triangular-engine
v0.0.11
Published
Angular-first 3D engine powered by Three.js and optional physics engines (Rapier or Jolt). Declarative components for scenes, meshes, materials, lights, GLTF, post-processing, and physics.
Maintainers
Readme
Triangular Engine
Angular-first 3D engine powered by Three.js and Rapier. Build interactive 3D scenes using ergonomic standalone Angular components for scenes, cameras, meshes, lights, materials, GLTF loading, physics, and more.
This README contains the full documentation needed to use the library on npm. No external links are required.
Compatibility
| Dependency | Version | Notes | | ------------ | -------- | ------------------------------------- | | Angular | ^20.3.3 | Required - Angular 20.3.3 or higher | | Three.js | ^0.181.0 | Required | | Dexie | ^4.2.1 | Required | | Rapier 3D | ^0.18.0 | Optional - for physics support | | Jolt Physics | ^0.38.0 | Optional - alternative physics engine |
Features
- Standalone Angular components:
scene,camera,mesh,materials,lights,gltf,physics,css2d/css3d, post-processing, and more - Declarative Object3D graph with inputs for
position,rotation,scale, and common options - Rapier 3D physics integration: rigid bodies, colliders, joints, instanced rigid bodies
- GLTF loader with optional BVH acceleration for fast raycasts
- Engine UI helpers: stats overlay, scene tree, slots system
- Signals-based services: engine tick, inputs, camera switching
Install
npm i triangular-engine three three-mesh-bvh(optionally add @dimforge/rapier3d-compat OR jolt-physics for physics)
Peer Dependencies
These are expected to be provided by your app (see package.json for exact versions):
{
"@angular/common": "^20.3.3",
"@angular/core": "^20.3.3",
"three": "^0.181.0",
"dexie": "^4.2.1"
}Optional peer dependencies:
{
"@dimforge/rapier3d-compat": "^0.18.0",
OR
"jolt-physics": "^0.38.0"
}Quick Start
Provide the engine per component/page that hosts a <scene> using the recommended helper:
EngineService.provide(...). Then render a minimal scene.
import { Component } from "@angular/core";
import { EngineModule, EngineService } from "triangular-engine";
@Component({
selector: "app-demo",
standalone: true,
imports: [EngineModule],
template: `
<scene>
<camera [position]="[4, 3, 6]" [lookAt]="[0, 0, 0]" />
<directionalLight [position]="[3, 5, 2]" />
<mesh>
<boxGeometry [params]="[2, 2, 2]" />
<meshStandardMaterial />
</mesh>
</scene>
`,
providers: EngineService.provide({ showFPS: true }),
})
export class DemoComponent {}Configure Draco (GLTF)
If you load DRACO-compressed GLTF assets, add the decoder to your angular.json assets:
{
"glob": "**/*",
"input": "node_modules/three/examples/jsm/libs/draco/",
"output": "draco/"
}Engine Assets
Ensure you have the following in your angular.json assets:
{
"glob": "**/*",
"input": "node_modules/triangular-engine/assets",
"output": "triangular-engine"
}Components Overview
All components are standalone and can be nested inside <scene>.
scene: hosts the renderer canvas, handles resize, and drives the render loop- Core nodes:
group,mesh,points,sprite,gridHelper,arrowHelper - Post-processing:
effect-composer,unrealBloomPass,glitchPass,outputPass,smaaPass,shaderPass - Geometry:
boxGeometry,sphereGeometry,planeGeometry,bufferGeometry,capsuleGeometry,bufferAttribute - Materials:
meshStandardMaterial,meshNormalMaterial,meshBasicMaterial,shaderMaterial,rawShaderMaterial,pointsMaterial,spriteMaterial - Lights:
ambientLight,directionalLight,pointLight - Camera & Controls:
camera,orbitControls - GLTF:
gltf - CSS:
css2d,css3d - Physics:
physics,rigidBody,colliderfamily,fixedJoint,sphericalJoint,instancedRigidBody - Features & UI:
skyBox,ocean,performanceMonitor,sceneTree,engine-ui,engine-stats,[engineSlot],[raycast]
Example mesh:
<mesh [position]="[0,1,0]" [castShadow]="true">
<boxGeometry [params]="[1,1,1]" />
<meshStandardMaterial [params]="{ color: '#88c' }" />
<!-- or <meshStandardMaterial [map]="'assets/textures/wood.jpg'" /> -->
<!-- or <meshNormalMaterial /> -->
<!-- or <shaderMaterial /> -->
<!-- or <rawShaderMaterial /> -->
<!-- or <pointsMaterial /> -->
<!-- or <spriteMaterial /> -->
</mesh>GLTF Loading
<gltf [gltfPath]="'assets/models/thing.glb'" [enableBVH]="true" />enableBVH: builds per-mesh BVH usingthree-mesh-bvh(if installed) for faster raycasts- Optional
cachePath: custom key for the in-memory GLTF cache
Physics (Rapier)
Wrap physics-enabled content in <physics>:
<physics [gravity]="[0,-9.81,0]" [debug]="false">
<rigidBody [rigidBodyType]="1">
<cuboidCollider [halfExtents]="[50, 0.5, 50]" />
<mesh [position]="[0, -0.5, 0]">
<boxGeometry [params]="[100, 1, 100]" />
<meshStandardMaterial [params]="{ color: '#666' }" />
</mesh>
</rigidBody>
<rigidBody [rigidBodyType]="0" [position]="[0, 4, 0]">
<ballCollider [radius]="0.5" />
<mesh>
<sphereGeometry [params]="{ radius: 0.5, widthSegments: 32, heightSegments: 16 }" />
<meshNormalMaterial />
</mesh>
</rigidBody>
</physics>Rigid body types: 0 Dynamic, 1 Fixed, 2 KinematicPositionBased, 3 KinematicVelocityBased.
