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carbs

v0.0.3

Published

Various useful bits and bobs for building games with react-three-fiber.

Readme

Carbs

A nutritionally dubious, but comforting collection of utility components for react-three-fiber games.

Goals

  • Provide a set of useful hooks and components to make building games with react-three-fiber even more amazing.
  • Where possible, provide all functionality as both a hook and a component, in order to force the user into the imperative layer a little less often.

Lifecycle Helpers

Carbs provides a number of lifecycle hooks and components to ease the transition from what you may be used to from game engines to the world of React game development.

OnAwake and useOnAwake

Use the useOnAwake hook to execute a function when the component is first mounted. The state parameter passed into the callback function contains a reference to the react-three-fiber state.

useOnAwake((state) => {
  // do something when the component appears
})

<OnAwake> lets you do the same thing from JSX:

<OnAwake
  fun={(state) => {
    /* do something when the component appears */
  }}
/>

OnDestroy and useOnDestroy

Analogous to <OnAwake> and useOnAwake, these will execute the given callback function when the component is unmounted.

OnUpdate and useOnUpdate

Use useOnUpdate to provide a callback that gets called every frame.

useOnUpdate((dt) => {
  // do something every frame
})

Note This hook merely wraps R3F's useFrame hook, with a minor change to the order of arguments passed in (deltatime first, R3F state second), and is merely provided for consistency with the other hooks.

<OnUpdate> lets you do the same thing from JSX:

<OnUpdate
  fun={(dt, state) => {
    /* do something */
  }}
/>

Effect and LayoutEffect

<Effect> and <LayoutEffect> are simple wrappers around React's useEffect and useLayoutEffect hooks and allow you to declare a callback that will be executed every time the component is rendered, or when one of the optionally provided dependencies has changed.

<Effect
  fun={() => console.log("foo has changed to:", foo)}
  dependencies={[foo]}
/>

Misc Helpers

Animate

The <Animate> component wraps its children in a scene object that can be used to apply an animation to everything inside it. It accepts a per-frame update callback via the fun prop that gets passed a reference to the scene object:

function Thingy() {
  return (
    <Animate
      fun={(o: Object3D, dt: number) => {
        o.rotation.x += dt * 0.7
        o.rotation.y += dt * 0.5
      }}
    >
      <mesh>
        <icosahedronGeometry />
        <meshStandardMaterial color="#E9C46A" metalness={0.5} roughness={0.5} />
      </mesh>
    </Animate>
  )
}

Pro tip: Since the animation callbacks are just normal functions, how about providing higher-order functions for specific animation types?

const autoRotate = (x: number, y: number, z: number) => (
  o: Object3D,
  dt: number
) => {
  o.rotation.x += dt * x
  o.rotation.y += dt * y
  o.rotation.z += dt * z
}

function Thingy() {
  return (
    <Animate update={autoRotate(0.7, 0.5, 0)}>
      <mesh>
        <icosahedronGeometry />
        <meshStandardMaterial color="#E9C46A" metalness={0.5} roughness={0.5} />
      </mesh>
    </Animate>
  )
}

License

Copyright (c) 2022 Hendrik Mans

Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.