useTresContext
useTresContext provides a complete access to the TresJS context.
The useTresContext
composable provides complete access to the full TresJS context with all internal management systems, including advanced camera management, renderer control, and event handling. It's designed for advanced use cases where you need direct access to all TresJS internals.
Usage
useTresContext
can only be used in child components of a TresCanvas
component, as its data is provided by TresCanvas
.import { useTresContext } from '@tresjs/core'
const { scene, renderer, camera, sizes, events } = useTresContext()
// Access the camera management system
console.log('Active camera:', camera.activeCamera.value)
console.log('All cameras:', camera.cameras.value)
// Access the complete renderer manager
console.log('Render mode:', renderer.mode)
console.log('Can invalidate:', renderer.canBeInvalidated.value)
// Register a new camera
const myCamera = new PerspectiveCamera(75, 1, 0.1, 1000)
camera.registerCamera(myCamera, true) // Set as active
Advanced Camera Management
<script setup lang="ts">
import { useTresContext } from '@tresjs/core'
import { OrthographicCamera, PerspectiveCamera } from 'three'
import { ref } from 'vue'
const { camera, sizes } = useTresContext()
const isPerspective = ref(true)
const switchCameraType = () => {
const currentPos = camera.activeCamera.value?.position.clone()
// Remove current cameras
camera.cameras.value.forEach(cam => camera.deregisterCamera(cam))
if (isPerspective.value) {
// Switch to orthographic
const orthoCam = new OrthographicCamera(-10, 10, 10, -10, 0.1, 1000)
if (currentPos) {
orthoCam.position.copy(currentPos)
orthoCam.lookAt(0, 0, 0)
}
camera.registerCamera(orthoCam, true)
}
else {
// Switch to perspective
const perspCam = new PerspectiveCamera(75, sizes.aspectRatio.value, 0.1, 1000)
if (currentPos) {
perspCam.position.copy(currentPos)
perspCam.lookAt(0, 0, 0)
}
camera.registerCamera(perspCam, true)
}
isPerspective.value = !isPerspective.value
}
</script>
<template>
<TresMesh @click="switchCameraType">
<TresBoxGeometry />
<TresMeshNormalMaterial />
</TresMesh>
</template>
<script setup lang="ts">
import { TresCanvas } from '@tresjs/core'
import CameraController from './CameraController.vue'
</script>
<template>
<TresCanvas>
<CameraController />
</TresCanvas>
</template>
Advanced Renderer Control
Use the full renderer manager for sophisticated rendering control:
<script setup lang="ts">
import { useTresContext } from '@tresjs/core'
import { watchEffect } from 'vue'
const { renderer, sizes } = useTresContext()
// Access advanced renderer properties
watchEffect(() => {
console.log('Render mode:', renderer.mode)
console.log('Can be invalidated:', renderer.canBeInvalidated.value)
console.log('Render loop active:', renderer.loop.isActive.value)
})
// Register custom render callbacks
renderer.onRender((rendererInstance) => {
console.log('Frame rendered with:', rendererInstance)
})
renderer.onReady((rendererInstance) => {
console.log('Renderer ready:', rendererInstance)
// Setup custom post-processing here
})
// Advanced frame control
const triggerMultipleFrames = () => {
// Invalidate with custom frame count with on-demand mode
renderer.invalidate(5) // Render next 5 frames
}
</script>
Event System Integration
Access the complete event management system:
<script setup lang="ts">
import { useTresContext } from '@tresjs/core'
const { events } = useTresContext()
// Handle global pointer missed events
events.onPointerMissed((event) => {
console.log('Clicked on empty space:', event)
// Deselect objects, close menus, etc.
})
</script>
Custom Renderer Setup
For complete control over renderer initialization:
<script setup lang="ts">
import { useTresContext } from '@tresjs/core'
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer'
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass'
const { renderer, scene, camera } = useTresContext()
// Access the raw renderer instance
const rawRenderer = renderer.instance
// Setup advanced post-processing pipeline
const composer = new EffectComposer(rawRenderer)
const renderPass = new RenderPass(scene.value, camera.activeCamera.value!)
composer.addPass(renderPass)
// Take over the render function
renderer.replaceRenderFunction((notifyComplete) => {
composer.render()
notifyComplete()
})
</script>
Properties
The useTresContext
composable returns the complete TresJS context with the following properties:
scene
ShallowRef<TresScene>
The Three.js scene object containing all 3D objects in your scene.
sizes
SizesType
Reactive size information including canvas width, height, aspect ratio, and pixel ratio.
extend
(objects: any) => void
Function to extend the TresJS component catalogue with custom Three.js objects.
camera
UseCameraReturn
Complete camera management system with registration, deregistration, and active camera control.
