A nutritionally dubious, but comforting collection of utility components for react-three-fiber games.
- 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.
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.
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 */
}}
/>
Analogous to <OnAwake>
and useOnAwake
, these will execute the given callback function when the component is unmounted.
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>
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]}
/>
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>
)
}
Copyright (c) 2022 Hendrik Mans
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