3d-animations-svelte-go Svelte Themes

3d Animations Svelte Go

Hosting 3D animations on a website. Developed with Svelte, TypeScript, Node.js, and Go Fiber

3D Animations on Svelte and Go Fiber

This is a project that focuses on using Go Fiber, Svelthree, Three.js, and Svelte-Cubed to deliver a website that can run multiple simultaneous 3D animations running at once in an efficient setup. Both Svelte and Go Fiber are designed to deliver web applications with efficiency in mind.

I also used some 3D animations that you can go over in the [3D animations section](# 3D Animations)

Get started

To begin, make sure you're running Node.js 16.7+, latest version of Go Fiber, and Go 1.14+.

Go to your top-level folder...

cd <folder>

Install the dependencies...

npm install

... edit the Three.js package.json file in node_modules/three/package.json to export the file ...

"exports": {
    ".": {
    "import": "./build/three.module.js",
    "require": "./build/three.cjs"
    },
    "./examples/fonts/*": "./examples/fonts/*",
    "./examples/jsm/*": "./examples/jsm/*",
    "./src/*": "./src/*",
    // add this
    "./package.json": "./package.json",
},

...then start Rollup alongside Go Fiber

npm run build && go run .

Navigate to the local site generated by Go Fiber. You should see your app running.

Recommended to end the running program if you change any component in your code.

Deploying to the web

I don't recommend any web deployment unless your system can handle the memory usage it needs. I tested it with my system and from my results, you need more than 8GB.

Frameworks Used

Svelte template

I used one of the provided Svelte templates to start the frontend-side of the project.

npx degit sveltejs/template .

Although the repository is not maintained by the Svelte team anymore, it worked to setup the entire environment needed to run these 3D animations that used different types of libraries.

Go Fiber - HTML Template

Go Fiber provides Template interfaces to run our template engine.

Our template engine, provided by Go Fiber, will render the HTML files in our templates folder.

engine := html.New("./templates", ".html")

From here, we can build the Fiber instance with its Views engine that will help our template engine render our HTML files.

app := fiber.New(fiber.Config{
    Views: engine, //set as render engine
})

Key Components

main.go

In my main.go file, I decided to use Go Fiber as my main web framework. It would allow me to host the 3D animations through a website.

I needed to setup a go.mod file to call all the Go packages needed to run Go Fiber.

I also needed to setup a go.sum file to do a checksum on the packages used and avoid installing the packages again.

The specified Go packages in my main.go file were:

"time"
"github.com/gofiber/fiber/v2"
"github.com/gofiber/template/html"

app.Static()

app.Static("/public", "./public")

This allows our website to be able to access the public folder on our server. I didn't push the public folder on this repository due to its size. However, my template HTML file can be customized directly with a global.css file from that folder.

app.Get()

app.Get("/", mainPage)

A GET handler that returns the template HTML file with the 3D animations compiled in a single JS file using the mainpage function.

app.Get("/time", func(c *fiber.Ctx) error {
        dt := time.Now()
        return c.SendString(dt.String())
})

With the help of the time Go package, we can get the latest time with this GET handler.

app.Listen()

app.Listen(":3000")

Once the entire web framework is set, we can start listening for any requests.

func mainpage()

func mainPage(c *fiber.Ctx) error {
    return c.Render("mainpage", nil)
}

Function will render the mainpage.html file with the help of the template render engine we set up and return it through a GET request.

src/main.ts

import App from './App.svelte';

const app = new App({
    target: document.getElementById('app'),
    props: {
        name: 'world'
    }
});


export default app;

This Typescript file serves to generate the App.svelte file, with its components, on the templates/mainpage.html file. It targets the <body id="app"> tag and genereates the App.svelte file within that tag. We make sure we export the app variable on the Typescript file.

src/svelthree.mjs

A bundled and minified version of (svelthree)[https://unpkg.com/svelthree@latest/dist/svelthree.mjs] that is used in some of the 3D animations.

