three.js 기초 3

해적왕·2022년 8월 25일
0

마우스 오버시 회전

import { Canvas, useFrame } from '@react-three/fiber'
import { OrbitControls } from "@react-three/drei";
import { useState, useRef } from 'react';

const Box = (props) => {
  const boxRef = useRef();
  const [active, setActive] = useState(false);
  const [hover, setHover] = useState(false);

  useFrame(() => {
    if (hover) {
      boxRef.current.rotation.y += 0.02;
    }
  })

  return (
    <group ref={boxRef} position={props.position}>
    <mesh
      onClick={() => setActive(!active)}
      onPointerOver={() => setHover(true)}
      onPointerOut={() => setHover(false)}
      rotation={[0, 0.5, 0]}
    >
      <boxGeometry attach="geometry" />
      <meshLambertMaterial
        attach="material"
        color={active ? "green" : "pink"}
      />
    </mesh>
  </group>
  )
}

const Example = () => {
  return (
    <Canvas
      style={{ height: 400, width: 400 }}
      camera={{ fov: 55, position: [0, 2, 2] }}
    >
      <ambientLight intensity={0.1} />
      <pointLight position={[5, 5, 5]} />
      <Box />
      <OrbitControls />
    </Canvas>
  )
}

export default Example;

각자 회전하는 개체

import { Canvas, useFrame } from '@react-three/fiber'
import { OrbitControls, Reflector } from "@react-three/drei";
import { useState, useRef } from 'react';
import * as THREE from 'three';

const Box = (props) => {
  const boxRef = useRef();
  const [active, setActive] = useState(false);
  const [hover, setHover] = useState(false);

  useFrame(() => {
    boxRef.current.rotation.y += 0.01;
  })

  return (
    <group ref={boxRef} rotation={[1,0,0]}>
      <mesh
        castShadow receiveShadow
        onClick={() => setActive(!active)}
        onPointerOver={() => setHover(true)}
        onPointerOut={() => setHover(false)}
      >
        <boxGeometry attach="geometry" />
        <meshLambertMaterial
          attach="material"
          color={active ? "green" : "pink"}
        />
      </mesh>
    </group>
  )
}

const Sphere = () => {
  const sphereRef = useRef();

  useFrame(() => {
    sphereRef.current.rotation.y -= 0.01;
  })
  return (
    <group ref={sphereRef} rotation={[10,0,10]}>
      <mesh castShadow receiveShadow position={[-2, 1, 0]}>
      <sphereBufferGeometry args={[0.25, 24, 24]} />
      <meshStandardMaterial color={"blue"} />
      </mesh>
    </group>
  )
}

const Ground = () => {
  const groundRef = useRef();

  return (
    <mesh
      ref={groundRef}
      rotation={[Math.PI * -0.5, 0, 0]}
      position={[0, -3, 0]}
      receiveShadow
    >
      <planeBufferGeometry args={[15, 15]} />
      <meshStandardMaterial color={"#eeeeee"} />
    </mesh>
  );
};


const Rounded = () => {
  return (
    <Canvas
      style={{ height: 600, width: 600 }}
      shadows
    >
        <directionalLight
        position={[0, 5, 5]}
        castShadow
        shadow-mapSize-height={1024}
        shadow-mapSize-width={1024}
        shadow-radius={10}
        shadow-bias={-0.0001}
      />
      <ambientLight intensity={0.1} />
      <pointLight position={[5, 5, 5]} />
      <Box />
      <Sphere />
      <Ground />
      <OrbitControls />
    </Canvas>
  )
}

export default Rounded;

각각에 useFrame 설정 해주면 됨.
그림자를 받을 곳에 receiveshawdow를 해주면 그림자가 생긴다!

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