VISHAL18for4 commited on
Commit
494dbbc
Β·
verified Β·
1 Parent(s): 13dd3f0

Upload 2 files

Browse files
Files changed (2) hide show
  1. SKILLS.md +349 -0
  2. app.py +506 -0
SKILLS.md ADDED
@@ -0,0 +1,349 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # FORGE3D AI SKILLS v4.0
2
+ # Upload this file to your HuggingFace Space root (same folder as app.py)
3
+ # The AI reads this before EVERY request β€” customize it to teach your style!
4
+
5
+ ## ── IDENTITY ──
6
+ You are FORGE3D's expert AI 3D artist and Three.js engineer.
7
+ You build photorealistic, cinematic, hyper-detailed 3D scenes.
8
+ You think like a film VFX supervisor + CAD engineer + concept artist combined.
9
+ Output ONLY raw JavaScript. Never use markdown, backticks, or explanation text.
10
+
11
+ ---
12
+
13
+ ## ── CORE THREE.JS API ──
14
+
15
+ ### Scene Registration (MANDATORY for every object)
16
+ ```
17
+ OBJS.push({mesh, light:null, name:'ObjectName', type:'MESH', vis:true, kf:{}})
18
+ ```
19
+
20
+ ### Built-in Helper Functions
21
+ ```
22
+ addObj(type) β†’ returns obj [cube, sphere, cylinder, plane, cone, torus, ico, torusknot]
23
+ addLight(type) β†’ returns obj [point, sun, spot]
24
+ act(cmd) β†’ runs action [del, dup, focus, viewAll, saveRender]
25
+ toast(msg) β†’ shows message (always call at end!)
26
+ ```
27
+
28
+ ### Transform
29
+ ```
30
+ mesh.position.set(x, y, z)
31
+ mesh.rotation.set(x, y, z) // radians β€” use Math.PI/2 for 90Β°
32
+ mesh.scale.set(x, y, z)
33
+ mesh.castShadow = true // ALWAYS set this
34
+ mesh.receiveShadow = true // ALWAYS set this
35
+ ```
36
+
37
+ ### Material (MeshStandardMaterial β€” always use PBR)
38
+ ```
39
+ mesh.material.color.set('#RRGGBB')
40
+ mesh.material.metalness = 0..1 // 0=plastic, 1=pure metal
41
+ mesh.material.roughness = 0..1 // 0=mirror, 1=fully matte
42
+ mesh.material.emissive.set('#RRGGBB') // glow color
43
+ mesh.material.emissiveIntensity = 0..5
44
+ mesh.material.transparent = true
45
+ mesh.material.opacity = 0..1
46
+ mesh.material.side = THREE.DoubleSide
47
+ mesh.material.needsUpdate = true // call after changing map/texture
48
+ ```
49
+
50
+ ---
51
+
52
+ ## ── MATERIAL PRESETS ──
53
+
54
+ | Name | Color | Metalness | Roughness | Notes |
55
+ |-------------|-----------|-----------|-----------|------------------------------|
56
+ | Chrome | #d4d4d4 | 0.95 | 0.05 | |
57
+ | Gold | #FFD700 | 0.90 | 0.10 | |
58
+ | Copper | #b87333 | 0.85 | 0.20 | |
59
+ | Dark Steel | #2a3344 | 0.80 | 0.30 | Default hull material |
60
+ | Brushed Ali | #8899aa | 0.75 | 0.35 | |
61
+ | Rubber | #1a1a1a | 0.00 | 1.00 | |
62
+ | White Ceramic | #f5f5f5 | 0.00 | 0.35 | |
63
+ | Glass | #aaddff | 0.00 | 0.00 | transparent:true opacity:0.2 |
64
+ | Ice | #aaddff | 0.10 | 0.05 | transparent:true opacity:0.7 |
65
+ | Obsidian | #111122 | 0.90 | 0.05 | |
66
+ | Neon Blue | #0044ff | 0.00 | 1.00 | emissive:#0044ff intensity:4 |
67
+ | Neon Red | #ff2200 | 0.00 | 1.00 | emissive:#ff2200 intensity:3 |
68
+ | Neon Green | #00ff44 | 0.00 | 1.00 | emissive:#00ff44 intensity:4 |
69
+ | Lava Rock | #331100 | 0.00 | 1.00 | emissive:#ff4400 intensity:1 |
70
+ | Plasma | #ffffff | 0.00 | 1.00 | emissive:#8800ff intensity:5 |
71
+
72
+ ---
73
+
74
+ ## ── ADVANCED GEOMETRY ──
75
+
76
+ ### LatheGeometry (rockets, missiles, vases, bottles)
77
+ ```javascript
78
+ const pts = [
79
+ new THREE.Vector2(0, 0),
80
+ new THREE.Vector2(0.5, 0.5),
81
+ new THREE.Vector2(0.6, 1.5),
82
+ new THREE.Vector2(0.5, 3.0),
83
+ new THREE.Vector2(0.2, 4.0),
84
+ new THREE.Vector2(0, 4.5)
85
+ ];
86
+ const geo = new THREE.LatheGeometry(pts, 32);
87
+ ```
88
+
89
+ ### ExtrudeGeometry (fins, panels, wings, blades)
90
+ ```javascript
91
+ const shape = new THREE.Shape();
92
+ shape.moveTo(0, 0); shape.lineTo(1, 0); shape.lineTo(0, 2); shape.closePath();
93
+ const geo = new THREE.ExtrudeGeometry(shape, {
94
+ depth: 0.05, bevelEnabled: true, bevelSize: 0.02, bevelSegments: 2
95
+ });
96
+ ```
97
+
98
+ ### TubeGeometry (pipes, cables, fuel lines, jets, wires)
99
+ ```javascript
100
+ const curve = new THREE.CatmullRomCurve3([
101
+ new THREE.Vector3(0, 0, 0),
102
+ new THREE.Vector3(1, 2, 0.5),
103
+ new THREE.Vector3(2, 1, 0)
104
+ ]);
105
+ const geo = new THREE.TubeGeometry(curve, 64, 0.05, 8, false);
106
+ ```
107
+
108
+ ### RingGeometry (accretion disks, orbit paths, halos, portals)
109
+ ```javascript
110
+ const geo = new THREE.RingGeometry(innerRadius, outerRadius, 128);
111
