scad-gltf 0.3.2 → 0.3.3
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/bin/gen.js +2 -2
- package/bin/mcp.js +2 -2
- package/bin/play.js +8 -8
- package/bin/scad-gltf.js +1 -1
- package/package.json +1 -1
- package/src/cli-utils.js +10 -6
- package/src/project-prompts.js +32 -24
package/bin/gen.js
CHANGED
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@@ -3,7 +3,7 @@
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3
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import { runCliApp } from "../src/cli-utils.js";
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import { getProjectPrompts } from "../src/project-prompts.js";
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const VALID_TYPES = ["scad", "bevy", "web", "godot"];
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const VALID_TYPES = ["scad", "bevy", "wgpu", "web", "godot"];
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async function main() {
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const projectType = process.argv[2];
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@@ -14,7 +14,7 @@ async function main() {
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`Usage: scad-gltf gen <${VALID_TYPES.join("|")}> "<description>" [options_json]`,
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);
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console.error(
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`Example: scad-gltf gen godot "A 3D
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`Example: scad-gltf gen godot "A 3D physics simulation" '{"openaiModel": "gpt-4o"}'`,
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);
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process.exit(1);
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}
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package/bin/mcp.js
CHANGED
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@@ -201,7 +201,7 @@ server.setRequestHandler(ListToolsRequestSchema, async () => {
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{
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name: "test_godot_project",
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description:
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"Runs a specified Godot project for a short duration to detect script errors, missing resources, or runtime crashes. Returns the console output logs and a visual screenshot of the
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"Runs a specified Godot project for a short duration to detect script errors, missing resources, or runtime crashes. Returns the console output logs and a visual screenshot of the running project.",
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inputSchema: {
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type: "object",
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properties: {
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@@ -793,7 +793,7 @@ func _ready():
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}
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fs.writeFileSync(projectGodotPath, tempProjectGodot, "utf8");
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// 2.
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// 2. Run Project Step
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// Always try windowed first to get the screenshot.
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// If the environment lacks a display server, we'll catch the error and fallback.
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let playArgs = [
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package/bin/play.js
CHANGED
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@@ -62,7 +62,7 @@ function main() {
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// 3. Find the resulting project folder and determine its type
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let projectDir = null;
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let projectType = null; // 'godot' | 'web' | '
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+
let projectType = null; // 'godot' | 'web' | 'rust'
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let latestTime = 0;
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const items = fs.readdirSync(tempDir);
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@@ -71,14 +71,14 @@ function main() {
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if (fs.statSync(itemPath).isDirectory()) {
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const isGodot = fs.existsSync(path.join(itemPath, "project.godot"));
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const isWeb = fs.existsSync(path.join(itemPath, "package.json"));
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-
const
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const isRust = fs.existsSync(path.join(itemPath, "Cargo.toml"));
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-
if (isGodot || isWeb ||
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if (isGodot || isWeb || isRust) {
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const mtime = fs.statSync(itemPath).mtimeMs;
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if (mtime > latestTime) {
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latestTime = mtime;
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projectDir = itemPath;
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projectType = isGodot ? "godot" :
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projectType = isGodot ? "godot" : isRust ? "rust" : "web";
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}
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}
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}
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@@ -87,7 +87,7 @@ function main() {
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if (!projectDir || !projectType) {
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console.error("\n❌ Error: Could not find a valid generated project.");
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console.error(
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"The script did not produce a folder containing 'project.godot'
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"The script did not produce a folder containing 'project.godot', 'package.json', or 'Cargo.toml'.",
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);
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cleanup();
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process.exit(1);
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@@ -103,7 +103,7 @@ function main() {
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console.log(`\n⚙️ Importing Godot assets (this may take a moment)...`);
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try {
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// Force Godot to build the .godot/imported cache before attempting to run the
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// Force Godot to build the .godot/imported cache before attempting to run the project
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execSync(`"${godotBin}" --headless --editor --quit`, {
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cwd: projectDir,
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stdio: "inherit",
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@@ -137,9 +137,9 @@ function main() {
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cwd: projectDir,
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stdio: "inherit",
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});
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} else if (projectType === "
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} else if (projectType === "rust") {
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console.log(
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`\n🦀 Compiling and starting Rust
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`\n🦀 Compiling and starting Rust project (this may take a moment)...`,
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);
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const cargoCmd = process.platform === "win32" ? "cargo.exe" : "cargo";
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appProcess = spawn(cargoCmd, ["run"], {
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package/bin/scad-gltf.js
CHANGED
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@@ -17,7 +17,7 @@ if (!command || !commands[command]) {
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console.error(" serve Start local API server and Web Editor");
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console.error(" mcp Start the Model Context Protocol (MCP) server");
