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This is a non playable character control system based on yuka.js built for react three fiber based games. You can make your NPCs roaming around he map or follow a specific target. This is open sourced under MIT License. Invite all the developers to contribute to this and build strong eco system for react three fiber game developers.

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ssethsara/react-three-npc

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Table of Contents
  1. About The Project

  2. Getting Started

  3. Usage
  4. Roadmap
  5. Contributing
  6. License
  7. Contact
  8. Acknowledgments

About The Project

This is a non playable character control system based on yuka.js built for react three fiber based games. You can make your NPCs roaming around he map or follow a specific target. This is open sourced under MIT License. Invite all the developers to contribute to this and build strong eco system for react three fiber game developers.

Background (why I built this) "I learned about react three fiber last year by accident and self studied it to identify it's true power. I conduct my own R&D project and built web visualizers and built XR supported metaverses. My most recent project is to build a complete third person adventure game with react three fiber. While working on it I identify lack of NPC control system. This System built for my own game currently WIP. However I would love to share it everyone and see it grow with community support. also love to see more amazing r3f games." -s.sethsara-

Built With

This application built with react and I have used following packages. [![React][React.js]][React-url] react-three-rapier yuka zustand three.js

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Getting Started

###Youtube video

https://youtu.be/yI9lUPgPxBg


First create your react three fiber projects using instructions on theirs official web site https://docs.pmnd.rs/react-three-fiber/getting-started/introduction

Prerequisites

You will need these packages instralled as a prerequisites

  • Yuka
npm i yuka
  • React three rapier
npm i @react-three/rapier
  • zustand
npm i zustand

Apart from that you will need a character controller. You can use your own character controller. Or I can recommend ecctrl which is easy and powerful character controller for r3f. https://github.com/pmndrs/ecctrl

Installation

These are the steps to integrate this system to your game.

  1. Install NPM package
npm i @ssethsara/react-three-npc

File Structure I used

Navmesh setup

  1. Create navmesh

    You can generate your navmesh using this site by uploading your 3D models. https://navmesh.isaacmason.com/

    and add it into your project public folder.

  2. load navmesh file in your App.js

    import { Canvas } from "@react-three/fiber";
    import "./App.css";
    import { useNavMesh } from "@ssethsara/react-three-npc";
    
    import Scene from "./Scene";
    import { Suspense } from "react";
    
    function App() {
      const actions = useNavMesh((state) => state.actions);
      return (
        <>
          <Canvas
            onCreated={() => {
              actions.loadNavMesh("./models/navmesh.glb");
            }}
          >
            <Scene />
          </Canvas>
        </>
      );
    }
    export default App;
  3. Navmesh visualizer (Optional)

    create NavMeshConvex.jsx inside the component folder.

    import { useEffect, useRef } from "react";
    import { useNavMesh } from "@ssethsara/react-three-npc";
    
    export function NavMeshConvex(props) {
      const ref = useRef();
      const level = useNavMesh((state) => state.level);
    
      useEffect(() => {
        if (ref.current) {
          useNavMesh.setState((state) => ({
            refs: {
              ...state.refs,
              level: level,
            },
          }));
        }
      }, []);
    
      return (
        <group {...props} dispose={null}>
          <group position={[0, -0.5, 0]}>
            <mesh material={level.material} geometry={level.geometry} />
          </group>
        </group>
      );
    }
  4. use Manager from NPC system and put inside the rapier Physics tag ( add it to your main r3f application file. for me it is Scene.jsx file)

    import { Physics } from "@react-three/rapier";
    import { Manager } from "@ssethsara/react-three-npc";
    <Physics>
      <Manager></Manager>
    </Physics>;
  5. Add Navmesh NavMeshConvex.jsx compoent inside the manager to visualize the navmesh (Optional)

    <Physics>
      <Manager>
        <group position={[0, 0, 0]} scale={1}>
          <NavMeshConvex visible={true} />
        </group>
      </Manager>
    </Physics>

6.Now you can add your navmesh Agent inside the manager with your character 3D model

	import { NavMeshAgent } from "@ssethsara/react-three-npc";
	<Manager>
		<NavMeshAgent
			name={enemy.name}
			agentId={enemy.agentId}
			position={enemy.position}
			navPoints={enemy.navPoints}
			maxForce={enemy.maxForce}
			maxSpeed={enemy.maxSpeed}
			removed={enemy.removed}
			// isPlayerDetected={true} >
				<Drone  agentId={enemy.agentId}  scale={0.7}  />
		</NavMeshAgent>
	</Manager>

In here props used as this.