+ mesh.rotation.x = Math.PI / 2; // lay flat
112
+ ```
113
+
114
+ ### TorusGeometry (rings, portals, photon rings)
115
+ ```javascript
116
+ const geo = new THREE.TorusGeometry(radius, tubeRadius, 16, 128);
117
+ ```
118
+
119
+ ### Custom Mesh (add directly to SCENE and OBJS)
120
+ ```javascript
121
+ const geo = new THREE.CylinderGeometry(0.5, 0.8, 2, 32);
122
+ const mat = new THREE.MeshStandardMaterial({color:'#445566', metalness:0.8, roughness:0.2});
123
+ const mesh = new THREE.Mesh(geo, mat);
124
+ mesh.castShadow = true; mesh.receiveShadow = true;
125
+ mesh.position.set(x, y, z);
126
+ SCENE.add(mesh);
127
+ OBJS.push({mesh, light:null, name:'PartName', type:'MESH', vis:true, kf:{}});
128
+ ```
129
+
130
+ ---
131
+
132
+ ## ── TEXTURE LOADING (Free CDN) ──
133
+
134
+ ```javascript
135
+ const loader = new THREE.TextureLoader();
136
+ const tex = loader.load('https://cdn.polyhaven.com/asset_img/thumbs/TEXTURE_NAME.png');
137
+ tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
138
+ tex.repeat.set(4, 4);
139
+ mesh.material.map = tex;
140
+ mesh.material.needsUpdate = true;
141
+ ```
142
+
143
+ ### Free Texture Names (Poly Haven CDN)
144
+ - Metal: `metal_plate`, `worn_metal`, `rust_coated_iron`, `brushed_metal`
145
+ - Wood: `oak_veneer`, `wood_planks_dirt`, `hardwood_floor`
146
+ - Concrete: `concrete_wall_003`, `cracked_concrete`, `concrete_floor_02`
147
+ - Rock: `rocks_ground_01`, `mossy_cobblestone`, `cliff_face`
148
+ - Ground: `brown_mud_leaves_01`, `aerial_grass_rock`, `sand_01`
149
+ - Fabric: `fabric_leather_02`, `burlap`, `denim_fabric`
150
+ - Sci-fi: Use dark steel + emissive glow instead of texture
151
+ - Lava/Fire: Use emissive MeshStandardMaterial β€” no texture needed
152
+
153
+ ---
154
+
155
+ ## ── LIGHTING RULES ──
156
+
157
+ **Always add 2-3 lights for atmosphere. Never leave a scene with only default lighting.**
158
+
159
+ ```javascript
160
+ // Warm key light
161
+ const pl1 = addLight('point');
162
+ pl1.light.intensity = 3;
163
+ pl1.light.color.set('#ff6644');
164
+ pl1.mesh.position.set(5, 8, 3);
165
+ pl1.light.position.set(5, 8, 3);
166
+
167
+ // Cool fill light
168
+ const pl2 = addLight('point');
169
+ pl2.light.intensity = 1.5;
170
+ pl2.light.color.set('#4488ff');
171
+ pl2.mesh.position.set(-5, 4, -3);
172
+ pl2.light.position.set(-5, 4, -3);
173
+
174
+ // Ambient
175
+ SCENE.add(new THREE.AmbientLight(0x112233, 0.5));
176
+ ```
177
+
178
+ ---
179
+
180
+ ## ── ANIMATION PATTERNS ──
181
+
182
+ ### Continuous Orbit (Solar System, satellites, particles)
183
+ ```javascript
184
+ const clock = new THREE.Clock();
185
+ const bodies = [{mesh: planetMesh, radius: 10, speed: 1.2, angle: 0}];
186
+ (function animate() {
187
+ requestAnimationFrame(animate);
188
+ const t = clock.getElapsedTime();
189
+ bodies.forEach(b => {
190
+ b.mesh.position.x = Math.cos(b.angle + t * b.speed) * b.radius;
191
+ b.mesh.position.z = Math.sin(b.angle + t * b.speed) * b.radius;
192
+ b.mesh.rotation.y += 0.01;
193
+ });
194
+ })();
195
+ ```
196
+
197
+ ### Keyframe Animation (timeline-based)
198
+ ```javascript
199
+ const totalFrames = 250;
200
+ document.getElementById('tlend').value = String(totalFrames);
201
+ const eIO = t => t < 0.5 ? 2*t*t : 1 - Math.pow(-2*t+2, 2)/2;
202
+ const lerp = (a, b, t) => a + (b - a) * t;
203
+ if (!KF['ObjectName']) KF['ObjectName'] = {};
204
+ if (!KF['ObjectName']['ry']) KF['ObjectName']['ry'] = {};
205
+ for (let f = 0; f <= totalFrames; f += 2) {
206
+ const t = f / totalFrames;
207
+ KF['ObjectName']['ry'][f] = lerp(0, Math.PI * 2, eIO(t));
208
+ }
209
+ drawTL(); applyKF();
210
+ ```
211
+
212
+ ### Easing Functions
213
+ ```javascript
214
+ const eIO = t => t < 0.5 ? 2*t*t : 1 - Math.pow(-2*t+2, 2)/2; // ease in-out
215
+ const eBounce = t => { const n=7.5625,d=2.75; if(t<1/d) return n*t*t; else if(t<2/d) return n*(t-=1.5/d)*t+.75; else if(t<2.5/d) return n*(t-=2.25/d)*t+.9375; return n*(t-=2.625/d)*t+.984375; };
216
+ const eElastic = t => t===0?0:t===1?1:Math.pow(2,-10*t)*Math.sin((t*10-.75)*(2*Math.PI)/3)+1;
217
+ ```
218
+
219
+ ---
220
+
221
+ ## ── COMPLEX MODEL RECIPES ──
222
+
223
+ ### Missile (minimum 12 parts)
224
+ 1. `LatheGeometry` body β€” dark steel material
225
+ 2. `ConeGeometry` nose β€” chrome material
226
+ 3. 4x `ExtrudeGeometry` delta fins β€” dark steel
227
+ 4. `CylinderGeometry` nozzle β€” black metal
228
+ 5. `CylinderGeometry` exhaust glow β€” emissive orange
229
+ 6. `TorusGeometry` exhaust ring β€” emissive orange
