@needle-tools/engine 4.16.0-next.73c93c0 → 4.16.0-next.bc4d35d

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Files changed (27) hide show
  1. package/README.md +92 -46
  2. package/SKILL.md +229 -0
  3. package/dist/{needle-engine.bundle-75BC4qb_.min.js → needle-engine.bundle-Cqmarm0m.min.js} +115 -115
  4. package/dist/{needle-engine.bundle-CqSR6UY7.umd.cjs → needle-engine.bundle-DT0VwGmo.umd.cjs} +114 -114
  5. package/dist/{needle-engine.bundle-CwvwWDWq.js → needle-engine.bundle-KyGODqE9.js} +3305 -3283
  6. package/dist/needle-engine.d.ts +7 -284
  7. package/dist/needle-engine.js +2 -2
  8. package/dist/needle-engine.min.js +1 -1
  9. package/dist/needle-engine.umd.cjs +1 -1
  10. package/lib/engine/webcomponents/logo-element.d.ts +6 -3
  11. package/lib/engine/webcomponents/logo-element.js +18 -0
  12. package/lib/engine/webcomponents/logo-element.js.map +1 -1
  13. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +10 -7
  14. package/lib/engine/webcomponents/needle menu/needle-menu.js +13 -2
  15. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  16. package/lib/engine/webcomponents/needle-engine.d.ts +3 -0
  17. package/lib/engine/webcomponents/needle-engine.js +14 -5
  18. package/lib/engine/webcomponents/needle-engine.js.map +1 -1
  19. package/lib/engine/xr/NeedleXRSession.js +15 -3
  20. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  21. package/package.json +3 -3
  22. package/plugins/common/needle-engine-skill.md +106 -168
  23. package/plugins/vite/ai.js +1 -1
  24. package/src/engine/webcomponents/logo-element.ts +20 -3
  25. package/src/engine/webcomponents/needle menu/needle-menu.ts +22 -9
  26. package/src/engine/webcomponents/needle-engine.ts +19 -6
  27. package/src/engine/xr/NeedleXRSession.ts +16 -3
package/README.md CHANGED
@@ -1,63 +1,31 @@
1
- # Needle Engine
1
+ # Needle Engine
2
2
 
3
- **Needle Engine** is a web engine for high quality 3D applications with performance in mind.
3
+ **Needle Engine** is a web-first 3D framework built on [three.js](https://threejs.org/) for building games, configurators, AR/VR experiences, and interactive websites.
4
4
 
5
- Built on three.js and the glTF standard, Needle Engine delivers flexible, extensible web experiences with built-in collaboration and XR support.
5
+ `Built-in: Rapier Physics | WebXR (incl. iOS) | Multiplayer & VOIP | Blender & Unity Integration`
6
6
 
7
- ## Quick Links
8
- 🏓 [Changelog](https://github.com/needle-tools/needle-engine-support/releases) • 📑 [Documentation](https://docs.needle.tools) • 🧠 [Sample Scenes](https://samples.needle.tools) • 💎 [Showcase](https://engine.needle.tools/samples/?overlay=showcase)
9
-
10
- ## Key Features
11
-
12
- **🎮 Development Experience**
13
- - Component system with easy custom component creation
14
- - Unity and Blender integrations for familiar workflows
15
- - Multi-scene support with dynamic content loading
16
-
17
- **🌐 Web & XR Ready**
18
- - WebXR support for immersive experiences on Android and iOS ([yes! WebXR on iOS!](https://engine.needle.tools/docs/how-to-guides/xr/ios-webxr-app-clip.html))
19
- - Interactive QuickLook support for interactive AR on Vision Pro
20
- - Built-in networking and collaboration
7
+ Built on three.js and the glTF standard, Needle Engine delivers flexible, extensible web experiences with built-in collaboration and XR support. Use it standalone with npm or with powerful editor integrations for Unity and Blender.
21
8
 
