Collection of projections, both 2d and 3d.
To-do:
Works with PixiJS v6. Compatibility with v5 is not guaranteed.
For v4 please see v4.x branch, npm version 0.2.8
For v5.1 please use npm version 0.3.5
For >= v5.2 please see v5.x branch, npm version 0.3.15
For >= v6 please see v6.x branch, npm version 0.4.3
It even works with CanvasRenderer, though results can be strange.
3d Projection (Yummy!)
Projective sprites: Container2d, Sprite2d, Text2d
One-point with return to affine
There are many ways to define projections even when we use only 2 dimensions.
Surface sprites: Container2s, Sprite2s, Text2s for now only bilinear.
For every projective way, there are corresponding classes:
We dont support Graphics yet :(
Bear in mind that if you dont use at least one class from pixi-projection
, it might be tree-shaken away.
Here's how to use regular pixi projects to 3d
projection:
import {Sprite, Container} from 'pixi.js';
var sprite = new Sprite();
sprite.convertTo3d();
sprite.position3d.set(0, 0, 1); //available now!
var container = new Container();
container.convertTo3d();
sprite.position3d.set(0, 0, 1); //available now!
You can also convert whole subtree:
import {Container} from 'pixi.js';
var tree = new Container();
var child = new Container();
tree.addChild(child);
tree.convertSubtreeTo2d(tree);
child.position3d.set(0, 0, 1); //available now!
(2d
projection in this example)
The most useful thing is 3D transforms.
It all starts from a camera, dont use 3d elements outside of it - it doesn't make sense.
You can create several cameras if you want each element to have its own perspective parameters.
import {Camera3d} from 'pixi-projection';
var camera = new 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 the 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 the camera at the center of the screen, so an element with position3d=(0,0,0)
will appear right in the center.
However, the 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.
You can apply mixin from @pixi-spine/projection
to force spine objects to spawn 2d or 3d instances of sprites and meshes.
import {applySpine3dMixin} from 'pixi-projection';
import {SpineBase} from '@pixi-spine/base';
applySpine3dMixin(SpineBase.prototype);
// now all spine instances can be put in 3d projective space
If you apply only mixin for 2d
, dont expect fields like position3d
to be accessible.
If your spine instance always exists in screen spcae, you can use it as it is, like in Runner example
Typing are injected in SpineBase
class of @pixi-spine/base
package. This package is usually tree-shaken away, hope its not a problem to see it in your node_modules
even if you dont use spine.
For UMD version, you should use
PIXI.projection.applySpine3dMixin(PIXI.spine.Spine.prototype);
No, we dont support pixi-heaven
sprites yet.
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.
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 planeThose fields can be used with custom sorting solution or with pixi-layers
Will be available after we add it to @pixi/layers
All pixiJS v6 plugins has special umd
build suited for vanilla.
Navigate pixi-projection
npm package, take dist/pixi-projection.umd.js
file.
<script src='lib/pixi.js'></script>
<script src='lib/pixi-projection.umd.js'></script>
all classes can be accessed through PIXI.projection
package.
You will need to have node setup on your machine.
Then you can install dependencies and build:
npm i
npm run build
That will output the built distributables to ./dist
.