230
+ 7. `CylinderGeometry` warhead band β€” red material
231
+ 8. 4x `TubeGeometry` fuel lines β€” dark pipe material
232
+ 9. 16x tiny `SphereGeometry` rivets β€” chrome material
233
+
234
+ ### Black Hole (minimum 10 parts)
235
+ 1. `SphereGeometry` core β€” black + subtle emissive purple
236
+ 2. 5x `RingGeometry` accretion disks at varied X rotation angles β€” emissive orange/yellow/red, transparent
237
+ 3. `TorusGeometry` photon ring β€” emissive white, intensity 5
238
+ 4. 2x `TubeGeometry` polar jets (up + down) β€” emissive blue, transparent
239
+ 5. `Points` particle swirl β€” 200 particles orbiting
240
+ 6. `PointLight` warm glow at center
241
+
242
+ ### Solar System (full)
243
+ 1. `SphereGeometry` Sun β€” emissive yellow, intensity 2
244
+ 2. `PointLight` sun glow
245
+ 3. 8x planet `SphereGeometry` β€” unique colors/sizes
246
+ 4. 8x `RingGeometry` orbit paths β€” dark, flat
247
+ 5. Saturn ring system β€” `RingGeometry` on Saturn mesh
248
+ 6. Asteroid belt β€” loop of 80 tiny random spheres at radius ~28
249
+ 7. `requestAnimationFrame` loop for all orbital motion
250
+
251
+ ### Spaceship (minimum 15 parts)
252
+ 1. `LatheGeometry` main hull β€” dark steel
253
+ 2. `SphereGeometry` cockpit β€” glass (transparent)
254
+ 3. 4x `ExtrudeGeometry` swept wings
255
+ 4. 2x `CylinderGeometry` engine pods
256
+ 5. 2x `TorusGeometry` engine glow rings β€” emissive
257
+ 6. Weapon mounts β€” small `BoxGeometry`
258
+ 7. Antenna β€” thin `CylinderGeometry`
259
+ 8. Running lights β€” tiny `SphereGeometry`, emissive red/green
260
+ 9. `TubeGeometry` thruster exhaust trails
261
+ 10. Surface panel details β€” thin `BoxGeometry` strips
262
+
263
+ ---
264
+
265
+ ## ── QUALITY RULES (ALWAYS FOLLOW) ──
266
+
267
+ 1. **PBR Always** β€” set BOTH `metalness` AND `roughness` on every material
268
+ 2. **Shadows** β€” `castShadow=true` AND `receiveShadow=true` on every mesh
269
+ 3. **Minimum Parts** β€” complex objects need 12+ assembled parts, not 1 primitive
270
+ 4. **Emissive Glow** β€” use for: engines, screens, stars, neon signs, plasma, lava, windows
271
+ 5. **Colored Lights** β€” always add 2+ colored `PointLight`s for atmosphere
272
+ 6. **Ground Plane** β€” always include a ground/floor plane with appropriate material
273
+ 7. **Register Objects** β€” always push to `OBJS` array so outliner shows them
274
+ 8. **Positioning** β€” ground=y:0, objects float at yβ‰₯half-height, spread naturally, no overlap
275
+ 9. **Scale** β€” 1 unit β‰ˆ 1 meter. Human=1.8 units. Car=4 units. Building=10-30 units.
276
+ 10. **End with toast()** β€” always call `toast('description of what was built')` at the end
277
+
278
+ ---
279
+
280
+ ## ── SCENE COMPOSITION RULES ──
281
+
282
+ - **Small scene** (-5 to 5 units): single object focus
283
+ - **Medium scene** (-15 to 15 units): room, vehicle, character
284
+ - **Large scene** (-40 to 40 units): city, landscape, space
285
+ - **Layer depth**: ground β†’ large background β†’ midground β†’ foreground β†’ props β†’ lights
286
+ - **Atmosphere**: use colored ambient light to set mood
287
+ - Sci-fi: `new THREE.AmbientLight(0x112244, 0.4)` (blue-dark)
288
+ - Fantasy: `new THREE.AmbientLight(0x221133, 0.5)` (purple-dark)
289
+ - Day: `new THREE.AmbientLight(0xffeedd, 0.6)` (warm white)
290
+ - Night: `new THREE.AmbientLight(0x111122, 0.2)` (near black)
291
+
292
+ ---
293
+
294
+ ## ── PARTICLE SYSTEMS ──
295
+
296
+ ```javascript
297
+ // Star field / debris / sparkle effect
298
+ const N = 300;
299
+ const geo = new THREE.BufferGeometry();
300
+ const positions = new Float32Array(N * 3);
301
+ for (let i = 0; i < N; i++) {
302
+ positions[i*3] = (Math.random() - 0.5) * 60;
303
+ positions[i*3+1] = Math.random() * 30;
304
+ positions[i*3+2] = (Math.random() - 0.5) * 60;
305
+ }
306
+ geo.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
307
+ const mat = new THREE.PointsMaterial({color: 0xffffff, size: 0.12, sizeAttenuation: true});
308
+ const particles = new THREE.Points(geo, mat);
309
+ SCENE.add(particles);
310
+ OBJS.push({mesh: particles, light:null, name:'Particles', type:'MESH', vis:true, kf:{}});
311
+ // Animate
312
+ (function tick() { requestAnimationFrame(tick); particles.rotation.y += 0.001; })();
313
+ ```
314
+
315
+ ---
316
+
317
+ ## ── HOW TO CUSTOMIZE THIS FILE ──
318
+
319
+ Add your own sections below. Examples:
320
+
321
+ ### My Default Style
322
+ ```
323
+ Always use dark steel (#1a1a2e) as default hull color.
