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@unithree/core

v1.0.2

Published

Unity3D inspired ThreeJS framework

Downloads

3

Readme

Unithree

Overview

A 3D framework built on the highly performant ThreeJS with the intention of being easy to pickup for users of Unity 3D. This is not a recreation of Unity 3D but a highly extensible framework inspired by it and entity/component models.

Documentation

Setup

This is a ThreeJS based project so when installing via NPM please use:

npm install three @types/three @unithree/core

Core Concepts

Unithree is built around a central state that houses the frame loop. This provides the processing of Entities calling their OnStart, OnUpdate, OnLateUpdate, and OnDestroy events.

An Entity can be basic, just providing a means to ensure any Object3D is can respond to the core events. Entities can also have Components attached.

A Component is a simple interface only requiring a reference to their parent Entity. Beyond that the implementation is up to the Component. This means you can add any functionality to the parent Entity, such as physics, interaction, animations, etc...

Finally, we have ProcessorPlugins. A ProcessorPlugin is meant to add whatever functionality you desire to the main loop. This is done via initialize, update, lateUpdate, and dispose events. This can include the processing of specific custom Component types.

With these simple pieces you can build a robust real-time interactive application on top of one of the most widely used WebGL rendering engines.

Library

Unithree State

The state maintains the scene, active camera, and renderer elements. It is responsible for calling the core events for Entity and ProcessorPlugin types.


  • initialize - Initializes the Unithree state clearing anything previously in the state. This takes optional camera camera and renderer options returning the HTML Canvas Element. By default, a new PerspectiveCamera and a WebGlRenderer will be created.
  • start - Starts the frame loop.
  • stop - Stops the frame loop.
  • isPaused - This property gets and sets the paused state of the system. This is reported to every ProcessorPlugin and Entity.
  • addPlugin - Adds 1 or more ProcessorPlugin objects into the system.
  • clearPlugins - Clears all plugins added to the system. This will call dispose on all plugins.
  • getPluginByTypeName - Looks for a plugin by the name of the class (e.g. "Input") and will return it or null if the requested plugin was not found.
  • getScene - Gets the scene containing all ThreeJS objects including Entity objects. (Do NOT perform scene management here. Object lifecycle should be handled by the state. See instantiateObject and Entity.destroy)
  • getCamera - Gets the active camera of the system.
  • setCamera - Sets the active camera of the system.
  • getRenderer - Gets the current renderer.
  • getClock - Gets the clock maintained by the system. NOTE: the time is given to all update events so this is not recommended for direct use
  • instantiateObject - Creates a new object and adds it to the scene root or optional Object3D or Entity.
  • findObjectByName - Finds the first object or Entity that has a matching name in the scene hierarchy.
  • findObjectsByName - Finds the all objects or entities that have a matching name in the scene hierarchy.
  • findEntityByName - Finds the first Entity that has a matching name in the scene hierarchy.
  • findEntitiesByName - Finds the all Entity objects that have a matching name in the scene hierarchy.
  • getEntities - Gets a list of all Entity objects tracked by the system.
  • dispose - Stops and cleans up the system ensuring dispose id called on all Entity and ProcessorPlugin objects.
Processor Plugin

Meant to extend the functionality of the core render loop. These are also used to process custom Component objects.


  • enabled - A flag determining whether the plugin is enabled.
  • initialized - A flag representing whether the plugin has initialized.
  • initialize - Executed one time when the plugin starts. This will NOT occur unless the state has been initialized and started.
  • update - Executed once per frame.
  • lateUpdate - Executed after all ProcessorPlugin and Entity object updates.
  • dispose - Executed when the system state shutdown has been requested. Use this for clean up of itself and any
    controlled Component objects if they need it.
Entity

Extending Object3D this object provides state-based events and allows them to attach Component objects


  • didStart - A flag representing whether the Entity has started.
  • isDead - Get whether the Entity has died.
  • enabled - A flag representing whether the Entity is enabled.
  • components - Gets a list of the attached Component objects.
  • addComponents - Add a 1 or more Component objects to an Entity. Auto-sets the Entity/Component relationship.
  • destroy - Tells the system to destroy the Entity on the next update.
  • OnStart - Event called once on an Entity when it starts.
  • OnUpdate - Event once per frame post render.
  • OnLateUpdate - Event called once per frame after the update event.
  • OnDestroy - Event called when the system processed the Entity death. (Use for any cleanup)
Component

Interface requiring an entity as its parent object. A Component can add any extra processing and events supported by a ProcessorPlugin. An Entity does NOT know nor assume it has any Component objects by default.

