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Improve viewport readability and configurable scene renderingPr/lighting readability #489
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Merged
madhephaestus
merged 7 commits into
CommonWealthRobotics:development
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aaron4ce:pr/lighting-readability
Oct 12, 2026
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b345de2
Improve viewport lighting stability and color fidelity
aaron4ce b645eb2
Make viewport rendering configurable
aaron4ce ce913e8
Make grid motion rendering configurable
aaron4ce 8bd17ef
Harden viewport style configuration
aaron4ce 8fed2ae
Update bowler-script-kernel
aaron4ce 694eed4
Clean up configurable viewport rendering
aaron4ce d973cad
Format viewport rendering code
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Submodule bowler-script-kernel
updated
3 files
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -265,9 +265,9 @@ public class BowlerStudio3dEngine implements ICameraChangeListener, IMobileBaseU | |
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| private long timeForAutospin = 5000; | ||
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| // Hides both grids while the camera moves, restoring them once it settles. | ||
| private static final double GRID_HIDE_SETTLE_MS = 150; | ||
| private PauseTransition gridHideTimer; | ||
| // Tracks camera motion so the configured grid rendering mode can be applied. | ||
| private static final double GRID_MOTION_SETTLE_MS = 150; | ||
| private PauseTransition gridMotionTimer; | ||
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| // private CheckBox spin; | ||
| // private CheckBox autoHighlight; | ||
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@@ -388,14 +388,30 @@ private void applyVisibility() { | |
| BowlerStudio.runLater(() -> { | ||
| boolean grids = visible && showLines; | ||
| boolean showSmall = grids && showSmallGrid; | ||
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| String motionMode = SceneStyleConfig.getString("grid.motionMode", "all").toLowerCase(Locale.ROOT); | ||
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| if (!motionMode.equals("major") && !motionMode.equals("all") && !motionMode.equals("texture") | ||
| && !motionMode.equals("hidden")) | ||
| motionMode = "all"; | ||
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| boolean movingTexture = cameraMoving && motionMode.equals("texture"); | ||
| boolean movingAllLines = cameraMoving && motionMode.equals("all"); | ||
| boolean movingMajorLines = cameraMoving && motionMode.equals("major"); | ||
| boolean still = !cameraMoving; | ||
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| if (bigLinesView != null) | ||
| bigLinesView.setVisible(grids && !cameraMoving); | ||
| bigLinesView.setVisible(grids && (still || movingAllLines || movingMajorLines)); | ||
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| if (bigTextureView != null) | ||
| bigTextureView.setVisible(grids && cameraMoving); | ||
| bigTextureView.setVisible(grids && movingTexture); | ||
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| if (smallLinesView != null) | ||
| smallLinesView.setVisible(showSmall && !cameraMoving); | ||
| smallLinesView.setVisible(showSmall && (still || movingAllLines)); | ||
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| if (smallTextureView != null) | ||
| smallTextureView.setVisible(showSmall && cameraMoving); | ||
| smallTextureView.setVisible(showSmall && movingTexture); | ||
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| backgroundView.setVisible(visible); | ||
| outlineView.setVisible(grids); | ||
| }); | ||
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@@ -1863,6 +1879,21 @@ public static MeshView createGridTextureMesh(double xSizeMM, double ySizeMM, dou | |
| return topView; | ||
| } | ||
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| private static Color styleGridColor(Color base, String prefix, double defaultBrightness) { | ||
| double brightness = Math.max(0.0, | ||
| SceneStyleConfig.getDouble(prefix + ".brightnessMultiplier", defaultBrightness)); | ||
| double opacity = Math.max(0.0, SceneStyleConfig.getDouble(prefix + ".opacityMultiplier", 1.0)); | ||
