@drawcall/design 0.2.13 → 0.3.0
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
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@@ -32,4 +32,4 @@ npx @drawcall/design -p r6z2n9k4x8m1qc frame create oak-chair \
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--type market --asset oak-chair@1.2.3
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```
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GLTS frames accept only `.glts` files. `index.glts`
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GLTS frames accept only `.glts` files. An absent `index.glts` still renders an intentionally empty frame. For authored scenes, work top-down: write `index.glts`, reference planned child assets, then implement those children progressively. A missing imported `.glts` path renders a labeled glowing placeholder without creating a stored file; writing the real file replaces it on revalidation. Image and Market files are available through the same filesystem but are read-only. Read `npx @drawcall/design skill` (or MCP `get_skill`) before creating or changing a GLTS asset.
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export declare const designSkill = "---\nname: drawcall-design\ndescription: Create, modify, inspect, and screenshot 3D assets and reference frames in Drawcall Design. Use for Drawcall Design projects, frames, the project filesystem, GLTS assets, or Drawcall Market frames. Do not use for full games or applications.\n---\n\n# Drawcall Design\n\nUse the Drawcall Design MCP tools when available. Otherwise use `npx @drawcall/design`. Design is a remote, current-state canvas: inspect the project and its frames before changing them. Use immutable IDs for every project and frame target; names are only labels.\n\n## Project filesystem\n\nA project is a hosted filesystem at `https://<project-id>.design.drawcallcontent.com/`. Each frame owns one top-level folder, `/<frame-id>/`. The CLI selects the project with `-p <project-id>`; its file paths are exactly the absolute paths inside that project, for example `/f7k3m9q2x8vd/index.glts`.\n\nCreate frames with an explicit type. GLTS frames require `--size`; image and Market frames derive their canvas size. A Market frame requires an exact public asset reference, `name@version`.\n\nRead a file before editing it. Use a narrow edit for one known change and write a complete file when replacing it. Only GLTS frame files may be created or deleted. Image and Market frame files are read-only.\n\n## GLTS assets\n\nA GLTS frame contains only `.glts` files. `index.glts` is its optional root asset; without it the frame renders empty. Every `.glts` file is a trusted TypeScript ESM module that default-exports a no-argument class derived from `THREE.Object3D`. Avoid top-level side effects because reload evaluates the module again. Implement `dispose()` when the asset exclusively owns disposable resources.\n\n```ts\nimport * as THREE from \"three\";\nimport Wheel from \"./parts/wheel.glts\";\n\nexport default class Racecar extends THREE.Group {\n constructor() {\n super();\n this.add(new Wheel());\n }\n}\n```\n\nUse relative `.glts` imports within a frame. Use a project-absolute path to import a GLTS asset from another frame:\n\n```ts\nimport Chassis from \"/other-frame-id/index.glts\";\n```\n\nFor a non-GLTS file from an image or Market frame, preserve the project filesystem URL through `import.meta.url`:\n\n```ts\nconst modelUrl = new URL(\"/market-frame-id/models/car.glb\", import.meta.url);\n```\n\nGLTS supports static `.glts`, `three`, Three addons, and bare npm imports. It does not support local helper `.ts` modules, dynamic imports, cyclic GLTS graphs, or cross-asset inheritance. Keep the asset self-contained and compose with nested GLTS assets.\n\nThe viewer uses the first camera found by depth-first traversal. If none exists, it autofits the asset. Put an authored camera in the scene only when its framing is intentional. Double-clicking a frame enters orbit from that resolved view; deselecting restores it.\n\nAfter every meaningful visual change, take and inspect a screenshot. Iterate until the asset, camera, composition, and requested frame size are right.\n";
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export declare const designSkill = "---\nname: drawcall-design\ndescription: Create, modify, inspect, and screenshot 3D assets and reference frames in Drawcall Design. Use for Drawcall Design projects, frames, the project filesystem, GLTS assets, or Drawcall Market frames. Do not use for full games or applications.\n---\n\n# Drawcall Design\n\nUse the Drawcall Design MCP tools when available. Otherwise use `npx @drawcall/design`. Design is a remote, current-state canvas: inspect the project and its frames before changing them. Use immutable IDs for every project and frame target; names are only labels.\n\n## Project filesystem\n\nA project is a hosted filesystem at `https://<project-id>.design.drawcallcontent.com/`. Each frame owns one top-level folder, `/<frame-id>/`. The CLI selects the project with `-p <project-id>`; its file paths are exactly the absolute paths inside that project, for example `/f7k3m9q2x8vd/index.glts`.