  • name : string = type of the agent (currently it only support "Enemy" type)
  • agentId : string = Should be any unique id to identify the agent.
  • position : array = starting position of the agent.(ex : [10, 2, 20])
  • navPoints : array of Vector3 = navigation points navPoints: [ new Vector3(10, 2, 10), new Vector3(50, 2, 60), new Vector3(90, 2, 30), ],
  • maxForce : number = acceleration from stop.
  • maxSpeed : number = speed of travel
  • removed : boolean = is agent removed from system.
  • isPlayerDetected : boolean = is agent follow the player or assigned point in the map

!!! Make sure your enemy model is cloned using SkeletonUtils https://threejs.org/docs/#examples/en/utils/SkeletonUtils

for that inside your 3D model component add following SkeletonUtils configurations install npm install three-stdlib

	import { SkeletonUtils } from  "three-stdlib";

	export  function  Drone(props) {
		const  group = useRef();
		const { scene, materials, animations } = useGLTF("./characters/Drone.glb");
		const { actions } = useAnimations(animations, group);
		const  clone = useMemo(() =>  SkeletonUtils.clone(scene), [scene]);
		const { nodes } = useGraph(clone);
		return (
		....
		)
	}

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Advance setup I created new enemy controller component called Enemies.jsx like this to handle everything in one place,

import { useMemo, useState } from "react";
import { Vector3 } from "three";
import { Manager } from "@ssethsara/react-three-npc";
import { NavMeshConvex } from "./NavMeshConvex";
import { NavMeshAgent } from "@ssethsara/react-three-npc";
import { Drone } from "./Drone";

const Enemy = ({ enemy, onEnemyClick, onFireTriggers }) => (
  <NavMeshAgent
    key={enemy.agentId}
    name={enemy.name}
    agentId={enemy.agentId}
    position={enemy.position}
    navPoints={enemy.navPoints}
    maxForce={enemy.maxForce}
    maxSpeed={enemy.maxSpeed}
    removed={enemy.removed}
    // isPlayerDetected={true}
  >
    <Drone agentId={enemy.agentId} scale={0.7} />
  </NavMeshAgent>
);

export default function Enemies({ onKill }) {
  const [enemies, setEnemies] = useState([
    {
      name: "Enemy",
      agentId: "e1",
      position: [10, 2, 20],
      navPoints: [
        new Vector3(10, 2, 10),
        new Vector3(50, 2, 60),
        new Vector3(90, 2, 30),
      ],
      maxForce: 20,
      maxSpeed: 5,
      color: "red",
      removed: false,
      blastVisible: false,
    },
    {
      name: "Enemy",
      agentId: "e2",
      position: [-10, 2, -10],
      navPoints: [
        new Vector3(-10, 2, -10),
        new Vector3(50, 2, 60),
        new Vector3(-30, 2, -60),
      ],
      maxForce: 10,
      maxSpeed: 5,
      color: "blue",
      removed: false,
      blastVisible: false,
    },
  ]);

  const enemiesMemo = useMemo(() => {
    return enemies;
  }, [enemies]);

  const enemiesList = enemiesMemo.map((enemy) => (
    <Enemy key={enemy.agentId} enemy={enemy} />
  ));

  return (
    <>
      <Manager key="manager">
        {enemiesList}
        <group position={[0, 0, 0]} scale={1}>
          <NavMeshConvex visible={true} />
        </group>
      </Manager>
    </>
  );
}

Usage

Use this space to show useful examples of how a project can be used. Additional screenshots, code examples and demos work well in this space. You may also link to more resources.

For more examples, please refer to the Documentation

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Roadmap

  • Build functional NPC system for r3f.

  • Prepare open source project on github

  • Give more controls over the system.

  • Bug fix

See the open issues for a full list of proposed features (and known issues).

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Contributing

Contributions are what make the open source community such an amazing place to learn, inspire, and create. Any contributions you make are greatly appreciated.

If you have a suggestion that would make this better, please fork the repo and create a pull request. You can also simply open an issue with the tag "enhancement".

Don't forget to give the project a star! Thanks again!

  1. Fork the Project

  2. Create your Feature Branch (git checkout -b feature/AmazingFeature)

  3. Commit your Changes (git commit -m 'Add some AmazingFeature')

  4. Push to the Branch (git push origin feature/AmazingFeature)

  5. Open a Pull Request

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License

Distributed under the MIT License. See LICENSE.txt for more information.

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Contact

Supun Sethsara - @twitter/x

LinkedIn - Supun Sethsara

Project Link: https://github.com/ssethsara/react-three-npc

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Acknowledgments

Inspired from these works. https://codesandbox.io/p/sandbox/ic4fg?file=%2Fsrc%2Findex.js https://github.com/isaac-mason/recast-navigation-js

r3f tutorials useful for me https://www.youtube.com/c/wawasensei

Yuka Tutorial: https://www.youtube.com/playlist?list=PLjcjAqAnHd1ENaMQ_xee0PQ2vVbUfnz2N

ecctrl https://github.com/pmndrs/ecctrl

About

This is a non playable character control system based on yuka.js built for react three fiber based games. You can make your NPCs roaming around he map or follow a specific target. This is open sourced under MIT License. Invite all the developers to contribute to this and build strong eco system for react three fiber game developers.

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