npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

3d-scene-creator

v1.0.1

Published

A simple utility to create and manage 3D scenes

Readme

3D Scene Creator

A tiny, type-safe toolkit for building interactive 3D scenes on top of Three.js: lighting, controls, model loading, animation, physics and click-to-pick, behind a fluent API.

Live demo & examples · API reference

Features

  • 🎬 The SceneCreator class wraps Three.js and tween.js to provide a simple API to load models, animate objects, and setup 3D scenes
  • ⚡ Optimized render function: only renders when something is moving
  • 🎯 Type-safe API: Full TypeScript support with JSDoc documentation
  • 🔧 Method chaining: All methods return this for fluent API
  • 🎨 Easy animations: Color, opacity, position, and camera animations
  • 🎮 Camera controls: Built-in OrbitControls with customizable settings
  • 💡 Configurable lighting rig: Hemisphere + key/fill directional lights, soft shadows, and ACES tone mapping out of the box
  • 📦 glTF/GLB loading with caching: Load once, clone many: ideal for instancing buildings, units, and props
  • 🌅 360° Skybox support: Load panoramic images as backgrounds
  • 💾 Resource cleanup: Automatic memory management with dispose() method
  • 🎯 Interactive mesh picking: Click, hover, and right-click detection on 3D objects, with click-vs-drag discrimination on mouse and touch
  • 🧲 Rigid-body physics: Optional cannon-es integration: gravity, ground planes, and mesh-linked bodies stepped and synced automatically

Usage

Install

three is a peer dependency (>=0.145.0), so install it alongside the package:

npm install 3d-scene-creator three

The package ships both ESM (import) and UMD (require) builds with bundled TypeScript types.

Quick Start

import { SceneCreator } from "3d-scene-creator";
import * as THREE from "three";

// Create a container
const container = document.createElement('div');
container.style.height = '100vh';
container.style.width = '100%';
document.body.appendChild(container);

// Create scene
const scene = new SceneCreator(container);

// Setup scene with lighting and controls
scene.addLighting().addControls().addSkybox();

console.log("Scene ready!");

Complete Example with Model Loading

import { SceneCreator } from "3d-scene-creator";
import * as THREE from "three";

const container = document.getElementById('canvas-container');
const scene = new SceneCreator(container, 1, new THREE.Vector3(15, 15, 15));

// Setup scene
scene
  .addLighting()
  .addControls()
  .addSkybox("https://example.com/360-image.jpg");

// Load and animate a model
try {
  const model = await scene.loadModel("/models/my-model.json");
  model.name = "MyObject";
  
  // Chain animations
  scene
    .animateModelColor("MyObject", "#ff0000", 2)
    .animateModelPosition("MyObject", new THREE.Vector3(5, 0, 0), 3)
    .animateModelOpacity("MyObject", 0.7, 2);
} catch (error) {
  console.error("Failed to load model:", error);
}

// Move camera with callback
scene.moveCamera(
  new THREE.Vector3(20, 20, 20),
  new THREE.Vector3(0, 0, 0),
  () => console.log("Camera animation complete!")
);

// Cleanup when done
window.addEventListener('beforeunload', () => {
  scene.dispose();
});

Loading 3D Models

// Load with default ObjectLoader (adds the object to the scene)
await scene.loadModel("/path/to/model.json");

// Load with custom loader
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
const gltfLoader = new GLTFLoader();
await scene.loadModel("/path/to/model.glb", gltfLoader);

glTF/GLB with caching

loadGLTF() uses a built-in GLTFLoader and caches each URL, so loading the same asset many times only fetches and parses it once. It returns a fresh clone that is not added to the scene, so position it and add it yourself. Perfect for instancing buildings, units, or props in a game.

// Fetch + parse once; every call returns an independent clone
const tree1 = await scene.loadGLTF("/models/tree.glb");
const tree2 = await scene.loadGLTF("/models/tree.glb"); // served from cache

tree1.position.set(0, 0, 0);
tree2.position.set(5, 0, 2);
scene.scene.add(tree1, tree2);

scene.applyShadows(); // make the new meshes cast/receive shadows

Animated models

loadAnimatedModel() loads a rigged glTF, adds it to the scene, applies shadows, builds an AnimationMixer and wires it into the render loop (which keeps drawing while a clip is playing). It returns a small handle for driving playback. play() cross-fades between clips. Unlike loadGLTF() it keeps the original object (not a clone), so the skeleton animates correctly.

const robot = await scene.loadAnimatedModel("/models/robot.glb", {
  autoplay: "Idle", // first clip by default; pass false to start paused
});

console.log(robot.names);          // every available clip name
robot.play("Walking");             // cross-fade to a looping clip
robot.play("Wave", { loop: false }); // play once, hold the final frame
robot.stop();                      // fade the current clip out