\n\nCreate frames with an explicit type. GLTS frames require `--size`; image and Market frames derive their canvas size. A Market frame requires an exact public asset reference, `name@version`.\n\nRead a file before editing it. Use a narrow edit for one known change and write a complete file when replacing it. Only GLTS frame files may be created or deleted. Image and Market frame files are read-only.\n\n## GLTS assets\n\nA GLTS frame contains only `.glts` files. `index.glts` is its optional root asset; without it the frame renders empty. Every `.glts` file is a trusted TypeScript ESM module that default-exports a no-argument class derived from `THREE.Object3D`. Avoid top-level side effects because reload evaluates the module again. Implement `dispose()` when the asset exclusively owns disposable resources.\n\nAuthor GLTS scenes top-down: create the root entry scene first, reference the child `.glts` assets it will compose, then implement those children progressively. A missing `.glts` import renders as a glowing marker labeled with its filename until the real file is written, so the completed parts of the scene remain visible. Treat the marker and its console warning as a temporary missing-dependency diagnostic, not as authored content.\n\n```ts\nimport * as THREE from \"three\";\nimport Wheel from \"./parts/wheel.glts\";\n\nexport default class Racecar extends THREE.Group {\n constructor() {\n super();\n this.add(new Wheel());\n }\n}\n```\n\nUse relative `.glts` imports within a frame. Use a project-absolute path to import a GLTS asset from another frame:\n\n```ts\nimport Chassis from \"/other-frame-id/index.glts\";\n```\n\nFor a non-GLTS file from an image or Market frame, preserve the project filesystem URL through `import.meta.url`:\n\n```ts\nconst modelUrl = new URL(\"/market-frame-id/models/car.glb\", import.meta.url);\n```\n\nGLTS supports static `.glts`, `three`, Three addons, and bare npm imports. It does not support local helper `.ts` modules, dynamic imports, cyclic GLTS graphs, or cross-asset inheritance. Keep the asset self-contained and compose with nested GLTS assets.\n\nThe viewer uses the first camera found by depth-first traversal. If none exists, it autofits the asset. Put an authored camera in the scene only when its framing is intentional. Double-clicking a frame enters orbit from that resolved view; deselecting restores it.\n\nAfter every meaningful visual change, take and inspect a screenshot. Iterate until the asset, camera, composition, and requested frame size are right.\n";
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package/dist/skill.generated.js
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// Generated from skills/drawcall-design/SKILL.md.
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export const designSkill = '---\nname: drawcall-design\ndescription: Create, modify, inspect, and screenshot 3D assets and reference frames in Drawcall Design. Use for Drawcall Design projects, frames, the project filesystem, GLTS assets, or Drawcall Market frames. Do not use for full games or applications.\n---\n\n# Drawcall Design\n\nUse the Drawcall Design MCP tools when available. Otherwise use `npx @drawcall/design`. Design is a remote, current-state canvas: inspect the project and its frames before changing them. Use immutable IDs for every project and frame target; names are only labels.\n\n## Project filesystem\n\nA project is a hosted filesystem at `https://<project-id>.design.drawcallcontent.com/`. Each frame owns one top-level folder, `/<frame-id>/`. The CLI selects the project with `-p <project-id>`; its file paths are exactly the absolute paths inside that project, for example `/f7k3m9q2x8vd/index.glts`.\n\nCreate frames with an explicit type. GLTS frames require `--size`; image and Market frames derive their canvas size. A Market frame requires an exact public asset reference, `name@version`.\n\nRead a file before editing it. Use a narrow edit for one known change and write a complete file when replacing it. Only GLTS frame files may be created or deleted. Image and Market frame files are read-only.\n\n## GLTS assets\n\nA GLTS frame contains only `.glts` files. `index.glts` is its optional root asset; without it the frame renders empty. Every `.glts` file is a trusted TypeScript ESM module that default-exports a no-argument class derived from `THREE.Object3D`. Avoid top-level side effects because reload evaluates the module again. Implement `dispose()` when the asset exclusively owns disposable resources.\n\n```ts\nimport * as THREE from "three";\nimport Wheel from "./parts/wheel.glts";\n\nexport default class Racecar extends THREE.Group {\n constructor() {\n super();\n this.add(new Wheel());\n }\n}\n```\n\nUse relative `.glts` imports within a frame. Use a project-absolute path to import a GLTS asset from another frame:\n\n```ts\nimport Chassis from "/other-frame-id/index.glts";\n```\n\nFor a non-GLTS file from an image or Market frame, preserve the project filesystem URL through `import.meta.url`:\n\n```ts\nconst modelUrl = new URL("/market-frame-id/models/car.glb", import.meta.url);\n```\n\nGLTS supports static `.glts`, `three`, Three addons, and bare npm imports. It does not support local helper `.ts` modules, dynamic imports, cyclic GLTS graphs, or cross-asset inheritance. Keep the asset self-contained and compose with nested GLTS assets.\n\nThe viewer uses the first camera found by depth-first traversal. If none exists, it autofits the asset. Put an authored camera in the scene only when its framing is intentional. Double-clicking a frame enters orbit from that resolved view; deselecting restores it.\n\nAfter every meaningful visual change, take and inspect a screenshot. Iterate until the asset, camera, composition, and requested frame size are right.\n';
