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* docs: docs folder * introduction * doc * docs workflow * fixing toc's hn * redirects links * archive links warning * ai typos * gh + dd * doc
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name: Build documentation and deploy to GitHub Pages | ||
on: | ||
push: | ||
branches: ['master'] | ||
workflow_dispatch: | ||
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# Cancel previous run (see: https://docs.github.com/en/actions/using-workflows/workflow-syntax-for-github-actions#concurrency) | ||
concurrency: | ||
group: ${{ github.workflow }}-${{ github.ref }} | ||
cancel-in-progress: true | ||
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jobs: | ||
build: | ||
uses: pmndrs/docs/.github/workflows/build.yml@v2 | ||
with: | ||
mdx: 'docs' | ||
libname: 'Drei' | ||
libname_short: 'drei' | ||
home_redirect: '/getting-started/introduction' | ||
icon: '🥉' | ||
logo: '/logo.jpg' | ||
github: 'https://github.com/pmndrs/drei' | ||
discord: 'https://discord.com/channels/740090768164651008/741751532592038022' | ||
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deploy: | ||
needs: build | ||
runs-on: ubuntu-latest | ||
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# Grant GITHUB_TOKEN the permissions required to make a Pages deployment | ||
permissions: | ||
pages: write # to deploy to Pages | ||
id-token: write # to verify the deployment originates from an appropriate source | ||
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# Deploy to the github-pages environment | ||
environment: | ||
name: github-pages | ||
url: ${{ steps.deployment.outputs.page_url }} | ||
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steps: | ||
- id: deployment | ||
uses: actions/deploy-pages@v4 |
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--- | ||
title: AsciiRenderer | ||
--- | ||
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<Grid cols={4}> | ||
<li> | ||
<Codesandbox id="vq9wsl" /> | ||
</li> | ||
</Grid> | ||
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Abstraction of three's [AsciiEffect](https://threejs.org/examples/?q=as#webgl_effects_ascii). It creates a DOM layer on top of the canvas and renders the scene as ascii characters. | ||
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```tsx | ||
type AsciiRendererProps = { | ||
/** Render index, default: 1 */ | ||
renderIndex?: number | ||
/** CSS background color (can be "transparent"), default: black */ | ||
bgColor?: string | ||
/** CSS character color, default: white */ | ||
fgColor?: string | ||
/** Characters, default: ' .:-+*=%@#' */ | ||
characters?: string | ||
/** Invert character, default: true */ | ||
invert?: boolean | ||
/** Colorize output (very expensive!), default: false */ | ||
color?: boolean | ||
/** Level of detail, default: 0.15 */ | ||
resolution?: number | ||
} | ||
``` | ||
```jsx | ||
<Canvas> | ||
<AsciiRenderer /> | ||
``` |
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--- | ||
title: Billboard | ||
--- | ||
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[![](https://img.shields.io/badge/-storybook-%23ff69b4)](https://drei.pmnd.rs/?path=/story/abstractions-billboard--billboard-st) | ||
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Adds a `<group />` that always faces the camera. | ||
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```jsx | ||
<Billboard | ||
follow={true} | ||
lockX={false} | ||
lockY={false} | ||
lockZ={false} // Lock the rotation on the z axis (default=false) | ||
> | ||
<Text fontSize={1}>I'm a billboard</Text> | ||
</Billboard> | ||
``` |
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--- | ||
title: Clone | ||
--- | ||
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<Grid cols={4}> | ||
<li> | ||
<Codesandbox id="42glz0" /> | ||
</li> | ||
</Grid> | ||
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Declarative abstraction around THREE.Object3D.clone. This is useful when you want to create a shallow copy of an existing fragment (and Object3D, Groups, etc) into your scene, for instance a group from a loaded GLTF. This clone is now re-usable, but it will still refer to the original geometries and materials. | ||
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```ts | ||
<Clone | ||
/** Any pre-existing THREE.Object3D (groups, meshes, ...), or an array of objects */ | ||
object: THREE.Object3D | THREE.Object3D[] | ||
/** Children will be placed within the object, or within the group that holds arrayed objects */ | ||
children?: React.ReactNode | ||
/** Can clone materials and/or geometries deeply (default: false) */ | ||
deep?: boolean | 'materialsOnly' | 'geometriesOnly' | ||
/** The property keys it will shallow-clone (material, geometry, visible, ...) */ | ||
keys?: string[] | ||
/** Can either spread over props or fill in JSX children, applies to every mesh within */ | ||
inject?: MeshProps | React.ReactNode | ((object: THREE.Object3D) => React.ReactNode) | ||