Input Plugin

Plugin that provides an easy way to process input without setting up your own input handlers. The Input plugin provides support for Keyboard, Mouse, Pen, Touch, and Gamepads


Input
  • getPointerCoordinates - Get the specified pointer coordinates in reference to the window
  • getPointerDelta - Gets the pointer coordinate delta since last frame
  • getPrimaryPointerState - Gets the primary pointer state object for the specified input type
  • getPointerStates - Gets a list of pointer states for the given input type
  • touchCount - Gets the number of touches currently active in the system
  • getMouseScrollDelta - Gets the delta of the mouse scroll wheel since last frame
  • mouseScrollDeltaMode - Gets the mode of the scroll wheel
  • getGamepad - Gets the gamepad state object for the specified player index
  • getGamepads - Gets the active gamepad state objects
  • getKeyHeld - True if the key has been held but not pressed this frame
  • getKeyPressed - True if the key has been pressed this frame
  • getKeyDown - True if the key was pressed or is being held
  • getKeyUp - True if the key was released this frame
Pointer State
  • type - The type of the input
  • isPrimary - True if the pointer is the primary pointer of its type
  • coordinates - The pointer's coordinates in reference to the window
  • delta - The pointer's coordinate delta this frame
  • buttonStates - Map of pointer buttons to state
  • getButtonState - Gets the state of the specific pointer button
  • setButtonState - Sets the state of the specific pointer button
  • getButtonHeld - True if the button is held but has not been pressed this frame
  • getButtonPressed - True if the button is pressed this frame
  • getButtonDown - True if the button was pressed or is held
  • getButtonUp - True if the button was released this frame
Gamepad State
  • playerIndex - The index for which player the gamepad is associated with
  • lastUpdated - The timestamp of the most recent update
  • totalAxes - The number of axes available on the gamepad
  • totalButtons - The number of buttons available on the gamepad
  • hasStandardMapping - Whether or not standard mappings are supported. (This is commonly PlayStation and XBox controllers)
  • buttonStates - Gets a map of buttons to state
  • getAxis - Gets the axis value from -1 to 1 of the specified axis
  • getThumbstickValue - Gets a Vector2 of the thumb stick on a standard gamepad
  • getButtonTouchedState - Gets the state foa button if it is being touched (capacitive buttons only otherwise it matches button state)
  • getButtonValue - Gets the value of the specified button between 0 and 1
  • getButtonState - Gets the state of the specified button
  • setButtonState - Sets the state of the specified button
  • getButtonHeld - True if the button is being held but eas not pressed this frame
  • getButtonPressed - True if the button was pressed this frame
  • getButtonDown - True if the button was pressed or is being held
  • getButtonUp - True if the button was released this frame
Misc
  • ButtonState - Pressed, Held or Released
  • PointerButton - Primary, Secondary or Auxiliary
  • InputType - Mouse, Pen or Touch
  • ThumbStick - Left or Right (Used for standard controllers)
  • PlaystationButtonMapping - Mapping for a PlayStation controller
  • XBoxButtonMapping- Mapping for an XBox controller
  • SwitchButtonMapping - Mapping for a Nintendo Switch Controller
Math Utility Functions

Small set of Utility functions related to Math


  • EPSILON - A value of 10-5.
  • PI_2 - A value of PI * 2.
  • PI_HALF - A value of PI / 2.
  • FPS_60 - A value representing 60 FPS.
  • ORIGIN - A Vector3 representing the origin.
  • AXIS_X - A Vector3 representing the X-axis.
  • AXIS_Y - A Vector3 representing the Y-axis.
  • AXIS_Z - A Vector3 representing the Z-axis.
  • approximatelyZero - Compares a number with approximately zero.
  • approximatelyEquals - Compares two numbers for approximate equality.
  • sphericalEquals - Compares two Spherical objects for equality.
  • approximatelySphericalEquals - Compares two Spherical objects for approximate equality.
  • approximatelyVector3Equals - Compares two Vector3 objects for approximate equality.

Unity 3D to Unithree Concepts

Below is a quick guide to aid those familiar with Unity 3D concepts make the connection to similar concepts in Unithree.

Prefabs and Scripts

Since a prefab is an easily instantiated preconfigured game object, with set values, children, components, etc... the best way to replicate this is making a new class and extending the Entity class. In this new class, you would create and add children and components in the constructor so that these objects are always associated.

As for adding custom scripting, such as adding a MonoBehaviour, the custom new Entity class can have the behaviors built into it.

Components

In Unity 3D adding a component extends the game object adding new functionality, such as adding physics, collision data, and more allowing for the system to perform extra handling on the object. In Unithree components work the same way. They however, require a ProcessorPlugin or implementation within an Entity to cause them to be executed by the core system. A ProcessorPlugin is the preferred implementation as this makes the component work the same across all Entity objects versus just a specific class and its inheritors, but sometimes this may be the best option.

Object Lifecycle Management

In Unity 3D the only way to instantiate an object into the scene via code was to use the Object.Instantiate method and to destroy was calling an objects Object.Destroy method. Similarly, this is how we handle things in Unithree. Using the Unithree state's instantiateObject and the destroy method on the Entity objects. If you do not use this lifecycle for Entity based objects the Entity may not be processed. All standard ThreeJS objects can be added and removed however you see fit. WARNING: If a standard ThreeJS object has a child Entity not using the built-in lifecycle management functions you can have undesired behavior.