@layoutit/polycss-vue 0.2.0 → 0.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +155 -144
- package/dist/index.cjs +69 -7
- package/dist/index.d.cts +1107 -116
- package/dist/index.d.ts +1107 -116
- package/dist/index.js +69 -7
- package/package.json +2 -2
package/README.md
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# PolyCSS
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A CSS polygon mesh library. A 3D engine for the DOM. Renders OBJ/MTL, GLB and VOX as real HTML elements transformed with CSS `matrix3d(...)`. Supports colors, textures, lighting, shadows, shapes and animations. Works with React, Vue or plain JavaScript.
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Visit [polycss.com](https://polycss.com) for docs and model examples.
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<img width="1600" height="300" alt="PolyCSS primitives banner" src="https://github.com/user-attachments/assets/b05e2204-9323-4f83-8d1b-01ea0dd000db" />
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## Installation
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```bash
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# Vanilla
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npm install @layoutit/polycss
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# React
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npm install @layoutit/polycss-react
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# Vue
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npm install @layoutit/polycss-vue
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```
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Requires Vue 3 as a peer dependency.
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You can also load PolyCSS directly from a CDN. Here is a minimal custom-element scene:
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```
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<
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<PolyCamera :rot-x="65" :rot-y="45" :perspective="1000">
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<PolyScene>
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<PolyMesh src="/cottage.glb" />
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</PolyScene>
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</PolyCamera>
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</template>
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```html
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<script type="module" src="https://esm.sh/@layoutit/polycss/elements"></script>
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<
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<poly-camera rot-x="65" rot-y="45">
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<poly-scene>
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<poly-orbit-controls drag wheel></poly-orbit-controls>
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<poly-box size="100" color="#ffd166"></poly-box>
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</poly-scene>
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</poly-camera>
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```
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<img width="2500" height="1145" alt="PolyCSS intro" src="https://github.com/user-attachments/assets/0e5df0d8-04a8-4e50-8e3a-1097a96ce42f" />
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## Framework Components
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React and Vue expose the same component model. `<PolyCamera>` owns the viewpoint, `<PolyScene>` owns lighting and atlas options, and `<PolyMesh>` loads or receives polygon data.
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```tsx
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import { PolyCamera, PolyScene, PolyOrbitControls, PolyMesh } from "@layoutit/polycss-react";
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export default function App() {
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return (
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<PolyCamera rotX={65} rotY={45}>
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<PolyScene textureLighting="dynamic">
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<PolyOrbitControls drag wheel />
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<PolyMesh src="/gallery/obj/cottage.obj" mtl="/gallery/obj/cottage.mtl" />
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</PolyScene>
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</PolyCamera>
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);
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}
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```
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## API Reference
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###
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### PolyCamera
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- `rotX`, `rotY` control the orbit angle in degrees.
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- `zoom` scales the projected scene.
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- `target` pans the camera target in world coordinates.
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- `distance` adds dolly pull-back.
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- `PolyCamera` is the orthographic default. Use `PolyPerspectiveCamera` when you want perspective depth.
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| `src` | `string` | URL to `.obj`, `.glb`, `.gltf`, or `.vox` |
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| `polygons` | `Polygon[]` | Pre-parsed polygons (alternative to `src`) |
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| `position` | `Vec3` | `[x, y, z]` offset in scene space |
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| `scale` | `number \| Vec3` | Uniform or per-axis scale |
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| `rotation` | `Vec3` | Euler angles in degrees `[x, y, z]` |
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| `atlas-scale` | `number \| "auto"` | Atlas bitmap budget and compositor sprite size |
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| `auto-center` | `boolean` | Shift mesh so its bbox center is at origin |
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| `mtl` | `string` | Companion `.mtl` URL for OBJ models |
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### PolyScene
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- `polygons` renders a static `Polygon[]` directly.
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- `directionalLight` and `ambientLight` control scene lighting.
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- `textureLighting` chooses `"baked"` or `"dynamic"`.
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- `textureQuality` controls atlas raster budget.
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- Solid seam bleed is automatic on detected shared solid edges.
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- `strategies` can disable selected render strategies for diagnostics.
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- `autoCenter` rotates around the rendered mesh bounds instead of world origin.
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###
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### PolyMesh
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- `src` loads `.obj`, `.gltf`, `.glb`, or `.vox` files.
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- `mtl` loads companion OBJ materials.
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- `polygons` accepts pre-parsed geometry.
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- `position`, `scale`, and `rotation` transform the mesh wrapper.
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- `autoCenter` shifts the mesh bbox center to local origin.
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- `meshResolution` chooses `"lossy"` (default) or `"lossless"` optimization.
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- `castShadow` emits CSS-projected shadows in dynamic lighting mode.
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| `vertices` | `Vec3[]` | Required: 3+ `[x, y, z]` points |
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| `color` | `string` | CSS color; used when no texture is set |
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| `texture` | `string` | Image URL for UV-mapped rendering |
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| `uvs` | `Vec2[]` | UV coordinates, one per vertex |
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| `data` | `Record<string, string \| number \| boolean>` | Reflected as `data-*` DOM attributes |
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| `position` | `Vec3` | Local offset |
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| `scale` | `number \| Vec3` | Scale |
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| `rotation` | `Vec3` | Euler rotation in degrees |
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| `atlas-scale` | `number \| "auto"` | Atlas bitmap budget and compositor sprite size |
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### Controls
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- `<PolyOrbitControls>` adds drag orbit, shift-drag pan, wheel zoom, and optional auto-rotate.
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- `<PolyMapControls>` uses pan-first map-style input.
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- `<PolyFirstPersonControls>` provides keyboard and pointer-look navigation.
