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"""
Data models for GCP - Game Context Protocol
Using plain dictionaries for simplicity and clarity.
"""
from typing import Optional, Literal, Dict, Any, List
from datetime import datetime
import uuid


# Game Types
ObjectType = Literal["cube", "sphere", "cylinder", "plane", "cone", "torus", "model"]
LightType = Literal["ambient", "directional", "point", "spot", "hemisphere"]
LightingPreset = Literal["day", "night", "sunset", "studio"]
CameraMode = Literal["fps", "orbit", "top_down", "free"]
MaterialType = Literal["standard", "basic", "phong", "toon"]


# Factory functions for creating default data structures

def create_vector3(x: float = 0.0, y: float = 0.0, z: float = 0.0) -> Dict[str, float]:
    """Create a 3D vector for position, rotation, or scale."""
    return {"x": x, "y": y, "z": z}


def create_material(
    type: MaterialType = "standard",
    color: str = "#ffffff",
    metalness: float = 0.5,
    roughness: float = 0.5,
    opacity: float = 1.0,
    wireframe: bool = False
) -> Dict[str, Any]:
    """Create material properties."""
    return {
        "type": type,
        "color": color,
        "metalness": metalness,
        "roughness": roughness,
        "opacity": opacity,
        "wireframe": wireframe
    }


def create_game_object(
    object_type: ObjectType = "cube",
    name: Optional[str] = None,
    position: Optional[Dict[str, float]] = None,
    rotation: Optional[Dict[str, float]] = None,
    scale: Optional[Dict[str, float]] = None,
    material: Optional[Dict[str, Any]] = None,
    model_path: Optional[str] = None,
    metadata: Optional[Dict[str, Any]] = None
) -> Dict[str, Any]:
    """Create a 3D game object."""
    return {
        "id": str(uuid.uuid4()),
        "name": name,
        "type": object_type,
        "position": position or create_vector3(),
        "rotation": rotation or create_vector3(),
        "scale": scale or create_vector3(1, 1, 1),
        "material": material or create_material(),
        "model_path": model_path,
        "metadata": metadata or {},
        "created_at": datetime.utcnow().isoformat()
    }


def create_light(
    light_type: LightType = "directional",
    name: Optional[str] = None,
    color: str = "#ffffff",
    intensity: float = 1.0,
    position: Optional[Dict[str, float]] = None,
    target: Optional[Dict[str, float]] = None,
    cast_shadow: bool = True,
    ground_color: Optional[str] = None,  # For hemisphere lights
    distance: Optional[float] = None,    # For point/spot lights
    decay: float = 2.0                   # Physically correct decay for point lights
) -> Dict[str, Any]:
    """
    Create a light source.

    Args:
        light_type: Type of light (ambient, directional, point, spot, hemisphere)
        name: Light name for identification
        color: Light color in hex format (sky color for hemisphere)
        intensity: Light intensity (0.0-2.0 typical, higher for specific effects)
        position: Light position in 3D space
        target: Target position for directional/spot lights
        cast_shadow: Whether the light casts shadows (directional/spot only)
        ground_color: Ground color for hemisphere lights (defaults to darker version of color)
        distance: Maximum range for point/spot lights (0 = infinite)
        decay: Light falloff rate for point/spot (2.0 = physically correct)
    """
    light = {
        "id": str(uuid.uuid4()),
        "name": name,
        "type": light_type,
        "color": color,
        "intensity": intensity,
        "position": position or create_vector3(10, 10, 10),
        "target": target,
        "cast_shadow": cast_shadow,
    }

    # Add hemisphere-specific properties
    if light_type == "hemisphere":
        light["ground_color"] = ground_color or "#444444"

    # Add point/spot-specific properties
    if light_type in ["point", "spot"]:
        if distance is not None:
            light["distance"] = distance
        light["decay"] = decay

    return light


def create_environment(
    background_color: str = "#87CEEB",
    fog_enabled: bool = False,
    fog_color: str = "#ffffff",
    fog_near: float = 10.0,
    fog_far: float = 100.0,
    ambient_light_intensity: float = 0.5,
    lighting_preset: LightingPreset = "day"
) -> Dict[str, Any]:
    """Create environment settings."""
    return {
        "background_color": background_color,
        "fog_enabled": fog_enabled,
        "fog_color": fog_color,
        "fog_near": fog_near,
        "fog_far": fog_far,
        "ambient_light_intensity": ambient_light_intensity,
        "lighting_preset": lighting_preset
    }


