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r3f-fundamentals skill

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This skill helps you master React Three Fiber fundamentals, configuring Canvas, scene hierarchy, cameras, lighting, and render loops for efficient 3D apps.

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SKILL.md
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---
name: r3f-fundamentals
description: React Three Fiber core setup, Canvas configuration, scene hierarchy, camera systems, lighting, render loop, and React integration patterns. Use when setting up a new R3F project, configuring the Canvas component, managing scene structure, or understanding the declarative Three.js-in-React paradigm. The foundational skill that all other R3F skills depend on.
---

# React Three Fiber Fundamentals

Declarative Three.js via React components. R3F maps Three.js objects to JSX elements with automatic disposal, reactive updates, and React lifecycle integration.

## Quick Start

```tsx
import { Canvas } from '@react-three/fiber';

function App() {
  return (
    <Canvas>
      <ambientLight intensity={0.5} />
      <pointLight position={[10, 10, 10]} />
      <mesh>
        <boxGeometry args={[1, 1, 1]} />
        <meshStandardMaterial color="hotpink" />
      </mesh>
    </Canvas>
  );
}
```

## Core Principle: Declarative Scene Graph

R3F converts Three.js imperative API to React's declarative model:

| Three.js (Imperative) | R3F (Declarative) |
|----------------------|-------------------|
| `new THREE.Mesh()` | `<mesh>` |
| `mesh.position.set(1, 2, 3)` | `<mesh position={[1, 2, 3]}>` |
| `scene.add(mesh)` | JSX nesting handles hierarchy |
| `mesh.geometry.dispose()` | Automatic on unmount |

## Canvas Configuration

```tsx
import { Canvas } from '@react-three/fiber';

<Canvas
  // Renderer settings
  gl={{ antialias: true, alpha: false, powerPreference: 'high-performance' }}
  dpr={[1, 2]}                    // Device pixel ratio range
  shadows                          // Enable shadow maps
  
  // Camera (default: PerspectiveCamera)
  camera={{ 
    fov: 75, 
    near: 0.1, 
    far: 1000, 
    position: [0, 0, 5] 
  }}
  
  // Or use orthographic
  orthographic
  camera={{ zoom: 50, position: [0, 0, 100] }}
  
  // Performance
  frameloop="demand"              // 'always' | 'demand' | 'never'
  performance={{ min: 0.5 }}      // Adaptive performance
  
  // Events
  onCreated={({ gl, scene, camera }) => {
    // Access Three.js objects after mount
  }}
  
  // Sizing
  style={{ width: '100vw', height: '100vh' }}
/>
```

### Frameloop Modes

| Mode | When to Use |
|------|-------------|
| `always` | Continuous animation (games, simulations) |
| `demand` | Static scenes, only re-render on state change |
| `never` | Manual control via `invalidate()` |

```tsx
// Demand mode with manual invalidation
import { useThree } from '@react-three/fiber';

function Controls() {
  const invalidate = useThree(state => state.invalidate);
  
  const handleDrag = () => {
    // Update state...
    invalidate(); // Request re-render
  };
}
```

## Scene Hierarchy

JSX nesting = Three.js parent-child relationships:

```tsx
<group position={[0, 2, 0]} rotation={[0, Math.PI / 4, 0]}>
  {/* Children inherit parent transforms */}
  <mesh position={[1, 0, 0]}>
    <sphereGeometry args={[0.5, 32, 32]} />
    <meshStandardMaterial color="blue" />
  </mesh>
  
  <mesh position={[-1, 0, 0]}>
    <boxGeometry args={[0.8, 0.8, 0.8]} />
    <meshStandardMaterial color="red" />
  </mesh>
</group>
```

### Common Container Components

```tsx
// Group: Transform container (no rendering)
<group position={[0, 0, 0]} />

// Object3D: Base class, rarely used directly
<object3D />

// Scene: Usually implicit (Canvas creates one)
<scene />
```

## Camera Systems

### Default Perspective Camera

```tsx
<Canvas camera={{ 
  fov: 75,              // Field of view (degrees)
  aspect: width/height, // Auto-calculated
  near: 0.1,            // Near clipping plane
  far: 1000,            // Far clipping plane
  position: [0, 5, 10]
}} />
```

### Custom Camera Component

```tsx
import { PerspectiveCamera } from '@react-three/drei';

function Scene() {
  return (
    <>
      <PerspectiveCamera 
        makeDefault           // Set as active camera
        fov={60} 
        position={[0, 2, 8]} 
      />
      {/* Scene contents */}
    </>
  );
}
```

### Camera Access

```tsx
import { useThree } from '@react-three/fiber';

function CameraController() {
  const { camera } = useThree();
  
  useEffect(() => {
    camera.lookAt(0, 0, 0);
  }, [camera]);
  
  return null;
}
```

