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@particle-academy/fancy-3d

v0.4.2

Published

Engine-agnostic 3D core for Particle Academy — Scene types, the <Canvas> surface, and a DOM/CSS-3D renderer. WebGL renderers (Babylon, three.js, …) ship as separate `@particle-academy/fancy-3d-<engine>` packages.

Readme

@particle-academy/fancy-3d

An engine-agnostic core for blending 3D engines and 2D web components into Mixed Reality UX. fancy-3d is the bridge layer where react-fancy components, any 3D engine, and 2D pan/zoom canvases compose into a single authoring surface — designed for humans and agents to build rich, data-driven 3D and MR applications without picking sides.

fancy-3d bundles no WebGL engine and has no Babylon (or three.js) dependency. The core ships JSON-friendly Scene types, the engine-pluggable <Canvas> with a built-in DOM/CSS-3D renderer, and shape/layout helpers — all framework-light. WebGL engines plug in via optional sibling adapter packages that mirror each other's API: @particle-academy/fancy-3d-babylon (Babylon) and @particle-academy/fancy-3d-three (three.js). Use one, both, or neither.

What's inside

  • <Canvas> — engine-pluggable 2D pan/zoom surface. Defaults to engine="dom" (CSS3D matrix projection, no WebGL dependency). Opt into a WebGL backend by passing an adapter engine — babylonEngine from @particle-academy/fancy-3d-babylon/engine or threeEngine from @particle-academy/fancy-3d-three/engine — or any object implementing CanvasEngine (native canvas / WebXR / your own). The 2D node graph and the 3D scene root live alongside each other; this is the foundation for hybrid 2D-in-3D and MR scenes.
  • Shape primitives, layout helpers, JSON-friendly Scene types — terse, agent-authorable scene descriptions; engine-agnostic.
  • <Stage> / <Monitor> / <Card3D> — the 3D scene primitives + 3D-native widgets ship from the adapter packages (@particle-academy/fancy-3d-babylon/react, @particle-academy/fancy-3d-three/react), not from fancy-3d core, since they need a concrete WebGL engine. (<Monitor> was <Screen> before v0.3.0.)

Why fancy-3d exists

Most 3D libraries force a choice between immersive engines and DOM productivity. fancy-3d treats both as first-class: 2D React components project onto 3D meshes, 3D scenes embed inside HTML layouts, and the same Scene type drives either. react-fancy components are the raison d'être — fancy-3d makes them legible in space.

Installation

# core — engine-agnostic: Scene types, <Canvas>, DOM/CSS-3D renderer
npm install @particle-academy/fancy-3d

# optional — react-fancy for the DOM adapter / 2D widgets
npm install @particle-academy/react-fancy

# optional — a WebGL engine adapter (sibling packages, NOT bundled by fancy-3d).
# Pick whichever engine you target; install neither to stay DOM-only:
npm install @particle-academy/fancy-3d-babylon @babylonjs/core   # Babylon
npm install @particle-academy/fancy-3d-three   three             # three.js

fancy-3d's own peer dependencies (all optional): react >= 18, react-dom >= 18, @particle-academy/react-fancy. fancy-3d has no WebGL-engine dependency@babylonjs/core / three are peers of their respective adapter packages, never of fancy-3d itself.

Install only the engines you target — fancy-3d and each adapter are split into subpath imports so unused engines never pull into your bundle.

Quick Start — the engine-pluggable Canvas

import { Canvas } from "@particle-academy/fancy-3d/canvas";
import { Card } from "@particle-academy/react-fancy";

// Default: DOM/Web3D — no extra runtime, just a 2D pan/zoom surface
export function Dashboard() {
  return (
    <Canvas engine="dom" showGrid className="h-96 w-full">
      <Canvas.Node id="kpi" x={40} y={40} style={{ width: 220, height: 110 }}>
        <Card><Card.Body>Revenue $48k +12%</Card.Body></Card>
      </Canvas.Node>
    </Canvas>
  );
}

// Same JSX, a Babylon scene mounted alongside via the optional adapter package.
// 3D meshes can register against useCanvas().engine.root (the live BABYLON.Scene)
// and share the 2D viewport. Swap to threeEngine from fancy-3d-three to use three.js.
import { babylonEngine } from "@particle-academy/fancy-3d-babylon/engine";

export function MixedRealityDashboard() {
  return (
    <Canvas engine={babylonEngine} className="h-96 w-full">
      {/* Children render as 2D DOM nodes;
          a sibling component reads useCanvas().engine to add 3D meshes. */}
    </Canvas>
  );
}

