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pixi3d - npm Package Compare versions

Comparing version 0.4.0 to 0.5.0

types/gltf/gltf-loader.d.ts

2

package.json
{
"name": "pixi3d",
"version": "0.4.0",
"version": "0.5.0",
"description": "Render in 3D using PixiJS",

@@ -5,0 +5,0 @@ "main": "dist/pixi3d.js",

@@ -15,3 +15,3 @@ # Pixi3D

## Getting started
Let's create a simple application which renders a rotating cube. Start by [getting the latest version of Pixi3D](https://github.com/jnsmalm/pixi3d/releases). Also [get an up-to-date version of PixiJS](https://github.com/pixijs/pixi.js/releases) (v5.2+) which is needed to use Pixi3D.
Let's create a simple application which renders a rotating cube. Start by [getting the latest version of Pixi3D](https://github.com/jnsmalm/pixi3d/releases). Also [get an up-to-date version of PixiJS](https://github.com/pixijs/pixi.js/releases) (v5.3+) which is needed to use Pixi3D.

@@ -28,2 +28,5 @@ Next, create a file *app.js* with the following contents.

let light = Object.assign(new PIXI3D.Light(), { x: -1, z: 3 })
PIXI3D.LightingEnvironment.main.lights.push(light)
let rotation = 0

@@ -30,0 +33,0 @@ app.ticker.add(() => {

@@ -25,5 +25,5 @@ import * as PIXI from "pixi.js";

* @param y Screen y coordinate.
* @param z Value between -1 and 1 (near clipping plane to far clipping plane).
* @param distance Distance from the camera.
*/
screenToWorld(x: number, y: number, z: number): {
screenToWorld(x: number, y: number, distance: number): {
x: number;

@@ -30,0 +30,0 @@ y: number;

@@ -1,2 +0,2 @@

export { glTFLoader } from "./gltf/loader";
export { glTFLoader } from "./gltf/gltf-loader";
export { glTFBufferLoader } from "./gltf/buffer-loader";

@@ -11,5 +11,10 @@ export { ObservablePoint3D } from "./point";

export { MeshGeometry } from "./mesh/mesh-geometry";
export { MeshShader } from "./mesh/mesh-shader";
export { Model3D } from "./model";
export { LightType } from "./lighting/light-type";
export { Light } from "./lighting/light";
export { LightingEnvironment } from "./lighting/lighting-environment";
export { Mesh3DRenderer } from "./mesh/mesh-renderer";
export { MeshRenderer } from "./renderer/mesh-renderer";
export { MaterialRenderPass } from "./renderer/material-renderpass";
export { FilterRenderPass } from "./renderer/filter-renderpass";
export { Material } from "./material";

@@ -16,0 +21,0 @@ export { CubeMapLoader } from "./cubemap/cubemap-loader";

import { ImageBasedLighting } from "./ibl";
import { Light } from "./light";
/**

@@ -9,4 +10,5 @@ * A lighting environment represents the different lighting conditions for a

ibl?: ImageBasedLighting;
lights: Light[];
/** The main lighting environment which is used by default. */
static main: LightingEnvironment;
}
import * as PIXI from "pixi.js";
import { Mesh3D } from "./mesh/mesh";
import { MeshGeometry } from "./mesh/mesh-geometry";
import { MeshShader } from "./mesh/mesh-shader";
/**

@@ -15,9 +15,3 @@ * Factory for creating materials.

export declare abstract class Material {
protected _shader?: PIXI.Shader;
/** State used to render a mesh. */
state: PIXI.State & {
culling: boolean;
clockwiseFrontFace: boolean;
depthTest: boolean;
};
protected _shader?: MeshShader;
/** Value indicating if the material is valid to render. */

@@ -29,3 +23,4 @@ get valid(): boolean;

transparent: boolean;
get name(): string;
/** Value indicating if the material is double sided. */
doubleSided: boolean;
/**

@@ -36,3 +31,3 @@ * Creates a shader used to render a mesh.

*/
abstract createShader(mesh: Mesh3D, renderer: PIXI.Renderer): PIXI.Shader;
abstract createShader(mesh: Mesh3D, renderer: PIXI.Renderer): MeshShader;
/**

@@ -43,10 +38,10 @@ * Updates the uniforms for the specified shader.

*/
abstract updateUniforms?(mesh: Mesh3D, shader: PIXI.Shader): void;
addGeometryAttributes(geometry: MeshGeometry): void;
abstract updateUniforms?(mesh: Mesh3D, shader: MeshShader): void;
/**
* Renders the specified mesh.
* Renders the specified mesh with this material.
* @param mesh Mesh to render.
* @param renderer Renderer to use.
* @param state The state to use.
*/
render(mesh: Mesh3D, renderer: PIXI.Renderer): void;
render(mesh: Mesh3D, renderer: PIXI.Renderer, state?: PIXI.State): void;
}
import * as PIXI from "pixi.js";
import { Material } from "../material";
import { MeshShader } from "./mesh-shader";
export interface MeshGeometryAttribute {

@@ -8,3 +8,3 @@ buffer: ArrayBuffer;

export declare class MeshGeometry extends PIXI.Geometry {
private _materials;
private _shaders;
indices?: MeshGeometryAttribute;

@@ -23,4 +23,4 @@ positions?: MeshGeometryAttribute;

addIndex(buffer?: PIXI.Buffer | number[]): MeshGeometry;
addMaterialAttributes(material: Material): void;
hasMaterialAttributes(material: Material): boolean;
addShaderAttributes(shader: MeshShader): void;
hasShaderAttributes(material: MeshShader): boolean;
}

