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blockbench-development skill

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This skill helps you develop, debug, and integrate Blockbench plugins by guiding actions, dialogs, panels, and model workflows.

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---
name: blockbench-plugins
description: "Blockbench plugin/extension development for the 3D modeling tool. Use when creating, modifying, or debugging JavaScript plugins for Blockbench including actions, dialogs, panels, menus, toolbars, model manipulation, animation APIs, and custom formats/codecs. Triggers on Blockbench plugin, Blockbench extension, Blockbench API, BBPlugin, model editor plugin, or 3D modeling tool extension."
---

# Blockbench Plugin Development

## Overview

Blockbench runs on **Electron** (desktop) and as a **web PWA**, using **THREE.js** for 3D rendering and **Vue 2** for reactive UI. Plugins have full access to global APIs within an isolated execution context.

## Quick Reference

| Task | Approach |
|------|----------|
| Create clickable command | `new Action()` - add to menus/toolbars |
| Show form/dialog | `new Dialog()` with form fields |
| Add sidebar panel | `new Panel()` with Vue component |
| Modify model elements | Use `Undo.initEdit()` → modify → `Undo.finishEdit()` |
| Custom import/export | `new Codec()` + `new ModelFormat()` |
| React to changes | `Blockbench.on('event_name', callback)` |

## Plugin File Structure

```
plugins/
└── my_plugin/
    ├── my_plugin.js      # Main file (required, ID must match filename)
    ├── about.md          # Extended docs (optional)
    └── icon.png          # 48x48 icon (optional)
```

## Plugin Registration Template

```javascript
(function() {
    // Store references for cleanup
    let myAction, myPanel, myDialog, eventCallback;
    
    Plugin.register('my_plugin', {
        title: 'My Plugin',
        author: 'Author Name',
        description: 'Short description',
        icon: 'extension',            // Material icon name
        version: '1.0.0',
        variant: 'both',              // 'desktop', 'web', or 'both'
        min_version: '4.8.0',
        tags: ['Utility'],
        
        onload() {
            // Initialize all components here
        },
        
        onunload() {
            // CRITICAL: Delete ALL components here
        },
        
        oninstall() {
            Blockbench.showQuickMessage('Installed!');
        }
    });
})();
```

## Actions

Actions are clickable commands for menus, toolbars, and keybindings.

```javascript
myAction = new Action('my_action_id', {
    name: 'Action Name',
    description: 'Tooltip text',
    icon: 'star',
    category: 'edit',                 // For keybind settings
    
    condition: () => Cube.selected.length > 0,
    
    keybind: new Keybind({ key: 'k', ctrl: true }),
    
    click(event) {
        // Action logic
    }
});

MenuBar.addAction(myAction, 'filter');  // Add to Filter menu

// Cleanup
myAction.delete();
```

**Menu locations:** `'file'`, `'edit'`, `'transform'`, `'filter'`, `'tools'`, `'view'`, `'help'`

**Action variants:**
```javascript
// Toggle (on/off state)
new Toggle('toggle_id', {
    name: 'Feature',
    default: false,
    onChange(value) { /* handle */ }
});

// Tool (viewport interaction)
new Tool('tool_id', {
    name: 'My Tool',
    cursor: 'crosshair',
    onCanvasClick(data) { /* handle */ },
    onCanvasDrag(data) { /* handle */ }
});
```

## Dialogs

```javascript
myDialog = new Dialog({
    id: 'my_dialog',
    title: 'Dialog Title',
    width: 540,
    
    form: {
        name: { label: 'Name', type: 'text', value: 'default' },
        count: { label: 'Count', type: 'number', value: 10, min: 1, max: 100 },
        enabled: { label: 'Enabled', type: 'checkbox', value: true },
        mode: {
            label: 'Mode',
            type: 'select',
            options: { a: 'Option A', b: 'Option B' },
            value: 'a'
        },
        color: { label: 'Color', type: 'color', value: '#ff0000' },
        // Conditional field
        advanced: {
            label: 'Advanced',
            type: 'text',
            condition: (form) => form.enabled
        }
    },
    
    onConfirm(formData) {
        console.log(formData.name, formData.count);
        this.hide();
    }
});

myDialog.show();

// Quick dialogs
Blockbench.textPrompt('Enter Value', 'default', (text) => { });
Blockbench.showMessageBox({ title: 'Alert', message: 'Text', buttons: ['OK'] });
```

