Spaces:
Running
Running
File size: 58,077 Bytes
64b1b25 b23db76 926eeea b23db76 78c0cdd b23db76 78c0cdd b23db76 78c0cdd b23db76 033fbe6 b23db76 78c0cdd b23db76 78c0cdd b23db76 78c0cdd b23db76 0c62314 78c0cdd b23db76 78c0cdd b23db76 78c0cdd b23db76 78c0cdd b23db76 0c62314 b23db76 78c0cdd b23db76 0c62314 78c0cdd 0c62314 78c0cdd 0c62314 b23db76 0c62314 b23db76 0c62314 b23db76 0c62314 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 78c0cdd 64b1b25 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 |
<!DOCTYPE html>
<html>
<head>
<title>Three.js Infinite World</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
<!-- New: Polling function for game state -->
<script>
// Poll the shared game state every 5 seconds (for demonstration)
function pollGameState() {
console.log("Polling updated game state:", window.GAME_STATE);
// Here you could update the scene based on the new state.
}
setInterval(pollGameState, 5000);
</script>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let scene, camera, renderer, playerMesh;
let raycaster, mouse;
const keysPressed = {};
const playerSpeed = 0.15;
let newlyPlacedObjects = []; // Track objects added THIS session for saving
const placeholderPlots = new Set();
const groundMeshes = {}; // Store ground mesh references
// --- Session Storage Key ---
const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
// --- Injected State from Streamlit ---
const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
const plotsMetadata = window.PLOTS_METADATA || [];
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
const customScale = window.CUSTOM_SCALE || 1.0;
const customRotationY = window.CUSTOM_ROTATION_Y || 0.0;
const plotWidth = window.PLOT_WIDTH || 50.0;
const plotDepth = window.PLOT_DEPTH || 50.0;
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
});
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({
color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
});
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xabcdef);
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000);
camera.position.set(0, 15, 20);
camera.lookAt(0, 0, 0);
scene.add(camera);
setupLighting();
setupInitialGround();
setupPlayer();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
loadInitialObjects();
restoreUnsavedState();
// Event Listeners
document.addEventListener('mousemove', onMouseMove, false);
document.addEventListener('click', onDocumentClick, false);
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
// Define functions callable by Streamlit
window.teleportPlayer = teleportPlayer;
window.getSaveDataAndPosition = getSaveDataAndPosition;
window.getSaveDataForNamedPlot = getSaveDataForNamedPlot;
window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
console.log("Three.js Initialized. World ready.");
animate();
}
function setupLighting() {
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(50, 150, 100);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 4096;
directionalLight.shadow.mapSize.height = 4096;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 500;
directionalLight.shadow.camera.left = -150;
directionalLight.shadow.camera.right = 150;
directionalLight.shadow.camera.top = 150;
directionalLight.shadow.camera.bottom = -150;
directionalLight.shadow.bias = -0.001;
scene.add(directionalLight);
}
function setupInitialGround() {
console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
plotsMetadata.forEach(plot => {
createGroundPlane(plot.grid_x, plot.grid_z, false);
});
if (plotsMetadata.length === 0) {
createGroundPlane(0, 0, false);
}
}
function createGroundPlane(gridX, gridZ, isPlaceholder) {
const gridKey = `${gridX}_${gridZ}`;
if (groundMeshes[gridKey]) return;
console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
const groundMesh = new THREE.Mesh(groundGeometry, material);
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.y = -0.05;
groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
groundMesh.receiveShadow = true;
groundMesh.userData.gridKey = gridKey;
scene.add(groundMesh);
groundMeshes[gridKey] = groundMesh;
if (isPlaceholder) placeholderPlots.add(gridKey);
}
