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@shopware-ag/dive

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Shopware Spatial Framework

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<!-- This file is automatically generated You can find the template in ci/readme/template/TEMPLATE_README.md --> <p align="center"> <img alt="DIVE logo" src="./assets/svg/dive.svg" style="width: 100%; height: auto; max-height: 500px;"> </p> <p align="center"> <a href="#badge"> <img alt="dive: npm" src="https://img.shields.io/npm/v/%40shopware-ag%2Fdive"> </a> <a href="#badge"> <img alt="dive: license" src="https://img.shields.io/npm/l/%40shopware-ag%2Fdive"> </a> <a href="#badge"> <img alt="dive: types" src="https://img.shields.io/npm/types/%40shopware-ag%2Fdive"> </a> <a href="#badge"> <img alt="dive: types" src="https://img.shields.io/codecov/c/github/shopware/dive"> </a> </p> ## Table of Contents 1. [About](#about) 2. [Installation](#installation) 3. [Local development](#local-development) 4. [Setup in Shopware](#setup-in-shopware) 5. [Usage](#usage) 6. [Unit Tests](#unit-tests) 7. [Formatting](#formatting) ## About DIVE is a spatial framework made by and optimized for Shopware. It can be used directly integrated in a Shopware frontend such as Storefront or in any other frontend you want to use it in, it is not tied to Shopware. DIVE supplies your frontend application with all needed tooling to set up a basic 3D application with event-based controls called "Actions". For further information, see [Getting started](#getting-started). ## Installation The `@shopware-ag/dive` package can be installed via ```bash npm install @shopware-ag/dive or yarn add @shopware-ag/dive ``` ## Local development ### with devenv If you are using `devenv`, you have to make sure that you are in the correct shell while linking. `nix` (what `devenv` is based on) uses it's own instances of `npm` so we need to make sure that the `npm link` get's executed within the correct `devenv` environment a.k.a `nix/store`. To make sure you are using the correct instance of `npm` you have to browse to your `devenv` project: ```bash cd path/to/your/devenv.nix ``` #### with direnv If you use `direnv` you should be launched into the correct shell automatically. #### without direnv If you don't use `direnv` you can start the correct shell manually by running ```bash devenv shell ``` Within the `devenv shell` you have to browse to your DIVE folder ```bash cd path/to/@shopware-ag/dive ``` ### without devenv You don't have to do anything special if you don't use `devenv`. ### npm link If you want to link DIVE package locally after checking out, you can to that in the package's project folder: ```bash cd path/to/@shopware-ag/dive npm link ``` After registering the package in npm, you can use the sym-link in your project: ```bash cd path/to/your/package.json npm link @shopware-ag/dive ``` After successfully linking DIVE into your project you will find the according sym-link in your `node_modules`. ## Setup in Shopware Don't forget to include DIVE in your `webpack.config.js`: ```js const path = require('path'); module.exports = () => { return { // Other configurations... resolve: { extensions: [ '.ts', '.cjs', '.js', ], alias: { three: path.resolve(__dirname, 'path/to/node_modules/three'), '@shopware-ag/dive': path.resolve( __dirname, 'path/to/node_modules/@shopware-ag/dive', ), }, }, module: { rules: [ // Other rules... { test: /\.(js|ts)$/, loader: 'swc-loader', include: [ path.resolve(__dirname, 'path/to/node_modules/three'), path.resolve( __dirname, 'path/to/node_modules/@shopware-ag/dive', ), ], options: { jsc: { parser: { syntax: 'typescript', }, target: 'es2022', }, }, }, // Other rules... ], }, }; }; ``` ## Usage ### Quick View QuickView is used to quickly display your assets with as few lines of code as possible. Simply call the static `QuickView()` method, with your data URI as a parameter, to create an instance of DIVE with your asset to use in further code. ```ts import { DIVE } from '@shopware-ag/dive'; const dive = DIVE.QuickView('your/asset/uri.glb'); // <-- call