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studio.js
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536 lines (479 loc) · 21 KB
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// Wait for OV to be loaded from o3dv.website.min.js
// This file should be loaded with defer, not as a module
// Get classes from global OV namespace - check both OV and OV.Engine
const OVEngine = (window.OV && window.OV.Engine) || window.OV || {};
const { Viewer, NavigationMode, ProjectionMode, Coord3D, Model, Mesh, Triangle, RGBColor, RGBAColor, PhysicalMaterial, PhongMaterial } = OVEngine;
// Debug: Check if OV is loaded
if (!window.OV) {
console.error('OV global object not found! Make sure o3dv.website.min.js loads before studio.js');
}
if (!Viewer || !Model || !Mesh || !Triangle) {
console.error('Required OV classes not found:', { Viewer, Model, Mesh, Triangle, OVEngine });
console.log('window.OV:', window.OV);
console.log('window.OV.Engine:', window.OV ? window.OV.Engine : 'undefined');
}
// Simple PrimitivesManager subset for studio (inline to avoid module imports)
// Full version is in source/website/primitivesmanager.js but we need a lightweight standalone version
class StudioPrimitivesManager {
constructor(viewer, model) {
this.viewer = viewer;
this.model = model;
this.selectedObject = null;
}
CreatePhysicalMaterial() {
const mat = new PhysicalMaterial();
mat.color = new RGBColor(200, 200, 200);
mat.metalness = 0.0;
mat.roughness = 1.0;
mat.opacity = 1.0;
return mat;
}
CreatePrimitive(type) {
const mesh = new Mesh();
mesh.SetName(type);
// Basic primitive generation (simplified)
if (type === 'cube') {
this.generateCube(mesh);
} else if (type === 'sphere') {
this.generateSphere(mesh);
} else if (type === 'cylinder') {
this.generateCylinder(mesh);
} else if (type === 'cone') {
this.generateCone(mesh);
} else if (type === 'plane') {
this.generatePlane(mesh);
}
const matIndex = this.model.AddMaterial(this.GenerateMaterial ? this.GenerateMaterial() : this.CreatePhysicalMaterial());
for (let i = 0; i < mesh.TriangleCount(); i++) {
mesh.GetTriangle(i).SetMaterial(matIndex);
}
this.model.AddMeshToRootNode(mesh);
this.viewer.SetModel(this.model);
}
generateCube(mesh) {
const s = 1.0;
const v = [
mesh.AddVertex(new Coord3D(-s, -s, -s)),
mesh.AddVertex(new Coord3D(s, -s, -s)),
mesh.AddVertex(new Coord3D(s, s, -s)),
mesh.AddVertex(new Coord3D(-s, s, -s)),
mesh.AddVertex(new Coord3D(-s, -s, s)),
mesh.AddVertex(new Coord3D(s, -s, s)),
mesh.AddVertex(new Coord3D(s, s, s)),
mesh.AddVertex(new Coord3D(-s, s, s))
];
const faces = [
[0, 1, 2, 3], [4, 7, 6, 5], [0, 4, 5, 1], [1, 5, 6, 2], [2, 6, 7, 3], [3, 7, 4, 0]
];
faces.forEach(f => {
mesh.AddTriangle(new Triangle(f[0], f[1], f[2]));
mesh.AddTriangle(new Triangle(f[0], f[2], f[3]));
});
}
generateSphere(mesh) {
const radius = 1.0;
const segments = 32;
const rings = 16;
for (let ring = 0; ring <= rings; ring++) {
const phi = Math.PI * ring / rings;
for (let seg = 0; seg <= segments; seg++) {
const theta = 2 * Math.PI * seg / segments;
const x = radius * Math.sin(phi) * Math.cos(theta);
const y = radius * Math.cos(phi);
const z = radius * Math.sin(phi) * Math.sin(theta);
mesh.AddVertex(new Coord3D(x, y, z));
}
}
for (let ring = 0; ring < rings; ring++) {
for (let seg = 0; seg < segments; seg++) {
const a = ring * (segments + 1) + seg;
const b = a + segments + 1;
mesh.AddTriangle(new Triangle(a, b, a + 1));
mesh.AddTriangle(new Triangle(b, b + 1, a + 1));
}
}
}
generateCylinder(mesh) {
const radius = 1.0;
const height = 2.0;
const segments = 32;
const halfH = height / 2;
// Top and bottom centers
