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// Generates Node.js (Three.js) or Blender Python code from scene graph
export class CodeGenerator {
generateNodeJS(sceneGraph, sceneData) {
let code = `// GLB Generation Code (Three.js + GLTFExporter)
// Generated automatically from scene description
// Run: npm install three @gltf-transform/core @gltf-transform/functions
import * as THREE from 'three';
import { GLTFExporter } from 'three/examples/jsm/exporters/GLTFExporter.js';
import { Document, NodeIO } from '@gltf-transform/core';
import { dedup, resample, draco } from '@gltf-transform/functions';
import fs from 'fs';
const scene = new THREE.Scene();
const sceneData = ${JSON.stringify(sceneData, null, 2)};
// Environment setup
scene.background = new THREE.Color(${this.colorToThreeJS(sceneData.lighting?.color || [1, 1, 1])});
scene.fog = ${sceneData.effects?.fog ? `new THREE.FogExp2(${this.colorToThreeJS([0.8, 0.8, 0.9])}, 0.05)` : 'null'};
// Create ground
function createGround() {
const groundGeometry = new THREE.PlaneGeometry(${sceneData.ground?.size || 20}, ${sceneData.ground?.size || 20});
const groundMaterial = new THREE.MeshStandardMaterial({
color: ${this.colorToThreeJS(sceneData.ground?.color || [0.5, 0.5, 0.5])},
roughness: ${sceneData.ground?.roughness || 0.8},
metalness: ${sceneData.ground?.metallic || 0.0}
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
scene.add(ground);
return ground;
}
// Create object helper
function createObject(objData) {
let geometry, material, mesh;
switch(objData.type) {
case 'cube':
geometry = new THREE.BoxGeometry(
objData.size || 1,
objData.size || 1,
objData.size || 1
);
break;
case 'sphere':
geometry = new THREE.SphereGeometry(
objData.radius || 0.5,
32,
32
);
break;
case 'cylinder':
geometry = new THREE.CylinderGeometry(
objData.radius || 0.5,
objData.radius || 0.5,
objData.size || 1,
32
);
break;
case 'cone':
geometry = new THREE.ConeGeometry(
objData.radius || 0.5,
objData.size || 1,
32
);
break;
case 'plane':
geometry = new THREE.PlaneGeometry(
objData.size || 10,
objData.size || 10
);
break;
default:
geometry = new THREE.BoxGeometry(1, 1, 1);
}
const color = objData.color || [0.8, 0.8, 0.8, 1];
material = new THREE.MeshStandardMaterial({
color: new THREE.Color(color[0], color[1], color[2]),
roughness: objData.roughness || 0.5,
metalness: objData.metallic || 0.0,
transparent: color[3] < 1,
opacity: color[3] || 1
});
if (objData.emission) {
material.emissive = new THREE.Color(
objData.emission[0],
objData.emission[1],
objData.emission[2]
);
material.emissiveIntensity = objData.emissionStrength || 1.0;
}
mesh = new THREE.Mesh(geometry, material);
mesh.position.set(
objData.location[0] || 0,
objData.location[1] || 0,
objData.location[2] || 0
);
mesh.rotation.set(
objData.rotation[0] || 0,
objData.rotation[1] || 0,
objData.rotation[2] || 0
);
mesh.scale.set(
objData.scale[0] || 1,
objData.scale[1] || 1,
objData.scale[2] || 1
);
mesh.name = objData.name || 'Object';
scene.add(mesh);
return mesh;
}
// Create avatar
function createAvatar(avatarData) {
const group = new THREE.Group();
group.name = avatarData.name || 'Avatar';
// Simple humanoid from primitives
const torso = new THREE.Mesh(
new THREE.CylinderGeometry(0.25, 0.25, 0.8, 32),
new THREE.MeshStandardMaterial({ color: 0xffccaa })
);
torso.position.y = 1.0;
group.add(torso);
const head = new THREE.Mesh(
new THREE.SphereGeometry(0.18, 32, 32),
new THREE.MeshStandardMaterial({ color: 0xffccaa })