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| return Color.color(SceneStyleConfig.clamp01(base.getRed() * brightness), | ||
| SceneStyleConfig.clamp01(base.getGreen() * brightness), | ||
| SceneStyleConfig.clamp01(base.getBlue() * brightness), | ||
| SceneStyleConfig.clamp01(base.getOpacity() * opacity)); | ||
| } | ||
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| private static int gridLineWidthPx(String key, int fallback) { | ||
| return Math.max(1, (int) Math.round(SceneStyleConfig.getDouble(key, fallback))); | ||
| } | ||
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| public static void makeGrid(GridHolder gh) { | ||
| Log.debug("Grid colors \n" + gridKey + "\n" + gridColor + "\n" + lightGrid); | ||
| gh.backgroundView.getChildren().clear(); | ||
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@@ -1874,8 +1905,11 @@ public static void makeGrid(GridHolder gh) { | |
| float halfX = workplaneX / 2; | ||
| float halfY = workplaneY / 2; | ||
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| Color grid1Color = getGridColor(); | ||
| Color grid10Color = getGridKey(); | ||
| Color grid1Color = styleGridColor(getGridColor(), "grid.small", 0.85); | ||
| Color grid10Color = styleGridColor(getGridKey(), "grid.major", 1.0); | ||
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| int grid1LineWidthPx = gridLineWidthPx("grid.small.lineWidthPx", 2); | ||
| int grid10LineWidthPx = gridLineWidthPx("grid.major.lineWidthPx", 4); | ||
| Affine gridOffset = new Affine(); | ||
| gridOffset.setTz(-0.05); | ||
| // MeshView bigGridView = bigLines.buildMeshView(grid10Color); | ||
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@@ -1917,10 +1951,10 @@ public static void makeGrid(GridHolder gh) { | |
| // line geometry and a single textured quad. Both stay in memory; the | ||
| // textured quads are swapped in while the camera moves, the line geometry | ||
| // when it stops. | ||
| MeshView grid10Lines = createGridLinesMesh(gh.xSizeMM, gh.ySizeMM, 10.0, 0, 4, grid10Color); | ||
| MeshView grid10Texture = createGridTextureMesh(gh.xSizeMM, gh.ySizeMM, 10.0, 0, 4, grid10Color); | ||
| MeshView grid1Lines = createGridLinesMesh(gh.xSizeMM, gh.ySizeMM, 1.0, 10.0, 2, grid1Color); | ||
| MeshView grid1Texture = createGridTextureMesh(gh.xSizeMM, gh.ySizeMM, 1.0, 10.0, 2, grid1Color); | ||
| MeshView grid10Lines = createGridLinesMesh(gh.xSizeMM, gh.ySizeMM, 10.0, 0, grid10LineWidthPx, grid10Color); | ||
| MeshView grid10Texture = createGridTextureMesh(gh.xSizeMM, gh.ySizeMM, 10.0, 0, grid10LineWidthPx, grid10Color); | ||
| MeshView grid1Lines = createGridLinesMesh(gh.xSizeMM, gh.ySizeMM, 1.0, 10.0, grid1LineWidthPx, grid1Color); | ||
| MeshView grid1Texture = createGridTextureMesh(gh.xSizeMM, gh.ySizeMM, 1.0, 10.0, grid1LineWidthPx, grid1Color); | ||
| // Scale each grid by its own snap Scale (driven by setSnap); the small grid | ||
| // additionally follows the mm offset of the workplane. | ||
| double gridAlignment = 0.025; | ||
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@@ -2031,47 +2065,48 @@ private void buildCamera(boolean addHand, CSG handMeshIn) { | |
| // Setup scene illumination | ||
| cameraGroup.getChildren().setAll(camera); | ||
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| /* | ||
| * // Fixed directional light from the top DirectionalLight sunLight1 = new | ||
| * DirectionalLight(); sunLight1.setColor(Color.color(0.3, 0.3, 0.3)); | ||
| * sunLight1.setDirection(new Point3D(0, 0, -1)); sunLight1.setLightOn(false); | ||
| * cameraGroup.getChildren().add(sunLight1); | ||
| * | ||
| * // Point light sun high above the work plane PointLight sunLight2 = new | ||
| * PointLight(Color.color(0.2, 0.2, 0.2)); sunLight2.setConstantAttenuation(1); | ||
| * sunLight2.setLinearAttenuation(0); sunLight2.setQuadraticAttenuation(0); | ||
| * sunLight2.getTransforms().add(new Translate(0, 0, 10000)); | ||
| * sunLight2.setLightOn(false); cameraGroup.getChildren().add(sunLight2); | ||
| * | ||
| * // Ambient lighting AmbientLight ambientLight = new | ||
| * AmbientLight(Color.color(0.1, 0.1, 0.1)); ambientLight.setLightOn(false); | ||
| * cameraGroup.getChildren().add(ambientLight); | ||
| * | ||
| * // Directional light follows the camera view angle DirectionalLight | ||
