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import streamlit as st | |
import os, base64, shutil, random | |
from pathlib import Path | |
# ๐ 1. Load Aframe and Scripts: Let's get the party started with Aframe and friends! ๐ | |
def load_aframe_and_extras(): | |
return """ | |
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script> | |
<script src="https://unpkg.com/[email protected]/dist/aframe-event-set-component.min.js"></script> | |
<script> | |
let score = 0; | |
let selectedEntity = null; | |
let velocity = {x: 0, y: 0, z: 0}; | |
let rotVelocity = {x: 0, y: 0, z: 0}; | |
let maxSpeed = 0.5; | |
let accel = 0.02; | |
let maxRotSpeed = 2; | |
let rotAccel = 0.1; | |
// ๐ฑ๏ธ 1.1 Draggable Component: Click and drag like a pro! ๐๏ธ | |
AFRAME.registerComponent('draggable', { | |
init: function () { | |
this.el.addEventListener('mousedown', this.onMouseDown.bind(this)); | |
this.el.addEventListener('touchstart', this.onTouchStart.bind(this)); | |
this.el.addEventListener('mouseup', this.onMouseUp.bind(this)); | |
this.el.addEventListener('touchend', this.onTouchEnd.bind(this)); | |
this.el.addEventListener('mousemove', this.onMouseMove.bind(this)); | |
this.el.addEventListener('touchmove', this.onTouchMove.bind(this)); | |
}, | |
onMouseDown: function (evt) { | |
selectedEntity = this.el; | |
}, | |
onTouchStart: function (evt) { | |
evt.preventDefault(); | |
selectedEntity = this.el; | |
}, | |
onMouseUp: function () { | |
selectedEntity = null; | |
}, | |
onTouchEnd: function () { | |
selectedEntity = null; | |
}, | |
onMouseMove: function (evt) { | |
if (selectedEntity) { | |
let cam = document.querySelector('[camera]'); | |
let dir = new THREE.Vector3(); | |
cam.object3D.getWorldDirection(dir); | |
let rc = new THREE.Raycaster(cam.object3D.position, dir); | |
let plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0); | |
let pos = new THREE.Vector3(); | |
rc.ray.intersectPlane(plane, pos); | |
selectedEntity.setAttribute('position', {x: pos.x, y: 0, z: pos.z}); | |
} | |
}, | |
onTouchMove: function (evt) { | |
evt.preventDefault(); | |
if (selectedEntity) { | |
let cam = document.querySelector('[camera]'); | |
let dir = new THREE.Vector3(); | |
cam.object3D.getWorldDirection(dir); | |
let rc = new THREE.Raycaster(cam.object3D.position, dir); | |
let plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0); | |
let pos = new THREE.Vector3(); | |
rc.ray.intersectPlane(plane, pos); | |
selectedEntity.setAttribute('position', {x: pos.x, y: 0, z: pos.z}); | |
} | |
} | |
}); | |
// โน๏ธ 1.2 Bouncing and Lights: Keep the scene lively! โจ | |
AFRAME.registerComponent('bouncing', {/* โฆ */}); | |
AFRAME.registerComponent('moving-light', {/* โฆ */}); | |
// ๐ธ 1.3 Move Camera: Snap to your favorite quadrant views! ๐ผ๏ธ | |
function moveCamera(view) { | |
var rig = document.querySelector('#rig'); | |
var gw = 8, gh = 8; | |
var center = {x: 0, y: 0, z: 0}; | |
var height = Math.max(gw, gh) * 1.5; // y=12 for center view | |
var lowHeight = 3; // y=3 for closer views | |
var quadrantOffset = Math.max(gw, gh) / 4; // 2 units to center on quadrants | |
var pos, rot; | |
rot = {x: -90, y: 0, z: 0}; // Always top-down view ๐ | |
switch(view) { | |
