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aydinfer
by aydinfer

generateSceneInteractionCode

Generate interaction code for Spline 3D scenes to add explore modes, event listeners, camera controls, physics, variables, or custom interactions using scene-specific parameters.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sceneIdYesScene ID
interactionTypeYesType of interaction
optionsNoInteraction-specific options

Implementation Reference

  • Core handler implementation for generateSceneInteractionCode tool. Registers the tool and provides the execution logic that dynamically generates complete Spline runtime JavaScript code with interaction features based on the interactionType parameter.
      server.tool(
        'generateSceneInteractionCode',
        {
          sceneId: z.string().min(1).describe('Scene ID'),
          interactionType: z.enum([
            'explore', 'eventListeners', 'variables', 'camera', 'physics', 'custom'
          ]).describe('Type of interaction'),
          options: z.record(z.any()).optional().describe('Interaction-specific options'),
        },
        async ({ sceneId, interactionType, options }) => {
          try {
            let code = '';
            const sceneUrl = `https://prod.spline.design/${sceneId}/scene.splinecode`;
            
            const baseCode = `
    import { Application } from '@splinetool/runtime';
    
    // Create a new Application instance
    const canvas = document.getElementById('canvas3d');
    const spline = new Application(canvas);
    
    // Load the scene
    spline.load('${sceneUrl}').then(() => {
      console.log('Scene loaded successfully');
      
    `;
    
            const endCode = `
    });
    `;
    
            let interactionCode = '';
            
            switch (interactionType) {
              case 'explore':
                interactionCode = `
      // Scene exploration
      const allObjects = spline.getObjects();
      console.log('Total objects:', allObjects.length);
      
      // Log object hierarchy
      function logObjectHierarchy(objects, indent = '') {
        objects.forEach(obj => {
          console.log(\`\${indent}\${obj.name} (\${obj.type})\`);
          if (obj.children && obj.children.length > 0) {
            logObjectHierarchy(obj.children, indent + '  ');
          }
        });
      }
      
      logObjectHierarchy(allObjects);
      
      // Find objects by type
      const cubes = allObjects.filter(obj => obj.type === 'cube');
      const lights = allObjects.filter(obj => obj.type === 'light');
      const cameras = allObjects.filter(obj => obj.type === 'camera');
      
      console.log('Cubes:', cubes.length);
      console.log('Lights:', lights.length);
      console.log('Cameras:', cameras.length);
    `;
                break;
              
              case 'eventListeners':
                interactionCode = `
      // Set up event listeners
      spline.addEventListener('mouseDown', (e) => {
        console.log('Mouse down on:', e.target.name);
        
        // Highlight clicked object
        if (e.target.material) {
          e.target.userData.originalColor = e.target.material.color.clone();
          e.target.material.color.set('#ff0000');
        }
      });
      
      spline.addEventListener('mouseUp', (e) => {
        console.log('Mouse up on:', e.target.name);
        
        // Restore original color
        if (e.target.material && e.target.userData.originalColor) {
          e.target.material.color.copy(e.target.userData.originalColor);
        }
      });
      
      spline.addEventListener('mouseHover', (e) => {
        console.log('Mouse hover on:', e.target.name);
        document.body.style.cursor = 'pointer';
      });
      
      spline.addEventListener('mouseOut', (e) => {
        console.log('Mouse out from:', e.target.name);
        document.body.style.cursor = 'default';
      });
      
      // Key events
      document.addEventListener('keydown', (e) => {
        console.log('Key down:', e.key);
        
        // Example: Move objects with arrow keys
        const selectedObject = spline.findObjectByName('${options?.objectName || 'Cube'}');
        if (selectedObject) {
          const moveDistance = 0.1;
          
          switch (e.key) {
            case 'ArrowUp':
              selectedObject.position.z -= moveDistance;
              break;
            case 'ArrowDown':
              selectedObject.position.z += moveDistance;
              break;
            case 'ArrowLeft':
              selectedObject.position.x -= moveDistance;
              break;
            case 'ArrowRight':
              selectedObject.position.x += moveDistance;
              break;
          }
        }
      });
    `;
                break;
              
              case 'variables':
                interactionCode = `
      // Get all variables
      const variables = spline.getVariables();
      console.log('Variables:', variables);
      
      // Set variables
      spline.setVariable('counter', 0);
      spline.setVariable('isActive', true);
      spline.setVariable('userName', 'Visitor');
      
      // Listen for variable changes
      spline.addEventListener('variableChanged', (e) => {
        console.log('Variable changed:', e.variableName, e.value);
        
        // React to specific variable changes
        if (e.variableName === 'counter') {
          // Example: Update UI based on counter
          document.getElementById('counter-display').textContent = e.value;
          
          // Example: Rotate object based on counter
          const cube = spline.findObjectByName('${options?.objectName || 'Cube'}');
          if (cube) {
            cube.rotation.y = e.value * 0.1;
          }
        }
      });
      
      // Example: Increment counter every second
      setInterval(() => {
        const currentCount = spline.getVariable('counter') || 0;
        spline.setVariable('counter', currentCount + 1);
      }, 1000);
    `;
                break;
              
              case 'camera':
                interactionCode = `
      // Get all cameras
      const cameras = spline.getObjects().filter(obj => obj.type === 'camera');
      console.log('Available cameras:', cameras.map(c => c.name));
      
      // Get the active camera
      const activeCamera = spline.getActiveCamera();
      console.log('Active camera:', activeCamera.name);
      
      // Create UI for camera switching
      const cameraControls = document.createElement('div');
      cameraControls.style.position = 'absolute';
      cameraControls.style.top = '20px';
      cameraControls.style.right = '20px';
      cameraControls.style.zIndex = '100';
      document.body.appendChild(cameraControls);
      