const topCenter = mesh.AddVertex(new Coord3D(0, halfH, 0));
const bottomCenter = mesh.AddVertex(new Coord3D(0, -halfH, 0));
// Side vertices
const topVerts = [];
const bottomVerts = [];
for (let i = 0; i <= segments; i++) {
const angle = (2 * Math.PI * i) / segments;
const x = radius * Math.cos(angle);
const z = radius * Math.sin(angle);
topVerts.push(mesh.AddVertex(new Coord3D(x, halfH, z)));
bottomVerts.push(mesh.AddVertex(new Coord3D(x, -halfH, z)));
}
// Caps and sides
for (let i = 0; i < segments; i++) {
mesh.AddTriangle(new Triangle(topCenter, topVerts[i], topVerts[i + 1]));
mesh.AddTriangle(new Triangle(bottomCenter, bottomVerts[i + 1], bottomVerts[i]));
mesh.AddTriangle(new Triangle(bottomVerts[i], topVerts[i], topVerts[i + 1]));
mesh.AddTriangle(new Triangle(bottomVerts[i], topVerts[i + 1], bottomVerts[i + 1]));
}
}
generateCone(mesh) {
const radius = 1.0;
const height = 2.0;
const segments = 32;
const apex = mesh.AddVertex(new Coord3D(0, height / 2, 0));
const baseCenter = mesh.AddVertex(new Coord3D(0, -height / 2, 0));
const baseVerts = [];
for (let i = 0; i <= segments; i++) {
const angle = (2 * Math.PI * i) / segments;
const x = radius * Math.cos(angle);
const z = radius * Math.sin(angle);
baseVerts.push(mesh.AddVertex(new Coord3D(x, -height / 2, z)));
}
for (let i = 0; i < segments; i++) {
mesh.AddTriangle(new Triangle(apex, baseVerts[i], baseVerts[i + 1]));
mesh.AddTriangle(new Triangle(baseCenter, baseVerts[i + 1], baseVerts[i]));
}
}
generatePlane(mesh) {
const s = 2.0;
const v0 = mesh.AddVertex(new Coord3D(-s, 0, -s));
const v1 = mesh.AddVertex(new Coord3D(s, 0, -s));
const v2 = mesh.AddVertex(new Coord3D(s, 0, s));
const v3 = mesh.AddVertex(new Coord3D(-s, 0, s));
mesh.AddTriangle(new Triangle(v0, v1, v2));
mesh.AddTriangle(new Triangle(v0, v2, v3));
}
SelectObject() { }
DeselectObject() { }
}
// Simple helper to create a checker grid texture via canvas
function createGrid(canvas) {
const ctx = canvas.getContext('2d');
const w = canvas.width = window.innerWidth;
const h = canvas.height = window.innerHeight;
const size = 48;
ctx.fillStyle = '#0f1115';
ctx.fillRect(0, 0, w, h);
for (let y = 0; y < h / size + 2; y++) {
for (let x = 0; x < w / size + 2; x++) {
ctx.fillStyle = ((x + y) % 2 === 0) ? '#141a20' : '#182029';
ctx.fillRect(x * size, y * size, size, size);
}
}
}
class PrimitiveStudio {
constructor() {
this.canvas = document.getElementById('viewer_canvas');
this.gridCanvas = document.getElementById('grid_canvas');
createGrid(this.gridCanvas);
this.viewer = new Viewer();
this.viewer.Init(this.canvas);
this.viewer.SetBackgroundColor(new RGBAColor(18, 20, 26, 255));
this.viewer.SetNavigationMode(NavigationMode.FixedUpVector);
this.model = new Model();
this.primitivesManager = new StudioPrimitivesManager(this.viewer, this.model);
// Initialize with ground first so camera exists
this.initGround();
// Now set up vector after model is set
this.viewer.SetUpVector(0, 1, 0, false);
// Enhance selection: keep original color, overlay ghost (simple re-color approach for now)
const originalSelect = this.primitivesManager.SelectObject.bind(this.primitivesManager);
this.primitivesManager.SelectObject = (obj) => {
originalSelect(obj);
// Slight brighten
const c = obj.material.color;
obj.material.color = new RGBColor(Math.min(c.r + 30, 255), Math.min(c.g + 30, 255), Math.min(c.b + 30, 255));
this.viewer.SetModel(this.model);
};
const originalDeselect = this.primitivesManager.DeselectObject.bind(this.primitivesManager);
this.primitivesManager.DeselectObject = () => {
originalDeselect();
};
this.primitivesManager.CreatePhysicalMaterial = () => {
const mat = new PhysicalMaterial();
