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<Bounds>

<Bounds> is a component that will automatically center the camera to its children.

<script lang="ts">
  import { Canvas } from '@threlte/core'
  import Scene from './Scene.svelte'
  import { Pane, Checkbox, List, Button, Wheel } from 'svelte-tweakpane-ui'
  import { Suspense } from '@threlte/extras'

  let camera = $state<'perspective' | 'orthographic'>('perspective')
  let controls = $state<'orbit' | 'camera' | 'trackball' | 'none'>('orbit')
  let animate = $state(true)
  let margin = $state(1.5)
  let enabled = $state(true)
  let version = $state(0)
</script>

<Pane
  title=""
  position="fixed"
>
  <List
    label="camera"
    bind:value={camera}
    options={{
      OrthographicCamera: 'orthographic',
      PerspectiveCamera: 'perspective'
    }}
  />
  <List
    label="controls"
    bind:value={controls}
    options={{
      OrbitControls: 'orbit',
      CameraControls: 'camera',
      TrackballControls: 'trackball',
      None: 'none'
    }}
  />
  <Wheel
    bind:value={margin}
    label="margin"
    step={0.1}
  />
  <Checkbox
    bind:value={animate}
    label="animate"
  />
  <Checkbox
    bind:value={enabled}
    label="enabled"
  />
  <Button
    title="Reset scene"
    on:click={() => (version += 1)}
  />
</Pane>

<div>
  {#key version}
    <Canvas>
      <Suspense>
        <Scene
          {camera}
          {controls}
          {margin}
          {animate}
          {enabled}
        />
      </Suspense>
    </Canvas>
  {/key}
</div>

<style>
  div {
    height: 100%;
  }
</style>
<script lang="ts">
  import { isInstanceOf, T, useTask } from '@threlte/core'
  import {
    Bounds,
    CameraControls,
    OrbitControls,
    Sparkles,
    TrackballControls,
    useGltf,
    useSuspense,
    useTexture
  } from '@threlte/extras'
  import {
    Color,
    DoubleSide,
    MeshBasicMaterial,
    MeshPhongMaterial,
    ShaderMaterial,
    Uniform
  } from 'three'
  import vertexShader from './vertex'
  import fragmentShader from './fragment'

  interface Props {
    camera: 'orthographic' | 'perspective'
    controls: 'camera' | 'orbit' | 'trackball' | 'none'
    margin: number
    animate: boolean
    enabled: boolean
  }

  let { camera, controls, margin, animate, enabled }: Props = $props()

  const suspend = useSuspense()
  const gltf = suspend(useGltf('/models/portal/portal.glb'))
  const texture = suspend(
    useTexture('/models/portal/portal_baked.jpg', {
      transform(result) {
        result.flipY = false
        return result
      }
    })
  )

  const poleLightMaterial = new MeshBasicMaterial({ color: 0xff_ff_e5 })
  const bakedMaterial = new MeshPhongMaterial()

  const portalLightMaterial = new ShaderMaterial({
    uniforms: {
      uTime: new Uniform(0),
      uColorStart: new Uniform(new Color('#1E88E5')),
      uColorEnd: new Uniform(new Color('#5E35B1'))
    },
    side: DoubleSide,
    vertexShader,
    fragmentShader
  })

  $effect(() => {
    if ($texture) {
      bakedMaterial.map = $texture
    }
  })

  useTask((dt) => {
    portalLightMaterial.uniforms.uTime.value += dt
  })
</script>

{#snippet Controls()}
  {#if controls === 'orbit'}
    <OrbitControls
      enableDamping
      enableZoom={false}
      enablePan={false}
    />
  {:else if controls === 'camera'}
    <CameraControls />
  {:else if controls === 'trackball'}
    <TrackballControls />
  {/if}
{/snippet}

{#if camera === 'perspective'}
  <T.PerspectiveCamera
    makeDefault
    position.x={20}
    position.y={10}
    position.z={-20}
    fov={50}
  >
    {@render Controls()}
  </T.PerspectiveCamera>
{:else if camera === 'orthographic'}
  <T.OrthographicCamera
    makeDefault
    position.x={20}
    position.y={10}
    position.z={-20}
    zoom={50}
  >
    {@render Controls()}
  </T.OrthographicCamera>
{/if}

