Spaces:
Running on Zero
Running on Zero
Update app.py
Browse files
app.py
CHANGED
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@@ -316,19 +316,19 @@ class LightingControl3D(gr.HTML):
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updateTextureFromUrl(props.imageUrl);
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}
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// Create LED texture
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function createLEDTexture() {
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const canvas = document.createElement('canvas');
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canvas.width =
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canvas.height =
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = '#000000';
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ctx.fillRect(0, 0,
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for (let i = 0; i <
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for (let j = 0; j <
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ctx.fillStyle = '#ffffff';
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ctx.beginPath();
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ctx.arc(
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ctx.fill();
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}
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}
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@@ -337,48 +337,29 @@ class LightingControl3D(gr.HTML):
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// Studio LED light model
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const lightGroup = new THREE.Group();
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const ledTexture = createLEDTexture();
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const ledMat = new THREE.MeshStandardMaterial({
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color: 0x111111,
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emissive: 0xffffff,
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emissiveIntensity:
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emissiveMap: ledTexture,
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roughness: 0.
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metalness: 0
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});
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const ledPanel = new THREE.Mesh(new THREE.BoxGeometry(0.6, 0.6, 0.1), ledMat);
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lightGroup.add(ledPanel);
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// --- NEW CODE START: Add Light Rays ---
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// Create a cone to simulate the light beam
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const beamGeometry = new THREE.ConeGeometry(0.45, 4, 32, 1, true); // base radius, height, radialSegments, openEnded
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// Translate the geometry so the tip of the cone sits at the light source
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beamGeometry.translate(0, 2, 0);
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// Rotate to point along the Z-axis (which looks at the target)
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beamGeometry.rotateX(Math.PI / 2);
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const beamMaterial = new THREE.MeshBasicMaterial({
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color: 0xffffff,
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transparent: true,
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opacity: 0.15, // Low opacity for "ray" effect
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side: THREE.DoubleSide,
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depthWrite: false, // Prevents occlusion issues
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blending: THREE.AdditiveBlending // Makes it look like light
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});
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const lightBeam = new THREE.Mesh(beamGeometry, beamMaterial);
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lightBeam.position.set(0, 0, 0.1); // Slightly offset in front of panel
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lightGroup.add(lightBeam);
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// --- NEW CODE END ---
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spotLight.position.set(0, 0, -0.05);
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spotLight.castShadow = true;
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spotLight.shadow.mapSize.width = 1024;
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spotLight.shadow.mapSize.height = 1024;
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spotLight.shadow.camera.near = 0.5;
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spotLight.shadow.camera.far =
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spotLight.shadow.bias = -0.
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lightGroup.add(spotLight);
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const lightTarget = new THREE.Object3D();
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@@ -386,6 +367,37 @@ class LightingControl3D(gr.HTML):
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scene.add(lightTarget);
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spotLight.target = lightTarget;
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scene.add(lightGroup);
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// BLUE: Azimuth ring
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@@ -586,7 +598,8 @@ class LightingControl3D(gr.HTML):
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canvas.addEventListener('mouseup', onMouseUp);
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canvas.addEventListener('mouseleave', onMouseUp);
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canvas.addEventListener('touchstart', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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@@ -672,16 +685,14 @@ class LightingControl3D(gr.HTML):
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wrapper._updateTexture = updateTextureFromUrl;
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// Watch for prop changes
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let lastImageUrl = props.imageUrl;
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let lastValue = JSON.stringify(props.value);
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setInterval(() => {
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// Check imageUrl changes
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if (props.imageUrl !== lastImageUrl) {
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lastImageUrl = props.imageUrl;
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updateTextureFromUrl(props.imageUrl);
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}
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// Check value changes (from sliders)
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const currentValue = JSON.stringify(props.value);
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if (currentValue !== lastValue) {
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lastValue = currentValue;
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updateTextureFromUrl(props.imageUrl);
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}
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// Create LED grid texture
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function createLEDTexture() {
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const canvas = document.createElement('canvas');
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canvas.width = 128;
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canvas.height = 128;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = '#000000';
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ctx.fillRect(0, 0, 128, 128);
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for (let i = 0; i < 12; i++) {
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for (let j = 0; j < 12; j++) {
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ctx.fillStyle = '#ffffff';
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ctx.beginPath();
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ctx.arc(6 + 10 * i, 6 + 10 * j, 4, 0, Math.PI * 2);
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ctx.fill();
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}
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}
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// Studio LED light model
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const lightGroup = new THREE.Group();
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// LED panel
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const ledTexture = createLEDTexture();
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const ledMat = new THREE.MeshStandardMaterial({
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color: 0x111111,
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emissive: 0xffffff,
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emissiveIntensity: 4,
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emissiveMap: ledTexture,
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roughness: 0.8,
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metalness: 0.2
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});
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const ledPanel = new THREE.Mesh(new THREE.BoxGeometry(0.6, 0.6, 0.1), ledMat);
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lightGroup.add(ledPanel);
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// Spotlight
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const spotLight = new THREE.SpotLight(0xffeecc, 15, 10, Math.PI / 3, 0.3, 1);
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spotLight.position.set(0, 0, -0.05);
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spotLight.castShadow = true;
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spotLight.shadow.mapSize.width = 1024;
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spotLight.shadow.mapSize.height = 1024;
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spotLight.shadow.camera.near = 0.5;
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spotLight.shadow.camera.far = 10;
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spotLight.shadow.bias = -0.0001;
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lightGroup.add(spotLight);
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const lightTarget = new THREE.Object3D();
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scene.add(lightTarget);
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spotLight.target = lightTarget;
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// Visible light beam (outer cone - wide, faint)
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const outerBeam = new THREE.Mesh(
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new THREE.ConeGeometry(2.2, 6, 64),
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new THREE.MeshBasicMaterial({
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color: 0xffeecc,
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transparent: true,
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opacity: 0.08,
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blending: THREE.AdditiveBlending,
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depthWrite: false,
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side: THREE.DoubleSide
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})
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);
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outerBeam.rotation.x = -Math.PI / 2;
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outerBeam.position.z = -0.05;
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lightGroup.add(outerBeam);
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// Visible light beam (inner cone - brighter core)
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const innerBeam = new THREE.Mesh(
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new THREE.ConeGeometry(0.9, 5, 32),
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new THREE.MeshBasicMaterial({
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color: 0xffffff,
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transparent: true,
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opacity: 0.25,
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blending: THREE.AdditiveBlending,
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depthWrite: false
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})
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);
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innerBeam.rotation.x = -Math.PI / 2;
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innerBeam.position.z = -0.05;
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lightGroup.add(innerBeam);
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scene.add(lightGroup);
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// BLUE: Azimuth ring
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canvas.addEventListener('mouseup', onMouseUp);
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canvas.addEventListener('mouseleave', onMouseUp);
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// Touch support
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canvas.addEventListener('touchstart', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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wrapper._updateTexture = updateTextureFromUrl;
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// Watch for prop changes
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let lastImageUrl = props.imageUrl;
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let lastValue = JSON.stringify(props.value);
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setInterval(() => {
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if (props.imageUrl !== lastImageUrl) {
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lastImageUrl = props.imageUrl;
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updateTextureFromUrl(props.imageUrl);
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}
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const currentValue = JSON.stringify(props.value);
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if (currentValue !== lastValue) {
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lastValue = currentValue;
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