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2026-04-14 09:20:30 +02:00

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Skill — React Three Fiber

Component pattern

Every 3D scene object is a React component. No class-based scene objects.

import { useRef } from "react";
import * as THREE from "three";
import { useFrame } from "@react-three/fiber";
import { useGLTF } from "@react-three/drei";

export function MyObject() {
  const ref = useRef<THREE.Group>(null);
  const gltf = useGLTF("/models/my-object.glb");

  useFrame((_, delta) => {
    // per-frame logic here
  });

  return <primitive ref={ref} object={gltf.scene.clone()} />;
}

Rules

  • Scene components return JSX with Three.js elements (<mesh>, <group>, <primitive>)
  • Use useRef for mutable per-frame values — never useState
  • Use useFrame for animation loops — never requestAnimationFrame
  • Use useGLTF / useTexture from drei for asset loading — they handle caching
  • Clone scenes with .clone() when reusing a GLTF in multiple places
  • Cleanup in useEffect return — stop AnimationMixers, dispose owned resources

Loading assets

// Models
const gltf = useGLTF("/models/workshop/ebike.glb");

// Textures
const [diffuse, normal] = useTexture([
  "/textures/wall_diffuse.jpg",
  "/textures/wall_normal.jpg",
]);

// Preload (call outside component)
useGLTF.preload("/models/map/base.glb");

Physics (Rapier)

import { RigidBody, CuboidCollider } from "@react-three/rapier";

<RigidBody type="fixed">
  <CuboidCollider args={[10, 0.1, 10]} />
  <mesh>
    <boxGeometry args={[20, 0.2, 20]} />
    <meshStandardMaterial />
  </mesh>
</RigidBody>;
  • Wrap physics scene in <Physics> component
  • type="fixed" for static colliders (ground, walls)
  • type="dynamic" for movable objects
  • Player uses type="dynamic" with lockRotations

Postprocessing

import { EffectComposer, Bloom, Vignette } from "@react-three/postprocessing";

<EffectComposer>
  <Bloom intensity={0.5} luminanceThreshold={0.9} />
  <Vignette offset={0.3} darkness={0.5} />
</EffectComposer>;
  • Always wrap in <EffectComposer>
  • Keep effects minimal for performance
  • Disable heavy effects on low-end devices via Debug panel

What NOT to do

  • Do not use new THREE.Scene() or new THREE.WebGLRenderer() — R3F handles this
  • Do not use requestAnimationFrame — use useFrame
  • Do not store per-frame values in useState — use useRef
  • Do not manually append to DOM — everything goes through <Canvas>