QuickView() const myCanvasWrapper = document.createElement('div'); myCanvasWrapper.appendChild(dive.Canvas); ``` ### Example with Error Handling: ```ts import { DIVE } from '@shopware-ag/dive'; try { const dive = DIVE.QuickView('your/asset/uri.glb'); // <-- call QuickView() const myCanvasWrapper = document.createElement('div'); myCanvasWrapper.appendChild(dive.Canvas); } catch (error) { console.error('Failed to load asset:', error); } ``` ### Getting started #### Import: ```ts import { DIVE } from '@shopware-ag/dive'; // <-- import DIVE ``` #### Instantiate: ```ts import { DIVE } from '@shopware-ag/dive'; const dive = new DIVE(); // <-- instantiate DIVE ``` DIVE supplies your application with a HTMLCanvasElement that it uses as a render target. After instantiating, you can use the supplied canvas within your frontend code to attach it to your DOM. ```ts const dive = new DIVE(); const myCanvasWrapper = document.createElement('div'); // <-- create wrapper element myCanvasWrapper.appendChild(dive.Canvas); // <-- reference DIVE canvas ``` To interact with your newly created DIVE instance you have to perform actions via DIVECommunication. For further information, see [Actions](#actions). ```ts const dive = new DIVE(); const myCanvasWrapper = document.createElement('div'); myCanvasWrapper.appendChild(dive.Canvas); const com = dive.Communication; // <-- reference DIVECommunication com.PerformAction('SET_CAMERA_TRANSFORM', { // <-- perform action on DIVECommunication position: { x: 0, y: 2, z: 2 }, target: { x: 0, y: 0.5, z: 0 }, }); ``` ### Actions Actions symbolize the communication between frontend and 3D space. All actions can be performed anywhere, no matter if you are in frontend or 3D. In addition to the impact that specific actions have, every action can be subscribed to. ```ts const myCanvasWrapper = document.createElement('div'); const dive = new DIVE(); myCanvasWrapper.appendChild(dive.Canvas); const com = dive.Communication; com.Subscribe('SET_CAMERA_TRANSFORM', () => { // <-- add subscription // do something }); com.PerformAction('SET_CAMERA_TRANSFORM', { position: { x: 0, y: 2, z: 2 }, target: { x: 0, y: 0.5, z: 0 }, }); ``` Subscribing to an action returns a `unsubscribe()`-callback that should be executed when not needed anymore. ```ts const myCanvasWrapper = document.createElement('div'); const dive = new DIVE(); myCanvasWrapper.appendChild(dive.Canvas); const com = dive.Communication; const unsubscribe = com.Subscribe('SET_CAMERA_TRANSFORM', () => { // <-- save unsubscribe callback // do something }); com.PerformAction('SET_CAMERA_TRANSFORM', { position: { x: 0, y: 2, z: 2 }, target: { x: 0, y: 0.5, z: 0 }, }); unsubscribe(); // <-- execute unsubscribe callback when done ``` #### Actions List In the following you find a list of all available actions to perform on DIVECommunication class via [`com.PerformAction()`](https://github.com/shopware/dive/blob/2e193c58843939ce07a1d35bfbd5b3c9d26eeeca/src/com/Communication.ts#L85). <table> <tr> <th>Actions</th> <th>Description</th> </tr> <tr> <td> <a href="src/com/actions/object/addobject.ts"> ADD_OBJECT </a> </td> <td> Adds an object to the scene. </td> </tr> <tr> <td> <a href="src/com/actions/camera/computeencompassingview.ts"> COMPUTE_ENCOMPASSING_VIEW </a> </td> <td> Calculates the camera position and target to view the whole scene. (experimental) </td> </tr> <tr> <td> <a href="src/com/actions/object/deleteobject.ts"> DELETE_OBJECT </a> </td> <td> Deletes an object from the scene. </td> </tr> <tr> <td> <a href="src/com/actions/object/deselectobject.ts"> DESELECT_OBJECT </a> </td> <td> Deselects an existing object. </td> </tr> <tr> <td> <a href="src/com/actions/object/model/dropit.ts"> DROP_IT </a> </td> <td> Places an object on top of an underlying object or the floor. </td> </tr> <tr> <td> <a href="src/com/actions/scene/exportscene.ts"> EXPORT_SCENE </a> </td> <td> Exports the current scene to a blob and returns the URL. </td> </tr> <tr> <td> <a href="src/com/actions/media/generatemedia.ts"> GENERATE_MEDIA </a> </td> <td> Generates a