Commit Graph

25 Commits

Author SHA1 Message Date
Brandon Thomas a958cc8283 remove origin checks - these might be the final CORS blockers 2024-03-09 13:10:08 -05:00
Brandon Thomas 005b4fdba3 debug cors with logging (#83) 2024-03-09 02:45:48 -05:00
Brandon Thomas 33250e4627 fix CORS for certain hostnames (#81) 2024-03-08 18:34:33 -05:00
Danny McGee fc022b1b3a Catch DOMException when accessing parent origin (#80) 2024-03-07 20:58:00 -05:00
Danny McGee 1ef112c232 Document URL params and app startup workflow (#77) 2024-03-06 21:38:11 -05:00
Brooks Palin 9aaf15287a Scaling Gizmo (#72)
This PR adds the Scaling Gizmo to the StoryTeller Engine.

Features
- Objects can now be scaled by Axis or Plane

Limitations
- Currently there is no implementation for combining the scale gizmo
with any of the other gizmo. This should be amended with further PRs.

Let me know if there is anything that I missed!

---------

Co-authored-by: Danny McGee <dannymcgee@gmail.com>
2024-03-05 16:16:01 -07:00
Danny McGee 970f5b25bd Communication bridge to storyteller-frontend (#74)
This PR establishes a rudimentary communication protocol between
Storyteller Studio and the parent application (at fakeyou.com /
storyteller.ai) via the `Window.postMessage` API. An example of how this
protocol can be used from the parent application is here:
https://github.com/storytold/storyteller-frontend/commit/d36e2a9e5c162233d7bd194fdbaa26199bbf6f7a
2024-03-05 18:04:41 -05:00
Danny McGee c9904a5293 Inspector frontend UI (#68)
This PR begins fleshing out the front-end UI for inspecting the selected
entity's components.

### Implemented
* Support for the `Name` component
* Placeholder/WIP support for the `Transform` component

### To-do
* Support for sending changes made in the inspector back to Bevy
* A slider/field combo widget for numeric values (can be adapted from
  [this StackBlitz](https://stackblitz.com/edit/angular-wfikuy?file=src%2Ffloat-input%2Ffloat-input.component.ts))
* Quat -> Euler angles conversion ([example math here](https://github.com/dannymcgee/3DGameMath/blob/5cb7a8ff9310565329e57751cd8b9c33e9bd4cb7/libs/Math/include/math/quat.inl.hpp#L56-L78),
  or use a 3rd-party math library)

### Known issues
* Selecting entities from the hierarchy doesn't always update the
  components list. I suspect this is the same issue as #39
2024-03-04 15:13:03 -05:00
Danny McGee 9875ea7cca Progress bar for scene loading (#71) 2024-03-04 14:39:48 -05:00
Danny McGee 3413810773 Small batch of misc enhancements (#64)
This PR cherry-picks some improvements from #63 that are general-purpose
and not specifically related to IK.

* Some logic has been added to `AppElement` to track the currently
  selected Scene Element
* `disabled` property has been added to `ButtonElement`, with custom
  styling and accessibility features
* Tagging entities with their `SceneElement` type has been made more
  robust and reliable (previously, it was possible for all entities to
  appear in the hierarchy as "Generic" elements depending on the order of
  system execution)

Additionally:

* Forces the Netlify CI pipeline to always used the latest stable Rust
  version
2024-02-29 15:42:49 -05:00
Danny McGee f31cf35da1 More Image Generator stuff (#59)
YOLO
2024-02-28 15:52:01 -05:00
Danny McGee 61fa16bdba Expose skeletal joints to frontend hierarchy (#56)
This PR exposes skeletal joint entities to the frontend hierarchy,
allowing the user to pose rigged models by selecting the joints and
transforming them.

Additionally, entity-type information (e.g., Mesh, Skeleton, Bone,
Light, etc.) has been added to the data structure passed to the
frontend, which is rendered with icons in the tree view.
2024-02-28 15:47:26 -05:00
Danny McGee d6c5d5d5bd Image Generator Demo: UI/UX (#58)
This PR updates the UI/UX of the Image Generator Demo.

* Hierarchy moved to the left of the editor view instead of overlaying
  it
* Hierarchy can now be resized
* Bevy canvas resizes trigger a screen-capture update
* Transform Toolbar now centered over the editor view instead of the
  entire viewport
* Added Prompt and Seed text fields, with a refresh button for the Seed
2024-02-28 03:17:45 -05:00
Brooks Palin 343919a9f5 Allow Skybox to take a Color (#57)
This PR Adds the ability to set the color of the skybox using the URL
parameters.