22
- **⚡ Performance Optimized**
23
- - Progressive texture and mesh loading
24
- - Automatic LOD generation for textures and meshes
25
- - Advanced PBR rendering with lightmap support
26
-
27
- **🎬 Animation & Effects**
28
- - Animation state machines and timeline animations
29
- - Physics simulation
30
- - Post-processing effects
31
- - Animate anything with ease
32
-
33
- [→ See all features](https://docs.needle.tools/features)
34
-
35
- ## Editor Integrations
36
-
37
- **Powerful integrations for Unity and Blender** allow artists and developers to collaborate and manage web applications inside battle-tested 3d editors. Needle Engine integrations allow you to use editor features for exporting models, author materials, animate and sequence animations, bake lightmaps and more.
38
- - 🎲 [Download Unity Integration](https://engine.needle.tools/downloads/unity)
39
- - 🐵 [Download Blender Integration](https://engine.needle.tools/downloads/blender)
40
- - 📜 [Use with Code](https://engine.needle.tools/docs/three/)
9
+ ## Quick Links
10
+ [Changelog](https://github.com/needle-tools/needle-engine-support/releases) | [Documentation](https://docs.needle.tools) | [Samples](https://samples.needle.tools) | [Showcase](https://engine.needle.tools/samples/?overlay=showcase) | [API Reference](https://engine.needle.tools/docs/api/latest)
41
11
 
42
12
  ## Getting Started
43
13
 
44
- **Quick Start with npm:**
45
14
  ```bash
46
15
  npm install @needle-tools/engine
47
16
  ```
48
17
 
49
- **Or use our Editor Integrations:** Follow the [Getting Started Guide](https://docs.needle.tools/getting-started) to download and install Needle Engine with Unity or Blender.
50
-
51
- **Explore Examples:** [Try our interactive samples](https://engine.needle.tools/samples) to see what's possible ⚡
18
+ [Try it now on StackBlitz](https://engine.needle.tools/new) | [Getting Started Guide](https://docs.needle.tools/getting-started)
52
19
 
53
- ## Basic Usage
20
+ ## Code Examples
54
21
 
55
- ### Creating a Custom Component
22
+ ### Custom Component
56
23
 
57
24
  ```typescript
58
25
  import { Behaviour, serializable } from "@needle-tools/engine";
59
26
 
60
27
  export class MyComponent extends Behaviour {
28
+
61
29
  @serializable()
62
30
  speed: number = 1;
63
31
 
@@ -71,7 +39,42 @@ export class MyComponent extends Behaviour {
71
39
  }
72
40
  ```
73
41
 
74
- ### Using Lifecycle Hooks (without components)
42
+ ### Physics with Rapier (built-in)
43
+
44
+ ```typescript
45
+ import { Behaviour, Rigidbody, BoxCollider } from "@needle-tools/engine";
46
+
47
+ export class PhysicsBox extends Behaviour {
48
+
49
+ awake() {
50
+ // Add a physics body — Rapier is built in, no extra install needed
51
+ const rb = this.gameObject.addComponent(Rigidbody);
52
+ rb.useGravity = true;
53
+
54
+ // Add a collider
55
+ this.gameObject.addComponent(BoxCollider);
56
+ }
57
+ }
58
+ ```
59
+
60
+ ### Multiplayer with @syncField
61
+
62
+ ```typescript
63
+ import { Behaviour, syncField } from "@needle-tools/engine";
64
+
65
+ export class SyncedCounter extends Behaviour {
66
+ // Automatically synced across all connected clients
67
+ @syncField()
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+ count: number = 0;
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+
70
+ onPointerClick() {
71
+ // Reassign to trigger sync (this is required for sync to work)
72
+ this.count = this.count + 1;
73
+ }
74
+ }
75
+ ```
76
+
77
+ ### Lifecycle Hooks (no component needed)
75
78
 
76
79
  ```typescript
77
80
  import { onStart, onUpdate } from "@needle-tools/engine";
@@ -85,11 +88,54 @@ onUpdate((context) => {
85
88
  });
86
89
  ```
87
90
 
