EnzeD

r3f-fundamentals

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# Install this skill:
npx skills add EnzeD/r3f-skills --skill "r3f-fundamentals"

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# Description

React Three Fiber fundamentals - Canvas, hooks (useFrame, useThree), JSX elements, events, refs. Use when setting up R3F scenes, creating components, handling the render loop, or working with Three.js objects in React.

# SKILL.md


name: r3f-fundamentals
description: React Three Fiber fundamentals - Canvas, hooks (useFrame, useThree), JSX elements, events, refs. Use when setting up R3F scenes, creating components, handling the render loop, or working with Three.js objects in React.


React Three Fiber Fundamentals

Quick Start

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

function RotatingBox() {
  const meshRef = useRef()

  useFrame((state, delta) => {
    meshRef.current.rotation.x += delta
    meshRef.current.rotation.y += delta * 0.5
  })

  return (
    <mesh ref={meshRef}>
      <boxGeometry args={[1, 1, 1]} />
      <meshStandardMaterial color="hotpink" />
    </mesh>
  )
}

export default function App() {
  return (
    <Canvas camera={{ position: [0, 0, 5], fov: 75 }}>
      <ambientLight intensity={0.5} />
      <directionalLight position={[5, 5, 5]} />
      <RotatingBox />
    </Canvas>
  )
}

Canvas Component

The root component that creates the WebGL context, scene, camera, and renderer.

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

function App() {
  return (
    <Canvas
      // Camera configuration
      camera={{
        position: [0, 5, 10],
        fov: 75,
        near: 0.1,
        far: 1000,
      }}
      // Or use orthographic
      orthographic
      camera={{ zoom: 50, position: [0, 0, 100] }}

      // Renderer settings
      gl={{
        antialias: true,
        alpha: true,
        powerPreference: 'high-performance',
        preserveDrawingBuffer: true,  // For screenshots
      }}
      dpr={[1, 2]}  // Pixel ratio min/max

      // Shadows
      shadows  // or shadows="soft" | "basic" | "percentage"

      // Color management
      flat  // Disable automatic sRGB color management

      // Frame loop control
      frameloop="demand"  // 'always' | 'demand' | 'never'

      // Event handling
      eventSource={document.getElementById('root')}
      eventPrefix="client"  // 'offset' | 'client' | 'page' | 'layer' | 'screen'

      // Callbacks
      onCreated={(state) => {
        console.log('Canvas ready:', state.gl, state.scene, state.camera)
      }}
      onPointerMissed={() => console.log('Clicked background')}

      // Styling
      style={{ width: '100%', height: '100vh' }}
    >
      <Scene />
    </Canvas>
  )
}

Canvas Defaults

R3F sets sensible defaults:
- Renderer: antialias, alpha, outputColorSpace = SRGBColorSpace
- Camera: PerspectiveCamera at [0, 0, 5]
- Scene: Automatic resize handling
- Events: Pointer events enabled

useFrame Hook

Subscribe to the render loop. Called every frame (typically 60fps).

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

function AnimatedMesh() {
  const meshRef = useRef()

  useFrame((state, delta, xrFrame) => {
    // state: Full R3F state (see useThree)
    // delta: Time since last frame in seconds
    // xrFrame: XR frame if in VR/AR mode

    // Animate rotation
    meshRef.current.rotation.y += delta

    // Access clock
    const elapsed = state.clock.elapsedTime
    meshRef.current.position.y = Math.sin(elapsed) * 2

    // Access pointer position (-1 to 1)
    const { x, y } = state.pointer
    meshRef.current.rotation.x = y * 0.5
    meshRef.current.rotation.z = x * 0.5
  })

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </mesh>
  )
}

useFrame with Priority

Control render order with priority (higher = later).

// Default priority is 0
useFrame((state, delta) => {
  // Runs first
}, -1)

useFrame((state, delta) => {
  // Runs after priority -1
}, 0)

// Manual rendering with positive priority
useFrame((state, delta) => {
  // Take over rendering
  state.gl.render(state.scene, state.camera)
}, 1)

Conditional useFrame

function ConditionalAnimation({ active }) {
  useFrame((state, delta) => {
    if (!active) return  // Skip when inactive
    meshRef.current.rotation.y += delta
  })
}

useThree Hook

Access the R3F state store.

