← 3D
Toy railway
<ToyRailway3D /> A toy train running round a diorama board, through a tunnel and past a station.
<ToyRailway3D />Props and theme tokens
| Prop | Type | Default | Description |
|---|---|---|---|
theme | Partial<ToyRailwayTheme> | — | Colour overrides. Applied live without rebuilding the scene. |
speed | number | 1 | Animation speed multiplier. |
paused | boolean | false | Freezes the animation. Also stops rendering while off-screen or in a hidden tab. |
className | string | — | Applied to the root element (4:3 by default; override the aspect ratio or height here). |
style | CSSProperties | — | Merged into the root element style. |
children | ReactNode | — | Rendered above the canvas, filling it. |
| Theme key | CSS variable | Default |
|---|
Source files
Copy into components/three/. The shared files are needed once for all 3d. Also run npm i three.
'use client';
// <ToyRailway3D>: a toy railway on a diorama board. A little steam train with two carriages runs
// round an oval track, through a tunnel in a hill and past a station, where it slows almost to a
// stop each lap. Smoke puffs trail behind it and the crossing gate lowers as it comes. three.js.
import * as THREE from 'three';
import { ThreeFrame, seeded, type SceneSetup, type ThreeSceneProps } from './three-frame';
export const toyRailwayTheme = {
backdrop: '#f6ead8',
backdropEdge: '#e2c9a8',
board: '#a8744c',
grass: '#8cc66a',
hill: '#74b35a',
rail: '#8a8f99',
sleeper: '#7a5236',
engine: '#e4573d',
carriage1: '#3f86c9',
carriage2: '#f2b84a',
trim: '#2b2b33',
roof: '#c2442e',
wall: '#fbf3e4',
tree: '#4f9a52',
water: '#6fb7e0',
smoke: '#ffffff',
};
export type ToyRailwayTheme = typeof toyRailwayTheme;
// Oval track: x = A cos θ, z = B sin θ. The station is at θ = 0 (right), the tunnel at the back.
const A = 2.8;
const B = 1.7;
const RAIL_GAUGE = 0.11;
const LAP = 22; // seconds per lap
const CAR_GAP = 0.78;
const SMOKE = 9;
const smoothstep = (a: number, b: number, x: number) => {
const t = Math.min(1, Math.max(0, (x - a) / (b - a)));
return t * t * (3 - 2 * t);
};
/** Arc-length lookup for the oval, so the train and carriages keep their spacing all the way round. */
function makeTrack() {
const N = 720;
const lengths = new Float32Array(N + 1);
let total = 0;
for (let i = 1; i <= N; i++) {
const a = ((i - 1) / N) * Math.PI * 2;
const b = (i / N) * Math.PI * 2;
total += Math.hypot(A * (Math.cos(b) - Math.cos(a)), B * (Math.sin(b) - Math.sin(a)));
lengths[i] = total;
}
/** Position and heading at distance s along the track (wraps). rotation.y = heading aims local +x forward. */
const at = (s: number) => {
const u = (((s % total) + total) % total);
let lo = 0;
let hi = N;
while (hi - lo > 1) {
const mid = (lo + hi) >> 1;
if (lengths[mid] < u) lo = mid;
else hi = mid;
}
const f = (u - lengths[lo]) / (lengths[hi] - lengths[lo] || 1);
const th = ((lo + f) / N) * Math.PI * 2;
const x = A * Math.cos(th);
const z = B * Math.sin(th);
const dx = -A * Math.sin(th);
const dz = B * Math.cos(th);
return { x, z, heading: Math.atan2(-dz, dx), th };
};
return { total, at };
}
/** Distance travelled by the front of the train: it eases nearly to a stop at the station each lap. */
const travelled = (t: number, total: number) => {
const w = (Math.PI * 2) / LAP;
