mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-29 09:08:58 +00:00
Bootstrap Image Generator application (#53)
This PR begins scaffolding the Stable Diffusion Turbo application (title
TBD), which is a separate frontend for Storyteller Engine which focuses
on image generation.
### Design Overview
* The application renders a "split-screen" view, with Storyteller Studio
on the left, and the Stable Diffusion Turbo output on the right
* When changes are made in the Studio editor:
- A screenshot is taken from the Bevy application
- Screenshot is piped into Stable Diffusion Turbo model
- Model output is rendered to the screen
* This all happens in as close to real-time as possible
### Work completed in this PR
* The `studio-frontend` project has been (somewhat crudely) refactored
to split most of its components into reusable libraries
- `studio-ui` is a use-case-agnostic design system library for core UI
components. These are "dumb" components which are controlled
via `@property` inputs and send `CustomEvent`s in response to user
input.
- `studio-frontend` is a collection of reusable Storyteller Studio
widgets. These are "smart" components which depend on
`@storyteller/studio` directly, manage their own state, and require very
little configuration or styling. They are designed to be drop-in
building blocks that can be reused between various frontends.
* The new application has been bootstrapped as `image-generator-demo`
- Currently, this simply grabs screenshots from the Bevy application and
renders those screenshots on the right side of the split-screen view. A
future PR will wire up to the Storyteller.ai backend to pipe these
screenshots through Stable Diffusion Turbo, and render that model's
output instead.
### Testing
* Install dependencies as described in the repo's README
* Run `npx nx serve image-generator-demo`
* Open [localhost:4200](http://localhost:4200) in your browser
- Use the camera controller in the left side of the view to manipulate
the Bevy scene
- Verify the right side of the view updates with a fresh screenshot at a
rate of ~5 fps
* Toggle the "Realtime Capture" checkbox
- Verify the right side view no longer updates while the user is
actively manipulating the editor
- This should allow the app to run smoother on lower-spec hardware
---------
Co-authored-by: Danny McGee <dannymcgee@gmail.com>
This commit is contained in:
@@ -1,17 +1,12 @@
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import { on } from "@storyteller/framework";
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import * as studio from "@storyteller/studio";
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import {
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type EntityDespawnEvent,
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type EntityMultiSpawnEvent,
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type EntitySelectEvent,
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type EntitySpawnEvent,
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type SceneSavedEvent,
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type SceneStateEvent,
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TransformSpace,
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TransformType,
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SceneState,
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StudioMode,
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} from "@storyteller/studio";
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import { StudioURLParams } from "@storyteller/studio-web";
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import { CanvasProvider } from "@storyteller/studio-web/canvas-provider";
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import { match } from "@storyteller/utility";
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import { LitElement, html, nothing } from "lit";
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@@ -20,144 +15,35 @@ import { classMap } from "lit-html/directives/class-map.js";
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import { Ref, createRef, ref } from "lit-html/directives/ref.js";
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import { v4 as uuid } from "uuid";
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import "@storyteller/studio-ui/button";
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import "@storyteller/studio-ui/icon";
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import "@storyteller/studio-ui/toolbar";
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import "@storyteller/studio-ui/tree";
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import "@storyteller/studio-web/canvas-provider";
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import "@storyteller/studio-web/viewer";
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import "@storyteller/studio-web/bvh-viewer";
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import "@storyteller/studio-web/editor";
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import "@storyteller/studio-web/mixamo-viewer";
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import "@storyteller/studio-web/scene-hierarchy";
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import "@storyteller/studio-web/transform-toolbar";
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import "./anim-editor.element";
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import "./button.element";
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import "./help.element";
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import "./icon.element";
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import "./toolbar.element";
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import "./transform-toolbar.element";
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import "./tree.element";
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import "./app.element.scss";
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interface SceneObject extends Omit<studio.SceneObject, "children"> {
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children: SceneObject[];
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}
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@customElement("app-root")
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export class AppElement extends LitElement {
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@state() showHelp = false;
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@state() loading = true;
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@state() transformSpace = TransformSpace.Local;
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@state() transformType = TransformType.Translate;
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@state() sceneObjects: SceneObject[] = [];
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@state() selection?: string | null;
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@state() bvhPath?: string;
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@state() mixamoPath?: string;
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@state() scenePath?: string;
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@state() mode?: StudioMode;
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#sceneObjects: studio.SceneObject[] = [];
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#entityMap = new Map<string, SceneObject>();
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#params = new StudioURLParams();
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#canvasProvider: Ref<CanvasProvider> = createRef();
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get #studioCanvas(): HTMLCanvasElement | null {
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const provider = this.#canvasProvider.value;
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if (!provider) return null;
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return document.getElementById(provider.canvasId) as HTMLCanvasElement | null;
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}
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override connectedCallback(): void {
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super.connectedCallback();
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const params = new URLSearchParams(document.location.search);
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if (params.has("bvh"))
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this.bvhPath = params.get("bvh")!;
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if (params.has("mixamo"))
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this.mixamoPath = params.get("mixamo")!;
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if (params.has("scene"))
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this.scenePath = params.get("scene")!;
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this.mode = match (params.get("mode"), {
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"studio": () => StudioMode.Editor,
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"viewer": () => StudioMode.Viewer,
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_: () => StudioMode.Viewer,
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});
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this.#redirectBodyFocus();
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}
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protected override createRenderRoot(): Element | ShadowRoot {
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return this;
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}
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@on("keydown")
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@on("keyup")
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pipeKeyboardEvents(event: KeyboardEvent): void {
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// When the user interacts with one of the web UI elements, the Bevy
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// canvas will lose focus, preventing it from receiving keyboard events.
