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@splinetool/runtime

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    Spline is a collaborative design platform for creating production-ready interactive experiences in multiple dimensions. © 2024 Spline, Inc.

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      Spline Runtime

      runtime allows you to run Spline scenes in javascript.

      Install

      yarn add @splinetool/runtime

      or

      npm install @splinetool/runtime

      Usage

      To use runtime, first you have to go to the Spline editor, click on the Export button, select "Code" and then "Vanilla JS".

      You can copy the URL there and pass it to the .load() function:

      import { Application } from '@splinetool/runtime';
      
      // make sure you have a canvas in the body
      const canvas = document.getElementById('canvas3d');
      
      // start the application and load the scene
      const spline = new Application(canvas);
      spline.load('https://prod.spline.design/6Wq1Q7YGyM-iab9i/scene.splinecode');

      You should be able to see the scene you exported in your canvas.

      NOTE: If you are experiencing CORS issues, you can download the .splinecode file and self-host it; this will fix any CORS issue. To download, go to Spline's code export panel and click on the download icon visible in the prod.spline textarea.

      ⚠️ Only .splinecode files should be loaded through this API. .spline files are meant to be used in the editor.

      Read and modify Spline objects

      You can query any Spline object via findObjectByName or findObjectById.

      (You can get the ID of the object in the Develop pane of the right sidebar).

      import { Application } from '@splinetool/runtime';
      
      const canvas = document.getElementById('canvas3d');
      const spline = new Application(canvas);
      spline
          .load('https://prod.spline.design/6Wq1Q7YGyM-iab9i/scene.splinecode')
          .then(() => {
              const obj = spline.findObjectByName('Cube');
              // or
              // const obj = spline.findObjectById('7AF5EBC0-09BB-4720-B045-F478F8053AA4');
      
              console.log(obj); // Spline Object => { name: 'Cube', id: '7AF5EBC0-09BB-4720-B045-F478F8053AA4', position: {}, ... }
      
              // move the object in 3D space
              obj.position.x += 10;
          });

      Listen to events

      You can listen to any Spline Event you set in the Events panel of the editor by attaching a listener to the Spline instance.

      import { Application } from '@splinetool/runtime';
      
      const canvas = document.getElementById('canvas3d');
      const spline = new Application(canvas);
      spline
          .load('https://prod.spline.design/6Wq1Q7YGyM-iab9i/scene.splinecode')
          .then(() => {
              spline.addEventListener('mouseDown', (e) => {
                  if (e.target.name === 'Cube') {
                      console.log('I have been clicked!');
                  }
              });
          });

      You can find a list of all of the Spline Event listeners in the API section.

      Trigger Spline events from outside

      You can trigger any animation Event you set in the Events panel in the Spline Editor.

      You can use the emitEvent function, passing the event type and the name or ID of your object.

      (You can get the ID of the object in the Develop pane of the right sidebar).

      import { Application } from '@splinetool/runtime';
      
      const canvas = document.getElementById('canvas3d');
      const spline = new Application(canvas);
      spline
          .load('https://prod.spline.design/6Wq1Q7YGyM-iab9i/scene.splinecode')
          .then(() => {
              spline.emitEvent('mouseHover', 'Cube');
          });

      Or you can query the spline object first, and then trigger the event:

      import { Application } from '@splinetool/runtime';
      
      const canvas = document.getElementById('canvas3d');
      const spline = new Application(canvas);
      spline
          .load('https://prod.spline.design/6Wq1Q7YGyM-iab9i/scene.splinecode')
          .then(() => {
              const obj = spline.findObjectByName('Cube');
              objectToAnimate.emitEvent('mouseHover');
          });

      You can find a list of all of the Spline Events you can pass to the emitEvent function in the Spline Events section.

