Render pipeline for p5.js v2 — pose and camera interpolation, space transforms, frustum visibility, HUD, post-processing pipe, picking, interactive 3D handles, and declarative control panels.
A unified factory creates either a PoseTrack (object animation) or a CameraTrack (camera keyframe path).
const track = createPoseTrack() // PoseTrack — animates any object
const track = createCameraTrack() // CameraTrack — binds to the current camera
const track = createCameraTrack(cam) // CameraTrack — binds to a specific cameraStores { pos, rot, scl } keyframes. Interpolates position with cubic Hermite (auto-computed centripetal Catmull-Rom tangents by default), rotation with slerp or nlerp, scale with linear.
const track = createPoseTrack()
const out = { pos:[0,0,0], rot:[0,0,0,1], scl:[1,1,1] }
track.add({ pos:[-150, 0, 0], rot:[0,0,0,1], scl:[1,1,1] })
track.add({ pos:[ 150, 0, 0], rot:[0,0,0,1], scl:[1,1,1] })
track.play({ loop: true, duration: 60 })
function draw() {
background(20)
if (track.playing) {
push()
applyPose(track.eval(out))
box(60)
pop()
}
}add() accepts flexible specs. Top-level forms:
track.add({ pos, rot, scl }) // explicit TRS — rot accepts any form below
track.add({ pos, rot, scl, tanIn, tanOut }) // with Hermite tangents (vec3, optional)
track.add({ mat4Model: mat4 }) // decompose a column-major model matrix into TRS
track.add([ spec, spec, ... ]) // bulktanIn is the incoming position tangent at this keyframe; tanOut is the outgoing tangent. When only one is given, the other mirrors it. When neither is given, centripetal Catmull-Rom tangents are auto-computed — identical to the default smooth behavior.
track.add({ pos:[0,0,0] }) // auto tangents
track.add({ pos:[100,0,0], tanOut:[0,50,0] }) // leave heading +Y
track.add({ pos:[200,0,0], tanIn:[0,50,0], tanOut:[-30,0,0] }) // arrive from +Y, leave heading -X
track.add({ pos:[300,0,0] }) // auto tangentsrot sub-forms — all normalised internally, no pre-processing needed:
track.add({ pos:[0,0,0], rot: [x,y,z,w] }) // raw quaternion
track.add({ pos:[0,0,0], rot: { axis:[0,1,0], angle: PI/4 } }) // axis-angle
track.add({ pos:[0,0,0], rot: { dir:[1,0,0] } }) // look direction
track.add({ pos:[0,0,0], rot: { euler:[rx,ry,rz] } }) // intrinsic YXZ (default)
track.add({ pos:[0,0,0], rot: { euler:[rx,ry,rz], order:'XYZ' } }) // explicit order
track.add({ pos:[0,0,0], rot: { from:[0,0,1], to:[1,0,0] } }) // shortest arc
track.add({ pos:[0,0,0], rot: { mat3: rotationMatrix } }) // 3×3 col-major
track.add({ pos:[0,0,0], rot: { mat4Eye: eyeMat } }) // from eye matrixSupported Euler orders: YXZ (default, matches p5 Y-up), XYZ, ZYX, ZXY, XZY, YZX. All are intrinsic — extrinsic ABC equals intrinsic CBA with the same angles.
Interpolation modes:
track.posInterp = 'hermite' // default — Hermite; auto-CR tangents when none stored
track.posInterp = 'linear'
track.posInterp = 'step' // snap to k0; useful for discrete state changes
track.rotInterp = 'slerp' // default — constant angular velocity
track.rotInterp = 'nlerp' // faster, slightly non-constant speed
track.rotInterp = 'step' // snap to k0 quaternioneval(out) writes into a pre-allocated buffer — zero heap allocation per frame. Use mat4Model(outMat4) to evaluate directly into a column-major mat4.
Stores { eye, center, up } lookat keyframes. Playback applies automatically each frame via cam.camera() — no draw-loop guard needed.
let track
function setup() {
createCanvas(600, 400, WEBGL)
track = createCameraTrack() // binds to the default camera
track.add({ eye:[0,0,500], center:[0,0,0] })
track.add({ eye:[300,-150,0], center:[0,0,0] })
track.add({ eye:[-200,100,-300], center:[0,0,0] })
track.play({ loop: true, duration: 90 })
}
function draw() {
background(20)
orbitControl() // works freely when track is stopped
axes(); grid()
}add() accepts explicit lookat specs or a bulk array:
track.add({ eye, center?, up?, fov?, halfHeight?, near?, far?,
eyeTanIn?, eyeTanOut?, centerTanIn?, centerTanOut? })
// explicit lookat; center defaults to [0,0,0], up to [0,1,0]
// near / far default to 0.1 / 1000 when omitted
// eyeTanIn/Out — Hermite tangents for eye path
// centerTanIn/Out — Hermite tangents for center path
track.add(cam.capturePose()) // capture live camera state (zero-alloc with pre-allocated out)
track.add() // shortcut — captures track's bound camera
track.add([ spec, spec, ... ]) // bulkFor matrix-based capture use track.add({ mat4Model: mat4Eye }) on a PoseTrack for full-fidelity TRS including roll, or cam.capturePose() for lookat-style capture.
fov (radians) animates perspective field of view.
halfHeight (world units) animates the vertical extent of an ortho frustum —
width is derived from aspect ratio at apply time, preserving image proportions.
near / far (world units, default 0.1 / 1000) animate the clip distances
and always carry real values — unlike fov / halfHeight, they are not
mutually exclusive and do not pass through null. All four are captured
automatically by track.add() and cam.capturePose().