- Now you can pass a color's hexadecimal number (without the #) in the
  skybox parameter, and that will set the skybox to that color.
2024-02-28 00:11:37 -05:00
Danny McGee c788bcf6b7 Refactor Studio entry-points (#54)
This PR heavily refactors the entry-point functions in
`studio/src/lib.rs` to simplify and consolidate. Additionally, the
frontend application should now be configurable as expected with any
valid combination of the following URL parameters:

* `objectId` : A pre-bundled library object to load (e.g., "couch.gltf")
* `bvh` : Any resolvable path to a BVH animation with a MocapNET
skeleton (e.g., "mocap/shuffle.bvh")
* `mixamo` : Any resolvable path to a glTF animation with the Mixamo
skeleton (e.g., "mocap/hip-hop-dancing.gltf")
* `sceneImport` : Any resolvable path to an arbitrary glTF scene
(untested, but should theoretically work)
* `scene` : Any resolvable path to a previously saved Storyteller Studio
scene in `*.scn.ron` format
* `skybox` : The ID of a pre-bundled skybox asset. Valid options are:
  - "gum_trees_4k"
  - "kloofenfal_28d_misty_4k"
  - "meadow_4k"
  - "promenade_de_vidy_4k"
  - "scythian_tombs_4k"
  - "test_scene" (this is the default if not specified)
* `mode` : One of "studio" or "viewer" (the default if not specified)

"Validity" rules are as follows:

* `objectId`, `bvh`, `mixamo`, `sceneImport` and `scene` are mutually
exclusive
* `skybox` is not supported for `scene` (the skybox should be saved and
loaded as part of the scene description, though this is not currently
working)
* Both `mode` options are valid for all other parameters
2024-02-27 10:22:00 -07:00
Brooks Palin d51eec52c3 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>
2024-02-26 17:13:07 -05:00
Danny McGee 7b06d48c5d Scene storage backend integration (#51)
This PR adds Storyteller.ai API integration for saving and loading
Storyteller Studio scenes to/from the backend.

### Known issues
* The skybox is not currently stored in the serialized scene format
2024-02-23 22:04:06 -05:00
Danny McGee bc975779d7 Animation Editor UI (#20)
This PR adds a WIP timeline UI for animating elements in the scene.

### Implemented Features

* The timeline can be panned with MMB and zoomed with Ctrl + Mouse Wheel
* The timeline can be "scrubbed" by dragging the red "play-head" with
  LMB
* The timeline sidebar (displaying the list of tracks) can be resized by
  dragging on the edge of the sidebar
* Keyframes can be added by pressing the "Add Keyframe" CTA in the UI
* Keyframes can be selected for editing by clicking the diamond-shaped
  markers in the timeline
* Selected entities (including but not limited to keyframes) can be
  deleted by pressing the "Delete" key
* Keyframes can be moved temporally by dragging the diamond-shaped
  markers in the timeline

### Known issues

* Zooming the timeline in too far results in a soft-lock
* When zooming the timeline, the "transform origin" is currently
  centered on the `00:00` timestamp. For ease of use, it should center on
  the mouse cursor position instead.
* The timeline track-list is currently hard-coded to list the Camera and
  Camera Target. Clicking on these entries currently serves no useful
  purpose and may result in a crash.
* Keyframe markers in the timeline are not currently associated with
  entries in the track-list and simply appear vertically centered in the
  timeline view.
* Added keyframes currently record the position and orientation of the
  scene camera when added, and are rendered in the world with debug
  visualizations, but serve no useful purpose. Some design work is needed
  (both user-experience and architectural) to decide on a workflow for
  actually animating scene elements.
* Entity deletion cannot currently be undone/redone
2024-02-22 14:21:02 -05:00
Danny McGee a5aeff7a3a Mixamo animation support (#37)
This PR adds support for Mixamo FBX imports (via backend conversion to
glTF/glB) and some miscellaneous improvements to the animation systems.

### User-facing improvements
* Retargeting math has been fixed to eliminate jittering issues
* Retargeter can now handle animated bone translations when present
  (generally this is only used for root motion)

### Housekeeping / Code improvements

* Animation-related components and system logic have been moved to a
  dedicated `anim` module and `AnimPlugin`
* Retargeting stuff has been moved from the `bvh` module to
  `anim::retargeting`
* Component-based solution for marking an entity as an animation
  retargeting source makes it easy to extend the retargeting functionality
  to new types of source animations

### Limitations

Currently the code assumes that there will be at most one animation
source at a time. That single animation (if present) will be retargeted
to all other skeletons in the scene. A component-based solution for
directing a specific target skeleton to use a specific source animation
is possible, but will require some additional consideration around the
implementation design for the read-only "viewer" modes.