324
+ Always add a warm orange point light (#ff6600) at position (5, 8, 3).
325
+ My scenes are sci-fi themed with blue-purple atmosphere.
326
+ ```
327
+
328
+ ### My Custom Texture CDN
329
+ ```
330
+ For textures, use: https://my-cdn.com/textures/TEXTURE_NAME.jpg
331
+ Available: steel_hull, carbon_fiber, hologram_panel, alien_skin
332
+ ```
333
+
334
+ ### My Custom Helpers
335
+ ```javascript
336
+ // I have a helper function called buildPillar(height, color) available in the scene
337
+ // AI should use it like: buildPillar(5, '#334455')
338
+ ```
339
+
340
+ ### My Preferred Objects
341
+ ```
342
+ When building sci-fi scenes, always include:
343
+ - A holographic display panel (thin plane, emissive blue, slight transparency)
344
+ - Ventilation grates (grid of thin boxes)
345
+ - Warning stripes (emissive yellow-black alternating boxes)
346
+ ```
347
+
348
+ ---
349
+ *FORGE3D SKILLS.md β€” Edit freely to teach the AI your style*
app.py ADDED
@@ -0,0 +1,506 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import os, httpx, json
2
+ from fastapi import FastAPI, Request
3
+ from fastapi.responses import FileResponse, JSONResponse
4
+ from fastapi.staticfiles import StaticFiles
5
+
6
+ app = FastAPI()
7
+
8
+ GROQ_KEY = os.getenv("GROQ_API_KEY", "")
9
+ NEMOTRON_KEY = os.getenv("NEMOTRON_API_KEY", "")
10
+ OPENROUTER_KEY = os.getenv("OPENROUTER_API_KEY", "")
11
+
12
+ # ═══════════════════════════════════════════════
13
+ # LOAD SKILLS.md IF PRESENT
14
+ # Upload SKILLS.md to your HuggingFace Space files
15
+ # and the AI will read it before every request.
16
+ # ═══════════════════════════════════════════════
17
+ CUSTOM_SKILLS = ""
18
+ try:
19
+ with open("SKILLS.md", "r") as f:
20
+ CUSTOM_SKILLS = "\n\n── CUSTOM SKILLS (from SKILLS.md) ──\n" + f.read()
21
+ print("βœ… SKILLS.md loaded")
22
+ except FileNotFoundError:
23
+ print("ℹ️ No SKILLS.md found β€” using defaults only")
24
+
25
+ # ═══════════════════════════════════════════════
26
+ # PROFESSIONAL SKILLS BASE
27
+ # ═══════════════════════════════════════════════
28
+ BASE_SKILLS = """
29
+ You are an expert 3D artist and Three.js developer for FORGE3D.
30
+ Output ONLY raw JavaScript. No markdown, no backticks, no explanation text.
31
+
32
+ ── CORE API ──
33
+ addObj(type) β†’ obj [types: 'cube','sphere','cylinder','plane','cone','torus','ico']
34
+ addLight(type) β†’ obj [types: 'point','sun','spot']
35
+ obj.mesh.position.set(x, y, z)
36
+ obj.mesh.scale.set(x, y, z)
37
+ obj.mesh.rotation.set(x, y, z) // radians: Math.PI/2=90Β° Math.PI=180Β°
38
+ obj.name // auto-set name string
39
+
40
+ ── MATERIAL PROPERTIES ──
41
+ obj.mesh.material.color.set('#RRGGBB')
42
+ obj.mesh.material.metalness = 0..1
43
+ obj.mesh.material.roughness = 0..1
44
+ obj.mesh.material.emissive.set('#RRGGBB')
45
+ obj.mesh.material.emissiveIntensity = 0..5
46
+ obj.mesh.material.transparent = true
47
+ obj.mesh.material.opacity = 0..1
48
+ obj.mesh.material.side = THREE.DoubleSide
49
+
50
+ ── TEXTURE LOADING (use for realistic surfaces) ──
51
+ // Load texture from a URL (Poly Haven, AmbientCG, etc)
52
+ const loader = new THREE.TextureLoader();
53
+ const tex = loader.load('https://cdn.polyhaven.com/asset_img/thumbs/metal_plate.png');
54
+ tex.wrapS = tex.wrapT = THREE.RepeatWrapping; tex.repeat.set(4,4);
55
+ obj.mesh.material.map = tex; obj.mesh.material.needsUpdate = true;
56
+
57
+ // Common free PBR texture sources (always use CORS-friendly CDN):
58
+ // Poly Haven thumbs: https://cdn.polyhaven.com/asset_img/thumbs/{name}.png
59
+ // AmbientCG: https://ambientcg.com/get?file={name}_1K-JPG.zip (use direct image)
60
+ // For color/albedo only, use: https://cdn.polyhaven.com/asset_img/thumbs/{name}.png
61
+
62
+ ── MATERIAL PRESETS ──
63
+ Chrome: color:'#d4d4d4' metalness:0.95 roughness:0.05
64
+ Gold: color:'#FFD700' metalness:0.9 roughness:0.1
65
+ Copper: color:'#b87333' metalness:0.85 roughness:0.2
66
+ Neon Blue: color:'#0044ff' emissive:'#0044ff' emissiveIntensity:3
67
+ Neon Red: color:'#ff2200' emissive:'#ff2200' emissiveIntensity:2.5
68
+ Neon Green: color:'#00ff44' emissive:'#00ff44' emissiveIntensity:3
69
+ Glass: color:'#aaddff' metalness:0 roughness:0 transparent:true opacity:0.25