return ((w * t - 0.8 * Math.sin(w * t)) / (Math.PI * 2)) * total;
};
const setup: SceneSetup<ToyRailwayTheme> = ({ scene, camera, theme }) => {
const rand = seeded(5);
const track = makeTrack();
const flat = (color: string, extra: THREE.MeshStandardMaterialParameters = {}) =>
new THREE.MeshStandardMaterial({ color, flatShading: true, roughness: 0.85, ...extra });
const mats = {
board: flat(theme.board),
grass: flat(theme.grass),
hill: flat(theme.hill),
rail: flat(theme.rail, { metalness: 0.4, roughness: 0.5 }),
sleeper: flat(theme.sleeper),
engine: flat(theme.engine, { roughness: 0.5 }),
carriage1: flat(theme.carriage1, { roughness: 0.5 }),
carriage2: flat(theme.carriage2, { roughness: 0.5 }),
trim: flat(theme.trim),
roof: flat(theme.roof),
wall: flat(theme.wall),
tree: flat(theme.tree),
trunk: flat('#7a5236'),
water: flat(theme.water, { roughness: 0.2 }),
tunnel: new THREE.MeshBasicMaterial({ color: '#1d1a22' }),
stone: flat('#b9b2a8'),
window: flat('#ffe8a8'),
stripe: flat('#ffffff'),
};
const hemi = new THREE.HemisphereLight('#fff6ea', theme.board, 1.1);
const sun = new THREE.DirectionalLight('#fff1dc', 1.7);
sun.position.set(-4, 7, 5);
scene.add(hemi, sun);
// The board: a grassy oval slab with wooden sides.
const boardGeo = new THREE.CylinderGeometry(1, 1, 0.35, 56);
boardGeo.scale(4.4, 1, 3.4);
const board = new THREE.Mesh(boardGeo, [mats.board, mats.grass, mats.board]);
board.position.y = -0.175;
scene.add(board);
// Rails: two tubes along the oval, offset to either side of the centre line.
const railCurve = (offset: number) =>
new THREE.CatmullRomCurve3(
Array.from({ length: 160 }, (_, i) => {
const th = (i / 160) * Math.PI * 2;
// Outward normal of the ellipse at θ.
const nx = B * Math.cos(th);
const nz = A * Math.sin(th);
const len = Math.hypot(nx, nz);
return new THREE.Vector3(A * Math.cos(th) + (nx / len) * offset, 0.06, B * Math.sin(th) + (nz / len) * offset);
}),
true,
);
for (const side of [-1, 1]) {
scene.add(new THREE.Mesh(new THREE.TubeGeometry(railCurve(side * RAIL_GAUGE), 240, 0.018, 4, true), mats.rail));
}
const sleeperGeo = new THREE.BoxGeometry(0.07, 0.03, 0.34);
for (let s = 0; s < track.total; s += 0.2) {
const p = track.at(s);
const sleeper = new THREE.Mesh(sleeperGeo, mats.sleeper);
sleeper.position.set(p.x, 0.02, p.z);
sleeper.rotation.y = p.heading;
scene.add(sleeper);
}
// Hill with a tunnel: a stepped mound at the back that the track runs straight through, with a
// stone arch and a dark mouth at each end.
const hillProfile = [
[1.55, 0],
[1.5, 0.62],
[1.2, 0.95],
[0.7, 1.2],
[0, 1.28],
].map(([r, y]) => new THREE.Vector2(r, y));
const hillGeo = new THREE.LatheGeometry(hillProfile, 12);
hillGeo.scale(1.25, 1, 0.9);
const hill = new THREE.Mesh(hillGeo, mats.hill);
hill.position.set(0, 0, -B);
scene.add(hill);
// A tunnel mouth where the track meets the hill's wall on each side, facing along the track.
const hillR = (x: number, z: number) => Math.hypot(x / 1.25, (z + B) / 0.9);
for (const side of [-1, 1]) {
let th = Math.PI / 2;
while (hillR(A * Math.cos(th), -B * Math.sin(th)) < 1.5) th -= side * 0.002;
const x = A * Math.cos(th);
const z = -B * Math.sin(th);
// Track direction there (moving toward +x along the back), flipped to point out of the hill.