case 'center': | |
pos = {x: center.x, y: height, z: center.z}; | |
break; | |
case 'left': | |
pos = {x: -quadrantOffset, y: lowHeight, z: center.z}; | |
break; | |
case 'right': | |
pos = {x: quadrantOffset, y: lowHeight, z: center.z}; | |
break; | |
case 'front': | |
pos = {x: center.x, y: lowHeight, z: -quadrantOffset}; | |
break; | |
case 'back': | |
pos = {x: center.x, y: lowHeight, z: quadrantOffset}; | |
break; | |
case 'angle1': | |
pos = {x: -quadrantOffset, y: lowHeight, z: -quadrantOffset}; | |
break; | |
case 'angle2': | |
pos = {x: quadrantOffset, y: lowHeight, z: -quadrantOffset}; | |
break; | |
case 'angle3': | |
pos = {x: -quadrantOffset, y: lowHeight, z: quadrantOffset}; | |
break; | |
case 'angle4': | |
pos = {x: quadrantOffset, y: lowHeight, z: quadrantOffset}; | |
break; | |
} | |
rig.setAttribute('position', pos); | |
rig.setAttribute('rotation', rot); | |
} | |
// โ๏ธ 1.4 Fly Camera: Soar through the scene with style! ๐ฉ๏ธ | |
function flyCamera(action) { | |
var rig = document.querySelector('#rig'); | |
var pos = rig.getAttribute('position'); | |
switch(action) { | |
case 'moveLeft': | |
var leftDir = new THREE.Vector3(-1, 0, 0); | |
leftDir.applyQuaternion(rig.object3D.quaternion); | |
pos.x += leftDir.x * 0.1; | |
pos.y += leftDir.y * 0.1; | |
pos.z += leftDir.z * 0.1; | |
break; | |
case 'moveRight': | |
var rightDir = new THREE.Vector3(1, 0, 0); | |
rightDir.applyQuaternion(rig.object3D.quaternion); | |
pos.x += rightDir.x * 0.1; | |
pos.y += rightDir.y * 0.1; | |
pos.z += rightDir.z * 0.1; | |
break; | |
case 'rotateCCW': | |
rotVelocity.y = Math.min(rotVelocity.y + rotAccel, maxRotSpeed); | |
break; | |
case 'rotateCW': | |
rotVelocity.y = Math.max(rotVelocity.y - rotAccel, -maxRotSpeed); | |
break; | |
case 'pitchUp': | |
rotVelocity.x = Math.max(rotVelocity.x - rotAccel, -maxRotSpeed); | |
break; | |
case 'pitchDown': | |
rotVelocity.x = Math.min(rotVelocity.x + rotAccel, maxRotSpeed); | |
break; | |
case 'forward': | |
var cam = document.querySelector('[camera]'); | |
var dir = new THREE.Vector3(); | |
cam.object3D.getWorldDirection(dir); | |
pos.x += dir.x * 0.1; | |
pos.y += dir.y * 0.1; | |
pos.z += dir.z * 0.1; | |
break; | |
case 'backward': | |
var cam = document.querySelector('[camera]'); | |
var dir = new THREE.Vector3(); | |
cam.object3D.getWorldDirection(dir); | |
pos.x -= dir.x * 0.1; | |
pos.y -= dir.y * 0.1; | |
pos.z -= dir.z * 0.1; | |
break; | |
case 'stop': | |
velocity = {x: 0, y: 0, z: 0}; | |
rotVelocity = {x: 0, y: 0, z: 0}; | |
moveCamera('center'); | |
break; | |
} | |
rig.setAttribute('position', pos); | |
} | |
// ๐ 1.5 Update Camera: Keep the camera flying smoothly! ๐๏ธ | |
function updateCameraPosition() { | |
var rig = document.querySelector('#rig'); | |
var pos = rig.getAttribute('position'); | |
var rot = rig.getAttribute('rotation'); | |
pos.x += velocity.x; | |
pos.y = Math.max(1, pos.y + velocity.y); | |
pos.z += velocity.z; | |
rot.x += rotVelocity.x; | |
rot.y += rotVelocity.y; | |
rot.z += rotVelocity.z; | |
rig.setAttribute('position', pos); | |
rig.setAttribute('rotation', rot); | |
requestAnimationFrame(updateCameraPosition); | |
} | |
requestAnimationFrame(updateCameraPosition); | |