Interpolation modes:
track.eyeInterp = 'hermite' // default — auto-CR tangents when none stored
track.eyeInterp = 'linear'
track.eyeInterp = 'step'
track.centerInterp = 'linear' // default — suits fixed lookat targets
track.centerInterp = 'hermite' // smoother when center is also flying
track.centerInterp = 'step'All tracks share the same transport API:
track.play({ duration, loop, bounce, rate, onPlay, onEnd, onStop })
track.stop([rewind]) // rewind=true seeks to origin
track.reset() // clear all keyframes and stop
track.seek(t) // t ∈ [0, 1]
track.time() // → number ∈ [0, 1]
track.info() // → { keyframes, segments, playing, loop, ... }
track.add(spec) // append keyframe(s)
track.set(i, spec) // replace keyframe at index
track.remove(i) // remove keyframe at index| Option | Default | Description |
|---|---|---|
duration |
30 |
Frames per segment. |
loop |
false |
Repeat — wrap back to start at end. |
bounce |
false |
Bounce at boundaries (independent of loop). |
rate |
1 |
Playback speed (negative reverses direction). |
onPlay |
— | Fires when playback starts. |
onEnd |
— | Fires at natural end (once mode only). |
onStop |
— | Fires on explicit stop() or reset(). |
Loop modes — loop and bounce are fully independent flags:
loop |
bounce |
behaviour |
|---|---|---|
| false | false | play once — stop at end (fires onEnd) |
| true | false | repeat — wrap back to start |
| true | true | bounce forever — reverse direction at each boundary |
| false | true | bounce once — flip at far boundary, stop at origin |
The internal _dir field (±1) tracks bounce travel direction — rate is never mutated at boundaries.
Hook firing order:
play() → onPlay → _onActivate
tick() → onEnd → _onDeactivate (once mode, at boundary)
stop() → onStop → _onDeactivate
reset() → onStop → _onDeactivate
track.playing, track.loop, track.bounce, track.rate, track.duration, track.keyframes — readable at any time.
getCamera() // current p5.Camera (curCamera)
cam.capturePose([out]) // → { eye, center, up, fov, halfHeight, near, far }
cam.applyPose(pose) // write pose back to camera
cam.mat4View(out) // camera's view matrix (world→eye)
cam.mat4Eye(out) // camera's eye matrix (eye→world)
cam.mat4Proj(out) // camera's projection matrix (eye→clip)These camera-level matrix readers are distinct from the renderer-level
queries in the Matrix operations section below. Renderer-level
mat4Proj(out) reads the current projection installed on the renderer;
cam.mat4Proj(out) reads the projection of a specific camera regardless
of whether it's currently active. Same distinction applies to
mat4View / mat4Eye.
All matrix queries share the same contract:
outis the first parameter — the caller owns the buffer- returns
out(ornullon a singular matrix) - no allocations — pass the same buffer every frame
Accepted types for out and override params: Float32Array | ArrayLike | p5.Matrix
Simple queries — read from live renderer state:
mat4Model(out) // model matrix — local→world
mat4View(out) // view matrix — world→eye
mat4View(out, ex,ey,ez, cx,cy,cz, ux,uy,uz) // standalone lookat view — no camera state
mat4Eye(out) // eye matrix (inverse view) — eye→world
mat4Eye(out, ex,ey,ez, cx,cy,cz, ux,uy,uz) // standalone lookat eye — no camera state
mat4Proj(out) // projection matrix (live state — persp or ortho)
mat4Persp(out, l,r,b,t, near,far) // standalone perspective (general frustum)
mat4Ortho(out, l,r,b,t, near,far) // standalone orthographicComposite queries — out first, optional overrides in an opts object:
mat4PV(out, [{ mat4Proj, mat4View }])
mat4PVInv(out, [{ mat4Proj, mat4View, mat4PV }])
mat4MV(out, [{ mat4Model, mat4View }])
mat4PMV(out, [{ mat4Proj, mat4Model, mat4View }])
mat3Normal(out,[{ mat4Model, mat4View, mat4MV }]) // 9-element out
mat4Location(out, from, to) // location transform: inv(to) · from
mat3Direction(out, from, to) // direction transform: to₃ · inv(from₃), 9-element outRaw matrix math — forwarded from @nakednous/tree, same out-first contract:
mat4Mul(out, A, B) // out = A · B (column-major)
mat4Invert(out, src) // out = inv(src), null if singular
mat4MulPoint(out, m, point) // out = m · [x,y,z,1] perspective-divided
// point: Float32Array | ArrayLike | p5.Vector
mat4MulDir(out, m, dx,dy,dz) // out = 3×3 block of m applied to direction
// no translation, no perspective divideDecomposition — extract components from an existing mat4:
mat4ToTranslation(out3, m) // extract translation (col 3)
// out3: Float32Array | number[] | p5.Vector
mat4ToScale(out3, m) // extract scale (column lengths) — assumes no shear
// out3: Float32Array | number[] | p5.Vector
mat4ToRotation(out4, m) // extract rotation as unit quaternion [x,y,z,w]
// out4: Float32Array | number[]Zero-allocation draw-loop pattern:
// setup — allocate once
const e = new Float32Array(16)
const pm = new Float32Array(16)
const pv = new Float32Array(16)
const wlm = new Float32Array(16) // e.g. bias · lightPV for shadow mapping
const pt = new Float32Array(3)
// draw — zero allocations
mat4Eye(e)
mat4Proj(pm)
mat4PV(pv)
mat4Mul(wlm, biasMatrix, pv)
mat4MulPoint(pt, wlm, lightPosition)
viewFrustum({ mat4Eye: e, mat4Proj: pm })
mouseHit({ mat4PV: pv, mat4Eye: e })Scalars read directly from the projection matrix — no buffer needed:
projLeft() projRight() projBottom() projTop() // side planes
projNear() projFar() // near / far
projFov() projHfov() // field of view (radians)
projIsOrtho() // true for orthographic
pixelRatio([worldPos], [{ mat4Proj, mat4View }])
// world-units-per-pixel at worldPos (defaults to camera position)out is opt-in. When provided via opts.out the result is written into it (zero-alloc hot path). When omitted a fresh p5.Vector is allocated and returned. Return type matches opts.out.
mapLocation([point], [opts]) // map a point between spaces
mapLocation([opts]) // input defaults to p5.Tree.ORIGIN
mapLocation() // ORIGIN, EYE → WORLD → p5.Vector
mapDirection([dir], [opts]) // map a direction between spaces
mapDirection([opts]) // input defaults to p5.Tree._k
mapDirection() // _k, EYE → WORLD → p5.Vectorpoint / dir accept Float32Array | ArrayLike | p5.Vector.
| Option | Default | Description |
|---|---|---|
out |
new p5.Vector() | Destination buffer — omit to allocate p5.Vector. |
from |
p5.Tree.EYE |
Source space (constant or matrix). |
to |
p5.Tree.WORLD |
Target space (constant or matrix). |
mat4Eye |
current eye | Pre-computed eye matrix. |
mat4Proj |
current proj | Override projection matrix. |
mat4View |
current view | Override view matrix. |
mat4PV |
P·V | Pre-computed PV — skips multiply. |
mat4PVInv |
inv(PV) | Pre-computed IPV — skips inversion. |
from / to accept: p5.Tree.WORLD, EYE, SCREEN, NDC, MODEL, or a mat4 for a custom local frame.
