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polygonal-js

v0.2.5

Published

Simple 3D library for HTML and Electron

Downloads

23

Readme

Polygonal-JS

Simple 3D library for HTML and Electron with a Scratch/PXT-style coding flow.

Goals

  • One command to create a full-page 3D scene
  • Easy object creation and manipulation
  • Camera, light, collision, and hover helpers
  • Support for OBJ import and PNG textures
  • Simple environment controls (sky, fog, day/night)

Install

npm install polygonal-js

Quick Start (HTML)

<!doctype html>
<html>
	<head>
		<meta charset="utf-8" />
		<title>Polygonal-JS Demo</title>
		<style>
			html,
			body {
				margin: 0;
				width: 100%;
				height: 100%;
				overflow: hidden;
			}
		</style>
	</head>
	<body>
		<script type="importmap">
			{
				"imports": {
					"polygonal-js": "./node_modules/polygonal-js/src/index.js",
					"three": "./node_modules/three/build/three.module.js",
					"three/examples/jsm/": "./node_modules/three/examples/jsm/"
				}
			}
		</script>
		<script type="module">
			import { createScene } from "polygonal-js";

			// One command creates a full-page empty 3D scene and starts rendering.
			const scene = createScene();

			const ground = scene.createPlane({
				width: 20,
				height: 20,
				rotationX: -Math.PI / 2,
				y: -1,
				color: "#222831"
			});

			const cube = scene.createBox({
				x: 0,
				y: 0,
				z: 0,
				color: "#44d6a7",
				texture: "./assets/crate.png"
			});

			scene.onUpdate((delta) => {
				scene.rotateObjectBy(cube, 0, 60 * delta, 0);
			});
		</script>
	</body>
</html>

Quick Start (Electron Renderer)

Use this inside your renderer script (or preload-exposed renderer API):

import { createScene } from "polygonal-js";

const scene = createScene();
const player = scene.createSphere({ radius: 0.75, color: "#f9ed69" });

scene.setCameraPosition(0, 2, 8);
scene.lookAt(0, 0, 0);

window.addEventListener("keydown", (event) => {
	if (event.key === "ArrowRight") player.moveObjectBy(0.15, 0, 0);
	if (event.key === "ArrowLeft") player.moveObjectBy(-0.15, 0, 0);
	if (event.key === "ArrowUp") player.moveObjectBy(0, 0, -0.15);
	if (event.key === "ArrowDown") player.moveObjectBy(0, 0, 0.15);
});

API

Create Scene

const scene = createScene({
	skyColor: "#111827",
	fov: 60,
	near: 0.1,
	far: 2500,
	renderWidth: 1920,
	renderHeight: 1080,
	displayMode: "fit",
	performanceOverlay: true,
	letterboxColor: "#000000",
	autoStart: true
});

Performance Overlay + Stats API

scene.showPerformanceOverlay();
scene.hidePerformanceOverlay();
scene.togglePerformanceOverlay();

const stats = scene.getPerformanceStats();
// alias: scene.getSceneStats()

console.log(stats.fps);
console.log(stats.renderResolution.width, stats.renderResolution.height);
console.log(stats.viewportSize.width, stats.viewportSize.height);
console.log(stats.polygonCount);
console.log(stats.objectCount);
console.log(stats.guiFrameCount, stats.guiElementCount);
console.log(stats.physicsObjectCount);
console.log(stats.weldCount, stats.weldBreakdown);
console.log(stats.groupCount);

Render Resolution + Output Scaling

// Render internally at 1080p, but display at 960x540 in your page.
scene.setRenderResolution(1920, 1080);
scene.setDisplayResolution(960, 540);

// Or let it auto-fit the container while preserving aspect ratio + black bars.
scene.clearDisplayResolution();
scene.setRenderScaleMode("fit");
scene.setLetterboxColor("#000000");

// Stretch mode fills the container (no bars).
scene.setRenderScaleMode("stretch");

Object Creation

const box = scene.createBox({ width: 1, height: 1, depth: 1, color: "#ff6b6b" });
const sphere = scene.createSphere({ radius: 0.5, color: "#4d96ff" });
const cylinder = scene.createCylinder({ radiusTop: 0.5, radiusBottom: 0.5, height: 2 });
const plane = scene.createPlane({ width: 20, height: 20, rotationX: -Math.PI / 2 });
const pointA = scene.createPoint({ x: -2, y: 1, z: 0 });
const pointB = scene.createPoint({ x: 2, y: 1, z: 0 });
const collisionPoint = scene.createCollisionPoint({
	x: 0,
	y: 0.5,
	z: 0,
	radius: 0.2,
	visible: true,
	color: "#ffaa5f"
});
const stretch = scene.createStretchPlane([pointA, pointB], {
	color: "#88c0ff",
	opacity: 0.6,
	width: 0.5,
	collisionMode: "simple",
	collisionThickness: 0.08
});