      // Add camera buttons
      cameras.forEach(camera => {
        const button = document.createElement('button');
        button.textContent = camera.name;
        button.addEventListener('click', () => {
          // Switch to this camera
          spline.setActiveCamera(camera);
        });
        cameraControls.appendChild(button);
      });
      
      // Camera animation function
      function animateCameraTo(targetPosition, duration = 1000) {
        const camera = spline.getActiveCamera();
        const startPosition = { ...camera.position };
        let startTime = null;
        
        function animate(timestamp) {
          if (!startTime) startTime = timestamp;
          const elapsed = timestamp - startTime;
          const progress = Math.min(elapsed / duration, 1);
          
          // Ease in-out
          const easeInOut = progress < 0.5 ? 2 * progress * progress : 1 - Math.pow(-2 * progress + 2, 2) / 2;
          
          camera.position.x = startPosition.x + (targetPosition.x - startPosition.x) * easeInOut;
          camera.position.y = startPosition.y + (targetPosition.y - startPosition.y) * easeInOut;
          camera.position.z = startPosition.z + (targetPosition.z - startPosition.z) * easeInOut;
          
          if (progress < 1) {
            requestAnimationFrame(animate);
          }
        }
        
        requestAnimationFrame(animate);
      }
      
      // Example: Add position buttons
      const positions = [
        { name: 'Front', position: { x: 0, y: 0, z: 5 } },
        { name: 'Top', position: { x: 0, y: 5, z: 0 } },
        { name: 'Side', position: { x: 5, y: 0, z: 0 } }
      ];
      
      positions.forEach(pos => {
        const button = document.createElement('button');
        button.textContent = pos.name;
        button.addEventListener('click', () => {
          animateCameraTo(pos.position);
        });
        cameraControls.appendChild(button);
      });
    `;
                break;
              
              case 'physics':
                interactionCode = `
      // Set up physics (if the scene has physics enabled)
      // Note: This requires physics to be set up in the Spline scene
      
      // Get physics objects
      const physicsObjects = spline.getObjects().filter(obj => obj.physics);
      console.log('Physics objects:', physicsObjects.map(obj => obj.name));
      
      // Apply force to an object
      function applyForce(objectName, force) {
        const obj = spline.findObjectByName(objectName);
        if (obj && obj.physics) {
          obj.physics.applyForce(force);
        }
      }
      
      // Example: Apply force on click
      spline.addEventListener('mouseDown', (e) => {
        if (e.target.physics) {
          // Apply upward force
          applyForce(e.target.name, { x: 0, y: 10, z: 0 });
        }
      });
      
      // Create physics controls
      const physicsControls = document.createElement('div');
      physicsControls.style.position = 'absolute';
      physicsControls.style.bottom = '20px';
      physicsControls.style.left = '20px';
      physicsControls.style.zIndex = '100';
      document.body.appendChild(physicsControls);
      
      // Reset physics button
      const resetButton = document.createElement('button');
      resetButton.textContent = 'Reset Physics';
      resetButton.addEventListener('click', () => {
        // Reset all physics objects
        physicsObjects.forEach(obj => {
          obj.physics.reset();
        });
      });
      physicsControls.appendChild(resetButton);
      
      // Gravity controls
      const gravityControls = document.createElement('div');
      gravityControls.innerHTML = '<label>Gravity: </label>';
      const gravitySlider = document.createElement('input');
      gravitySlider.type = 'range';
      gravitySlider.min = '0';
      gravitySlider.max = '20';
      gravitySlider.value = '9.8';
      gravitySlider.addEventListener('input', (e) => {
        // Update gravity
        const gravity = parseFloat(e.target.value);
        spline.setPhysicsGravity({ x: 0, y: -gravity, z: 0 });
      });
      gravityControls.appendChild(gravitySlider);
      physicsControls.appendChild(gravityControls);
    `;
                break;
              
              case 'custom':
                // For custom interaction, use the provided options
                interactionCode = options?.code || `
      // Custom interaction code
      console.log('Custom interaction code goes here');
      
      // Example: Set up a custom animation loop
      let time = 0;
      
      function animate() {
        time += 0.01;
        
        // Animate all objects
        spline.getObjects().forEach(obj => {
          if (obj.type === 'mesh') {
            // Create wave effect
            obj.position.y = Math.sin(time + obj.position.x) * 0.2;
          }
        });
        
        requestAnimationFrame(animate);
      }
      
      // Start animation loop
      animate();
    `;
                break;
              
              default:
                interactionCode = `
      // Default interaction code
      console.log('Scene loaded and ready for interaction');
    `;
            }
            
            code = baseCode + interactionCode + endCode;
            
            return {
              content: [
                { 
                  type: 'text', 
                  text: code 
                }
              ]
            };
          } catch (error) {
            return {
              content: [
                { 
                  type: 'text', 
                  text: `Error generating scene interaction code: ${error.message}` 
                }
              ],
              isError: true
            };
          }
        }
      );
  • Zod schema defining input parameters: sceneId (string), interactionType (enum of interaction modes), options (optional record).
    {
      sceneId: z.string().min(1).describe('Scene ID'),
      interactionType: z.enum([
        'explore', 'eventListeners', 'variables', 'camera', 'physics', 'custom'
      ]).describe('Type of interaction'),
      options: z.record(z.any()).optional().describe('Interaction-specific options'),
    },
  • src/index.js:104-104 (registration)
    Top-level registration call that invokes registerRuntimeTools(server), which in turn registers the generateSceneInteractionCode tool among others.
    registerRuntimeTools(server);
Behavior1/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

Tool has no description.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness1/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Tool has no description.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness1/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Tool has no description.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters1/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Tool has no description.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose1/5

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Tool has no description.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines1/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

Tool has no description.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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