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@box2d/lights

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@box2d/lights - npm Package Compare versions

Comparing version 0.10.0 to 0.11.0

2

dist/lights/Light.d.ts

@@ -5,3 +5,3 @@ import type { RayHandler } from "../RayHandler";

import { XY, Vector2 } from "../math";
export declare type DebugDrawPolygon = (vertices: XY[], vertexCount: number, color: RGBA) => void;
export type DebugDrawPolygon = (vertices: XY[], vertexCount: number, color: RGBA) => void;
export interface LightContactFilter {

@@ -8,0 +8,0 @@ categoryBits: number;

@@ -42,2 +42,6 @@ "use strict";

this.bodyAngleOffset = 0;
this.sin = [];
this.cos = [];
this.endX = [];
this.endY = [];
this.start.x = x;

@@ -44,0 +48,0 @@ this.start.y = y;

@@ -7,3 +7,3 @@ export declare function createDiffuseShader(gl: WebGLRenderingContext): import("typed-glsl").ShaderProgram<{

}>;
export declare type DiffuseShader = ReturnType<typeof createDiffuseShader>;
export type DiffuseShader = ReturnType<typeof createDiffuseShader>;
//# sourceMappingURL=diffuse.d.ts.map

@@ -6,3 +6,3 @@ export declare function createGaussianShader(gl: WebGLRenderingContext, width: number, height: number, diffuse: boolean): import("typed-glsl").ShaderProgram<{

}>;
export declare type GaussianShader = ReturnType<typeof createGaussianShader>;
export type GaussianShader = ReturnType<typeof createGaussianShader>;
//# sourceMappingURL=gaussian.d.ts.map

@@ -7,3 +7,3 @@ export declare function createLightShader(gl: WebGLRenderingContext, gammaCorrection: boolean): import("typed-glsl").ShaderProgram<{

}>;
export declare type LightShader = ReturnType<typeof createLightShader>;
export type LightShader = ReturnType<typeof createLightShader>;
//# sourceMappingURL=light.d.ts.map

@@ -7,3 +7,3 @@ export declare function createShadowShader(gl: WebGLRenderingContext): import("typed-glsl").ShaderProgram<{

}>;
export declare type ShadowShader = ReturnType<typeof createShadowShader>;
export type ShadowShader = ReturnType<typeof createShadowShader>;
//# sourceMappingURL=shadow.d.ts.map

@@ -7,3 +7,3 @@ export declare function createWithoutShadowShader(gl: WebGLRenderingContext): import("typed-glsl").ShaderProgram<{

}>;
export declare type WithoutShadowShader = ReturnType<typeof createWithoutShadowShader>;
export type WithoutShadowShader = ReturnType<typeof createWithoutShadowShader>;
//# sourceMappingURL=withoutShadow.d.ts.map
{
"name": "@box2d/lights",
"version": "0.10.0",
"version": "0.11.0",
"description": "A TypeScript port of Box2DLights",

@@ -36,12 +36,4 @@ "keywords": [

"dependencies": {
"typed-glsl": "0.11.0"
},
"devDependencies": {
"rimraf": "^3.0.2",
"typescript": "^4.7.2"
},
"publishConfig": {
"access": "public"
},
"gitHead": "072d817b70b19e17215135ea20a241af659e6925"
"typed-glsl": "0.11.2"
}
}
# @box2d/lights
[![screenshot](http://img.youtube.com/vi/lfT8ajGbzk0/0.jpg)](http://www.youtube.com/watch?v=lfT8ajGbzk0)

@@ -9,22 +10,24 @@

* Arbitrary number of lights
* Gaussian blurred light maps
* Point light
* Cone Light
* Directional Light
* Chain Light [New in 1.3]
* Shadows
* Dynamic/static/xray light
* Culling
* Colored ambient light
* Gamma corrected colors
* Handler class to do all the work
* Query method for testing is point inside of light/shadow
- Arbitrary number of lights
- Gaussian blurred light maps
- Point light
- Cone Light
- Directional Light
- Chain Light (New in 1.3)
- Shadows
- Dynamic/static/xray light
- Culling
- Colored ambient light
- Gamma corrected colors
- Handler class to do all the work
- Query method for testing is point inside of light/shadow
This library offer easy way to add soft dynamic 2d lights to your physic based game.
## Usage
## How to Use
TODO (see the testbed for simple examples)
Check out the [documentation](https://lusito.github.io/box2d.ts/lights/setup.html)
Also checkout the [testbed](https://github.com/Lusito/box2d.ts/tree/master/apps/testbed/src/tests/lights) for simple examples.
## The @box2d Ecosystem

@@ -39,2 +42,3 @@

Other packages included in the ecosystem:
- Benchmark: Based on [bench2d](https://github.com/joelgwebber/bench2d) by joelgwebber

@@ -41,0 +45,0 @@ - Controllers: From the LiquidFun project

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