Composables
Vue 3 Composition API allows you to create reusable logic that can be shared across components. It also allows you to create custom hooks that can be used in your components.
TresJS takes huge advantage of this API to create a set of composable functions that can be used to create animations, interact with the scene and more. It also allows you to create more complex scenes that might not be possible using just the Vue Components (Textures, Loaders, etc.).
The core of TresJS uses these composables internally, so you would be using the same API that the core uses.
useTresContext
This composable aims to provide access to the state model which contains multiple useful properties.
const { camera, renderer, camera, cameras } = useTresContext()
WARNING
useTresContext
can be only be used inside of a TresCanvas
since this component acts as the provider for the context data.
<script setup>
import { TresCanvas } from '@tresjs/core'
import SubComponent from './SubComponent.vue'
</script>
<template>
<TresCanvas
render-mode="manual"
>
<SubComponent />
</TresCanvas>
</template>
<script lang="ts" setup>
import { useTresContext } from '@tresjs/core'
const context = useTresContext()
</script>
Properties of context
Property | Description |
---|---|
camera | The currently active camera |
cameras | The cameras that exist in the scene |
controls | The controls of your scene |
deregisterCamera | A method to deregister a camera. This is only required if you manually create a camera. Cameras in the template are deregistered automatically. |
extend | Extends the component catalogue. See extending |
raycaster | the global raycaster used for pointer events |
registerCamera | a method to register a camera. This is only required if you manually create a camera. Cameras in the template are registered automatically. |
renderer | the WebGLRenderer of your scene |
scene | the scene. |
setCameraActive | a method to set a camera active |
sizes | contains width, height and aspect ratio of your canvas |
invalidate | a method to invalidate the render loop. This is only required if you set the render-mode prop to on-demand . |
advance | a method to advance the render loop. This is only required if you set the render-mode prop to manual . |
loop | the renderer loop |
useLoop v4.0.0
This composable allows you to execute a callback on every rendered frame, similar to useRenderLoop
but unique to each TresCanvas
instance and with access to the context.
WARNING
useLoop
can be only be used inside of a TresCanvas
since this component acts as the provider for the context data.
Register update callbacks
The user can register update callbacks (such as animations, fbo, etc) using the onBeforeRender
<script setup>
import { TresCanvas } from '@tresjs/core'
import AnimatedBox from './AnimatedBox.vue'
</script>
<template>
<TresCanvas>
<AnimatedBox />
</TresCanvas>
</template>
<script setup>
import { useLoop } from '@tresjs/core'
const boxRef = ref()
const { onBeforeRender } = useLoop()
onBeforeRender(({ delta }) => {
boxRef.value.rotation.y += delta
})
</script>
<template>
<TresMesh ref="boxRef">
<TresBoxGeometry />
<TresMeshBasicMaterial color="teal" />
</TresMesh>
</template>
Your callback function will be triggered just before a frame is rendered and it will be deregistered automatically when the component is destroyed.
Take over the render loop
You can take over the render call by using the render
method.
const { render } = useLoop()
render(({ renderer, scene, camera }) => {
renderer.render(scene, camera)
})
WARNING
Consider that if you take over the render loop, you will need to manually render the scene and take care of features like the conditional rendering yourself.
Register after render callbacks (ex physics calculations)
You can also register callbacks which are invoked after rendring by using the onAfterRender
method.
const { onAfterRender } = useLoop()
onAfterRender(({ renderer }) => {
// Calculations
})
Render priority
Both useBeforeRender and useAfteRender provide an optional priority number. This number could be anything from Number.NEGATIVE_INFINITY
to Number.POSITIVE_INFINITY
being the 0 by default. The lower the number, the earlier the callback will be executed.
onBeforeRender(() => {
console.count('triggered first')
}, -1)
onBeforeRender(() => {
console.count('triggered second')
}, 1)
Params of the callback
All callbacks receive an object with the following properties:
delta
: The delta time between the current and the last frame. This is the time in miliseconds since the last frame.elapsed
: The elapsed time since the start of the render loop.clock
: The THREE clock instance.renderer
: The WebGLRenderer of your scene.scene
: The scene of your scene.camera
: The currently active camera.raycaster
: The global raycaster used for pointer events.controls
: The controls of your scene.invalidate
: A method to invalidate the render loop. This is only required if you set therender-mode
prop toon-demand
.advance
: A method to advance the render loop. This is only required if you set therender-mode
prop tomanual
.
Pausing and resuming the update loop
You can use pause
and resume
methods:
const { onBeforeRender, pause, resume } = useLoop()
onBeforeRender(({ elapsed }) => {
sphereRef.value.position.y += Math.sin(elapsed) * 0.01
})
pause() // This will pause the loop
resume() // This will resume the loop
Pausing and resuming the render
You can use pauseRender
and resumeRender
methods:
const { pauseRender, resumeRender } = useLoop()
onBeforeRender(({ elapse }) => {
sphereRef.value.position.y += Math.sin(elapsed) * 0.01
})
pauseRender() // This will pause the renderer
resumeRender() // This will resume the renderer
Unregistering callbacks
You can unregister a callback by calling the method off
returned by the onBeforeRender
or onAfterRender
method.
const { onBeforeRender } = useLoop()
const { off } = onBeforeRender(({ elapsed }) => {
sphereRef.value.position.y += Math.sin(elapsed) * 0.01
})
useLoader
The useLoader
composable allows you to load assets using the THREE.js loaders. It returns a promise with loaded asset.