Quick Start — Scene-driven (legacy DOM/Babylon adapters)

import type { Scene } from "@particle-academy/fancy-3d";
import { domAdapter } from "@particle-academy/fancy-3d/dom";
import { Canvas } from "@particle-academy/fancy-3d/canvas";

const scene: Scene = {
  nodes: [
    { id: "rev", position: { x: 0, y: 0 }, size: { w: 220, h: 110 },
      widget: { kind: "kpi", label: "Revenue", value: "$48k", delta: "+12%", trend: "up" } },
  ],
  edges: [],
};

export function Dashboard() {
  return (
    <Canvas showGrid className="h-96 w-full">
      {scene.nodes.map((n) => (
        <Canvas.Node key={n.id} id={n.id} x={n.position.x} y={n.position.y}
          style={{ width: n.size?.w, height: n.size?.h }}>
          {domAdapter.render(n.widget, { nodeId: n.id, selected: false })}
        </Canvas.Node>
      ))}
    </Canvas>
  );
}

To render the same scene in 3D:

import { createBabylonAdapter, createBillboard, placeOnCylinder, sceneBounds } from "@particle-academy/fancy-3d-babylon";

const adapter = createBabylonAdapter({ scene3D: bjScene, sizeFor: (s) => ({ w: 300, h: 200 }) });
const bounds = sceneBounds(scene);
scene.nodes.forEach((node) => {
  const mesh = adapter.render(node.widget, { nodeId: node.id, selected: false });
  placeOnCylinder(node, mesh, bounds);
});

Architecture

@particle-academy/fancy-3d exists to deliver react-fancy components into 3D environments — in all the ways a 3D UI might need them:

| Mode | What | When | |------|------|------| | Texture | Paint a widget into a DynamicTexture and apply it to any primitive's surface. | Static panels, billboards, dashboards, signage. Shipped today. | | Mount | Host a live React tree on a 3D mesh via DOM overlay + matrix3d projection — fully interactive, keyboard accessible. | Anywhere you want the actual interactive UI inside a 3D scene. Shipped today via <Stage> + <Monitor>. | | Bump-out / Puffy | Extruded 3D interpretations of 2D components — buttons that physically protrude, cards with depth, embossed badges. Each interactive subregion is its own pickable mesh. | Spatial / mixed-reality UIs where the interface IS the geometry. Planned. |

The data layer underneath is engine-agnostic — the same Scene JSON renders via the built-in DOM/CSS-3D renderer or any WebGL engine through an adapter package (Babylon and three.js ship today). Subpath imports keep the bundle minimal:

# fancy-3d core (engine-agnostic — no WebGL dependency)
@particle-academy/fancy-3d           Scene types (Scene, WidgetSpec, WidgetAdapter)
@particle-academy/fancy-3d/dom       DOM adapter — renders Scene to react-fancy components
@particle-academy/fancy-3d/canvas    the engine-pluggable <Canvas> surface

# WebGL engines + <Stage>/<Monitor>/<Card3D> live in OPTIONAL sibling adapter packages:
@particle-academy/fancy-3d-babylon          Babylon adapter + 3D shape primitives
@particle-academy/fancy-3d-babylon/react    <Stage> + <Monitor> (Babylon)
@particle-academy/fancy-3d-babylon/engine   babylonEngine for <Canvas engine={…}>
@particle-academy/fancy-3d-three            three.js adapter + 3D shape primitives
@particle-academy/fancy-3d-three/react      <Stage> + <Monitor> (three.js)
@particle-academy/fancy-3d-three/engine     threeEngine for <Canvas engine={…}>

react-fancy is a peer dependency by design: this package exists to put react-fancy in 3D, so consumers always install both — the peer relationship just lets you pin the react-fancy version.

Documentation

  • Scene types & widget kinds — the engine-agnostic data model
  • DOM adapter — render Scene as react-fancy components
  • Babylon adapter — render Scene as Babylon meshes + dynamic textures
  • PrimitivescreatePanel, createBillboard, createBuilding, createCylinder, createCurvedPanel, createWidgetTexture, createSign, createMonitor, createCard3D, createSphere, createDisc, createPillar, createDecal
  • Screen widget — 3D-native widget for hardware-display visuals

Inertia.js integration

fancy-3d is not SSR-safe — WebGL engines need window and DOM/CSS3D positioning needs layout measurement. In an Inertia app, wrap every <Stage> / <Monitor> / <Card3D> / <Canvas engine={babylonEngine}> in <FancyClientOnly> from @particle-academy/fancy-inertia:

import { FancyClientOnly } from "@particle-academy/fancy-inertia";
import { Stage, Monitor } from "@particle-academy/fancy-3d/react";

<FancyClientOnly fallback={<div className="h-[600px] animate-pulse rounded bg-zinc-100" />}>
  <Stage>
    <Monitor position={[0, 1.6, 0]} width={3.2} height={2}>…</Monitor>
  </Stage>
</FancyClientOnly>

<Canvas engine="dom"> (the default) is partially SSR-safe — node tree renders, but pan/zoom only activates client-side. See fancy-inertia/docs/SSR.md for the full matrix.

License

MIT