Skip to main content

Quick Start with PlayCanvas

Get up and running with Bitbybit and PlayCanvas in under 2 minutes!

Fastest Way: Use NPX Scaffolding

npx @bitbybit-dev/create-app my-project --engine playcanvas
cd my-project
npm install
npm run dev

This creates a complete project with Vite, TypeScript, and all three CAD kernels (OCCT, JSCAD, Manifold) pre-configured.

New to Bitbybit?

Check out the Getting Started with PlayCanvas page for an overview of all integration approaches including runners.


Manual Setup (Alternative)

If you prefer to set up the project manually or integrate into an existing project, follow these steps.

The @bitbybit-dev/playcanvas package conveniently includes playcanvas as a dependency, so you don't need to install it separately.

Prerequisites

  • Node.js and npm (or yarn) installed.
  • A basic understanding of TypeScript and PlayCanvas.

Example on Bitbybit Github Repo

1. Project Setup with Vite

First, create a new Vite project with a TypeScript template:

npm create vite@latest my-bitbybit-playcanvas-app -- --template vanilla-ts
# or: yarn create vite my-bitbybit-playcanvas-app --template vanilla-ts

cd my-bitbybit-playcanvas-app

Next, install the Bitbybit PlayCanvas package:

npm install @bitbybit-dev/playcanvas
# or: yarn add @bitbybit-dev/playcanvas
Why these packages?
  • @bitbybit-dev/playcanvas: The main library for integrating Bitbybit with PlayCanvas. It also installs these main packages listed below.
  • playcanvas: Provides main game engine to be used with this demo.
  • @bitbybit-dev/core: Collects all kernel web worker libraries into coherent bitbybit base. It also includes some higher level functionality.
  • @bitbybit-dev/occt-worker: Provides the OpenCascade (OCCT) geometry kernel running in a Web Worker.
  • @bitbybit-dev/jscad-worker: Provides the JSCAD geometry kernel running in a Web Worker.
  • @bitbybit-dev/manifold-worker: Provides the Manifold geometry kernel running in a Web Worker.
  • @bitbybit-dev/occt: Communicates with worker and contains main logic of OCCT geometry kernel - can be used in non web-worker environments.
  • @bitbybit-dev/jscad: Communicates with worker and contains main logic of JSCAD geometry kernel - can be used in non web-worker environments.
  • @bitbybit-dev/manifold: Communicates with worker and contains main logic of Manifold geometry kernel - can be used in non web-worker environments.
  • @bitbybit-dev/base: Contains base geometry types and functions, such as vector operations, matrix transformations, math and list helpers - they can be used in all kernels.

2. HTML Structure

Modify your index.html file in the project root to include a <canvas> element where the PlayCanvas application will be rendered:

index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/vite.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Bitbybit & PlayCanvas Example</title>
</head>
<body>
<canvas id="playcanvas-canvas"></canvas>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

This is a standard HTML setup. The key parts are:

  • <canvas id="playcanvas-canvas"></canvas>: This is where our 3D scene will be drawn.
  • <script type="module" src="/src/main.ts"></script>: This loads our main TypeScript application logic.

3. Main Application Logic (main.ts)

Replace the content of src/main.ts with the following:

src/main.ts
import './style.css'; // Basic styling
import {
BitByBitBase,
Inputs,
initBitByBit,
initPlayCanvas,
type InitBitByBitOptions,
} from '@bitbybit-dev/playcanvas';

// --- 1. Main Application Entry Point ---
start();

async function start() {
// Initialize PlayCanvas scene using Bitbybit's helper function
const sceneOptions = new Inputs.PlayCanvasScene.InitPlayCanvasDto();
sceneOptions.canvasId = 'playcanvas-canvas';
sceneOptions.sceneSize = 10;

const { scene, app } = initPlayCanvas(sceneOptions);

// Create an instance of BitByBitBase for PlayCanvas
const bitbybit = new BitByBitBase();

// --- 2. Configure and Initialize Kernels ---
// Users can control which kernels are loaded.
// The initBitByBit helper function handles all worker setup automatically
// by loading the kernels from CDN.
const options: InitBitByBitOptions = {
enableOCCT: true,
enableJSCAD: true,
enableManifold: true,
};

