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three-zoo

v0.8.2

Published

Some reusable bits for building things with Three.js

Readme

What's included

  • 📷 DualFovCamera - Camera with separate horizontal and vertical FOV controls
  • ☀️ Sun - Directional light with spherical positioning
  • 🔍 SceneTraversal - Helper functions for finding objects and materials in scenes
  • 🎭 SkinnedMeshBaker - Converts animated meshes to static geometry
  • 🎨 StandardToLambertConverter - Converts PBR materials to Lambert materials
  • StandardToBasicConverter - Converts PBR materials to Basic materials

Installation

npm install three-zoo

DualFovCamera

A camera that lets you control horizontal and vertical field of view separately:

const camera = new DualFovCamera(90, 60);

// Set FOV values independently
camera.horizontalFov = 100;
camera.verticalFov = 70;

// Fit objects in view
camera.fitVerticalFovToPoints(vertices);
camera.fitVerticalFovToBox(boundingBox);
camera.fitVerticalFovToMesh(skinnedMesh);

// Position camera based on mesh center
camera.lookAtMeshCenterOfMass(skinnedMesh);

Sun

A directional light with spherical positioning:

const sun = new Sun();

// Position using spherical coordinates
sun.elevation = Math.PI / 4;  // 45° above horizon
sun.azimuth = Math.PI / 2;    // 90° rotation
sun.distance = 100;           // Distance from origin

// Set up shadows for a bounding box
sun.configureShadowsForBoundingBox(sceneBounds);

// Position based on HDR environment map
sun.setDirectionFromHDRTexture(hdrTexture, 50);

SceneTraversal

Functions for working with Three.js scene graphs:

// Find by name
const player = SceneTraversal.getObjectByName(scene, 'Player');
const metal = SceneTraversal.getMaterialByName(scene, 'MetalMaterial');

// Find with patterns
const enemies = SceneTraversal.filterObjects(scene, /^enemy_/);
const glassMats = SceneTraversal.filterMaterials(scene, /glass/i);

// Find objects using specific materials
const glassObjects = SceneTraversal.findMaterialUsers(scene, /glass/i);

// Process all materials in a scene
SceneTraversal.enumerateMaterials(scene, (material) => {
  if ('roughness' in material) material.roughness = 0.8;
});

SkinnedMeshBaker

Convert animated meshes to static geometry:

// Bake current pose
const staticMesh = SkinnedMeshBaker.bakePose(skinnedMesh);

// Bake specific animation frame
const frameMesh = SkinnedMeshBaker.bakeAnimationFrame(
  armature,
  skinnedMesh,
  1.5,              // Time in seconds
  animationClip
);

Material Converters

Convert PBR materials to simpler types. Useful for performance optimization:

StandardToLambertConverter

// Basic conversion
const lambertMaterial = StandardToLambertConverter.convert(standardMaterial);

// With options
const lambertMaterial = StandardToLambertConverter.convert(standardMaterial, {
  preserveName: true,
  roughnessColorFactor: 0.9,
  disposeOriginal: true
});

StandardToBasicConverter

// Convert to unlit material
const basicMaterial = StandardToBasicConverter.convert(standardMaterial);

// With brightness adjustment
const basicMaterial = StandardToBasicConverter.convert(standardMaterial, {
  brightnessFactor: 1.5,
  combineEmissive: true,
  preserveName: true,
  disposeOriginal: false
});

Requirements

  • Three.js ^0.175.0 (peer dependency)
  • TypeScript support included

Contributing

Feel free to submit issues and pull requests if you find these utilities helpful.

License

MIT © jango