// ergonomic — allocates p5.Vector
const eye = mapLocation() // camera world position
const fwd = mapDirection() // camera look direction
const scr = mapLocation([100,0,0], { from: p5.Tree.WORLD,
to: p5.Tree.SCREEN })
// hot path — zero allocation
const loc = new Float32Array(3)
const pv = new Float32Array(16)
mat4PV(pv)
mapLocation([100,0,0], { from: p5.Tree.WORLD, to: p5.Tree.SCREEN,
out: loc, mat4PV: pv })Constants: p5.Tree.ORIGIN, p5.Tree.i, p5.Tree.j, p5.Tree.k, p5.Tree._i, p5.Tree._j, p5.Tree._k.
Draw directly in screen space — independent of the current camera and 3D transforms.
beginHUD()
text('FPS: ' + frameRate().toFixed(1), 10, 20)
endHUD()Coordinates: (x, y) ∈ [0, width] × [0, height], origin top-left, y increasing downward.
A unified createPanel factory covers parameter bindings and track transport controls. The first argument determines the panel type.
Binds named schema keys to DOM sliders, checkboxes, color pickers, dropdowns, and buttons. Target receives (name, value) on each dirty tick.
const panel = createPanel({
speed: { min: 0, max: 0.05, value: 0.012, step: 0.001 },
shininess: { min: 1, max: 200, value: 80, step: 1, type: 'int' },
showGrid: { value: true },
tint: { value: '#ff8844' },
fxOrder: { type: 'select', options: [
{ label: 'noise → dof', value: '1' },
{ label: 'dof → noise', value: '2' }
], value: '1' }
}, { x: 10, y: 10, width: 160, labels: true, title: 'Scene', color: 'white',
target: (name, value) => shader.setUniform(name, value) })
// call every frame
panel.tick()| Option | Default | Description |
|---|---|---|
target |
— | fn(name, value) or object with .set(name, value). |
x / y |
0 |
Position (px). |
width |
120 |
Slider width (px). |
labels |
false |
Show parameter name labels. |
title |
— | Optional title row. |
collapsible |
false |
Title row becomes a collapse toggle. |
collapsed |
false |
Start collapsed (implies collapsible). |
color |
— | Container text color. |
hidden |
false |
Start hidden. |
parent |
document.body |
Mount target (HTMLElement). |
Controls playback of any PoseTrack or CameraTrack.
const ui = createPanel(track, {
x: 10, y: 10, width: 170,
loop: false, rate: 1,
seek: true, props: true, info: true,
color: 'white'
})
// Suppress + button
createPanel(track, { camera: null, x: 10, y: 10 })
// Suppress reset button (e.g. when keyframes are hardcoded and cannot be re-added)
createPanel(track, { reset: false, x: 10, y: 10 })
// Suppress play/stop button — seek slider still works
createPanel(track, { play: false, x: 10, y: 10 })
// call every frame
ui.tick()| Option | Default | Description |
|---|---|---|
seek |
true |
Show seek slider. |
props |
true |
Show rate slider + loop controls. |
info |
false |
Show time/keyframe readout. |
rate |
track.rate | Initial rate. |
loop |
track.loop | Initial loop state. |
bounce |
track.bounce | Initial bounce state. |
depth |
0.5 |
Initial + button depth [0..1]. |
camera |
track.camera (CameraTrack), curCamera (PoseTrack) | Camera for + button. null suppresses it. |
reset |
true |
Show reset button. false suppresses it. |
play |
true |
Show play/stop button. false suppresses it. |
Lifecycle hooks can be passed directly in opt:
createPanel(track, {
onPlay: t => console.log('playing'),
onEnd: t => console.log('done'),
onStop: t => console.log('stopped'),
x: 10, y: 10
})Returned handle (both panel types):
panel.el // HTMLElement container
panel.visible // get/set boolean
panel.collapsed // get/set boolean (requires collapsible + title)
panel.parent(el) // re-mount into a different HTMLElement
panel.tick() // called automatically — no need to call manually
panel.dispose() // remove from DOMAny panel with a title can be made collapsible. Clicking the title row toggles the content.
createPanel(schema, { title: 'Noise', collapsible: true, collapsed: true })
createPanel(track, { title: 'Camera path', collapsible: true })Programmatic control:
panel.collapsed = true
panel.collapsed = falseA lightweight multi-pass pipeline for p5.Framebuffer, p5.strands, and standard WebGL rendering. pipe() chains filter shaders, reuses internal ping/pong framebuffers, and optionally displays the result. Framebuffers are lazily allocated and released on sketch removal.
pipe(source, passes, options)| Parameter | Description |
|---|---|
source |
p5.Framebuffer, texture, image, or graphics. |
passes |
Array of filters, or a single filter instance. |
options |
See table below. |
| Option | Default | Description |
|---|---|---|
display |
true |
Draw final output to the main canvas. |
allocate |
true |
Auto-allocate and cache internal ping/pong. |
key |
'default' |
Cache key for multiple independent pipelines. |
ping / pong |
— | User-provided framebuffers (advanced override). |
clear |
true |
Clear each pass target before drawing. |
clearDisplay |
true |
Clear main canvas before final blit. |
clearFn |
background(0) |
Custom clear strategy for passes. |
clearDisplayFn |
clearFn |
Custom clear strategy for display stage. |
draw |
full blit | Custom draw strategy for placing texture on target. |
releasePipe() // release default pipeline
releasePipe(true) // release all pipelines
releasePipe('key') // release a named pipelineTwo complementary strategies — GPU color-ID for whole-scene picking, CPU proximity for per-object hit testing.
Renders the scene into a cached 1×1 framebuffer with a pick-matrix projection aligned to the query pixel, reads back one RGBA pixel, and decodes a 24-bit integer id. Supports up to 16 777 215 unique ids. id 0 is reserved for background / miss.
