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<Grid>

A robust grid implementation with multiple tweakable parameters.

<script lang="ts">
import Scene from './Scene.svelte'
import { Canvas, T } from '@threlte/core'
import { Checkbox, Color, Folder, Pane, List, Slider } from 'svelte-tweakpane-ui'
import { Grid, TransformControls } from '@threlte/extras'
import { PlaneGeometry, Vector3 } from 'three'
import { SimplexNoise } from 'three/examples/jsm/Addons.js'
let cellSize = $state(1)
let cellColor = $state('#cccccc')
let cellThickness = $state(1.4)
let sectionSize = $state(5)
let sectionColor = $state('#ff3e00')
let sectionThickness = $state(2)
let gridSize = $state<[number, number]>([20, 20])
const planeOptions = {
xz: 'xz',
xy: 'xy',
zy: 'zy'
}
let plane: keyof typeof planeOptions = $state('xz')
let followCamera = $state(false)
let infiniteGrid = $state(false)
let useFadeOrigin = $state(false)
let fadeOrigin = $state(new Vector3())
let fadeDistance = $state(100)
let backgroundColor = $state('#003eff')
let backgroundOpacity = $state(0)
let fadeStrength = $state(1)
const gridGeometryOptions = {
plane: 'default',
terrain: 'terrain'
}
let gridGeometry = $state('default')
const gridGeometryIsTerrain = $derived(gridGeometry === 'terrain')
const gridTypeOptions = {
polar: 'polar',
grid: 'grid',
lines: 'lines',
circular: 'circular'
}
let gridType: keyof typeof gridTypeOptions = $state('polar')
const linesAxisOptions = {
x: 'x',
y: 'y',
z: 'z'
}
let linesAxis: keyof typeof linesAxisOptions = $state('x')
let maxRadius = $state(10)
let cellDividers = $state(6)
let sectionDividers = $state(2)
const terrainSize = 30
const segments = 100
const noise = new SimplexNoise()
const geometry = new PlaneGeometry(terrainSize, terrainSize, segments, segments)
const positions = geometry.getAttribute('position')
for (let i = 0; i < positions.count; i += 1) {
const x = positions.getX(i)
const y = positions.getY(i)
const height = noise.noise(x / 5, y / 5) * 1 + noise.noise(x / 40, y / 40) * 2
positions.setZ(i, height)
}
geometry.computeVertexNormals()
</script>
<Pane
title="Grid"
position="fixed"
>
<Folder title="Cells">
<Slider
bind:value={cellSize}
label="size"
step={1}
min={1}
max={5}
/>
<Color
bind:value={cellColor}
label="color"
/>
<Slider
bind:value={cellThickness}
label="thickness"
step={0.1}
min={1}
max={10}
/>
</Folder>
<Folder title="Sections">
<Slider
bind:value={sectionSize}
label="size"
step={1}
min={1}
max={50}
/>
<Color
bind:value={sectionColor}
label="color"
/>
<Slider
bind:value={sectionThickness}
label="thickness"
step={0.1}
min={1}
max={10}
/>
</Folder>
<Folder title="General">
<Slider
bind:value={gridSize[0]}
label="size 1"
step={1}
min={1}
max={100}
/>
<Slider
bind:value={gridSize[1]}
label="size 2"
step={1}
min={1}
max={100}
/>
<List
bind:value={plane}
label="plane"
options={planeOptions}
/>
<Checkbox
bind:value={followCamera}
label="follow camera"
/>
<Checkbox
bind:value={infiniteGrid}
label="infinite Grid"
/>
<Checkbox
bind:value={useFadeOrigin}
label="use fade origin"
/>
<Slider
bind:value={fadeDistance}
label="fade distance"
step={10}
min={10}
max={400}
/>
<Color
bind:value={backgroundColor}
label="background color"
/>
<Slider
bind:value={backgroundOpacity}
label="background opacity"
step={0.01}
min={0}
max={1}
/>
<Slider
bind:value={fadeStrength}
label="fade strength"
step={0.1}
min={0}
max={20}
/>
<List
bind:value={gridGeometry}
options={gridGeometryOptions}
label="grid geometry"
/>
</Folder>
<Folder title="Types of Grid">
<List
bind:value={gridType}
options={gridTypeOptions}
label="type"
/>
{#if gridType == 'lines'}
<List
bind:value={linesAxis}
options={linesAxisOptions}
label="axis"
/>
{/if}
{#if gridType == 'polar' || gridType == 'circular'}
<Slider
bind:value={maxRadius}
label="max radius"
step={1}
min={0}
max={15}
/>
{/if}
{#if gridType == 'polar'}
<Slider
bind:value={cellDividers}
label="cell dividers"
step={1}
min={0}
max={18}
/>
<Slider
bind:value={sectionDividers}
label="section dividers"
step={1}
min={0}
max={18}
/>
{/if}
</Folder>
</Pane>
<div>
<Canvas>
{#if useFadeOrigin}
<TransformControls
onobjectChange={(e) => {
fadeOrigin = e.target.object.position.clone()
}}
/>
{/if}
{#if gridGeometryIsTerrain}
<Grid
position.y={-2}
{plane}
{cellColor}
{cellSize}
{cellThickness}
{sectionColor}
{sectionSize}
{sectionThickness}
{followCamera}
{infiniteGrid}
{fadeDistance}
{fadeStrength}
fadeOrigin={useFadeOrigin ? fadeOrigin : undefined}
{gridSize}
{backgroundColor}
{backgroundOpacity}
type={gridType}
axis={linesAxis}
{maxRadius}
{cellDividers}
{sectionDividers}
>
<T is={geometry} />
</Grid>
{:else}
<Grid
{plane}
{cellColor}
{cellSize}
{cellThickness}
{sectionColor}
{sectionSize}
{sectionThickness}
{followCamera}
{infiniteGrid}
{fadeDistance}
{fadeStrength}
fadeOrigin={useFadeOrigin ? fadeOrigin : undefined}
{gridSize}
{backgroundColor}
{backgroundOpacity}
type={gridType}
axis={linesAxis}
{maxRadius}
{cellDividers}
{sectionDividers}
/>
{/if}
<Scene />
</Canvas>
</div>
<style>
div {
height: 100%;
}
</style>
<script lang="ts">
import { BoxGeometry, Vector2 } from 'three'
import { Gizmo, OrbitControls } from '@threlte/extras'
import { T } from '@threlte/core'
const positions: Vector2[] = []
const count = 4
for (let j = 0; j < count; j += 1) {
for (let i = 0; i < count; i += 1) {
positions.push(new Vector2(i, j).multiplyScalar(2).subScalar(3))
}
}
</script>
<T.PerspectiveCamera
makeDefault
position={15}
fov={60}
>
<OrbitControls>
<Gizmo />
</OrbitControls>
</T.PerspectiveCamera>
<!-- Make a box in every second cell to show aligment -->
{#each positions as { x, y }}
<T.Group position={[x, 0.5, y]}>
<T.Mesh>
<T.BoxGeometry />
<T.MeshBasicMaterial
color="white"
opacity={0.9}
transparent
/>
</T.Mesh>
<T.LineSegments>
<T.EdgesGeometry args={[new BoxGeometry()]} />
<T.LineBasicMaterial
color="black"
linewidth={2}
/>
</T.LineSegments>
</T.Group>
{/each}