Setting the animations that required this file was very difficult since not all components were available through other Node.js libraries. I saved the file on my src folder to be able to run some of the 3D animations.

public/global.css

We use a CSS file to style the entire site as well as change some key components provided by the respective Svelte libraries. I made sure to remove certain components given, by default, by the Svelte packages. Some of the important components include

.container

Used for all of our 3D animations to be able to use the full width of the screen.

.container {
    display: relative;
    width: 100%;
}

svg[role=img] & svg[class*="svelte"] & [class*="svelte"] path

Used to remove some SVG drawings and other unneccessary animations generated by a Svelte package.

svg[role=img] {
    display: none;
}

svg[class*="svelte"] {
    display: none;
}

[class*="svelte"] path {
    display: none;
}

rollup.config.js

Rollup serves to compile our src folder that contains all of our Svelte, JavaScript, and TypeScript code and bundles it into a single minified JavaScript file. It was provided with the Svelte template.

We need lots of Node.js libraries to be able to compile all these different file types together.

export default

export default {
    input: 'src/main.ts',
    output: {
        sourcemap: true,
        format: 'iife',
        name: 'app',
        file: 'public/build/bundle.js'
    },
    plugins: [
        svelte({
            preprocess: sveltePreprocess({ sourceMap: !production }),
            compilerOptions: {
                // enable run-time checks when not in production
                dev: !production,
            }, 
        }),
        // we'll extract any component CSS out into
        // a separate file - better for performance
        css({ output: 'bundle.css' }),

        // If you have external dependencies installed from
        // npm, you'll most likely need these plugins. In
        // some cases you'll need additional configuration -
        // consult the documentation for details:
        // https://github.com/rollup/plugins/tree/master/packages/commonjs
        resolve({
            browser: true,
            dedupe: ['svelte']
        }),
        commonjs(),
        typescript({
            sourceMap: !production,
            inlineSources: !production
        }),

        // In dev mode, call `npm run start` once
        // the bundle has been generated
        //!production && serve(),

        // Watch the `public` directory and refresh the
        // browser on changes when not in production
        !production && livereload('public'),

        // If we're building for production (npm run build
        // instead of npm run dev), minify
        production && terser()
    ],
    watch: {
        clearScreen: false
    }
};

For this section, I will focus a little on how Rollup compiles the src folder.

Input

The first important part is to setup the input file provided by src/main.ts.

input: 'src/main.ts'

Since most of our files are setup on src/App.svelte, we only need to import that file to the input file. The rest of the input code will be taken into account by the compiler.

Output

We need to output the compiled code to a file. I setup the output file as public/build/bundle.js since I didn't want to upload the file to Github.

output: {
    sourcemap: true,
    format: 'iife',
    name: 'app',
    file: 'public/build/bundle.js'
}

I generated a sourcemap for my compiled JS file for debugging purposes. Personally, haven't used it but can be useful for future development.

Plugins

Rollup uses plugins to have more flexibility with our work environment that we'll compile. They will help the compiler change certain behaviors at some key points of the bundling process.

plugins: [
    svelte({
        preprocess: sveltePreprocess({ sourceMap: !production }),
        compilerOptions: {
            // enable run-time checks when not in production
            dev: !production,
        }, 
    }),
    // we'll extract any component CSS out into
    // a separate file - better for performance
    css({ output: 'bundle.css' }),

    // If you have external dependencies installed from
    // npm, you'll most likely need these plugins. In
    // some cases you'll need additional configuration -
    // consult the documentation for details:
    // https://github.com/rollup/plugins/tree/master/packages/commonjs
    resolve({
        browser: true,
        dedupe: ['svelte']
    }),
    commonjs(),
    typescript({
        sourceMap: !production,
        inlineSources: !production
    }),

    // In dev mode, call `npm run start` once
    // the bundle has been generated
    //!production && serve(),

    // Watch the `public` directory and refresh the
    // browser on changes when not in production
    !production && livereload('public'),

    // If we're building for production (npm run build
    // instead of npm run dev), minify
    production && terser()
],

Plugin - Svelte

This plugin is in charge of handling our Svelte code.

svelte({
    preprocess: sveltePreprocess({ sourceMap: !production }),
    compilerOptions: {
        // enable run-time checks when not in production
        dev: !production,
    }, 
})