// tag(id) encodes an integer as a CSS hex string — works with fill() regardless of colorMode()
fill(tag(1)); box(60)
fill(tag(2)); sphere(40)// colorPick — explicit coordinates
const hit = colorPick(mouseX, mouseY, () => {
push(); fill(tag(1)); box(60); pop()
push(); fill(tag(2)); sphere(40); pop()
})
if (hit === 1) console.log('box!')
if (hit === 2) console.log('sphere!')
// mousePick — shorthand for colorPick(mouseX, mouseY, fn)
const hit = mousePick(() => {
push(); fill(tag(1)); box(60); pop()
push(); fill(tag(2)); sphere(40); pop()
})Before drawFn is called, the library unconditionally sets noLights(), noStroke(), resetShader().
Stroke is excluded from the pick buffer by default — call stroke(tag(id)) inside drawFn to include it,
skipping the stroke render passes when precision or performance warrants it.
When stroke is included, both fill and stroke must carry the same tag(id).
The FBO is lazily allocated on first use and released on sketch removal.
Tests whether a pointer position falls within a radius of the current model's projected screen-space origin. Zero GPU round-trip — call inside push()/pop() for each pickable object.
// mouseHit — test against mouseX/mouseY
push()
translate(x, y, z)
if (mouseHit()) { fill('red') } else { fill('white') }
box(60)
pop()
// pointerHit — explicit coordinates (base form)
push()
translate(x, y, z)
if (pointerHit(touchX, touchY)) { fill('red') } else { fill('white') }
box(60)
pop()Both accept the same options object:
| Option | Default | Description |
|---|---|---|
mat4Model |
current model | Override model matrix. |
size |
50 |
Hit radius (world units, auto-scaled by depth). |
shape |
p5.Tree.CIRCLE |
CIRCLE or SQUARE. |
mat4Eye |
current eye | Pre-computed eye matrix. |
mat4Proj |
current proj | Override projection. |
mat4View |
current view | Override view. |
mat4PV |
P·V | Pre-computed PV. |
p5.Tree.VERSION // '0.0.46'screenSize()
// Returns physical canvas size in pixels:
// [pixelDensity * width, pixelDensity * height].
// Use as `u_resolution` when working with gl_FragCoord.xy.
// Not required for createFilterShader() — filter shaders receive `canvasSize` automatically.
shader.setUniform('u_resolution', screenSize())texelSize(img)
// Returns texel size: [1 / width, 1 / height].
// Accepts p5.Image, p5.Framebuffer, p5.Graphics,
// or any object with { width, height }.
shader.setUniform('texOffset', texelSize(myFbo))Frustum culling with two orthogonal axes — where bounds are defined (world vs local space) and which frustum to test against (current camera vs any camera). All four combinations are valid and compose freely.
// world-space bounds, current camera
visibility({ corner1, corner2 }) // axis-aligned box
visibility({ center, radius }) // sphere
visibility({ center }) // point
// local-space bounds, current camera — mat4Model transforms bounds before test
visibility({ corner1, corner2, mat4Model })
visibility({ center, radius, mat4Model })
// world-space bounds, arbitrary camera — pre-compute frustum from any eye matrix
const b = bounds({ mat4Eye: lightEyeMatrix })
visibility({ corner1, corner2, bounds: b })
visibility({ center, radius, bounds: b })
// local-space bounds, arbitrary camera — full composition
visibility({ corner1, corner2, mat4Model, bounds: b })
visibility({ center, radius, mat4Model, bounds: b })mat4Model accepts Float32Array(16) | ArrayLike | p5.Matrix.
AABB: all 8 corners transformed, result is a conservative world-space AABB.
Sphere: center transformed, radius scaled by max column length.
bounds({ mat4Eye }) pre-computes the six frustum planes from any camera's eye matrix.
Typical uses: shadow map culling (light's frustum), portal rendering, dual-camera scenes.
Omit mat4Eye to use the current camera.
Returns p5.Tree.VISIBLE | p5.Tree.SEMIVISIBLE | p5.Tree.INVISIBLE.
Scene-space diagnostic helpers — drawn to understand the scene, not to build it.
axes([{ size, bits, semantic }])
grid([{ size, subdivisions }])
cross([{ size }])
bullsEye([{ size, shape }])
pane(p0, p1, p2, p3, [{ texture, uvs }])
viewFrustum({ camera, mat4Eye, mat4Proj, mat4View, bits, viewer, nearTexture, farTexture })
hermite(p0, m0, p1, m1, [{ samples }])
trackPath(track, [{ bits, samples, target, marker }])Matrix params accept Float32Array(16) | ArrayLike | p5.Matrix throughout.
axes colours X/Y/Z red/lime/blue by default. Pass semantic: false to have every axis and label use the ambient stroke instead — compose per-axis colouring by splitting into single-bit calls with your own stroke():
stroke('red'); axes({ bits: p5.Tree.X, semantic: false })
stroke('lime'); axes({ bits: p5.Tree.Y, semantic: false })
stroke('cyan'); axes({ bits: p5.Tree.Z, semantic: false })Bits: p5.Tree.X, p5.Tree._X, p5.Tree.Y, p5.Tree._Y, p5.Tree.Z, p5.Tree._Z, p5.Tree.LABELS.
An atomic textured quad primitive — four 3D corner points in CCW order,
optional texture, optional UVs. pane (as in window pane) is
deliberately distinct from p5's native plane(w, h) to avoid shadowing a
core primitive. It's the low-level building block viewFrustum uses for
its NEAR / FAR / BODY quads, and that the default CameraTrack
marker uses for the per-keyframe near plane.
pane(topLeft, topRight, bottomRight, bottomLeft)
pane(p0, p1, p2, p3, { texture: myFbo.color })
pane(p0, p1, p2, p3, { texture: myImg, uvs: [[0,0],[1,0],[1,1],[0,1]] })Corners are passed in CCW order. texture accepts p5.Image,
p5.Graphics, p5.Texture, or a p5.Framebuffer's color attachment
(myFbo.color). When texture is omitted the quad is drawn with the
ambient fill() / stroke() state.