88
- [→ See API Documentation](https://engine.needle.tools/docs/api/latest)
91
+ ## Key Features
92
+
93
+ **WebXR & AR** — immersive experiences on Android and iOS
94
+ - WebXR support including [WebXR on iOS](https://engine.needle.tools/docs/how-to-guides/xr/ios-webxr-app-clip.html)
95
+ - `WebXRImageTracking` — AR image targets with full tracking lifecycle
96
+ - `WebXRPlaneTracking` — AR surface detection
97
+ - Interactive QuickLook for AR on Vision Pro
98
+
99
+ **Scene & Asset Management**
100
+ - `SceneSwitcher` — load different scenes by URL
101
+ - `AssetReference` — runtime asset loading by URL
102
+ - `NestedGltf` — lazy-load GLB files on demand within a scene
103
+ - Multi-scene support with dynamic content loading
104
+
105
+ **Physics & Interaction** — Built-in [Rapier](https://rapier.rs/) physics engine
106
+ - `Rigidbody`, `BoxCollider`, `SphereCollider`, `MeshCollider` — full physics simulation
107
+ - `CharacterController` — movement with gravity, slopes, and steps
108
+ - `DragControls` — click-and-drag 3D objects with zero code
109
+ - `SpatialTrigger` — proximity and enter-zone detection
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+
111
+ **Multiplayer & Networking** — real-time collaboration out of the box
112
+ - `SyncedRoom` + `@syncField()` — automatic state synchronization
113
+ - `Voip` — built-in WebRTC voice chat
114
+ - `PlayerSync` — player object sync on join/leave
115
+ - `SyncedCamera` — camera sync for observer sessions
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+
117
+ **Rendering & Effects**
118
+ - Advanced PBR rendering with lightmap support
119
+ - Post-processing (Bloom, DepthOfField, SSAO, ChromaticAberration, and more)
120
+ - Progressive texture and mesh loading with automatic LOD generation
121
+
122
+ **Animation & Media**
123
+ - Animation state machines and timeline animations
124
+ - `VideoPlayer` — full video playback component
125
+ - `AudioSource` — 3D spatial audio
126
+ - Animate anything via [KHR_animation_pointer](https://github.com/nicolo-ribaudo/glTF/tree/animation-pointer/extensions/2.0/Khronos/KHR_animation_pointer)
127
+
128
+ **Framework Integration** — works with React, Vue, Svelte, or vanilla JS/TS
129
+
130
+ [See all features](https://docs.needle.tools/features)
131
+
132
+ ## Editor Integrations
89
133
 
90
- ---
134
+ Needle Engine works standalone with just npm — no editor required. For asset-heavy workflows, use our editor integrations:
91
135
 
92
- *Available under commercial and educational licenses*
136
+ - [Download Unity Integration](https://engine.needle.tools/downloads/unity)
137
+ - [Download Blender Integration](https://engine.needle.tools/downloads/blender)
138
+ - [Code-only workflow docs](https://engine.needle.tools/docs/three/)
93
139
 