| * directionalCameraLight = new DirectionalLight(Color.color(1.0, 1.0, 1.0)); | ||
| * camera.localToSceneTransformProperty().addListener((obs, oldT, newT) -> { | ||
| * Point3D d = camera.localToScene(0, 0, -1).subtract(camera.localToScene(0, 0, | ||
| * 0)).normalize(); directionalCameraLight.setDirection(new Point3D(d.getX(), | ||
| * -d.getY(), d.getZ())); // Y inverted }); | ||
| * directionalCameraLight.setLightOn(false); | ||
| * cameraGroup.getChildren().add(directionalCameraLight); | ||
| */ | ||
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| // Point light behind camera, similar to default JavaFX light | ||
| addPointLight(1000, 0, 500); | ||
| addPointLight(-1000, 0, -500); | ||
| PointLight follow = addPointLight(1000, -1000, 1000); | ||
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| ambientLight = new AmbientLight( | ||
| Color.color(ambientLightIntensity, ambientLightIntensity, ambientLightIntensity)); | ||
| String lightingMode = SceneStyleConfig.getString("lighting.mode", "stable").toLowerCase(Locale.ROOT); | ||
| boolean kevinLighting = lightingMode.equals("kevin"); | ||
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| final PointLight follow; | ||
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| if (kevinLighting) { | ||
| // Original BowlerStudio lighting: | ||
| // three point lights, with the third following the camera. | ||
| addPointLight(1000, 0, 500); | ||
| addPointLight(-1000, 0, -500); | ||
| follow = addPointLight(1000, -1000, 1000); | ||
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| ambientLight = new AmbientLight(Color.color(0.1, 0.1, 0.1)); | ||
| ambientLight.getScope().addAll(userGroup); | ||
| } else { | ||
| // Stable lighting: | ||
| // fixed world-space lights keep shading independent of camera rotation. | ||
| follow = null; | ||
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| double ambient = SceneStyleConfig.clamp01(SceneStyleConfig.getDouble("lighting.ambient", 0.47)); | ||
| ambientLight = new AmbientLight(Color.color(ambient, ambient, ambient)); | ||
| ambientLight.getScope().addAll(userGroup, lookGroup); | ||
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| addSceneDirectionalLight("key", true, 0.52, -0.80, -1.00, -0.45); | ||
| addSceneDirectionalLight("fill", true, 0.16, 0.65, -0.10, -0.25); | ||
| addSceneDirectionalLight("rim", true, 0.08, 0.20, 0.90, -0.15); | ||
| } | ||
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| controlLight = new AmbientLight( | ||
| Color.color(controlsLightIntensity, controlsLightIntensity, controlsLightIntensity)); | ||
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| world.getChildren().addAll(ambientLight, controlLight); | ||
| // Enable point light illumination for selected groups | ||
| ambientLight.getScope().addAll(userGroup, handGroup); | ||
| controlLight.getScope().addAll(controlHandleGroup, lookGroup, customWorkplaneGroupSolid, | ||
| customWorkplaneGroupTransparent, rulerGroup, axisGroup); | ||
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| if (kevinLighting) { | ||
| // Match the original BowlerStudio light scopes. | ||
| controlLight.getScope().addAll(controlHandleGroup, lookGroup, customWorkplaneGroupSolid, | ||
| customWorkplaneGroupTransparent, rulerGroup, axisGroup); | ||
| } else { | ||
| // Object lighting is independent from controls and workplane lighting. | ||
| controlLight.getScope().addAll(controlHandleGroup, customWorkplaneGroupSolid, | ||
| customWorkplaneGroupTransparent, rulerGroup, axisGroup); | ||
| } | ||
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| handMesh = handMeshIn.getMesh(); | ||
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@@ -2114,7 +2149,9 @@ public void onChange(VirtualCameraMobileBase camera) { | |
| int zoomDepth = (int) camera.getZoomDepth(); | ||
| if (getFlyingCamera().isOrthographic()) | ||
| zoomDepth = (int) (zoomDepth / getFlyingCamera().getZoomScale()); | ||
| boolean showSmallGrid = Math.abs(zoomDepth) < 200; | ||
| double smallGridVisibleZoomDepth = Math.max(0.0, | ||
| SceneStyleConfig.getDouble("grid.small.visibleZoomDepth", 350.0)); | ||
| boolean showSmallGrid = Math.abs(zoomDepth) < smallGridVisibleZoomDepth; | ||
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| // Keep the hand the same size on screen. In perspective the hand sits at | ||