mat.color = new RGBColor(Math.random() * 255, Math.random() * 255, Math.random() * 255);
mat.metalness = parseFloat(document.getElementById('metalness_slider').value);
mat.roughness = parseFloat(document.getElementById('roughness_slider').value);
mat.opacity = parseFloat(document.getElementById('opacity_slider').value);
return mat;
};
this.initLights();
// Ground already initialized in constructor
// Show the primitives bar by default
const primitivesBar = document.getElementById('studio_primitives_bar');
if (primitivesBar) {
primitivesBar.style.display = 'flex';
}
// Add a default cube on page load if scene is empty to prevent black screen
if (this.model.MeshCount() === 0) {
this.primitivesManager.GenerateMaterial = () => this.primitivesManager.CreatePhysicalMaterial();
this.primitivesManager.CreatePrimitive('cube');
this.viewer.SetModel(this.model);
this.focusOnModel();
}
this.initDebugOverlay();
this.bindResize();
}
initLights() {
// Since engine doesn't yet support dynamic light sources here, emulate brightness
// by slightly brighter background and relying on material roughness/metalness sliders.
this.viewer.SetBackgroundColor(new RGBColor(28, 30, 36));
}
initGround() {
const mesh = new Mesh();
const size = 40;
mesh.AddVertex(new Coord3D(-size, -2, -size));
mesh.AddVertex(new Coord3D(size, -2, -size));
mesh.AddVertex(new Coord3D(size, -2, size));
mesh.AddVertex(new Coord3D(-size, -2, size));
mesh.AddTriangle(new Triangle(0, 1, 2));
mesh.AddTriangle(new Triangle(0, 2, 3));
const mat = new PhysicalMaterial();
// Slight gradient imitation by random subtle variation later if needed
mat.color = new RGBColor(110, 115, 125); // a bit lighter for visibility
mat.metalness = 0.0;
mat.roughness = 1.0;
const meshIndex = this.model.AddMesh(mesh);
const matIndex = this.model.AddMaterial(mat);
for (let i = 0; i < mesh.TriangleCount(); i++) {
mesh.GetTriangle(i).SetMaterial(matIndex);
}
this.viewer.SetModel(this.model);
}
initUI() {
// No longer populate primitive_bar in param_panel; handled by static HTML in toolbar
document.getElementById('metalness_slider').addEventListener('input', (e) => {
document.getElementById('metalness_val').textContent = parseFloat(e.target.value).toFixed(2);
this.updateSelectedMaterial();
});
document.getElementById('roughness_slider').addEventListener('input', (e) => {
document.getElementById('roughness_val').textContent = parseFloat(e.target.value).toFixed(2);
this.updateSelectedMaterial();
});
document.getElementById('opacity_slider').addEventListener('input', (e) => {
document.getElementById('opacity_val').textContent = parseFloat(e.target.value).toFixed(2);
this.updateSelectedMaterial();
});
const genBtn = document.getElementById('generate_trefoil');
if (genBtn) {
genBtn.addEventListener('click', () => this.generateTrefoilFromUI());
}
const resetCamBtn = document.getElementById('reset_cam_btn');
if (resetCamBtn) {
resetCamBtn.addEventListener('click', (e) => {
e.preventDefault();
e.stopPropagation();
console.log('Reset camera clicked');
this.viewer.camera.OrbitToDefault();
}, true);
}
const clearBtn = document.getElementById('clear_btn');
if (clearBtn) {
clearBtn.addEventListener('click', (e) => {
e.preventDefault();
e.stopPropagation();
console.log('Clear clicked');
this.model = new Model();
this.primitivesManager.model = this.model;
this.viewer.SetModel(this.model);
}, true);
}
const backBtn = document.getElementById('back_btn');
if (backBtn) {
backBtn.addEventListener('click', (e) => {
e.preventDefault();
e.stopPropagation();
console.log('Back clicked');
// Prefer history navigation to preserve previous page state/header.