You can also register your own mixer if you load a model manually:

const mixer = new THREE.AnimationMixer(myModel);
scene.addMixer(mixer); // advanced automatically every frame

Camera Controls

// Add orbit controls with default settings
scene.addControls();

// Add with custom configuration
scene.addControls({
  enableDamping: true,
  dampingFactor: 0.05,
  maxDistance: 100,
  minDistance: 5
});

// Animate camera
scene.moveCamera(
  new THREE.Vector3(10, 20, 20),
  new THREE.Vector3(0, 5, 0)
);

// Reset to initial position
scene.resetCameraPosition();

Lighting & Shadows

addLighting() sets up a game-ready rig: a hemisphere fill, a shadow-casting key light, an opposite fill light, and ACES Filmic tone mapping. Everything has sensible defaults and is fully configurable.

// Recommended default rig (shadows + tone mapping enabled)
scene.addLighting();

// Fully customized rig
scene.addLighting({
  hemisphere: { sky: 0xbcd4ff, ground: 0x3a2c16, intensity: 1.4 },
  key: { color: 0xfff2dd, intensity: 2.6, position: new THREE.Vector3(8, 16, 10) },
  fill: { color: 0x9ec3ff, intensity: 0.6, position: new THREE.Vector3(-10, 8, -8) },
  shadows: true,
  shadowArea: 16,      // half-size of the key light's shadow frustum
  shadowMapSize: 2048, // shadow map resolution
  toneMapping: true,
  exposure: 1.05,
});

// Disable individual lights or features
scene.addLighting({ hemisphere: false, fill: false, shadows: false });

Shadows only appear on meshes that opt in. After adding your meshes, call applyShadows() to flag every mesh in the scene as a shadow caster/receiver:

scene.addLighting();
// ...add your meshes...
scene.applyShadows();          // cast + receive on all meshes
scene.applyShadows(true, false); // cast only (e.g. units that don't catch shadows)

Note: addLighting() adds lights without clearing existing ones, so call it once per scene.

Skybox / Background

// Add skybox from 360° image
scene.addSkybox("https://example.com/panorama.jpg");

// Add colored skybox
scene.addSkybox(undefined, "#87CEEB"); // Sky blue

// Custom named skybox
scene.addSkybox("image.jpg", "#000000", "my-skybox");

Animate Objects

const obj = await scene.loadModel("/model.json");
obj.name = "Character";

// Animate color
scene.animateModelColor("Character", "red", 2);

// Animate position
scene.animateModelPosition(
  "Character", 
  new THREE.Vector3(-5, 2, 10), 
  3
);

// Animate opacity
scene.animateModelOpacity("Character", 0.5, 2);

Interactive Object Picking

Enable interactive object selection with mouse click and hover events:

import { SceneCreator } from "3d-scene-creator";
import * as THREE from "three";

const scene = new SceneCreator(container);
scene.addLighting().addControls();

// Create some 3D objects...
const geometry = new THREE.BoxGeometry(2, 2, 2);
const material = new THREE.MeshStandardMaterial({ color: 0xff6b6b });
const cube = new THREE.Mesh(geometry, material);
cube.name = "MyBox";
scene.scene.add(cube);

// Enable picking with callbacks
scene.enablePicking(
  // Click callback
  (object: THREE.Object3D) => {
    console.log("Clicked:", object.name);
    // Change color on click
    if (object instanceof THREE.Mesh) {
      object.material.color.set(Math.random() * 0xffffff);
    }
  },
  // Hover callback
  (object: THREE.Object3D | null) => {
    if (object) {
      console.log("Hovering over:", object.name);
      // Highlight on hover
      if (object instanceof THREE.Mesh) {
        object.material.emissive.setHex(0xffffff);
      }
    } else {
      console.log("Left object");
    }
  }
);

// Get the currently selected object
const selected = scene.getSelectedObject();

// Programmatic picking at specific mouse coordinates
const result = scene.pickAt(-0.5, 0.2); // Normalized coordinates (-1 to 1)
if (result) {
  console.log("Picked object:", result.object.name);
  console.log("Distance:", result.distance);
  console.log("Hit point:", result.point);
}

Click and tap events are only fired when the pointer barely moves between press and release, so orbiting or panning the camera never triggers a spurious click. Tune the sensitivity (in pixels) via clickDragThreshold (default 6):

scene.clickDragThreshold = 10;

A third callback fires on right-click (context menu) of the hovered object; the default browser menu is suppressed while picking is enabled:

scene.enablePicking(
  (obj) => console.log("Clicked:", obj.name),
  (obj) => console.log("Hovering:", obj?.name ?? "none"),
  (obj) => console.log("Right-clicked:", obj.name) // context menu
);