// ๐ฏ 1.6 Fire Raycast: Zap objects with a laser beam! โก | |
function fireRaycast() { | |
var cam = document.querySelector('[camera]'); | |
var dir = new THREE.Vector3(); cam.object3D.getWorldDirection(dir); | |
var rc = new THREE.Raycaster(cam.object3D.position, dir); | |
var hits = rc.intersectObjects( | |
Array.from(document.querySelectorAll('.raycastable')).map(e=>e.object3D), true | |
); | |
if (hits.length>0) { | |
var el = hits[0].object.el; | |
if (el.components.bouncing) { | |
el.components.bouncing.boost(); | |
score += 10; | |
document.getElementById('score').setAttribute('value','Score: '+score); | |
} | |
} | |
} | |
// โจ๏ธ 1.7 Keyboard Listener: Take control with your keys! ๐ฎ | |
document.addEventListener('keydown', e => { | |
switch(e.key.toLowerCase()){ | |
case '1': moveCamera('center'); break; | |
case '2': moveCamera('left'); break; | |
case '3': moveCamera('right'); break; | |
case '4': moveCamera('front'); break; | |
case '5': moveCamera('back'); break; | |
case '6': moveCamera('angle1'); break; | |
case '7': moveCamera('angle2'); break; | |
case '8': moveCamera('angle3'); break; | |
case '9': moveCamera('angle4'); break; | |
case 'q': flyCamera('rotateCCW'); break; | |
case 'e': flyCamera('rotateCW'); break; | |
case 'z': flyCamera('pitchUp'); break; | |
case 'c': flyCamera('pitchDown'); break; | |
case 'a': flyCamera('moveLeft'); break; | |
case 'd': flyCamera('moveRight'); break; | |
case 'w': flyCamera('forward'); break; | |
case 'x': flyCamera('backward'); break; | |
case 's': flyCamera('stop'); break; | |
case ' ': fireRaycast(); break; | |
} | |
}); | |
</script> | |
""" | |
# ๐ 2. Encode File: Sneakily encode files into base64! ๐ต๏ธ | |
def encode_file(path): | |
with open(path,'rb') as f: return base64.b64encode(f.read()).decode() | |
# ๐ฐ 3. Create Aframe Entity: Build magical 3D models! ๐ช | |
def create_aframe_entity(stem, ext, pos): | |
ry = random.uniform(0,360) | |
if ext == 'obj': | |
return (f'<a-entity obj-model="obj:#{stem}" ' | |
f'position="{pos}" rotation="0 {ry} 0" scale="1 1 1" ' | |
'class="raycastable" draggable></a-entity>') | |
if ext in ('glb','gltf'): | |
return (f'<a-entity gltf-model="#{stem}" ' | |
f'position="{pos}" rotation="0 {ry} 0" scale="1 1 1" ' | |
'class="raycastable" draggable></a-entity>') | |
return '' | |
# ๐บ๏ธ 4. Generate Tilemap: Craft the world one tile at a time! ๐ | |
def generate_tilemap(files, dirpath, gw=8, gh=8): | |
img_exts = ['webp','png','jpeg','jpg'] | |
model_exts = ['obj','glb','gltf'] | |
vid_exts = ['mp4'] | |
imgs = [f for f in files if f.split('.')[-1] in img_exts] | |
models = [f for f in files if f.split('.')[-1] in model_exts] | |
vids = [f for f in files if f.split('.')[-1] in vid_exts] | |
# ๐ฆ 4.1 Load Assets: Pack up all the goodies! ๐ | |
assets = "<a-assets>" | |
for f in files: | |
stem = Path(f).stem; ext=f.split('.')[-1] | |
data=encode_file(os.path.join(dirpath,f)) | |
if ext in model_exts: | |
assets += (f'<a-asset-item id="{stem}" ' | |
f'src="data:application/octet-stream;base64,{data}"></a-asset-item>') | |
elif ext in img_exts: | |
assets += f'<img id="{stem}" src="data:image/{ext};base64,{data}">' | |
elif ext in vid_exts: | |
assets += (f'<video id="{stem}" preload="auto" ' | |