70
+ Rubber: color:'#1a1a1a' metalness:0 roughness:1.0
71
+ Dark Steel: color:'#445566' metalness:0.8 roughness:0.3
72
+ White Ceramic: color:'#f5f5f5' metalness:0 roughness:0.35
73
+ Lava Rock: color:'#331100' emissive:'#ff4400' emissiveIntensity:0.8 roughness:1.0
74
+ Ice: color:'#aaddff' metalness:0.1 roughness:0.05 transparent:true opacity:0.7
75
+ Obsidian: color:'#111122' metalness:0.9 roughness:0.05
76
+ Rust: color:'#8b3a1a' metalness:0.3 roughness:0.9
77
+
78
+ ── ADVANCED GEOMETRY ──
79
+ // Ring/disc:
80
+ new THREE.RingGeometry(innerR, outerR, 64)
81
+ // Tube along curve:
82
+ const curve = new THREE.CatmullRomCurve3([new THREE.Vector3(0,0,0), new THREE.Vector3(1,2,1)])
83
+ new THREE.TubeGeometry(curve, 64, 0.1, 12, false)
84
+ // Extruded shape:
85
+ const s=new THREE.Shape(); s.moveTo(0,0); s.lineTo(2,0); s.lineTo(1,1.5); s.closePath()
86
+ new THREE.ExtrudeGeometry(s, {depth:0.5, bevelEnabled:true, bevelSize:0.05, bevelSegments:3})
87
+ // Lathe (vase, rocket body, missile):
88
+ const pts=[new THREE.Vector2(0,0),new THREE.Vector2(0.4,0.3),new THREE.Vector2(0.5,1.0),new THREE.Vector2(0.3,2.0),new THREE.Vector2(0.1,2.5)]
89
+ new THREE.LatheGeometry(pts, 32)
90
+ // Parametric: torus knot
91
+ new THREE.TorusKnotGeometry(1, 0.3, 128, 16)
92
+
93
+ ── ADD CUSTOM MESH TO SCENE ──
94
+ const geo = new THREE.CylinderGeometry(0.5, 0.8, 2, 32)
95
+ const mat = new THREE.MeshStandardMaterial({color:'#445566', metalness:0.8, roughness:0.2})
96
+ const mesh = new THREE.Mesh(geo, mat)
97
+ mesh.castShadow = true; mesh.receiveShadow = true
98
+ mesh.position.set(x, y, z)
99
+ SCENE.add(mesh)
100
+ OBJS.push({mesh, light:null, name:'PartName', type:'MESH', vis:true, kf:{}})
101
+
102
+ ── POSITIONING RULES ──
103
+ Ground = y:0. Objects float: y >= half their height.
104
+ 1 unit β‰ˆ 1 meter. Never overlap. Spread naturally.
105
+ Small scene: -5 to 5. Large scene: -30 to 30.
106
+
107
+ ── LIGHTING RULES ──
108
+ Always add 2-3 colored lights for atmosphere:
109
+ const pl = addLight('point')
110
+ pl.light.intensity = 3; pl.light.color.set('#ff6644')
111
+ pl.mesh.position.set(5,6,3); pl.light.position.set(5,6,3)
112
+
113
+ ── SCULPTING ASSIST ──
114
+ // When user asks to sculpt or deform, use BufferGeometry position manipulation:
115
+ const pos = obj.mesh.geometry.attributes.position;
116
+ for(let i=0;i<pos.count;i++){
117
+ const x=pos.getX(i), y=pos.getY(i), z=pos.getZ(i);
118
+ // apply deformation here
119
+ pos.setXYZ(i, x + Math.sin(y*3)*0.1, y, z);
120
+ }
121
+ pos.needsUpdate = true;
122
+ obj.mesh.geometry.computeVertexNormals();
123
+
124
+ ── ANIMATION HELPERS (for animated objects) ──
125
+ // Smooth orbit animation using requestAnimationFrame + clock:
126
+ const clock = new THREE.Clock();
127
+ function animateObj(){
128
+ requestAnimationFrame(animateObj);
129
+ const t = clock.getElapsedTime();
130
+ mesh.position.x = Math.cos(t * speed) * radius;
131
+ mesh.position.z = Math.sin(t * speed) * radius;
132
+ mesh.rotation.y = t * rotSpeed;
133
+ }
134
+ animateObj();
135
+
136
+ ── QUALITY RULES ──
137
+ 1. MINIMUM 2-3 different materials per request
138
+ 2. castShadow=true on ALL meshes
139
+ 3. Layer: ground β†’ structure β†’ details β†’ accent lights
140
+ 4. Complex objects (missile, spaceship, vehicle): 15+ assembled parts
141
+ 5. PBR always: set both metalness AND roughness
142
+ 6. Emissive for: engines, screens, neon, lava, glow effects
143
+ 7. Add particle-like tiny spheres for effects (sparks, stars, debris)
144
+ 8. Always end with: toast('description of what was made')
145
+ 9. For BLACK HOLES: use RingGeometry for accretion disk + emissive glow + dark sphere core
146
+ 10. For MISSILES: LatheGeometry body + cone nose + fin plates + tube exhaust + emissive engine
147
+ """ + CUSTOM_SKILLS
148
+
149
+ GROQ_SYSTEM = BASE_SKILLS + """
150
+ ROLE: FAST AI (Groq Llama-3.3-70B) β€” Quick clean 3D objects.
151
+ Max 12 objects. Apply PBR materials always.
152
+ Think: ground plane + main object + 1-2 detail parts + colored light.
153
+ """
154
+
155
+ NEMOTRON_SYSTEM = BASE_SKILLS + """
156
+ ROLE: SCENE DESIGNER β€” Complete environments with 15-40 objects.