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

function CameraInfo() {
  // Get full state (triggers re-render on any change)
  const state = useThree()

  // Selective subscription (recommended)
  const camera = useThree((state) => state.camera)
  const gl = useThree((state) => state.gl)
  const scene = useThree((state) => state.scene)
  const size = useThree((state) => state.size)

  // Available state properties:
  // gl: WebGLRenderer
  // scene: Scene
  // camera: Camera
  // raycaster: Raycaster
  // pointer: Vector2 (normalized -1 to 1)
  // mouse: Vector2 (deprecated, use pointer)
  // clock: Clock
  // size: { width, height, top, left }
  // viewport: { width, height, factor, distance, aspect }
  // performance: { current, min, max, debounce, regress }
  // events: Event handlers
  // set: State setter
  // get: State getter
  // invalidate: Trigger re-render (for frameloop="demand")
  // advance: Advance one frame (for frameloop="never")

  return null
}

Common useThree Patterns

// Responsive to viewport
function ResponsiveObject() {
  const viewport = useThree((state) => state.viewport)
  return (
    <mesh scale={[viewport.width / 4, viewport.height / 4, 1]}>
      <planeGeometry />
      <meshBasicMaterial color="blue" />
    </mesh>
  )
}

// Manual render trigger
function TriggerRender() {
  const invalidate = useThree((state) => state.invalidate)

  const handleClick = () => {
    // Trigger render when using frameloop="demand"
    invalidate()
  }
}

// Update camera
function CameraController() {
  const camera = useThree((state) => state.camera)
  const set = useThree((state) => state.set)

  useEffect(() => {
    camera.position.set(10, 10, 10)
    camera.lookAt(0, 0, 0)
  }, [camera])
}

JSX Elements

All Three.js objects are available as JSX elements (camelCase).

Meshes

// Basic mesh structure
<mesh
  position={[0, 0, 0]}       // x, y, z
  rotation={[0, Math.PI, 0]} // Euler angles in radians
  scale={[1, 2, 1]}          // x, y, z or single number
  visible={true}
  castShadow
  receiveShadow
>
  <boxGeometry args={[1, 1, 1]} />
  <meshStandardMaterial color="red" />
</mesh>

// With ref
const meshRef = useRef()
<mesh ref={meshRef} />
// meshRef.current is the THREE.Mesh

Geometry args

Constructor arguments via args prop:

// BoxGeometry(width, height, depth, widthSegments, heightSegments, depthSegments)
<boxGeometry args={[1, 1, 1, 1, 1, 1]} />

// SphereGeometry(radius, widthSegments, heightSegments)
<sphereGeometry args={[1, 32, 32]} />

// PlaneGeometry(width, height, widthSegments, heightSegments)
<planeGeometry args={[10, 10]} />

// CylinderGeometry(radiusTop, radiusBottom, height, radialSegments)
<cylinderGeometry args={[1, 1, 2, 32]} />

Groups

<group position={[5, 0, 0]} rotation={[0, Math.PI / 4, 0]}>
  <mesh position={[-1, 0, 0]}>
    <boxGeometry />
    <meshStandardMaterial color="red" />
  </mesh>
  <mesh position={[1, 0, 0]}>
    <boxGeometry />
    <meshStandardMaterial color="blue" />
  </mesh>
</group>

Nested Properties

Use dashes for nested properties:

<mesh
  position-x={5}
  rotation-y={Math.PI}
  scale-z={2}
>
  <meshStandardMaterial
    color="red"
    metalness={0.8}
    roughness={0.2}
  />
</mesh>

// Shadow camera properties
<directionalLight
  castShadow
  shadow-mapSize={[2048, 2048]}
  shadow-camera-left={-10}
  shadow-camera-right={10}
  shadow-camera-top={10}
  shadow-camera-bottom={-10}
/>

attach Prop

Control how children attach to parents:

<mesh>
  <boxGeometry />
  {/* Default: attaches as 'material' */}
  <meshStandardMaterial />
</mesh>

{/* Explicit attach */}
<mesh>
  <boxGeometry attach="geometry" />
  <meshStandardMaterial attach="material" />
</mesh>

{/* Array attachment */}
<mesh>
  <boxGeometry />
  <meshStandardMaterial attach="material-0" color="red" />
  <meshStandardMaterial attach="material-1" color="blue" />
</mesh>

{/* Custom attachment with function */}
<someObject>
  <texture
    attach={(parent, self) => {
      parent.map = self
      return () => { parent.map = null }  // Cleanup
    }}
  />
</someObject>

Event Handling

R3F provides React-style events on 3D objects.