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader'
const { scene } = await useLoader(THREE.GLTFLoader, 'path/to/asset.gltf')
Since the useLoader
composable returns a promise, you can use it with async/await
or then/catch
. If you are using it on a component make sure you wrap it with a Suspense
component. See Suspense for more information.
<template>
<Suspense>
<TheComponentUsingLoader />
</Suspense>
</template>
useTexture
The useTexture
composable allows you to load textures using the THREE.js texture loader. It returns a promise with the loaded texture(s).
const texture = await useTexture(['path/to/texture.png'])
useTexture also accepts an object with the following properties:
map
: a basic texture that is applied to the surface of an objectdisplacementMap
: a texture that is used to add bumps or indentations to the object's surfacenormalMap
: a texture that is used to add surface detail to and variations in shading to the objectroughnessMap
: a texture that is used to add roughness or a matte finish to the object's surfacemetalnessMap
: a texture that is used to add a metallic effect to the object's surfaceaoMap
: a texture that is used to add ambient occlusion (shading in areas where light is blocked by other objects) to the object.alphaMap
: a texture that is used to add alpha (the black part render as transparent) to the object. It's necessary to set :trasparent="true" on the material to use this mapmatcap
: this textures encodes the material color and shading.
In that case it will return an object with the loaded textures.
const { map, displacementMap, normalMap, roughnessMap, metalnessMap, aoMap, alphaMap, matcap } = await useTexture({
map: 'path/to/albedo.png',
displacementMap: 'path/to/height.png',
normalMap: 'path/to/normal.png',
roughnessMap: 'path/to/roughness.png',
metalnessMap: 'path/to/metalness.png',
aoMap: 'path/to/ambien-occlusion.png',
alphaMap: 'path/to/alpha.png',
matcap: 'path/to/matcap.png',
})
Then you can bind the textures to the material.
<template>
<TresCanvas>
<TresMesh>
<TresSphereGeometry />
<TresMeshStandardMaterial
:map="map"
:displacement-map="displacementMap"
:normal-map="normalMap"
:roughness-map="roughnessMap"
:metalness-map="metalnessMap"
:ao-map="aoMap"
:alpha-map="alphaMap"
/>
</TresMesh>
</TresCanvas>
</template>
useTexture
by default takes the second argument 'manager' as LoadingManager. When omitted, it will automatically be added to THREE.DefaultLoadingManager
. Of course, you can also add your own LoadingManager, like this:
const loadingManager = new LoadingManager()
const texture = await useTexture({ map: 'path/to/texture.png' }, loadingManager)
Similar to above composable, the useTexture
composable returns a promise, you can use it with async/await
or then/catch
. If you are using it on a component make sure you wrap it with a Suspense
component.
useSeek
The useSeek
composable provides utilities to easily traverse and navigate through complex ThreeJS scenes and object children graphs. It exports 4 functions which allow you to find child objects based on specific properties.
const { seek, seekByName, seekAll, seekAllByName } = useSeek()
The seek function accepts three parameters:
parent
: A ThreeJS scene or Object3D.property
: The property to be used in the search condition.value
: The value of the property to match.
The seek
and seekByName
function traverses the object and returns the child object with the specified property and value. If no child with the given property and value is found, it returns null and logs a warning.
const carRef = ref(null)
watch(carRef, ({ model }) => {
if (model) {
const car = model.children[0]
const body = seek(car, 'name', 'Octane_Octane_Body_0')
body.color.set(new Color('blue'))
}
})
Similarly, the seekAll
and seekAllByName
functions return an array of child objects whose property includes the given value. If no matches are found, then they return an empty array and a warning is logged.
const character = ref(null)
watch(character, ({ model }) => {
if (model) {
const bones = seekAll(character, type, 'Bone')
}
})
useRenderLoop
The useRenderLoop
composable can be use for animations that don't require access to the context. It allows you to register a callback that will be called on native refresh rate.
WARNING
Since v4.0.0, useRenderLoop
is no longer used internally to control the rendering, if you want to use conditional rendering, multiple canvases or need access to state please useLoop
instead. Read why
const { onLoop, resume } = useRenderLoop()
onLoop(({ delta, elapsed, clock }) => {
// I will run at every frame ~60FPS (depending of your monitor)
})
WARNING
Be mindful of the performance implications of using this composable. It will run at every frame, so if you have a lot of logic in your callback, it might impact the performance of your app. Specially if you are updating reactive states or references.
The onLoop
callback receives an object with the following properties based on the THREE clock:
delta
: The delta time between the current and the last frame. This is the time in milliseconds since the last frame.elapsed
: The elapsed time since the start of the render loop.
This composable is based on useRafFn
from vueuse. Thanks to @wheatjs for the amazing contribution.
Before and after render
You can also register a callback that will be called before and after the renderer updates the scene. This is useful if you add a profiler to measure the FPS for example.
const { onBeforeLoop, onAfterLoop } = useRenderLoop()
onBeforeLoop(({ delta, elapsed }) => {
// I will run before the renderer updates the scene
fps.begin()
})
onAfterLoop(({ delta, elapsed }) => {
// I will run after the renderer updates the scene
fps.end()
})
Pause and resume
You can pause and resume the render loop using the exposed pause
and resume
methods.
const { pause, resume } = useRenderLoop()
// Pause the render loop
pause()
// Resume the render loop
resume()
Also you can get the active state of the render loop using the isActive
property.
const { resume, isActive } = useRenderLoop()
console.log(isActive.value) // false
resume()
console.log(isActive.value) // true