## Lighting

### Light Types

```tsx
// Ambient: Uniform, directionless
<ambientLight intensity={0.4} color="#ffffff" />

// Directional: Sun-like, parallel rays
<directionalLight 
  position={[5, 10, 5]} 
  intensity={1} 
  castShadow 
/>

// Point: Radiates from position
<pointLight 
  position={[0, 5, 0]} 
  intensity={1} 
  distance={20}        // Range (0 = infinite)
  decay={2}            // Physical falloff
/>

// Spot: Cone-shaped
<spotLight 
  position={[0, 10, 0]} 
  angle={Math.PI / 6}  // Cone angle
  penumbra={0.5}       // Edge softness
  castShadow 
/>

// Hemisphere: Sky/ground gradient
<hemisphereLight 
  skyColor="#87ceeb" 
  groundColor="#362907" 
  intensity={0.6} 
/>
```

### Shadow Setup

```tsx
<Canvas shadows>
  <directionalLight
    castShadow
    position={[10, 10, 10]}
    shadow-mapSize={[2048, 2048]}
    shadow-camera-far={50}
    shadow-camera-left={-10}
    shadow-camera-right={10}
    shadow-camera-top={10}
    shadow-camera-bottom={-10}
  />
  
  <mesh castShadow>
    <boxGeometry />
    <meshStandardMaterial />
  </mesh>
  
  <mesh receiveShadow rotation={[-Math.PI / 2, 0, 0]} position={[0, -1, 0]}>
    <planeGeometry args={[20, 20]} />
    <meshStandardMaterial />
  </mesh>
</Canvas>
```

## Render Loop (useFrame)

`useFrame` runs every frame (60fps target). This is where animation happens.

```tsx
import { useFrame, useThree } from '@react-three/fiber';
import { useRef } from 'react';

function RotatingBox() {
  const meshRef = useRef<THREE.Mesh>(null!);
  
  useFrame((state, delta) => {
    // state: R3F state (camera, scene, clock, etc.)
    // delta: Time since last frame (seconds)
    
    meshRef.current.rotation.x += delta;
    meshRef.current.rotation.y += delta * 0.5;
  });
  
  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshNormalMaterial />
    </mesh>
  );
}
```

### useFrame State Object

```tsx
useFrame((state) => {
  state.clock        // THREE.Clock
  state.clock.elapsedTime  // Total time (seconds)
  state.camera       // Active camera
  state.scene        // Scene object
  state.gl           // WebGLRenderer
  state.size         // { width, height }
  state.viewport     // { width, height, factor, distance }
  state.mouse        // Normalized mouse position [-1, 1]
  state.raycaster    // THREE.Raycaster
});
```

### Render Priority

```tsx
// Lower priority runs first, higher runs later
// Default is 0

useFrame(() => {
  // Update physics
}, -1);  // Runs before default

useFrame(() => {
  // Update visuals
}, 0);   // Default

useFrame(() => {
  // Post-processing / camera
}, 1);   // Runs after default
```

## Accessing Three.js Objects

### useThree Hook

```tsx
import { useThree } from '@react-three/fiber';

function SceneInfo() {
  const { 
    gl,           // WebGLRenderer
    scene,        // THREE.Scene
    camera,       // Active camera
    size,         // Canvas dimensions
    viewport,     // Viewport in Three.js units
    clock,        // THREE.Clock
    set,          // Update state
    get,          // Get current state
    invalidate,   // Request re-render (demand mode)
    advance,      // Advance one frame (never mode)
  } = useThree();
  
  return null;
}
```

### Refs for Direct Access

```tsx
import { useRef } from 'react';
import * as THREE from 'three';

function DirectAccess() {
  const meshRef = useRef<THREE.Mesh>(null!);
  const materialRef = useRef<THREE.MeshStandardMaterial>(null!);
  
  useEffect(() => {
    // Direct Three.js API access
    meshRef.current.geometry.computeBoundingBox();
    materialRef.current.needsUpdate = true;
  }, []);
  
  return (
    <mesh ref={meshRef}>
      <boxGeometry />
      <meshStandardMaterial ref={materialRef} />
    </mesh>
  );
}
```

## Events

R3F provides pointer events on meshes:

```tsx
<mesh
  onClick={(e) => console.log('click', e.point)}
  onContextMenu={(e) => console.log('right click')}
  onDoubleClick={(e) => console.log('double click')}
  onPointerOver={(e) => console.log('hover')}
  onPointerOut={(e) => console.log('unhover')}
  onPointerDown={(e) => console.log('down')}
  onPointerUp={(e) => console.log('up')}
  onPointerMove={(e) => console.log('move')}
>
  <boxGeometry />
  <meshStandardMaterial />
</mesh>
```