OBJ Import

const tree = await scene.importOBJ("./assets/tree.obj", {
	x: 3,
	y: 0,
	z: -5,
	recolorChildren: false
});

Object Manipulation

box.moveObjectTo(2, 1, -3);
box.moveObjectBy(0.1, 0, 0);

box.scaleObjectTo(2, 2, 2);
box.scaleObjectBy(1.1, 1, 1);

box.rotateObjectTo(0, 45, 0); // degrees
box.rotateObjectBy(0, 1, 0);  // degrees delta

box.setObjectColor("#00ff88");
box.setObjectTexture("./assets/metal.png");
box.setObjectTransparency(0.35);
box.setObjectReflectance(0.8);
box.setObjectCollisionMode("precise"); // none | simple | precise
box.enableObjectOutline({ color: "#ffffff", opacity: 0.9 });
box.disableObjectOutline();

// Roblox-like destroy aliases are also available.
box.destroy();
box.Destroy();

box.remove();

Physics

player.enablePhysics({
	mass: 1,
	useGravity: true,
	bounciness: 0.25,
	damping: 0.99,
	vx: 0,
	vy: 0,
	vz: 0
});

scene.setGravity(0, -9.81, 0);
scene.setPhysicsFloor(-1);

player.addForce(5, 8, 0);
player.setPhysicsVelocity(0, 0, 0);
player.disablePhysics();
scene.clearPhysicsFloor();

Groups (Bind Multiple Objects)

const groupId = scene.createGroup([player, sword, shield], {
	id: "playerGear",
	primary: player
});

// Move group by moving primary directly or with helper.
scene.moveGroupBy("playerGear", 1, 0, 0);

// Change primary (center point for future group rotation).
scene.setGroupPrimary("playerGear", shield);
scene.rotateGroupBy("playerGear", 0, 22.5, 0);

const groupInfo = scene.getGroup("playerGear");
scene.removeGroup("playerGear");

Welds (Spring, Rope, Elastic, Deform)

const springWeld = scene.createSpringWeld(player, crate, {
	minLength: 1,
	maxLength: 4,
	elasticity: 0.25
});

const ropeWeld = scene.createRopeWeld(hook, lantern, {
	length: 6,
	minLength: 0
});

const elasticWeld = scene.createElasticWeld(hand, balloon, {
	minLength: 0.8,
	maxLength: 5,
	elasticity: 0.1,
	slack: 0.75
});

const deformWeld = scene.createDeformWeld(hinge, plate, {
	minLength: 0.4,
	durability: 1.5
});

const springInfo = scene.getWeld(springWeld);
scene.removeWeld(ropeWeld);

Camera Commands

scene.setCameraPosition(0, 3, 10);
scene.moveCameraBy(0, 0, -1);
scene.rotateCameraTo(0, 0, 0);
scene.lookAt(0, 0, 0);
scene.setCameraFov(75);

Collision + Hover

if (scene.checkCollision(player, wall)) {
	console.log("Collision detected");
}

const distance = player.distanceToObject(wall);

if (scene.isHovering(player)) {
	player.setObjectColor("#ffffff");
}

const hovered = scene.getHoveredObject();
const allUnderCursor = scene.getObjectsUnderCursor();

Lights

const ambient = scene.createAmbientLight({ color: "#ffffff", brightness: 0.4 });
const sun = scene.createDirectionalLight({ color: "#fff0cc", brightness: 1.1, x: 50, y: 80, z: 20 });
const lamp = scene.createPointLight({ color: "#ffddaa", brightness: 1.2, range: 30, x: 0, y: 3, z: 0 });
const spot = scene.createSpotLight({ color: "#cce7ff", brightness: 1.0, range: 60, x: 0, y: 8, z: 5 });

scene.moveLightTo(lamp, 2, 3, 1);
scene.moveLightBy(lamp, 0, 0, -1);
scene.setLightColor(lamp, "#aaffcc");
scene.setLightBrightness(lamp, 0.8);
scene.setLightRange(lamp, 40);
scene.removeLight(spot);

Sounds (Global + Local)

const music = scene.createGlobalSound("./assets/music.mp3", {
	id: "bgm",
	loop: true,
	volume: 0.6,
	autoplay: true
});

const engine = scene.createLocalSound("./assets/engine.mp3", {
	id: "engine",
	target: car,
	range: 30,
	loop: true,
	volume: 1.0
});

scene.playSound("engine");
scene.setSoundVolume("engine", 0.7);
scene.attachSoundToObject("engine", car);
scene.setLocalSoundPosition("engine", 5, 1, -3);
scene.pauseSound("engine");
scene.stopSound("engine");
scene.removeSound("engine");