// Initialize Bitbybit with the selected kernels
await initBitByBit(app, scene, bitbybit, options);

// --- 3. Create Geometry with Active Kernels ---
if (options.enableOCCT) {
await createOCCTGeometry(bitbybit, '#ff0000'); // Red
}
if (options.enableManifold) {
await createManifoldGeometry(bitbybit, '#00ff00'); // Green
}
if (options.enableJSCAD) {
await createJSCADGeometry(bitbybit, '#0000ff'); // Blue
}
}

// --- 4. Geometry Creation Functions (Examples) ---
async function createOCCTGeometry(bitbybit: BitByBitBase, color: string) {
console.log('Creating OCCT geometry...');
const cubeOptions = new Inputs.OCCT.CubeDto();
cubeOptions.size = 2.5;
cubeOptions.center = [0, 1.25, 0];

const cube = await bitbybit.occt.shapes.solid.createCube(cubeOptions);

const filletOptions = new Inputs.OCCT.FilletDto<Inputs.OCCT.TopoDSShapePointer>();
filletOptions.shape = cube;
filletOptions.radius = 0.4;
const roundedCube = await bitbybit.occt.fillets.filletEdges(filletOptions);

const drawOptions = new Inputs.Draw.DrawOcctShapeOptions();
drawOptions.edgeWidth = 0.5;
drawOptions.faceColour = color;
drawOptions.drawVertices = true;
drawOptions.vertexSize = 0.05;
drawOptions.vertexColour = '#ffffff';
await bitbybit.draw.drawAnyAsync({
entity: roundedCube,
options: drawOptions,
});
console.log('OCCT geometry created and drawn.');
}

async function createManifoldGeometry(bitbybit: BitByBitBase, color: string) {
console.log('Creating Manifold geometry...');
const sphereOptions = new Inputs.Manifold.SphereDto();
sphereOptions.radius = 1.5;
sphereOptions.circularSegments = 32;
const sphere = await bitbybit.manifold.manifold.shapes.sphere(sphereOptions);

const cubeOptions = new Inputs.Manifold.CubeDto();
cubeOptions.size = 2.5;
const cube = await bitbybit.manifold.manifold.shapes.cube(cubeOptions);

const diffedShape = await bitbybit.manifold.manifold.booleans.differenceTwo({
manifold1: cube,
manifold2: sphere,
});

const translationOptions = new Inputs.Manifold.TranslateDto<Inputs.Manifold.ManifoldPointer>();
translationOptions.manifold = diffedShape;
translationOptions.vector = [0, 1.25, -4]; // Position below OCCT
const movedShape = await bitbybit.manifold.manifold.transforms.translate(
translationOptions
);

const drawOptions = new Inputs.Draw.DrawManifoldOrCrossSectionOptions();
drawOptions.faceColour = color;
await bitbybit.draw.drawAnyAsync({
entity: movedShape,
options: drawOptions,
});
console.log('Manifold geometry created and drawn.');
}

async function createJSCADGeometry(bitbybit: BitByBitBase, color: string) {
console.log('Creating JSCAD geometry...');
const geodesicSphereOptions = new Inputs.JSCAD.GeodesicSphereDto();
geodesicSphereOptions.radius = 1.5;
geodesicSphereOptions.center = [0, 1.5, 4]; // Position above OCCT
const geodesicSphere = await bitbybit.jscad.shapes.geodesicSphere(
geodesicSphereOptions
);

const sphereOptions = new Inputs.JSCAD.SphereDto();
sphereOptions.radius = 1;
sphereOptions.center = [0, 3, 4.5];
const simpleSphere = await bitbybit.jscad.shapes.sphere(sphereOptions);

const unionOptions = new Inputs.JSCAD.BooleanTwoObjectsDto();
unionOptions.first = geodesicSphere;
unionOptions.second = simpleSphere;
const unionShape = await bitbybit.jscad.booleans.unionTwo(unionOptions);

const drawOptions = new Inputs.Draw.DrawBasicGeometryOptions();
drawOptions.colours = color;
await bitbybit.draw.drawAnyAsync({
entity: unionShape,
options: drawOptions,
});
console.log('JSCAD geometry created and drawn.');
}