screenshot, stores it in a Blob and returns a Promise of a valid URI. </td> </tr> <tr> <td> <a href="src/com/actions/object/getallobjects.ts"> GET_ALL_OBJECTS </a> </td> <td> Retrieves all objects in the scene. </td> </tr> <tr> <td> <a href="src/com/actions/scene/getallscenedata.ts"> GET_ALL_SCENE_DATA </a> </td> <td> Retrieves all current scene data. </td> </tr> <tr> <td> <a href="src/com/actions/camera/getcameratransform.ts"> GET_CAMERA_TRANSFORM </a> </td> <td> Returns the current camera position and target. </td> </tr> <tr> <td> <a href="src/com/actions/object/getobjects.ts"> GET_OBJECTS </a> </td> <td> Returns a list of objects of given IDs. </td> </tr> <tr> <td> <a href="src/com/actions/scene/launchar.ts"> LAUNCH_AR </a> </td> <td> Launches AR mode in native capabilities. (iOS: AR Quick Look, Android: Google Scene Viewer) </td> </tr> <tr> <td> <a href="src/com/actions/object/model/modelloaded.ts"> MODEL_LOADED </a> </td> <td> Is triggered when a model is loaded. </td> </tr> <tr> <td> <a href="src/com/actions/camera/movecamera.ts"> MOVE_CAMERA </a> </td> <td> Moves the camera to a new position and target. </td> </tr> <tr> <td> <a href="src/com/actions/object/model/placeonfloor.ts"> PLACE_ON_FLOOR </a> </td> <td> Places an object on the floor. </td> </tr> <tr> <td> <a href="src/com/actions/camera/resetcamera.ts"> RESET_CAMERA </a> </td> <td> Reset the camera to its initial position and rotation. </td> </tr> <tr> <td> <a href="src/com/actions/object/selectobject.ts"> SELECT_OBJECT </a> </td> <td> Selects an existing object. </td> </tr> <tr> <td> <a href="src/com/actions/scene/setbackground.ts"> SET_BACKGROUND </a> </td> <td> Set the background color of the scene. </td> </tr> <tr> <td> <a href="src/com/actions/camera/setcameralayer.ts"> SET_CAMERA_LAYER </a> </td> <td> Sets the camera layer to a certain layer. </td> </tr> <tr> <td> <a href="src/com/actions/camera/setcameratransform.ts"> SET_CAMERA_TRANSFORM </a> </td> <td> Sets the camera position and target. </td> </tr> <tr> <td> <a href="src/com/actions/toolbox/select/setgizmomode.ts"> SET_GIZMO_MODE </a> </td> <td> Sets the gizmo's mode. </td> </tr> <tr> <td> <a href="src/com/actions/toolbox/transform/setgizmoscalelinked.ts"> SET_GIZMO_SCALE_LINKED </a> </td> <td> Sets the gizmo's unified scale mode. </td> </tr> <tr> <td> <a href="src/com/actions/toolbox/transform/setgizmovisible.ts"> SET_GIZMO_VISIBILITY </a> </td> <td> Sets the gizmo's visibility. </td> </tr> <tr> <td> <a href="src/com/actions/object/setparent.ts"> SET_PARENT </a> </td> <td> Attach an object to another object. </td> </tr> <tr> <td> <a href="src/com/actions/renderer/startrender.ts"> START_RENDER </a> </td> <td> Starts the render process. </td> </tr> <tr> <td> <a href="src/com/actions/object/updateobject.ts"> UPDATE_OBJECT </a> </td> <td> Updates an existing object. </td> </tr> <tr> <td> <a href="src/com/actions/scene/updatescene.ts"> UPDATE_SCENE </a> </td> <td> Updates global scene data. </td> </tr> <tr> <td> <a href="src/com/actions/toolbox/usetool.ts"> USE_TOOL </a> </td> <td> Activates a specific tool from the toolbox. </td> </tr> <tr> <td> <a href="src/com/actions/camera/zoomcamera.ts"> ZOOM_CAMERA </a> </td> <td> Zooms the camera in or out by a certain amount. </td> </tr> </table> ## Unit Tests All relevant files are covered by Jest tests. If you find any file that has not been covered yet, feel free to add unit tests accordingly. If there are any modules that have to be mocked (like `three`) you can create a given file in the `__mocks__` folder in project root. Jest manages to mock modules with a given file with the modules name as a file name (for example `three.ts`). Every export will be part of the modules mock. You don't need to mock the module in your test anymore, you only extend the module mock. If you have any other things from a module to import, you can simply create a folder structure and place the mock file at the end of your structure. To understand better please take a look at the `__mocks__` folder for yourself. ## Formatting DIVE uses Prettier as a preconfigured formatter.