File size: 21,881 Bytes
921b54d |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 |
import streamlit as st
import streamlit.components.v1 as components
st.set_page_config(page_title="L-Grammar 3D Assembly Game", layout="wide")
st.title("L-Grammar 3D Assembly Game")
st.write("An interactive 3D game using L-Grammar to assemble primitive components")
# Create a custom HTML component to embed Three.js
html_code = """
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>L-Grammar 3D Assemblies</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
.ui-panel {
position: absolute;
top: 10px;
right: 10px;
background: rgba(0,0,0,0.6);
padding: 10px;
border-radius: 5px;
color: white;
font-family: Arial, sans-serif;
}
.ui-panel button {
margin: 5px;
padding: 5px 10px;
background: #555;
color: white;
border: none;
border-radius: 3px;
cursor: pointer;
}
.ui-panel button:hover {
background: #777;
}
</style>
</head>
<body>
<div class="ui-panel">
<h3>L-Grammar Controls</h3>
<div id="rules"></div>
<button id="generate">Generate New Assembly</button>
<button id="reset">Reset View</button>
<div id="stats">
<p>Parts: <span id="parts-count">0</span></p>
<p>Complexity: <span id="complexity">0</span></p>
</div>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script>
<script>
// L-Grammar System for 3D Assemblies
class LGrammarSystem {
constructor() {
this.axiom = "F";
this.rules = {
"F": ["F[+F]F", "F[-F]F", "F[+F][-F]F", "FF"],
"+": ["+", "++"],
"-": ["-", "--"],
"[": ["["],
"]": ["]"]
};
this.angle = Math.PI / 6;
this.iterations = 3;
this.currentString = this.axiom;
}
generate() {
let result = this.axiom;
for (let i = 0; i < this.iterations; i++) {
let newString = "";
for (let j = 0; j < result.length; j++) {
const char = result[j];
if (this.rules[char]) {
const possibleRules = this.rules[char];
const selectedRule = possibleRules[Math.floor(Math.random() * possibleRules.length)];
newString += selectedRule;
} else {
newString += char;
}
}
result = newString;
}
this.currentString = result;
return result;
}
interpret(scene) {
const stack = [];
let position = new THREE.Vector3(0, 0, 0);
let direction = new THREE.Vector3(0, 1, 0);
let right = new THREE.Vector3(1, 0, 0);
let up = new THREE.Vector3(0, 0, 1);
// Clear previous objects
while(scene.children.length > 0) {
const object = scene.children[0];
if (object.type === "DirectionalLight" ||
object.type === "AmbientLight" ||
object.type === "PointLight") {
scene.children.shift();
} else {
scene.remove(object);
}
}
let partCount = 0;
for (let i = 0; i < this.currentString.length; i++) {
const char = this.currentString[i];
switch(char) {
case 'F':
// Create a part (cylinder or box)
const partType = Math.random() > 0.5 ? 'cylinder' : 'box';
const length = 2 + Math.random() * 3;
const width = 0.3 + Math.random() * 0.5;
let geometry, material, part;
if (partType === 'cylinder') {
geometry = new THREE.CylinderGeometry(width, width, length, 8);
material = new THREE.MeshPhongMaterial({
color: new THREE.Color(Math.random(), Math.random(), Math.random()),
shininess: 30
});
part = new THREE.Mesh(geometry, material);
} else {
geometry = new THREE.BoxGeometry(width, length, width);
material = new THREE.MeshPhongMaterial({
color: new THREE.Color(Math.random(), Math.random(), Math.random()),
shininess: 30
});
part = new THREE.Mesh(geometry, material);
}
// Position and orient the part
const midPoint = position.clone().add(direction.clone().multiplyScalar(length/2));
part.position.copy(midPoint);
// Calculate the rotation to align with direction
const defaultDir = new THREE.Vector3(0, 1, 0);
part.quaternion.setFromUnitVectors(defaultDir, direction.clone().normalize());
scene.add(part);
partCount++;
// Move forward
position.add(direction.clone().multiplyScalar(length));
break;
case '+':
// Rotate right around the up vector
const rotationMatrixPlus = new THREE.Matrix4().makeRotationAxis(up, this.angle);
direction.applyMatrix4(rotationMatrixPlus);
right.applyMatrix4(rotationMatrixPlus);
break;
case '-':
// Rotate left around the up vector
const rotationMatrixMinus = new THREE.Matrix4().makeRotationAxis(up, -this.angle);
direction.applyMatrix4(rotationMatrixMinus);
right.applyMatrix4(rotationMatrixMinus);
break;
case '&':
// Pitch down around the right vector
const rotationMatrixPitchDown = new THREE.Matrix4().makeRotationAxis(right, this.angle);
