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three.ez

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Simplify your three.js application development with three.ez!

Extend the functionalities of Object3D and Scene classes, making their usage more straightforward, and introduce utility classes.

import { Scene, Mesh, BoxGeometry, MeshNormalMaterial } from 'three';
import { Main, PerspectiveCameraAuto } from '@three.ez/main';

const box = new Mesh(new BoxGeometry(), new MeshNormalMaterial());
box.draggable = true; // make it draggable
box.on('animate', (e) => box.rotateX(e.delta).rotateY(e.delta * 2)); // animate it every frame
box.on(['pointerover', 'pointerout'], (e) => box.scale.setScalar(e.type === 'pointerover' ? 1.5 : 1));

const scene = new Scene().add(box);
const main = new Main(); // init inside the renderer, and handle events, resize, etc
main.createView({ scene, camera: new PerspectiveCameraAuto(70).translateZ(1) }); // create the view to be rendered

This library has only one dependency: three.js r151+.

✅ Why three.ez?​

  • Program the logic of your Object3D more quickly and intuitively
  • Less code and cleaner
  • Streamlined rendering
  • Declarative and imperative programming
  • Compatible with your three.js code and external libraries
  • Easy to learn
  • High performance

🔑 Key Features​

✨ Event Programming​

Add interactions to Object3D through programmable events, similar to DOM events, including a propagation system.
See events list here: Interaction, Miscellaneous, Update.

const box = new Mesh(geometry, material);
box.on('click', (e) => e.stopPropagation());
box.on('animate', (e) => console.log('animate'));
box.on('positionchange', () => console.log('position changed'));

🔥 Drag and Drop​

Integrate drag and drop functionality. The drag is cancelled by pressing ESC.

const box = new Mesh(geometry, material);
box.draggable = true;
box.findDropTarget = true;
box.on('drag', (e) => console.log(`new position: ${e.position}`));

const plane = new Mesh(geometry, material);
plane.on('drop', (e) => console.log(`obj dropped on this: ${e.relatedTarget}`));

🚀 Focus and Blur​

Enhance interactivity with focus and blur events.

const box = new Mesh(geometry, material);
box.focusable = true; // default is true
box.on('focus', (e) => console.log('focused'));
box.on('blur', (e) => console.log('focus lost'));

🏅 Object3D Property Binding​

Streamline the management of Object3D properties.

const box = new Mesh(geometry, material);
box.bindProperty('visible', () => box.parent?.enabled);

✂️ Automatic Resize Handling​

Automatically resizes the Renderer, Camera, and EffectComposer.
Utilize the viewportResize event to easily set the resolution for custom shaders.

const line = new Line2(geometry, material);
line.on('viewportresize', (e) => material.resolution.set(e.width, e.height));

💡 Smart Rendering​

Optimize performance by rendering frames only when necessary, reducing computational overhead.
Automatically identifies changes in position, scale, rotation, visibility, focus, blurring and addition or removal of objects.

const scene = new Scene();
scene.activeSmartRendering();

const box = new Mesh(new BoxGeometry(), new MeshLambertMaterial({ color: 'green' }));
box.draggable = true; // if you drag the frame, it automatically detects changes and renders the frame

box.material.color.set('yellow');
box.needsRender = true; // necessary because color change cannot be automatically detected

🏆 Simplified Multiple Rendering​

Effortlessly manage rendering for multiple scenes or viewports within a single canvas.

const main = new Main(); 
main.createView({ scene, camera, viewport: { left: 0, bottom: 0, width: 0.5, height: 1 } });
main.createView({ scene, camera, viewport: { left: 0.5, bottom: 0, width: 0.5, height: 1 } });

🛠️ Asset Management​

Efficiently load and preload the assets for your 3D projects.

load:

const audioBuffer = await Asset.load(AudioLoader, 'audio.mp3', onProgressCallback, onErrorCallback);

preload:

// soldier.js
Asset.preload(GLTFLoader, 'https://threejs.org/examples/models/gltf/Soldier.glb');

export class Soldier extends Group {
constructor() {
super();
const gltf = Asset.get('https://threejs.org/examples/models/gltf/Soldier.glb');
this.add(...gltf.scene.children);
}
}

// main.js
await Asset.preloadAllPending({ onProgress: (e) => console.log(e * 100 + '%'), onError: (e) => console.error(e) });
const main = new Main();
const soldier = new Soldier();

🎥 Tweening​

Create smooth animations effortlessly with built-in tweening.

box.tween().by(1000, { position: new Vector3(0, 0.5, 0) }, { easing: 'easeInOutBack' }).yoyoForever().start();

new Tween(box)
.by(2000, { scale: 1, rotation: new Euler(Math.PI * 2, Math.PI, 0) }, { easing: 'easeOutElastic' })
.delay(200)
.to(1000, { scale: 1 }, { easing: 'easeOutBounce' })
.start();

⚙️ Raycasting Customisable​

Choose between continuous or mouse movement-based raycasting, optimizing intersection operations.
Set which objects to intersect from the main raycasting.

const scene = new Scene();
scene.continuousRaycasting = true; // default is false

const box = new Mesh(geometry, material);
box.interceptByRaycaster = false; // default is true

🎯 Hitbox Functionality​

Leverage hitboxes for customized intersections or simplified calculations.

const ring = new Mesh(new RingGeometry(1, 1.5), new MeshBasicMaterial());
ring.hitboxes = [new Hitbox(new CircleGeometry(1.5))]; // intercept also inside the ring

💯 Simplified InstancedMesh​

Manage InstancedMesh instances with the ease of working with Object3D, simplifying creation and manipulation, including frustum culling.

const myInstancedMesh = new InstancedMesh2(geometry, material, count, (obj, index) => {
obj.position.x += index;
obj.scale.setScalar(2);
obj.quaternion.random();
obj.forceUpdateMatrix();
});

// How to handle instances
myInstancedMesh.instances[0].visible = false;
myInstancedMesh.instances[1].draggable = true;
myInstancedMesh.instances[2].rotateOnWorldAxis(xAxis, Math.PI);
myInstancedMesh.instances[2].updateMatrix();

🔍 Query​

Find and select Object3D using powerful query selectors.

scene.querySelectorAll('Mesh'); // Selects all the meshes in the scene.
scene.querySelectorAll('[name=box]'); // Selects all Object3D that have 'box' as their name.
scene.querySelectorAll('[name*=box]'); // Selects all Object3D that have 'box' anywhere in their name.
scene.querySelectorAll('Mesh.even'); // Selects meshes with both 'Mesh' type and 'even' tag.
scene.querySelectorAll('Group .even'); // Selects all Object3D with 'even' tag that are children of a 'Group'.
scene.querySelectorAll('Group > .even'); // Selects all direct children with 'even' tag under a 'Group'.
scene.querySelectorAll('Mesh, SkinnedMesh'); // Selects all meshes and skinned meshes in the scene.

⬇️ Installation​

You can install it via npm using the following command:

npm install @three.ez/main

Or can import it from CDN:

<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.162.0/build/three.module.js",
"three/examples/jsm": "https://unpkg.com/three@0.162.0/examples/jsm/",
"@three.ez/main": "https://unpkg.com/@three.ez/main@0.5.1/bundle.js"
}
}
</script>

🧑‍💻 Live Examples​

These examples use vite, and some mobile devices may run out of memory. However, there is one example without it.

Examples Collection

📚 Documentation​

The tutorial is available here (work in progress).
The API documentation is available here.

🤝 Contributing​

Any help is highly appreciated. If you would like to contribute to this package or report problems, feel free to open a bug or pull request.

❔ Questions?​

If you have questions or need assistance, you can ask on our discord server.

⭐ Like it?​

If you find this project helpful, I would greatly appreciate it if you could leave a star on this repository!
This helps me know that you appreciate my work and encourages me to continue improving it.
Thank you so much for your support! 🌟