When uvs is omitted, the default sampling depends on the texture type:
| Texture type | Default UV layout | Rationale |
|---|---|---|
p5.Image / p5.Graphics / p5.Texture |
(0,0)→(1,1) top-to-bottom |
Matches image() orientation. |
p5.FramebufferTexture (fbo.color) |
V-flipped (0,1)→(1,0) |
FBO contents are stored bottom-up (WebGL convention); flipping V makes the pane display right-side-up, matching image(fbo) and the geometry drawn into the FBO. |
Pass explicit uvs to override this selection. pane calls
textureMode(NORMAL) internally, so these UVs and any custom UVs you
pass are interpreted as normalized 0..1 coordinates regardless of the
ambient textureMode. The original ambient mode is restored after
the call.
Use p5's tint(255, α) before pane(...) to modulate the texture's
alpha — standard p5 state, scoped by pane's push/pop:
tint(255, 180) // 70% opaque near plane
pane(p0, p1, p2, p3, { texture: fbo.color })
noTint() // (or rely on caller's state)Draws the view frustum of a secondary camera into the current renderer.
camera accepts three forms:
| Input | Source of pose + projection |
|---|---|
p5.Camera |
cam.mat4Eye() + cam.mat4Proj() — direct reads from the camera itself. |
CameraTrack |
track.eval() + track.mat4Eye() — sampled at the cursor; animates with playback. |
| pose spec | { eye, center?, up?, fov?, halfHeight?, near?, far? } — same shape capturePose() returns and CameraTrack.add() accepts. |
viewFrustum({ camera: sceneCam }) // p5.Camera — static frustum
viewFrustum({ camera: cameraTrack }) // CameraTrack — animated, follows the cursor
viewFrustum({ camera: { eye:[100,0,0], fov: PI/3 } }) // pose spec — one-off frustum
viewFrustum({ camera, bits: NEAR | FAR | BODY | APEX }) // bits selection
viewFrustum({ camera, nearTexture: fbo.color, farTexture: img }) // textured planes
viewFrustum({ mat4Eye, mat4Proj }) // explicit matricesPose-spec defaults: center=[0,0,0], up=[0,1,0], near=0.1, far=1000,
fov=PI/3 if neither fov nor halfHeight is supplied. Aspect for the
projection comes from the renderer's current width / height.
Detection is duck-typed: a CameraTrack is anything with .eval(out),
.mat4Eye(out), and a keyframes array. Third-party objects implementing
that contract animate correctly without further changes.
All forms internally fill the same scratch buffers — zero allocation per
frame. Pass mat4Eye / mat4Proj explicitly if you've already built the
matrices or want to override.
Bits:
| Bit | Effect |
|---|---|
p5.Tree.NEAR |
Near plane (filled quad if nearTexture is set, outlined otherwise). |
p5.Tree.FAR |
Far plane (filled quad if farTexture is set, outlined otherwise). |
p5.Tree.BODY |
The four side walls joining near to far (or apex → far in APEX mode). |
p5.Tree.APEX |
Perspective only — collapse the near-plane body start to the eye point. |
Default bits: NEAR | FAR | BODY.
opts.viewer is a callback drawn at the frustum's eye (in the secondary
camera's own space). It defaults to a forward-looking triad —
X | Y | _Z, size 50 — matching the convention that the camera looks
down −Z. Pass a custom callback for a richer marker (apex gizmo, logo,
etc.) or () => {} to suppress it.
nearTexture and farTexture map a texture onto the corresponding
plane via the pane() helper. Accepts p5.Image, p5.Graphics,
p5.Texture, or a p5.Framebuffer's color attachment (myFbo.color).
FBO textures are V-flipped automatically to display right-side-up
(see the pane section for details).
Modulate alpha with p5's tint() — translucent near planes are useful
for "ghosted window" effects where the scene behind the frustum reads
through the texture:
tint(255, 180) // 70% opaque
viewFrustum({ camera, nearTexture: fbo.color, bits: NEAR | BODY })
noTint()Typical use: the scene as rendered from the secondary camera, mapped onto its own near plane — so the viewFrustum is literally a window showing what that camera sees:
// setup — a secondary camera + framebuffer
let sceneCam, sceneFbo
function setup() {
createCanvas(600, 400, WEBGL)
sceneCam = createCamera()
sceneCam.camera(200, -100, 300, 0, 0, 0, 0, 1, 0)
sceneCam.perspective(PI / 3.5, width / height, 50, 500)
sceneFbo = createFramebuffer({ width: 320, height: 200 })
}
function draw() {
// render "what the secondary camera sees" into sceneFbo — both
// setCamera and resetMatrix are required for the view to update
sceneFbo.begin()
setCamera(sceneCam)
resetMatrix()
background(0)
box(80)
sceneFbo.end()
// draw the main view
background(20); orbitControl(); axes(); box(80)
// and the frustum — near plane textured with the FBO's color attachment
viewFrustum({
camera: sceneCam,
nearTexture: sceneFbo.color,
bits: p5.Tree.NEAR | p5.Tree.FAR | p5.Tree.BODY
})
}Textured planes draw last (far before near) so alpha compositing stays correct when both are enabled.
p5 v2 plumbing notes.
p5.Framebufferexposes its color attachment viafbo.color— that's what textures sample from. Passfbo.color(not the fbo itself) tonearTexture/farTexture.- Inside
fbo.begin(), bothsetCamera(cam)andresetMatrix()are required for the view to update correctly —setCameraalone only updates projection.
A single cubic Hermite segment between p0 and p1 with explicit outgoing tangent m0 at p0 and incoming tangent m1 at p1. Sampled at samples points (default 32) and stroked as a polyline.
hermite([-150, 0, 0], [0, 200, 0], [150, 0, 0], [0, -200, 0])
hermite(p0, m0, p1, m1, { samples: 64 })Visualises a PoseTrack or CameraTrack: sampled path polyline, control polygon, tangent arrows, per-keyframe marker, and — on CameraTrack only — gaze rays from each eye keyframe to its center.
Bits:
| Bit | Effect |
|---|---|
p5.Tree.PATH |
Sampled polyline along the target path. |
p5.Tree.CONTROLS |
Straight control polygon along the target path. |
p5.Tree.TANGENTS_IN |
Incoming tangent arrow at each keyframe of the target path. |
p5.Tree.TANGENTS_OUT |
Outgoing tangent arrow at each keyframe of the target path. |
p5.Tree.TANGENTS |
Convenience alias — TANGENTS_IN | TANGENTS_OUT. |
p5.Tree.CENTER |
CameraTrack only. Gaze line from kf.eye to kf.center at each keyframe, with a point() at kf.center. Target-independent. |
Default bits: PATH.
opts.target — 'eye' (default) or 'center'. CameraTrack only: redirects PATH / CONTROLS / TANGENTS_IN / TANGENTS_OUT to the center path instead of the eye path. PoseTrack ignores target (there is only one path). CENTER is target-independent — it is inherently an eye→center relationship. Call trackPath twice (once per target) to decorate both paths with distinct stroke()s.