direction.applyMatrix4(rotationMatrixPitchDown);
up.applyMatrix4(rotationMatrixPitchDown);
break;
case '^':
// Pitch up around the right vector
const rotationMatrixPitchUp = new THREE.Matrix4().makeRotationAxis(right, -this.angle);
direction.applyMatrix4(rotationMatrixPitchUp);
up.applyMatrix4(rotationMatrixPitchUp);
break;
case '\\':
// Roll clockwise around forward vector
const rotationMatrixRollCW = new THREE.Matrix4().makeRotationAxis(direction, this.angle);
right.applyMatrix4(rotationMatrixRollCW);
up.applyMatrix4(rotationMatrixRollCW);
break;
case '/':
// Roll counter-clockwise around forward vector
const rotationMatrixRollCCW = new THREE.Matrix4().makeRotationAxis(direction, -this.angle);
right.applyMatrix4(rotationMatrixRollCCW);
up.applyMatrix4(rotationMatrixRollCCW);
break;
case '[':
// Push current state onto stack
stack.push({
position: position.clone(),
direction: direction.clone(),
right: right.clone(),
up: up.clone()
});
break;
case ']':
// Pop state from stack
if (stack.length > 0) {
const state = stack.pop();
position = state.position;
direction = state.direction;
right = state.right;
up = state.up;
}
break;
}
}
// Create a connector at each joint
for (let i = 0; i < stack.length; i++) {
const jointPosition = stack[i].position;
const jointGeometry = new THREE.SphereGeometry(0.5, 8, 8);
const jointMaterial = new THREE.MeshPhongMaterial({
color: 0xFFD700,
shininess: 50
});
const joint = new THREE.Mesh(jointGeometry, jointMaterial);
joint.position.copy(jointPosition);
scene.add(joint);
partCount++;
}
document.getElementById('parts-count').textContent = partCount;
document.getElementById('complexity').textContent = this.currentString.length;
return partCount;
}
}
// Three.js setup
let scene, camera, renderer;
let lgrammar;
let controls;
function init() {
// Scene setup
scene = new THREE.Scene();
scene.background = new THREE.Color(0x111122);
// Camera setup
const width = window.innerWidth;
const height = window.innerHeight;
camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
camera.position.set(0, 0, 30);
camera.lookAt(0, 0, 0);
// Renderer setup
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(width, height);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// Lighting
const ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(1, 1, 1);
scene.add(directionalLight);
const pointLight = new THREE.PointLight(0xffffff, 0.5);
pointLight.position.set(-10, 10, 10);
scene.add(pointLight);
// OrbitControls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
// Initialize L-Grammar system
lgrammar = new LGrammarSystem();
generateNewAssembly();
// Event listeners
window.addEventListener('resize', onWindowResize);
document.getElementById('generate').addEventListener('click', generateNewAssembly);
document.getElementById('reset').addEventListener('click', resetView);
// Start animation loop
animate();
}
function generateNewAssembly() {
lgrammar.iterations = Math.floor(2 + Math.random() * 3);
lgrammar.angle = (Math.PI / 8) + (Math.random() * Math.PI / 4);
lgrammar.generate();
lgrammar.interpret(scene);
resetView();
}
function resetView() {
camera.position.set(0, 0, 30);
camera.lookAt(0, 0, 0);
controls.reset();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
// Add OrbitControls (simplified version)
THREE.OrbitControls = function(camera, domElement) {
this.camera = camera;
this.domElement = domElement;
this.enableDamping = false;
this.dampingFactor = 0.05;
// API
this.target = new THREE.Vector3();
// Internal state
this.rotateStart = new THREE.Vector2();
this.rotateEnd = new THREE.Vector2();
this.rotateDelta = new THREE.Vector2();
this.panStart = new THREE.Vector2();
this.panEnd = new THREE.Vector2();
this.panDelta = new THREE.Vector2();
this.dollyStart = new THREE.Vector2();
this.dollyEnd = new THREE.Vector2();
this.dollyDelta = new THREE.Vector2();
this.state = {
NONE: -1,
ROTATE: 0,
DOLLY: 1,
PAN: 2
};
this.currentState = this.state.NONE;
// Set up event listeners
this.domElement.addEventListener('mousedown', onMouseDown.bind(this));
this.domElement.addEventListener('mousemove', onMouseMove.bind(this));
this.domElement.addEventListener('mouseup', onMouseUp.bind(this));
this.domElement.addEventListener('wheel', onMouseWheel.bind(this));
function onMouseDown(event) {
event.preventDefault();
if (event.button === 0) {