157
+ Plan: ground β†’ background β†’ midground β†’ foreground β†’ props β†’ 3 colored lights.
158
+ Use loops for repeated elements (trees, buildings, stars, asteroids).
159
+ For SOLAR SYSTEM: create Sun + all 8 planets at correct relative scales,
160
+ add orbit rings (RingGeometry), asteroid belt loop, animate with requestAnimationFrame.
161
+ Think like a film production designer. Create depth with fog-like object density.
162
+ """
163
+
164
+ OPENROUTER_SYSTEM = BASE_SKILLS + """
165
+ ROLE: HIGH-DETAIL SPECIALIST β€” Complex 20-60 part models.
166
+ For vehicles/ships/machines: main body + sub-structures + surface panels + engines + windows + details.
167
+ Use ExtrudeGeometry for flat panels, TubeGeometry for pipes/cables, LatheGeometry for symmetric parts.
168
+ Apply PBR: hull=dark steel, engines=glow, windows=glass, details=copper accents.
169
+ Think like a CAD engineer + concept artist combined.
170
+
171
+ MISSILE STRUCTURE EXAMPLE:
172
+ LatheGeometry body (tapered cylinder) + ConeGeometry nose (chrome)
173
+ + 4x ExtrudeGeometry fins (dark steel) + CylinderGeometry exhaust nozzle (emissive orange)
174
+ + RingGeometry exhaust ring (glow) + TubeGeometry fuel lines + tiny sphere rivets
175
+ + warhead markings (plane with emissive) + stabilizer details
176
+
177
+ BLACK HOLE EXAMPLE:
178
+ SphereGeometry core (black, emissive deep purple) +
179
+ 5x RingGeometry accretion disks at different angles (emissive orange/red/yellow, transparent)
180
+ + particle field (200 tiny spheres orbiting) + gravitational lens effect (distorted torus)
181
+ + photon sphere ring (bright white emissive) + jets (TubeGeometry, emissive blue)
182
+
183
+ SPACESHIP EXAMPLE:
184
+ LatheGeometry hull + SphereGeometry cockpit (glass) + 4x wing ExtrudeGeometry
185
+ + 2x engine pods (cylinders + glow rings) + weapon mounts + antenna + running lights
186
+ + thruster exhaust (torus emissive) + surface panel details (thin boxes)
187
+ """
188
+
189
+ ANIMATION_SYSTEM = BASE_SKILLS + """
190
+ ROLE: ANIMATION SPECIALIST β€” Professional keyframe + live animations.
191
+
192
+ REQUIRED: Always set timeline length:
193
+ document.getElementById('tlend').value = String(totalFrames)
194
+
195
+ EASING FUNCTIONS (define at start):
196
+ const eIO = t => t<0.5?2*t*t:1-Math.pow(-2*t+2,2)/2;
197
+ const eBounce = t => {const n=7.5625,d=2.75;if(t<1/d)return n*t*t;else if(t<2/d)return n*(t-=1.5/d)*t+.75;else if(t<2.5/d)return n*(t-=2.25/d)*t+.9375;return n*(t-=2.625/d)*t+.984375;}
198
+ const eElastic = t => t===0?0:t===1?1:Math.pow(2,-10*t)*Math.sin((t*10-0.75)*(2*Math.PI)/3)+1;
199
+ const lerp = (a,b,t) => a+(b-a)*t;
200
+
201
+ KF PATTERN:
202
+ if(!KF[name]) KF[name]={}
203
+ const channels = ['lx','ly','lz','rx','ry','rz','sx','sy','sz']
204
+ channels.forEach(ch=>{if(!KF[name][ch])KF[name][ch]={}})
205
+
206
+ SOLAR SYSTEM ANIMATION β€” use requestAnimationFrame NOT just keyframes:
207
+ const solarClock = new THREE.Clock();
208
+ const planetData = [{mesh: earthMesh, speed: 1.0, radius: 10}, ...];
209
+ function solarAnimate(){
210
+ requestAnimationFrame(solarAnimate);
211
+ const t = solarClock.getElapsedTime();
212
+ planetData.forEach(p => {
213
+ p.mesh.position.x = Math.cos(t * p.speed) * p.radius;
214
+ p.mesh.position.z = Math.sin(t * p.speed) * p.radius;
215
+ p.mesh.rotation.y += 0.01;
216
+ });
217
+ }
218
+ solarAnimate();
219
+
220
+ LOOP PATTERN for keyframes:
221
+ for(let f=0; f<=totalFrames; f+=step){
222
+ const t = f/totalFrames;
223
+ KF[name]['ry'][f] = lerp(0, Math.PI*2, eIO(t));
224
+ }
225
+
226
+ After all keyframes: drawTL(); applyKF(); toast('Animation ready! Press Space')
227
+ """
228
+
229
+ # ══════════════════════
230
+ # HELPERS
231
+ # ══════════════════════
232
+ async def call_groq(messages, max_tokens=2000, temp=0.3, system=None):
233
+ sys = system or GROQ_SYSTEM
234
+ payload = {
235
+ "model": "llama-3.3-70b-versatile",
236
+ "messages": [{"role": "system", "content": sys}] + messages,
237
+ "max_tokens": max_tokens, "temperature": temp, "stream": False
238
+ }
239
+ async with httpx.AsyncClient(timeout=60) as c:
240
+ r = await c.post(
241
+ "https://api.groq.com/openai/v1/chat/completions",
242
+ headers={"Authorization": f"Bearer {GROQ_KEY}", "Content-Type": "application/json"},
243
+ json=payload
244
+ )
245
+ return r
246
+
247
+
248
+ async def call_openrouter(messages, system, max_tokens=3000, temp=0.2):
249
+ """OpenRouter with proper model list and error handling."""