94
140
  ## Examples
95
141
 
package/SKILL.md ADDED
@@ -0,0 +1,229 @@
1
+ ---
2
+ name: needle-engine
3
+ description: >
4
+ Provides Needle Engine context for web-based 3D projects built on Three.js
5
+ with the @needle-tools/engine component system. Use this skill whenever the user
6
+ is working with Needle Engine components, GLB files exported from Unity or Blender,
7
+ Vite configs with needlePlugins, TypeScript classes extending Behaviour, or anything
8
+ involving @needle-tools/engine imports. Also trigger when the user mentions
9
+ "needle engine", "needle tools", serializable decorators (@serializable, @syncField,
10
+ @registerType), the <needle-engine> web component, or 3D scenes loaded from GLB
11
+ in a web context — even if they don't explicitly name the engine.
12
+ compatibility:
13
+ - optional: needle_search MCP tool (search Needle Engine docs, forum posts, and community answers)
14
+ ---
15
+
16
+ # Needle Engine
17
+
18
+ You are an expert in Needle Engine — a web-first 3D engine built on Three.js with a component system and Unity/Blender-based workflow.
19
+
20
+ ## Quick Start
21
+
22
+ ```html
23
+ <needle-engine src="assets/scene.glb"></needle-engine>
24
+ <script type="module">
25
+ import "@needle-tools/engine";
26
+ </script>
27
+ ```
28
+
29
+ Minimal TypeScript component:
30
+ ```ts
31
+ import { Behaviour, serializable, registerType } from "@needle-tools/engine";
32
+
33
+ @registerType
34
+ export class HelloWorld extends Behaviour {
35
+ @serializable() message: string = "Hello!";
36
+
37
+ start() {
38
+ console.log(this.message);
39
+ }
40
+ }
41
+ ```
42
+
43
+ > ⚠️ **TypeScript config required:** `tsconfig.json` must have `"experimentalDecorators": true` and `"useDefineForClassFields": false` for decorators to work. Without `useDefineForClassFields: false`, TypeScript overwrites `@serializable()` properties with their default values *after* the decorator runs, silently breaking deserialization.
44
+
45
+ ---
46
+
47
+ ## Key Concepts
48
+
49
+ **Needle Engine** ships 3D scenes from Unity or Blender as GLB files and renders them in the browser using Three.js. TypeScript components attached to objects are serialized into the GLB and re-hydrated at runtime.
50
+
51
+ - **Unity workflow:** C# MonoBehaviours → auto-generated TypeScript stubs → GLB export on play/build
52
+ - **Blender workflow:** Components added via the Needle Engine Blender addon → GLB export with component data embedded
53
+ - **Embedding:** `<needle-engine src="assets/scene.glb">` web component creates and manages a 3D context
54
+ - **Context access:** use `onStart(ctx => { ... })` or `onInitialize(ctx => { ... })` lifecycle hooks (preferred); `document.querySelector("needle-engine").context` works but only from UI event handlers
55
+
56
+ ### `<needle-engine>` Attributes
57
+
58
+ Boolean attributes can be disabled with `="0"` (e.g. `camera-controls="0"`).
59
+
60
+ ```html
61
+ <needle-engine
62
+ src="assets/scene.glb"
63
+ camera-controls
64
+ auto-rotate
65
+ autoplay
66
+ background-color="#222"
67
+ environment-image="studio"
68
+ contactshadows
69
+ ></needle-engine>
70
+ ```
71
+
72
+ | Attribute | Description |
73
+ |---|---|
74
+ | `src` | GLB/glTF file path(s) — string, array, or comma-separated |
75
+ | `camera-controls` | Adds default OrbitControls with auto-fit if no `OrbitControls`/`ICameraController` exists in the root GLB. Disable with `="0"` for fully custom camera. To tweak defaults, get `OrbitControls` from the main camera in `onStart` |
76
+ | `auto-rotate` | Auto-rotate the camera (requires `camera-controls`) |
77
+ | `autoplay` | Auto-play animations in the loaded scene |
78
+ | `background-color` | Hex or RGB background color (e.g. `#ff0000`) |
79
+ | `background-image` | Skybox URL or preset: `studio`, `blurred-skybox`, `quicklook`, `quicklook-ar` |
80
+ | `background-blurriness` | Blur intensity for background (0–1) |
81
+ | `environment-image` | Environment lighting image URL or preset (same presets as `background-image`) |
82
+ | `contactshadows` | Enable contact shadows |
83
+ | `tone-mapping` | `none`, `linear`, `neutral`, `agx` |
84
+ | `poster` | Placeholder image URL shown while loading |
85