| // the zoom distance from the camera, so its apparent size falls off as | ||
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@@ -2135,45 +2172,71 @@ public void onChange(VirtualCameraMobileBase camera) { | |
| gh.setSmallGridVis(showSmallGrid); | ||
| } | ||
| } | ||
| // While the camera is moving, hide both grids; restore them once it | ||
| // settles. onChange fires on every move, so restart the timer each time. | ||
| hideGridsWhileMoving(); | ||
| // Apply the configured moving-camera grid mode and restore the still | ||
| // representation after camera motion settles. | ||
| updateGridMotion(); | ||
| // Log.debug("Placing grid "+x +" , "+y); | ||
| } | ||
| }); | ||
| camera.localToSceneTransformProperty().addListener((obs, oldT, newT) -> { | ||
| final float distanceBehindCamera = 10000; | ||
| Point3D p = camera.localToScene(1000, 500, -distanceBehindCamera); | ||
| follow.setTranslateX(-p.getX()); | ||
| follow.setTranslateY(p.getY()); | ||
| follow.setTranslateZ(-p.getZ()); | ||
| if (follow != null) { | ||
| camera.localToSceneTransformProperty().addListener((obs, oldT, newT) -> { | ||
| final float distanceBehindCamera = 10000; | ||
| Point3D p = camera.localToScene(1000, 500, -distanceBehindCamera); | ||
| follow.setTranslateX(-p.getX()); | ||
| follow.setTranslateY(p.getY()); | ||
| follow.setTranslateZ(-p.getZ()); | ||
| }); | ||
| } | ||
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| }); | ||
| } | ||
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| // Hides both grid sets while the camera is moving and pops them back once | ||
| // motion stops for GRID_HIDE_SETTLE_MS. The PauseTransition is a JavaFX | ||
| // animation and can only be driven from the FX thread, but onChange may fire | ||
| // from any thread, so marshal the whole update onto the FX thread. Otherwise | ||
| // playFromStart() throws off-thread, the settle callback never runs, and the | ||
| // grids are stuck showing the texture representation. | ||
| private void hideGridsWhileMoving() { | ||
| // Camera changes may arrive off the FX thread. Keep the motion state and | ||
| // settle timer on the FX thread, then let GridHolder apply the configured | ||
| // major/all/texture/hidden rendering mode. | ||
| private void updateGridMotion() { | ||
| BowlerStudio.runLater(() -> { | ||
| for (GridHolder gh : grids) | ||
| gh.setCameraMoving(true); | ||
| handGroup.setVisible(true); | ||
| if (gridHideTimer == null) { | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'd prefer not to rename variables in a PR that is also adding features. |
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| gridHideTimer = new PauseTransition(Duration.millis(GRID_HIDE_SETTLE_MS)); | ||
| gridHideTimer.setOnFinished(e -> { | ||
| if (gridMotionTimer == null) { | ||
| gridMotionTimer = new PauseTransition(Duration.millis(GRID_MOTION_SETTLE_MS)); | ||
| gridMotionTimer.setOnFinished(e -> { | ||
| for (GridHolder gh : grids) | ||
| gh.setCameraMoving(false); | ||
| handGroup.setVisible(false); | ||
| }); | ||
| } | ||
| gridHideTimer.playFromStart(); | ||
| gridMotionTimer.playFromStart(); | ||
| }); | ||
| } | ||
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| private void addSceneDirectionalLight(String name, boolean defaultEnabled, double defaultIntensity, double defaultX, | ||
| double defaultY, double defaultZ) { | ||
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| String prefix = "lighting." + name + "."; | ||
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| if (!SceneStyleConfig.getBoolean(prefix + "enabled", defaultEnabled)) | ||
| return; | ||
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| double intensity = SceneStyleConfig.clamp01(SceneStyleConfig.getDouble(prefix + "intensity", defaultIntensity)); | ||
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| double x = SceneStyleConfig.getDouble(prefix + "x", defaultX); | ||
| double y = SceneStyleConfig.getDouble(prefix + "y", defaultY); | ||
| double z = SceneStyleConfig.getDouble(prefix + "z", defaultZ); | ||
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| Point3D direction = new Point3D(x, y, z); | ||
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| if (direction.magnitude() < 1e-8) { | ||