function setupPlayer() {
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
playerMesh = new THREE.Mesh(playerGeo, playerMat);
playerMesh.position.set(plotWidth / 2, 0.4 + 0.8/2, plotDepth/2);
playerMesh.castShadow = true;
playerMesh.receiveShadow = true;
scene.add(playerMesh);
}
function loadInitialObjects() {
console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
console.log("Finished loading initial objects.");
}
function createAndPlaceObject(objData, isNewObject) {
let loadedObject = null;
switch (objData.type) {
case "Simple House": loadedObject = createSimpleHouse(); break;
case "Cyberpunk Wall Panel": loadedObject = createCyberpunkWallPanel(); break;
case "Modular Hab Block": loadedObject = createModularHabBlock(); break;
case "MegaCorp Skyscraper": loadedObject = createMegaCorpSkyscraper(); break;
case "Castle Wall Section": loadedObject = createCastleWallSection(); break;
case "Wooden Door": loadedObject = createWoodenDoor(); break;
case "House Roof Section": loadedObject = createHouseRoofSection(); break;
case "Concrete Bunker Wall": loadedObject = createConcreteBunkerWall(); break;
case "Damaged House Facade": loadedObject = createDamagedHouseFacade(); break;
case "Tree": loadedObject = createTree(); break;
case "Rock": loadedObject = createRock(); break;
case "Pine Tree": loadedObject = createPineTree(); break;
case "Boulder": loadedObject = createBoulder(); break;
case "Alien Plant": loadedObject = createAlienPlant(); break;
case "Floating Rock Platform": loadedObject = createFloatingRockPlatform(); break;
case "Rubble Pile": loadedObject = createRubblePile(); break;
case "Fence Post": loadedObject = createFencePost(); break;
case "Rooftop AC Unit": loadedObject = createRooftopACUnit(); break;
case "Holographic Window Display": loadedObject = createHolographicWindowDisplay(); break;
case "Jersey Barrier": loadedObject = createJerseyBarrier(); break;
case "Oil Drum": loadedObject = createOilDrum(); break;
case "Canned Food": loadedObject = createCannedFood(); break;
case "Treasure Chest": loadedObject = createTreasureChest(); break;
case "Wall Torch": loadedObject = createWallTorch(); break;
case "Bone Pile": loadedObject = createBonePile(); break;
case "King Figure": loadedObject = createKingFigure(); break;
case "Soldier Figure": loadedObject = createSoldierFigure(); break;
case "Mage Figure": loadedObject = createMageFigure(); break;
case "Zombie Figure": loadedObject = createZombieFigure(); break;
case "Survivor Figure": loadedObject = createSurvivorFigure(); break;
case "Dwarf Miner Figure": loadedObject = createDwarfMinerFigure(); break;
case "Undead Knight Figure": loadedObject = createUndeadKnightFigure(); break;
case "Hero Figure": loadedObject = createHeroFigure(); break;
case "Wooden Cart": loadedObject = createWoodenCart(); break;
case "Ballista": loadedObject = createBallista(); break;
case "Siege Tower": loadedObject = createSiegeTower(); break;
case "Buggy Frame": loadedObject = createBuggyFrame(); break;
case "Motorbike": loadedObject = createMotorbike(); break;
case "Hover Bike": loadedObject = createHoverBike(); break;
case "APC": loadedObject = createAPC(); break;
case "Sand Boat": loadedObject = createSandBoat(); break;
case "Makeshift Machete": loadedObject = createMakeshiftMachete(); break;
case "Pistol Body": loadedObject = createPistolBody(); break;
case "Scope Attachment": loadedObject = createScopeAttachment(); break;
case "Laser Pistol": loadedObject = createLaserPistol(); break;
case "Energy Sword": loadedObject = createEnergySword(); break;
case "Dwarven Axe": loadedObject = createDwarvenAxe(); break;
case "Magic Staff": loadedObject = createMagicStaff(); break;
case "Candle Flame": loadedObject = createCandleFlame(); break;
case "Dust Cloud": loadedObject = createDustCloud(); break;
case "Blood Splat Decal": loadedObject = createBloodSplatDecal(); break;
case "Burning Barrel Fire": loadedObject = createBurningBarrelFire(); break;
case "Warp Tunnel Effect": loadedObject = createWarpTunnelEffect(); break;
case "Laser Beam": loadedObject = createLaserBeam(); break;
