Reputation: 31206
Suppose I have the following working react app that displays a spinning cube.
npm create-react-app
vi src/App.js
Copy-paste the content below:
import React, { Component } from "react";
import ReactDOM from "react-dom";
import * as THREE from "three";
class App extends Component {
componentDidMount() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
// document.body.appendChild( renderer.domElement );
// use ref as a mount point of the Three.js scene instead of the document.body
this.mount.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
}
render() {
return (
<div ref={ref => (this.mount = ref)} />
)
}
}
export default App
npm run build
And voila, spinning cube!
But, the very next thing I try to do is: encapsulate the spinning cube and create some drop-down that allows me to view a cube or something else.
I didn't get as far as a drop-down though, because I could not encapsulate the Cube class beneath a function:
mport React, { Component } from "react";
import ReactDOM from "react-dom";
import * as THREE from "three";
class ICube extends Component {
componentDidMount() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
// document.body.appendChild( renderer.domElement );
// use ref as a mount point of the Three.js scene instead of the document.body
this.mount.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
}
render() {
return (
<div ref={ref => (this.mount = ref)} />
)
}
}
export default function App() {
var cube = ICube()
return (
<div ref={ref => (cube.mount = ref)} />
)
}
This builds, but does not render. I am not sure how this encapsulation is supposed to proceed. Is there some particular way to encapsulate this?
I have also tried creating a:
export default class App extends Component {
cube = ICube()
componentDidMount() {
}
render() {
return (
<div ref={ref => (this.cube.mount = ref)} />
)
}
}
As a direct encapsulation, but that did not work.
Upvotes: 1
Views: 687
Reputation: 352
If you simply wanted to make ICube
render within another component. Simply do
// class component
export default class App extends Component {
render() {
return (
<div>
<ICube />
{/* more components */}
</div>
)
}
}
// functional components
export default function App() {
return (
<div>
<ICube />
{/* more components */}
</div>
);
}
It's not a usual pattern for React to do cube = ICube()
when using class components. See React docs. And composition can be done using a mixture of class components and functional components any way you like.
Upvotes: 1
Reputation: 468
You don't need to create refs for this purpose. Simply import your component and use it in your render function
import React, { Component } from "react";
import ReactDOM from "react-dom";
import * as THREE from "three";
class ICube extends Component {
componentDidMount() {
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
// document.body.appendChild( renderer.domElement );
// use ref as a mount point of the Three.js scene instead of the document.body
this.mount.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
}
render() {
return (
<div className"some-style-class">
<App />
{//some other components}
</div>
)
}
}
To render your shape conditionally, you can pass props to your App component like
<App
shape={this.state.shape}
/>
The value for the type of shape can come from the drop down component you make
Upvotes: 1