Raymarching abstraction for creating simple SDF animations with threejs

three-raymarcher

Examples

Installation

npm i three-raymarcher

Basic usage

import {
  Color, PerspectiveCamera, Quaternion, Scene, Vector3, WebGLRenderer
} from 'three';
import Raymarcher from 'three-raymarcher';

const aspect = window.innerWidth / window.innerHeight;
const camera = new PerspectiveCamera(70, aspect, 0.01, 1000);
const renderer = new WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

const scene = new Scene();
const raymarcher = new Raymarcher({
  entities: [
    {
      color: new Color(0x0000FF),
      position: new Vector3(-1.5, 0, -4),
      rotation: new Quaternion(0, 0, 0, 1),
      scale: new Vector3(1, 1, 1),
      shape: Raymarcher.shapes.box,
    },
    {
      color: new Color(0x00FF00),
      position: new Vector3(0, 0, -4),
      rotation: new Quaternion(0, 0, 0, 1),
      scale: new Vector3(0.5, 1, 0.5),
      shape: Raymarcher.shapes.capsule,
    },
    {
      color: new Color(0xFF0000),
      position: new Vector3(1.5, 0, -4),
      rotation: new Quaternion(0, 0, 0, 1),
      scale: new Vector3(1, 1, 1),
      shape: Raymarcher.shapes.sphere,
    }
  ],
});
scene.add(raymarcher);

renderer.setAnimationLoop(() => (
  renderer.render(scene, camera)
));

Lighting

three-raymarcher uses a DNPBR (definitely not phisically based rendering) lighting model:

Indirect diffuse

Assign a CubeUVMap texture to userData.envMap and control it’s intensity with userData.envMapIntensity.

If you don’t set an envMap, the shader will use vec3(envMapIntensity) as the ambient light.

Indirect specular

Not yet implemented. Coming soon, maybe.

Direct diffuse & specular

three-raymarcher will automatically use any three.js DirectionalLight in the scene.

Raymarching

userData.blending controls the global smoothing of the union operations.

You can increase the performance by setting userData.resolution to something less than 1. In most of the examples is set to 0.5 (2x downsampling), which seems to give the best quality/performance trade-off.

Raycasting

three-raymarcher supports the three.js Raycaster out of the box:

const [hit] = raycaster.intersectObject(raymarcher);
if (hit) {
  console.log(hit.entityId); // The index of the intersected entity
  console.log(hit.entity); // A reference to the intersected entity
}

Want to contribute?

Here’s how to setup the module dev environment:

# clone this repo
git clone https://github.com/danielesteban/three-raymarcher.git
cd three-raymarcher
# install dependencies
npm install
# start the environment:
npm start
# open http://localhost:8080/examples/animation in your browser