This component provides sensible defaults. You can initialize the default grid with just <Grid>. ref passes a reference from the <T.Mesh/> the grid is constructed on.

The grid type can be selected by setting the type parameter. The available grid types are:

  • grid: represents a standard box grid. It does not require any additional properties. (default)
  • lines: grid consisting of lines that align along a single world axis. You specify this axis by providing either x, y or z to the axis property.
  • circular: grid formed of concentric circles. It includes a maxRadius property that sets the maximum growth extent for the grid. A value of 0 removes this limit, allowing the grid to occupy the entire geometry, even if it results in incomplete circles.
  • polar: similar to the circular type, but it also features lines that subdivide the concentric circles. It too has a maxRadius property. Additionally, it has two properties for specifying dividers: cellDivider and sectionDivider. These determine how many lines will segment the circle into various sectors. For example, 2 lines result in 4 segments at 90° each, while 6 lines create 12 sectors at 30° apiece.
GridLinesCircularPolar
Grid previewGrid previewGrid previewGrid preview

Grid is split into cells and sections. Cell is meant to represent the smallest units on your grid, whereas section is a group of cells. You can adjust the size of the grid by changing the cellSize and sectionSize parameters. Size is in Three world units, so for example a mesh with BoxGeometry(1,1,1) will fit perfectly into a size 1 cell. By default a cell is 1 unit and a section 10, which means that a grid of 10x10 cells will be outlined with a section line.

You can adjust the color and thickness of cell and section lines with cellColor, cellThickness, sectionColor, sectionThickness.

The <Grid> component is a THREE.Mesh with a PlaneGeometry attached to it. The gridSize parameter defines the size of the PlaneGeometry. You can extend the grid into infinity if you set the infiniteGrid parameter to true. Changing fadeDistance sets how far from the camera position the grid begins to fade by having its alpha reduced. fadeStrength determines how fast it happens (exponent). fadeStrength = 0 means that there is no fading (not recommended for large grids). You can change the fading point of origin to not be the camera position but a custom point by setting fadeOrigin.

You have the option to insert your own custom geometry into the <Grid/> slot. The preceding example demonstrates this by showcasing a preview of a terrain-like geometry generated using Perlin noise.

<Grid>
<T.BoxGeometry />
</Grid>

Setting followCamera to true applies a transform that moves the grid to the camera’s position on the chosen plane.

<Grid> extends < T . Mesh > and supports all its props, snippets, bindings and events.

Props

name
type
required
default
description

axis
'x' | 'y' | 'z'
no
'x'
'line' only. Designates the world axis along which the line will be oriented.

cellColor
ColorRepresentation
no
'#000000'

cellDividers
number
no
6
'polar' only. How many lines will divide the polar grid. Specifies the number of lines that will subdivide the polar grid. For instance, 2 dividers will quarter the grid into 4 sections of 90° each, while 6 dividers will divide the grid into 12 segments, each measuring 30°.

cellSize
number
no
1

cellThickness
number
no
1

fadeDistance
number
no
100

fadeOrigin
Vector3
no
undefined
Set a custom fading point of origin. The current camera position will be used if unset.

fadeStrength
number
no
1

followCamera
boolean
no
false

gridSize
number | [number, number]
no
[20,20]

infiniteGrid
boolean
no
false

maxRadius
number
no
0
'circular' and 'polar' only. 0 removes the constraint.

plane
'xz' | 'xy' | 'zy'
no
'xz'

sectionColor
ColorRepresentation
no
'#0000ee'

sectionDividers
number
no
2
'polar' only. Specifies the number of lines that will subdivide the polar grid. For instance, 2 dividers will quarter the grid into 4 sections of 90° each, while 6 dividers will divide the grid into 12 segments, each measuring 30°.

sectionSize
number
no
10

sectionThickness
number
no
2

type
'grid' | 'lines' | 'circular' | 'polar'
no
'grid'