const nx = side * A * Math.sin(th);
const nz = side * B * Math.cos(th);
const portal = new THREE.Group();
const mouth = new THREE.Mesh(new THREE.CircleGeometry(0.3, 12, 0, Math.PI), mats.tunnel);
mouth.scale.y = 1.9;
const arch = new THREE.Mesh(new THREE.TorusGeometry(0.33, 0.06, 4, 12, Math.PI), mats.stone);
arch.scale.y = 1.8;
portal.add(mouth, arch);
portal.position.set(x, 0, z);
portal.rotation.y = Math.atan2(nx, nz);
scene.add(portal);
}
// Station on the right, where the train slows: a platform, a little building and a lamp.
const station = new THREE.Group();
const platform = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.12, 1.5), mats.stone);
platform.position.set(0.42, 0.06, 0);
station.add(platform);
const house = new THREE.Mesh(new THREE.BoxGeometry(0.42, 0.42, 0.7), mats.wall);
house.position.set(0.95, 0.21, 0);
station.add(house);
const roofShape = new THREE.Shape();
roofShape.moveTo(-0.3, 0);
roofShape.lineTo(0.3, 0);
roofShape.lineTo(0, 0.26);
roofShape.closePath();
const roofGeo = new THREE.ExtrudeGeometry(roofShape, { depth: 0.84, bevelEnabled: false });
roofGeo.translate(0, 0.42, -0.42);
const roof = new THREE.Mesh(roofGeo, mats.roof);
roof.position.x = 0.95;
station.add(roof);
for (const z of [-0.18, 0.18]) {
const pane = new THREE.Mesh(new THREE.PlaneGeometry(0.1, 0.12), mats.window);
pane.position.set(0.735, 0.25, z);
pane.rotation.y = -Math.PI / 2;
station.add(pane);
}
const lampPost = new THREE.Mesh(new THREE.CylinderGeometry(0.015, 0.015, 0.5, 4), mats.trim);
lampPost.position.set(0.5, 0.37, 0.6);
const lamp = new THREE.Mesh(new THREE.IcosahedronGeometry(0.045, 0), mats.window);
lamp.position.set(0.5, 0.63, 0.6);
station.add(lampPost, lamp);
station.position.x = A;
scene.add(station);
// Level crossing at the front: a road across the track and a striped gate arm.
const road = new THREE.Mesh(new THREE.BoxGeometry(0.55, 0.01, 2.2), flat('#c9c3b8'));
road.position.set(0.9, 0.005, B + 0.2);
scene.add(road);
// A cottage at the inner end of the road.
const cottage = new THREE.Group();
const cottageWalls = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.32, 0.4), mats.wall);
cottageWalls.position.y = 0.16;
const cottageRoofShape = new THREE.Shape();
cottageRoofShape.moveTo(-0.3, 0);
cottageRoofShape.lineTo(0.3, 0);
cottageRoofShape.lineTo(0, 0.24);
cottageRoofShape.closePath();
const cottageRoofGeo = new THREE.ExtrudeGeometry(cottageRoofShape, { depth: 0.5, bevelEnabled: false });
cottageRoofGeo.translate(0, 0.32, -0.25);
cottageRoofGeo.rotateY(Math.PI / 2);
const cottageDoor = new THREE.Mesh(new THREE.PlaneGeometry(0.1, 0.16), mats.trim);
cottageDoor.position.set(0, 0.08, 0.202);
cottage.add(cottageWalls, new THREE.Mesh(cottageRoofGeo, mats.roof), cottageDoor);
cottage.position.set(0.9, 0, B - 1.15);
scene.add(cottage);
const gatePivot = new THREE.Group();
const gatePost = new THREE.Mesh(new THREE.BoxGeometry(0.06, 0.28, 0.06), mats.trim);
gatePost.position.y = 0.14;
const arm = new THREE.Group();
for (let k = 0; k < 4; k++) {
const seg = new THREE.Mesh(new THREE.BoxGeometry(0.15, 0.04, 0.04), k % 2 ? mats.engine : mats.stripe);
seg.position.x = 0.08 + k * 0.15;
arm.add(seg);
}
arm.position.y = 0.26;
gatePivot.add(gatePost, arm);
gatePivot.position.set(0.55, 0, B + 0.42);
scene.add(gatePivot);
const crossingS = (() => {
// Distance along the track of the crossing (front straight, x ≈ 0.9).
