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@nakednous/tree

v0.0.12

Published

tree — pure numeric core. Zero dependencies.

Readme

@nakednous/tree

Pure numeric core for animation, coordinate-space mapping, and visibility — zero dependencies, runs anywhere.


Installation

npm install @nakednous/tree
import * as tree from '@nakednous/tree'

Architecture

@nakednous/tree is the bottom layer of a three-package stack. It knows nothing about renderers, the DOM, or p5 — it operates on plain arrays and Float32Array buffers throughout.

  application
      │
      ▼
  p5.tree.js        ← bridge: wires tree + ui into p5.js v2
      │
      ├── @nakednous/ui    ← DOM param panels, transport controls
      │
      └── @nakednous/tree  ← this package: math, spaces, animation, visibility

The dependency direction is strict: @nakednous/tree never imports from the bridge or the DOM layer. This is what lets the same PoseTrack that drives a camera path also animate any object — headless, server-side, or in a future renderer.

Source is organised into four focused modules:

form.js  — you have specs, you want a matrix
query.js — you have a matrix, you want information
quat.js  — quaternion algebra and mat4/mat3 conversions
track.js — spline math and keyframe animation state machines

What it does

PoseTrack — TRS keyframe animation

A renderer-agnostic state machine for { pos, rot, scl } keyframe sequences. Rotation is stored as [x,y,z,w] quaternions (w-last, glTF layout).

import { PoseTrack } from '@nakednous/tree'

const track = new PoseTrack()
track.add({ pos: [0, 0, 0],    rot: [0,0,0,1], scl: [1,1,1] })
track.add({ pos: [100, 50, 0], rot: [0,0,0,1], scl: [2,1,1] })
track.play({ duration: 60, loop: true })

// per-frame — zero allocation
const out = { pos: [0,0,0], rot: [0,0,0,1], scl: [1,1,1] }
track.tick()
track.eval(out)   // writes interpolated TRS into out

Interpolation modes:

track.posInterp = 'hermite'  // default — cubic Hermite; auto-computes centripetal
                             //           Catmull-Rom tangents when none are stored
track.posInterp = 'linear'
track.posInterp = 'step'     // snap to k0; useful for discrete state changes

track.rotInterp = 'slerp'    // default — constant angular velocity
track.rotInterp = 'nlerp'    // normalised lerp; cheaper, slightly non-constant speed
track.rotInterp = 'step'     // snap to k0 quaternion

Playback features: signed rate (negative reverses), loop, bounce, seek(t) scrubbing, and lifecycle hooks (onPlay, onEnd, onStop). _onActivate / _onDeactivate are lib-space hooks for the host layer's draw-loop registry — not for user code.

add() accepts flexible specs. Top-level forms:

track.add({ pos, rot, scl })                      // explicit TRS — rot accepts any form below
track.add({ pos, rot, scl, tanIn, tanOut })        // with Hermite tangents (vec3, optional)
track.add({ mMatrix: mat4 })                       // decompose a column-major model matrix into TRS
track.add([ spec, spec, ... ])                     // bulk

tanIn is the incoming position tangent at this keyframe; tanOut is the outgoing tangent. When only one is given, the other mirrors it. When neither is given, centripetal Catmull-Rom tangents are auto-computed from neighboring keyframes.

track.add({ pos:[0,0,0] })                                      // auto tangents
track.add({ pos:[100,0,0], tanOut:[0,50,0] })                   // leave heading +Y
track.add({ pos:[200,0,0], tanIn:[0,50,0], tanOut:[-30,0,0] })  // arrive from +Y, leave heading -X
track.add({ pos:[300,0,0] })                                    // auto tangents

rot sub-forms — all normalised internally:

rot: [x,y,z,w]                                   // raw quaternion
rot: { axis:[x,y,z], angle }                      // axis-angle
rot: { dir:[x,y,z], up?:[x,y,z] }                // look direction (−Z forward)
rot: { euler:[rx,ry,rz], order?:'YXZ' }           // intrinsic Euler angles (radians)
                                                   // orders: YXZ (default), XYZ, ZYX,
                                                   //         ZXY, XZY, YZX
                                                   // extrinsic ABC = intrinsic CBA
rot: { from:[x,y,z], to:[x,y,z] }                // shortest-arc between directions
rot: { mat3: Float32Array|Array }                 // column-major 3×3 rotation matrix
rot: { eMatrix: mat4 }                            // rotation block of an eye matrix

CameraTrack — lookat keyframe animation

A renderer-agnostic state machine for { eye, center, up, fov?, halfHeight? } lookat keyframes. Each field is independently interpolated — eye and center along their own paths, up nlerped on the unit sphere.

