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r3f-fundamentals

r3f-fundamentals

github.com/bbeierle12开发9122 次安装1 天前更新
代码仓库

关于 r3f-fundamentals

面向使用 React 和 Three.js 构建 3D 场景的开发者,介绍 React Three Fiber(R3F)的基础概念与用法。它将 Three.js 场景组织为声明式 React 组件,并涵盖生命周期集成、事件和资源加载。

主要功能

  1. 01以 JSX 声明式构建场景图
  2. 02Canvas 与相机配置
  3. 03通过钩子访问场景状态
  4. 04网格指针事件处理
  5. 05Suspense 异步资源加载
  6. 06卸载时自动释放对象

适用场景

  1. 01搭建 React 3D 场景
  2. 02配置相机、灯光与场景层级
  3. 03响应网格点击和悬停
  4. 04加载 GLTF 模型

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill r3f-fundamentals

安装后在 Claude Code 中输入/r3f-fundamentals确认已加载。

包含的文件

除 SKILL.md 外,安装时一起下载的参考资料和脚本。

_meta.json
references/
hooks-api.md
scripts/templates/
basic-scene.tsx

详细介绍

React Three Fiber 基础

通过 React 组件以声明式方式使用 Three.js。R3F 将 Three.js 对象映射为 JSX 元素,并提供自动释放、响应式更新和 React 生命周期集成。

快速开始

import { Canvas } from '@react-three/fiber';

function App() {
  return (
    <Canvas>
      <ambientLight intensity={0.5} />
      <pointLight position={[10, 10, 10]} />
      <mesh>
        <boxGeometry args={[1, 1, 1]} />
        <meshStandardMaterial color="hotpink" />
      </mesh>
    </Canvas>
  );
}

核心原则:声明式场景图

R3F 将 Three.js 命令式 API 转换为 React 的声明式模型:

Three.js(命令式)R3F(声明式)
new THREE.Mesh()<mesh>
mesh.position.set(1, 2, 3)<mesh position={[1, 2, 3]}>
scene.add(mesh)JSX 嵌套会处理层级结构
mesh.geometry.dispose()卸载时自动处理

Canvas 配置

import { Canvas } from '@react-three/fiber';

<Canvas
  // Renderer settings
  gl={{ antialias: true, alpha: false, powerPreference: 'high-performance' }}
  dpr={[1, 2]}                    // Device pixel ratio range
  shadows                          // Enable shadow maps
  
  // Camera (default: PerspectiveCamera)
  camera={{ 
    fov: 75, 
    near: 0.1, 
    far: 1000, 
    position: [0, 0, 5] 
  }}
  
  // Or use orthographic
  orthographic
  camera={{ zoom: 50, position: [0, 0, 100] }}
  
  // Performance
  frameloop="demand"              // 'always' | 'demand' | 'never'
  performance={{ min: 0.5 }}      // Adaptive performance
  
  // Events
  onCreated={({ gl, scene, camera }) => {
    // Access Three.js objects after mount
  }}
  
  // Sizing
  style={{ width: '100vw', height: '100vh' }}
/>
帧循环模式
模式适用场景
always连续动画(游戏、模拟)
demand静态场景,仅在状态变化时重新渲染
never通过 invalidate() 手动控制
// Demand mode with manual invalidation
import { useThree } from '@react-three/fiber';

function Controls() {
  const invalidate = useThree(state => state.invalidate);
  
  const handleDrag = () => {
    // Update state...
    invalidate(); // Request re-render
  };
}

场景层级结构

JSX 嵌套 = Three.js 父子关系:

<group position={[0, 2, 0]} rotation={[0, Math.PI / 4, 0]}>
  {/* Children inherit parent transforms */}
  <mesh position={[1, 0, 0]}>
    <sphereGeometry args={[0.5, 32, 32]} />
    <meshStandardMaterial color="blue" />
  </mesh>
  