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console.error(
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" gen Automated AI generation of 3D models and
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" gen Automated AI generation of 3D models, simulations, and interactive projects",
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);
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console.error(" play Test and launch generated Node.js scripts");
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process.exit(1);
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package/package.json
CHANGED
package/src/cli-utils.js
CHANGED
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@@ -495,8 +495,11 @@ export async function runAutomatedAIFlow(
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const isBevy =
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projectType === "bevy" &&
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fs.existsSync(path.join(itemPath, "Cargo.toml"));
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const isWgpu =
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projectType === "wgpu" &&
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fs.existsSync(path.join(itemPath, "Cargo.toml"));
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if (isGodot || isWeb || isBevy) {
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if (isGodot || isWeb || isBevy || isWgpu) {
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const mtime = fs.statSync(itemPath).mtimeMs;
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if (mtime > latestTime) {
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latestTime = mtime;
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@@ -511,7 +514,7 @@ export async function runAutomatedAIFlow(
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const expectedFile =
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projectType === "godot"
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? "project.godot"
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-
: projectType === "bevy"
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: projectType === "bevy" || projectType === "wgpu"
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? "Cargo.toml"
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: "package.json";
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messages.push({
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@@ -554,9 +557,10 @@ export async function runAutomatedAIFlow(
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});
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await new Promise((resolve) => setTimeout(resolve, 2000));
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-
} else if (projectType === "bevy") {
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} else if (projectType === "bevy" || projectType === "wgpu") {
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const fwName = projectType === "bevy" ? "Bevy" : "wgpu";
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console.log(
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`\n🦀 Building and running
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`\n🦀 Building and running ${fwName} project: ${path.basename(projectDir)}...`,
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);
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const cargoCmd =
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process.platform === "win32" ? "cargo.exe" : "cargo";
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@@ -670,7 +674,7 @@ export async function runCliApp({
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);
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} else {
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console.error(
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` scad-gltf gen ${projectType} "A simple 3D
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` scad-gltf gen ${projectType} "A simple 3D simulation" '{"openaiApiKey": "sk-...", "openaiModel": "gpt-4o"}'`,
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);
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}
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process.exit(1);
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@@ -704,7 +708,7 @@ export async function runCliApp({
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try {
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const { generatePrompt } = await import("./prompt.js");
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promptRules = generatePrompt(
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isRawScad ? task : "the 3D assets for the
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isRawScad ? task : "the 3D assets for the project",
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options,
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);
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} catch (e) {
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package/src/project-prompts.js
CHANGED
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@@ -22,19 +22,23 @@ CRITICAL WORKFLOW:
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};
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}
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if (projectType === "bevy") {
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if (projectType === "bevy" || projectType === "wgpu") {
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const isBevy = projectType === "bevy";
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const frameworkName = isBevy ? "Bevy" : "wgpu";
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const depName = isBevy ? "bevy" : "wgpu";
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return {
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buildSystemPrompt: (
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promptRules,
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-
) => `You are an expert Rust
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) => `You are an expert Rust ${frameworkName} developer and procedural 3D technical artist.
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NAMING CONVENTION REQUIREMENT:
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- All generated files, directories, models, scripts, and root folders MUST strictly use snake_case (lowercase with underscores, e.g. \`player_character.rs\`, \`enemy_walker.scad\`).
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- NEVER use hyphens/minus signs (\`-\`) or spaces in any file or folder names.
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What to generate:
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1. 3D
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- Generate procedural 3D models for the
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40
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+
1. 3D Assets (.scad):
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41
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- Generate procedural 3D models for the project using OpenSCAD.
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38
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- CRITICAL: The SCAD to glTF converter automatically converts OpenSCAD's Z-up coordinate system to the standard glTF Y-up coordinate system. Design your models naturally in OpenSCAD.
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- CRITICAL: You must use the custom OpenSCAD glTF extensions for PBR materials (e.g., \`roughness\`, \`metalness\`, \`emissive\`) and Hierarchical Node Animations (\`armature()\`, \`bone()\`). The rules and syntax for these features are provided below:
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@@ -42,10 +46,10 @@ What to generate:
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${promptRules}
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=============================
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-
2. Rust
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-
- Create the necessary files for a modern Rust
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47
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- In \`Cargo.toml\`, include \`
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- You MUST include this EXACT \`build.rs\` script at the root of the project to automatically compile the \`.scad\` files into \`.glb\` format inside the \`assets/models\` folder before running the
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+
2. Rust ${frameworkName} Project Files:
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+
- Create the necessary files for a modern Rust ${frameworkName} application (e.g., \`Cargo.toml\`, \`build.rs\`, \`src/main.rs\`).