### Test animations:

* Hip-Hop Dancing (Mixamo): ?mode=viewer&mixamo=mocap/hip-hop-dancing.gltf
* Shuffle (MocapNET): ?mode=viewer&bvh=mocap/shuffle.bvh
* Scott (MocapNET): ?mode=viewer&bvh=mocap/scott.bvh
* Scott 1 (MocapNET): ?mode=viewer&bvh=mocap/scott1.bvh
2024-02-09 13:21:16 -05:00
Danny McGee 0e3c285d30 Load remote BVH from URL param (#30)
This PR replaces the hard-coded BVH animation with a URL parameter, and
adds a specialized BVH viewer web component and entry-point function for
previewing the specified animation on our generic mannequin.
2024-01-19 00:17:51 -05:00
Danny McGee 5f62a4024b StudioMode switch for full-editor capabilities (#23)
This PR adds a `StudioMode` resource to toggle editing capabilities, and
configures the frontend application to read the desired mode from a URL
parameter.

For now, setting the app to `StudioMode::Viewer` with
`<app-url>?mode=viewer` hides the Transform Toolbar and disables most of
the interactive features of the app, but otherwise exhibits the same
behavior as `StudioMode::Editor` / `<app-url>?mode=studio`.

In the future, the "Viewer" and "Editor" modes will receive different
initialization inputs to better serve the needs of their use cases. In
particular:

* The "Viewer" mode will accept a BVH animation handle, which should be
  played in a loop on a simple mannequin asset, allowing a user to preview
  a given animation before using it within the full studio workflow.
* The "Editor" mode will accept a full Bevy scene handle which can be
  edited and saved to the user's account. These scenes will serve as the
  basis for the generative-AI workflows Storyteller Studio is ultimately
  seeking to facilitate.
* It will likely be useful for "Editor" mode to alternatively accept
  only a BVH animation handle, which would be used to initialize a new
  scene for editing similar to "Viewer" mode, but with editing
  capabilities enabled.
2024-01-18 13:56:46 -05:00
Danny McGee afe6139f75 Refactor studio-frontend (#19)
This PR does some rudimentary cleanup / reorganizing to the
`studio-frontend` project.

### Changes
* Refactored `studio-frontend` to use the `<sts-canvas-provider/>` and
  `<sts-viewer/>` components from `studio-web`
* Added some CSS layout utilities for positioning overlayed UI elements
* Extracted `<sts-toolbar/>` and `<sts-toolbar-group/>` to their own
  components
* Extracted `<sts-transform-toolbar/>` to its own component
2024-01-12 16:35:32 -05:00
Danny McGee e0cf0efc7a Fix studio-web build issues (#17)
* Add plugins for `wasm` and `top-level-await` to Vite config
* Avoid bundling dependencies
* Add external dependencies to project-level `package.json` manifests
2023-12-27 17:45:07 -05:00
Danny McGee 0a0acacfdb Single-canvas juggling (#15)
This PR adds a `CanvasProviderElement` to `@storyteller/studio-web` to manage
the complexity of maintaining a single concrete `HTMLCanvasElement` for
`@storyteller/studio`, while still being able to treat components like the
`ViewerElement` as self-contained "views" that behave as expected with regards
to CSS styling, DOM placement, etc.

Consuming applications should wrap the new `<sts-canvas-provider />` element
around some common ancestor of all views into the `@storyteller/studio` app,
similar to a React context provider.

The `react-frontend` application has been updated to take advantage of the new
`CanvasProviderElement` by demonstrating a more realistic use case for the
`ViewerElement`. The new demo presents a grid of "thumbnails," one for each
object in our hard-coded "object library." Clicking on one of these thumbnails
will render a `ViewerElement` for that object in a modal dialog.
2023-12-19 16:11:25 -05:00
Danny McGee cba70a62ae Single-object viewer POC (#14)
This commit implements a Sketchfab-style single-object viewer as a minimal
proof-of-concept.

### `@storyteller/studio-web`
This is a new package to house web components for interfacing with the
`@storyteller/studio` WASM library. It currently includes a single component,
`<sts-viewer />`, which is exported from `@storyteller/studio-web/viewer`.

### `react-frontend`
This is a new application intended as a proof-of-concept and testbed for React
interop with `@storyteller/studio-web`.

Web components are currently a little bit fiddly to use in a React application.
`react-frontend/src/app/studio-viewer.tsx` demonstrates how a React-idiomatic
component can be written as a thin wrapper around a web component, and
`react-frontend/src/app/app.tsx` demonstrates that wrapper component in use.
2023-12-07 15:46:32 -05:00