223 lines
5.8 KiB
TypeScript
223 lines
5.8 KiB
TypeScript
import React, {useEffect, useRef} from 'react'
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import {types} from '@theatre/core'
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import type {ISheetObject, IProject} from '@theatre/core'
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import {
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Color,
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DirectionalLight,
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Mesh,
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MeshPhongMaterial,
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PerspectiveCamera,
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RawShaderMaterial,
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Scene,
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ShaderMaterial,
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SphereBufferGeometry,
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Vector2,
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Vector3,
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WebGLRenderer,
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} from 'three'
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type ThreeSceneProps = {
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project: IProject
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}
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export default function ThreeScene(props: ThreeSceneProps) {
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const canvasRef = useRef<HTMLCanvasElement>(null)
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const sheet = props.project.sheet('Sphere')
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// Animation
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let sheetObj: ISheetObject | undefined = undefined
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let mesh: Mesh | undefined = undefined
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function animate(key: string, props: any) {
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if (sheetObj === undefined) {
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sheetObj = sheet.object(key, props)
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} else {
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sheetObj = sheet.object(
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key,
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{...props, ...sheetObj.value},
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{reconfigure: true},
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)
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}
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return sheetObj
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}
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function animateMaterial() {
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if (mesh === undefined) return
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const keys = {}
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// Cycle through props
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for (const i in mesh.material) {
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// @ts-ignore
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const value = mesh.material[i]
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if (typeof value === 'number') {
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// @ts-ignore
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keys[i] = value
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} else if (value instanceof Vector2) {
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// @ts-ignore
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keys[i] = {x: value.x, y: value.y}
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} else if (value instanceof Vector3) {
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// @ts-ignore
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keys[i] = {x: value.x, y: value.y, z: value.z}
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} else if (value instanceof Color) {
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// @ts-ignore
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keys[i] = types.rgba({
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r: value.r * 255,
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g: value.g * 255,
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b: value.b * 255,
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a: 1,
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})
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}
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}
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// Uniforms
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if (
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mesh.material instanceof ShaderMaterial ||
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mesh.material instanceof RawShaderMaterial
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) {
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const uniforms = mesh.material.uniforms
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// @ts-ignore
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keys.uniforms = {}
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for (const i in uniforms) {
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const uniform = uniforms[i].value
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if (typeof uniform === 'number') {
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// @ts-ignore
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keys.uniforms[i] = uniform
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} else if (uniform instanceof Vector2) {
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const value = uniform as Vector2
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// @ts-ignore
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keys.uniforms[i] = {x: value.x, y: value.y}
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} else if (uniform instanceof Vector3) {
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const value = uniform as Vector3
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// @ts-ignore
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keys.uniforms[i] = {x: value.x, y: value.y, z: value.z}
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} else if (uniform instanceof Color) {
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const value = uniform as Color
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// @ts-ignore
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keys.uniforms[i] = {r: value.r, g: value.g, b: value.b}
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}
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}
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}
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// Animate
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animate('Material', {material: keys}).onValuesChange((values: any) => {
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const {material} = values
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for (const key in material) {
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if (key === 'uniforms') {
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const uniforms = material[key]
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for (const uniKey in uniforms) {
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const uniform = uniforms[uniKey]
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if (typeof uniform === 'number') {
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// @ts-ignore
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mesh.material.uniforms[uniKey].value = uniform
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} else {
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// @ts-ignore
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mesh.material.uniforms[uniKey].value.copy(uniform)
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}
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}
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} else {
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const value = material[key]
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if (typeof value === 'number') {
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// @ts-ignore
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mesh.material[key] = value
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} else if (value.r !== undefined) {
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// color
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// @ts-ignore
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mesh.material[key].copy(value)
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} else if (value.x !== undefined) {
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// vector
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// @ts-ignore
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mesh.material[key].copy(value)
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}
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}
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}
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})
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}
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function animateTransform() {
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if (mesh === undefined) return
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animate('Transform', {
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transform: {
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position: {
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x: mesh.position.x,
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y: mesh.position.y,
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z: mesh.position.z,
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},
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rotation: {
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x: mesh.rotation.x,
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y: mesh.rotation.y,
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z: mesh.rotation.z,
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},
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scale: {
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x: mesh.scale.x,
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y: mesh.scale.y,
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z: mesh.scale.z,
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},
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visible: mesh.visible,
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},
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}).onValuesChange((values: any) => {
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if (mesh === undefined) return
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const {transform} = values
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mesh.position.set(
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transform.position.x,
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transform.position.y,
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transform.position.z,
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)
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mesh.rotation.set(
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transform.rotation.x,
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transform.rotation.y,
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transform.rotation.z,
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)
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mesh.scale.set(transform.scale.x, transform.scale.y, transform.scale.z)
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mesh.visible = transform.visible
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})
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}
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useEffect(() => {
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// Basic Three
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let raf = -1
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const width = window.innerWidth
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const height = window.innerHeight
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const renderer = new WebGLRenderer({
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antialias: true,
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canvas: canvasRef.current!,
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})
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renderer.setPixelRatio(devicePixelRatio)
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renderer.setSize(width, height)
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const scene = new Scene()
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const camera = new PerspectiveCamera(60, width / height)
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camera.position.z = 10
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const light = new DirectionalLight()
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light.position.set(1, 5, 4)
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scene.add(light)
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mesh = new Mesh(new SphereBufferGeometry(3), new MeshPhongMaterial())
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scene.add(mesh)
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// RAF
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function render() {
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raf = requestAnimationFrame(render)
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renderer.render(scene, camera)
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}
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render()
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return () => {
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cancelAnimationFrame(raf)
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renderer.dispose()
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}
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}, [])
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return (
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<div style={{overflow: 'hidden'}}>
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<canvas ref={canvasRef} />
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<div
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style={{
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position: 'absolute',
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left: '100px',
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top: '0',
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}}
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>
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<button onClick={animateMaterial}>Animate Material</button>
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<button onClick={animateTransform}>Animate Transform</button>
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</div>
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</div>
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)
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}
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