## Panels

Panels appear in sidebars with Vue components.

```javascript
myPanel = new Panel('my_panel', {
    name: 'My Panel',
    icon: 'dashboard',
    condition: () => Format.animation_mode,
    
    default_position: {
        slot: 'left_bar',             // 'left_bar', 'right_bar', 'bottom'
        height: 300
    },
    
    component: {
        template: `
            <div>
                <h3>{{ title }}</h3>
                <ul><li v-for="item in items">{{ item.name }}</li></ul>
                <button @click="refresh">Refresh</button>
            </div>
        `,
        data() {
            return { title: 'Items', items: [] };
        },
        methods: {
            refresh() {
                this.items = Cube.selected.map(c => ({ name: c.name }));
            }
        }
    }
});

// Cleanup
myPanel.delete();
```

## Model Manipulation (with Undo)

**CRITICAL: Always wrap modifications in Undo for user reversibility.**

```javascript
// Start tracking
Undo.initEdit({ elements: Cube.selected });

// Modify elements
Cube.selected.forEach(cube => {
    cube.from[0] += 5;
    cube.to[1] = 20;
    cube.rotation[1] = 45;
});

// Update view
Canvas.updateView({
    elements: Cube.selected,
    element_aspects: { geometry: true, transform: true }
});

// Commit
Undo.finishEdit('Move cubes');
```

### Creating Elements

```javascript
// Cube
let cube = new Cube({
    name: 'my_cube',
    from: [0, 0, 0],
    to: [16, 16, 16],
    origin: [8, 8, 8],
    rotation: [0, 45, 0]
}).init();
cube.addTo(Group.selected[0]);  // Add to group

// Group (bone)
let group = new Group({
    name: 'bone_arm',
    origin: [0, 12, 0]
}).init();
group.addTo();  // Add to root

// Texture
let texture = new Texture({ name: 'my_texture' });
texture.fromPath('/path/to/file.png');  // or .fromDataURL()
texture.add(true);  // true = add to undo
```

### Global Collections

| Collection | Description |
|------------|-------------|
| `Cube.all` / `Cube.selected` | All cubes / selected cubes |
| `Group.all` / `Group.selected` | All groups / selected groups |
| `Mesh.all` / `Mesh.selected` | All meshes / selected meshes |
| `Texture.all` / `Texture.selected` | All textures / selected |
| `Animation.all` / `Animation.selected` | All animations / selected |
| `Outliner.elements` | All outliner elements |

## Event System

```javascript
// Subscribe
eventCallback = (data) => { /* handle */ };
Blockbench.on('update_selection', eventCallback);

// Unsubscribe (use SAME function reference)
Blockbench.removeListener('update_selection', eventCallback);
```

**Common events:** `update_selection`, `select_project`, `new_project`, `load_project`, `save_project`, `close_project`, `add_cube`, `add_group`, `add_texture`, `add_animation`, `select_animation`, `render_frame`, `undo`, `redo`, `finish_edit`

See `references/events.md` for full list.

## Custom Menus

```javascript
let menu = new Menu([
    'existing_action_id',
    myAction,
    '_',  // Separator
    {
        name: 'Custom Item',
        icon: 'star',
        click() { /* handle */ }
    },
    {
        name: 'Submenu',
        children: [ /* more items */ ]
    }
]);

menu.open(event);  // Open at mouse position
```

## Format and Codec (Import/Export)

```javascript
const myCodec = new Codec('my_codec', {
    name: 'My Format',
    extension: 'mymodel',
    
    compile(options) {
        // Model → file content
        let data = { bones: [] };
        Group.all.forEach(g => {
            data.bones.push({
                name: g.name,
                pivot: g.origin,
                cubes: g.children.filter(c => c instanceof Cube).map(c => ({
                    from: c.from, to: c.to
                }))
            });
        });
        return JSON.stringify(data, null, 2);
    },
    
    parse(content, path) {
        // File content → model
        let data = JSON.parse(content);
        newProject(myFormat);
        data.bones.forEach(b => {
            let group = new Group({ name: b.name, origin: b.pivot }).init();
            b.cubes.forEach(c => {
                new Cube({ from: c.from, to: c.to }).init().addTo(group);
            });
        });
        Canvas.updateAll();
    }
});

const myFormat = new ModelFormat('my_format', {
    id: 'my_format',
    name: 'My Format',
    icon: 'icon_name',
    codec: myCodec,
    box_uv: true,
    bone_rig: true,
    animation_mode: true
});

// Cleanup
myFormat.delete();
myCodec.delete();
```

## Condition Patterns

```javascript
// Function
condition: () => Format.id === 'bedrock' && Cube.selected.length > 0

// Object (combined with AND)
condition: {
    formats: ['bedrock', 'java_block'],
    modes: ['edit', 'paint'],
    project: true,
    selected: { cube: 1 },
    method: () => customCheck()
}
```

