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@lambersond/3d-dice-react

v0.4.0

Published

React hooks and providers for @lambersond/3d-dice-core.

Downloads

150

Readme

@lambersond/3d-dice-react

React bindings for @lambersond/3d-dice-core. Hooks and a provider for a 3D dice app: assemble a roll in a "dice tray", drive the 3D renderer, apply a theme, and manage dice preferences. All the dice logic, types, and the renderer itself live in 3d-dice-core; this package just wires them to React's lifecycle.

UI, styling, and transport (Ably/WebSocket/etc.) are intentionally not here; those belong to your app. Preference persistence is injected too: the preferences store keeps the reactive state, you choose where it's saved.

Install

npm install @lambersond/3d-dice-react @lambersond/3d-dice-core

@lambersond/3d-dice-core and react (>=18) are peer dependencies; install them alongside this package.


useTray

useTray(): UseTray

Manages the in-progress roll a player is building: which dice are selected, the net static modifier, advantage/disadvantage, and exploding. Wraps the core tray reducer in useReducer and exposes derived values plus bound action dispatchers. Menu/long-press/visual state is not here; keep that in your component.

Returns (UseTray):

| Member | Type | Description | | ---------------------- | ------------------------------------------- | ----------------------------------------------------------------------- | | pools | ReadonlyMap<DieSides, number> | Selected dice → count, in first-added order. Read pools.get(sides). | | modifiers | ModifierCounts | Raw tap counts: { plusOne, minusOne, plusFive, minusFive }. | | advantage | 'adv' \| 'dis' \| undefined | Current advantage state. | | exploding | boolean | Whether exploding dice is on. | | modifier | number | Net static modifier (e.g. +5 -1 → 4). | | poolList | Array<{ sides: DieSides; count: number }> | Selected dice as a list, zero entries removed. | | isEmpty | boolean | True when nothing at all is selected (use to disable a "Clear" button). | | toRequest() | () => RollRequest | The assembled RollRequest to hand to executeRoll. | | incrementDie(s) | (sides: DieSides) => void | Add one die. | | decrementDie(s) | (sides: DieSides) => void | Remove one (drops at zero). | | clearDie(s) | (sides: DieSides) => void | Remove all of that die. | | bumpModifier(k) | (key: ModifierKey) => void | Tap +1/+5/−1/−5 (cancels the opposite first → net value). | | removeOneModifier(k) | (key: ModifierKey) => void | Remove one tap of a modifier. | | clearModifier(k) | (key: ModifierKey) => void | Zero a modifier. | | toggleAdvantage(v) | (value: 'adv' \| 'dis') => void | Set advantage, or clear if already set. | | toggleExploding() | () => void | Flip exploding. | | clear() | () => void | Reset the tray. |

import { useTray } from '@lambersond/3d-dice-react'
import { DIE_SIDES } from '@lambersond/3d-dice-core'

function Tray({ onRoll }: { onRoll: (r: RollRequest) => void }) {
  const tray = useTray()
  return (
    <>
      {DIE_SIDES.map(sides => (
        <button key={sides} onClick={() => tray.incrementDie(sides)}>
          d{sides} ({tray.pools.get(sides) ?? 0})
        </button>
      ))}
      <button onClick={() => tray.bumpModifier('plusOne')}>
        +1 ({tray.modifier})
      </button>
      <button
        disabled={tray.poolList.length === 0}
        onClick={() => onRoll(tray.toRequest())}
      >
        Roll
      </button>
      <button disabled={tray.isEmpty} onClick={tray.clear}>
        Clear
      </button>
    </>
  )
}

useDiceRenderer

useDiceRenderer(config?: DiceRendererConfig): DiceRenderer

Returns the shared DiceRenderer (one per page), calling ensure() on mount and re-rendering the caller whenever the renderer becomes ready or its WebGL context is lost/restored, so reading renderer.isReady is always live.

