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@polarfront-lab/ionian

v3.0.6

Published

ThreeJS Collection Set

Readme

Ionian

Ionian is a Three.js particle morphing engine.

It samples one or more THREE.Mesh surfaces into GPU data textures, simulates particle motion with GPUComputationRenderer, and renders the particles through an instanced mesh. Applications own the surrounding scene, renderer, camera, asset upload flow, scroll/loop behavior, and UI.

Install

pnpm add @polarfront-lab/ionian three three-stdlib mitt

three, three-stdlib, and mitt are peer dependencies.

Ionian is currently validated against [email protected] and [email protected] in package smoke tests. The peer range starts at the PFLAB production baseline, [email protected], and intentionally stops before the next untested Three.js minor.

Basic Usage

import { ParticlesEngine } from '@polarfront-lab/ionian';

const engine = new ParticlesEngine({
  textureSize: 256,
  scene,
  renderer,
  camera,
  useIntersection: false,
  dracoDecoderPath: '/draco/',
});

engine.registerMesh('step-1', meshA);
engine.registerMesh('step-2', meshB);
engine.registerMatcap('warm', warmTexture);
engine.registerMatcap('cool', coolTexture);

await engine.setMeshSequence(['step-1', 'step-2']);
engine.setTextureSequence([
  { type: 'matcap', id: 'warm' },
  { type: 'matcap', id: 'cool' },
]);

engine.setOverallProgress(0.5);
engine.renderFrame(deltaSeconds, elapsedSeconds);

setOverallProgress() is the primary integration point for product code. Feed it scroll progress, an automatic timeline, or a static value from the host app.

Use renderFrame(deltaSeconds, elapsedSeconds) when the host runtime already provides frame timing, such as React Three Fiber. Use render(elapsedTimeMs) for requestAnimationFrame timestamps.

Texture Sequence

Texture sequences support registered matcaps and solid colors:

engine.setTextureSequence([
  { type: 'color', value: '#ffffff' },
  { type: 'color', value: '#ff7a00' },
  { type: 'matcap', id: 'metal' },
]);

Ionian linearly interpolates between adjacent texture sequence entries using the same overall progress value that drives mesh morphing.

Runtime Guidance

  • Choose textureSize before constructing the engine when possible. Runtime resizing is supported, but it recreates GPU resources and regenerates mesh atlases.
  • Use 128 or lower for mobile scenes and 256 for rich desktop scenes unless the host app has measured the target hardware.
  • Prefer host-app asset loaders for uploads and validation. fetchAndRegister* is a convenience API, not an upload pipeline.
  • Pass dracoDecoderPath when the host app self-hosts Draco decoders.
  • Call dispose() when unmounting the scene.

Development

pnpm install
pnpm test
pnpm run test:coverage
pnpm run build
pnpm run build:types
pnpm run pack:smoke
pnpm run validate