// User requested explicit navigation to index
if (window.parent !== window) {
// We are in an iframe
window.parent.postMessage({ action: 'close_create_mode' }, '*');
} else {
window.location.href = './index.html';
}
}, true);
}
// Inline primitives bar wiring (toolbar)
const toolbarButtons = document.querySelectorAll('#studio_primitives_bar .prim_icon_btn');
toolbarButtons.forEach(btn => {
btn.addEventListener('click', (e) => {
e.preventDefault();
e.stopPropagation();
console.log('Primitive button clicked:', btn.getAttribute('data-prim'));
const type = btn.getAttribute('data-prim');
this.createPrimitive(type, btn);
toolbarButtons.forEach(b => b.classList.remove('active'));
btn.classList.add('active');
}, true);
});
}
createPrimitive(type, btn) {
this.primitivesManager.GenerateMaterial = () => this.primitivesManager.CreatePhysicalMaterial();
this.primitivesManager.CreatePrimitive(type);
document.querySelectorAll('#studio_primitives_bar .prim_icon_btn').forEach(b => b.classList.remove('active'));
btn.classList.add('active');
this.focusOnModel();
}
updateSelectedMaterial() {
const sel = this.primitivesManager.selectedObject;
if (!sel) return;
const mat = sel.material;
if (mat) {
mat.metalness = parseFloat(document.getElementById('metalness_slider').value);
mat.roughness = parseFloat(document.getElementById('roughness_slider').value);
mat.opacity = parseFloat(document.getElementById('opacity_slider').value);
this.viewer.SetModel(this.model);
}
}
generateTrefoilFromUI() {
const a = parseFloat(document.getElementById('trefoil_a').value);
const b = parseFloat(document.getElementById('trefoil_b').value);
const q = parseInt(document.getElementById('trefoil_q').value, 10);
const tube = parseFloat(document.getElementById('trefoil_tube').value);
const segU = parseInt(document.getElementById('trefoil_seg_u').value, 10);
const segV = parseInt(document.getElementById('trefoil_seg_v').value, 10);
this.createTrefoil(a, b, q, tube, segU, segV);
}
// Parametric center curve
trefoilPoint(a, b, q, u) {
return new Coord3D(
(a + b * Math.cos(q * u)) * Math.cos(u),
(a + b * Math.cos(q * u)) * Math.sin(u),
b * Math.sin(q * u)
);
}
createTrefoil(a, b, q, tube, segU, segV) {
const mesh = new Mesh();
const points = [];
for (let i = 0; i <= segU; i++) {
const u = (i / segU) * Math.PI * 2.0;
points.push(this.trefoilPoint(a, b, q, u));
}
// Approximate tangent and build frame (simple method)
const frames = [];
for (let i = 0; i < points.length; i++) {
const p = points[i];
const pNext = points[(i + 1) % points.length];
const tx = pNext.x - p.x;
const ty = pNext.y - p.y;
const tz = pNext.z - p.z;
const len = Math.max(Math.hypot(tx, ty, tz), 1e-6);
const tnx = tx / len, tny = ty / len, tnz = tz / len;
// Choose a helper up vector
const ux = 0, uy = 0, uz = 1;
// Normal = tangent x up
let nx = tny * uz - tnz * uy;
let ny = tnz * ux - tnx * uz;
let nz = tnx * uy - tny * ux;
let nlen = Math.max(Math.hypot(nx, ny, nz), 1e-6);
nx /= nlen; ny /= nlen; nz /= nlen;
// Binormal = tangent x normal
let bx = tny * nz - tnz * ny;
let by = tnz * nx - tnx * nz;
let bz = tnx * ny - tny * nx;
let blen = Math.max(Math.hypot(bx, by, bz), 1e-6);
bx /= blen; by /= blen; bz /= blen;