case "Gold Sparkle": loadedObject = createGoldSparkle(); break;
case "Steam Vent": loadedObject = createSteamVent(); break;
default: console.warn("Unknown object type in data:", objData.type); break;
}
if (loadedObject) {
if (objData.position && objData.position.x !== undefined) {
loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
} else if (objData.pos_x !== undefined) {
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
}
if (objData.rotation) {
loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
} else if (objData.rot_x !== undefined) {
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
}
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
scene.add(loadedObject);
if (isNewObject) newlyPlacedObjects.push(loadedObject);
return loadedObject;
}
return null;
}
function saveUnsavedState() {
try {
const stateToSave = newlyPlacedObjects.map(obj => ({
obj_id: obj.userData.obj_id,
type: obj.userData.type,
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
}));
sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
} catch (e) {
console.error("Error saving state to sessionStorage:", e);
}
}
function restoreUnsavedState() {
try {
const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
if (savedState) {
console.log("Found unsaved state in sessionStorage. Restoring...");
const objectsToRestore = JSON.parse(savedState);
if (Array.isArray(objectsToRestore)) {
newlyPlacedObjects = [];
let count = 0;
objectsToRestore.forEach(objData => {
if(createAndPlaceObject(objData, true)) { count++; }
});
console.log(`Restored ${count} objects.`);
}
} else {
console.log("No unsaved state found in sessionStorage.");
}
} catch (e) {
console.error("Error restoring state from sessionStorage:", e);
sessionStorage.removeItem(SESSION_STORAGE_KEY);
}
}
function clearUnsavedState() {
sessionStorage.removeItem(SESSION_STORAGE_KEY);
newlyPlacedObjects = [];
console.log("Cleared unsaved state from memory and sessionStorage.");
}
function createObjectBase(type) {
return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
}
// --- Existing Object Creation Functions ---
function createSimpleHouse() {
const base = createObjectBase("Simple House");
const group = new THREE.Group();
Object.assign(group, base);
const mat1 = new THREE.MeshStandardMaterial({color:0xffccaa, roughness:0.8});
const mat2 = new THREE.MeshStandardMaterial({color:0xaa5533, roughness:0.7});
const m1 = new THREE.Mesh(new THREE.BoxGeometry(2,1.5,2.5), mat1);
m1.position.y = 1.5/2;
m1.castShadow = true;
m1.receiveShadow = true;
group.add(m1);
const m2 = new THREE.Mesh(new THREE.ConeGeometry(1.8,1,4), mat2);
m2.position.y = 1.5+1/2;
m2.rotation.y = Math.PI/4;
m2.castShadow = true;
m2.receiveShadow = true;
group.add(m2);
return group;
}
function createTree() {
const base = createObjectBase("Tree");
const group = new THREE.Group();
Object.assign(group, base);
const mat1 = new THREE.MeshStandardMaterial({color:0x8B4513, roughness:0.9});
const mat2 = new THREE.MeshStandardMaterial({color:0x228B22, roughness:0.8});
const m1 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.4,2,8), mat1);
m1.position.y = 1;
m1.castShadow = true;
m1.receiveShadow = true;
group.add(m1);
const m2 = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2,0), mat2);
m2.position.y = 2.8;
m2.castShadow = true;
m2.receiveShadow = true;
group.add(m2);
return group;
}
function createRock() {
const base = createObjectBase("Rock");
const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.8, metalness:0.1});
const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0), mat);
Object.assign(rock, base);
rock.position.y = 0.35;
rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0);
rock.castShadow = true;
rock.receiveShadow = true;
return rock;
}
function createFencePost() {
const base = createObjectBase("Fence Post");
const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.9});
const post = new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2), mat);
Object.assign(post, base);
post.position.y = 0.75;
post.castShadow = true;
post.receiveShadow = true;
return post;
}
// --- New Object Creation Functions ---
// Buildings
function createCyberpunkWallPanel() {