## Code Style Conventions

| Type | Convention | Examples |
|------|------------|----------|
| Classes | PascalCase | `OutlinerElement`, `Animation` |
| Methods | camelCase | `updateTransform`, `getSelectedFaces` |
| Properties | snake_case | `data_points`, `uv_offset` |
| Event/Action IDs | snake_case | `select_project`, `my_action` |

## Critical Cleanup Pattern

**MUST delete all components in `onunload()` to prevent memory leaks.**

```javascript
let action, panel, dialog, toolbar, format, codec, eventCallback, css;

Plugin.register('my_plugin', {
    onload() {
        action = new Action('id', { /* ... */ });
        panel = new Panel('id', { /* ... */ });
        format = new ModelFormat('id', { /* ... */ });
        codec = new Codec('id', { /* ... */ });
        
        eventCallback = (data) => { };
        Blockbench.on('update_selection', eventCallback);
        
        css = Blockbench.addCSS('.my-class { color: blue; }');
    },
    
    onunload() {
        action.delete();
        panel.delete();
        format.delete();
        codec.delete();
        Blockbench.removeListener('update_selection', eventCallback);
        css.delete();
    }
});
```

## Anti-Patterns

```javascript
// ❌ No stored reference = memory leak
onload() { new Action('leaked', { }); }

// ❌ No Undo = users can't reverse
Cube.selected.forEach(c => c.from[0] += 1);

// ❌ Bundling THREE.js (already global)
import * as THREE from 'three';

// ❌ Global pollution
window.myData = {};
```

## Built-in Libraries (Do Not Bundle)

- **THREE** — Three.js 3D rendering
- **Vue** — Vue 2 reactive UI
- **JSZip** — ZIP handling
- **marked** — Markdown parsing
- **Molang** — Molang expression parser

## Icons

```javascript
icon: 'star'              // Material icon
icon: 'fa-bone'           // Font Awesome
icon: 'icon-player'       // Blockbench custom
icon: 'data:image/...'    // Base64 image
```

## TypeScript Setup

```bash
npm i --save-dev blockbench-types
```

```typescript
/// <reference types="blockbench-types" />
```

## Template Files

- `assets/plugin_template.js` — Complete starter plugin
- `assets/format_plugin.js` — Custom format/codec example

## References

- `references/events.md` — Full event list
- `references/api.md` — Detailed API reference
- `references/elements.md` — Element types and properties

Overview

This skill helps you create, modify, and debug JavaScript plugins and extensions for Blockbench, the Electron/PWA 3D model editor. It focuses on Actions, Dialogs, Panels, Menus, Toolbars, model/animation APIs, and custom import/export codecs. Use it to produce clean, reversible edits and integrate UI components into Blockbench reliably.

How this skill works

The skill maps common Blockbench APIs and patterns into actionable development steps: register a Plugin, create Action/Toggle/Tool commands, add Panel Vue components, and implement Dialog forms. It shows how to manipulate models with Undo tracking, subscribe to Blockbench events, and register custom Codecs/ModelFormats for import/export. It also enforces cleanup in onunload() to avoid memory leaks.

When to use it

  • Building a new Blockbench plugin or extension
  • Adding UI elements (menus, toolbars, panels, dialogs) to Blockbench
  • Implementing import/export formats or codecs
  • Automating model edits, creating elements, or scripting animations
  • Debugging plugin lifecycle issues, memory leaks, or event handling

Best practices

  • Always wrap model edits with Undo.initEdit() and Undo.finishEdit() so users can revert changes
  • Store references to all created components (Action, Panel, Dialog, Codec, Format, CSS, event callbacks) and delete them in onunload()
  • Use Blockbench events (Blockbench.on / removeListener) for reactive behavior and keep the same callback reference for removal
  • Avoid bundling built-in libraries (THREE, Vue, JSZip, marked, Molang); use the global instances provided
  • Follow naming conventions: PascalCase for classes, camelCase for methods, snake_case for event/action IDs

Example use cases

  • Add a custom toolbar Action that modifies selected cubes and binds to a keybind
  • Create a sidebar Panel with a Vue component to list and edit selected elements
  • Build a Dialog-based form to configure batch changes to model geometry or textures
  • Register a Codec + ModelFormat to export a proprietary JSON model and import it back
  • Listen to update_selection to update UI state and respond to project load/save events

FAQ

How do I ensure my plugin cleans up correctly?

Keep references to every component you create and delete them in onunload(); remove event listeners with the same function reference and delete injected CSS.

How should I modify models safely?

Always call Undo.initEdit() before mutating elements, update the Canvas/Canvas.updateView or Canvas.updateAll, then call Undo.finishEdit() with a descriptive action name.