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Published by grischaerbe over 2 years ago
Published by grischaerbe over 2 years ago
play
of the audio components now returns a Promise. This is so the AudioContext can be resumed automatically.Published by grischaerbe over 2 years ago
Audio support finally landed 🎉
<AudioListener>
, <Audio>
and <PositionalAudio>
components make it easy to enhance a scene with audio.<PositionalAudioHelper>
helps in visualising the audio cone from a THREE.PositionalAudio entity.useThrelteAudio
lets you consume the audio context.useAudioListener
provides not only the AudioContext and THREE.AudioListener but also lets you construct e.g. filters that rely on the AudioContext.Check out the example scene: https://threlte.xyz/docs/components/audio
Published by grischaerbe over 2 years ago
three
, @types/three
& troika-three-text
.Published by grischaerbe over 2 years ago
Published by grischaerbe over 2 years ago
interactive
to indicate event handling on <Mesh>
components no longer rerenders the scene by default on every frame. This means that your app can make use of an efficient unified render loop even if interactivity is used. #55 (@daevid66)<Mesh>
component.)Published by grischaerbe over 2 years ago
<Instance>
components no longer need to be wrapped in <svelte:fragment>
components and go into the default (unnamed) slot.<Instance>
components no longer need to be wrapped in <svelte:fragment>
components and go into the default (unnamed) slot.<Instance>
components can be nested in other objects and all parent transformations apply as usual:<InstancedMesh interactive {geometry} {material}>
<Group rotation={{ z: DEG2RAD * 180 }}>
<Instance />
<Group position={{ y: 2 }}>
<Instance />
</Group>
</Group>
</InstancedMesh>
Published by grischaerbe over 2 years ago
<Instance>
Peformance improvements<TransformableObject>
now emits event transform
when a transform has been appliedPublished by grischaerbe over 2 years ago
<Instance>
component lookAt
bugfixPublished by grischaerbe over 2 years ago
Website Open Graph things
Published by grischaerbe over 2 years ago
Published by grischaerbe over 2 years ago
<InstancedMesh>
and <Instance>
components to make use of THREE.InstancedMesh to render beautiful visualizations and other scenes with objects that share the geometry and material. Includes support for events, automatic instance scaling and <Instance>
component that just works – no more instancedMesh.setMatrixAt
🎉Published by grischaerbe over 2 years ago
Published by grischaerbe over 2 years ago
pointerleave
was depending on the "last" intersection. As this intersection can contain an object that is not setup for interactivity anymore, it's possible that userData.eventDispatcher
is not present on the object.Published by grischaerbe over 2 years ago
visible
to all components inheriting from <Object3DInstance>
(i.e. most of them) which is three.js' property visible
.Published by grischaerbe over 2 years ago
<SpotLight>
and <DirectionalLight>
share a lot of inner workings, the target mechanic of <SpotLight>
has been adapted to that of <DirectionalLight>
.<Object3DInstance>
. This means that not all properties must be provided to make the IDE happy.So this:
<Object3DInstance
{object}
{position}
scale={undefined}
rotation={undefined}
lookAt={undefined}
castShadow={undefined}
receiveShadow={undefined}
frustumCulled={undefined}
renderOrder={undefined}
viewportAware={false}
inViewport={false}
/>
becomes this:
<Object3DInstance {object} {position} />
which makes things easier and less verbose.
Published by grischaerbe over 2 years ago
<DirectionalLight>
now accepts a property target which acts like the property lookAt: Provide either a Position ({ x: 5, z: 3 }) or another Object3D instance. In the latter case the DirectionalLight will track the provided object. This is especially useful if you want to move the area that the shadow is applied to. The property lookAt
is removed, change your application accordingly.useFrame
now provide debug messages to use together with the property debugFrameloop
on the <Canvas>
component.shadow
on the components <PointLight>
and <SpotLight>
would not deactivate the casting of shadows when going from true to false.Published by grischaerbe over 2 years ago
debugFrameloopMessage
to useFrame
(to be used together with debugFrameloop
on the <Canvas>
component)<Pass>
automatically invalidates the current frameRenderPass
is added to the EffectComposer
, closes #9 (thanks @connercsbn)Published by grischaerbe over 2 years ago
Published by grischaerbe almost 3 years ago
useTexture
now exposes the native THREE.TextureLoader
events onLoad
, onProgress
and onError
as properties of an option parameter.