import { CameraTrack } from '@nakednous/tree'

const track = new CameraTrack()
track.add({ eye:[0,0,500], center:[0,0,0] })
track.add({ eye:[300,-150,0], center:[0,0,0] })
track.play({ loop: true, duration: 90 })

// per-frame — zero allocation
const out = { eye:[0,0,0], center:[0,0,0], up:[0,1,0], fov:null, halfHeight:null }
track.tick()
track.eval(out)
// apply: cam.camera(out.eye[0],out.eye[1],out.eye[2],
//                   out.center[0],out.center[1],out.center[2],
//                   out.up[0],out.up[1],out.up[2])

Interpolation modes:

track.eyeInterp    = 'hermite'  // default — auto-CR tangents when none stored
track.eyeInterp    = 'linear'
track.eyeInterp    = 'step'

track.centerInterp = 'linear'   // default — suits fixed lookat targets
track.centerInterp = 'hermite'  // smoother when center is also moving freely
track.centerInterp = 'step'

add() accepts explicit lookat specs or a bulk array:

track.add({ eye, center?, up?, fov?, halfHeight?,
            eyeTanIn?, eyeTanOut?, centerTanIn?, centerTanOut? })
                                   // fov — vertical fov (radians) for perspective
                                   // halfHeight — world-unit half-height for ortho
                                   // both nullable; omit to leave projection unchanged
                                   // eyeTanIn/Out — Hermite tangents for eye path
                                   // centerTanIn/Out — Hermite tangents for center path
track.add([ spec, spec, ... ])     // bulk

For matrix-based capture use PoseTrack.add({ mMatrix: eMatrix }) for full-fidelity TRS including roll, or cam.capturePose() (p5.tree bridge) for lookat-style capture.

fov and halfHeight are lerped between keyframes only when both adjacent keyframes carry a non-null value for that field. Mixed or null entries pass null through — the bridge leaves the projection unchanged.


Shared Track transport

Both PoseTrack and CameraTrack extend Track, which holds all transport machinery:

track.play({ duration, loop, bounce, rate, onPlay, onEnd, onStop })
track.stop([rewind])   // rewind=true seeks to origin on stop
track.reset()          // clear all keyframes and stop
track.seek(t)          // normalised position [0, 1]
track.time()           // → number ∈ [0, 1]
track.info()           // → { keyframes, segments, seg, f, playing, loop, ... }
track.tick()           // advance cursor by rate — returns playing state
track.add(spec)        // append keyframe(s)
track.set(i, spec)     // replace keyframe at index
track.remove(i)        // remove keyframe at index

track.playing          // boolean
track.loop             // boolean
track.bounce           // boolean
track.rate             // get/set — never starts/stops playback
track.duration         // frames per segment
track.keyframes        // raw array

Loop modesloop and bounce are fully independent flags:

| loop | bounce | behaviour | |--------|----------|-----------| | false | false | play once — stop at end (fires onEnd) | | true | false | repeat — wrap back to start | | true | true | bounce forever — reverse direction at each boundary | | false | true | bounce once — flip at far boundary, stop at origin |

The internal _dir field (±1) tracks bounce travel direction — rate is never mutated at boundaries.

Hook firing order:

play()  → onPlay → _onActivate
tick()  → onEnd  → _onDeactivate   (once mode, at boundary)
stop()  → onStop → _onDeactivate
reset() → onStop → _onDeactivate

One-keyframe behaviour: play() with exactly one keyframe snaps eval() to that keyframe without setting playing = true and without firing hooks.


Coordinate-space mapping

mapLocation and mapDirection convert points and vectors between any pair of named spaces. All work is done in flat scalar arithmetic — no objects created per call.

Spaces: WORLD, EYE, SCREEN, NDC, MODEL, MATRIX (custom frame).

NDC convention: WEBGL = -1 (z ∈ [−1,1]), WEBGPU = 0 (z ∈ [0,1]).

import { mapLocation, mapDirection, WORLD, SCREEN, WEBGL } from '@nakednous/tree'

const out = new Float32Array(3)
const m = {
  pMatrix:   /* Float32Array(16) — projection */,
  vMatrix:   /* Float32Array(16) — view (world→eye) */,
  pvMatrix:  /* pMatrix × vMatrix — optional, computed if absent */,
  ipvMatrix: /* inv(pvMatrix)    — optional, computed if absent */,
}
const vp = [0, height, width, -height]

mapLocation(out, worldX, worldY, worldZ, WORLD, SCREEN, m, vp, WEBGL)

The matrices bag m is assembled by the host (p5.tree reads live renderer state into it). All pairs are supported: WORLD↔EYE, WORLD↔SCREEN, WORLD↔NDC, EYE↔SCREEN, SCREEN↔NDC, WORLD↔MATRIX, and their reverses.