@@ -7,9 +7,12 @@ import * as PIXI from "pixi.js";

geometry: MeshGeometry;
material: Material;
material?: Material | undefined;
pluginName: string;
constructor(geometry: MeshGeometry, material: Material);
/** Names of the passes used for rendering the mesh. */
renderPasses: string[];
constructor(geometry: MeshGeometry, material?: Material | undefined);
_render(renderer: PIXI.Renderer): void;
isInteractive(object?: PIXI.DisplayObject): boolean;
static createPlane(materialFactory?: MaterialFactory): Mesh3D;
static createCube(materialFactory?: MaterialFactory): Mesh3D;
static createSphere(materialFactory?: MaterialFactory): Mesh3D;
}

@@ -12,4 +12,2 @@ import * as PIXI from "pixi.js";

export declare class Model3D extends Container3D {
/** Animations for the model. */
animations: Animation[];
/**

@@ -22,3 +20,10 @@ * Creates a new model from a source.

static from(source: glTFResource | string, materialFactory?: MaterialFactory): Model3D;
/** Animations for the model. */
animations: Animation[];
/**
* Allows for easier access to the meshes. Note that this list and the actual
* childen are not automatically synchronized after the model has been loaded.
*/
meshes: Mesh3D[];
/**
* Gets an animation by it's name.

@@ -25,0 +30,0 @@ * @param name Name of the animation.

@@ -29,3 +29,5 @@ export declare enum PhysicallyBasedShaderFeature {

texLod = "USE_TEX_LOD 1",
morphing = "USE_MORPHING 1"
morphing = "USE_MORPHING 1",
punctual = "USE_PUNCTUAL 1",
lightCount = "LIGHT_COUNT {0}"
}
import * as PIXI from "pixi.js";
import { PhysicallyBasedMeshShader } from "./pbr-shader";
import { Material } from "../material";

@@ -6,2 +7,5 @@ import { LightingEnvironment } from "../lighting/lighting-environment";

import { MeshGeometry } from "../mesh/mesh-geometry";
export interface PhysicallyBasedMaterialOptions {
unlit?: boolean;
}
export declare enum PhysicallyBasedMaterialAlphaMode {

@@ -13,5 +17,5 @@ opaque = "opaque",

export declare class PhysicallyBasedMaterial extends Material {
private _doubleSided;
private _valid;
private _lighting?;
private _unlit;
roughness: number;

@@ -27,13 +31,25 @@ metallic: number;

alphaMode: PhysicallyBasedMaterialAlphaMode;
exposure: number;
get name(): string;
get lighting(): LightingEnvironment;
get valid(): boolean;
get doubleSided(): boolean;
set doubleSided(value: boolean);
get unlit(): boolean;
set unlit(value: boolean);
/**
* Creates a physically based material factory.
* @param options Options when creating the material.
*/
static factory(options?: PhysicallyBasedMaterialOptions): {
create: (source: unknown) => PhysicallyBasedMaterial & {
unlit: boolean;
};
};
/**
* Creates a new physically based material from the specified source.
* @param source Source from which the material is created.
*/
static create(source: unknown): PhysicallyBasedMaterial;
addGeometryAttributes(geometry: MeshGeometry): void;
createShader(mesh: Mesh3D, renderer: PIXI.Renderer): PIXI.Shader;
createFeatures(vertexData: MeshGeometry): string[];
createShader(mesh: Mesh3D, renderer: PIXI.Renderer): PhysicallyBasedMeshShader;
createFeatures(geometry: MeshGeometry): string[];
updateUniforms(mesh: Mesh3D, shader: PIXI.Shader): void;
render(mesh: Mesh3D, renderer: PIXI.Renderer): void;
}
import * as PIXI from "pixi.js";
export declare namespace PhysicallyBasedShader {
function build(renderer: PIXI.Renderer, features: string[]): PIXI.Shader;
import { MeshGeometry } from "../mesh/mesh-geometry";
import { MeshShader } from "../mesh/mesh-shader";
export declare class PhysicallyBasedMeshShader extends MeshShader {
static build(renderer: PIXI.Renderer, features: string[]): PhysicallyBasedMeshShader;
addShaderAttributes(geometry: MeshGeometry): void;
}
import * as PIXI from "pixi.js";
import { Material } from "../material";
import { Mesh3D } from "../mesh/mesh";
import { MeshShader } from "../mesh/mesh-shader";
export declare class ColorMaterial extends Material {
private color;
constructor(color: Uint8Array);
createShader(): PIXI.Shader;
createShader(): MeshShader;
updateUniforms(mesh: Mesh3D, shader: PIXI.Shader): void;
}

@@ -1,5 +0,5 @@

import * as PIXI from "pixi.js";
import { Mesh3D } from "../mesh/mesh";
import { Material, MaterialFactory } from "../material";
import { CubeMipMapTexture } from "../cubemap/cube-mipmap";
import { MeshShader } from "../mesh/mesh-shader";
export declare class SkyboxMaterialFactory implements MaterialFactory {

@@ -15,4 +15,4 @@ texture: CubeMipMapTexture;

get valid(): boolean;
updateUniforms(mesh: Mesh3D, shader: PIXI.Shader): void;
createShader(): PIXI.Shader;
updateUniforms(mesh: Mesh3D, shader: MeshShader): void;
createShader(): MeshShader;
}

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