);
head.position.y = 1.9;
group.add(head);
// Arms
const leftArm = new THREE.Mesh(
new THREE.BoxGeometry(0.2, 0.4, 0.2),
new THREE.MeshStandardMaterial({ color: 0xffccaa })
);
leftArm.position.set(-0.45, 1.3, 0);
group.add(leftArm);
const rightArm = new THREE.Mesh(
new THREE.BoxGeometry(0.2, 0.4, 0.2),
new THREE.MeshStandardMaterial({ color: 0xffccaa })
);
rightArm.position.set(0.45, 1.3, 0);
group.add(rightArm);
// Legs
const leftLeg = new THREE.Mesh(
new THREE.BoxGeometry(0.25, 0.75, 0.25),
new THREE.MeshStandardMaterial({ color: 0x4444ff })
);
leftLeg.position.set(-0.18, 0.5, 0);
group.add(leftLeg);
const rightLeg = new THREE.Mesh(
new THREE.BoxGeometry(0.25, 0.75, 0.25),
new THREE.MeshStandardMaterial({ color: 0x4444ff })
);
rightLeg.position.set(0.18, 0.5, 0);
group.add(rightLeg);
group.position.set(
avatarData.position[0] || 0,
avatarData.position[1] || 0,
avatarData.position[2] || 0
);
group.scale.set(
avatarData.scale || 1,
avatarData.scale || 1,
avatarData.scale || 1
);
scene.add(group);
return group;
}
// Create lights
function createLights(lightingData) {
if (lightingData.lights) {
lightingData.lights.forEach(light => {
let lightObj;
switch(light.type) {
case 'SUN':
case 'DIRECTIONAL':
lightObj = new THREE.DirectionalLight(
new THREE.Color(light.color || lightingData.color || [1, 1, 1]),
light.energy || 1
);
lightObj.position.set(
light.location[0] || 10,
light.location[1] || -10,
light.location[2] || 10
);
break;
case 'POINT':
lightObj = new THREE.PointLight(
new THREE.Color(light.color || lightingData.color || [1, 1, 1]),
light.energy || 50,
100
);
lightObj.position.set(
light.location[0] || 0,
light.location[1] || 0,
light.location[2] || 2
);
break;
case 'SPOT':
lightObj = new THREE.SpotLight(
new THREE.Color(light.color || lightingData.color || [1, 1, 1]),
light.energy || 50
);
lightObj.position.set(
light.location[0] || 0,
light.location[1] || 0,
light.location[2] || 2
);
break;
default:
lightObj = new THREE.AmbientLight(
new THREE.Color(lightingData.color || [1, 1, 1]),
lightingData.ambient_strength || 0.3
);
}
scene.add(lightObj);
});
}
// Ambient light
const ambientLight = new THREE.AmbientLight(
new THREE.Color(lightingData.color || [1, 1, 1]),
lightingData.ambient_strength || 0.3
);
scene.add(ambientLight);
}
// Create camera
function createCamera(cameraData) {
const camera = new THREE.PerspectiveCamera(
cameraData.fov || 50,
16 / 9,
0.1,
1000
);
camera.position.set(
cameraData.position[0] || 4,
cameraData.position[1] || -4,
cameraData.position[2] || 2.2
);
camera.rotation.set(
cameraData.rotation[0] || 1.05,
cameraData.rotation[1] || 0,
cameraData.rotation[2] || 0.78
);
return camera;
}
// Build scene
console.log('Building scene...');
createGround();
sceneData.objects?.forEach(obj => createObject(obj));
if (sceneData.avatar?.present) {
createAvatar(sceneData.avatar);
}
createLights(sceneData.lighting);
const camera = createCamera(sceneData.camera);
// Export to GLB
console.log('Exporting to GLB...');
const exporter = new GLTFExporter();
const options = {
binary: true,
includeCustomExtensions: true
};
exporter.parse(
scene,
(result) => {
fs.writeFileSync('scene.glb', Buffer.from(result));
console.log('GLB file saved as scene.glb');
},
(error) => {
console.error('Export error:', error);
}
);
`;
return code;
}
generateBlenderPython(sceneGraph, sceneData) {
let code = `# Blender Python Script for GLB Generation
# Generated automatically from scene description
# Run: blender --background --python this_script.py
import bpy
