Utilize the three.js library within a Vue component by importing it and incorporating its

Can someone please help me understand the proper way to import and utilize the three.js library in a vue component?

Despite my extensive research, it seems that most individuals use the following code line to import three.js into a vue component. However, I suspect this method is outdated, intended for older versions of three.js or earlier vue versions.

import * as THREE from './js/three.js';

Unfortunately, this approach does not seem to work for me as I encounter warnings when compiling my vue project. In fact, my project fails to compile correctly, resulting in an empty file when accessed. https://i.sstatic.net/Hlv3t.png

I have attempted several other common methods of importing three.js with no success!

Although I am not well-versed in Vue, I noticed that three.js includes a block of code with exports. This may impact how I should import the library to avoid compilation warnings.

exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
exports.WebGLRenderTarget = WebGLRenderTarget;
exports.WebGLRenderer = WebGLRenderer;
exports.ShaderLib = ShaderLib;
exports.UniformsLib = UniformsLib;
exports.UniformsUtils = UniformsUtils;
exports.ShaderChunk = ShaderChunk;
exports.FogExp2 = FogExp2;
exports.Fog = Fog;
exports.Scene = Scene;
(and so on...)


Link to the complete Vue component file I am using for my project.

Answer №1

If you're interested in experimenting with a basic setup, take a look at this vue component 'ThreeTest' showcasing a three.js example. To set up the project using vue-cli, run 'vue init webpack ProjectName', then 'cd ProjectName', 'npm install three --save', and replace the default 'HelloWorld' component with the following code:

<template>
    <div id="container"></div>
</template>

<script>
import * as Three from 'three'

export default {
  name: 'ThreeTest',
  data() {
    return {
      camera: null,
      scene: null,
      renderer: null,
      mesh: null
    }
  },
  methods: {
    init: function() {
        let container = document.getElementById('container');

        this.camera = new Three.PerspectiveCamera(70, container.clientWidth/container.clientHeight, 0.01, 10);
        this.camera.position.z = 1;

        this.scene = new Three.Scene();

        let geometry = new Three.BoxGeometry(0.2, 0.2, 0.2);
        let material = new Three.MeshNormalMaterial();

        this.mesh = new Three.Mesh(geometry, material);
        this.scene.add(this.mesh);

        this.renderer = new Three.WebGLRenderer({antialias: true});
        this.renderer.setSize(container.clientWidth, container.clientHeight);
        container.appendChild(this.renderer.domElement);

    },
    animate: function() {
        requestAnimationFrame(this.animate);
        this.mesh.rotation.x += 0.01;
        this.mesh.rotation.y += 0.02;
        this.renderer.render(this.scene, this.camera);
    }
  },
  mounted() {
      this.init();
      this.animate();
  }
}
</script>

<style scoped>
    //TODO give your container a size.
</style>

Answer №2

After struggling with the provided solutions, I finally found a setup that worked for me using Nuxt.js. Here is the initial configuration that made it work:

If everything is set up correctly, you should see a green rotating cube.

https://i.sstatic.net/TR9ui.png

<template>
  <div id="container"></div>
</template>
<script>
import * as THREE from 'three'

export default {
  name: 'ThreeTest',
  data() {
    return {
      cube: null,
      renderer: null,
      scene: null,
      camera: null
    }
  },
  methods: {
    init: function() {
      this.scene = new THREE.Scene()
      this.camera = new THREE.PerspectiveCamera(
        75,
        window.innerWidth / window.innerHeight,
        0.1,
        1000
      )

      this.renderer = new THREE.WebGLRenderer()
      this.renderer.setSize(window.innerWidth, window.innerHeight)
      document.body.appendChild(this.renderer.domElement)

      const geometry = new THREE.BoxGeometry(1, 1, 1)
      const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 })
      this.cube = new THREE.Mesh(geometry, material)
      this.scene.add(this.cube)

      this.camera.position.z = 5

      const animate = function() {}
    },
    animate: function() {
      requestAnimationFrame(this.animate)

      this.cube.rotation.x += 0.01
      this.cube.rotation.y += 0.01

      this.renderer.render(this.scene, this.camera)
    }
  },
  mounted() {
    this.init()
    this.animate()
  }
}
</script>

Answer №3

To include the THREE library in your project, you can use a require statement similar to this:

const THREE = require('THREE')

However, keep in mind that certain plugins expect THREE to be accessible via the window object. In such cases, you may need to assign it like so: window.THREE = require('THREE')

While I have limited knowledge on import statements, the aforementioned methods should suffice for integrating the THREE library.

Answer №4

Following up on the previous response from @PolygonParrot, I wanted to expand on some points due to character limit constraints.

Thank you so much for your assistance, @PolygonParrot. Your guidance has been invaluable! After analyzing your demo code, I discovered that the key to segregating animation code from Vue component code lies in providing the correct animation context to the module specified in animation.js. My initial attempt may have faltered due to the complexities of closures in functional programming, which can be challenging for a programmer like me with a more traditional background. Here is how my animation.js currently appears:

import * as THREE from 'three'
export function createBoxRotationContext(container) {
var ctx = new Object();
ctx.init = function init() {
    ctx.container = container;
    ctx.camera = new THREE.PerspectiveCamera(70, ctx.container.clientWidth/ctx.container.clientHeight, 0.01, 10);
    ctx.camera.position.z = 1;

    ctx.scene = new THREE.Scene();

    let geometry = new THREE.BoxGeometry(0.3, 0.4, 0.5);
    let material = new THREE.MeshNormalMaterial();
    ctx.box = new THREE.Mesh(geometry, material);

    ctx.fnhelper   = new THREE.FaceNormalsHelper(ctx.box, 0.3, 0x0000ff, 0.1);
    ctx.axes = new THREE.AxesHelper(5);

    ctx.scene.add(ctx.box);
    ctx.scene.add(ctx.axes);
    ctx.scene.add(ctx.fnhelper);

    ctx.renderer = new THREE.WebGLRenderer({antialias: true});
    ctx.renderer.setSize(ctx.container.clientWidth, ctx.container.clientHeight);
    ctx.container.appendChild(ctx.renderer.domElement);
},
ctx.animate = function animate() {
    requestAnimationFrame(animate);
    ctx.box.rotation.x += 0.01;
    ctx.box.rotation.y += 0.02;
    ctx.fnhelper.update();
    ctx.renderer.render(ctx.scene, ctx.camera);
}
return ctx;
};

The updated .vue file now looks like this:

<script>
import * as animator from '@/components/sandbox/animation.js'

export default {
    name: 'Sandbox',
    data() {
      return {
        camera: null,
        scene: null,
        renderer: null,
        mesh: null
      }
    },
    mounted() {
        let context = animator.createBoxRotationContext(
            document.getElementById('three-sandbox')
        );
        context.init();
        context.animate();
    }
}
</script\>

With the inclusion of more elements in my scene, keeping the vue template organized and concealing the animation logic within the view has become easier. The use of context might still appear unconventional to me, but it serves its purpose effectively for now.

Answer №5

import * as THREE from "three";

Did the trick for me!

Answer №6

Big thanks to Poly Parrot for the awesome template! Exactly what I needed. I wanted to enhance it by including a specific window resize method tailored to your example, just to give the template that final touch.

methods:{ ...
onWindowResize(){
        this.renderer.setSize(window.innerWidth, window.innerHeight);
        this.camera.aspect = window.innerWidth / window.innerHeight;
        this.camera.updateProjectionMatrix()
    }
created(){
        window.addEventListener('resize', () => {this.onWindowResize()})
  }

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