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- `<PolyTransformControls>` adds translate/rotate gizmos for selected mesh handles.
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### Polygon Data Model
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Each polygon describes one renderable face:
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```ts
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const polygons = [
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{
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vertices: [[0, 0, 0], [60, 0, 0], [0, 60, 0]],
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color: "#f97316",
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},
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{
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vertices: [[0, 0, 0], [60, 0, 0], [60, 60, 0], [0, 60, 0]],
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texture: "/texture.png",
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uvs: [[0, 0], [1, 0], [1, 1], [0, 1]],
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},
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];
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```
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Render polygons directly when you need per-face DOM events or custom styling:
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```tsx
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<PolyCamera>
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<PolyScene>
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{polygons.map((polygon, index) => (
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<Poly
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key={index}
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{...polygon}
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onClick={() => console.log("clicked polygon", index)}
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className="my-polygon"
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/>
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))}
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</PolyScene>
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</PolyCamera>
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```
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##
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## Loading Mesh Files
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Use `loadMesh()` to parse supported model formats:
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```ts
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import { createPolyCamera, createPolyScene, loadMesh } from "@layoutit/polycss";
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const host = document.getElementById("polycss")!;
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const camera = createPolyCamera({ rotX: 65, rotY: 45 });
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const scene = createPolyScene(host, { camera });
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const mesh = await loadMesh("https://polycss.com/gallery/obj/cottage.obj", {
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mtlUrl: "https://polycss.com/gallery/obj/cottage.mtl",
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});
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scene.add(mesh);
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```
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Supported formats:
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- OBJ + MTL, including `map_Kd` textures and UV coordinates.
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- glTF / GLB, including embedded images and `TEXCOORD_0`.
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- MagicaVoxel `.vox`, with direct voxel fast paths when eligible.
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- Generated primitives: box, plane, ring, sphere, torus, cylinder, cone, and Platonic solids.
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<template>
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<PolyCamera :rot-x="65" :rot-y="45">
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<PolyScene :directional-light="light">
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<PolyMesh src="/cottage.glb" />
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<PolyMesh src="/tree.glb" :position="[8, 0, 0]" :scale="0.5" />
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</PolyScene>
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</PolyCamera>
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</template>
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## Performance
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import { PolyCamera, PolyScene, PolyMesh } from "@layoutit/polycss-vue";
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const light = { direction: [0.5, -0.7, 0.6] as [number, number, number], color: "#ffe4a8" };
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</script>
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```
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PolyCSS renders in the DOM, so performance is mostly determined by how many polygons are mounted and how much texture atlas area they consume. The renderer uses several CSS strategies so simple surfaces stay cheap and textured or irregular surfaces fall back to atlas slices.
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- One visible polygon becomes one leaf DOM element.
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- Flat rectangles and stable quads use solid CSS leaves.
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- Textured polygons are packed into generated texture atlases.
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- Dynamic lighting runs through CSS custom properties instead of per-frame JavaScript.
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- Voxel-shaped meshes mount only camera-facing leaves when the mesh is eligible.
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- `meshResolution: "lossy"` merges compatible polygons, then may spend a small split budget to repair high-risk seams.
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<template>
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<PolyScene>
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<Poly
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v-for="(p, i) in polygons"
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:key="i"
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v-bind="p"
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@click="() => alert(`clicked polygon ${i}`)"
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@mouseenter="hoveredId = i"
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@mouseleave="hoveredId = null"
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:class="{ highlight: hoveredId === i }"
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/>
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</template>
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<script setup lang="ts">
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import { ref } from "vue";
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import { PolyCamera, PolyScene, Poly } from "@layoutit/polycss-vue";
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import type { Polygon } from "@layoutit/polycss-vue";
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defineProps<{ polygons: Polygon[] }>();
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const hoveredId = ref<number | null>(null);
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</script>
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<style>
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.highlight { filter: brightness(1.5); }
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</style>
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```
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Renderer internals:
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Each visible polygon is emitted as one leaf element; the renderer chooses the least expensive CSS primitive that can represent the polygon, then uses `matrix3d(...)` to place that primitive in 3D space.
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- `<b>` uses `background: currentColor` on a fixed box for solid rectangles and stable quads.
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- `<u>` uses `corner-shape` for stable triangles and beveled-corner solids, with a `border-width` triangle fallback when needed.
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- `<i>` clips solid polygons with `border-shape: polygon(...)` when the browser supports it.
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- `<s>` maps a packed texture-atlas slice with `background-image`, and is the fallback for textured or unsupported shapes.
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## Packages
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| Package | Description |
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|---|---|
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| `@layoutit/polycss-core` | Pure math, parsers, lighting, camera helpers, mesh optimization. Zero browser globals. |
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| `@layoutit/polycss` | Vanilla custom elements and imperative `createPolyScene` API. |
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| `@layoutit/polycss-react` | React components, hooks, controls, and core re-exports. |
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| `@layoutit/polycss-vue` | Vue 3 components, composables, controls, and core re-exports. |
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## Made with PolyCSS
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[Layoutit Voxels](https://voxels.layoutit.com)
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-> A CSS Voxel editor
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+
<img width="1000" height="600" alt="layoutit-voxels" src="https://polycss.com/layoutit-voxels.png" />
|
|
191
|
+
|
|
192
|
+
[Layoutit Terra](https://terra.layoutit.com)
|
|
193
|
+
-> A CSS Terrain Generator
|
|
194
|
+
|
|
195
|
+
<img width="1000" height="601" alt="layoutit-terra" src="https://polycss.com/layoutit-terra.png" />
|
|
185
196
|
|
|
186
|
-
##
|
|
197
|
+
## License
|
|
187
198
|
|
|
188
|
-
|
|
199
|
+
MIT.
|