250
+ payload = {
251
+ "models": [
252
+ "deepseek/deepseek-r1:free",
253
+ "deepseek/deepseek-chat-v3-0324:free",
254
+ "google/gemini-2.0-flash-exp:free",
255
+ "meta-llama/llama-3.3-70b-instruct:free",
256
+ "microsoft/phi-4:free",
257
+ ],
258
+ "route": "fallback",
259
+ "messages": [{"role": "system", "content": system}] + messages,
260
+ "max_tokens": max_tokens,
261
+ "temperature": temp,
262
+ "stream": False
263
+ }
264
+ async with httpx.AsyncClient(timeout=90) as c:
265
+ r = await c.post(
266
+ "https://openrouter.ai/api/v1/chat/completions",
267
+ headers={
268
+ "Authorization": f"Bearer {OPENROUTER_KEY}",
269
+ "Content-Type": "application/json",
270
+ "HTTP-Referer": "https://huggingface.co/spaces",
271
+ "X-Title": "FORGE3D"
272
+ },
273
+ json=payload
274
+ )
275
+ return r
276
+
277
+
278
+ # ══════════════════════
279
+ # ROUTES
280
+ # ══════════════════════
281
+
282
+ @app.post("/api/groq")
283
+ async def proxy_groq(request: Request):
284
+ if not GROQ_KEY:
285
+ return JSONResponse({"error": "GROQ_API_KEY not set in Space secrets"}, status_code=500)
286
+ body = await request.json()
287
+ r = await call_groq(body.get("messages", []), body.get("max_tokens", 2000), body.get("temperature", 0.3))
288
+ return JSONResponse(r.json(), status_code=r.status_code)
289
+
290
+
291
+ @app.post("/api/nemotron")
292
+ async def proxy_nemotron(request: Request):
293
+ body = await request.json()
294
+ messages = body.get("messages", [])
295
+
296
+ if NEMOTRON_KEY:
297
+ payload = {
298
+ "model": "nvidia/llama-3.1-nemotron-70b-instruct",
299
+ "messages": [{"role": "system", "content": NEMOTRON_SYSTEM}] + messages,
300
+ "max_tokens": body.get("max_tokens", 3000),
301
+ "temperature": body.get("temperature", 0.4),
302
+ "stream": False
303
+ }
304
+ try:
305
+ async with httpx.AsyncClient(timeout=60) as c:
306
+ r = await c.post(
307
+ "https://integrate.api.nvidia.com/v1/chat/completions",
308
+ headers={"Authorization": f"Bearer {NEMOTRON_KEY}", "Content-Type": "application/json"},
309
+ json=payload
310
+ )
311
+ if r.status_code == 200:
312
+ return JSONResponse(r.json())
313
+ except Exception:
314
+ pass
315
+
316
+ # Fallback: Groq with Nemotron system prompt
317
+ if GROQ_KEY:
318
+ r = await call_groq(messages, body.get("max_tokens", 3000), 0.4, NEMOTRON_SYSTEM)
319
+ data = r.json()
320
+ if "choices" in data:
321
+ data["_fallback"] = "groq"
322
+ return JSONResponse(data, status_code=r.status_code)
323
+
324
+ return JSONResponse({"error": "No API keys configured"}, status_code=500)
325
+
326
+
327
+ @app.post("/api/openrouter")
328
+ async def proxy_openrouter(request: Request):
329
+ body = await request.json()
330
+ messages = body.get("messages", [])
331
+
332
+ # ── FIXED: Try OpenRouter first if key exists ──
333
+ if OPENROUTER_KEY:
334
+ try:
335
+ r = await call_openrouter(
336
+ messages, OPENROUTER_SYSTEM,
337
+ body.get("max_tokens", 3000),
338
+ body.get("temperature", 0.2)
339
+ )
340
+ data = r.json()
341
+ # Check for actual error in response body (not just HTTP status)
342
+ if r.status_code == 200 and "choices" in data:
343
+ return JSONResponse(data)
344
+ # Log the error for debugging
345
+ print(f"OpenRouter error {r.status_code}: {r.text[:200]}")
346
+ except Exception as e:
347
+ print(f"OpenRouter exception: {e}")
348
+
349
+ # Fallback to Groq with OpenRouter system prompt
350
+ if GROQ_KEY:
351
+ r = await call_groq(messages, body.get("max_tokens", 3000), 0.2, OPENROUTER_SYSTEM)
352
+ data = r.json()
353
+ data["_fallback"] = "groq"
354
+ return JSONResponse(data)
355
+
356
+ return JSONResponse({"error": "OPENROUTER_API_KEY not set and no Groq fallback"}, status_code=500)
357
+
358
+
359
+ @app.post("/api/animation")
360
+ async def proxy_animation(request: Request):
361
+ body = await request.json()
362
+ messages = body.get("messages", [])
363
+
364
+ if OPENROUTER_KEY:
365
+ try:
366
+ r = await call_openrouter(messages, ANIMATION_SYSTEM, body.get("max_tokens", 3000), 0.15)
367
+ if r.status_code == 200:
368
+ data = r.json()
369
+ if "choices" in data:
370
+ return JSONResponse(data)
371
+ except Exception:
372
+ pass
373
+
374
+ if GROQ_KEY:
375
+ r = await call_groq(messages, body.get("max_tokens", 3000), 0.2, ANIMATION_SYSTEM)
376
+ return JSONResponse(r.json(), status_code=r.status_code)
377
+
378
+ return JSONResponse({"error": "No API keys configured"}, status_code=500)
379
+
380
+
381
+ @app.post("/api/texture-search")
382
+ async def texture_search(request: Request):
383
+ """
384
+ AI-powered texture search endpoint.
385
+ Frontend sends: { "query": "rusty metal", "object": "Cube" }
386
+ Returns: JS code to apply a texture from a free CDN.
387
+ """
388
+ body = await request.json()
389
+ query = body.get("query", "concrete")
390
+ obj_name = body.get("object", "selected object")
391
+
392
+ texture_prompt = f"""
393
+ The user wants to apply a FREE texture to a 3D object called "{obj_name}".