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// As a workaround, we can listen for any events that have bubbled up to
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// the app root and repeat them for the canvas.
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//
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// This does unfortunately burden the web front-end with some additional
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// responsibility: when we handle a keyboard event and _don't_ want the
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// Bevy app to receive it, we'll need to call `event.stopPropagation()` in
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// the handler to prevent it from reaching this listener.
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const {
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type,
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code, charCode, key, keyCode, location, repeat,
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altKey, ctrlKey, metaKey, shiftKey,
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} = event;
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this.#studioCanvas?.dispatchEvent(new KeyboardEvent(type, {
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code, charCode, key, keyCode, location, repeat,
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altKey, ctrlKey, metaKey, shiftKey,
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bubbles: true,
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cancelable: true,
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composed: true,
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}));
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}
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onSceneStateChange({ detail: state }: SceneStateEvent): void {
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console.log("scene state change:", SceneState[state]);
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this.loading = match (state, {
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[SceneState.Active]: () => false,
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_: () => true,
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});
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}
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@on("window:entity-select")
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onEntitySelectionChange({ detail: entity }: EntitySelectEvent): void {
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const sceneObject = this.#entityMap.get(entity!);
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console.log("Entity selection changed:", sceneObject);
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this.selection = entity;
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}
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@on("window:entity-spawn")
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onEntitySpawned({ detail: value }: EntitySpawnEvent): void {
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console.log("Entity spawned:", value);
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this.#sceneObjects = this.#sceneObjects.concat(value).sort(sortByName);
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this.#updateHierarchy();
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}
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@on("window:entity-multi-spawn")
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onEntitiesSpawned({ detail: values }: EntityMultiSpawnEvent): void {
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console.log("Entities spawned:", values);
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this.#sceneObjects = this.#sceneObjects.concat(values).sort(sortByName);
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this.#updateHierarchy();
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}
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@on("window:entity-despawn")
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onEntityDespawned({ detail: entity }: EntityDespawnEvent): void {
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console.log("Entity despawned:", entity);
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this.#sceneObjects = this.#sceneObjects.filter(({ id }) => id !== entity);
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this.#updateHierarchy();
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}
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@on("window:scene-saved")
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@on("scene-saved")
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async onSceneSaved({ detail: scene }: SceneSavedEvent): Promise<void> {
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const file = new File([scene], "scene.scn.ron", { type: "text/ron" });
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const formData = new FormData();
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@@ -179,98 +65,52 @@ export class AppElement extends LitElement {
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}
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}
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@on("scene-state")
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onSceneStateChange({ detail: state }: SceneStateEvent): void {
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console.log("scene state change:", SceneState[state]);
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this.loading = match (state, {
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[SceneState.Active]: () => false,
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_: () => true,
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});
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}
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toggleHelp(): void {
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this.showHelp = !this.showHelp;
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}
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onTransformSpaceChange({ detail: space }: CustomEvent<TransformSpace>): void {
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this.transformSpace = space;
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studio.setTransformSpace(space);
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}
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onTransformTypeChange({ detail: type }: CustomEvent<TransformType>): void {
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this.transformType = type;
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studio.setTransformType(type);
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}
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// TODO: Get some help from someone who knows what an algorithm is
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#updateHierarchy(): void {
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this.#entityMap.clear();
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for (let obj of this.#sceneObjects)
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this.#entityMap.set(obj.id, { ...obj, children: [] });
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for (let obj of this.#entityMap.values()) {
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if (obj.parent != null) {
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const parent = this.#entityMap.get(obj.parent);
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if (!parent)
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throw new Error(`Missing parent: ${obj.parent}`);
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parent.children.push(obj);
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}
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}
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for (let obj of this.#entityMap.values())
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obj.children.sort(sortByName);
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this.sceneObjects = Array
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.from(this.#entityMap.values())
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.filter(obj => obj.parent == null)
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.sort(sortByName);
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console.log("Hierarchy:", this.sceneObjects);
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}
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#redirectBodyFocus(): void {
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// If user focus lands on the `document.body`, neither the frontend app
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// nor the Bevy app will properly handle keyboard events. Thie function
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// runs every tick to ensure that user focus never becomes "stranded" in
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// this way.