const base = createObjectBase("Cyberpunk Wall Panel");
const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, metalness:0.8});
const panel = new THREE.Mesh(new THREE.BoxGeometry(2,3,0.2), mat);
Object.assign(panel, base);
panel.position.y = 1.5;
panel.castShadow = true;
panel.receiveShadow = true;
return panel;
}
function createModularHabBlock() {
const base = createObjectBase("Modular Hab Block");
const group = new THREE.Group();
Object.assign(group, base);
const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.7});
const block = new THREE.Mesh(new THREE.BoxGeometry(3,2,3), mat);
block.position.y = 1;
block.castShadow = true;
block.receiveShadow = true;
group.add(block);
return group;
}
function createMegaCorpSkyscraper() {
const base = createObjectBase("MegaCorp Skyscraper");
const group = new THREE.Group();
Object.assign(group, base);
const mat = new THREE.MeshStandardMaterial({color:0x333399, roughness:0.4, metalness:0.9});
const tower = new THREE.Mesh(new THREE.BoxGeometry(4,10,4), mat);
tower.position.y = 5;
tower.castShadow = true;
tower.receiveShadow = true;
group.add(tower);
return group;
}
function createCastleWallSection() {
const base = createObjectBase("Castle Wall Section");
const mat = new THREE.MeshStandardMaterial({color:0x808080, roughness:0.8});
const wall = new THREE.Mesh(new THREE.BoxGeometry(5,3,1), mat);
Object.assign(wall, base);
wall.position.y = 1.5;
wall.castShadow = true;
wall.receiveShadow = true;
return wall;
}
function createWoodenDoor() {
const base = createObjectBase("Wooden Door");
const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.9});
const door = new THREE.Mesh(new THREE.BoxGeometry(1,2,0.2), mat);
Object.assign(door, base);
door.position.y = 1;
door.castShadow = true;
door.receiveShadow = true;
return door;
}
function createHouseRoofSection() {
const base = createObjectBase("House Roof Section");
const mat = new THREE.MeshStandardMaterial({color:0x800000, roughness:0.7});
const roof = new THREE.Mesh(new THREE.ConeGeometry(2,1,4), mat);
Object.assign(roof, base);
roof.position.y = 1;
roof.rotation.y = Math.PI/4;
roof.castShadow = true;
roof.receiveShadow = true;
return roof;
}
function createConcreteBunkerWall() {
const base = createObjectBase("Concrete Bunker Wall");
const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.9});
const wall = new THREE.Mesh(new THREE.BoxGeometry(4,2,1), mat);
Object.assign(wall, base);
wall.position.y = 1;
wall.castShadow = true;
wall.receiveShadow = true;
return wall;
}
function createDamagedHouseFacade() {
const base = createObjectBase("Damaged House Facade");
const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.9});
const facade = new THREE.Mesh(new THREE.BoxGeometry(3,2,0.3), mat);
Object.assign(facade, base);
facade.position.y = 1;
facade.castShadow = true;
facade.receiveShadow = true;
return facade;
}
// Nature
function createPineTree() {
const base = createObjectBase("Pine Tree");
const group = new THREE.Group();
Object.assign(group, base);
const mat1 = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.9});
const mat2 = new THREE.MeshStandardMaterial({color:0x006400, roughness:0.8});
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.2,0.3,1.5,8), mat1);
trunk.position.y = 0.75;
trunk.castShadow = true;
trunk.receiveShadow = true;
group.add(trunk);
const foliage = new THREE.Mesh(new THREE.ConeGeometry(1,2,8), mat2);
foliage.position.y = 2;
foliage.castShadow = true;
foliage.receiveShadow = true;
group.add(foliage);
return group;
}
function createBoulder() {
const base = createObjectBase("Boulder");
const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.8});
const boulder = new THREE.Mesh(new THREE.IcosahedronGeometry(1,0), mat);
Object.assign(boulder, base);
boulder.position.y = 0.5;
boulder.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0);
boulder.castShadow = true;
boulder.receiveShadow = true;
return boulder;
}
function createAlienPlant() {
const base = createObjectBase("Alien Plant");
const group = new THREE.Group();
Object.assign(group, base);
const mat = new THREE.MeshStandardMaterial({color:0x00ff00, roughness:0.7});