Services
Provide per component where you host <scene>:
providers: EngineService.provide({ showFPS: true });- EngineService:
scene,renderer,tick$,elapsedTime$,setFPSLimit, input streams (keydown$,mousemove$,mousewheel$, etc.),camera$,switchCamera(camera),requestSingleRender() - PhysicsService: creates and steps Rapier
World,beforeStep$,stepped$,setSimulatePhysics(),setDebugState() - LoaderService:
loadAndCacheGltf(path, cachePath?, force?),loadAndCacheTexture(path); sets Draco path to/draco/; buildsuserData.objectMapfor GLTF lookup - EngineSettingsService: reactive settings (e.g., debug, auto-save)
API: Selectors
List of selectors available in templates (not exhaustive):
- Core:
scene,group,mesh,points,sprite,primitive,gridHelper,arrowHelper - Post-processing:
effect-composer,unrealBloomPass,glitchPass,outputPass,smaaPass,shaderPass - Camera & Controls:
camera,orbitControls - Geometry:
bufferGeometry,bufferAttribute,boxGeometry,sphereGeometry,planeGeometry,capsuleGeometry - Materials:
material,meshStandardMaterial,meshNormalMaterial,meshBasicMaterial,shaderMaterial,rawShaderMaterial,pointsMaterial,spriteMaterial - Lights:
light,ambientLight,directionalLight,pointLight - GLTF:
gltf - CSS Renderers:
css2d,css3d - Physics:
physics,rigidBody,colliderfamily,cuboidCollider,ballCollider,capsuleCollider,cylinderCollider,coneCollider,fixedJoint,sphericalJoint,instancedRigidBody - Features & UI:
skyBox,ocean,performanceMonitor,sceneTree,engine-ui,engine-stats,[engineSlot],[raycast]
Assets & Loading
Textures: pass a
maptomeshStandardMaterialto auto-load a texture path<meshStandardMaterial [map]="'assets/textures/wood.jpg'" />Direct loaders/exporters: access via
LoaderServiceif you needBufferGeometryLoader,ObjectLoader,SVGLoader,STLLoader,FBXLoader,GLTFExporter
Troubleshooting
EngineService provider missing
Error: NullInjectorError: No provider for _EngineService
Fix: Provide EngineService.provide(...) in every component that hosts a <scene>.
Working locally with npm link
If serving both triangular-engine and your app locally, link the package:
# in this repo
npm run link
# in your app
npm link triangular-engineImportant: Set "preserveSymlinks": true in your app's angular.json build options to avoid runtime injection errors (such as _HighContrastModeDetector token injection failures). Also add the following to your tsconfig.json:
{
"compilerOptions": {
"paths": {
"triangular-engine": ["node_modules/triangular-engine"]
}
}
}Example: Basic Scene with Physics
import { Component } from "@angular/core";
import { EngineModule, EngineService } from "triangular-engine";
@Component({
selector: "app-basic",
standalone: true,
imports: [EngineModule],
template: `
<scene>
<camera [position]="[4, 3, 6]" [lookAt]="[0, 0, 0]" />
<directionalLight [position]="[3, 5, 2]" />
<physics [gravity]="[0, -9.81, 0]" [debug]="false">
<rigidBody [rigidBodyType]="1">
<cuboidCollider [halfExtents]="[50, 0.5, 50]" />
<mesh [position]="[0, -0.5, 0]">
<boxGeometry [params]="[100, 1, 100]" />
<meshStandardMaterial [params]="{ color: '#666' }" />
</mesh>
</rigidBody>
<rigidBody [rigidBodyType]="0" [position]="[0, 4, 0]">
<ballCollider [radius]="0.5" />
<mesh>
<sphereGeometry [params]="{ radius: 0.5, widthSegments: 32, heightSegments: 16 }" />
<meshNormalMaterial />
</mesh>
</rigidBody>
</physics>
</scene>
`,
providers: EngineService.provide({ showFPS: true }),
})
export class BasicComponent {}For Maintainers: Publishing to npm
- Ensure you're logged in:
npm login - Bump version in
projects/triangular-engine/package.jsonif needed - From the workspace root:
npm run publish
The publish script builds with development configuration (required for npm) and publishes from dist/triangular-engine. For local development with jolt-physics, the workspace uses a local file override in its devDependencies; the published package lists jolt-physics as an optional ^0.38.0 peer dependency.
If anything is missing from this README, please open an issue or PR. This file is designed to render correctly on npm without relying on external docs.