All strokes come from the ambient stroke(...) state — multi-colour effects compose by splitting the call, matching the axes / viewFrustum pattern:
const { PATH, CONTROLS, TANGENTS_IN, TANGENTS_OUT, CENTER } = p5.Tree
// eye path (default target)
stroke('white'); trackPath(track, { bits: PATH })
stroke('gray'); trackPath(track, { bits: CONTROLS, marker: null })
stroke('cyan'); trackPath(track, { bits: TANGENTS_IN, marker: null })
stroke('magenta'); trackPath(track, { bits: TANGENTS_OUT, marker: null })
// center path (CameraTrack) — same bits, redirected via target
stroke('orange'); trackPath(track, { bits: PATH | CONTROLS, target: 'center', marker: null })
// gaze rays from each eye keyframe to its center
stroke('lime'); trackPath(track, { bits: CENTER, marker: null })trackPath calls marker(kf, index, track, ctx) once per keyframe, where
kf— the keyframe object ({pos, rot, scl, ...}forPoseTrack,{eye, center, up, fov?, halfHeight?, ...}forCameraTrack)index— keyframe indextrack— the track being drawnctx—{ near, far, aspect, ndcZMin }, read from the current renderer projection
The gizmo does not pre-translate or rotate before calling marker — markers are responsible for positioning themselves. This keeps the signature uniform across track types and avoids hidden matrix-stack ceremony. Markers that need matrices at path points reach into the track samplers directly (track.mat4Model, track.mat4Eye). Projection matrices are built from each keyframe's raw scalars (kf.fov or kf.halfHeight) via the free mat4Persp / mat4Ortho constructors.
Defaults (when marker is not supplied):
PoseTrack— six axes (length 30) oriented by each keyframe's pose.CameraTrack,target: 'eye'(default) — a "mini camera" at each keyframe: a forward-looking triad (X | Y | _Z, size =kf.near) oriented by the lookat basis, apex lines from the eye to the four near-plane corners, and the near plane itself (extents fromkf.fovorkf.halfHeightat the ambient aspect). Everything is drawn at the keyframe's real dimensions — no scaling heuristics. The marker is scoped to camera-local geometry; the eye→center gaze line is drawn by theCENTERbit rather than by the marker itself, so it remains a separate toggle in a distinctstroke().CameraTrack,target: 'center'— apoint()at each keyframe's center.
Pass marker: null to suppress per-keyframe markers (useful when layering strokes across multiple trackPath calls). The default marker is deliberately minimal — callers who want a full viewFrustum per keyframe supply a custom marker:
// PoseTrack — draw a small box oriented by each keyframe's pose
trackPath(poseTrack, {
marker: (kf) => {
push()
translate(kf.pos[0], kf.pos[1], kf.pos[2])
rotateQuat(kf.rot)
noFill()
box(25)
pop()
}
})
// CameraTrack — frustum with a short visualization far plane, independent
// of the viewing camera's own far.
const kfEye = new Float32Array(16)
const kfPrj = new Float32Array(16)
trackPath(camTrack, {
marker: (kf, i, track, ctx) => {
track.mat4Eye(kfEye, i, 0)
let prj = null
if (kf.fov != null) {
const hh = ctx.near * Math.tan(kf.fov * 0.5), hw = hh * ctx.aspect
prj = mat4Persp(kfPrj, -hw, hw, -hh, hh, ctx.near, 250, ctx.ndcZMin)
} else if (kf.halfHeight != null) {
const hh = kf.halfHeight, hw = hh * ctx.aspect
prj = mat4Ortho(kfPrj, -hw, hw, -hh, hh, ctx.near, 250, ctx.ndcZMin)
}
if (!prj) return
viewFrustum({
mat4Eye: kfEye,
mat4Proj: kfPrj,
bits: p5.Tree.NEAR | p5.Tree.FAR,
viewer: () => {},
})
},
})trackPath reads the track's path through the zero-alloc samplers exposed by @nakednous/tree. The continuous family (samplePos, sampleEye, sampleCenter, mat4Model, mat4Eye) accepts both cursor and explicit (seg, t) forms; tangent samplers (tangents, eyeTangents, centerTangents) are keyframe-indexed. Projection matrices are not a track method — each CameraTrack keyframe stores fov or halfHeight directly on track.keyframes[i], and callers build projections from those scalars with mat4Persp / mat4Ortho. See the core README.
A handle is a draggable 3D manipulator that reports a value. It is a stateful controller (like a track), created once and driven from draw(). Each handle is defined by a constraint — how the pointer ray maps to a value — plus an optional binding (what the value drives).
let h
function setup() {
createCanvas(720, 480, WEBGL)
h = createHandle({ constraint: p5.Tree.PLANE, normal: [0, 0, 1] })
}
function draw() {
background(10)
if (!h.update()) orbitControl() // update() returns grabbed; a grab wins over orbit
stroke('cyan')
fill('cyan')
h.draw()
const p = h.value() // current value — fresh p5.Vector, world space
}constraint |
DOF | Reports |
|---|---|---|
p5.Tree.SPHERE |
2 | DIRECTION (unit) or POINT (dir·radius) |
p5.Tree.PLANE |
2 | POINT on a fixed plane |
p5.Tree.AXIS |
1 | scalar t + POINT on a line |
p5.Tree.DIAL |
1 | accumulated angle θ + POINT on a circle or DIRECTION (radial unit) |
p5.Tree.VIEW |
2 | POINT on a camera-facing plane |
SPHERE is a heading on a sphere — a direction, optionally scaled to a point at radius. It solves and reports in world; an eye-relative heading (a headlight, fixed as you orbit) is a read-time conversion — value({ to: EYE }) — not a separate mode. PLANE and AXIS are world translate handles — AXIS clamps to extent and also reports a signed scalar(). DIAL is the rotation handle — see Rotation. VIEW is a bridge constraint: a PLANE whose normal is re-aimed at the camera each frame, so the point free-translates parallel to the screen at constant depth (three's DragControls / a Blender grab); it reports a world position and binds like a PLANE.