const stem = new THREE.Mesh(new THREE.CylinderGeometry(0.1,0.1,1,8), mat);
stem.position.y = 0.5;
stem.castShadow = true;
stem.receiveShadow = true;
group.add(stem);
const head = new THREE.Mesh(new THREE.SphereGeometry(0.3,8,8), mat);
head.position.y = 1;
head.castShadow = true;
head.receiveShadow = true;
group.add(head);
return group;
}
function createFloatingRockPlatform() {
const base = createObjectBase("Floating Rock Platform");
const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.8});
const platform = new THREE.Mesh(new THREE.BoxGeometry(3,0.5,3), mat);
Object.assign(platform, base);
platform.position.y = 2;
platform.castShadow = true;
platform.receiveShadow = true;
return platform;
}
function createRubblePile() {
const base = createObjectBase("Rubble Pile");
const group = new THREE.Group();
Object.assign(group, base);
const mat = new THREE.MeshStandardMaterial({color:0x777777, roughness:0.9});
for (let i = 0; i < 5; i++) {
const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.3,0), mat);
rock.position.set(Math.random()*0.5-0.25, Math.random()*0.3, Math.random()*0.5-0.25);
rock.castShadow = true;
rock.receiveShadow = true;
group.add(rock);
}
return group;
}
// Props
function createRooftopACUnit() {
const base = createObjectBase("Rooftop AC Unit");
const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.7, metalness:0.5});
const unit = new THREE.Mesh(new THREE.BoxGeometry(1,0.8,1), mat);
Object.assign(unit, base);
unit.position.y = 0.4;
unit.castShadow = true;
unit.receiveShadow = true;
return unit;
}
function createHolographicWindowDisplay() {
const base = createObjectBase("Holographic Window Display");
const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, transparent: true, opacity: 0.7});
const display = new THREE.Mesh(new THREE.PlaneGeometry(1,1), mat);
Object.assign(display, base);
display.position.y = 1;
display.castShadow = false;
display.receiveShadow = false;
return display;
}
function createJerseyBarrier() {
const base = createObjectBase("Jersey Barrier");
const mat = new THREE.MeshStandardMaterial({color:0x888888, roughness:0.9});
const barrier = new THREE.Mesh(new THREE.BoxGeometry(2,0.8,0.5), mat);
Object.assign(barrier, base);
barrier.position.y = 0.4;
barrier.castShadow = true;
barrier.receiveShadow = true;
return barrier;
}
function createOilDrum() {
const base = createObjectBase("Oil Drum");
const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.3});
const drum = new THREE.Mesh(new THREE.CylinderGeometry(0.4,0.4,1,12), mat);
Object.assign(drum, base);
drum.position.y = 0.5;
drum.castShadow = true;
drum.receiveShadow = true;
return drum;
}
function createCannedFood() {
const base = createObjectBase("Canned Food");
const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.7, metalness:0.5});
const can = new THREE.Mesh(new THREE.CylinderGeometry(0.1,0.1,0.2,12), mat);
Object.assign(can, base);
can.position.y = 0.1;
can.castShadow = true;
can.receiveShadow = true;
return can;
}
function createTreasureChest() {
const base = createObjectBase("Treasure Chest");
const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
const chest = new THREE.Mesh(new THREE.BoxGeometry(1,0.6,0.8), mat);
Object.assign(chest, base);
chest.position.y = 0.3;
chest.castShadow = true;
chest.receiveShadow = true;
return chest;
}
function createWallTorch() {
const base = createObjectBase("Wall Torch");
const group = new THREE.Group();
Object.assign(group, base);
const mat1 = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.9});
const mat2 = new THREE.MeshStandardMaterial({color:0xff4500, roughness:0.5});
const holder = new THREE.Mesh(new THREE.BoxGeometry(0.1,0.5,0.1), mat1);
holder.position.y = 0.25;
holder.castShadow = true;
holder.receiveShadow = true;
group.add(holder);
const flame = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat2);
flame.position.y = 0.5;
flame.castShadow = true;
flame.receiveShadow = false;
group.add(flame);
return group;
}
function createBonePile() {
const base = createObjectBase("Bone Pile");
const group = new THREE.Group();
Object.assign(group, base);