<T.DirectionalLight
  position.y={10}
  position.z={10}
/>

<T.AmbientLight />

{#if $gltf}
  <Bounds
    {margin}
    {animate}
    {enabled}
  >
    <T
      is={$gltf.scene}
      oncreate={(ref) => {
        ref.traverse((child) => {
          if (!isInstanceOf(child, 'Mesh')) {
            return
          }

          if (child.name === 'Portal') {
            child.material = portalLightMaterial
          } else if (child.name === 'LampLight1' || child.name === 'LampLight2') {
            child.material = poleLightMaterial
          } else {
            child.material = bakedMaterial
          }
        })
      }}
    >
      <Sparkles
        position={[0, 0.8, 0]}
        size={4}
        scale={[4, 1.5, 4]}
      />
    </T>
  </Bounds>
{/if}
export default `
//  Classic Perlin 3D Noise 
//  by Stefan Gustavson
//
vec4 permute(vec4 x) {
  return mod(((x*34.0)+1.0)*x, 289.0);
}

vec4 taylorInvSqrt(vec4 r) {
  return 1.79284291400159 - 0.85373472095314 * r;
}

vec3 fade(vec3 t) {
  return t*t*t*(t*(t*6.0-15.0)+10.0);
}

float cnoise(vec3 P) {
  vec3 Pi0 = floor(P); // Integer part for indexing
  vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
  Pi0 = mod(Pi0, 289.0);
  Pi1 = mod(Pi1, 289.0);
  vec3 Pf0 = fract(P); // Fractional part for interpolation
  vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  vec4 iy = vec4(Pi0.yy, Pi1.yy);
  vec4 iz0 = Pi0.zzzz;
  vec4 iz1 = Pi1.zzzz;

  vec4 ixy = permute(permute(ix) + iy);
  vec4 ixy0 = permute(ixy + iz0);
  vec4 ixy1 = permute(ixy + iz1);

  vec4 gx0 = ixy0 / 7.0;
  vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
  gx0 = fract(gx0);
  vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  vec4 sz0 = step(gz0, vec4(0.0));
  gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  gy0 -= sz0 * (step(0.0, gy0) - 0.5);

  vec4 gx1 = ixy1 / 7.0;
  vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
  gx1 = fract(gx1);
  vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  vec4 sz1 = step(gz1, vec4(0.0));
  gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  gy1 -= sz1 * (step(0.0, gy1) - 0.5);

  vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

  vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  g000 *= norm0.x;
  g010 *= norm0.y;
  g100 *= norm0.z;
  g110 *= norm0.w;
  vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  g001 *= norm1.x;
  g011 *= norm1.y;
  g101 *= norm1.z;
  g111 *= norm1.w;

  float n000 = dot(g000, Pf0);
  float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  float n111 = dot(g111, Pf1);

  vec3 fade_xyz = fade(Pf0);
  vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 

  return 2.2 * n_xyz;
}

varying vec2 vUv;

uniform float uTime;
uniform vec3 uColorStart;
uniform vec3 uColorEnd;

void main () {
  // Displace the UV
  vec2 displacedUv = vUv + cnoise(vec3(vUv * 5.0, uTime * 0.1));

  // Perlin noise
  float strength = cnoise(vec3(displacedUv * 5.0, uTime * 0.2));

  // Outer glow
  float outerGlow = distance(vUv, vec2(0.5)) * 6.0 - 1.8;

  strength += outerGlow;
  strength += step(-0.2, strength) * 0.8;

  vec3 color = mix(uColorStart, uColorEnd, strength);

  gl_FragColor = vec4(color, 1.0);
}`
export default `
varying vec2 vUv;

void main () {
  vUv = uv;

  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  vec4 viewPosition = viewMatrix * modelPosition;
  vec4 projectionPosition = projectionMatrix * viewPosition;
  gl_Position = projectionPosition;
}`

Component Signature

<Bounds> extends < T . Group > and supports all its props, snippets, bindings and events.

Props

name
type
required
default

animate
boolean
no
true

enabled
boolean
no
true

margin
number
no
1