Explanation of main.ts:

  1. Imports:

    • BitByBitBase, Inputs, initBitByBit, initPlayCanvas, and InitBitByBitOptions: Core components from @bitbybit-dev/playcanvas. Inputs provides DTOs (Data Transfer Objects) for specifying parameters for geometry operations and scene configuration. initBitByBit is the helper function that handles all kernel initialization automatically, initPlayCanvas sets up the PlayCanvas scene, and InitBitByBitOptions is the type for kernel configuration options.
  2. start() function (Main Entry Point):

    • Uses Inputs.PlayCanvasScene.InitPlayCanvasDto() to configure scene options like canvas ID and scene size.
    • Calls initPlayCanvas(sceneOptions) to set up the complete PlayCanvas environment (application, scene entity, camera, lights) with a single function call.
    • Creates an instance of BitByBitBase.
    • options: This object is key. By setting enableOCCT, enableJSCAD, and enableManifold to true or false, you control which kernels Bitbybit attempts to initialize. This allows for optimizing load times and resource usage if not all kernels are needed.
    • initBitByBit(): This helper function handles all the complexity of initializing Bitbybit with the selected kernels. It automatically creates web workers, loads kernel WASM files from CDN, and waits for all selected kernels to be ready. You pass the app, scene, the bitbybit instance, and your options.
    • Conditionally calls geometry creation functions based on which kernels were enabled.
  3. Geometry Creation Functions:

    • These demonstrate how to use the APIs for each kernel.
    • Inputs DTOs: Typed objects to pass parameters to Bitbybit's geometry functions.
    • API Structure: Operations are namespaced under bitbybit.occt.*, bitbybit.manifold.*, and bitbybit.jscad.*.
    • Drawing: bitbybit.draw.drawAnyAsync() renders entities into the PlayCanvas scene. The OCCT draw options now support additional properties like edgeWidth, drawVertices, vertexSize, and vertexColour.

4. Basic Styling (Optional)

Create an src/style.css file:

src/style.css
body {
margin: 0;
overflow: hidden; /* Prevent scrollbars from canvas */
background-color: #1a1c1f;
}

#playcanvas-canvas {
display: block;
width: 100vw;
height: 100vh;
}

5. Running the Application

npm run dev
# or: yarn dev

Vite will start a development server, and you should see a browser window open with your PlayCanvas application. If all kernels were enabled, you'll see three distinct shapes:

  • A red, filleted cube (OCCT) at the origin.
  • A green, subtracted shape (Manifold) positioned below the OCCT shape.
  • A blue, unioned sphere shape (JSCAD) positioned above the OCCT shape.

Check your browser's developer console for logs indicating the initialization status of each kernel and any errors.

Live Demo (StackBlitz)

You can explore and interact with a live example of this setup on StackBlitz:

Bitbybit Platform

StackBlitz - Bitbybit & PlayCanvas - All Kernels Setup

Key Takeaways

  • Vite Simplifies Setup: Vite handles module resolution effectively for a smooth development experience.
  • initBitByBit() for Easy Initialization: The initBitByBit() helper function handles all the complexity of creating web workers and loading kernel WASM files from CDN. You simply configure which kernels to enable. If you need to host assets on your own infrastructure, see Self-Hosting Assets.
  • InitBitByBitOptions for Control: You have fine-grained control over which geometry kernels are loaded, allowing you to tailor the application to specific needs and optimize performance.
  • Asynchronous Operations: Most Bitbybit operations are async because they communicate with Web Workers.
  • Inputs DTOs: Use these typed objects to configure geometry operations.
  • Modular Design: The @bitbybit-dev/playcanvas package neatly integrates these complex components for use with PlayCanvas.
  • Entity-Based Rendering: PlayCanvas uses an entity-component system, and Bitbybit creates entities that are added to the app root.

This setup provides a robust foundation for building sophisticated 3D CAD applications in the browser with Bitbybit and PlayCanvas.