const mat = new THREE.MeshStandardMaterial({color:0xdddddd, roughness:0.9});
for (let i = 0; i < 3; i++) {
const bone = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,0.3,8), mat);
bone.position.set(Math.random()*0.2-0.1, Math.random()*0.1, Math.random()*0.2-0.1);
bone.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, Math.random()*Math.PI);
bone.castShadow = true;
bone.receiveShadow = true;
group.add(bone);
}
return group;
}
// Characters
function createKingFigure() {
const base = createObjectBase("King Figure");
const mat = new THREE.MeshStandardMaterial({color:0xffd700, roughness:0.6});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.4;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
function createSoldierFigure() {
const base = createObjectBase("Soldier Figure");
const mat = new THREE.MeshStandardMaterial({color:0x228b22, roughness:0.7});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.4;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
function createMageFigure() {
const base = createObjectBase("Mage Figure");
const mat = new THREE.MeshStandardMaterial({color:0x800080, roughness:0.7});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.4;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
function createZombieFigure() {
const base = createObjectBase("Zombie Figure");
const mat = new THREE.MeshStandardMaterial({color:0x90ee90, roughness:0.8});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.4;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
function createSurvivorFigure() {
const base = createObjectBase("Survivor Figure");
const mat = new THREE.MeshStandardMaterial({color:0x4682b4, roughness:0.7});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.4;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
function createDwarfMinerFigure() {
const base = createObjectBase("Dwarf Miner Figure");
const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.7});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.5,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.35;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
function createUndeadKnightFigure() {
const base = createObjectBase("Undead Knight Figure");
const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.8});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.4;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
function createHeroFigure() {
const base = createObjectBase("Hero Figure");
const mat = new THREE.MeshStandardMaterial({color:0xff0000, roughness:0.6});
const figure = new THREE.Mesh(new THREE.CapsuleGeometry(0.2,0.6,4,8), mat);
Object.assign(figure, base);
figure.position.y = 0.4;
figure.castShadow = true;
figure.receiveShadow = true;
return figure;
}
// Vehicles
function createWoodenCart() {
const base = createObjectBase("Wooden Cart");
const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
const cart = new THREE.Mesh(new THREE.BoxGeometry(2,0.8,1), mat);
Object.assign(cart, base);
cart.position.y = 0.4;
cart.castShadow = true;
cart.receiveShadow = true;
return cart;
}
function createBallista() {
const base = createObjectBase("Ballista");
const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.8});
const ballista = new THREE.Mesh(new THREE.BoxGeometry(1.5,0.8,0.5), mat);
Object.assign(ballista, base);
ballista.position.y = 0.4;
ballista.castShadow = true;
ballista.receiveShadow = true;
return ballista;
}
function createSiegeTower() {
const base = createObjectBase("Siege Tower");
const mat = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
const tower = new THREE.Mesh(new THREE.BoxGeometry(2,4,2), mat);
Object.assign(tower, base);
tower.position.y = 2;
tower.castShadow = true;
tower.receiveShadow = true;
return tower;
}
function createBuggyFrame() {
const base = createObjectBase("Buggy Frame");
const mat = new THREE.MeshStandardMaterial({color:0x666666, roughness:0.7, metalness:0.5});
const frame = new THREE.Mesh(new THREE.BoxGeometry(2,0.5,1), mat);
Object.assign(frame, base);
frame.position.y = 0.25;
frame.castShadow = true;
frame.receiveShadow = true;
return frame;
}
function createMotorbike() {
const base = createObjectBase("Motorbike");