let best = 0;
let bestD = Infinity;
for (let s = 0; s < track.total; s += 0.01) {
const p = track.at(s);
const d = Math.hypot(p.x - 0.9, p.z - B);
if (d < bestD) {
bestD = d;
best = s;
}
}
return best;
})();
// Infield: a little pond with reeds, and trees dotted around, kept off the track and the hill.
const pond = new THREE.Mesh(new THREE.CircleGeometry(0.55, 14), mats.water);
pond.rotation.x = -Math.PI / 2;
pond.scale.set(1.3, 0.9, 1);
pond.position.set(-0.6, 0.012, 0.35);
scene.add(pond);
const offTrack = (x: number, z: number) => {
const e = Math.hypot(x / A, z / B);
return Math.abs(e - 1) * Math.min(A, B) > 0.42;
};
const trees: THREE.Vector3[] = [];
while (trees.length < 16) {
const x = (rand() - 0.5) * 8;
const z = (rand() - 0.5) * 6;
if ((x / 4.1) ** 2 + (z / 3.1) ** 2 > 1) continue;
if (!offTrack(x, z)) continue;
if (Math.hypot(x / 1.25, (z + B) / 0.9) < 1.8) continue; // the hill
if (Math.hypot(x + 0.6, z - 0.35) < 0.9) continue; // the pond
if (x > A - 0.2 && Math.abs(z) < 0.9) continue; // the station
if (Math.abs(x - 0.9) < 0.5 && z > B - 1.5) continue; // the road and cottage
const p = new THREE.Vector3(x, 0, z);
if (trees.some(q => q.distanceTo(p) < 0.55)) continue;
trees.push(p);
const tree = new THREE.Group();
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.04, 0.05, 0.22, 5), mats.trunk);
trunk.position.y = 0.11;
const crown = new THREE.Mesh(new THREE.IcosahedronGeometry(0.2, 0), mats.tree);
crown.position.y = 0.36;
crown.scale.y = 1.25;
tree.add(trunk, crown);
tree.position.copy(p);
tree.scale.setScalar(0.8 + rand() * 0.5);
tree.rotation.y = rand() * Math.PI;
scene.add(tree);
}
// A few trees on top of the hill.
const hillHeight = (r: number) => {
for (let i = 1; i < hillProfile.length; i++) {
const [p, q] = [hillProfile[i - 1], hillProfile[i]];
if (r >= q.x) return p.y + ((q.y - p.y) * (p.x - r)) / (p.x - q.x);
}
return hillProfile[hillProfile.length - 1].y;
};
for (const [x, z, sc] of [
[-0.6, -B + 0.4, 1],
[0.5, -B + 0.3, 0.85],
[-0.05, -B + 0.72, 0.75],
]) {
const tree = new THREE.Group();
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.04, 0.05, 0.22, 5), mats.trunk);
trunk.position.y = 0.11;
const crown = new THREE.Mesh(new THREE.IcosahedronGeometry(0.2, 0), mats.tree);
crown.position.y = 0.36;
crown.scale.y = 1.25;
tree.add(trunk, crown);
tree.position.set(x, hillHeight(hillR(x, z)) - 0.02, z);
tree.scale.setScalar(sc);
scene.add(tree);
}
// The train. Each vehicle's origin is its centre at rail height, nose along local +x.