this.currentState = this.state.ROTATE;
this.rotateStart.set(event.clientX, event.clientY);
} else if (event.button === 1) {
this.currentState = this.state.DOLLY;
this.dollyStart.set(event.clientX, event.clientY);
} else if (event.button === 2) {
this.currentState = this.state.PAN;
this.panStart.set(event.clientX, event.clientY);
}
}
function onMouseMove(event) {
event.preventDefault();
if (this.currentState === this.state.ROTATE) {
this.rotateEnd.set(event.clientX, event.clientY);
this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);
const element = this.domElement;
// Rotate
const rotSpeed = 0.002;
const thetaX = 2 * Math.PI * this.rotateDelta.x / element.clientWidth * rotSpeed;
const thetaY = 2 * Math.PI * this.rotateDelta.y / element.clientHeight * rotSpeed;
// Calculate camera position relative to target
const offset = new THREE.Vector3().subVectors(this.camera.position, this.target);
// Rotate around target
const qx = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), thetaX);
offset.applyQuaternion(qx);
const qy = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(1, 0, 0), thetaY);
offset.applyQuaternion(qy);
// Update camera position
this.camera.position.copy(this.target).add(offset);
this.camera.lookAt(this.target);
this.rotateStart.copy(this.rotateEnd);
} else if (this.currentState === this.state.DOLLY) {
this.dollyEnd.set(event.clientX, event.clientY);
this.dollyDelta.subVectors(this.dollyEnd, this.dollyStart);
// Zoom speed
const zoomSpeed = 0.01;
// Calculate zoom factor
const factor = 1.0 + this.dollyDelta.y * zoomSpeed;
// Apply zoom
const offset = new THREE.Vector3().subVectors(this.camera.position, this.target);
offset.multiplyScalar(factor);
this.camera.position.copy(this.target).add(offset);
this.dollyStart.copy(this.dollyEnd);
} else if (this.currentState === this.state.PAN) {
this.panEnd.set(event.clientX, event.clientY);
this.panDelta.subVectors(this.panEnd, this.panStart);
// Pan speed
const panSpeed = 0.001;
// Calculate pan offset
const distance = this.camera.position.distanceTo(this.target);
const panX = -this.panDelta.x * distance * panSpeed;
const panY = this.panDelta.y * distance * panSpeed;
// Pan camera
const v = new THREE.Vector3();
v.copy(this.camera.position).sub(this.target);
v.cross(this.camera.up).normalize().multiplyScalar(panX);
const vpan = new THREE.Vector3().copy(this.camera.up).normalize().multiplyScalar(panY);
v.add(vpan);
this.camera.position.add(v);
this.target.add(v);
this.panStart.copy(this.panEnd);
}
}
function onMouseUp(event) {
event.preventDefault();
this.currentState = this.state.NONE;
}
function onMouseWheel(event) {
event.preventDefault();
// Zoom speed
const zoomSpeed = 0.05;
// Calculate zoom factor (based on scroll direction)
const delta = Math.sign(event.deltaY);
const factor = 1.0 - delta * zoomSpeed;
// Apply zoom
const offset = new THREE.Vector3().subVectors(this.camera.position, this.target);
offset.multiplyScalar(factor);
this.camera.position.copy(this.target).add(offset);
}
this.update = function() {
// For damping, not implemented in this simplified version
};
this.reset = function() {
this.target.set(0, 0, 0);
this.camera.position.set(0, 0, 30);
this.camera.lookAt(this.target);
};
};
// Initialize the application
init();
</script>
</body>
</html>
"""
# Display the Three.js application in an iframe
components.html(html_code, height=800)
st.sidebar.title("Game Instructions")
st.sidebar.write("""
## L-Grammar 3D Assembly Game
This game uses L-system grammars to procedurally generate 3D assemblies of parts.
### How it works:
1. The system starts with a simple axiom and applies transformation rules iteratively
2. The resulting string of characters defines the 3D structure
3. Parts are created and connected based on these rules
### Controls:
- **Left-click + drag**: Rotate the view
- **Right-click + drag**: Pan the view
- **Mouse wheel**: Zoom in/out
- **Generate New Assembly**: Creates a new random structure
- **Reset View**: Returns to the default camera position
### L-Grammar Commands:
- F: Move forward and create a part
- +/-: Rotate left/right
- [: Push current state onto stack (branch)
- ]: Pop state from stack (end branch)
Have fun exploring the procedurally generated 3D structures!
""")
st.sidebar.markdown("---")
st.sidebar.write("Made with Three.js and Streamlit") |