  • The first call's config creates the singleton; later calls reuse it and ignore their config argument.
  • The returned object is the core DiceRenderer. See the 3d-dice-core README for its full API (isReady, roll, updateConfig, subscribe, ensure).
  • config is DiceRendererConfig from 3d-dice-core (notably assetPath, default /3d-dice/). You must host the dice assets at that path. Copy them with npx @lambersond/3d-dice-engine copy-assets.
import { useDiceRenderer } from '@lambersond/3d-dice-react'
import { executeRoll, toDiceBoxNotation } from '@lambersond/3d-dice-core'

function useRoller() {
  const renderer = useDiceRenderer() // assets served from /3d-dice/ by default

  return async (request: RollRequest) => {
    const result = executeRoll(request)
    // record/broadcast `result` first (attach your own roller/author here);
    // the animation is decorative.
    if (renderer.isReady) await renderer.roll(toDiceBoxNotation(result))
    return result
  }
}

Remote rolls

The renderer just animates whatever notation you give it. To show another player's roll without re-broadcasting it, animate their RollResult directly; don't route it back through your own roll/emit path:

// a roll arrived from your transport:
if (renderer.isReady) await renderer.roll(toDiceBoxNotation(remoteResult))

useDiceTheme

useDiceTheme(theme: RollTheme): void

Applies a RollTheme to the shared renderer whenever the theme changes, or once the renderer becomes ready (the box builds asynchronously, so this hook re-applies the moment isReady flips). A side-effect hook: it returns nothing and drives the same singleton as useDiceRenderer.

The theme is yours to supply (from preferences, props, context, a server, anywhere), so it works for any theme source, not just a built-in one. The translation to dice-box config (including the customColor path) is handled for you by core's themeToBoxConfig.

import { useDiceTheme } from '@lambersond/3d-dice-react'

function DiceThemeSync({ theme }: { theme: RollTheme }) {
  useDiceTheme(theme) // re-applies on change and on renderer-ready
  return null
}

It depends on theme.colorset / theme.material / theme.customColor (not object identity), so passing a fresh { ... } each render is fine; it only re-applies when a value actually changes.


Preferences: DicePreferencesProvider + useDicePreferences

A store for a player's dice settings (colorset, material, customColor) with persistence injected by you. The provider owns the reactive cache and cross-component sync; where the data lives is a storage adapter you pass in. It also derives a RollTheme, so it drops straight into useDiceTheme.

import {
  DicePreferencesProvider,
  localStoragePreferences,
  useDicePreferences,
  useDiceTheme,
} from '@lambersond/3d-dice-react'

// Wrap once, near the top of your dice UI:
function Providers({ children }: { children: ReactNode }) {
  const storage = useMemo(
    () => localStoragePreferences('my-app:dice-preferences'),
    [],
  )
  return (
    <DicePreferencesProvider storage={storage}>
      {children}
    </DicePreferencesProvider>
  )
}

// Read/update anywhere inside it:
function ThemeSync() {
  const { theme } = useDicePreferences()
  useDiceTheme(theme) // saved preferences → renderer
  return null
}

DicePreferencesProvider

| Prop | Type | Description | | ---------- | ------------------------ | ------------------------------------------------------------------- | | storage | DicePreferencesStorage | Where prefs are read/written (required). | | defaults | DicePreferences | Initial values before load. Defaults to DEFAULT_DICE_PREFERENCES. |

useDicePreferences()

Must be called within the provider. Returns:

| Member | Type | Description | | ------------------- | ---------------------------------- | ------------------------------------------------------ | | preferences | DicePreferences | Current settings. | | theme | RollTheme | preferences mapped to a theme (feed useDiceTheme). | | isLoaded | boolean | False until the initial storage.get() resolves. | | setColorset(c) | (colorset: string) => void | Update + persist the colorset. | | setMaterial(m) | (material: DiceMaterial) => void | Update + persist the material. | | setCustomColor(c) | (customColor: string) => void | Update + persist the custom colour. |

Storage adapters

storage is just { get, set }; bring your own (a DB, cookies, anything):

type DicePreferencesStorage = {
  get: () => DicePreferences | Promise<DicePreferences> // called once on mount
  set: (preferences: DicePreferences) => void // called on every change
}

get may be async (e.g. fetch from a server); isLoaded flips once it resolves. localStoragePreferences(key, defaults?) is a ready-made adapter that validates/coerces what it reads and degrades to in-memory state on the server or in private mode.


License

MIT