frames.push({ p, t: { x: tnx, y: tny, z: tnz }, n: { x: nx, y: ny, z: nz }, b: { x: bx, y: by, z: bz } });
}
// Create tube vertices
const ringVerts = [];
for (let i = 0; i < frames.length; i++) {
const f = frames[i];
for (let j = 0; j <= segV; j++) {
const v = (j / segV) * Math.PI * 2.0;
const cx = Math.cos(v) * tube;
const cy = Math.sin(v) * tube;
const vx = f.p.x + f.n.x * cx + f.b.x * cy;
const vy = f.p.y + f.n.y * cx + f.b.y * cy;
const vz = f.p.z + f.n.z * cx + f.b.z * cy;
mesh.AddVertex(new Coord3D(vx, vy, vz));
ringVerts.push({ i, j });
}
}
const ringSize = segV + 1;
for (let i = 0; i < frames.length - 1; i++) {
for (let j = 0; j < segV; j++) {
const a0 = i * ringSize + j;
const a1 = (i + 1) * ringSize + j;
const a2 = (i + 1) * ringSize + (j + 1);
const a3 = i * ringSize + (j + 1);
mesh.AddTriangle(new Triangle(a0, a1, a2));
mesh.AddTriangle(new Triangle(a0, a2, a3));
}
}
const mat = new PhysicalMaterial();
mat.color = new RGBColor(200, 160, 80);
mat.metalness = parseFloat(document.getElementById('metalness_slider').value);
mat.roughness = parseFloat(document.getElementById('roughness_slider').value);
mat.opacity = parseFloat(document.getElementById('opacity_slider').value);
const meshIndex = this.model.AddMesh(mesh);
const matIndex = this.model.AddMaterial(mat);
for (let i = 0; i < mesh.TriangleCount(); i++) {
mesh.GetTriangle(i).SetMaterial(matIndex);
}
this.viewer.SetModel(this.model);
this.focusOnModel();
}
bindResize() {
window.addEventListener('resize', () => {
createGrid(this.gridCanvas);
this.viewer.Resize(window.innerWidth, window.innerHeight);
});
this.viewer.Resize(window.innerWidth, window.innerHeight);
}
// Fallback in case original initUI didn't run or DOM race
// fallbackPopulateBar removed; no longer needed
fitScene() {
// Try to fit camera to model if there is at least one mesh
if (this.model.MeshCount() > 0) {
const sphere = this.viewer.GetBoundingSphere(() => true);
if (sphere && sphere.radius > 0) {
this.viewer.FitSphereToWindow(sphere, false);
this.viewer.Render();
}
}
}
// More immediate camera focus after any object addition
focusOnModel() {
const sphere = this.viewer.GetBoundingSphere(() => true);
if (sphere && sphere.radius > 0) {
this.viewer.FitSphereToWindow(sphere, false);
}
}
initDebugOverlay() {
const overlay = document.createElement('div');
overlay.id = 'studio_debug_overlay';
overlay.style.position = 'absolute';
overlay.style.bottom = '8px';
overlay.style.right = '10px';
overlay.style.background = 'rgba(0,0,0,0.45)';
overlay.style.font = '11px monospace';
overlay.style.color = '#8fd1ff';
overlay.style.padding = '4px 6px';
overlay.style.border = '1px solid #2e3945';
overlay.style.borderRadius = '4px';
overlay.style.pointerEvents = 'none';
overlay.style.zIndex = '20';
document.getElementById('studio_root').appendChild(overlay);
const update = () => {
const meshCount = this.model.MeshCount();
overlay.textContent = `Meshes:${meshCount}`;
};
setInterval(update, 1000);
update();
// Toggle with F2
window.addEventListener('keydown', (e) => {
if (e.key === 'F2') {
overlay.style.display = (overlay.style.display === 'none') ? 'block' : 'none';
}
});
}
}
window.addEventListener('load', () => {
const studio = new PrimitiveStudio();
window.__kreacadStudio = studio; // expose for debugging
});