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ngraph.three

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ngraph.three - npm Package Compare versions

Comparing version 0.0.8 to 0.0.9

4

example/dynamic/index.js

@@ -10,3 +10,3 @@ module.exports.main = function () {

var size = Math.random() * 10 + 1;
var nodeGeometry = new THREE.CubeGeometry(size, size, size);
var nodeGeometry = new THREE.BoxGeometry(size, size, size);
var nodeMaterial = new THREE.MeshBasicMaterial({ color: getNiceColor() });

@@ -31,3 +31,3 @@ return new THREE.Mesh(nodeGeometry, nodeMaterial);

threeGraphics.run();
}
};

@@ -34,0 +34,0 @@ var niceColors = [

@@ -208,2 +208,3 @@ var THREE = require('./lib/three');

controls.removeEventListener('change', renderOneFrame);
controls.dispose();
}

@@ -340,3 +341,3 @@ }

var Controls = require('three.trackball');
controls = new Controls(camera);
controls = new Controls(camera, renderer.domElement);
controls.panSpeed = 0.8;

@@ -343,0 +344,0 @@ controls.staticMoving = true;

@@ -32,3 +32,3 @@ /**

var nodeMaterial = new THREE.MeshBasicMaterial({ color: 0xfefefe });
var nodeGeometry = new THREE.CubeGeometry(NODE_SIZE, NODE_SIZE, NODE_SIZE);
var nodeGeometry = new THREE.BoxGeometry(NODE_SIZE, NODE_SIZE, NODE_SIZE);
return new THREE.Mesh(nodeGeometry, nodeMaterial);

@@ -35,0 +35,0 @@ }

{
"name": "ngraph.three",
"version": "0.0.8",
"version": "0.0.9",
"description": "3D graph rendered powered by three.js",

@@ -24,4 +24,4 @@ "main": "index.js",

"ngraph.merge": "0.0.1",
"three": "^0.67.0",
"three.trackball": "0.0.0"
"three": "0.68.0",
"three.trackball": "0.0.1"
},

@@ -28,0 +28,0 @@ "devDependencies": {

@@ -16,4 +16,4 @@ # ngraph.three

// And render it
var createThree = require('ngraph.three');
var graphics = createThree(graph);
var nthree = require('ngraph.three');
var graphics = nthree(graph);

@@ -23,2 +23,77 @@ graphics.run(); // begin animation loop

Very often it is required to do something with scene before animation frame is rendered. To do so
use `onFrame()` callback:
``` js
var nthree = require('ngraph.three');
var graphics = nthree(graph);
graphics.onFrame(function() {
console.log('Frame is being rendered');
});
graphics.run(); // begin animation loop
```
# Configuration
You can configure renderer in many ways. To do so you can pass `settings` object to the function. Calling
``` js
var nthree = require('ngraph.three');
var graphics = nthree(graph);
```
Is equivalent of calling:
``` js
var nthree = require('ngraph.three');
var graphics = nthree(graph, {
// allow users to zoom/pan with mouse wheel:
interactive: true,
// DOM element where to render the graph:
container: document.body,
// Custom settings for physics engine simulator
physicsSettings: {
// Ideal length for links (springs in physical model).
springLength: 30,
// Hook's law coefficient. 1 - solid spring.
springCoeff: 0.0008,
// Coulomb's law coefficient. It's used to repel nodes thus should be negative
// if you make it positive nodes start attract each other :).
gravity: -1.2,
// Theta coefficient from Barnes Hut simulation. Ranged between (0, 1).
// The closer it's to 1 the more nodes algorithm will have to go through.
// Setting it to one makes Barnes Hut simulation no different from
// brute-force forces calculation (each node is considered).
theta: 0.8,
// Drag force coefficient. Used to slow down system, thus should be less than 1.
// The closer it is to 0 the less tight system will be
dragCoeff: 0.02,
// Default time step (dt) for forces integration
timeStep : 20
},
// custom 3d layout:
layout: require('ngraph.forcelayout3d')(graph, this.physicsSettings),
// Custom three.js renderer:
renderer: isWebGlSupported ? new THREE.WebGLRenderer(this) : new THREE.CanvasRenderer(this),
// allow clients to reuse custom three.js scene:
scene: new THREE.Scene(),
// custom three.js camera:
camera: new THREE.PerspectiveCamera(75, this.container.clientWidth/container.clientHeight, 0.1, 3000)
});
```
You can always override any of these settings with your own.
# examples

@@ -25,0 +100,0 @@ Many examples are available in [ngraph](https://github.com/anvaka/ngraph/tree/master/examples/three.js) repository

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