testable core is pure TypeScript:

  • createPokeState()
  • applyPoke()
  • stepPoke()
  • getPokeInfluence()
  • createGrassBladeInstances()
  • createPokeUniforms()

[!TIP] Test material behaviour with the pure model first. Add browser or visual tests only when a real canvas regression requires them.

What This Package Does Not Do

  • It does not include UQ social links or content.
  • It does not ship brand or paid logo assets.
  • It does not create a Canvas for you.
  • It does not use Playwright or Cypress.
  • It does not bundle Three.js or React.

Development Commands

Development requires Node.js 22.18 or newer.

npm install
npm run typecheck
npm run lint
npm run format:check
npm run test
npm run build
npm run demo:build

Interactive Demo

Run the demo locally with npm run demo:dev. A production build is written to demo-dist/ by npm run demo:build, and npm run demo:preview serves that output locally. Velvet and satin add a demo-only, fixed-step PBD cloth grid; the solver is intentionally not part of the package API.

Render targets range from 144p through 8K and are clamped to the browser's framebuffer limits. Dynamic mode uses device hints and sustained active-frame timing. A host may set allow-listed data-render-ceiling and data-server-ceiling values on #root; the latter must be a backend decision derived from its own load metrics. The static GitHub Pages build has no server load signal and says so in the demo.

The GitHub Pages demo is deployed at https://uqrealitylabs.com/feelable-materials/ with /feelable-materials/ as its production asset base. No proxy mapping is required.

The first npm release requires one manual npm publish with npm's two-factor browser authentication. Then configure npm trusted publishing for this repository, checks.yml, and the npm environment. Later releases use GitHub OIDC and provenance without a stored npm token.

No Chalk font asset is present in the source repositories. The demo therefore uses the existing OFL-licensed Pixelify Sans asset in examples/demo/src/assets with a Chalk/Chalkboard fallback stack. The original font notices remain beside the asset.

License

See LICENSE.