controls
Ref<TresControl | null>
Reference to the current camera controls instance (e.g., OrbitControls, FlyControls).
renderer
UseRendererManagerReturn
Complete renderer management system with advanced rendering control, frame management, and event hooks.
events
EventManager
Complete event management system for handling pointer interactions and global events.
camera
) Camera Management System (
activeCamera
ComputedRef<TresCamera>
The currently active camera in the scene. Always guaranteed to exist.
cameras
Ref<TresCamera[]>
Array of all registered cameras in the scene.
registerCamera
(camera: TresCamera, active?: boolean) => void
Register a new camera in the scene. Optionally set it as the active camera.
deregisterCamera
(camera: TresCamera) => void
Remove a camera from the scene management system.
setActiveCamera
(cameraOrUuid: string | TresCamera) => void
Set a specific camera as the active one using camera instance or UUID.
renderer
) Renderer Management System (
instance
TresRenderer
The raw Three.js WebGL renderer instance.
loop
RafLoop
The render loop system with start, stop, and event hooks.
advance
() => void
Manually advance one frame in manual render mode.
invalidate
(frames?: number) => void
Mark the scene for re-rendering in on-demand mode. Optional frame count parameter.
canBeInvalidated
ComputedRef<boolean>
Whether the renderer can currently be invalidated (on-demand mode only).
mode
RenderMode
Current render mode: 'always', 'on-demand', or 'manual'.
onReady
(callback: (renderer: TresRenderer) => void) => void
Register a callback for when the renderer is fully initialized.
onRender
(callback: (renderer: TresRenderer) => void) => void
Register a callback that fires after each frame is rendered.
replaceRenderFunction
(fn: RenderFunction) => void
Take complete control over the rendering process with a custom render function.
Difference from useTres
useTresContext
provides complete access to all TresJS internals compared to the simplified useTres
interface.
Feature | useTresContext | useTres |
---|---|---|
Renderer | Complete renderer manager with advanced controls | Direct renderer instance only |
Camera | Full camera management system with registration/switching | Active camera reference only |
Complexity | Complete internal access, all management features | Simplified, focused API |
Use Case | Advanced scenarios, plugin development, internal operations | Most common 3D scene interactions |
Performance Control | Fine-grained frame control, custom render functions | Basic invalidate/advance only |
Event Handling | Complete event management system | Basic event manager access |
Developer Tip:
Choose
useTresContext
for advanced 3D applications, plugin development, or when you need complete control over the rendering pipeline. Use useTres
for typical 3D scene interactions.Type
Signature
function useTresContext(): TresContext
interface TresContext {
/** The Three.js scene object containing all 3D objects */
scene: ShallowRef<TresScene>
/** Reactive size information for the canvas */
sizes: SizesType
/** TresJS extension function for adding custom objects */
extend: (objects: any) => void
/** Complete camera management system */
camera: UseCameraReturn
/** Reference to current camera controls */
controls: Ref<TresControl | null>
/** Complete renderer management system */
renderer: UseRendererManagerReturn
/** Complete event management system */
events: EventManager
}
interface UseCameraReturn {
/** The currently active camera */
activeCamera: ComputedRef<TresCamera>
/** Array of all registered cameras */
cameras: Ref<TresCamera[]>
/** Register a new camera */
registerCamera: (camera: TresCamera, active?: boolean) => void
/** Remove a camera from management */
deregisterCamera: (camera: TresCamera) => void
/** Set a specific camera as active */
setActiveCamera: (cameraOrUuid: string | TresCamera) => void
}
interface UseRendererManagerReturn {
/** The render loop system */
loop: RafLoop
/** The raw Three.js renderer instance */
instance: TresRenderer
/** Manually advance one frame (manual mode) */
advance: () => void
/** Register callback for renderer ready event */
onReady: (callback: (renderer: TresRenderer) => void) => void
/** Register callback for after render event */
onRender: (callback: (renderer: TresRenderer) => void) => void
/** Mark scene for re-render (on-demand mode) */
invalidate: (frames?: number) => void
/** Whether renderer can be invalidated */
canBeInvalidated: ComputedRef<boolean>
/** Current render mode */
mode: RenderMode
/** Take control of render function */
replaceRenderFunction: (fn: RenderFunction) => void
}
interface SizesType {
/** Canvas width in pixels */
width: Ref<number>
/** Canvas height in pixels */
height: Ref<number>
/** Canvas aspect ratio (width / height) */
aspectRatio: Ref<number>
/** Device pixel ratio */
pixelRatio: Ref<number>
}
type RenderMode = 'always' | 'on-demand' | 'manual'
type RenderFunction = (notifySuccess: () => void) => void
type TresRenderer = WebGLRenderer | Renderer
type TresCamera = Camera