2D Interfaces (Overlay + Surface)

const hud = scene.createInterface({
	id: "hudHealth",
	mode: "overlay",
	clickable: true,
	layer: 20,
	x: 120,
	y: 50,
	width: 180,
	height: 48,
	background: "rgba(0,0,0,0.45)",
	onClick: ({ id }) => console.log("clicked", id)
});

const hudText = scene.createInterfaceText("hudHealth", {
	id: "hudHealthText",
	text: "Health: 100",
	x: 12,
	y: 12,
	color: "#ffffff",
	fontSize: 20
});

const hudIcon = scene.createInterfaceImage("hudHealth", {
	id: "hudHealthIcon",
	src: "./assets/heart.png",
	x: 140,
	y: 8,
	width: 28,
	height: 28,
	mode: "fit"
});

const tiledFrame = scene.createInterfaceImage("hudHealth", {
	id: "hudFrame",
	src: "./assets/frame_tile.png",
	x: 0,
	y: 0,
	width: 220,
	height: 56,
	mode: "tileXY",
	tileSize: 16
});

// Supported image modes: stretch, fit, tileX, tileY, tileXY, crop.
// Legacy aliases also work: contain -> fit, cover -> crop.

const badge = scene.createInterface({
	id: "doorBadge",
	mode: "surface",
	target: door,
	localX: 0,
	localY: 1.2,
	localZ: 0.02,
	width: 120,
	height: 60
});

scene.createInterfaceText("doorBadge", {
	id: "doorBadgeText",
	text: "OPEN",
	x: 34,
	y: 18,
	color: "#ffffff",
	fontSize: 16,
	fontWeight: "700"
});

scene.setInterfaceObjectText("hudHealth", "hudHealthText", "Health: 85");
scene.setInterfaceObjectImage("hudHealth", "hudHealthIcon", "./assets/heart_low.png");
scene.setInterfaceObjectImageMode("hudHealth", "hudHealthIcon", "crop");
scene.setInterfaceObjectImageTiling("hudHealth", "hudFrame", {
	tileWidth: 16,
	tileHeight: 16,
	tileOffsetX: 0,
	tileOffsetY: 0
});
scene.moveInterfaceBy("hudHealth", 10, 0);
scene.resizeInterface("hudHealth", 220, 56);
scene.stretchInterface("hudHealth", 1.2, 1);
scene.rotateInterface("hudHealth", 0.1);
scene.setInterfaceTransparency("hudHealth", 0.2);
scene.setInterfaceLayer("hudHealth", 30);
scene.setInterfaceClickable("hudHealth", true);
const offClick = scene.onInterfaceClick("hudHealth", (event) => {
	console.log("HUD clicked", event.x, event.y);
});
offClick();

scene.attachInterfaceToObject("hudHealth", player, { localY: 2.2, localZ: 0 });
scene.setInterfaceMode("hudHealth", "overlay");
scene.setInterfaceScreenPosition("hudHealth", 150, 40);
scene.removeInterfaceObject("hudHealth", "hudHealthIcon");
scene.removeInterface("doorBadge");

Environment

scene.setSkyColor("#87ceeb");
scene.setSkyTexture("./assets/sky.png");

scene.setSunDirectionFromPoints(playerHead, targetMarker, { distance: 120 });
scene.bindSunDirectionToPoints(playerHead, targetMarker, { distance: 120 });
scene.clearSunDirectionBinding();

scene.setSunColor("#ffeab3");
scene.setMoonColor("#b7c8ff");
scene.setSunTexture("./assets/sun.png");
scene.setMoonTexture("./assets/moon.png");
scene.setCloudTexture("./assets/clouds.png");

scene.setTimeOfDay(18.5);

scene.setFog("#dbeafe", 15, 120);
scene.clearFog();

Notes

  • Works in modern browsers and Electron renderer windows.
  • If you are using raw browser modules (no Vite/Webpack/etc), add an importmap for polygonal-js and three as shown above.
  • For Electron, run this from the renderer process (not the main process).
  • rotateObjectTo, rotateObjectBy, rotateGroupBy, and rotateCameraTo use degrees.
  • Created objects expose direct helper methods (for example object.moveObjectBy(...)) in addition to scene-level methods.
  • isHovering(object) only returns true when that object is the front-most unobstructed object under the cursor.
  • setSunTexture, setMoonTexture, and setCloudTexture currently store references for your game systems and extensions; core lighting/color/day-night behavior is active now.
  • Spring welds keep an object between minLength and maxLength from the anchor using elasticity as response speed.
  • Rope welds clamp distance to a max length (length or maxLength) and optionally support minLength.
  • Elastic welds are intentionally looser than spring welds and can use slack for extra rubber-band behavior.
  • Deform welds behave like rigid welds but can bend offset under impact; durability controls how strongly they resist deformation and minLength prevents collapse too close to the anchor.
  • createPoint is a non-colliding transform marker. Use createCollisionPoint when you need a point-like object that participates in collisions.
  • Stretch planes now support collisionMode and collisionThickness for reliable collision checks and physics blocking.

License

MIT