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.
DIVE package is hosted on jsr.
npx jsr add @shopware-ag/dive
yarn dlx jsr add @shopware-ag/dive
Don't forget to include DIVE in your webpack.config.js:
const path = require('path');
module.exports = () => {
return {
...
resolve: {
extensions: ['.ts', '.tsx', '.js', '.vue'],
alias: {
dive: path.resolve(__dirname, 'path/to/node_modules/@shopware-ag/dive'),
}
},
...
module: {
rules: [
...
{
test: /\.(js|ts)$/,
loader: 'swc-loader',
include: [
path.resolve(__dirname, 'path/to/node_modules/@shopware-ag/dive')
],
options: {
jsc: {
parser: {
syntax: 'typescript',
},
target: 'es2022',
},
},
},
...
],
}
};
};
Import:
import { DIVE } from '@shopware-ag/dive'; // <-- import DIVE
Instantiate:
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 you frontend code to attach it to your DOM.
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.
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 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.
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.
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
In the following you find a list of all available actions to perform on DIVECommunication class via com.PerformAction()
.
Action | Description |
---|---|
GET_ALL_SCENE_DATA | Return all scene data that is currently set |
SET_BACKGROUND | Set a background color |
UPDATE_SCENE | Update scene data |
GET_CAMERA_TRANSFORM | Return currenty camera transformation |
MOVE_CAMERA | Move camera to a specific position or the position of a previously defined POV (with an animation) |
RESET_CAMERA | Reset camera to original position after MOVE_CAMERA was performed |
SET_CAMERA_LAYER | Set camera layer to switch between live view and editor view |
SET_CAMERA_TRANSFORM | Set camera transformation (w/o animation, used to initially set up camera) |
ZOOM_CAMERA | Zoom in or out |
GENERATE_MEDIA | Generate a screenshot with the specified parameters |
MODEL_LOADED | Is performed when a model file is completely loaded |
PLACE_ON_FLOOR | Set a model onto to the floor |
ADD_OBJECT | Add an object to the scene |
UPDATE_OBJECT | Update an existing object |
DELETE_OBJECT | Delete an existing object |
GET_ALL_OBJECTS | Return a map of all objects |
GET_OBJECTS | Return a map of all objects (with the opportunity to filter for ids) |
SELECT_OBJECT | Select an existing object in the scene |
SET_GIZMO_MODE | Set gizmo mode |