Renderer-agnostic bindings for boxes — Create and compose boxes scenes with any react renderer.
yarn add @downpourdigital/boxes-react-bridge
npm i --save @downpourdigital/boxes-react-bridge
import {
BoxesRoot,
Renderable,
TransformNode,
UniformProvider,
PerspectiveWrapper,
MatchGlTransform,
usePxPerUnit,
} from '@downpourdigital/boxes-react-bridge';
boxes-react-bridge
only "renders" your elements into a container. This can be a boxes Scene
or anything living in the boxes scene graph.
What you do with the scene is then up to you – rendering, materials and geometries have to be done the "traditional", imperative way.
First, you'll have to specify a point from which to tap into the react tree. This could be the root of your app. E.g. with ReactDOM
:
const scene = new Scene();
ReactDOM.render(
<BoxesRoot container={scene}>
<App />
</BoxesRoot>,
document.getElementById( 'root' ),
);
All boxes related nodes inside <BoxesRoot>
will now be mounted into scene
.
For now, only Renderable
, TransformNode
and UniformProvider
are represented. The elements props closely match that of their imperative counterpart. Additionally, react ref
props can be used and transforms can be supplied as arrays.
() => {
const ref = useRef();
return (
<TransformNode
ref={ref}
translation={[1, 2, 3]}
>
</TransformNode>
);
}
boxes-react-bridge
can infer CSS transforms from boxes transforms to sync DOM content to WebGL. Right now, only PerspectiveCameras
are supported.
To get the correct CSS perspective, wrap your App in a <PerspectiveWrapper>
component. This'll create a <div>
with the necessary styles.
ReactDOM.render(
<BoxesRoot container={scene}>
<PerspectiveWrapper
// your canvas dimensions in pixels
width={1024}
height={1024}
// the camera from which you're projecting
camera={scene.activeCamera}
>
<App />
</PerspectiveWrapper>
</BoxesRoot>,
document.getElementById( 'root' ),
);
Now you can place a <MatchGlTransform>
component inside the element with which you want to sync transforms. This'll place a <div>
at the nodes origin. You may have to fight with CSS for a bit to get things looking right.
Use the usePxPerUnit
hook to convert from boxes units to pixels.
A 2x2u square on top of a Renderable
would look like this:
() => {
const scalar = usePxPerUnit();
return (
<Renderable
geometry={geometry}
material={material}
>
<MatchGlTransform>
<div style={{
transform: 'translate3d(-50%, 50%, 0)',
border: '1px solid red',
width: 2 * scalar,
height: 2 * scalar,
}}
>
SYNCED TRANSFORMS!
</div>
</MatchGlTransform>
</Renderable>
);
}
© 2020 DOWNPOUR DIGITAL, licensed under BSD-4-Clause