Tools for using three.js to create universal 3D experiences | Try it in the browser!
This package bridges Three.js to Expo GL - a package which provides a WebGL interface for native OpenGL-ES in React. Largely this helps with abstracting the DOM parts away from Three.js.
AR was moved to
expo-three-ar
in[email protected]
Create a universal React project with expo-three
setup:
npx create-react-native-app -t with-three
For a more declarative interface, you can use this package with react-three-fiber. You can bootstrap that with:
npx create-react-native-app -t with-react-three-fiber
In
[email protected]
and higher, Three.js is a peer dependency
yarn add three expo-three expo-gl
Import the library into your project file:
import { Renderer } from 'expo-three';
Get a global instance of three.js
from expo-three
:
import { THREE } from 'expo-three';
π¨ You'll need to use a physical device as the iOS Simulators and Android emulators do not work well with Three.js + EXGL.
Due to some issues with the Metro bundler you may need to manually define the global instance of Three.js. This is important because three.js doesn't fully use ECMAScript but rather mutates a single global instance of THREE
with side-effects.
global.THREE = global.THREE || THREE;
Given a gl
from a GLView
, return a
THREE.WebGLRenderer
that draws to it.
import * as React from 'react';
import { ExpoWebGLRenderingContext, GLView } from 'expo-gl';
import { Renderer } from 'expo-three';
export default function App() {
return (
<GLView
style={{ flex: 1 }}
onContextCreate={(gl: ExpoWebGLRenderingContext) => {
// Create a WebGLRenderer without a DOM element
const renderer = new Renderer({ gl });
renderer.setSize(gl.drawingBufferWidth, gl.drawingBufferHeight);
}}
/>
);
}
The Metro bundler cannot load arbitrary file types like (.obj
, .mtl
, .dae
, etc..). In order to support them you must create a ./metro.config.js
in your project root, and add the file extensions you want to support.
metro.config.js
module.exports = {
resolver: {
assetExts: ['db', 'mp3', 'ttf', 'obj', 'png', 'jpg'],
},
};
All assets require a local URI to be loaded. You can resolve a local URI with expo-asset
.
import { Asset } from 'expo-asset';
// Create an Asset from a local resource
const [{ localUri }] = await Asset.loadAsync(require('./image.png'));
After you have an asset loaded, you can use it to create a Three.js Texture. expo-three
provides a helper utility that can resolve the asset internally and make other modifications to support a wider variety of images:
import { TextureLoader } from 'expo-three';
// This texture will be immediately ready but it'll load asynchronously
const texture = new TextureLoader().load(require('./img.png'));
Optionally, you can create a texture from the local URI manually (this may not work for most image types):
import { TextureLoader } from 'three';
import { Asset } from 'expo-asset';
// Create an Asset from a resource
const [{ localUri }] = await Asset.loadAsync(require('./img.png'));
// This texture will be immediately ready but it'll load asynchronously
const texture = new TextureLoader().load(localUri);
Be sure to add support for whatever model extension you wish to load to your metro.config.js
, then you can load a model using the local URI:
// Import from jsm for smaller bundles and faster apps
import { OBJLoader } from 'three/examples/jsm/loaders/OBJLoader';
import { Asset } from 'expo-asset';
const [{ localUri }] = await Asset.loadAsync(require('./model.obj'));
const loader = new OBJLoader();
loader.load(localUri, group => {
// Model loaded...
});
A function that will asynchronously load files based on their extension.
Notice: Remember to update your
metro.config.js
to bundle obscure file types!
metro.config.js
module.exports = {
resolver: {
assetExts: ['db', 'mp3', 'ttf', 'obj', 'png', 'jpg'],
},
};
Property | Type | Description |
---|---|---|
resource | PossibleAsset | The asset that will be parsed asynchornously |
onProgress | (xhr) => void | A function that is called with an xhr event |
assetProvider | () => Promise<Expo.Asset> | A function that is called whenever an unknown asset is requested |
export type PossibleAsset = Expo.Asset | number | string | AssetFormat;
type PossibleAsset = number | string | Expo.Asset;
number
: Static file referencerequire('./model.*')
Expo.Asset
: Expo.Assetstring
: A uri path to an asset
This returns many different things, based on the input file. For a more predictable return value you should use one of the more specific model loaders.
const texture = await ExpoTHREE.loadAsync(
'https://www.google.com/images/branding/googlelogo/2x/googlelogo_color_272x92dp.png'
);
A universal loader that can be used to load images, models, scenes, and animations. Optionally more specific loaders are provided with less complexity.