const mat = new THREE.MeshStandardMaterial({color:0x333333, roughness:0.7, metalness:0.5});
const bike = new THREE.Mesh(new THREE.BoxGeometry(1.5,0.6,0.4), mat);
Object.assign(bike, base);
bike.position.y = 0.3;
bike.castShadow = true;
bike.receiveShadow = true;
return bike;
}
function createHoverBike() {
const base = createObjectBase("Hover Bike");
const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, metalness:0.8});
const bike = new THREE.Mesh(new THREE.BoxGeometry(1.5,0.4,0.4), mat);
Object.assign(bike, base);
bike.position.y = 0.5;
bike.castShadow = true;
bike.receiveShadow = true;
return bike;
}
function createAPC() {
const base = createObjectBase("APC");
const mat = new THREE.MeshStandardMaterial({color:0x2f4f4f, roughness:0.7, metalness:0.5});
const apc = new THREE.Mesh(new THREE.BoxGeometry(3,1.5,1.5), mat);
Object.assign(apc, base);
apc.position.y = 0.75;
apc.castShadow = true;
apc.receiveShadow = true;
return apc;
}
function createSandBoat() {
const base = createObjectBase("Sand Boat");
const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.8});
const boat = new THREE.Mesh(new THREE.BoxGeometry(2,0.5,1), mat);
Object.assign(boat, base);
boat.position.y = 0.25;
boat.castShadow = true;
boat.receiveShadow = true;
return boat;
}
// Weapons
function createMakeshiftMachete() {
const base = createObjectBase("Makeshift Machete");
const mat = new THREE.MeshStandardMaterial({color:0x777777, roughness:0.7, metalness:0.5});
const machete = new THREE.Mesh(new THREE.BoxGeometry(0.8,0.05,0.2), mat);
Object.assign(machete, base);
machete.position.y = 0.1;
machete.castShadow = true;
machete.receiveShadow = true;
return machete;
}
function createPistolBody() {
const base = createObjectBase("Pistol Body");
const mat = new THREE.MeshStandardMaterial({color:0x333333, roughness:0.7, metalness:0.5});
const pistol = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.2,0.3), mat);
Object.assign(pistol, base);
pistol.position.y = 0.1;
pistol.castShadow = true;
pistol.receiveShadow = true;
return pistol;
}
function createScopeAttachment() {
const base = createObjectBase("Scope Attachment");
const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.5});
const scope = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,0.3,8), mat);
Object.assign(scope, base);
scope.position.y = 0.15;
scope.rotation.z = Math.PI/2;
scope.castShadow = true;
scope.receiveShadow = true;
return scope;
}
function createLaserPistol() {
const base = createObjectBase("Laser Pistol");
const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, metalness:0.8});
const pistol = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.2,0.3), mat);
Object.assign(pistol, base);
pistol.position.y = 0.1;
pistol.castShadow = true;
pistol.receiveShadow = true;
return pistol;
}
function createEnergySword() {
const base = createObjectBase("Energy Sword");
const mat = new THREE.MeshStandardMaterial({color:0x00ff00, roughness:0.5, transparent: true, opacity: 0.8});
const sword = new THREE.Mesh(new THREE.BoxGeometry(0.8,0.05,0.2), mat);
Object.assign(sword, base);
sword.position.y = 0.1;
sword.castShadow = true;
sword.receiveShadow = true;
return sword;
}
function createDwarvenAxe() {
const base = createObjectBase("Dwarven Axe");
const mat = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.5});
const axe = new THREE.Mesh(new THREE.BoxGeometry(0.5,0.3,0.1), mat);
Object.assign(axe, base);
axe.position.y = 0.15;
axe.castShadow = true;
axe.receiveShadow = true;
return axe;
}
function createMagicStaff() {
const base = createObjectBase("Magic Staff");
const group = new THREE.Group();
Object.assign(group, base);
const mat1 = new THREE.MeshStandardMaterial({color:0x8b4513, roughness:0.8});
const mat2 = new THREE.MeshStandardMaterial({color:0xff00ff, roughness:0.5});
const shaft = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,1.5,8), mat1);
shaft.position.y = 0.75;
shaft.castShadow = true;
shaft.receiveShadow = true;
group.add(shaft);
const gem = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat2);
gem.position.y = 1.5;
gem.castShadow = true;
gem.receiveShadow = true;
group.add(gem);