A fixed PLANE is well-conditioned only while it faces the camera — edge-on, a screen pixel maps to a huge step on the plane. VIEW sidesteps that by re-aiming every frame; DIAL solves it with a tangent fallback.
A custom constraint — any object with the core contract (kind, solve, value, seed, optional scalar/azEl) — passes straight in as constraint:; supply drawLocus(h, opts) (and optionally pickProxy(h, pos, rad)) so it has a surface and a grab shape. The controller drives everything else — lifecycle, ray, spaces, bind, hooks, pick, router membership.
The bridge surfaces a slice of the core's math directly on the p5.Tree namespace — flat, out-first, zero-alloc functions, never wrapper classes. The criterion: a core symbol is surfaced when p5 has no adequate native equivalent and a sketch-level consumer exists; where p5 has an adequate type, the bridge maps at seams instead (vec3 → p5.Vector via value()/mapLocation; matrices via the matrix seams).
Quaternions — flat [x, y, z, w] (w-last, glTF layout): qSet qCopy qDot qNormalize qNegate qConjugate qMul qRotateVec3 qSlerp qNlerp qFromUnitVectors qFromAxisAngle qFromLookDir qFromRotMat3x3 qFromMat4 qToMat4 qToAxisAngle. The explicit form is deliberate — qMul(out, a, b) reads as the algebra a notebook chapter states above it, and qToMat4 feeds applyMatrix(...) directly. (p5's own p5.Quat is @private upstream and not a usable surface.)
Ray primitives + angular utilities — what a custom constraint's solve() is made of: raySphere rayPlane rayClosestPointOnAxis dirFromAzEl azElFromDir.
const { qMul, qFromAxisAngle, qToMat4 } = p5.Tree
const q = [0, 0, 0, 1], dq = [0, 0, 0, 1], m = new Array(16)
qFromAxisAngle(dq, 0, 1, 0, 0.02)
qMul(q, dq, q) // accumulate — alias-safe, zero-alloc
applyMatrix(...qToMat4(m, q))const h = createHandle({ constraint: p5.Tree.SPHERE, report: p5.Tree.DIRECTION })Returns a stateful controller (like createCameraTrack), not a draw call. Create it after createCanvas — it attaches pointer listeners to the canvas.
| Option | Default | Description |
|---|---|---|
constraint |
— | SPHERE | PLANE | AXIS | DIAL | VIEW, or a contract object (required). |
report |
per constraint | POINT | DIRECTION. |
anchor |
[0,0,0] |
Constraint origin. p5.Vector or [x,y,z]. |
radius |
1 |
SPHERE / DIAL radius. |
axis |
[1,0,0] / [0,1,0] |
AXIS direction / DIAL plane normal. |
normal |
[0,1,0] |
PLANE normal. |
zero |
derived | DIAL θ=0 reference direction (projected onto the plane). |
extent |
— / unbounded | AXIS clamp [min, max]; DIAL θ clamp in radians. |
grabPx |
12 |
Pick-proxy radius in pixels (the grab hit area; the DIAL torus tube). |
snap |
null |
Quantize step — see Snap / hover / cancel. Settable live. |
hover |
false |
Lone-handle pick-on-move; the router provides hover shared. |
enabled |
true |
Gate grab/solve without disposing. |
bind |
— | A p5.Vector or { get, set } (a camera needs the chained form — see bind). |
drawLocus / pickProxy |
— | Custom-kind seams: locus draw / tagged grab geometry. |
onGrab / onChange / onRelease / onCancel |
— | Interaction hooks. |
enabled and the hooks are also settable on the controller after construction.
Call update() first in draw(). It resolves the grab and re-solves from the pointer, and returns whether the handle is grabbed — so a press that lands on the handle wins, and one that misses falls through to orbitControl():
function draw() {
background(10)
if (!h.update()) orbitControl()
// ... scene ...
h.draw()
}A press color-ID picks a proxy at the handle's screen position (via mousePick), so only a hit grabs — the dot for most kinds, a torus along the ring for a DIAL. onGrab fires on the grab, onChange on each solve while held (post-snap), onRelease on release — and onCancel instead of onRelease when the drag is reverted (firing order mirrors Track: your hook, then the lib-space _on*). h.dispose() removes the listeners; it runs automatically on sketch teardown.
h.grabbed() // true between grab and release
h.hovered() // true while the pointer rests on the proxy (opt-in / router-fed)
h.cancel() // revert the drag in flight (Esc and pointercancel do this too)
h.enabled = false // suspend without disposing
h.anchor([x, y, z]) // move the reference point (chainable)Pull the current value. Mirrors mapLocation: out is opt-in (a fresh p5.Vector when omitted, zero-alloc when supplied), and the default to is WORLD — so h.value() reads clean; pass to: EYE (or any space) to convert at read time.
h.value() // world (the default)
h.value({ to: p5.Tree.EYE }) // any space: WORLD, EYE, SCREEN, NDC, MODEL
h.value({ to: objectMat4 }) // a model matrix → that object's local coordinates
h.value({ report: p5.Tree.POINT }) // override POINT / DIRECTION for this read
h.value({ out: buf }) // zero-alloc into a Float32Array | p5.VectorDIRECTION routes through mapDirection, POINT through mapLocation, so to accepts everything those do — the space constants or a raw mat4 for a custom frame (see Coordinate space conversions) — plus the same mat4Eye / mat4Proj / mat4View / mat4PV overrides, to resolve against a supplied camera instead of live state.
h.scalar() // AXIS — current signed t · DIAL — accumulated θ in radians (multi-turn)
h.azEl(out2?) // SPHERE — [az, el] for readouts / the dialA handle can drive a target while dragging. bind is polymorphic, with an accessor floor:
h.bind(vec) // p5.Vector — mutated in place
h.bind(cam, 'eye') // p5.Camera lookat field: 'eye' | 'center' | 'up'
h.bind({ get, set }) // accessor floor — get() → value, set(value) writesget() seeds the constraint on bind (the handle starts at the target), each solve while held calls set(value) and fires onChange, and sync() re-seeds after the target changes externally. Values cross in WORLD (the value() default). An unrecognised target logs and leaves the handle pull-only.
