module Main exposing (main) import Angle import Array import Browser import Browser.Events as Events import Camera3d import Color import Direction3d import Element exposing (..) import Element.Background as Background import Element.Font as Font import Html exposing (Html) import Http exposing (Error) import Length import Obj.Decode import Pixels import Point3d exposing (Point3d) import Scene3d exposing (Entity) import Scene3d.Material as Material import Scene3d.Mesh as Mesh import Simple.Animation as Animation exposing (Animation) import Simple.Animation.Animated as Animated import Simple.Animation.Property as P import Task import Time import TriangularMesh exposing (TriangularMesh) import Viewpoint3d import WebGL.Texture getMesh : Cmd Msg getMesh = Http.get { url = "../assets/3d/macg/macgregor.obj.txt" , expect = Obj.Decode.expectObj GotMesh Length.meters Obj.Decode.texturedTriangles } getTexture : Cmd Msg getTexture = Material.loadWith Material.nearestNeighborFiltering "../assets/3d/macg/image0.jpg" |> Task.attempt GotTexture animatedUi : (List (Attribute msg) -> children -> Element msg) -> Animation -> List (Attribute msg) -> children -> Element msg animatedUi = Animated.ui { behindContent = Element.behindContent , htmlAttribute = Element.htmlAttribute , html = Element.html } animatedEl : Animation -> List (Element.Attribute msg) -> Element msg -> Element msg animatedEl = animatedUi Element.el animatedCol : Animation -> List (Element.Attribute msg) -> List (Element msg) -> Element msg animatedCol = animatedUi Element.column main : Program Flags Model Msg main = Browser.document { init = init, update = update, subscriptions = subscribe, view = view } type alias Model = { w : Int, h : Int, mesh : Maybe Object3d, textures : Maybe (Material.Textured Obj.Decode.ObjCoordinates), angle : Float } type alias Flags = ( Int, Int ) init : Flags -> ( Model, Cmd Msg ) init flags = case flags of ( width, height ) -> ( { w = width, h = height, mesh = Nothing, textures = Nothing, angle = 0 }, Cmd.batch [ getMesh, getTexture ] ) -- type alias Object3d = -- TriangularMesh -- { position : Point3d Length.Meters Obj.Decode.ObjCoordinates -- , normal : Vector3d Quantity.Unitless Obj.Decode.ObjCoordinates -- , uv : ( Float, Float ) -- } -- type alias Object3d = -- TriangularMesh (Point3d Length.Meters Obj.Decode.ObjCoordinates) type alias Object3d = TriangularMesh { position : Point3d Length.Meters Obj.Decode.ObjCoordinates, uv : ( Float, Float ) } type Msg = Resize Int Int | GotMesh (Result Http.Error Object3d) | GotTexture (Result WebGL.Texture.Error (Material.Texture Color.Color)) | Rotate Time.Posix update : Msg -> Model -> ( Model, Cmd Msg ) update msg model = let wrap : Model -> ( Model, Cmd Msg ) wrap data = ( data, Cmd.none ) pass : ( Model, Cmd Msg ) pass = wrap model in case msg of Resize width height -> wrap { model | w = width, h = height } GotMesh response -> case response of Err _ -> pass Ok object -> wrap { model | mesh = Just object } GotTexture result -> case result of Err _ -> pass Ok texture -> wrap { model | textures = Just (Material.texturedMatte texture) } Rotate time -> wrap { model | angle = model.angle + 2 * (2 + sin (toFloat (Time.posixToMillis time) / 1000)) } subscribe : Model -> Sub Msg subscribe _ = Sub.batch [ Events.onResize Resize , Time.every (1000 / 30) Rotate ] htmlify : List (Element Msg) -> List (Html Msg) htmlify = List.map (Element.layout []) vw : Model -> Float -> Float vw model percent = Basics.toFloat model.w * percent / 100 vh : Model -> Float -> Float vh model percent = Basics.toFloat