/** Short access castShadow, applied to every mesh within */ | ||
castShadow?: boolean | ||
/** Short access receiveShadow, applied to every mesh within */ | ||
receiveShadow?: boolean | ||
/> | ||
``` | ||
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You create a shallow clone by passing a pre-existing object to the `object` prop. | ||
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```jsx | ||
const { nodes } = useGLTF(url) | ||
return ( | ||
<Clone object={nodes.table} /> | ||
``` | ||
Or, multiple objects: | ||
```jsx | ||
<Clone object={[nodes.foo, nodes.bar]} /> | ||
``` | ||
You can dynamically insert objects, these will apply to anything that isn't a group or a plain object3d (meshes, lines, etc): | ||
```jsx | ||
<Clone object={nodes.table} inject={<meshStandardMaterial color="green" />} /> | ||
``` | ||
Or make inserts conditional: | ||
```jsx | ||
<Clone object={nodes.table} inject={ | ||
{(object) => (object.name === 'table' ? <meshStandardMaterial color="green" /> : null)} | ||
} /> | ||
``` |
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--- | ||
title: ComputedAttribute | ||
--- | ||
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[![](https://img.shields.io/badge/-storybook-%23ff69b4)](https://drei.vercel.app/?path=/story/misc-sampler--sampler-weight-st) | ||
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Create and attach an attribute declaratively. | ||
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```tsx | ||
<sphereGeometry> | ||
<ComputedAttribute | ||
// attribute will be added to the geometry with this name | ||
name="my-attribute-name" | ||
compute={(geometry) => { | ||
// ...someLogic; | ||
return new THREE.BufferAttribute([1, 2, 3], 1) | ||
}} | ||
// you can pass any BufferAttribute prop to this component, eg. | ||
usage={THREE.StaticReadUsage} | ||
/> | ||
</sphereGeometry> | ||
``` |
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--- | ||
title: Decal | ||
--- | ||
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[![](https://img.shields.io/badge/-storybook-%23ff69b4)](https://drei.pmnd.rs/?path=/story/misc-decal--decal-st) | ||
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<Grid cols={4}> | ||
<li> | ||
<Codesandbox id="ymb5d9" /> | ||
</li> | ||
</Grid> | ||
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Abstraction around Three's `DecalGeometry`. It will use the its parent `mesh` as the decal surface by default. | ||
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The decal box has to intersect the surface, otherwise it will not be visible. if you do not specifiy a rotation it will look at the parents center point. You can also pass a single number as the rotation which allows you to spin it. | ||
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```js | ||
<mesh> | ||
<sphereGeometry /> | ||
<meshBasicMaterial /> | ||
<Decal | ||
debug // Makes "bounding box" of the decal visible | ||
position={[0, 0, 0]} // Position of the decal | ||
rotation={[0, 0, 0]} // Rotation of the decal (can be a vector or a degree in radians) | ||
scale={1} // Scale of the decal | ||
> | ||
<meshBasicMaterial | ||
map={texture} | ||
polygonOffset | ||
polygonOffsetFactor={-1} // The material should take precedence over the original | ||
/> | ||
</Decal> | ||
</mesh> | ||
``` | ||
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If you do not specify a material it will create a transparent meshBasicMaterial with a polygonOffsetFactor of -10. | ||
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```jsx | ||
<mesh> | ||
<sphereGeometry /> | ||
<meshBasicMaterial /> | ||
<Decal map={texture} /> | ||
</mesh> | ||
``` | ||
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If declarative composition is not possible, use the `mesh` prop to define the surface the decal must attach to. | ||
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```js | ||
<Decal mesh={ref}> | ||
<meshBasicMaterial map={texture} polygonOffset polygonOffsetFactor={-1} /> | ||
</Decal> | ||
``` |
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--- | ||
title: Edges | ||
--- | ||
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<Grid cols={4}> | ||
<li> | ||
<Codesandbox id="ny3p4" /> | ||
</li> | ||
</Grid> | ||
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Abstracts [THREE.EdgesGeometry](https://threejs.org/docs/#api/en/geometries/EdgesGeometry). It pulls the geometry automatically from its parent, optionally you can ungroup it and give it a `geometry` prop. You can give it children, for instance a custom material. Edges is based on `<Line>` and supports all of its props. | ||
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```jsx | ||
<mesh> | ||
<boxGeometry /> | ||
<meshBasicMaterial /> | ||
<Edges | ||
linewidth={4} | ||
scale={1.1} | ||
threshold={15} // Display edges only when the angle between two faces exceeds this value (default=15 degrees) | ||
color="white" | ||
/> | ||
</mesh> | ||
``` |
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--- | ||
