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manalab

v0.0.2

Published

A schema-driven 3D scene editor for game development. Define your entity types, data schemas, and asset libraries in a single config file -- Mana Lab gives you a full visual editor with a Three.js viewport, property inspector, and JSON persistence.

Downloads

214

Readme

Mana Lab

A schema-driven 3D scene editor for game development. Define your entity types, data schemas, and asset libraries in a single config file -- Mana Lab gives you a full visual editor with a Three.js viewport, property inspector, and JSON persistence.

Disclaimer: Vibe-coded.

Features

  • Schema-driven -- Define layer types and entity schemas in TypeScript. The editor UI generates automatically.
  • 3D viewport -- Place, select, move, rotate, and scale entities in a Three.js scene with orbit controls and transform gizmos.
  • Deeply nestable data -- Arrays and objects nest arbitrarily. Array items with position fields become first-class 3D objects you can click and drag in the viewport.
  • Layer system -- Organize entities into typed layers (decorations, colliders, quests, or your own). Toggle visibility, add/remove layers.
  • Inspector -- Auto-generated property panel supporting string, number, boolean, vec3, enum, assetRef, richtext, object, array, and more.
  • Undo/redo -- Full undo/redo stack for all document mutations.
  • JSON persistence -- Scene data saves to JSON files on disk via Ctrl+S. No database required.
  • Stage editor -- Configure lighting, backdrops, camera defaults, and grid from within the editor.

Quick Start

# Install
bun add -d manalab

# Create a config file
touch manalab.config.ts

# Start the editor
bunx manalab

The editor opens at http://localhost:7320.

Configuration

Create a manalab.config.ts in your project root:

import { defineConfig } from "manalab";

export default defineConfig({
  assetLibrary: {
    decorations: {
      oak_tree: { label: "Oak Tree" },
      rock: { label: "Rock" },
    },
  },
  scenes: {
    main: {
      name: "Main Scene",
      stage: {
        lighting: {
          ambientColor: "#c4a882",
          ambientIntensity: 0.6,
          sunColor: "#fff5e6",
          sunIntensity: 1.2,
          sunDirection: [-0.5, -1, -0.3],
        },
        backdrops: [],
        camera: {
          defaultPosition: [20, 15, 20],
          defaultTarget: [0, 0, 0],
        },
        grid: { size: 100, divisions: 100, visible: true },
      },
      layers: [
        {
          id: "decorations",
          name: "Decorations",
          type: "decoration",
          visible: true,
          file: "decorations.json",
        },
      ],
    },
  },
  layerTypes: {
    decoration: {
      label: "Decoration",
      icon: "🌿",
      description: "Visual props",
      renderMode: "gltf",
      entitySchema: {
        asset: { type: "assetRef", category: "decorations", label: "Asset" },
        position: { type: "vec3", label: "Position", default: [0, 0, 0] },
        rotation: { type: "vec3", label: "Rotation", default: [0, 0, 0] },
        scale: { type: "vec3", label: "Scale", default: [1, 1, 1] },
      },
    },
  },
});

Scene data is saved to scene-data/ in your project directory.

Render Modes

Each layer type specifies a renderMode:

| Mode | Use Case | Viewport | | ----------- | -------------------------------- | ----------------------------------------- | | gltf | Decorations, props | Placeholder meshes (glTF loading planned) | | wireframe | Collision volumes | Wireframe edges + translucent fill | | markers | Quests, waypoints, abstract data | Sphere + pole marker |

Nested Arrays & Sub-Items

Array fields with itemPositionField make each array item a selectable, draggable 3D object:

steps: {
  type: 'array',
  label: 'Steps',
  itemPositionField: 'waypoint',
  itemFields: {
    waypoint: { type: 'vec3', label: 'Waypoint', default: [0, 0, 0] },
    goal: { type: 'string', label: 'Goal', default: '' },
    newEnemies: {
      type: 'array',
      label: 'Enemies',
      itemPositionField: 'position',
      itemMeshType: 'enemy',
      itemFields: {
        position: { type: 'vec3', label: 'Position', default: [0, 0, 0] },
        type: { type: 'string', label: 'Type', default: '' },
      },
    },
  },
}

This nests arbitrarily -- enemies inside steps inside quests, each with their own 3D representation.

Keyboard Shortcuts

| Key | Action | | -------------- | --------------------------- | | W | Translate mode | | E | Rotate mode | | R | Scale mode | | F | Focus selected entity | | Delete | Delete selected entity | | Escape | Cancel placement / deselect | | Ctrl+S | Save | | Ctrl+Z | Undo | | Ctrl+Shift+Z | Redo | | Ctrl+D | Duplicate selected entity |

Schema Field Types

| Type | Description | | ---------- | --------------------------------------- | | string | Text input | | number | Number input with optional min/max/step | | boolean | Checkbox | | vec3 | Three-component vector (X, Y, Z) | | enum | Dropdown from fixed options | | assetRef | Dropdown referencing an asset category | | richtext | Multi-line textarea | | object | Nested fields rendered recursively | | array | List of items with add/remove/reorder | | ref | Entity reference (planned) | | ref[] | Entity reference array (planned) | | enum[] | Multi-select enum (planned) |

License

MIT