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export const designSkill = '---\nname: drawcall-design\ndescription: Create, modify, inspect, and screenshot 3D assets and reference frames in Drawcall Design. Use for Drawcall Design projects, frames, the project filesystem, GLTS assets, or Drawcall Market frames. Do not use for full games or applications.\n---\n\n# Drawcall Design\n\nUse the Drawcall Design MCP tools when available. Otherwise use `npx @drawcall/design`. Design is a remote, current-state canvas: inspect the project and its frames before changing them. Use immutable IDs for every project and frame target; names are only labels.\n\n## Project filesystem\n\nA project is a hosted filesystem at `https://<project-id>.design.drawcallcontent.com/`. Each frame owns one top-level folder, `/<frame-id>/`. The CLI selects the project with `-p <project-id>`; its file paths are exactly the absolute paths inside that project, for example `/f7k3m9q2x8vd/index.glts`.\n\nCreate frames with an explicit type. GLTS frames require `--size`; image and Market frames derive their canvas size. A Market frame requires an exact public asset reference, `name@version`.\n\nRead a file before editing it. Use a narrow edit for one known change and write a complete file when replacing it. Only GLTS frame files may be created or deleted. Image and Market frame files are read-only.\n\n## GLTS assets\n\nA GLTS frame contains only `.glts` files. `index.glts` is its optional root asset; without it the frame renders empty. Every `.glts` file is a trusted TypeScript ESM module that default-exports a no-argument class derived from `THREE.Object3D`. Avoid top-level side effects because reload evaluates the module again. Implement `dispose()` when the asset exclusively owns disposable resources.\n\nAuthor GLTS scenes top-down: create the root entry scene first, reference the child `.glts` assets it will compose, then implement those children progressively. A missing `.glts` import renders as a glowing marker labeled with its filename until the real file is written, so the completed parts of the scene remain visible. Treat the marker and its console warning as a temporary missing-dependency diagnostic, not as authored content.\n\n```ts\nimport * as THREE from "three";\nimport Wheel from "./parts/wheel.glts";\n\nexport default class Racecar extends THREE.Group {\n constructor() {\n super();\n this.add(new Wheel());\n }\n}\n```\n\nUse relative `.glts` imports within a frame. Use a project-absolute path to import a GLTS asset from another frame:\n\n```ts\nimport Chassis from "/other-frame-id/index.glts";\n```\n\nFor a non-GLTS file from an image or Market frame, preserve the project filesystem URL through `import.meta.url`:\n\n```ts\nconst modelUrl = new URL("/market-frame-id/models/car.glb", import.meta.url);\n```\n\nGLTS supports static `.glts`, `three`, Three addons, and bare npm imports. It does not support local helper `.ts` modules, dynamic imports, cyclic GLTS graphs, or cross-asset inheritance. Keep the asset self-contained and compose with nested GLTS assets.\n\nThe viewer uses the first camera found by depth-first traversal. If none exists, it autofits the asset. Put an authored camera in the scene only when its framing is intentional. Double-clicking a frame enters orbit from that resolved view; deselecting restores it.\n\nAfter every meaningful visual change, take and inspect a screenshot. Iterate until the asset, camera, composition, and requested frame size are right.\n';
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package/package.json
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A GLTS frame contains only `.glts` files. `index.glts` is its optional root asset; without it the frame renders empty. Every `.glts` file is a trusted TypeScript ESM module that default-exports a no-argument class derived from `THREE.Object3D`. Avoid top-level side effects because reload evaluates the module again. Implement `dispose()` when the asset exclusively owns disposable resources.
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Author GLTS scenes top-down: create the root entry scene first, reference the child `.glts` assets it will compose, then implement those children progressively. A missing `.glts` import renders as a glowing marker labeled with its filename until the real file is written, so the completed parts of the scene remain visible. Treat the marker and its console warning as a temporary missing-dependency diagnostic, not as authored content.
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```ts
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import * as THREE from "three";
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import Wheel from "./parts/wheel.glts";
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