3D Dice implemented with ThreeJS and Cannon ES
Based on Major's 3D Dice
The goal of this project is to decouple the UI of Major's 3D Dice and strip down the dice box to just the essentials. Just a module that accepts simple dice notation input and outputs a JSON object when the dice finish rolling.
Why another dice roller when you have @3d-dice/dice-box? Teall dice had already solved predeterministic rolling, which is a feature some developers really need. Major's 3D dice are based on Teall Dice.
https://codesandbox.io/s/dice-box-threejs-j79h35?file=/src/index.js
npm install @3d-dice/dice-box-threejs
const defaultConfig = {
framerate: (1/60),
sounds: false,
volume: 100,
color_spotlight: 0xefdfd5,
shadows: true,
theme_surface: "green-felt",
sound_dieMaterial: 'plastic',
theme_customColorset: null,
theme_colorset: "white", // see available colorsets in https://github.com/3d-dice/dice-box-threejs/blob/main/src/const/colorsets.js
theme_texture: "", // see available textures in https://github.com/3d-dice/dice-box-threejs/blob/main/src/const/texturelist.js
theme_material: "glass", // "none" | "metal" | "wood" | "glass" | "plastic"
gravity_multiplier: 400,
light_intensity: 0.7,
baseScale: 100,
strength: 1, // toss strength of dice
onRollComplete: () => {},
enableDiceSelection: false, // Enable hover and click detection on dice
onDiceHover: () => {}, // Callback when hovering over a die
onDiceClick: () => {} // Callback when clicking a die
}
- You can define an
onRollComplete
callback function when creating the Dice Box
const Box = new DiceBox("#scene-container",{
onRollComplete: (results) => {
console.log(`I've got results :>> `, results);
}
});
- You can listen for the custom event that is triggered when results are ready
document.addEventListener("rollComplete",(e => {
console.log(`I've got custom event results :>> `, e.detail);
}))
- You can await the results from the
roll
method. Just be sure the function this call is in isasync
setTimeout(async () => {
const result = await Box.roll("6d6")
console.log('result :>> ', result);
}, 1000);
You can enable hover and click detection on dice by setting enableDiceSelection: true
in the config. This will:
- Emit events when hovering over and clicking dice
- Allow you to implement your own hover effects and click behaviors
const Box = new DiceBox("#scene-container", {
enableDiceSelection: true,
onDiceHover: (diceInfo) => {
console.log('Hovering over dice:', diceInfo);
},
onDiceClick: (diceInfo) => {
console.log('Clicked dice:', diceInfo);
}
});
document.addEventListener("diceHover", (e => {
console.log('Hovering over dice:', e.detail);
}));
document.addEventListener("diceClick", (e => {
console.log('Clicked dice:', e.detail);
}));
You can implement your own hover effects in several ways:
- Using HTML overlays:
/*Add this CSS to your stylesheet*/
.dice-hover-overlay {
position: absolute;
pointer-events: none;
transform: translate(-50%, -50%); /* Center the overlay on the dice */
transition: all 0.2s ease;
border: 2px solid yellow;
border-radius: 50%;
}
/*Add this to your container element*/
#scene-container {
position: relative; /* Required for absolute positioning of overlay */
overflow: hidden;
}
// JavaScript for handling hover events
document.addEventListener("diceHover", (e => {
const diceInfo = e.detail;
if (diceInfo) {
// Create or update an HTML overlay for the hovered die
let overlay = document.querySelector('.dice-hover-overlay');
if (!overlay) {
overlay = document.createElement('div');
overlay.className = 'dice-hover-overlay';
document.querySelector('#scene-container').appendChild(overlay);
}
// Position the overlay using the screen coordinates
overlay.style.left = `${diceInfo.screenPosition.x}px`;
overlay.style.top = `${diceInfo.screenPosition.y}px`;
// Scale the overlay based on the dice size
const size = diceInfo.scale * 100; // Adjust multiplier as needed
overlay.style.width = `${size}px`;
overlay.style.height = `${size}px`;
} else {
// Remove hover effect when not hovering
const overlay = document.querySelector('.dice-hover-overlay');
if (overlay) overlay.remove();
}
}));
- Using Three.js effects:
document.addEventListener("diceHover", (e) => {
const diceInfo = e.detail;
if (diceInfo) {
// Apply Three.js effects using the 3D position
// Example: Create a ring around the dice
const ringGeometry = new THREE.RingGeometry(diceInfo.scale, diceInfo.scale * 1.2, 32);
const ringMaterial = new THREE.MeshBasicMaterial({
color: 0xffff00,
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide
});
const ring = new THREE.Mesh(ringGeometry, ringMaterial);
ring.position.set(diceInfo.position.x, diceInfo.position.y, diceInfo.position.z);
scene.add(ring);
// Store reference to remove later
ring.userData.isHoverRing = true;
} else {
// Remove effects
scene.children.forEach((child) => {
if (child.userData.isHoverRing) {
scene.remove(child);
}
});
}
});
The dice info object contains:
-
type
: The type of die (e.g., "d6") -
sides
: Number of sides -
id
: Index of the die in the current roll -
value
: Current value showing -
reason
: How the value was determined ("rolled", "forced", "reroll", "remove") -
position
: 3D position of the die in world space {x, y, z} -
screenPosition
: 2D position of the die projected onto the screen {x, y} (relative to container) -
scale
: Scale of the die (useful for sizing indicators)
Note: When using HTML overlays, make sure your container element has position: relative
set, and the overlay uses transform: translate(-50%, -50%)
to center it on the dice. The screenPosition
coordinates are relative to the container element.
As mentioned previously, this project was forked for it's predeterministic rolling capability. The notation to roll your predetermined outcomes looks like this:
Box.roll("6d6@4,4,4,4,4,4") // rolls six dice that will land on 4's
In order to use textures or sounds, you will need to manually copy the assets out of the ./public
folder and into your static assets folder where you're building your app.
- Update the version in
package.json
- Run
npm publish
to publish the package to npm