function InteractiveBox() {
  const [hovered, setHovered] = useState(false)
  const [clicked, setClicked] = useState(false)

  return (
    <mesh
      onClick={(e) => {
        e.stopPropagation()  // Prevent bubbling
        setClicked(!clicked)

        // Event properties:
        console.log(e.object)      // THREE.Mesh
        console.log(e.point)       // Vector3 - intersection point
        console.log(e.distance)    // Distance from camera
        console.log(e.face)        // Intersected face
        console.log(e.faceIndex)   // Face index
        console.log(e.uv)          // UV coordinates
        console.log(e.normal)      // Face normal
        console.log(e.pointer)     // Normalized pointer coords
        console.log(e.ray)         // Raycaster ray
        console.log(e.camera)      // Camera
        console.log(e.delta)       // Distance moved (drag events)
      }}
      onContextMenu={(e) => console.log('Right click')}
      onDoubleClick={(e) => console.log('Double click')}
      onPointerOver={(e) => {
        e.stopPropagation()
        setHovered(true)
        document.body.style.cursor = 'pointer'
      }}
      onPointerOut={(e) => {
        setHovered(false)
        document.body.style.cursor = 'default'
      }}
      onPointerDown={(e) => console.log('Pointer down')}
      onPointerUp={(e) => console.log('Pointer up')}
      onPointerMove={(e) => console.log('Moving over mesh')}
      onWheel={(e) => console.log('Wheel:', e.deltaY)}
      scale={hovered ? 1.2 : 1}
    >
      <boxGeometry />
      <meshStandardMaterial color={clicked ? 'hotpink' : 'orange'} />
    </mesh>
  )
}

Event Propagation

Events bubble up through the scene graph:

<group onClick={(e) => console.log('Group clicked')}>
  <mesh onClick={(e) => {
    e.stopPropagation()  // Stop bubbling to group
    console.log('Mesh clicked')
  }}>
    <boxGeometry />
    <meshStandardMaterial />
  </mesh>
</group>

primitive Element

Use existing Three.js objects directly:

import * as THREE from 'three'

// Existing object
const geometry = new THREE.BoxGeometry()
const material = new THREE.MeshStandardMaterial({ color: 'red' })
const mesh = new THREE.Mesh(geometry, material)

function Scene() {
  return <primitive object={mesh} position={[0, 1, 0]} />
}

// Common with loaded models
function Model({ gltf }) {
  return <primitive object={gltf.scene} />
}

extend Function

Register custom Three.js classes for JSX use:

import { extend } from '@react-three/fiber'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'

// Extend once (usually at module level)
extend({ OrbitControls })

// Now use as JSX
function Scene() {
  const { camera, gl } = useThree()
  return <orbitControls args={[camera, gl.domElement]} />
}

// TypeScript declaration
declare global {
  namespace JSX {
    interface IntrinsicElements {
      orbitControls: ReactThreeFiber.Object3DNode<OrbitControls, typeof OrbitControls>
    }
  }
}

Refs and Imperative Access

import { useRef, useEffect } from 'react'
import { useFrame } from '@react-three/fiber'
import * as THREE from 'three'

function MeshWithRef() {
  const meshRef = useRef<THREE.Mesh>(null)
  const materialRef = useRef<THREE.MeshStandardMaterial>(null)

  useEffect(() => {
    if (meshRef.current) {
      // Direct Three.js access
      meshRef.current.geometry.computeBoundingBox()
      console.log(meshRef.current.geometry.boundingBox)
    }
  }, [])

  useFrame(() => {
    if (materialRef.current) {
      materialRef.current.color.setHSL(Math.random(), 1, 0.5)
    }
  })

  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial ref={materialRef} />
    </mesh>
  )
}

Performance Patterns

Avoiding Re-renders

// BAD: Creates new object every render
<mesh position={[x, y, z]} />

// GOOD: Mutate existing position
const meshRef = useRef()
useFrame(() => {
  meshRef.current.position.x = x
})
<mesh ref={meshRef} />

// GOOD: Use useMemo for static values
const position = useMemo(() => [x, y, z], [x, y, z])
<mesh position={position} />

Component Isolation

// Isolate animated components to prevent parent re-renders
function Scene() {
  return (
    <>
      <StaticEnvironment />
      <AnimatedObject />  {/* Only this re-renders on animation */}
    </>
  )
}

function AnimatedObject() {
  const ref = useRef()
  useFrame((_, delta) => {
    ref.current.rotation.y += delta
  })
  return <mesh ref={ref}><boxGeometry /></mesh>
}

