Use web content in three.js scenes!
npm install three-web-layerThe goal of this project is to leverage the power of the 2D web for layout and design of content presented in a 3D environment.
- TodoMVC running in WebGL! Built with Vuejs, JSX, and WebLayer3D
- A simple demo running on Glitch!
Install via NPM:
``bash`
npm i three-web-layer
`js`
import WebLayer3D from 'three-web-layer'
Alternatively, use the UMD build to install via script:
`html`
`js
// create a root WebLayer3D instance.
const rootLayer = new WebLayer3D(domElement, {
// these options are all optional
pixelRatio: window.devicePixelRatio,
layerSeparation: 0.001,
windowWidth, 300,
windowHeight, 150,
onLayerCreate: (layer) => {
// do something every time a layer is created
// eg., attach a cursor
layer.cursor.add(new THREE.Mesh(cursorGeometry))
}
})
// optionally setup interaction rays for hover effects
rootLayer.interactionRays = [mouseRay]
// hit testing
renderer.domElement.addEventListener('click', redirectEvent)
renderer.domElement.addEventListener('dblclick', redirectEvent)
function redirectEvent(event) {
const hit = rootLayer.hitTest(mouseRay)
if (hit) {
hit.target.dispatchEvent(new event.constructor(event.type, event))
}
}
// in update loop
function animate() {
// If using interaction rays, update them first
updateMouseRay() // app code
// ...
const alpha = deltaTime * 5 // set a lerp value
// NOTE: all of the following are equivalent, at various levels of abstraction
// update with linear interpolation
rootLayer.update(alpha) // lerp value defaults to 1 if ommited
// update with a specified transition
rootLayer.update(alpha, WebLayer3D.TRANSITION_DEFAULT)
// manually transition each layer using provided transition functions
rootLayer.update(alpha, (layer, alpha) => { // NOTE: ideally, save and reuse the same function
layer.transitionLayout(alpha) // transition to default content layout
layer.transitionVisibility(alpha) // transition entry/exit of layers
})
// custom layer transition logic
rootLayer.update(alpha, (layer, alpha) => {
// transition the layout
this.content.position.lerp(this.contentTarget.position, alpha)
this.content.scale.lerp(this.contentTarget.scale, alpha)
// transition the visibility
const material = layer.mesh.material
if (layer.needsRemoval) {
if ('opacity' in material && material.opacity > 0.001) {
material.opacity = THREE.Math.lerp(material.opacity, 0, alpha)
material.needsUpdate = true
} else {
if (layer.parent) layer.parent.remove(layer)
layer.dispose()
}
} else {
if ('opacity' in material && material.opacity < 1) {
material.opacity = Math.min(THREE.Math.lerp(material.opacity, layer.contentTargetOpacity, alpha), 1)
material.needsUpdate = true
}
}
})
}
`
Note: See the example source code for more details, which roughly follows the above setup while presenting web content built with Vue.js and JSX (just an example, the only dependencies of WebLayer3D are threejs, WebGL, and DOM).
When a WebLayer3D instance is created, a layer data-attribute is set onid
the DOM element to match the property (inherited from Object3D). Likewise, the name property will be set to match the element id (allowing scene.getObjectByName().
Child WebLayer3D instances can be created by adding a layer data-attribute to the intended DOM element. The layer data-attribute can be added in HTML or dynamically:
-
- element.dataset.layer = ''Additionally, the pixel ratio can be adjusted on each layer, individually:
-
- element.dataset.layerPixelRatio = '0.5'Finally, each layer can prerender multipe states specified similarly to CSS classes:
-
- element.dataset.layerStates = 'near far'Each WebLayer3D will render each of its states with the corresponding CSS class applied to the element.
The texture state can be changed by alternating between the specified classes,without requiring the DOM to be re-rendered. Setting a state on a parent layer does not affect the state of a child layer.
Default dimensions:
- 1px = 0.001 world dimensions = 1mm (assuming meters)
e.g., 500px width means 0.5 meters
Limitations:
- Relies on html2canvas, which means many CSS styles may not render correctly.
- Tainting the canvas will prevent the layer from rendering. This includes cross-origin resources loaded without CORS, and (in Safari) data-urls for images
- Anything not within the bounds of the passed element will be clipped. If you want to render a child element that is outside of the bounds of a parent layer element, the descendent element must also be made into a WebLayer3D instance (by adding a
data-layer attribute)
- Mutation observers, resize observers, and event listeners are attached to the root element in order to automatically refresh textures when changes are detected. It's possible that some changes to the DOM can be missed (e.g., stylesheets can be changed). To manually trigger a forced rasterize on a layer and it's descendent layers, call layer.refresh(true). Alternatively, set layer.needsRasterize = true on every layer that needs to be rasterized, and then call refresh()` on the root layer to rasterize the layers that are marked.