  <mesh position={[-1, 0, 0]}>
    <boxGeometry args={[0.8, 0.8, 0.8]} />
    <meshStandardMaterial color="red" />
  </mesh>
</group>
常见容器组件
// Group: Transform container (no rendering)
<group position={[0, 0, 0]} />

// Object3D: Base class, rarely used directly
<object3D />

// Scene: Usually implicit (Canvas creates one)
<scene />

相机系统

默认透视相机
<Canvas camera={{ 
  fov: 75,              // Field of view (degrees)
  aspect: width/height, // Auto-calculated
  near: 0.1,            // Near clipping plane
  far: 1000,            // Far clipping plane
  position: [0, 5, 10]
}} />
自定义相机组件
import { PerspectiveCamera } from '@react-three/drei';

function Scene() {
  return (
    <>
      <PerspectiveCamera 
        makeDefault           // Set as active camera
        fov={60} 
        position={[0, 2, 8]} 
      />
      {/* Scene contents */}
    </>
  );
}
相机访问
import { useThree } from '@react-three/fiber';

function CameraController() {
  const { camera } = useThree();
  
  useEffect(() => {
    camera.lookAt(0, 0, 0);
  }, [camera]);
  
  return null;
}

灯光

灯光类型
// Ambient: Uniform, directionless
<ambientLight intensity={0.4} color="#ffffff" />

// Directional: Sun-like, parallel rays
<directionalLight 
  position={[5, 10, 5]} 
  intensity={1} 
  castShadow 
/>

// Point: Radiates from position
<pointLight 
  position={[0, 5, 0]} 
  intensity={1} 
  distance={20}        // Range (0 = infinite)
  decay={2}            // Physical falloff
/>

// Spot: Cone-shaped
<spotLight 
  position={[0, 10, 0]} 
  angle={Math.PI / 6}  // Cone angle
  penumbra={0.5}       // Edge softness
  castShadow 
/>

// Hemisphere: Sky/ground gradient
<hemisphereLight 
  skyColor="#87ceeb" 
  groundColor="#362907" 
  intensity={0.6} 
/>
阴影设置
<Canvas shadows>
  <directionalLight
    castShadow
    position={[10, 10, 10]}
    shadow-mapSize={[2048, 2048]}
    shadow-camera-far={50}
    shadow-camera-left={-10}
    shadow-camera-right={10}
    shadow-camera-top={10}
    shadow-camera-bottom={-10}
  />
  
  <mesh castShadow>
    <boxGeometry />
    <meshStandardMaterial />
  </mesh>
  
  <mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]} position={[0, -1, 0]}>
    <planeGeometry args={[20, 20]} />
    <meshStandardMaterial />
  </mesh>
</Canvas>

渲染循环(useFrame)

useFrame 每帧运行一次(目标帧率为 60 fps)。动画在这里执行。

import { useFrame, useThree } from '@react-three/fiber';
import { useRef } from 'react';

function RotatingBox() {
  const meshRef = useRef<THREE.Mesh>(null!);
  
  useFrame((state, delta) => {
    // state: R3F state (camera, scene, clock, etc.)
    // delta: Time since last frame (seconds)
    
    meshRef.current.rotation.x += delta;
    meshRef.current.rotation.y += delta * 0.5;
  });
  
  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshNormalMaterial />
    </mesh>
  );
}
useFrame 状态对象
useFrame((state) => {
  state.clock        // THREE.Clock
  state.clock.elapsedTime  // Total time (seconds)
  state.camera       // Active camera
  state.scene        // Scene object
  state.gl           // WebGLRenderer
  state.size         // { width, height }
  state.viewport     // { width, height, factor, distance }
  state.mouse        // Normalized mouse position [-1, 1]
  state.raycaster    // THREE.Raycaster
});
渲染优先级
// Lower priority runs first, higher runs later
// Default is 0

useFrame(() => {
  // Update physics
}, -1);  // Runs before default

useFrame(() => {
  // Update visuals
}, 0);   // Default

useFrame(() => {
  // Post-processing / camera
}, 1);   // Runs after default

访问 Three.js 对象

useThree Hook
import { useThree } from '@react-three/fiber';