const wheelGeo = new THREE.CylinderGeometry(0.07, 0.07, 0.04, 10);
wheelGeo.rotateX(Math.PI / 2);
const addWheels = (group: THREE.Group, xs: number[]) => {
for (const x of xs) {
for (const z of [-0.13, 0.13]) {
const wheel = new THREE.Mesh(wheelGeo, mats.trim);
wheel.position.set(x, 0.1, z);
group.add(wheel);
}
}
};
const engine = new THREE.Group();
const boilerGeo = new THREE.CylinderGeometry(0.13, 0.13, 0.42, 12);
boilerGeo.rotateZ(Math.PI / 2);
const boiler = new THREE.Mesh(boilerGeo, mats.engine);
boiler.position.set(0.1, 0.28, 0);
const cab = new THREE.Mesh(new THREE.BoxGeometry(0.24, 0.3, 0.3), mats.engine);
cab.position.set(-0.2, 0.33, 0);
const cabRoof = new THREE.Mesh(new THREE.BoxGeometry(0.3, 0.04, 0.34), mats.trim);
cabRoof.position.set(-0.2, 0.5, 0);
const chimney = new THREE.Mesh(new THREE.CylinderGeometry(0.06, 0.04, 0.16, 8), mats.trim);
chimney.position.set(0.23, 0.46, 0);
const chassis = new THREE.Mesh(new THREE.BoxGeometry(0.66, 0.06, 0.28), mats.trim);
chassis.position.set(0, 0.15, 0);
const lampFront = new THREE.Mesh(new THREE.IcosahedronGeometry(0.035, 0), mats.window);
lampFront.position.set(0.32, 0.3, 0);
const cabWindow = new THREE.Mesh(new THREE.PlaneGeometry(0.12, 0.1), mats.window);
cabWindow.position.set(-0.2, 0.38, 0.152);
const cabWindow2 = cabWindow.clone();
cabWindow2.position.z = -0.152;
cabWindow2.rotation.y = Math.PI;
engine.add(boiler, cab, cabRoof, chimney, chassis, lampFront, cabWindow, cabWindow2);
addWheels(engine, [-0.2, 0.02, 0.2]);
scene.add(engine);
const carriages = [mats.carriage1, mats.carriage2].map(mat => {
const car = new THREE.Group();
const body = new THREE.Mesh(new THREE.BoxGeometry(0.62, 0.28, 0.3), mat);
body.position.y = 0.31;
const top = new THREE.Mesh(new THREE.BoxGeometry(0.66, 0.04, 0.33), mats.trim);
top.position.y = 0.47;
const base = new THREE.Mesh(new THREE.BoxGeometry(0.6, 0.05, 0.26), mats.trim);
base.position.y = 0.15;
car.add(body, top, base);
for (const z of [0.152, -0.152]) {
for (const x of [-0.18, 0, 0.18]) {
const pane = new THREE.Mesh(new THREE.PlaneGeometry(0.1, 0.1), mats.window);
pane.position.set(x, 0.35, z);
if (z < 0) pane.rotation.y = Math.PI;
car.add(pane);
}
}
addWheels(car, [-0.18, 0.18]);
scene.add(car);
return car;
});
// Smoke: puffs left behind at the chimney's past positions, rising and fading with age.
const smoke = Array.from({ length: SMOKE }, () => {
const mat = new THREE.MeshStandardMaterial({ color: theme.smoke, transparent: true, depthWrite: false, flatShading: true });
const mesh = new THREE.Mesh(new THREE.IcosahedronGeometry(0.09, 0), mat);
scene.add(mesh);
return { mesh, mat };
});
const PUFF_STEP = 0.32;
const place = (obj: THREE.Object3D, s: number) => {
const p = track.at(s);
obj.position.set(p.x, 0.04, p.z);
obj.rotation.y = p.heading;
};
return {
update(t) {
camera.position.set(Math.sin(t * 0.05) * 2.4, 6.6, 9.4 + Math.cos(t * 0.05) * 0.3);
camera.lookAt(0, 0.1, 0);
const s = travelled(t, track.total);
place(engine, s);
carriages.forEach((car, i) => place(car, s - CAR_GAP * (i + 1)));
// A little rock on the engine as it runs, stilled when it stops.
const speed = (travelled(t + 0.05, track.total) - s) / 0.05;
engine.rotation.z = Math.sin(t * 18) * 0.012 * Math.min(1, speed);
// Smoke is emitted on a fixed beat; each puff sits where the chimney was when it left it.