Dispose

R3F auto-disposes geometries, materials, and textures. Override with:

<mesh dispose={null}>  {/* Prevent auto-dispose */}
  <boxGeometry />
  <meshStandardMaterial />
</mesh>

Common Patterns

Fullscreen Canvas

// styles.css
html, body, #root {
  margin: 0;
  padding: 0;
  width: 100%;
  height: 100%;
}

// App.tsx
<Canvas style={{ width: '100%', height: '100%' }}>

Responsive Canvas

function ResponsiveScene() {
  const { viewport } = useThree()

  return (
    <mesh scale={Math.min(viewport.width, viewport.height) / 5}>
      <boxGeometry />
      <meshStandardMaterial />
    </mesh>
  )
}

Forwarding Refs

import { forwardRef } from 'react'

const CustomMesh = forwardRef((props, ref) => {
  return (
    <mesh ref={ref} {...props}>
      <boxGeometry />
      <meshStandardMaterial color="orange" />
    </mesh>
  )
})

// Usage
const meshRef = useRef()
<CustomMesh ref={meshRef} position={[0, 1, 0]} />

Debugging with Leva

Leva provides a GUI for tweaking parameters in real-time during development.

Installation

npm install leva

Basic Controls

import { useControls } from 'leva'

function DebugMesh() {
  const { position, color, scale, visible } = useControls({
    position: { value: [0, 0, 0], step: 0.1 },
    color: '#ff0000',
    scale: { value: 1, min: 0.1, max: 5, step: 0.1 },
    visible: true,
  })

  return (
    <mesh position={position} scale={scale} visible={visible}>
      <boxGeometry />
      <meshStandardMaterial color={color} />
    </mesh>
  )
}

Organized Folders

import { useControls, folder } from 'leva'

function DebugScene() {
  const { lightIntensity, lightColor, shadowMapSize } = useControls({
    Lighting: folder({
      lightIntensity: { value: 1, min: 0, max: 5 },
      lightColor: '#ffffff',
      shadowMapSize: { value: 1024, options: [512, 1024, 2048, 4096] },
    }),
    Camera: folder({
      fov: { value: 75, min: 30, max: 120 },
      near: { value: 0.1, min: 0.01, max: 1 },
    }),
  })

  return (
    <directionalLight
      intensity={lightIntensity}
      color={lightColor}
      shadow-mapSize={[shadowMapSize, shadowMapSize]}
    />
  )
}

Button Actions

import { useControls, button } from 'leva'

function DebugActions() {
  const meshRef = useRef()

  useControls({
    'Reset Position': button(() => {
      meshRef.current.position.set(0, 0, 0)
    }),
    'Random Color': button(() => {
      meshRef.current.material.color.setHex(Math.random() * 0xffffff)
    }),
    'Log State': button(() => {
      console.log(meshRef.current.position)
    }),
  })

  return <mesh ref={meshRef}>...</mesh>
}

Hide in Production

import { Leva } from 'leva'

function App() {
  return (
    <>
      {/* Hide Leva panel in production */}
      <Leva hidden={process.env.NODE_ENV === 'production'} />

      <Canvas>
        <Scene />
      </Canvas>
    </>
  )
}

Monitor Values (Read-Only)

import { useControls, monitor } from 'leva'
import { useFrame } from '@react-three/fiber'

function PerformanceMonitor() {
  const [fps, setFps] = useState(0)

  useControls({
    FPS: monitor(() => fps, { graph: true, interval: 100 }),
  })

  useFrame((state) => {
    // Update FPS display
    setFps(Math.round(1 / state.clock.getDelta()))
  })

  return null
}

Integration with useFrame

function AnimatedDebugMesh() {
  const meshRef = useRef()

  const { speed, amplitude, enabled } = useControls('Animation', {
    enabled: true,
    speed: { value: 1, min: 0, max: 5 },
    amplitude: { value: 1, min: 0, max: 3 },
  })

  useFrame(({ clock }) => {
    if (!enabled) return
    meshRef.current.position.y = Math.sin(clock.elapsedTime * speed) * amplitude
  })

  return (
    <mesh ref={meshRef}>
      <sphereGeometry />
      <meshStandardMaterial color="cyan" />
    </mesh>
  )
}

See Also

  • r3f-geometry - Geometry creation
  • r3f-materials - Material configuration
  • r3f-lighting - Lights and shadows
  • r3f-interaction - Controls and user input

# Supported AI Coding Agents

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Learn more about the SKILL.md standard and how to use these skills with your preferred AI coding agent.