function SceneInfo() {
  const { 
    gl,           // WebGLRenderer
    scene,        // THREE.Scene
    camera,       // Active camera
    size,         // Canvas dimensions
    viewport,     // Viewport in Three.js units
    clock,        // THREE.Clock
    set,          // Update state
    get,          // Get current state
    invalidate,   // Request re-render (demand mode)
    advance,      // Advance one frame (never mode)
  } = useThree();
  
  return null;
}
用于直接访问的 Refs
import { useRef } from 'react';
import * as THREE from 'three';

function DirectAccess() {
  const meshRef = useRef<THREE.Mesh>(null!);
  const materialRef = useRef<THREE.MeshStandardMaterial>(null!);
  
  useEffect(() => {
    // Direct Three.js API access
    meshRef.current.geometry.computeBoundingBox();
    materialRef.current.needsUpdate = true;
  }, []);
  
  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial ref={materialRef} />
    </mesh>
  );
}

事件

R3F 为网格提供指针事件:

<mesh
  onClick={(e) => console.log('click', e.point)}
  onContextMenu={(e) => console.log('right click')}
  onDoubleClick={(e) => console.log('double click')}
  onPointerOver={(e) => console.log('hover')}
  onPointerOut={(e) => console.log('unhover')}
  onPointerDown={(e) => console.log('down')}
  onPointerUp={(e) => console.log('up')}
  onPointerMove={(e) => console.log('move')}
>
  <boxGeometry />
  <meshStandardMaterial />
</mesh>
事件对象
onClick={(e) => {
  e.stopPropagation();    // Stop event bubbling
  e.point                 // THREE.Vector3 intersection point
  e.distance              // Distance from camera
  e.object                // Intersected object
  e.face                  // Intersected face
  e.faceIndex             // Face index
  e.uv                    // UV coordinates
  e.camera                // Camera used for raycasting
  e.delta                 // Distance from last event
}}

Suspense 与加载

R3F 与 React Suspense 集成,可用于异步加载:

import { Suspense } from 'react';
import { useLoader } from '@react-three/fiber';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';

function Model() {
  const gltf = useLoader(GLTFLoader, '/model.glb');
  return <primitive object={gltf.scene} />;
}

function App() {
  return (
    <Canvas>
      <Suspense fallback={<LoadingSpinner />}>
        <Model />
      </Suspense>
    </Canvas>
  );
}

function LoadingSpinner() {
  const meshRef = useRef<THREE.Mesh>(null!);
  useFrame((_, delta) => {
    meshRef.current.rotation.z += delta * 2;
  });
  
  return (
    <mesh ref={meshRef}>
      <torusGeometry args={[1, 0.2, 16, 32]} />
      <meshBasicMaterial color="white" wireframe />
    </mesh>
  );
}

依赖项

{
  "dependencies": {
    "@react-three/fiber": "^8.15.0",
    "three": "^0.160.0",
    "react": "^18.2.0",
    "react-dom": "^18.2.0"
  },
  "devDependencies": {
    "@types/three": "^0.160.0"
  }
}

文件结构

r3f-fundamentals/
├── SKILL.md
├── references/
│   ├── canvas-props.md       # Complete Canvas prop reference
│   ├── hooks-api.md          # useThree, useFrame, useLoader
│   └── event-system.md       # Event handling deep-dive
└── scripts/
    ├── templates/
    │   ├── basic-scene.tsx   # Minimal starter
    │   ├── lit-scene.tsx     # With proper lighting
    │   └── interactive.tsx   # With events and animation
    └── utils/
        └── canvas-config.ts  # Preset configurations

参考资料

  • references/canvas-props.md — 完整的 Canvas 配置选项
  • references/hooks-api.md — 所有 R3F Hook 及示例
  • references/event-system.md — 指针事件和射线投射

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