import json
import mathutils
def clear_scene():
bpy.ops.wm.read_factory_settings(use_empty=True)
def make_pbr_material(name, base_color=(1,1,1,1), roughness=0.5, metallic=0.0, emission=None, emission_strength=1.0):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
output = nodes.new(type="ShaderNodeOutputMaterial")
principled = nodes.new(type="ShaderNodeBsdfPrincipled")
principled.inputs['Base Color'].default_value = base_color
principled.inputs['Roughness'].default_value = roughness
principled.inputs['Metallic'].default_value = metallic
if emission:
principled.inputs['Emission'].default_value = (*emission[:3], 1.0)
principled.inputs['Emission Strength'].default_value = emission_strength
links.new(principled.outputs['BSDF'], output.inputs['Surface'])
return mat
def create_object(obj_data):
typ = obj_data.get('type', 'cube')
location = obj_data.get('location', [0, 0, 0])
rotation = obj_data.get('rotation', [0, 0, 0])
scale = obj_data.get('scale', [1, 1, 1])
name = obj_data.get('name', 'Object')
if typ == 'cube':
bpy.ops.mesh.primitive_cube_add(size=obj_data.get('size', 1), location=location)
elif typ == 'sphere':
bpy.ops.mesh.primitive_uv_sphere_add(radius=obj_data.get('radius', 0.5), location=location)
elif typ == 'cylinder':
bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=obj_data.get('radius', 0.5),
depth=obj_data.get('size', 1), location=location)
elif typ == 'cone':
bpy.ops.mesh.primitive_cone_add(vertices=32, radius1=obj_data.get('radius', 0.5),
depth=obj_data.get('size', 1), location=location)
elif typ == 'plane':
bpy.ops.mesh.primitive_plane_add(size=obj_data.get('size', 10), location=location)
else:
bpy.ops.mesh.primitive_cube_add(size=1, location=location)
obj = bpy.context.object
obj.name = name
obj.rotation_euler = rotation
obj.scale = scale
# Apply material
color = obj_data.get('color', [0.8, 0.8, 0.8, 1])
mat = make_pbr_material(
f"mat_{name}",
base_color=tuple(color),
roughness=obj_data.get('roughness', 0.5),
metallic=obj_data.get('metallic', 0.0),
emission=obj_data.get('emission'),
emission_strength=obj_data.get('emissionStrength', 1.0)
)
obj.data.materials.append(mat)
return obj
def create_avatar(avatar_data):
# Simple humanoid from primitives
bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=0.25, depth=0.8, location=(0, 0, 1.0))
torso = bpy.context.object
torso.name = f"{avatar_data.get('name', 'Avatar')}_Torso"
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.18, location=(0, 0, 1.9))
head = bpy.context.object
head.name = f"{avatar_data.get('name', 'Avatar')}_Head"
# Arms and legs (simplified)
bpy.ops.mesh.primitive_cube_add(size=0.2, location=(-0.45, 0, 1.3))
left_arm = bpy.context.object
left_arm.scale[1] = 2.0
left_arm.name = f"{avatar_data.get('name', 'Avatar')}_L_Arm"
bpy.ops.mesh.primitive_cube_add(size=0.2, location=(0.45, 0, 1.3))
right_arm = bpy.context.object
right_arm.scale[1] = 2.0
right_arm.name = f"{avatar_data.get('name', 'Avatar')}_R_Arm"
bpy.ops.mesh.primitive_cube_add(size=0.25, location=(-0.18, 0, 0.5))
left_leg = bpy.context.object
left_leg.scale[2] = 1.5
left_leg.name = f"{avatar_data.get('name', 'Avatar')}_L_Leg"
bpy.ops.mesh.primitive_cube_add(size=0.25, location=(0.18, 0, 0.5))
right_leg = bpy.context.object
right_leg.scale[2] = 1.5
right_leg.name = f"{avatar_data.get('name', 'Avatar')}_R_Leg"
# Join all parts
bpy.ops.object.select_all(action='DESELECT')
