# Three.js Libraries for Advanced Liquid Glass Effects ## React Three Fiber Ecosystem ### 1. React Three Fiber (@react-three/fiber) **Purpose**: React bindings for Three.js **Why Perfect for Excalidraw**: Integrates seamlessly with your existing React architecture ```jsx import { Canvas } from '@react-three/fiber' function GlassMenu() { return ( ) } ``` ### 2. Drei (@react-three/drei) **Purpose**: Pre-built components and utilities for R3F **Key Components for Glass Effects**: - `MeshTransmissionMaterial` - Realistic glass/liquid refraction - `Text` - 3D text with glass properties - `Float` - Floating/hovering animations - `Environment` - HDRI environments for realistic reflections ```jsx import { MeshTransmissionMaterial, Float } from '@react-three/drei' function GlassMenuItem() { return ( ) } ``` ### 3. React Spring Three (@react-spring/three) **Purpose**: Physics-based animations **Perfect for**: Mercury-like surface tension behavior ```jsx import { useSpring, animated } from '@react-spring/three' function MercuryDroplet({ separated }) { const { position, scale } = useSpring({ position: separated ? [2, 0, 0] : [0, 0, 0], scale: separated ? 0.8 : 1, config: { tension: 280, friction: 60 } // Mercury-like physics }) return ( {/* Glass geometry */} ) } ``` ## Shader Libraries ### 4. Three.js Shader Material **Purpose**: Custom glass displacement shaders **Implementation**: Advanced refraction and chromatic aberration ```glsl // Fragment shader for liquid glass uniform float time; uniform float displacement; uniform vec3 aberrationStrength; varying vec2 vUv; void main() { // Displacement calculation vec2 distortedUv = vUv + sin(vUv * 10.0 + time) * displacement; // Chromatic aberration float r = texture2D(backgroundTexture, distortedUv + aberrationStrength.r).r; float g = texture2D(backgroundTexture, distortedUv + aberrationStrength.g).g; float b = texture2D(backgroundTexture, distortedUv + aberrationStrength.b).b; gl_FragColor = vec4(r, g, b, 0.8); } ``` ### 5. Lamina (Shader Material Builder) **Purpose**: Visual shader editor for complex effects **Benefits**: No GLSL knowledge required, visual node editor ```jsx import { DiscardMaterial } from 'lamina' { // Custom glass modifications }} /> ``` ## Physics and Interaction Libraries ### 6. use-gesture (@use-gesture/react) **Purpose**: Advanced gesture handling **Perfect for**: Drag-to-separate droplet interactions ```jsx import { useDrag } from '@use-gesture/react' function DraggableMenuItem() { const [{ x, y }, api] = useSpring(() => ({ x: 0, y: 0 })) const bind = useDrag(({ offset: [ox, oy], active }) => { api.start({ x: ox, y: oy, immediate: active }) // Surface tension - snap back when released if (!active) { api.start({ x: 0, y: 0, config: { tension: 300, friction: 30 } }) } }) return ( {/* Menu item content */} ) } ``` ### 7. Cannon.js Physics (use-cannon) **Purpose**: Realistic physics simulation **For Advanced Effects**: True fluid dynamics simulation ```jsx import { useBox, useSphere, Physics } from '@react-three/cannon' function PhysicsGlassMenu() { return ( ) } ``` ## Recommended Implementation Approach ### Phase 1: CSS Prototype (Current) - Use the CSS version I provided above - Test user interactions and visual appeal - Validate performance on your target devices ### Phase 2: Basic Three.js Integration ```bash npm install @react-three/fiber @react-three/drei @react-spring/three ``` ### Phase 3: Advanced Glass Materials ```jsx // Advanced glass menu component function AdvancedGlassMenu() { return ( {menuItems.map((item, index) => ( ))} ) } ``` ### Phase 4: Mercury Physics - Implement surface tension using React Spring - Add gesture-based separation with use-gesture - Fine-tune physics parameters for mercury-like behavior ## Integration with Excalidraw Architecture ### Vite Configuration Updates ```js // vite.config.mts additions export default { // ... existing config optimizeDeps: { include: ['@react-three/fiber', '@react-three/drei'] }, resolve: { alias: { // Ensure Three.js uses single instance 'three': 'three' } } } ``` ### Performance Considerations - **WebGL Fallback**: Graceful degradation to CSS version - **Bundle Size**: Tree-shake unused Three.js features - **Mobile Support**: Simplified effects for touch devices - **Accessibility**: Maintain keyboard navigation ## Next Steps for Your Implementation 1. **Start with CSS prototype** (provided above) 2. **Test in your Excalidraw environment** 3. **Choose Three.js approach** based on complexity needs: - Simple: Just MeshTransmissionMaterial - Advanced: Custom shaders + physics 4. **Implement progressive enhancement** 5. **A/B test with users** for optimal mercury physics settings