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@layoutit/polycss

v0.0.1

Published

Polycss vanilla / custom-elements + imperative API. Renders OBJ / glTF / GLB mesh polygons as DOM via CSS matrix3d.

Downloads

126

Readme

Status: pre-1.0. APIs may still change before a stable 1.0 release.

polycss

Vanilla JS / custom elements package for CSS-based polygon mesh rendering. Loads OBJ, glTF, GLB, and MagicaVoxel .vox files; renders each polygon as a real DOM element (atlas-backed <i> for both textured and flat-color faces) positioned with transform: matrix3d(...). No WebGL, no canvas-as-scene.

Two entry points:

  • polycss: imperative createPolyScene API + custom element classes (without auto-registering them).
  • polycss/elements: side-effect import that registers the scene, mesh, polygon, controls, camera, helper, select, and transform-control custom elements.

Install

npm install @layoutit/polycss

Or via CDN (no build step):

<script type="module" src="https://esm.sh/@layoutit/polycss/elements"></script>

Custom elements (declarative, primary path)

Register elements with the side-effect import:

<script type="module" src="https://esm.sh/@layoutit/polycss/elements"></script>

<poly-scene perspective="1000" rot-x="65" rot-y="45">
  <poly-mesh src="/cottage.glb"></poly-mesh>
</poly-scene>

With per-polygon elements:

<poly-scene perspective="1000" rot-x="65" rot-y="45">
  <poly-polygon
    vertices="[[0,0,0],[1,0,0],[0,1,0]]"
    color="#ff0000"
  ></poly-polygon>
  <poly-polygon
    vertices="[[2,0,0],[3,0,0],[2,1,0]]"
    color="#0000ff"
  ></poly-polygon>
</poly-scene>

Custom elements accept standard DOM events: no framework needed:

<poly-scene id="scene" perspective="1000" rot-x="65" rot-y="45"></poly-scene>

<script type="module">
import "https://esm.sh/@layoutit/polycss/elements";

const scene = document.querySelector("#scene");

const polygons = [
  { vertices: [[0,0,0],[1,0,0],[0,1,0]], color: "#f00", id: "a" },
  { vertices: [[2,0,0],[3,0,0],[2,1,0]], color: "#00f", id: "b" },
];

polygons.forEach(p => {
  const el = document.createElement("poly-polygon");
  el.setAttribute("vertices", JSON.stringify(p.vertices));
  el.setAttribute("color", p.color);
  el.addEventListener("click", () => console.log("clicked", p.id));
  el.addEventListener("mouseenter", () => el.classList.add("hover"));
  el.addEventListener("mouseleave", () => el.classList.remove("hover"));
  scene.appendChild(el);
});
</script>

<style>
poly-polygon.hover { filter: brightness(1.5); }
</style>

Custom element attributes

<poly-scene>

| Attribute | Description | |---|---| | perspective | CSS perspective distance in pixels | | rot-x | Camera X-axis rotation in degrees | | rot-y | Camera Y-axis rotation in degrees | | zoom | Scale factor | | directional-direction | Comma-separated x, y, z e.g. "0.5, -0.7, 0.6" | | directional-color | Directional light color hex | | directional-intensity | Directional light intensity | | ambient-intensity | Ambient light intensity | | ambient-color | Ambient light color hex | | texture-lighting | "baked" or "dynamic" | | atlas-scale | Raster scale for generated atlas pages; lower values reduce memory/detail |

For pointer drag, wheel zoom, and autorotate, drop a <poly-orbit-controls> child inside the scene (or wire createPolyOrbitControls(scene, ...) against the imperative API). For pan-first map-style input use <poly-map-controls> / createPolyMapControls instead. Mirrors Three.js's split between camera state (<poly-scene>) and camera input.

<poly-mesh>

| Attribute | Description | |---|---| | src | URL to .obj, .glb, .gltf, or .vox | | position | Comma-separated x, y, z | | scale | Uniform scale factor | | rotation | Comma-separated euler degrees x, y, z | | auto-center | Boolean: shift mesh bbox center to origin |

<poly-polygon>

| Attribute | Description | |---|---| | vertices | JSON array of [x,y,z] arrays | | color | CSS color | | texture | Image URL | | uvs | JSON array of [u,v] pairs | | position | Comma-separated x, y, z | | scale | Uniform scale factor | | rotation | Comma-separated euler degrees x, y, z |

Imperative API (escape hatch)

For programmatic control without custom elements:

import { createPolyScene, loadMesh } from "@layoutit/polycss";

const scene = createPolyScene(document.querySelector("#scene"), {
  perspective: 1000,
  rotX: 65,
  rotY: 45,
  directionalLight: { direction: [0.5, -0.7, 0.6] },
});

const mesh = await loadMesh("/cottage.glb", {
  gltfOptions: { targetSize: 60 },
});
const handle = scene.add(mesh, { position: [0, 0, 0] });

// Later:
handle.setTransform({ position: [5, 0, 0] });
handle.remove();
mesh.dispose();

Imperative API reference

createPolyScene(host, options)

| Option | Type | Description | |---|---|---| | perspective | number | CSS perspective distance | | rotX | number | Camera X rotation in degrees | | rotY | number | Camera Y rotation in degrees | | zoom | number | Camera zoom scale | | distance | number | Camera dolly pull-back in CSS pixels | | target | Vec3 | World-coordinate camera target | | directionalLight | PolyDirectionalLight | Directional light config | | ambientLight | PolyAmbientLight | Ambient light config | | textureLighting | "baked" \| "dynamic" | Texture lighting mode | | atlasScale | number \| "auto" | Raster scale for generated atlas pages | | autoCenter | boolean | Rotate around the union bbox center of added meshes |

Returns a PolySceneHandle:

interface PolySceneHandle {
  add(mesh: ParseResult, opts?: { position?: Vec3; scale?: number | Vec3; rotation?: Vec3 }): PolyMeshHandle;
  setOptions(partial: Partial<PolySceneOptions>): void;
  destroy(): void;
}

loadMesh(url, options?)

Fetches and parses a mesh by URL (dispatches by extension: .obj, .glb, .gltf, .vox). Returns Promise<ParseResult>.

Subpath imports

| Import | Effect | |---|---| | import { createPolyScene } from "@layoutit/polycss" | Imperative API + custom element classes (no auto-registration) | | import "@layoutit/polycss/elements" | Side-effect: registers the polycss custom elements |

Re-exports from @layoutit/polycss-core

All @layoutit/polycss-core exports are re-exported from @layoutit/polycss, so vanilla users install one package:

import { parseObj, parseGltf, parseVox, loadMesh, normalizePolygons } from "@layoutit/polycss";
import type { Polygon, Vec3, ParseResult } from "@layoutit/polycss";

Docs

Full documentation at polycss.com.