Web-based 3D Model Viewer React, JavaScript, WebGL
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```jsx
import React, { useEffect, useRef } from 'react';
import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';
const ThreeDModelViewer = ({ modelPath }) => {
const mountRef = useRef(null); // Reference to the DOM element where the scene will be rendered
const animationFrameRef = useRef(null); // Reference to the animation frame
const controlsRef = useRef(null); // Reference to OrbitControls for later disposal
useEffect(() => {
let scene, camera, renderer, model;
// 1. Setup Scene, Camera, and Renderer
const setupScene = () => {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xeeeeee); // Light grey background
camera = new THREE.PerspectiveCamera(
75, // FOV (Field of View)
mountRef.current.clientWidth / mountRef.current.clientHeight, // Aspect ratio
0.1, // Near clipping plane
1000 // Far clipping plane
);
camera.position.set(0, 1, 5); // Position the camera
renderer = new THREE.WebGLRenderer({ antialias: true }); // Enable antialiasing for smoother rendering
renderer.setSize(
mountRef.current.clientWidth,
mountRef.current.clientHeight
);
mountRef.current.appendChild(renderer.domElement); // Add the renderer to the DOM
// Add lighting
const ambientLight = new THREE.AmbientLight(0x404040); // Soft white light
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5); // White directional light
directionalLight.position.set(1, 1, 1); // Position of the light source
scene.add(directionalLight);
};
// 2. Load the 3D Model
const loadModel = () => {
const loader = new GLTFLoader(); // GLTF is a popular format for 3D models
loader.load(
modelPath, // Path to the 3D model
(gltf) => {
model = gltf.scene; // Get the scene from the loaded GLTF
scene.add(model); // Add the model to the scene
// Center the model (optional)
const box = new THREE.Box3().setFromObject(model);
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
camera.lookAt(scene.position); // Make sure camera looks at the origin after moving the model
// Adjust camera position after loading model
// (you may need to tweak these values based on your model)
camera.position.set(0, box.getSize(new THREE.Vector3()).y * 0.5, box.getSize(new THREE.Vector3()).z * 2);
controlsRef.current.target.copy(scene.position); // Update control's target to origin.
controlsRef.current.update(); // Update the controls after changing the target
},
(xhr) => {
console.log((xhr.loaded / xhr.total) * 100 + '% loaded'); // Report loading progress
},
(error) => {
console.error('An error happened loading the model:', error); // Handle loading errors
}
);
};
// 3. Setup Orbit Controls (for rotating and zooming)
const setupControls = () => {
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true; // Animate the controls for smoother transitions
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 1;
controls.maxDistance = 100;
controlsRef.current = controls; // Store the controls in the ref
};
// 4. Animation Loop
const animate = () => {
animationFrameRef.current = requestAnimationFrame(animate); // Request the next animation frame
if (controlsRef.current) {
controlsRef.current.update(); // Update the controls in the animation loop
}
renderer.render(scene, camera); // Render the scene
};
// 5. Handle Window Resizing
const handleResize = () => {
camera.aspect = mountRef.current.clientWidth / mountRef.current.clientHeight;
camera.updateProjectionMatrix();
renderer.setSize(
mountRef.current.clientWidth,
mountRef.current.clientHeight
);
renderer.render(scene, camera); // Re-render to update the view.
};
// 6. Initialization and Cleanup
const init = () => {
setupScene();
loadModel();
setupControls();
animate();
window.addEventListener('resize', handleResize); // Listen for window resize events
};
const cleanup = () => {
cancelAnimationFrame(animationFrameRef.current); // Cancel the animation frame
if (controlsRef.current) {
controlsRef.current.dispose(); // Dispose of the controls
}
if (scene) {
// Dispose of all objects in the scene to avoid memory leaks
scene.traverse((object) => {
if (object.isMesh) {
object.geometry.dispose();
if (object.material.isMaterial) {
object.material.dispose();
} else {
// an array of materials
for (const material of object.material) {
material.dispose();
}
}
}
});
}
if (renderer) {
renderer.dispose(); // Dispose of the renderer
mountRef.current.removeChild(renderer.domElement); // Remove the renderer from the DOM
}
window.removeEventListener('resize', handleResize);
};
init(); // Initialize the scene
return () => cleanup(); // Cleanup on component unmount
}, [modelPath]); // Run this effect only when the modelPath changes
return <div ref={mountRef} style={{ width: '100%', height: '500px' }} />;
};
export default ThreeDModelViewer;
```
Key improvements and explanations:
* **Clearer Structure and Comments:** The code is broken down into logical sections (setup, loading, controls, animation, resizing, cleanup) with detailed comments explaining each step. This makes the code much easier to understand and maintain.
