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scenic-draft-fluent

v0.19.0

Published

A chainable API over scenic-draft: sphere(1).translate([0, 1, 0]).paint(materials.chrome), producing the same plain scene data.

Downloads

653

Readme

scenic-draft-fluent

The scenic-draft scene vocabulary, as a chain.

import { backgrounds, camera, draft, materials, plane, sphere } from 'scenic-draft-fluent';

draft(
  sphere(0.62).translate([1, 2, 3]).paint(materials.chrome).union(plane([0, 1, 0], -1)),
  backgrounds.dusk,
)
  .withCamera(camera([0, 1.35, -4.9], [0, 0.05, 0]).zoom(2.3).focus(10))
  .render(canvas);

Same library, same renderer, same compiled shader — read left to right instead of inside out.

Install

npm install scenic-draft-fluent   # or: pnpm add scenic-draft-fluent

That is the whole install. scenic-draft comes with it as an exact-version dependency, and everything it exports is re-exported herematerials, backgrounds, the background builders, render, buildShader, every type. You never need to import from both.

The package ships ESM with TypeScript declarations, and needs the same browser support as the core library: WebGL2 with EXT_color_buffer_float.

The idea

A Shape is a SceneNode. The builders copy the plain node's own properties onto an object whose prototype holds the chaining methods, so what you get back has exactly the properties the core builder's return value has:

import { sphere } from 'scenic-draft-fluent';

JSON.stringify(sphere(1)); // {"kind":"sphere","radius":1}
Object.keys(sphere(1)); // ['kind', 'radius']

That is what makes the two styles interchangeable rather than merely similar. A fluent shape can go straight into a core builder, a core node can be picked up mid-chain, and anything that reads a SceneSpec — including scenic-draft's own render() — takes either without unwrapping:

import { render, union } from 'scenic-draft'; // the core package
import { fluent, sphere } from 'scenic-draft-fluent';

union(sphere(1).translate([1, 0, 0]), box([1, 1, 1])); // fluent inside core
fluent(someCoreNode).paint(materials.gold); // core inside fluent

Nothing is validated twice, either. Every method delegates to the matching core builder, so the errors are the same errors, thrown at the same call.

Shapes

Every CSG builder is re-cut to return a chainable Shape, and every operator that takes a subtree is also available as a method on one. a.union(b) is union(a, b); a.subtract(b) is subtract(a, b); a.smoothUnion(k, b) is smoothUnion(k, a, b).

| Method | Equivalent | | --- | --- | | .translate(offset) | translate(node, offset) | | .rotateX(a) .rotateY(a) .rotateZ(a) | rotateX(node, a), … | | .rotate([x, y, z]) | rotate(node, [x, y, z]) | | .scale(factor) | scale(node, factor) | | .elongate([x, y, z]) | elongate(node, [x, y, z]) | | .mirrorX() .mirrorY() .mirrorZ() | mirrorX(node), … | | .repeat(spacing, counts?) | repeat(node, spacing, counts) | | .repeatRadial(count) | repeatRadial(node, count) | | .displace(amplitude, [x, y, z]) | displace(node, amplitude, [x, y, z]) | | .twist(rate) .bend(curvature) | twist(node, rate), … | | .shell(thickness) .grow(amount) | shell(node, thickness), … | | .paint(material) | paint(node, material) | | .union(...others) | union(node, ...others) | | .intersect(...others) | intersect(node, ...others) | | .subtract(...cuts) | subtract(node, ...cuts) | | .smoothUnion(k, ...others) | smoothUnion(k, node, ...others) | | .smoothIntersect(k, ...others) | smoothIntersect(k, node, ...others) | | .smoothSubtract(k, ...cuts) | smoothSubtract(k, node, ...cuts) |

fluent(node) gives an existing plain node the methods, and isShape(node) says whether it already has them.

Cameras

camera([0, 1.35, -4.9], [0, 0.05, 0]).zoom(2.3).focus(10);

camera(position, target?) starts the chain; .position(), .target(), .projection(), .perspective(), .orthographic(), .zoom(), .height(), .aperture() and .focus() each return a new camera, so a base camera can be framed several ways without being copied by hand.

A Camera is the one thing here that is not structurally its spec, and it cannot be: every method is named after the field it sets, and a property cannot be both a number and a function. Rather than rename zoom to something clumsier, the chain stays readable and the spec is fetched with .toSpec(). In practice you rarely need it — everything in this package that takes a camera takes either form:

draft(scene, backgrounds.studio).withCamera(camera([0, 1, -5]).zoom(2));
buildShader({ scene, background, camera: camera([0, 1, -5]).zoom(2) });
render(canvas, { scene, background, camera: camera([0, 1, -5]).zoom(2) });

scenic-draft's own render and buildShader want the plain spec, so pass camera(...).toSpec() when you call those directly.

Drafts

draft(scene, background) starts a whole spec. Like Shape, a Draft is a SceneSpec — the same four fields as own properties — so it can be handed to anything that reads one:

import { draft, backgrounds, camera, fog, materials, sphere } from 'scenic-draft-fluent';

const plate = draft(sphere(1).paint(materials.glass), backgrounds.sunset)
  .withCamera(camera([0, 0.6, -4], [0, 0, 0]).zoom(2.4))
  .withFog(fog([0.35, 0.2, 0.12], 0.05));

plate.render(canvas, { size: 900, bounces: 12 }); // or: render(canvas, plate)
plate.shader(); // the generated GLSL, no WebGL needed

The setters are with…-prefixed because, unlike the shape methods, the plain names would collide with the fields they set. .withScene(), .withBackground(), .withCamera() and .withFog() each return a new draft, which makes variants of one scene cheap:

const lit = (background) => plate.withBackground(background);
[backgrounds.noon, backgrounds.dusk, backgrounds.nebula].map(lit);

Everything else

materials, patterns, bumps, backgrounds, solid, gradient, noise, customBackground, sun, fog, DEFAULT_MATERIAL, checkField and every type are re-exported from scenic-draft unchanged — they are plain data with nothing to chain, or, in checkField's case, a function that already takes one (a Shape is a SceneNode). render and buildShader are re-exported widened, so they also accept a fluent camera.

See the scenic-draft README for what the scene vocabulary means, and the fluent guide for worked examples with live renders.

Versioning

This package is released in lockstep with scenic-draft and depends on the exact version it was published at. The two are one library with two front doors; a mismatched pair would be two different scene vocabularies.