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The three.js surface
Molen takes three.js as a peer dependency in the range >=0.184.0 <0.187.0 and is developed against 0.184.0 (see the header of llms.txt). Install three beside @bendyline/molen-client so your app and the engine share one copy. If your training data describes older three idioms (r1xx), trust this page and the 0.184 types over your priors — the client wraps three so you rarely touch it directly.
What the client wraps (@bendyline/molen-client)
You almost never construct three.js objects yourself. The client owns the scene graph and syncs it from kernel snapshots:
| Symbol | Role |
|---|---|
await mountExperience({ link, scene, canvas }) | the one-call browser mount: client + the scene's camera and input blocks + resize (browser-mount.md) |
await createClient(link, opts) | live client: connects to a kernel (Worker/in-proc), interpolates, renders |
client.command(type, payload?) | send a command; the client fills the envelope (auto seq, source: 'local') |
client.onEvent(type or '*', cb) / client.onDiag(cb) | kernel events (with their tick) and diagnostics reach the page |
client.onError(cb) | client-side failures: a dead or throwing kernel link, and frame-loop exceptions |
client.backend / client.getObject(id) | the live ThreeSceneBackend and the raw three.js object for an entity (escape hatch) |
client.get(id, component) / client.entities() / client.tick | mirrored simulation state (detached copies) — a HUD's data source |
createClientCore({ link, backend }) | the renderer-free core (mirror + interpolation + events) for tests and custom backends — the one synchronous factory |
applySceneCamera(camera, renderer) / applyInputRules(input, inputMap, emit) | the scene camera / input blocks as functions |
await createSnapshotViewer(keyframe, opts) | renders a single keyframe (what molen shot uses) |
await createViewer(opts) | kernel-less empty viewer: a renderer + scene for client-side capabilities (e.g. terrain) |
Renderer | three.js renderer wrapper (WebGL or WebGPU): camera (setCamera, setTopDownOrtho, setFov), tone mapping, resize (ortho refits) |
ThreeSceneBackend | implements SceneBackend: creates/updates/destroys meshes from Renderable components |
SceneMirror | the kernel→scene-graph reconciler (pure; backend-agnostic) |
InputMap (onPress/onRelease/isActive) / resolveAction | device codes → named actions |
InterpolationBuffer, lerp3, nlerp4 | the interpolation primitives |
Renderables are data, not three objects: primitives ({ kind: 'primitive', ref: 'box'|'sphere'|'plane'|'cylinder', primitive: { size } }) or glTF assets ({ kind: 'gltf', ref: '<asset-id>', node?, animation? { clip, loop, speed } } — import with molen asset import; enable with ClientOptions.assets). Materials resolve palette:#rrggbb plus doc-backed matgraph:/pixelgrid: refs (CPU-baked at load — see materials.md "From bake to render"); unknown refs render neutral grey. Per-entity light components and a singleton environment component (ambient/sun, background, fog, tone mapping, shadows: off|low|medium|high) replace the built-in default rig.
Escape hatch (unstable)
When you need an effect the wrapper doesn't cover, drop to raw three.js — using the same three instance the client renders with: the peer your app installed, also re-exported from the client as THREE (so you never fight a second, mismatched copy). Reach it through the client that owns the scene: client.backend is the live ThreeSceneBackend (mountExperience/createClient built it — both return a promise, so await the factory before you reach for it), and client.getObject(id) delegates to it.
ts
import { THREE } from '@bendyline/molen-client';
const { client } = await mountExperience({ link: worker, scene: scene(), canvas });
// ... after the entity exists (a keyframe has arrived) ...
const mesh = client.getObject('player'); // the raw THREE.Mesh, or undefined
client.backend.threeScene.add(new THREE.PointLight(0xffffff, 1)); // custom objects/lightsTake the object through getObject, not client.renderer.worldRoot.getObjectByName(id): getObject pulls the entity out of any static batch and marks it escaped, so what you mutate is what renders. The batched original is visible = false, so edits made to it are invisible.
Constructing your own new ThreeSceneBackend(scene) builds an unrelated, empty backend — it mirrors nothing and its getObject always returns undefined. Do that only when you are driving SceneMirror yourself (a custom host, or createClientCore({ link, backend })).
This is explicitly unstable: you own whatever you mutate, and the backend may recreate a mesh when its renderable changes. Prefer components + materialRefs for anything that should be deterministic or survive snapshot/replay.