const phase = (t / PUFF_STEP) % 1;
smoke.forEach(({ mesh, mat }, k) => {
const age = (k + phase) * PUFF_STEP;
const p = track.at(travelled(t - age, track.total) + 0.23);
mesh.position.set(p.x, 0.6 + age * 0.35, p.z);
mesh.scale.setScalar(0.7 + age * 0.8);
mat.opacity = 0.75 * (1 - (k + phase) / SMOKE);
});
// The gate lowers as the engine comes within reach of the crossing and lifts once the last
// carriage is clear.
const ahead = (((crossingS - s) % track.total) + track.total) % track.total;
const behind = track.total - ahead;
const clear = CAR_GAP * 2 + 0.5;
arm.rotation.z = 1.25 * smoothstep(1.8, 2.4, ahead) * smoothstep(clear, clear + 0.6, behind);
},
setTheme(th) {
mats.board.color.set(th.board);
mats.grass.color.set(th.grass);
mats.hill.color.set(th.hill);
mats.rail.color.set(th.rail);
mats.sleeper.color.set(th.sleeper);
mats.engine.color.set(th.engine);
mats.carriage1.color.set(th.carriage1);
mats.carriage2.color.set(th.carriage2);
mats.trim.color.set(th.trim);
mats.roof.color.set(th.roof);
mats.wall.color.set(th.wall);
mats.tree.color.set(th.tree);
mats.water.color.set(th.water);
smoke.forEach(({ mat }) => mat.color.set(th.smoke));
hemi.groundColor.set(th.board);
},
};
};
/** A toy train running round an oval track on a diorama board, through a tunnel and past a station. */
export function ToyRailway3D(props: ThreeSceneProps<ToyRailwayTheme>) {
return (
<ThreeFrame
{...props}
defaultTheme={toyRailwayTheme}
setup={setup}
background={t => `radial-gradient(circle at 50% 40%, ${t.backdrop}, ${t.backdropEdge} 90%)`}
/>
);
}
'use client';
// Shared frame for every 3D scene: canvas sizing, render loop, pausing, theming and cleanup.
// Scenes provide a module-level `setup` function; this frame owns everything else.
import { useEffect, useMemo, useRef, type CSSProperties, type ReactNode } from 'react';
import * as THREE from 'three';
import styles from './three-frame.module.css';
/** Props every 3D scene accepts. `T` is the scene's theme (colour tokens). */
export type ThreeSceneProps<T> = {
/** Override any of the scene's colours. Updates live without rebuilding the scene. */
theme?: Partial<T>;
/** Freeze the animation. Scenes also stop rendering while off-screen or in a hidden tab. */
paused?: boolean;
/** Animation speed multiplier (default 1). */
speed?: number;
className?: string;
style?: CSSProperties;
/** Content rendered on top of the canvas. */
children?: ReactNode;
};
export type SceneContext<T> = {
scene: THREE.Scene;
camera: THREE.PerspectiveCamera;
renderer: THREE.WebGLRenderer;
theme: T;
};
export type SceneController<T> = {
/** Advance the scene to `time` seconds (scaled by `speed`). */
update: (time: number) => void;
/** Apply new colours to existing materials and lights. */
setTheme: (theme: T) => void;
};
/** Build the scene once. Must be defined at module level so its identity is stable. */
export type SceneSetup<T> = (ctx: SceneContext<T>) => SceneController<T>;
/** True when the browser can create a WebGL context. The probe context is released immediately. */
function webglAvailable() {
try {
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl2') ?? canvas.getContext('webgl');
gl?.getExtension('WEBGL_lose_context')?.loseContext();
return Boolean(gl);
} catch {
return false;
}
}
/** Deterministic PRNG so scenes look the same on every load. */
export function seeded(seed: number): () => number {
return () => {
seed = (seed + 0x6d2b79f5) | 0;
let t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
type ThreeFrameProps<T extends Record<string, string>> = ThreeSceneProps<T> & {
defaultTheme: T;
setup: SceneSetup<T>;
/** CSS background behind the transparent canvas, e.g. a sky gradient. */
background?: (theme: T) => string;
/** Time shown as a still frame under prefers-reduced-motion. */
stillTime?: number;
};
export function ThreeFrame<T extends Record<string, string>>({
defaultTheme,
setup,
background,
stillTime = 4,
theme,
paused = false,
speed = 1,
className,
style,
children,
}: ThreeFrameProps<T>) {
const hostRef = useRef<HTMLDivElement>(null);
const merged = useMemo(() => ({ ...defaultTheme, ...theme }) as T, [defaultTheme, theme]);
// Live values read by the render loop without restarting it.