### Event Object

```tsx
onClick={(e) => {
  e.stopPropagation();    // Stop event bubbling
  e.point                 // THREE.Vector3 intersection point
  e.distance              // Distance from camera
  e.object                // Intersected object
  e.face                  // Intersected face
  e.faceIndex             // Face index
  e.uv                    // UV coordinates
  e.camera                // Camera used for raycasting
  e.delta                 // Distance from last event
}}
```

## Suspense & Loading

R3F integrates with React Suspense for async loading:

```tsx
import { Suspense } from 'react';
import { useLoader } from '@react-three/fiber';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader';

function Model() {
  const gltf = useLoader(GLTFLoader, '/model.glb');
  return <primitive object={gltf.scene} />;
}

function App() {
  return (
    <Canvas>
      <Suspense fallback={<LoadingSpinner />}>
        <Model />
      </Suspense>
    </Canvas>
  );
}

function LoadingSpinner() {
  const meshRef = useRef<THREE.Mesh>(null!);
  useFrame((_, delta) => {
    meshRef.current.rotation.z += delta * 2;
  });
  
  return (
    <mesh ref={meshRef}>
      <torusGeometry args={[1, 0.2, 16, 32]} />
      <meshBasicMaterial color="white" wireframe />
    </mesh>
  );
}
```

## Dependencies

```json
{
  "dependencies": {
    "@react-three/fiber": "^8.15.0",
    "three": "^0.160.0",
    "react": "^18.2.0",
    "react-dom": "^18.2.0"
  },
  "devDependencies": {
    "@types/three": "^0.160.0"
  }
}
```

## File Structure

```
r3f-fundamentals/
├── SKILL.md
├── references/
│   ├── canvas-props.md       # Complete Canvas prop reference
│   ├── hooks-api.md          # useThree, useFrame, useLoader
│   └── event-system.md       # Event handling deep-dive
└── scripts/
    ├── templates/
    │   ├── basic-scene.tsx   # Minimal starter
    │   ├── lit-scene.tsx     # With proper lighting
    │   └── interactive.tsx   # With events and animation
    └── utils/
        └── canvas-config.ts  # Preset configurations
```

## Reference

- `references/canvas-props.md` — Complete Canvas configuration options
- `references/hooks-api.md` — All R3F hooks with examples
- `references/event-system.md` — Pointer events and raycasting

Overview

This skill explains core React Three Fiber (R3F) setup and patterns for building declarative Three.js scenes in React. It covers Canvas configuration, scene hierarchy, camera systems, lighting, the render loop, and common integration hooks so you can bootstrap and structure new R3F projects quickly.

How this skill works

R3F maps Three.js objects to JSX elements, converting imperative APIs into a declarative scene graph with automatic resource disposal and React lifecycle integration. Configure the Canvas for renderer, camera, DPR, frameloop, and events; compose scene structure with JSX nesting; use hooks like useThree, useFrame, and useLoader to access renderer state, animate, and load assets.

When to use it

  • Starting a new React project that needs 3D content with Three.js
  • Configuring Canvas renderer, camera, DPR, shadows, and performance options
  • Structuring scene graph and reusable container components (group, object3D)
  • Implementing animations and physics inside the render loop with useFrame
  • Adding lights, shadows, and camera controls in a React-friendly way

Best practices

  • Use Canvas props to centralize renderer and camera configuration (gl, dpr, camera, shadows)
  • Prefer JSX nesting for hierarchy so transforms and disposals are automatic
  • Use frameloop='demand' for static scenes and call invalidate() to minimize CPU/GPU work
  • Keep heavy per-frame logic in useFrame with appropriate priority ordering and delta usage
  • Use Suspense + useLoader for async models and provide a lightweight fallback spinner

Example use cases

  • Minimal starter: Canvas with ambient + point lights and a single mesh for demos
  • Interactive viewer: demand frameloop, pointer events on meshes, and manual invalidation during interactions
  • Game or simulation: frameloop='always', useFrame for physics and animation, and multiple cameras
  • Lit scene with shadows: enable Canvas shadows, configure directionalLight shadow camera and map size
  • Custom camera setup: add a PerspectiveCamera from drei with makeDefault for bespoke controls

FAQ

When should I use frameloop='demand' vs 'always'?

Use 'always' for continuous animation or simulations. Use 'demand' for mostly static scenes to render only on state changes and call invalidate() when updates are needed.

How do I access the active camera or renderer from a component?

Use the useThree hook to get camera, gl, scene, size, viewport, invalidate, and other runtime state objects.