      Preloading your scene

      You might want to start the loading of .splinecode file before your code is loaded. It's possible using a HTML preload Link tag. Doing so will only save a little time by ensuring the spline file loading starts before your scripts are done loading. Since internally the .splinecode file will be loaded through a fetch call, you can do it like this :

      <html>
      <head>
          <!--
              add a preload link tag
              with the scene your want to preload
              at the end of your <head>
              It needs to use the fetch preload type
          -->
          <link rel="preload" href="https://prod.spline.design/6Wq1Q7YGyM-iab9i/scene.splinecode" as="fetch"
      </head>
      /*
          When loading the Application, use the third
          param of the load function to make sure the browser
          will use the preloaded file and not make another request
      */
      spline.load(
          'https://prod.spline.design/6Wq1Q7YGyM-iab9i/scene.splinecode',
          undefined,
          {
              credentials: 'include',
              mode: 'no-cors',
          }
      );

      Updating scene variables

      If you setup variables in your Spline scene from the editor, you can change them from code either while loading the scene, of after it's loaded. Note that if in Spline editor you have multiple variables with the same name, only the first one will be updated, so make sure to give unique names to the variables you want to update. Also note that the values you pass to your variables will be casted into their original type (number, boolean or string).

      const spline = new Application(canvas);
      
      // Create an object describing the variables you want to update during load
      const myVariables = { myName: 'John', mySize: 350 };
      
      // And pass them as second parameter for the load function
      spline.load('.../scene.splinecode', myVariables);
      
      // Later you can update your variables again
      spline.setVariables({ myName: 'Paul', mySize: 100 });
      
      // Or change only one variable
      spline.setVariable('myName', 'Ringo');

      API

      Spline Application Methods

      You can call all these different methods on the Spline Application instance.

      Name Type Description
      addEventListener (eventName: SplineEventName, cb: (e: SplineEvent) => void) => void Add an event listener for Spline events
      removeEventListener (eventName: SplineEventName, cb: (e: SplineEvent) => void) => void Remove an event listener for Spline events
      emitEvent (eventName: SplineEventName, nameOrUuid: string) => void Triggers a Spline event associated to an object with provided name or uuid in reverse order. Starts from first state to last state.
      emitEventReverse (eventName: SplineEventName, nameOrUuid: string) => void Triggers a Spline event associated to an object with provided name or uuid in reverse order. Starts from last state to first state.
      findObjectById (uuid: string) => SPEObject Searches through scene's children and returns the object with that uuid.
      findObjectByName (name: string) => SPEObject Searches through scene's children and returns the first object with that name.
      setZoom (zoom: number) => void Sets the camera zoom, expects a number value > 0 where 1 is base zoom.
      setSize (width: number, height: number) => void Sets the size of the application and canvas. When called, Spline will stop automatic size updates.
      setVariables (variables: Record<string, string | number | boolean>) => void Updates values for passed variables by name.
      setVariable (name: string, value: string | number | boolean) => void Updates value for passed variable by name.
      getVariables () => Record<string, string | number | boolean> Returns a record mapping variable names to their respective current values.
      getVariable (name: string, value: string | number | boolean) => void Get current value for a specific variable from its name
      stop () => void Stop/Pause all rendering controls and events.
      play () => void Play/Resume rendering, controls and events.
      setBackgroundColor (color:string) => void Manually sets the scene/canvas background color with a css color value.
      getAllObjects () => SPEObject[] Returns a flat list of all the objects present in the scene.
      getSplineEvents () => Object[] Returns an array listing all the Spline events used in the scene.

      Spline Events

      These are all the Spline event types that you can pass to the addEventListener, emitEvent and emitEventReverse function.

      Name Description
      mouseDown Refers to the Spline Mouse Down event type
      mouseHover Refers to the Spline Mouse Hover event type
      mouseUp Refers to the Spline Mouse Up event type
      keyDown Refers to the Spline Key Down event type
      keyUp Refers to the Spline Key Up event type
      start Refers to the Spline Start event type
      lookAt Refers to the Spline Look At event type
      follow Refers to the Spline Mouse Up event type
      scroll Refers to the Spline Scroll event type

      © 2024 Spline, Inc.