model.h * percent / 100 view : Model -> Browser.Document Msg view model = { title = "MacGregor House" , body = htmlify [ column [ width fill , height fill , spacing (round (vh model -100)) ] [ el [ width fill , height (px (round (vh model 100))) , Background.color (rgb255 0 0 0) ] Element.none , animatedEl crossfadeIn [ width fill , height (px (round (vh model 100))) , Background.gradient { angle = 45, steps = [ rgb255 200 0 100, rgb255 100 0 200 ] } ] Element.none , animatedEl crossfadeOut [ width fill , height (px (round (vh model 100))) , Background.gradient { angle = 45, steps = [ rgb255 0 100 200, rgb255 0 200 100 ] } ] Element.none , el [ alignLeft , alignTop , width (px (round (vw model 50))) , height (px (round (vh model 100))) , paddingEach { top = round (vh model 50) - 96 , bottom = 0 , left = round (vw model 10) , right = 0 } , Font.color (rgb255 255 255 255) , Font.family [ Font.typeface "Imbue" ] , Font.size 96 ] (text "MacGregor House") , el [ alignRight , alignTop , width (px (round (vw model 60))) , height (px (round (vh model 100))) , paddingEach { top = round (vh model 25) , bottom = round (vh model 25) , left = 0 , right = 0 } ] (view3D model) ] ] } pyramidMesh : Mesh.Uniform coordinates pyramidMesh = let -- Define the vertices of our pyramid frontLeft = Point3d.centimeters 250 500 0 frontRight = Point3d.centimeters 400 0 -500 backLeft = Point3d.centimeters -250 500 -500 backRight = Point3d.centimeters -250 0 0 tip = Point3d.centimeters 0 0 500 -- Create a TriangularMesh value from an array of vertices and list -- of index triples defining faces (see https://package.elm-lang.org/packages/ianmackenzie/elm-triangular-mesh/latest/TriangularMesh#indexed) triangularMesh = TriangularMesh.indexed (Array.fromList [ frontLeft -- 0 , frontRight -- 1 , backLeft -- 2 , backRight -- 3 , tip -- 4 ] ) [ ( 1, 0, 4 ) -- front , ( 0, 2, 4 ) -- left , ( 2, 3, 4 ) -- back , ( 3, 1, 4 ) -- right , ( 1, 3, 0 ) -- bottom , ( 0, 3, 2 ) -- bottom ] in -- Create a elm-3d-scene Mesh value from the TriangularMesh; we use -- Mesh.indexedFacets so that normal vectors will be generated for each face Mesh.indexedFacets triangularMesh view3D : Model -> Element msg view3D model = Element.html (let entity : Entity Obj.Decode.ObjCoordinates entity = case model.mesh of Nothing -> Scene3d.mesh (Material.matte (Color.rgb255 173 111 101)) pyramidMesh Just mesh -> case model.textures of Nothing -> Scene3d.mesh (Material.matte (Color.rgb255 173 111 101)) (Mesh.texturedFacets mesh) Just textures -> Scene3d.mesh textures (Mesh.texturedFacets mesh) camera : Camera3d.Camera3d Length.Meters coordinates camera = Camera3d.perspective { viewpoint = Viewpoint3d.lookAt { focalPoint = Point3d.origin , eyePoint = let theta = Angle.degrees model.angle in Point3d.meters (10 * Angle.cos theta) 2 (10 * Angle.sin theta) , upDirection = Direction3d.xy (Angle.degrees 90) } , verticalFieldOfView = Angle.degrees 100 } in Scene3d.sunny { entities = [ entity ] , camera = camera , upDirection = Direction3d.z , sunlightDirection = Direction3d.yz (Angle.degrees -120) , background = Scene3d.transparentBackground , clipDepth = Length.centimeters 1 , shadows = False , dimensions = ( Pixels.int (round (vw model 60)), Pixels.int (round (vh model 100)) ) } ) crossfadeIn : Animation crossfadeIn = Animation.fromTo { duration = 2017 , options = [ Animation.yoyo, Animation.loop ] } [ P.opacity 0 ] [ P.opacity 1 ] crossfadeOut : Animation crossfadeOut = Animation.fromTo { duration = 2027 , options = [ Animation.yoyo, Animation.loop ] } [ P.opacity 1 ] [ P.opacity 0 ]