+ | `loadstart` / `progress` / `loadfinished` | Callback functions for loading lifecycle |
86
+
87
+ ---
88
+
89
+ ## Unity → Needle Cheat Sheet
90
+
91
+ | Unity (C#) | Needle Engine (TypeScript) |
92
+ |---|---|
93
+ | `MonoBehaviour` | `Behaviour` |
94
+ | `[SerializeField]` / public field | `@serializable()` (required for all serialized fields) |
95
+ | `Instantiate(prefab)` | `instantiate(obj)` |
96
+ | `Destroy(obj)` | `destroy(obj)` |
97
+ | `GetComponent<T>()` | `this.gameObject.getComponent(T)` |
98
+ | `AddComponent<T>()` | `this.gameObject.addComponent(T)` |
99
+ | `FindObjectOfType<T>()` | `findObjectOfType(T, ctx)` |
100
+ | `transform.position` | `this.gameObject.worldPosition` (world) / `this.gameObject.position` (local) |
101
+ | `transform.rotation` | `this.gameObject.worldQuaternion` (world) / `this.gameObject.quaternion` (local) |
102
+ | `transform.localScale` | `this.gameObject.worldScale` (world) / `this.gameObject.scale` (local) |
103
+ | `Resources.Load<T>()` | No direct equivalent — use `@serializable(AssetReference)` to assign refs in editor, then `.instantiate()` or `.asset` at runtime |
104
+ | `StartCoroutine()` | `this.startCoroutine()` (in a component; unlike Unity, coroutines stop when the component is disabled) |
105
+ | `Time.deltaTime` | `this.context.time.deltaTime` |
106
+ | `Camera.main` | `this.context.mainCamera` (THREE.Camera) / `this.context.mainCameraComponent` (Needle Camera component) |
107
+ | `Debug.Log()` | `console.log()` |
108
+ | `OnCollisionEnter()` | `onCollisionEnter(col: Collision)` |
109
+ | `OnTriggerEnter()` | `onTriggerEnter(col: Collision)` |
110
+
111
+ ---
112
+
113
+ ## Three.js → Needle Cheat Sheet
114
+
115
+ | Three.js | Needle Engine |
116
+ |---|---|
117
+ | `new Mesh(geo, mat)` | Created in Unity/Blender, exported as GLB; access via `Renderer.sharedMesh` / `Renderer.sharedMaterials` |
118
+ | `scene.add(obj)` | `this.gameObject.add(obj)` or `instantiate(prefab)` |
119
+ | `scene.remove(obj)` | `obj.removeFromParent()` (re-parent) or `destroy(obj)` (permanent) |
120
+ | `obj.position` | `obj.position` (local) / `obj.worldPosition` (world — Needle extension) |
121
+ | `obj.quaternion` | `obj.quaternion` (local) / `obj.worldQuaternion` (world — Needle extension) |
122
+ | `obj.scale` | `obj.scale` (local) / `obj.worldScale` (world — Needle extension) |
123
+ | `obj.getWorldPosition(v)` | `obj.worldPosition` (getter, no temp vec needed) |
124
+ | `obj.traverse(cb)` | `obj.traverse(cb)` (same — it's Three.js underneath) |
125
+ | `obj.children` | `obj.children` (same) |
126
+ | `obj.parent` | `obj.parent` (same) |
127
+ | `raycaster.intersectObjects()` | `this.context.physics.raycast()` (auto BVH, faster) |
128
+ | `renderer.setAnimationLoop(cb)` | `update() {}` in a component, or `onUpdate(cb)` hook |
129
+ | `clock.getDelta()` | `this.context.time.deltaTime` |
130
+ | `new GLTFLoader().load(url)` | `AssetReference.getOrCreate(base, url)` then `.instantiate()`, or `loadAsset(url)` |
131
+
132
+ Needle Engine extends `Object3D` with component methods (`getComponent`, `addComponent`, `worldPosition`, `worldQuaternion`, `worldScale`, `worldForward`, `worldRight`, `worldUp`, `contains`, etc.). `this.gameObject` is the `Object3D` a component is attached to. The underlying Three.js API still works directly.
133
+
134
+ ---
135
+
136
+ ## Creating a New Project
137
+
138
+ ```bash
139
+ npm create needle my-app # Vite (default)
140
+ npm create needle my-app -t react # React + Vite
141
+ npm create needle my-app -t vue # Vue + Vite
142
+ npm create needle my-app -t sveltekit # SvelteKit
143
+ npm create needle my-app -t nextjs # Next.js
144
+ npm create needle my-app -t react-three-fiber # R3F
145
+ ```
146
+
147
+ ---
148
+
149
+ ## Vite Plugin System
150
+
151
+ ```ts
152
+ import { defineConfig } from "vite";
153
+ import { needlePlugins } from "@needle-tools/engine/vite";
154
+
155
+ export default defineConfig(async ({ command }) => ({
156
+ plugins: [
157
+ ...(await needlePlugins(command, {}, {})),
158
+ ],
159
+ }));
160
+ ```
161
+
162
+ ---
163
+
164
+ ## Deployment
165
+
166
+ - **Needle Cloud** — `npx needle-cloud deploy`
167
+ - **Vercel / Netlify** — standard Vite web app
168
+ - **itch.io** — for games
