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<InstancedMesh>

The component <InstancedMesh> is wrapping the Three.js object InstancedMesh and provides instanced rendering support. Use <InstancedMesh> if you have to render a large number of objects with the same geometry and material but with different world transformations and colors. The usage of <InstancedMesh> will help you to reduce the number of draw calls and thus improve the overall rendering performance in your application.

<script lang="ts">
  import { Canvas } from '@threlte/core'
  import Scene from './Scene.svelte'
</script>

<div>
  <Canvas>
    <Scene />
  </Canvas>
</div>

<style>
  div {
    height: 100%;
  }
</style>
<script lang="ts">
  import { T, useTask } from '@threlte/core'
  import { Instance, InstancedMesh } from '@threlte/extras'

  let dn = Date.now()
  useTask(() => (dn = Date.now()))
</script>

<InstancedMesh>
  <T.SphereGeometry args={[0.5]} />
  <T.MeshStandardMaterial color="white" />

  <Instance
    position.x={-2}
    position.y={Math.sin(dn / 1000 + 40)}
  />
  <Instance
    position.x={-1}
    position.y={Math.sin(dn / 1000 + 10)}
  />
  <Instance
    position.x={0}
    position.y={Math.sin(dn / 1000 + 5)}
  />
  <Instance
    position.x={1}
    position.y={Math.sin(dn / 1000 + 200)}
  />
  <Instance
    position.x={2}
    position.y={Math.sin(dn / 1000 + 550)}
  />
</InstancedMesh>

<T.DirectionalLight
  position.y={10}
  position.z={5}
/>

<T.AmbientLight intensity={0.1} />

Usage

An <InstancedMesh> is used in conjunction with the <Instance> component:

<InstancedMesh>
  <T.BoxGeometry />
  <T.MeshStandardMaterial />

  <Instance />
  <Instance />
</InstancedMesh>

It’s also possible to nest other objects in an <InstancedMesh> component:

<InstancedMesh>
  <T.BoxGeometry />
  <T.MeshStandardMaterial />

  <Instance />
  <Instance />

  <GLTF />
</InstancedMesh>

Provide an id to use multiple <InstancedMesh> components:

<InstancedMesh id="tree">
  <T is={treeGeometry} />
  <T.MeshStandardMaterial map={treeTexture} />

  <InstancedMesh id="leaf">
    <T is={leafGeometry} />
    <T.MeshStandardMaterial map={leafTexture} />

    <T.Group position.x={1}>
      <Instance id="tree" /> // Instance of InstancedMesh with id="tree"
      <Instance id="leaf" /> // Instance of InstancedMesh with id="leaf"
    </T.Group>

    <T.Group position.x={-2}>
      <Instance id="tree" />
      <Instance id="leaf" />
    </T.Group>
  </InstancedMesh>
</InstancedMesh>

Instance count

Use the property limit to set the maximum amount of <Instance> components (defaults to 1000). The property limit will be used to initialize the internally used Float32Array. Use the property range to optionally limit the amount of drawn instances.

<InstancedMesh
  limit={10000}
  range={100}
>
  <T.BoxGeometry />
  <T.MeshStandardMaterial />

  <Instance />
  <Instance />
</InstancedMesh>

Events

<script lang="ts">
  import { Canvas } from '@threlte/core'
  import Scene from './Scene.svelte'
</script>

<div>
  <Canvas>
    <Scene />
  </Canvas>
</div>

<style>
  div {
    height: 100%;
  }
</style>
<script lang="ts">
  import { T, useThrelte } from '@threlte/core'
  import { InstancedMesh, interactivity } from '@threlte/extras'
  import Sphere from './Sphere.svelte'

  const count = 20
  const gap = 1.5
  const offset = (count * gap) / 2

  const positions: [number, number][] = []
  const colors: [number, number, number][] = []

  for (let i = 0; i < count; i++) {
    for (let j = 0; j < count; j++) {
      positions.push([i * gap - offset, j * gap - offset])
      colors.push([Math.random(), Math.random(), Math.random()])
    }
  }

  const { size } = useThrelte()
  let zoom = $size.width / 50
  $: zoom = $size.width / 50

  interactivity()
</script>

<T.OrthographicCamera
  position={[50, 50, 50]}
  {zoom}
  makeDefault
  on:create={({ ref }) => {
    ref.lookAt(0, 0, 0)
  }}
/>

<InstancedMesh>
  <T.SphereGeometry args={[0.5]} />
  <T.MeshStandardMaterial color="white" />

  {#each positions as position}
    <Sphere {position} />
  {/each}
</InstancedMesh>

<T.DirectionalLight
  position.y={10}
  position.z={5}
/>

<T.AmbientLight />
<script lang="ts">
  import { cubicIn, cubicOut } from 'svelte/easing'
  import { tweened } from 'svelte/motion'
  import { derived } from 'svelte/store'
  import { Instance } from '@threlte/extras'

  export let position: [x: number, z: number]
  let hovering = false

  const scale = tweened(1)
  const r = tweened(255)
  const g = tweened(255)
  const b = tweened(255)
  $: if (hovering) {
    scale.set(2, {
      duration: 0,
      easing: cubicIn
    })
    r.set(254, { duration: 0 })
    g.set(61, { duration: 0 })
    b.set(0, { duration: 0 })
  } else {
    scale.set(1, {
      duration: 5e3,
      easing: cubicOut
    })
    r.set(255, { duration: 5e3 })
    g.set(255, { duration: 5e3 })
    b.set(255, { duration: 5e3 })
  }

  const color = derived([r, g, b], ([r, g, b]) => {
    return `rgb(${Math.floor(r)},${Math.floor(g)},${Math.floor(b)})`
  })
</script>

<Instance
  position.x={position[0]}
  position.z={position[1]}
  position.y={$scale * 4}
  scale={$scale}
  color={$color}
  on:pointerenter={() => (hovering = true)}
  on:pointerleave={() => (hovering = false)}
/>

Instances also support interactivity events.

<InstancedMesh>
  <T.BoxGeometry />
  <T.MeshStandardMaterial />

  <Instance on:click={onClick} />
</InstancedMesh>

Nesting

Instances can be nested in other objects and all parent transformations apply as usual:

<InstancedMesh>
  <T.BoxGeometry />
  <T.MeshStandardMaterial />

  <T.Group rotation.z={DEG2RAD * 180}>
    <Instance />

    <T.Group position.y={2}>
      <Instance />
    </T.Group>
  </T.Group>
</InstancedMesh>

Component Signature

<InstancedMesh> extends <T.InstancedMesh> and supports all its props, slot props, bindings and events.

Props

name
type
required
default
description

id
string
no
'default'

limit
number
no
1000
Limits the amount of possible <Instance> components.

range
number
no
1000
Limits the amount of drawn <Instance> components.

update
boolean
no
true
Whether the THREE.InstancedMesh should be updated.