// A THREE.Texture from a static resource.
const texture = await ExpoTHREE.loadAsync(require('./icon.png'));
const obj = await ExpoTHREE.loadAsync(
[require('./cartman.obj'), require('./cartman.mtl')],
null,
imageName => resources[imageName]
);
const { scene } = await ExpoTHREE.loadAsync(
resources['./kenny.dae'],
onProgress,
resources
);
π¨ Deprecated: Load OBJ files manually with the JS module
three/examples/jsm/loaders/OBJLoader
asset
: aobj
model reference that will be evaluated usingAssetUtils.resolveAsync
mtlAsset
: an optional prop that will be loaded usingloadMtlAsync()
onAssetRequested
: A callback that is used to evaluate urls found within theasset
and optionally themtlAsset
. You can also just pass in a dictionary of key values if you know the assets required ahead of time.materials
: Optionally you can provide an array of materials returned fromloadMtlAsync()
onMtlAssetRequested
: If provided this will be used to request assets inloadMtlAsync()
This function is used as a more direct method to loading a .obj
model.
You should use this function to debug when your model has a corrupted format.
const mesh = await loadObjAsync({ asset: 'https://www.members.com/chef.obj' });
π¨ Deprecated: Load textures manually with the JS module from
three
asset
: anExpo.Asset
that could be evaluated usingAssetUtils.resolveAsync
iflocalUri
is missing or the asset hasn't been downloaded yet.
This function is used as a more direct method to loading an image into a texture.
You should use this function to debug when your image is using an odd extension like .bmp
.
const texture = await loadTextureAsync({ asset: require('./image.png') });
π¨ Deprecated: Load MTL files manually with the JS module
three/examples/jsm/loaders/MTLLoader
asset
: amtl
material reference that will be evaluated usingAssetUtils.resolveAsync
onAssetRequested
: A callback that is used to evaluate urls found within theasset
, optionally you can just pass in a dictionary of key values if you know the assets required ahead of time.
const materials = await loadMtlAsync({
asset: require('chef.mtl'),
onAssetRequested: modelAssets,
});
π¨ Deprecated: Load DAE files manually with the JS module
three/examples/jsm/loaders/ColladaLoader
asset
: a reference to adae
scene that will be evaluated usingAssetUtils.resolveAsync
onAssetRequested
: A callback that is used to evaluate urls found within theasset
, optionally you can just pass in a dictionary of key values if you know the assets required ahead of time.onProgress
: An experimental callback used to track loading progress.
const { scene } = await loadDaeAsync({
asset: require('chef.dae'),
onAssetRequested: modelAssets,
onProgress: () => {},
});
These are Three.js utilities that aren't required for using Three.js with Expo.
type Axis = {
x?: number,
y?: number,
z?: number,
};
Property | Type | Description |
---|---|---|
mesh | &THREE.Mesh | The mesh that will be manipulated |
axis | ?Axis | Set the relative center axis |
ExpoTHREE.utils.alignMesh(mesh, { x: 0.0, y: 0.5 });
Property | Type | Description |
---|---|---|
mesh | &THREE.Mesh | The mesh that will be manipulated |
size | number | The size that the longest side of the mesh will be scaled to |
ExpoTHREE.utils.scaleLongestSideToSize(mesh, 3.2);
Used for smoothing imported geometry, specifically when imported from .obj
models.
Property | Type | Description |
---|---|---|
mesh | &THREE.Mesh | The mutable (inout) mesh that will be manipulated |
ExpoTHREE.utils.computeMeshNormals(mesh);
A function that suppresses EXGL compatibility warnings and logs them instead. By default this is enabled on native because it can cause the Metro development server to slow down significantly.
You will need to import the ExpoTHREE.THREE
global instance to use this. By
default this function will be activated on import.
shouldSuppress
: boolean
import { THREE } from 'expo-three';
THREE.suppressMetroWarnings();
Clone the repo and cd expo-three
then run:
yarn
yarn build
# CMD+C to exit build watch mode
cd example
npx expo prebuild
npx expo run:android # or npx expo run:ios
Somewhat out of date
- Loading Text
- three.js docs
- Random Demos
- Game: Expo Sunset Cyberspace
- Game: Crossy Road
- Game: Nitro Roll
- Game: Pillar Valley
- Voxel Terrain
Contributions, issues and feature requests are welcome!
Feel free to check issues page.
Give a βοΈ if this project helped you!
Copyright Β© 2019-2022 650 Industries.
This project is MIT licensed.