for part in [torso, head, left_arm, right_arm, left_leg, right_leg]:
part.select_set(True)
bpy.context.view_layer.objects.active = torso
bpy.ops.object.join()
avatar = bpy.context.object
avatar.name = avatar_data.get('name', 'Avatar')
avatar.location = avatar_data.get('position', [0, 0, 0])
avatar.scale = [avatar_data.get('scale', 1.0)] * 3
mat = make_pbr_material("AvatarMat", base_color=(1, 0.8, 0.6, 1))
avatar.data.materials.append(mat)
return avatar
def create_lights(lighting_data):
if lighting_data.get('lights'):
for light in lighting_data['lights']:
light_type = light.get('type', 'POINT')
location = light.get('location', [0, 0, 2])
energy = light.get('energy', 50)
color = light.get('color', lighting_data.get('color', [1, 1, 1]))
if light_type == 'SUN':
bpy.ops.object.light_add(type='SUN', location=location)
sun = bpy.context.object
sun.data.energy = energy
sun.data.color = color
elif light_type == 'POINT':
bpy.ops.object.light_add(type='POINT', location=location)
point = bpy.context.object
point.data.energy = energy
point.data.color = color
elif light_type == 'SPOT':
bpy.ops.object.light_add(type='SPOT', location=location)
spot = bpy.context.object
spot.data.energy = energy
spot.data.color = color
# Ambient light
bpy.context.scene.world.use_nodes = True
world_nodes = bpy.context.scene.world.node_tree.nodes
world_nodes['Background'].inputs['Strength'].default_value = lighting_data.get('ambient_strength', 0.3)
world_nodes['Background'].inputs['Color'].default_value = (*lighting_data.get('color', [1, 1, 1]), 1)
def create_camera(camera_data):
bpy.ops.object.camera_add(location=camera_data.get('position', [4, -4, 2.2]))
cam = bpy.context.object
cam.rotation_euler = camera_data.get('rotation', [1.05, 0, 0.78])
bpy.context.scene.camera = cam
cam.data.lens = 50
cam.data.sensor_width = 36
# Scene data
scene_data = ${JSON.stringify(sceneData, null, 2)}
# Clear and build scene
clear_scene()
# Ground
if scene_data.get('ground'):
ground = scene_data['ground']
bpy.ops.mesh.primitive_plane_add(size=ground.get('size', 20), location=(0, 0, 0))
ground_obj = bpy.context.object
ground_obj.name = "Ground"
mat = make_pbr_material(
"GroundMat",
base_color=tuple(ground.get('color', [0.5, 0.5, 0.5, 1])),
roughness=ground.get('roughness', 0.8),
metallic=ground.get('metallic', 0.0)
)
ground_obj.data.materials.append(mat)
# Objects
if scene_data.get('objects'):
for obj_data in scene_data['objects']:
create_object(obj_data)
# Avatar
if scene_data.get('avatar') and scene_data['avatar'].get('present'):
create_avatar(scene_data['avatar'])
# Lighting
if scene_data.get('lighting'):
create_lights(scene_data['lighting'])
# Camera
if scene_data.get('camera'):
create_camera(scene_data['camera'])
# Scene settings
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.device = 'CPU'
# Export GLB
output_path = 'scene.glb'
export_kwargs = {
"filepath": output_path,
"export_format": "GLB",
"export_apply": True,
"export_texcoords": True,
"export_normals": True,
"export_materials": "EXPORT",
"export_colors": True,
"export_extras": True,
}
bpy.ops.export_scene.gltf(**export_kwargs)
print(f"Exported: {output_path}")
`;
return code;
}
colorToThreeJS(color) {
if (Array.isArray(color) && color.length >= 3) {
return `0x${Math.floor(color[0] * 255).toString(16).padStart(2, '0')}${Math.floor(color[1] * 255).toString(16).padStart(2, '0')}${Math.floor(color[2] * 255).toString(16).padStart(2, '0')}`;
}
return '0xffffff';
}
}
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