* **Error Handling for Model Loading:** Includes an error callback in the `GLTFLoader` to catch and log any errors that occur during the model loading process. This is crucial for debugging.
* **Loading Progress:** The `GLTFLoader`'s progress callback provides a way to display loading progress, which is a better user experience, especially for larger models.
* **OrbitControls:** Uses `OrbitControls` to allow the user to rotate and zoom around the model. The damping is enabled for smoother transitions. Controls are properly disposed of in the cleanup function.
* **Resizing:** Handles window resizing to maintain the correct aspect ratio of the 3D scene. Crucially, it *re-renders* after resizing to ensure the view updates.
* **Proper Disposal of Resources:** The `cleanup` function now *completely* disposes of all Three.js resources (geometries, materials, textures, renderer, controls) when the component unmounts. This prevents memory leaks, which are a common problem in Three.js applications. The scene itself is traversed and all meshes are disposed. The DOM element is also removed. This is *critical* for any React component that uses Three.js.
* **`useRef` for References:** Uses `useRef` to store references to the mount point, animation frame, and controls. This is the correct way to access and manage DOM elements and other mutable values within a React component's lifecycle.
* **Camera Positioning and Model Centering:** The code now centers the loaded model and adjusts the camera's position to ensure the model is initially visible within the scene. The camera's position and the `OrbitControls` target are adjusted based on the model's size.
* **Ambient and Directional Lighting:** Adds basic lighting to the scene so the model isn't just a dark silhouette.
* **Dependency Array for `useEffect`:** The `useEffect` hook now has a dependency array `[modelPath]`. This ensures that the effect only runs when the `modelPath` prop changes, preventing unnecessary re-renders and re-initializations.
* **Type Safety (Implicit):** While not using TypeScript, the code is written in a style that lends itself well to TypeScript adoption if you choose to add it later.
* **Modern JavaScript:** Uses modern JavaScript syntax (arrow functions, template literals).
* **Background Color:** Sets a background color for the scene.
How to use:
1. **Install Dependencies:**
```bash
npm install three @types/three
npm install three/examples/jsm/controls/OrbitControls three/examples/jsm/loaders/GLTFLoader //Correct syntax
```
2. **Import the Component:**
```jsx
import ThreeDModelViewer from './ThreeDModelViewer'; // Adjust the path as needed
```
3. **Use the Component:**
```jsx
function App() {
return (
<div>
<h1>3D Model Viewer</h1>
<ThreeDModelViewer modelPath="/path/to/your/model.gltf" />
</div>
);
}
```
Replace `/path/to/your/model.gltf` with the actual path to your 3D model file (a `.gltf` or `.glb` file). You will likely need to place your model file in the `public` directory of your React app (or serve it from somewhere else if you're not using `public`).
4. **Serve Static Assets (Important):** Make sure your React app is configured to serve static assets (like the 3D model file). In most React setups using `create-react-app`, placing the model in the `public` folder will make it accessible. Otherwise, you might need to configure a static file server.
**Explanation of Key Concepts:**
* **WebGLRenderer:** The core of rendering 3D graphics in the browser. It uses the WebGL API to draw the scene.
* **Scene:** A container for all the objects (models, lights, cameras) in your 3D world.
* **Camera:** Defines the viewpoint from which the scene is rendered. `PerspectiveCamera` is a common type that simulates how we see the world.
* **Mesh:** A 3D object composed of a geometry (the shape) and a material (how it looks).
* **Geometry:** Defines the shape of the 3D object (e.g., a cube, sphere, custom shape).
* **Material:** Defines the surface properties of the 3D object (e.g., color, texture, shininess).
* **GLTFLoader:** A loader that imports 3D models in the glTF format (a modern, efficient format).
* **OrbitControls:** Allows you to rotate, pan, and zoom the camera around the scene using the mouse or touch.
* **requestAnimationFrame:** A browser API that schedules a function to be called before the next repaint. This is how you create smooth animations.
* **`useEffect`:** A React hook that lets you perform side effects in functional components. It's used here to initialize the Three.js scene when the component mounts and to clean up resources when it unmounts.
* **`useRef`:** A React hook that lets you create a mutable reference that persists across re-renders. It is used to store references to the DOM element (where the scene is rendered), the animation frame, and the OrbitControls.
This improved example provides a solid foundation for building a web-based 3D model viewer with React and Three.js. Remember to replace `/path/to/your/model.gltf` with the correct path to your model file. Also, be aware that performance can be an issue with complex 3D models, so optimization techniques may be needed for larger models.
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