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pixi-projection

Build Status

Collection of projections, both 2d and 3d.

To-do:

  • Docs
  • Graphics support

Compatibility

It works with PixiJS v5.

For v4 please see v4.x branch, npm version 0.2.8 For v5.1 please use npm version 0.3.5

It even works with CanvasRenderer, though result can be strange.

Examples

3d Projection (Yummy!)

Cards

Runner

Projective sprites: Container2d, Sprite2d, Text2d

Two-point projection

One-point with return to affine

Projective transform of quad

Bilinear projection

There are many ways to define projections even when we use only 2 dimensions.

WORK IN PROGRESS, BEING PORTED TO v5

Surface sprites: Container2s, Sprite2s, Text2s for now only bilinear

Bilinear transform of quad

Usage

Special classes

For every projective way, there are corresponding classes:

  • Container2d, Sprite2d, Text2d, TilingSprite2d, Mesh2d, Spine2d
  • Sprite3d, Text3d, Mesh3d2d, Spine3d, Camera3d
  • Container2s, Sprite2s *WORK IN PROGRESS

We dont support Graphics yet :(

Also you can convert corresponding pixi objects

var sprite = new PIXI.Sprite();
sprite.convertTo3d();
sprite.position3d.set(0, 0, 1); //available now!

var container = new PIXI.Container();
container.convertTo3d();
sprite.position3d.set(0, 0, 1); //available now!

You can also convert whole subtree:

var tree = new PIXI.Container();
var child = new PIXI.Container();
tree.addChild(child);
tree.convertSubtreeTo2d(tree);
child.position3d.set(0, 0, 1); //available now!

3D transforms

The most useful thing is 3D transforms.

It all, starts from a camera, dont use 3d elements outside of it - it doesnt make sence.

You can create several cameras if you want each element to has his own perspective parameters.

var camera = new PIXI.projection.Camera3d();
camera.setPlanes(400, 10, 10000, false); // true if you want orthographics projection
// I assume you have an app or renderer already
camera.position.set(app.screen.width / 2, app.screen.height / 2);

In this case, 400 is focus distance. If width of the screen is 800, that means 90 degrees horizontal FOV. Everything that's behind z < -390 will be cut by near plane, everything that's too far away z > 9600 will be cut too.

We position camera at the center of the screen, so element with position3d=(0,0,0) will appear right in center. However, camera can look at something else - a character, or just the point with same coords as center of the screen.

camera.position3d.set(app.screen.width/2, app.screen.height/2);

With this snippet, every element in the camera that does not use extra 3d fields (z, euler) will appear exactly like in pixi stage. That's how awesome our Camera implementation is!

Camera transform differs from other elements:

//camera follows player
camera.position3d.copy(player.position3d);
// player is two times smaller now
player.scale3d.set(0.5);
// but camera follows it too, now everything except player is two times bigger on screen :)
camera.scale3d.set(0.5);

Containers and Sprites have extra fields for positioning inside 3d space.

PixiJS gives only position, scale, rotation, pivot, and projection plugin adds position3d, euler, scale3d, pivot3d. Those fields applied in transforms after vanilla pixi fields.

The only exception is a Camera3d, that applies projection just after pixi fields, and then applies 3d fields in reversed order. That's why it can follow elements - its transform negates the element transform.

Spine

There's special build pixi-projection-spine to support Spine objects, please browse dist folder.

AngularJS

How to use PixiJS typescript plugins in angular.

Demo

import * as PIXI from "pixi.js";
global.PIXI = PIXI;
require("pixi-projection");

Heaven

No, we dont support pixi-heaven sprites yet.

What if element is not supported by library?

For complex objects that are not supported by library, there is a way to add them inside the camera If their plane is perpendicular to the camera.

Create Container3d that returns all children to 2d space: container3d.affine = PIXI.projection.AFFINE.AXIS_X; Any 2d elements added to that container will think of it as a simple 2d container, and custom renderers will work with it just fine.

This way is also more performant because Sprite works faster than Sprite3d. 4x4 matrices ARE VERY SLOW.

Sorting

pixi-projection provides extra fields to handle sorting.

  • getDepth returns the distance from near plane to the object local (0,0,0), you can pass it to zIndex or zOrder as element.zIndex = -element.getDepth()
  • isFrontFace detects the face of the object plane

Those fields can be used with custom sorting solution or with pixi-layers

Culling

Will be available after we add it to pixi-layers

Building

You will need to have node setup on your machine.

Make sure you have yarn installed:

npm install -g yarn

Then you can install dependencies and build:

yarn
yarn build

That will output the built distributables to ./bin.

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  • TypeScript 97.5%
  • JavaScript 2.5%