const live = useRef({ theme: merged, paused, speed });
live.current.speed = speed;
const control = useRef<{ schedule: () => void; redraw: () => void; setTheme: (t: T) => void } | null>(null);
useEffect(() => {
const host = hostRef.current;
if (!host) return;
// Without WebGL, leave the CSS background and children visible (and skip three.js's console errors).
if (!webglAvailable()) return;
let renderer: THREE.WebGLRenderer;
try {
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true, powerPreference: 'low-power' });
} catch {
return; // No WebGL: leave the background and children visible.
}
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.domElement.className = styles.canvas;
host.prepend(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(35, 1, 0.1, 200);
const controller = setup({ scene, camera, renderer, theme: live.current.theme });
const reduceMotion = window.matchMedia('(prefers-reduced-motion: reduce)');
let visible = true;
let time = reduceMotion.matches ? stillTime : 0;
let last = 0;
let raf = 0;
const draw = () => {
controller.update(time);
renderer.render(scene, camera);
};
const running = () => visible && !live.current.paused && !reduceMotion.matches && !document.hidden;
const frame = (now: number) => {
raf = 0;
if (!running()) return;
const delta = Math.min((now - last) / 1000, 0.05);
last = now;
time += delta * live.current.speed;
draw();
raf = requestAnimationFrame(frame);
};
const schedule = () => {
if (reduceMotion.matches) time = stillTime;
if (running() && !raf) {
last = performance.now();
raf = requestAnimationFrame(frame);
} else if (!running()) {
draw();
}
};
const resize = () => {
const { width, height } = host.getBoundingClientRect();
if (!width || !height) return;
renderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
draw();
};
const resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(host);
const intersectionObserver = new IntersectionObserver(([entry]) => {
visible = entry.isIntersecting;
schedule();
});
intersectionObserver.observe(host);
document.addEventListener('visibilitychange', schedule);
reduceMotion.addEventListener('change', schedule);
control.current = { schedule, redraw: draw, setTheme: controller.setTheme };
resize();
schedule();
return () => {
cancelAnimationFrame(raf);
resizeObserver.disconnect();
intersectionObserver.disconnect();
document.removeEventListener('visibilitychange', schedule);
reduceMotion.removeEventListener('change', schedule);
control.current = null;
scene.traverse(object => {
const mesh = object as THREE.Mesh;
mesh.geometry?.dispose();
const materials = Array.isArray(mesh.material) ? mesh.material : mesh.material ? [mesh.material] : [];
materials.forEach(m => m.dispose());
});
renderer.dispose();
renderer.domElement.remove();
};
}, [setup, stillTime]);
useEffect(() => {
live.current.theme = merged;
control.current?.setTheme(merged);
control.current?.redraw();
}, [merged]);
useEffect(() => {
live.current.paused = paused;
control.current?.schedule();
}, [paused]);
const classes = [styles.root, className].filter(Boolean).join(' ');
return (
<div ref={hostRef} className={classes} style={{ background: background?.(merged), ...style }}>
{children && <div className={styles.overlay}>{children}</div>}
</div>
);
}
.root {
position: relative;
display: block;
width: 100%;
aspect-ratio: 4 / 3;
overflow: hidden;
}
.canvas {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
display: block;
}
.overlay {
position: absolute;
inset: 0;
}