def create_player(
    position: Optional[Dict[str, float]] = None,
    rotation: Optional[Dict[str, float]] = None,
    camera_mode: CameraMode = "orbit",
    movement_speed: float = 5.0,
    look_sensitivity: float = 0.002
) -> Dict[str, Any]:
    """Create player/camera configuration."""
    return {
        "position": position or create_vector3(0, 5, 10),
        "rotation": rotation or create_vector3(),
        "camera_mode": camera_mode,
        "movement_speed": movement_speed,
        "look_sensitivity": look_sensitivity
    }


def create_player_config(
    move_speed: float = 8.0,
    jump_force: float = 5.0,
    mouse_sensitivity: float = 0.002,
    invert_y: bool = False,
    gravity: float = -9.82,
    player_height: float = 1.7,
    player_radius: float = 0.3,
    eye_height: float = 1.6,
    player_mass: float = 80.0,
    linear_damping: float = 0.0,
    movement_acceleration: float = 0.0,
    air_control: float = 1.0,
    camera_fov: float = 75.0,
    min_pitch: float = -89.0,
    max_pitch: float = 89.0
) -> Dict[str, Any]:
    """
    Create player controller configuration for FPS mode.

    Args:
        move_speed: Horizontal movement speed in units/second
        jump_force: Initial upward velocity for jumps in m/s
        mouse_sensitivity: Mouse look sensitivity multiplier
        invert_y: Whether to invert vertical mouse look
        gravity: World gravity in m/s² (negative = downward)
        player_height: Player collision capsule height in meters
        player_radius: Player collision capsule radius in meters
        eye_height: Camera height from player feet in meters
        player_mass: Player body mass in kg
        linear_damping: Air resistance (0.0-1.0, higher = more friction)
        movement_acceleration: Acceleration time (0.0=instant, higher=slower)
        air_control: Movement control while airborne (0.0-1.0)
        camera_fov: Field of view in degrees (typical: 60-90)
        min_pitch: Minimum vertical look angle in degrees (looking down)
        max_pitch: Maximum vertical look angle in degrees (looking up)

    Returns:
        Dictionary with player controller configuration
    """
    return {
        "move_speed": move_speed,
        "jump_force": jump_force,
        "mouse_sensitivity": mouse_sensitivity,
        "invert_y": invert_y,
        "gravity": gravity,
        "player_height": player_height,
        "player_radius": player_radius,
        "eye_height": eye_height,
        "player_mass": player_mass,
        "linear_damping": linear_damping,
        "movement_acceleration": movement_acceleration,
        "air_control": air_control,
        "camera_fov": camera_fov,
        "min_pitch": min_pitch,
        "max_pitch": max_pitch
    }


def create_scene(
    name: str = "Untitled Scene",
    description: Optional[str] = None,
    world_width: float = 100.0,
    world_height: float = 100.0,
    world_depth: float = 100.0,
    objects: Optional[List[Dict[str, Any]]] = None,
    lights: Optional[List[Dict[str, Any]]] = None,
    environment: Optional[Dict[str, Any]] = None,
    player: Optional[Dict[str, Any]] = None,
    show_grid: bool = False,
    grid_size: float = 100.0,
    grid_divisions: int = 20,
    tags: Optional[List[str]] = None
) -> Dict[str, Any]:
    """Create a complete 3D scene."""
    now = datetime.utcnow().isoformat()
    return {
        "scene_id": str(uuid.uuid4()),
        "name": name,
        "description": description,
        "world_width": world_width,
        "world_height": world_height,
        "world_depth": world_depth,
        "objects": objects or [],
        "lights": lights or [],
        "environment": environment or create_environment(),
        "player": player or create_player(),
        "show_grid": show_grid,
        "grid_size": grid_size,
        "grid_divisions": grid_divisions,
        "tags": tags or [],
        "created_at": now,
        "updated_at": now
    }


# Validation helpers (optional, for type checking)

def validate_vector3(v: Dict[str, float]) -> bool:
    """Check if a dict is a valid Vector3."""
    return isinstance(v, dict) and all(k in v for k in ["x", "y", "z"])


def validate_lighting_preset(preset: str) -> bool:
    """Check if a string is a valid lighting preset."""
    return preset in ["day", "night", "sunset", "studio"]


def validate_object_type(obj_type: str) -> bool:
    """Check if a string is a valid object type."""
    return obj_type in ["cube", "sphere", "cylinder", "plane", "cone", "torus", "model"]