Plugin - CSS

This plugin is to remove the CSS styling from our files to bundle it seperately. It helps with performance according to Svelte template.

css({ output: 'bundle.css' })

Plugin - Resolve

This plugin is to handle the external dependencies installed from npm, which is how we install Node.js modules.

resolve({
    browser: true,
    dedupe: ['svelte']
})

Plugin - CommonJS

This plugin is to convert CommonJS modules to ES6 in order to include them in a Rollup bundle.

commonjs()

Plugin - Typescript

This plugin is used to integrate Typescript code for the compiler. For my settings, I decided not to generate any sourcemaps when we ran npm run build. I also didn't allow the compiler to use any inline sources for the previous command as well.

typescript({
    sourceMap: !production,
    inlineSources: !production
})

When not running npm run build

If we want to refresh the browser on any changes done to the public folder, then we enable the livereload for that folder.

!production && livereload('public')

When we actually run npm run build

When we're set to build for production, we can minify the compiled code using terser.

production && terser()

Watch

The screen will not be cleared when a rebuild of your bundle is triggered by any module changes. This is provided by the Svelte template.

watch: {
    clearScreen: false
}

3D Animations

For many of these animations, I found the ones compatible with Svelte. During my research, I discovered multiple projects working to deliver 3D Animations on Svelte. Not all of them share the same libraries, even though they use very similar components. In some of them, they used the Three.js library and Svelte-Cubed library. In others, they used the Svelthree library. Most of these files are .svelte files with a couple of additional .js files.

Trisolaris

This animation is provided by the Three.js library and Svelte-Cubed library. You can check the animation on the Svelte-Cube website.

The animation is a bunch of stars stored inside a 3D cube that move around with Physics. It came with different JavaScript files to incorporate the movement and other features.

I also incorporated the knobs used to control the 3D animation. I had to remove multiple aspects of the code including certain images and drawings that were attached to the animation.

Octahedron

This 3D animation was the first one I tested out. I referenced this Dev.to tutorial to implement the animation. It uses the Three.js library and Svelte-Cubed library. You can check the animation on the tutorial's Svelte REPL

The animation is a simple Octahedron you can interact with by moving it around.

I decided to remove the styling from the App.svelte file and changed it to the public/global.css file.

Grouping Mesh components

This 3D animation used a different library than the previous animations. For this animation, we needed to save the Svelthree MJS file and keep it in our src file since we can't compile the Svelte file with a link. We can still access it on Svelthree.dev.

The animation displays multiple mesh components grouped that floats and turns. This is the only non-interactible 3D animation in this project.

Cube

We use the same Svelthree MJS file to run this animation and use it the same way as the [Grouping Mesh components](# Grouping Mesh components) example. The example is also provided on Svelthree.dev.

The animation is a simple interactive 3D cube that follows your cursor and when you click it, it expands!

Issues

Environment Setup

My main struggle was to incorporate both sets of libraries to work with all these 3D animations. Both didn't want to work when I attempted to install all libraries through npm or pnpm. I tried different combinations, but due to the complexity of the environment, I decided to install most of my libraries through npm and download the Svelthree library directly to my src folder.

Go Fiber incorporation

Another issue revolved the incorporation of Go Fiber. I thought about separating the animations to seperate HTML sites, but my src/main.ts file failed to render the animations separately. This is something I wished to fix, but due to time constraints, I wasn't able to accomplish it before my due date. I managed to setup the main.go file in a simple manner where I incorporate the template render engine to render the HTML files with the compiled 3D animations called by the public/build/bundle.js file.

Memory Usage

This project consumed lots of resourced to compute the simultaneous 3D animations. Even if this built was designed with efficiency in mind, there's limitations on what we can restrict in our animations. I haven't tested my setup to see if using less animations helps and if so, which ones are the most efficient to keep.

I also discovered that rendering the Trisolaris example found on Svelte-Cubed on a slow PC is barely functional and slow. It's important to have an up-to-date build with decent specs to be able to run at least one 3D animation.

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