f'src="data:video/mp4;base64,{data}" ' | |
'loop="true" autoplay="true" muted="true" playsinline webkit-playsinline></video>') | |
assets += "</a-assets>" | |
# ๐๏ธ 4.2 Build the Scene: Lay out the tiles and models! ๐ก | |
entities = "" | |
model_counts = {f: 0 for f in models} # Track spawned model counts ๐ | |
if vids: | |
v = vids[0]; s = Path(v).stem | |
# ๐น Adjust video dimensions to cover the tilemap while preserving aspect ratio ๐ฅ | |
# Assume a common video aspect ratio (16:9) and scale to fit 8x8 tilemap | |
videoWidth = 8 # Match tilemap width | |
videoHeight = 8 # Match tilemap height (square to fit tilemap) | |
entities += (f'<a-video src="#{s}" width="{videoWidth}" height="{videoHeight}" ' | |
f'rotation="-90 0 0" position="0 0.05 0" ' | |
'material="shader:flat; src:#{s}" loop="true" autoplay="true"></a-video>') | |
else: | |
sx = -gw/2; sz = -gh/2 | |
for i in range(gw): | |
for j in range(gh): | |
x,y,z = sx+i,0,sz+j | |
if imgs: | |
img = random.choice(imgs); s = Path(img).stem | |
entities += (f'<a-plane src="#{s}" width="1" height="1" ' | |
f'rotation="-90 0 0" position="{x} 0 {z}"></a-plane>') | |
sx = -gw/2; sz = -gh/2 | |
for i in range(gw): | |
for j in range(gh): | |
x,y,z = sx+i,0,sz+j | |
if models: | |
m = random.choice(models); ext = m.split('.')[-1]; s = Path(m).stem | |
entities += create_aframe_entity(s, ext, f"{x} 0 {z}") | |
model_counts[m] += 1 # Increment count for this model ๐ | |
return assets, entities, model_counts | |
# ๐จ 5. Main Function: Paint the canvas of your 3D world! ๐๏ธ | |
def main(): | |
st.set_page_config(layout="wide") | |
with st.sidebar: | |
# ๐งญ 5.1 Camera Views UI: Pick your perfect angle! ๐ | |
st.markdown("### ๐งญ Camera Views") | |
st.markdown("**Select Quadrant** ๐ท") | |
cols = st.columns(3) | |
cols[0].button("โ๏ธ Top-Left", on_click=lambda: st.session_state.update({'camera_view': 'angle1'})) | |
cols[1].button("โฌ๏ธ Top", on_click=lambda: st.session_state.update({'camera_view': 'front'})) | |
cols[2].button("โ๏ธ Top-Right", on_click=lambda: st.session_state.update({'camera_view': 'angle2'})) | |
cols = st.columns(3) | |
cols[0].button("โฌ ๏ธ Left", on_click=lambda: st.session_state.update({'camera_view': 'left'})) | |
cols[1].button("๐ณ Center", on_click=lambda: st.session_state.update({'camera_view': 'center'})) | |
cols[2].button("โก๏ธ Right", on_click=lambda: st.session_state.update({'camera_view': 'right'})) | |
cols = st.columns(3) | |
cols[0].button("โ๏ธ Bottom-Left", on_click=lambda: st.session_state.update({'camera_view': 'angle3'})) | |
cols[1].button("โฌ๏ธ Bottom", on_click=lambda: st.session_state.update({'camera_view': 'back'})) | |
cols[2].button("โ๏ธ Bottom-Right", on_click=lambda: st.session_state.update({'camera_view': 'angle4'})) | |
# ๐ 5.2 File Uploader: Drop your media treasures here! ๐ | |
st.markdown("### โ Add Media Files") | |
ups = st.file_uploader( | |
"๐ผ๏ธ png/jpeg, ๐ฐ obj/glb/gltf, ๐น mp4:", | |
accept_multiple_files=True | |
) | |
st.markdown("### ๐ Uploaded Model Files") | |
directory = st.text_input("", ".", key="dir", placeholder="Enter directory path (e.g., '.')") | |
if os.path.isdir(directory): | |