h.onChange = (value, h) => { /* reactive readout */ }
h.sync() // re-read the target after an external changeWhen binding a p5.Camera field, drive a camera you are not looking through — binding a field of the active camera feeds the view back into the handle that derives from it (true for eye and center alike). Driving a secondary camera (shown as a viewFrustum) is the stable pattern.
const h = createHandle({
constraint: p5.Tree.DIAL,
axis: [0, 1, 0], // dial-plane normal; θ winds right-handed about it
zero: [1, 0, 0], // where θ = 0 points (derived from the axis if omitted)
radius: 150,
})
// draw(): rotateY(h.scalar()) — the accumulated angle, in radiansA DIAL is a 1-DOF angle on a circle — the rotate-gizmo ring. Grab anywhere on the ring (the pick proxy is a torus along it, tube = grabPx), drag around it, and scalar() reports the accumulated θ: keep going past a full turn and it counts 360°, 720°, … (clamp with extent, in radians — unbounded by default). value() is the point on the circle (POINT, the default — so binding a vector tracks the ring point, handy for aim targets) or the radial unit (DIRECTION).
Viewed edge-on — the ring seen as a line, where naive rotate gizmos teleport — the solve switches to the circle's tangent line, so the drag stays bounded and monotone at any incidence.
An arcball is deliberately not a kind — it composes from SPHERE deltas in a dozen sketch lines, using the qFromUnitVectors / qMul accumulate idiom from Core math on p5.Tree.
Snap quantizes at the solve seam — the binding and onChange only ever see snapped values, and the state IS the snapped state (no release drift). snap is a step: angular (radians) for SPHERE az/el and DIAL θ; a world grid (number uniform or [x,y,z]) for PLANE / AXIS / VIEW (PLANE re-projects, so an off-plane grid lands on the nearest on-plane point). It's settable live — the Blender Ctrl convention is two lines:
h.snap = keyIsDown(CONTROL) ? 25 : null // grid, world units
dial.snap = keyIsDown(CONTROL) ? PI / 12 : null // 15°Hover is a state, not a style: hovered() reads true while the pointer rests on the proxy, and the sketch styles it (set stroke() before draw() — same philosophy as grabbed()). Routed handles get it free from the router's shared pick; a lone handle opts in with hover: true (one 1×1 readback per frame with pointer motion).
Cancel reverts the drag in flight to its grab-time value — exact θ winding included — restores the binding, and fires onCancel (onRelease does not fire). Esc and pointercancel trigger it; h.cancel() does it programmatically. The commit-on-release undo pattern composes cleanly: capture in onGrab, push in onRelease, drop in onCancel.
Independent, separated handles need no coordination — a plain loop runs them, one finger each. Overlapping handles (a clustered TRS gizmo: axes + a dial + a VIEW stacked at one origin) break per-handle picking — two proxies under one press each see only themselves and both grab. The router replaces N self-picks with one depth-resolved pick across all member proxies: every proxy renders with its own id, the nearest wins, exactly one handle grabs.
const r = createPointerRouter(hx, hy, hz, dial, view) // hover on by default
function draw() {
background(10)
if (!r.update()) orbitControl() // in place of the members' own updates
// style the hovered member, draw all
}r.update() resolves every queued press (several same-frame presses on different members all land), refreshes shared hover (one extra pick per moved frame; { hover: false } opts out), then delegates to each member's update(), returning whether any is grabbed. r.hovered() is the member under the pointer; add(h) / remove(h) re-route live; dispose() releases everything (and runs on sketch teardown). Unclaimed pointers fall through to the camera gesture — on a touch surface each member still tracks its own finger, so two fingers drive two cluster members concurrently while a third orbits.
h.draw() // default HANDLE | AIM | LOCUS
h.draw({ bits: p5.Tree.HANDLE }) // dot only
h.draw({ bits: p5.Tree.HANDLE | p5.Tree.RING, size: 10 })
h.draw({ marker: null }) // suppress entirely (parity with trackPath)| Bit | Effect |
|---|---|
p5.Tree.HANDLE |
The draggable dot at the handle's point (constant screen size). |
p5.Tree.AIM |
A line from the anchor to the point (a DIAL's radial spoke). |
p5.Tree.LOCUS |
The constraint surface: SPHERE wire / PLANE quad / AXIS segment / DIAL ring / VIEW square — or a custom kind's drawLocus. |
p5.Tree.RING |
SPHERE view-facing limb / PLANE border. |
Draws at the ambient p5 state, like every gizmo: stroke() colours the stroked parts (AIM / LOCUS / RING), fill() the dot (HANDLE) — set both for a one-colour handle, or split the call to colour parts independently (the axes / trackPath idiom). The dot draws at a constant screen size via pixelRatio; size (dot radius) and grabPx are pixels. Default bits: HANDLE | AIM | LOCUS.
Runtime issues log via console.error('[p5.tree] …') and degrade gracefully:
- An invalid
constraint→createHandlereturnsnull. - An unrecognised
bindtarget → left pull-only. - A custom kind without
drawLocus→ dot + aim only, one warning.
Latest:
- https://cdn.jsdelivr.net/npm/p5.tree/dist/p5.tree.js
- https://cdn.jsdelivr.net/npm/p5.tree/dist/p5.tree.min.js
- https://cdn.jsdelivr.net/npm/p5.tree/dist/p5.tree.esm.js
- https://www.npmjs.com/package/p5.tree
Tagged:
- https://cdn.jsdelivr.net/npm/p5.tree@0.0.46/dist/p5.tree.js
- https://cdn.jsdelivr.net/npm/p5.tree@0.0.46/dist/p5.tree.min.js
- https://cdn.jsdelivr.net/npm/p5.tree@0.0.46/dist/p5.tree.esm.js
<script src="https://cdn.jsdelivr.net/npm/p5/lib/p5.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/p5.tree/dist/p5.tree.js"></script>
<script>
function setup() {
createCanvas(600, 400, WEBGL)
axes()
}
function draw() {
background(0.15)
orbitControl()
}
</script>Works in global and instance mode.
npm i p5 p5.treeimport p5 from 'p5'
import 'p5.tree'
const sketch = p => {
p.setup = () => {
p.createCanvas(600, 400, p.WEBGL)
p.axes()
}
p.draw = () => {
p.background(0.15)
p.orbitControl()
}
}
new p5(sketch)