Visibility testing

Frustum culling against six planes. All functions take scalar inputs and a pre-filled Float64Array(24) planes buffer — zero allocations per test.

import { frustumPlanes, pointVisibility, sphereVisibility, boxVisibility,
         VISIBLE, SEMIVISIBLE, INVISIBLE } from '@nakednous/tree'

const planes = new Float64Array(24)
frustumPlanes(planes, posX, posY, posZ, vdX, vdY, vdZ,
              upX, upY, upZ, rtX, rtY, rtZ,
              ortho, near, far, left, right, top, bottom)

sphereVisibility(planes, cx, cy, cz, radius)  // → VISIBLE | SEMIVISIBLE | INVISIBLE
boxVisibility(planes, x0,y0,z0, x1,y1,z1)
pointVisibility(planes, px, py, pz)

Three-state result: VISIBLE (fully inside), SEMIVISIBLE (intersecting), INVISIBLE (fully outside).


Quaternion and matrix math

Exported individually for use in hot paths.

Quaternions[x,y,z,w] w-last (quat.js):

qSet  qCopy  qDot  qNormalize  qNegate  qMul
qSlerp  qNlerp
qFromAxisAngle  qFromLookDir  qFromRotMat3x3  qFromMat4  qToMat4
quatToAxisAngle

Spline / vector: hermiteVec3, lerpVec3

Mat4 arithmetic (query.js):

mat4Mul  mat4Invert  mat4Transpose  mat4MulPoint  mat4MulDir
mat3NormalFromMat4  mat4Location  mat3Direction
mat4PV  mat4MV

TRS ↔ mat4 (track.js): transformToMat4, mat4ToTransform

Matrix construction from specs (form.js):

mat4FromBasis        — rigid frame from orthonormal basis + translation
mat4View           — view matrix (world→eye) from lookat params
mat4Eye        — eye matrix (eye→world) from lookat params
mat4FromTRS          — column-major mat4 from flat TRS scalars
mat4FromTranslation  — translation-only mat4
mat4FromScale        — scale-only mat4
mat4Perspective      — perspective projection
mat4Ortho            — orthographic projection
mat4Frustum          — off-centre perspective projection
mat4Bias             — NDC→texture/UV remap [0,1] for shadow mapping
mat4Reflect          — reflection across a plane
mat4ToTranslation    — extract translation (col 3)
mat4ToScale          — extract scale (column lengths)
mat4ToRotation       — extract rotation as unit quaternion

Projection queries — read scalars from an existing projection mat4 (query.js):

projIsOrtho  projNear  projFar  projFov  projHfov
projLeft  projRight  projTop  projBottom

Pixel ratio: pixelRatio(proj, vpH, eyeZ, ndcZMin) — world-units-per-pixel at a given depth, handles both perspective and orthographic.

Pick matrix: mat4Pick(proj, px, py, W, H) — mutates a projection mat4 in-place so that pixel (px, py) maps to the full NDC square. Used by the p5.tree GPU color-ID picking implementation. Convention-independent (perspective and orthographic).


Constants

// Coordinate spaces
WORLD, EYE, NDC, SCREEN, MODEL, MATRIX

// NDC Z convention
WEBGL   // −1  (z ∈ [−1, 1])
WEBGPU  //  0  (z ∈ [0, 1])

// Visibility results
INVISIBLE, VISIBLE, SEMIVISIBLE

// Basis vectors (frozen)
ORIGIN, i, j, k, _i, _j, _k

Performance contract

All hot-path functions follow an out-first, zero-allocation contract:

  • out is the first parameter — the caller owns the buffer
  • the function writes into out and returns it
  • null is returned on degeneracy (singular matrix, etc.)
  • no heap allocations per call
// allocate once
const out      = new Float32Array(3)
const pvMatrix = new Float32Array(16)
const ipvMatrix= new Float32Array(16)

// per frame — zero allocation
mat4Mul(pvMatrix, proj, view)
mat4Invert(ipvMatrix, pvMatrix)
mapLocation(out, px, py, pz, WORLD, SCREEN,
  { pMatrix: proj, vMatrix: view, pvMatrix, ipvMatrix }, vp, WEBGL)

Relationship to p5.tree

p5.tree is the bridge layer. It reads live renderer state (camera matrices, viewport dimensions, NDC convention) and passes it to @nakednous/tree functions. It wires PoseTrack and CameraTrack to the p5 draw loop, exposes createPoseTrack / createCameraTrack / getCamera, and provides createPanel for transport and parameter UIs.

@nakednous/tree provides the algorithms. The bridge provides the wiring.


License

AGPL-3.0-only
© JP Charalambos