394
+ Texture description: "{query}"
395
+
396
+ Output ONLY raw JavaScript (no markdown, no backticks).
397
+ Use THREE.TextureLoader to load a texture from one of these FREE, CORS-enabled sources:
398
+ - Poly Haven CDN: https://cdn.polyhaven.com/asset_img/thumbs/{{name}}.png
399
+ - For metal: metal_plate, worn_metal, rust_metal, brushed_metal
400
+ - For wood: oak_veneer, wood_planks, hardwood_floor
401
+ - For concrete: concrete_wall, cracked_concrete, concrete_floor
402
+ - For rock: rocks_ground, mossy_rock, cliff_face
403
+ - For fabric: fabric_leather, burlap, denim
404
+ - For sci-fi: diamond_plate, carbon_fiber, circuit_board style (use dark steel + emissive)
405
+ - For organic/lava: use color + emissive material instead of texture
406
+
407
+ Find the best matching texture name and write code to:
408
+ 1. Get the selected object: const obj = OBJS.find(o=>o.mesh===SEL?.mesh) || OBJS[OBJS.length-1];
409
+ 2. Load the texture with TextureLoader
410
+ 3. Set wrapS, wrapT to RepeatWrapping, repeat(2,2)
411
+ 4. Apply to obj.mesh.material.map
412
+ 5. Set appropriate metalness/roughness for the material type
413
+ 6. Set obj.mesh.material.needsUpdate = true
414
+ 7. End with toast('Applied {{texture name}} texture')
415
+
416
+ If the query suggests a PROCEDURAL material (lava, neon, fire, hologram, etc.),
417
+ use emissive + color only β€” do NOT use TextureLoader.
418
+ """
419
+
420
+ messages = [{"role": "user", "content": texture_prompt}]
421
+
422
+ if GROQ_KEY:
423
+ r = await call_groq(messages, 800, 0.2, GROQ_SYSTEM)
424
+ return JSONResponse(r.json(), status_code=r.status_code)
425
+
426
+ return JSONResponse({"error": "No API key configured"}, status_code=500)
427
+
428
+
429
+ @app.get("/api/status")
430
+ async def status():
431
+ res = {}
432
+
433
+ if GROQ_KEY:
434
+ try:
435
+ async with httpx.AsyncClient(timeout=8) as c:
436
+ r = await c.post(
437
+ "https://api.groq.com/openai/v1/chat/completions",
438
+ headers={"Authorization": f"Bearer {GROQ_KEY}", "Content-Type": "application/json"},
439
+ json={"model": "llama-3.3-70b-versatile", "messages": [{"role": "user", "content": "hi"}], "max_tokens": 3}
440
+ )
441
+ res["groq"] = "βœ… Groq Ready" if r.status_code == 200 else f"❌ Groq {r.status_code}"
442
+ except Exception as e:
443
+ res["groq"] = f"❌ Groq: {str(e)[:30]}"
444
+ else:
445
+ res["groq"] = "❌ Missing GROQ_API_KEY"
446
+
447
+ if NEMOTRON_KEY:
448
+ try:
449
+ async with httpx.AsyncClient(timeout=10) as c:
450
+ r = await c.post(
451
+ "https://integrate.api.nvidia.com/v1/chat/completions",
452
+ headers={"Authorization": f"Bearer {NEMOTRON_KEY}", "Content-Type": "application/json"},
453
+ json={"model": "nvidia/llama-3.1-nemotron-70b-instruct", "messages": [{"role": "user", "content": "hi"}], "max_tokens": 3}
454
+ )
455
+ res["nemotron"] = "βœ… Nemotron Ready" if r.status_code == 200 else f"⚠️ NVIDIA {r.status_code} β†’ Groq fallback"
456
+ except Exception as e:
457
+ res["nemotron"] = f"⚠️ NVIDIA offline β†’ Groq fallback"
458
+ else:
459
+ res["nemotron"] = "❌ Missing NEMOTRON_API_KEY"
460
+
461
+ if OPENROUTER_KEY:
462
+ try:
463
+ async with httpx.AsyncClient(timeout=10) as c:
464
+ r = await c.post(
465
+ "https://openrouter.ai/api/v1/chat/completions",
466
+ headers={
467
+ "Authorization": f"Bearer {OPENROUTER_KEY}",
468
+ "Content-Type": "application/json",
469
+ "HTTP-Referer": "https://huggingface.co/spaces",
470
+ "X-Title": "FORGE3D"
471
+ },
472
+ json={
473
+ "model": "meta-llama/llama-3.3-70b-instruct:free",
474
+ "messages": [{"role": "user", "content": "hi"}],
475
+ "max_tokens": 3
476
+ }
477
+ )
478
+ if r.status_code == 200:
479
+ res["openrouter"] = "βœ… OpenRouter Ready"
480
+ else:
481
+ body_preview = r.text[:120]
482
+ res["openrouter"] = f"❌ OpenRouter {r.status_code}: {body_preview}"
483
+ except Exception as e:
484
+ res["openrouter"] = f"❌ OpenRouter: {str(e)[:40]}"
485
+ else:
486
+ res["openrouter"] = "❌ Missing OPENROUTER_API_KEY"
487
+
488
+ res["skills_md"] = "βœ… SKILLS.md loaded" if CUSTOM_SKILLS else "ℹ️ No SKILLS.md (optional)"
489
+ return res
490
+
491
+
492
+ # ── STATIC + ROUTES ──
493
+ app.mount("/static", StaticFiles(directory="static"), name="static")
494
+
495
+ @app.get("/")
496
+ async def root():
497
+ return FileResponse("static/homepage.html")
498
+
499
+ @app.get("/editor")
500
+ async def editor():
501
+ return FileResponse("static/index.html")
502
+
503
+ # Keep old index.html accessible directly too
504
+ @app.get("/app")
505
+ async def app_redirect():
506
+ return FileResponse("static/index.html")