169
+ - **Any static host / FTP** — `npm run build` (or `npm run build:production`) produces a standard dist folder
170
+
171
+ From Unity, built-in deployment components (e.g. `DeployToNetlify`) require a PRO license. Needle Cloud deployment works with the free tier.
172
+
173
+ ---
174
+
175
+ ## Progressive Loading (`@needle-tools/gltf-progressive`)
176
+
177
+ ```ts
178
+ import { useNeedleProgressive } from "@needle-tools/gltf-progressive";
179
+ useNeedleProgressive(gltfLoader, renderer);
180
+ gltfLoader.load(url, (gltf) => scene.add(gltf.scene));
181
+ ```
182
+
183
+ In Needle Engine projects this is built in — configure via **Compression & LOD Settings** in Unity.
184
+
185
+ ---
186
+
187
+ ## Searching the Documentation
188
+
189
+ Use the `needle_search` MCP tool to find relevant docs, forum posts, and community answers:
190
+
191
+ ```
192
+ needle_search("how to play animation clip from code")
193
+ needle_search("SyncedTransform multiplayer")
194
+ needle_search("deploy to Needle Cloud CI")
195
+ ```
196
+
197
+ Use this *before* guessing at API details — the docs are the source of truth.
198
+
199
+ ---
200
+
201
+ ## Common Gotchas
202
+
203
+ - `@registerType` is required or the component won't be instantiated from GLB. Unity/Blender export adds this automatically via codegen; hand-written components need it explicitly.
204
+ - GLB assets go in `assets/`, static files (fonts, images, videos) in `public/` (configurable via `needle.config.json`)
205
+ - `useDefineForClassFields: false` must be set in `tsconfig.json` — otherwise TypeScript overwrites decorated fields with their defaults after the decorator runs, silently breaking serialization
206
+ - `@syncField()` only triggers on reassignment — mutating an array/object in place won't sync. Do `this.arr = this.arr` to force a sync event.
207
+ - Physics callbacks (`onCollisionEnter` etc.) require a Needle `Collider` component (BoxCollider, SphereCollider ...) on the GameObject — they won't fire on mesh-only objects
208
+ - `removeComponent()` does NOT call `onDestroy` — any cleanup logic in `onDestroy` (event listeners, timers, allocated resources) will be skipped. Use `destroy(obj)` for full cleanup.
209
+ - Prefer the standalone `instantiate()` and `destroy()` functions over `GameObject.instantiate()` / `GameObject.destroy()` — the standalone versions are the current API
210
+ - `loadAsset()` returns a model wrapper (not an Object3D) — use `.scene` to get the root Object3D
211
+ - `AssetReference.getOrCreateFromUrl()` caches by URL — loading the same URL twice returns the same Object3D. Use `.instantiate()` or `loadAsset()` with `{ context }` for multiple independent copies
212
+
213
+ ---
214
+
215
+ ## References
216
+
217
+ Read these **only when needed** — don't load them all upfront:
218
+
219
+ - 📖 [Full API Reference](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/api.md) — read when writing component code (lifecycle, decorators, context API, animation, networking, XR, physics)
220
+ - 🔗 [Framework Integration](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/integration.md) — read when integrating with React, Svelte, Vue, or vanilla JS
221
+ - 🐛 [Troubleshooting](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/references/troubleshooting.md) — read when debugging errors or unexpected behavior
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+ - 🧩 [Component Template](https://raw.githubusercontent.com/needle-tools/ai/refs/heads/main/providers/claude/plugin/skills/needle-engine/templates/my-component.ts) — use as a starting point for new components
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+
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+ ## Important URLs
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+
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+ - Docs: https://engine.needle.tools/docs/
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+ - Samples: https://engine.needle.tools/samples/
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+ - GitHub: https://github.com/needle-tools/needle-engine-support
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+ - npm: https://www.npmjs.com/package/@needle-tools/engine