title: Effects | ||
--- | ||
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Abstraction around threes own [EffectComposer](https://threejs.org/docs/#examples/en/postprocessing/EffectComposer). By default it will prepend a render-pass and a gammacorrection-pass. Children are cloned, `attach` is given to them automatically. You can only use passes or effects in there. | ||
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By default it creates a render target with HalfFloatType, RGBAFormat. You can change all of this to your liking, inspect the types. | ||
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```jsx | ||
import { SSAOPass } from "three-stdlib" | ||
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extend({ SSAOPass }) | ||
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<Effects multisamping={8} renderIndex={1} disableGamma={false} disableRenderPass={false} disableRender={false}> | ||
<sSAOPass args={[scene, camera, 100, 100]} kernelRadius={1.2} kernelSize={0} /> | ||
</Effects> | ||
``` |
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--- | ||
title: GradientTexture | ||
--- | ||
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<Grid cols={4}> | ||
<li> | ||
<Codesandbox id="l03yb" /> | ||
</li> | ||
</Grid> | ||
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A declarative THREE.Texture which attaches to "map" by default. You can use this to create gradient backgrounds. | ||
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```jsx | ||
<mesh> | ||
<planeGeometry /> | ||
<meshBasicMaterial> | ||
<GradientTexture | ||
stops={[0, 1]} // As many stops as you want | ||
colors={['aquamarine', 'hotpink']} // Colors need to match the number of stops | ||
size={1024} // Size is optional, default = 1024 | ||
/> | ||
</meshBasicMaterial> | ||
</mesh> | ||
``` | ||
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Radial gradient. | ||
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```jsx | ||
import { GradientTexture, GradientType } from './GradientTexture' | ||
;<mesh> | ||
<planeGeometry /> | ||
<meshBasicMaterial> | ||
<GradientTexture | ||
stops={[0, 0.5, 1]} // As many stops as you want | ||
colors={['aquamarine', 'hotpink', 'yellow']} // Colors need to match the number of stops | ||
size={1024} // Size (height) is optional, default = 1024 | ||
width={1024} // Width of the canvas producing the texture, default = 16 | ||
type={GradientType.Radial} // The type of the gradient, default = GradientType.Linear | ||
innerCircleRadius={0} // Optional, the radius of the inner circle of the gradient, default = 0 | ||
outerCircleRadius={'auto'} // Optional, the radius of the outer circle of the gradient, default = auto | ||
/> | ||
</meshBasicMaterial> | ||
</mesh> | ||
``` |
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--- | ||
title: Image | ||
--- | ||
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<Grid cols={4}> | ||
<li> | ||
<Codesandbox id="9s2wd9" /> | ||
</li> | ||
<li> | ||
<Codesandbox id="l4klb" /> | ||
</li> | ||
<li> | ||
<Codesandbox id="gsm1y" /> | ||
</li> | ||
<li> | ||
<Codesandbox id="x8gvs" /> | ||
</li> | ||
<li> | ||
<Codesandbox id="yjhzv" /> | ||
</li> | ||
</Grid> | ||
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A shader-based image component with auto-cover (similar to css/background: cover). | ||
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```tsx | ||
export type ImageProps = Omit<JSX.IntrinsicElements['mesh'], 'scale'> & { | ||
segments?: number | ||
scale?: number | [number, number] | ||
color?: Color | ||
zoom?: number | ||
radius?: number | ||
grayscale?: number | ||
toneMapped?: boolean | ||
transparent?: boolean | ||
opacity?: number | ||
side?: THREE.Side | ||
} | ||
``` | ||
```jsx | ||
function Foo() { | ||
const ref = useRef() | ||
useFrame(() => { | ||
ref.current.material.radius = ... // between 0 and 1 | ||
ref.current.material.zoom = ... // 1 and higher | ||
ref.current.material.grayscale = ... // between 0 and 1 | ||
ref.current.material.color.set(...) // mix-in color | ||
}) | ||
return <Image ref={ref} url="/file.jpg" /> | ||
} | ||
``` | ||
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To make the material transparent: | ||
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```jsx | ||
<Image url="/file.jpg" transparent opacity={0.5} /> | ||
``` | ||
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You can have custom planes, for instance a rounded-corner plane. | ||
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```jsx | ||
import { extend } from '@react-three/fiber' | ||
import { Image } from '@react-three/drei' | ||
import { easing, geometry } from 'maath' | ||
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extend({ RoundedPlaneGeometry: geometry.RoundedPlaneGeometry }) | ||
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<Image url="/file.jpg"> | ||
<roundedPlaneGeometry args={[1, 2, 0.15]} /> | ||
</Image> | ||
``` |
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