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- In \`Cargo.toml\`, include \`${depName}\` as a dependency.
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- You MUST include this EXACT \`build.rs\` script at the root of the project to automatically compile the \`.scad\` files into \`.glb\` format inside the \`assets/models\` folder before running the application via Cargo:
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\`\`\`rust
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use std::process::Command;
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@@ -70,7 +74,11 @@ ${promptRules}
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}
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}
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\`\`\`
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-
- Write the core application logic in \`src/main.rs\` to load and display the converted \`.glb\` files interactively
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- Write the core application logic in \`src/main.rs\` to load and display the converted \`.glb\` files interactively.${
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isBevy
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? " Provide standard Bevy systems (camera, lights, movement, etc.)."
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: ""
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}
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3. Delivery Format (Single Node.js Script):
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- Output exactly ONE self-contained Node.js script. Do not output manual setup instructions.
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@@ -78,10 +86,10 @@ ${promptRules}
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- When executed, this script must programmatically create the entire project directory structure and write all the files to disk using the \`fs\` module.
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- The script must embed and write:
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- Your generated \`.scad\` 3D assets.
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-
- Your generated Rust
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- Your generated Rust ${frameworkName} project files (\`Cargo.toml\`, \`build.rs\`, \`src/main.rs\`).
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- Ensure all string file contents inside the Node.js script are properly escaped.`,
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buildInputRequest: (task) =>
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`Design and implement a Rust
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`Design and implement a Rust ${frameworkName} project for the following concept: "${task}"`,
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allowedTools: ["render_scad_model", "compile_rust_project"],
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};
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}
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@@ -94,7 +102,7 @@ ${promptRules}
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What to generate:
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1. 3D Web Assets (.scad):
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97
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-
- Generate procedural 3D models for the
|
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105
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+
- Generate procedural 3D models for the project using OpenSCAD.
|
|
98
106
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- CRITICAL: The SCAD to glTF converter automatically converts OpenSCAD's Z-up coordinate system to the standard glTF Y-up coordinate system. Design your models naturally in OpenSCAD.
|
|
99
107
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- CRITICAL: You must use the custom OpenSCAD glTF extensions for PBR materials (e.g., \`roughness\`, \`metalness\`, \`emissive\`) and Hierarchical Node Animations (\`armature()\`, \`bone()\`). The rules and syntax for these features are provided below:
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@@ -104,14 +112,14 @@ ${promptRules}
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2. Vite Web Project Files (npm based):
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- Create the necessary files for a modern web application (e.g., \`package.json\`, \`index.html\`, \`main.js\`).
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- You can use ANY web 3D library with glTF support (e.g., Three.js, Babylon.js, @google/model-viewer, PlayCanvas, A-Frame, etc.) that fits the
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- You can use ANY web 3D library with glTF support (e.g., Three.js, Babylon.js, @google/model-viewer, PlayCanvas, A-Frame, etc.) that fits the project's requirements.
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- In \`package.json\`, you MUST include the scad to gltf converter tool as a dev dependency:
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\`"scad-gltf": "^0.3.0"\`
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- In \`package.json\`, add npm scripts to automatically compile the \`.scad\` files into \`.glb\` format inside the \`public/\` folder before Vite runs its dev or build steps.
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For example:
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\`"predev": "scad-gltf convert ./scad ./public/models --cache"\`
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\`"prebuild": "scad-gltf convert ./scad ./public/models --cache"\`
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- Write the core
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- Write the core application logic to load and display the converted \`.glb\` files interactively.
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3. Delivery Format (Single Node.js Script):
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- Output exactly ONE self-contained Node.js script. Do not output manual setup instructions.
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@@ -122,7 +130,7 @@ ${promptRules}
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- Your generated Vite web project files.
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- Ensure all string file contents inside the Node.js script are properly escaped.`,
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buildInputRequest: (task) =>
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`Design and implement a web-based 3D glTF
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`Design and implement a web-based 3D glTF project using Vite for the following concept: "${task}"`,
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allowedTools: ["render_scad_model"],
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};
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}
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@@ -133,15 +141,15 @@ ${promptRules}
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const hasUserScadFiles =
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Array.isArray(options.scadFiles) && options.scadFiles.length > 0;
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-
const systemPrompt = `You are an expert Godot 4
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const systemPrompt = `You are an expert Godot 4 developer and procedural 3D technical artist.