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if (document.activeElement === document.body) {
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const canvasId = this.#canvasProvider.value?.canvasId;
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if (canvasId)
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document.getElementById(canvasId)?.focus();
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}
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requestAnimationFrame(() => this.#redirectBodyFocus());
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}
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protected override render = () => html`
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<sts-canvas-provider
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class="app-root"
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${ref(this.#canvasProvider as any)}
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>
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<!-- Scene view -->
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${this.bvhPath ? html`
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${this.#params.bvh ? html`
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<sts-bvh-viewer
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bvhPath=${this.bvhPath}
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bvhPath=${this.#params.bvh}
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skyboxId="test_scene"
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@scene-state=${this.onSceneStateChange}
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></sts-bvh-viewer>
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` : this.mixamoPath ? html`
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` : this.#params.mixamo ? html`
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<sts-mixamo-viewer
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mixamoPath=${this.mixamoPath}
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mixamoPath=${this.#params.mixamo}
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skyboxId="test_scene"
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@scene-state=${this.onSceneStateChange}
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></sts-mixamo-viewer>
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` : this.scenePath ? html`
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` : this.#params.scene ? html`
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<sts-editor
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scenePath=${this.scenePath}
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@scene-state=${this.onSceneStateChange}
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scenePath=${this.#params.scene}
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></sts-editor>
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` : html`
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<sts-viewer
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objectId="sample-room.gltf"
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skyboxId="test_scene"
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.mode=${this.mode}
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@scene-state=${this.onSceneStateChange}
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.mode=${this.#params.mode}
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></sts-viewer>
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`}
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<!-- Actions toolbar -->
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<sts-toolbar class="v-start h-start">
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<sts-toolbar-group>
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${this.mode === StudioMode.Editor ? html`
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${this.#params.mode === StudioMode.Editor ? html`
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<sts-button
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icon="floppy-disk"
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@click=${() => studio.saveScene()}
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@@ -288,30 +128,10 @@ export class AppElement extends LitElement {
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</sts-toolbar-group>
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</sts-toolbar>
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${this.mode === StudioMode.Editor ? html`
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<!-- Transform toolbar -->
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<sts-transform-toolbar
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class="v-start h-center"
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.type=${this.transformType}
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@type-change=${this.onTransformTypeChange}
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.space=${this.transformSpace}
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@space-change=${this.onTransformSpaceChange}
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></sts-transform-toolbar>
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<!-- Hierarchy and inspector -->
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<div class="hierarchy v-start h-end">
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${this.sceneObjects.map(obj => html`
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<sts-tree class="scene-object"
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id=${obj.id}
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.name=${obj.name}
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.treeChildren=${obj.children}
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></sts-tree>
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`)}
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</div>
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` : nothing}
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<!-- Animation timeline -->
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${this.mode === StudioMode.Editor ? html`
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<!-- Studio-mode-only elements -->
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${this.#params.mode === StudioMode.Editor ? html`
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<sts-transform-toolbar class="v-start h-center"></sts-transform-toolbar>
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<sts-scene-hierarchy class="hierarchy v-start h-end"></sts-scene-hierarchy>
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<sts-anim-editor class="timeline v-end h-start h-before-hierarchy"></sts-anim-editor>
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` : nothing}
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@@ -329,7 +149,3 @@ export class AppElement extends LitElement {
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</sts-canvas-provider>
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`;
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}
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function sortByName(a: { name: string }, b: { name: string }): number {
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return a.name.localeCompare(b.name);
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}
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