files = [f for f in os.listdir(directory) if f.split('.')[-1] in ['obj', 'glb', 'gltf']] | |
if files: | |
for i, f in enumerate(files, 1): | |
# Add emoji based on file type and show spawn count ๐๏ธ | |
ext = f.split('.')[-1] | |
emoji = "๐ฐ" if ext == 'obj' else "๐ฏ" # ๐ฐ for obj, ๐ฏ for glb/gltf | |
count = st.session_state.get('model_counts', {}).get(f, 0) | |
st.markdown(f"{i}. {emoji} {f} (Spawned: {count})") | |
else: | |
st.markdown("No model files found. ๐ธ๏ธ") | |
# ๐จ 5.3 Directory Check: Make sure the path exists! ๐ค๏ธ | |
if not os.path.isdir(directory): | |
st.sidebar.error("Invalid directory ๐ซ") | |
return | |
# ๐ฅ 5.4 Handle Uploads: Bring in the new files! ๐ฆ | |
types = ['obj','glb','gltf','webp','png','jpeg','jpg','mp4'] | |
if ups: | |
for up in ups: | |
ext=Path(up.name).suffix.lower()[1:] | |
if ext in types: | |
with open(os.path.join(directory,up.name),'wb') as f: | |
shutil.copyfileobj(up,f) | |
emoji = "๐ผ๏ธ" if ext in ['webp', 'png', 'jpeg', 'jpg'] else "๐ฐ" if ext in ['obj', 'glb', 'gltf'] else "๐น" | |
st.sidebar.success(f"Uploaded {emoji} {up.name}") | |
else: | |
st.sidebar.warning(f"Skipped {up.name} ๐ง") | |
files = [f for f in os.listdir(directory) if f.split('.')[-1] in types] | |
spot_h = max(8,8)*1.5 | |
# ๐ 5.5 Build the Scene: Create your 3D masterpiece! ๐ฌ | |
scene = f""" | |
<a-scene embedded style="height:100vh; width:100vw; position:fixed; top:0; left:0;"> | |
<a-entity id="rig" position="0 12 0" rotation="-90 0 0"> | |
<a-camera fov="60" look-controls wasd-controls="enabled:false" | |
cursor="rayOrigin:mouse" raycaster="objects:.raycastable"> | |
</a-camera> | |
</a-entity> | |
<a-sky color="#87CEEB"></a-sky> | |
<a-entity moving-light="color:#FFD700; speed:0.07 0.05 0.06; bounds:4 3 4" position="2 2 -2"></a-entity> | |
<a-entity moving-light="color:#FF6347; speed:0.06 0.08 0.05; bounds:4 3 4" position="-2 1 2"></a-entity> | |
<a-entity moving-light="color:#00CED1; speed:0.05 0.06 0.07; bounds:4 3 4" position="0 3 0"></a-entity> | |
<a-entity light="type:spot; color:#FFF; intensity:1; angle:45; penumbra:0.2" | |
position="0 {spot_h} 0" rotation="-90 0 0"></a-entity> | |
<a-text id="score" value="Score:0" position="-1.5 2 -3" scale="0.5 0.5 0.5" color="white"></a-text> | |
""" | |
# ๐๏ธ 5.6 Add Assets and Entities: Fill the world with wonders! ๐ | |
assets, ents, model_counts = generate_tilemap(files, directory, 8, 8) | |
st.session_state['model_counts'] = model_counts # Store counts for display ๐ | |
scene += assets + ents + "</a-scene>" | |
# ๐ฅ 5.7 Apply Camera Actions: Lights, camera, action! ๐ฌ | |
view_cmd = st.session_state.get('camera_view', 'center') | |
if view_cmd: | |
scene += f"<script>moveCamera('{view_cmd}');</script>" | |
st.session_state.pop('camera_view', None) | |
fly_cmd = st.session_state.get('fly_action') | |
if fly_cmd: | |
scene += f"<script>flyCamera('{fly_cmd}');</script>" | |
st.session_state.pop('fly_action', None) | |
loader = '<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/aframe-extras.loaders.min.js"></script>' | |
st.components.v1.html( | |
load_aframe_and_extras() + loader + scene, | |
height=1000 | |
) | |
# ๐ 6. Run the Show: Letโs launch this 3D adventure! ๐ญ | |
if __name__ == "__main__": | |
main() |