Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- How Three.js Was Integrated in the Existing Project1. Architecture Approach
- In the existing project, we used a modular approach with three main parts:
- Core Classes: Created reusable wrapper classes (ThreeJsScene in client/src/lib/threeScene.ts) that encapsulate Three.js functionality
- Utility Functions: Developed helper functions (client/src/lib/canvasUtils.ts) to handle common operations
- Component Integration: Used React hooks, especially useEffect and useRef, to manage Three.js lifecycle within React components
- 2. The Wrapper Class Approach
- Instead of using Three.js directly in components, we created a wrapper class (ThreeJsScene) that:
- Abstracts away Three.js complexity
- Provides high-level methods for common operations
- Handles cleanup and resource management
- Includes pre-built cyberpunk visual effects
- This approach makes it easier to reuse Three.js code across different components without duplicating the setup code.
- 3. Component Integration Process
- Looking at components like GeometryShowcase.tsx and BackgroundCanvas.tsx, the integration follows these steps:
- // 1. Create refs to store references to DOM elements and Three.js objects
- const containerRef = useRef<HTMLDivElement>(null);
- const threeJsSceneRef = useRef<ThreeJsScene | null>(null);
- // 2. Set up Three.js in a useEffect hook
- useEffect(() => {
- // Only run if the container element exists
- if (!containerRef.current) return;
- // Create a canvas element for Three.js
- const canvas = document.createElement('canvas');
- containerRef.current.appendChild(canvas);
- // Create the Three.js scene using our wrapper class
- const scene = new ThreeJsScene(canvas, options);
- // Add objects, lights, etc.
- scene.createBasicLights();
- // Create and add 3D objects
- const geometry = new THREE.TorusKnotGeometry();
- const material = new THREE.MeshStandardMaterial();
- const mesh = new THREE.Mesh(geometry, material);
- scene.add(mesh);
- // Start the animation loop
- scene.start();
- // Store reference for access from component methods
- threeJsSceneRef.current = scene;
- // Clean up resources when component unmounts
- return () => {
- scene.dispose();
- };
- }, []);
- 4. Cross-Library Integration
- The project uniquely combines Three.js with P5.js by:
- Extracting geometry data from Three.js objects
- Converting it to a format that P5.js can understand
- Sharing this data between libraries
- This is done through the convertThreeGeometryToP5Format utility function.
- 5. Performance Considerations
- Several techniques are used to ensure good performance:
- Proper disposal of Three.js resources to prevent memory leaks
- Responsive canvas sizing based on container dimensions
- Different rendering settings for mobile vs. desktop
- Limiting the number of objects and vertices for mobile devices
- 6. Main Components Using Three.js
- BackgroundCanvas: Creates a full-page background with floating 3D objects that react to mouse movement
- GeometryShowcase: Demonstrates Three.js and P5.js working together with interactive controls
- CyberpunkEffects (embedded in App.tsx): Provides general visual effects for the application
- 7. Technical Aspects of Integration
- The integration with React involved:
- Using useRef to store references to canvases and Three.js objects
- Using useEffect with empty dependency array for setup/cleanup (similar to componentDidMount/componentWillUnmount)
- Handling resize events to keep the canvas properly sized
- Creating interface methods to allow user interaction with the 3D scene
- This approach keeps Three.js code isolated from React's rendering cycle while still allowing React components to control and interact with the 3D visualizations.
Advertisement
Add Comment
Please, Sign In to add comment