Physics

Opt into rigid-body physics with cannon-es (MIT). enablePhysics() loads cannon-es on demand (a dynamic import()), so it's async: await it once, then link any mesh to a body with addBody(). The world is stepped every frame and each body's position and rotation are copied back onto its mesh automatically.

scene.addLighting().addControls();

// Turn on physics and drop in a ground plane.
await scene.enablePhysics({ gravity: [0, -12, 0], restitution: 0.4 });
scene.addGround(0); // static, infinite plane at y = 0

// Any mesh can become a dynamic body. The collision shape is derived from
// the mesh's bounding box (or sphere) and its scale.
const box = new THREE.Mesh(
  new THREE.BoxGeometry(1, 1, 1),
  new THREE.MeshStandardMaterial({ color: 0x6366f1 })
);
box.position.set(0, 8, 0);
box.castShadow = true;
scene.scene.add(box);

const body = scene.addBody(box, { mass: 1, shape: "box" });
// ...the box now falls and rests on the ground, mesh kept in sync each frame.

scene.removeBody(body); // detach when you're done with it

Use mass: 0 for static bodies, and shape: "sphere" for rolling objects. The underlying CANNON.World is exposed as scene.physicsWorld if you need to add constraints, custom materials, or collision events. Because cannon-es is imported lazily, bundlers code-split it into its own chunk, so apps that never call enablePhysics() don't load it.

Resource Cleanup

Always call dispose() when done to prevent memory leaks:

scene.dispose(); // Stops rendering, clears scene, disposes renderer

API Reference

SceneCreator Class

Constructor

constructor(
  container?: HTMLElement,
  scale?: number,
  camPos?: THREE.Vector3,
  targetPos?: THREE.Vector3
)

Methods

Core Methods

  • attachRenderer(container: HTMLElement): this - Attach renderer to DOM
  • loadModel(url: string, loader?: THREE.Loader): Promise<Object3D> - Load a 3D model and add it to the scene
  • loadGLTF(url: string): Promise<Group> - Load a glTF/GLB model and return a cached, cloneable Group (not added to the scene)
  • loadAnimatedModel(url: string, options?: AnimatedModelOptions): Promise<AnimatedModel> - Load a rigged glTF, add it to the scene, and wire its animation clips into the render loop; returns a playback handle
  • addMixer(mixer: THREE.AnimationMixer): this / removeMixer(mixer): this - Register/unregister an AnimationMixer driven automatically each frame
  • dispose(): void - Clean up resources

Lighting & Scene Setup

  • addLighting(options?: LightingOptions): this - Add a configurable lighting rig (hemisphere + key/fill lights, shadows, tone mapping)
  • applyShadows(cast?: boolean, receive?: boolean): this - Toggle shadow casting/receiving on all meshes in the scene
  • addSkybox(url?: string, color?: ColorRepresentation, name?: string): this - Add skybox
  • addControls(overrides?: object): this - Add orbit controls

Camera

  • moveCamera(position: Vector3, target?: Vector3, callback?: Function): this - Animate camera
  • resetCameraPosition(): this - Reset to initial position

Animations

  • animateModelColor(name: string, color: string|number, duration?: number): this
  • animateModelPosition(name: string, position: Vector3, duration?: number): this
  • animateModelOpacity(name: string, value: number, duration?: number): this

Interactive Picking

  • enablePicking(onClickCallback?: (obj: Object3D) => void, onHoverCallback?: (obj: Object3D | null) => void, onContextMenuCallback?: (obj: Object3D) => void): this - Enable object picking with click/hover/right-click events
  • disablePicking(): this - Disable picking
  • getSelectedObject(): Object3D | null - Get currently selected/hovered object
  • pickAt(mouseX: number, mouseY: number): PickingResult | null - Pick object at normalized mouse coordinates

Physics

  • enablePhysics(options?: PhysicsOptions): Promise<this> - Load cannon-es on demand and create the world (gravity, default friction/restitution). await before adding bodies
  • addBody(mesh: Object3D, options?: PhysicsBodyOptions): CANNON.Body - Link a mesh to a rigid body, synced every frame
  • addGround(y?: number): CANNON.Body - Add a static, infinite ground plane
  • removeBody(body: CANNON.Body): this - Remove a body and stop syncing its mesh
  • physicsWorld?: CANNON.World - The underlying world (for constraints, materials, events)

Rendering

  • startRenderLoop(): this - Start rendering
  • stopRenderLoop(): this - Stop rendering
  • setAdditionalRenderFn(fn: () => void): this - Add custom render callback