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NAMING CONVENTION REQUIREMENT:
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- All generated files, directories, models, scripts, scenes, and root folders MUST strictly use snake_case (lowercase with underscores, e.g. \`player_character.gd\`, \`main_scene.tscn\`, \`enemy_walker.scad\`).
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- NEVER use hyphens/minus signs (\`-\`) or spaces in any file or folder names.
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|
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What to generate:
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-
1. 3D
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-
- Generate procedural 3D models for the
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1. 3D Assets (.scad):
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- Generate procedural 3D models for the project using OpenSCAD.
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- Scale & Units: 1 OpenSCAD unit = 1 Godot meter. Design your models using realistic meter-based scales (e.g., a character should be ~1.8 units tall). DO NOT use millimeter-based scaling.
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- Coordinate System & Forward Convention: Write standard OpenSCAD Z-up code (+Z is UP, XY plane is ground). Build objects standing upright and facing Front (Positive Y-axis).
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- Left/Right Convention: Always name and position "left" and "right" components (e.g., LeftArm, RightEye) based on the object's anatomical point of view (facing Forward towards +Y), NOT the camera/viewer's screen perspective. Because the object faces +Y, the object's Left side is along the -X axis, and the object's Right side is along the +X axis.
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=============================
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2. Godot 4 Project Files:
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- Create the necessary GDScript (\`.gd\`) and scene (\`.tscn\`) files to implement the
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- Create the necessary GDScript (\`.gd\`) and scene (\`.tscn\`) files to implement the project logic, responsive user input controls, and a core interaction loop.
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- The scenes should directly instance the generated \`.scad\` files (the provided addon will handle importing them as 3D scenes).
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- GDScript Coordinate, Forward, and Left/Right Conventions:
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* Forward is -Z: In Godot, \`Vector3.FORWARD\` is \`Vector3(0, 0, -1)\`. A 3D node's local forward direction is \`-transform.basis.z\` (or \`-global_transform.basis.z\`). In character movement, forward input (e.g., W or ui_up) must translate along \`-transform.basis.z\`. Never treat +Z as forward.
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* Natural Model Alignment: Because OpenSCAD models face +Y (Forward), they automatically import facing Godot's Forward direction (-Z). Built-in Godot methods like \`look_at()\` orient the node's -Z axis toward the target, which perfectly aligns with the model's front. Do NOT apply compensation rotations (e.g., \`rotate_y(PI)\`) in GDScript to compensate for model orientation.
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- Generate a \`project.godot\` file. It must configure the project and automatically enable the \`scad_importer\` plugin.
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- Generate a \`.gitignore\` file that ignores the \`.godot/\` folder.
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- Generate a \`README.md\` file that documents the project,
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- Generate a \`README.md\` file that documents the project, mechanics/features, and controls.
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3. Delivery Format (Single Node.js Script):
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- Output exactly ONE self-contained Node.js script. Do not output manual setup instructions.
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- CRITICAL: The generated Node.js script MUST first create a root project folder (named using snake_case with underscores, e.g., \`
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- CRITICAL: The generated Node.js script MUST first create a root project folder (named using snake_case with underscores, e.g., \`my_project\`) and output all files and folders inside this newly created project folder.
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- When executed, this script must programmatically create the entire project directory structure and write all the files to disk using the \`fs\` module.
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- The script must embed and write:
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- Your generated \`.scad\`
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- Your generated \`.scad\` assets.
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- Your generated Godot project files.
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- The exact source code of the provided \`addons/scad_importer/*\` files, placed in their correct respective paths.${
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hasUserScadFiles
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@@ -226,7 +234,7 @@ ${promptRules}
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if (hasUserScadFiles) {
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systemClipboardOutput += `=== USER PROVIDED OPENSCAD FILES ===\n`;
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systemClipboardOutput += `The following .scad files are provided as reference or base assets. You MUST embed and write them into the generated project, modifying them if necessary to fit the
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systemClipboardOutput += `The following .scad files are provided as reference or base assets. You MUST embed and write them into the generated project, modifying them if necessary to fit the project logic.\n\n`;
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for (const file of options.scadFiles) {
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try {
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const content = fs
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@@ -247,7 +255,7 @@ ${promptRules}
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return systemClipboardOutput.trimEnd() + "\n";
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},
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buildInputRequest: (task) =>
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`Design and implement a Godot 4 project for the following
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`Design and implement a Godot 4 project for the following concept: "${task}"`,
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allowedTools: ["render_scad_model", "test_godot_project"],
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};
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}
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