| Log.warning("Ignoring " + name + " light: direction vector is zero"); | ||
| return; | ||
| } | ||
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| DirectionalLight light = new DirectionalLight(Color.color(intensity, intensity, intensity)); | ||
| light.setDirection(direction.normalize()); | ||
| light.getScope().addAll(userGroup, lookGroup); | ||
| world.getChildren().add(light); | ||
| } | ||
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| private PointLight addPointLight(int value, int value2, int value3) { | ||
| PointLight cameraLight = new PointLight( | ||
| Color.color(pointLightIntensity, pointLightIntensity, pointLightIntensity)); | ||
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80 changes: 80 additions & 0 deletions
80
src/main/java/com/neuronrobotics/bowlerstudio/threed/SceneStyleConfig.java
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,80 @@ | ||
| package com.neuronrobotics.bowlerstudio.threed; | ||
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| import java.io.InputStream; | ||
| import java.nio.file.Files; | ||
| import java.nio.file.Path; | ||
| import java.nio.file.Paths; | ||
| import java.util.Properties; | ||
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| import com.neuronrobotics.sdk.common.Log; | ||
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| public final class SceneStyleConfig { | ||
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| private static final Properties PROPERTIES = load(); | ||
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| private SceneStyleConfig() { | ||
| } | ||
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| private static Properties load() { | ||
| Properties properties = new Properties(); | ||
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| String configuredPath = System.getProperty("cadoodle.sceneStyle"); | ||
| Path path; | ||
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| if (configuredPath != null && !configuredPath.isBlank()) { | ||
| path = Paths.get(configuredPath); | ||
| } else { | ||
| path = Paths.get(System.getProperty("user.dir"), "scene-style.properties"); | ||
| } | ||
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| if (Files.isRegularFile(path)) { | ||
| try (InputStream in = Files.newInputStream(path)) { | ||
| properties.load(in); | ||
| Log.debug("Loaded scene style " + path.toAbsolutePath()); | ||
| } catch (Exception ex) { | ||
| Log.error("Failed to load scene style " + path + ": " + ex.getMessage()); | ||
| } | ||
| } | ||
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| return properties; | ||
| } | ||
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| public static String getString(String key, String fallback) { | ||
| String value = PROPERTIES.getProperty(key); | ||
| if (value == null || value.isBlank()) | ||
| return fallback; | ||
| return value.trim(); | ||
| } | ||
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| public static double getDouble(String key, double fallback) { | ||
| String value = PROPERTIES.getProperty(key); | ||
| if (value == null) | ||
| return fallback; | ||
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| try { | ||
| double parsed = Double.parseDouble(value.trim()); | ||
| return Double.isFinite(parsed) ? parsed : fallback; | ||
| } catch (NumberFormatException ex) { | ||
| return fallback; | ||
| } | ||
| } | ||
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| public static boolean getBoolean(String key, boolean fallback) { | ||
| String value = PROPERTIES.getProperty(key); | ||
| if (value == null) | ||
| return fallback; | ||
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| value = value.trim(); | ||
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| if ("true".equalsIgnoreCase(value)) | ||
| return true; | ||
| if ("false".equalsIgnoreCase(value)) | ||
| return false; | ||
|
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| return fallback; | ||
| } | ||
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| public static double clamp01(double value) { | ||
| return Math.max(0.0, Math.min(1.0, value)); | ||
| } | ||
| } |
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will this need an update to all of the stylesheets in StyleCadoodle?