return group;
}
// Effects
function createCandleFlame() {
const base = createObjectBase("Candle Flame");
const mat = new THREE.MeshStandardMaterial({color:0xff4500, roughness:0.5, transparent: true, opacity: 0.8});
const flame = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat);
Object.assign(flame, base);
flame.position.y = 0.1;
flame.castShadow = true;
flame.receiveShadow = false;
return flame;
}
function createDustCloud() {
const base = createObjectBase("Dust Cloud");
const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.9, transparent: true, opacity: 0.5});
const cloud = new THREE.Mesh(new THREE.SphereGeometry(0.5,8,8), mat);
Object.assign(cloud, base);
cloud.position.y = 0.25;
cloud.castShadow = false;
cloud.receiveShadow = false;
return cloud;
}
function createBloodSplatDecal() {
const base = createObjectBase("Blood Splat Decal");
const mat = new THREE.MeshStandardMaterial({color:0x8b0000, roughness:0.9, transparent: true, opacity: 0.8});
const splat = new THREE.Mesh(new THREE.PlaneGeometry(0.5,0.5), mat);
Object.assign(splat, base);
splat.position.y = 0.01;
splat.rotation.x = -Math.PI/2;
splat.castShadow = false;
splat.receiveShadow = true;
return splat;
}
function createBurningBarrelFire() {
const base = createObjectBase("Burning Barrel Fire");
const group = new THREE.Group();
Object.assign(group, base);
const mat1 = new THREE.MeshStandardMaterial({color:0x555555, roughness:0.7, metalness:0.5});
const mat2 = new THREE.MeshStandardMaterial({color:0xff4500, roughness:0.5, transparent: true, opacity: 0.8});
const barrel = new THREE.Mesh(new THREE.CylinderGeometry(0.4,0.4,1,12), mat1);
barrel.position.y = 0.5;
barrel.castShadow = true;
barrel.receiveShadow = true;
group.add(barrel);
const fire = new THREE.Mesh(new THREE.SphereGeometry(0.3,8,8), mat2);
fire.position.y = 1;
fire.castShadow = true;
fire.receiveShadow = false;
group.add(fire);
return group;
}
function createWarpTunnelEffect() {
const base = createObjectBase("Warp Tunnel Effect");
const mat = new THREE.MeshStandardMaterial({color:0x00b7eb, roughness:0.5, transparent: true, opacity: 0.7});
const tunnel = new THREE.Mesh(new THREE.CylinderGeometry(0.5,0.5,2,12), mat);
Object.assign(tunnel, base);
tunnel.position.y = 1;
tunnel.castShadow = false;
tunnel.receiveShadow = false;
return tunnel;
}
function createLaserBeam() {
const base = createObjectBase("Laser Beam");
const mat = new THREE.MeshStandardMaterial({color:0xff0000, roughness:0.5, transparent: true, opacity: 0.8});
const beam = new THREE.Mesh(new THREE.CylinderGeometry(0.05,0.05,1,8), mat);
Object.assign(beam, base);
beam.position.y = 0.5;
beam.rotation.z = Math.PI/2;
beam.castShadow = false;
beam.receiveShadow = false;
return beam;
}
function createGoldSparkle() {
const base = createObjectBase("Gold Sparkle");
const mat = new THREE.MeshStandardMaterial({color:0xffd700, roughness:0.5, transparent: true, opacity: 0.8});
const sparkle = new THREE.Mesh(new THREE.SphereGeometry(0.1,8,8), mat);
Object.assign(sparkle, base);
sparkle.position.y = 0.1;
sparkle.castShadow = false;
sparkle.receiveShadow = false;
return sparkle;
}
function createSteamVent() {
const base = createObjectBase("Steam Vent");
const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.9, transparent: true, opacity: 0.5});
const vent = new THREE.Mesh(new THREE.CylinderGeometry(0.1,0.1,0.5,8), mat);
Object.assign(vent, base);
vent.position.y = 0.25;
vent.castShadow = false;
vent.receiveShadow = false;
return vent;
}
function onMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onDocumentClick(event) {
if (selectedObjectType === "None") return;
const groundCandidates = Object.values(groundMeshes);
if (groundCandidates.length === 0) return;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(groundCandidates);
if (intersects.length > 0) {
const intersectPoint = intersects[0].point;
let newObjectToPlace = null;
switch (selectedObjectType) {
case "Simple House": newObjectToPlace = createSimpleHouse(); break;
case "Cyberpunk Wall Panel": newObjectToPlace = createCyberpunkWallPanel(); break;
case "Modular Hab Block": newObjectToPlace = createModularHabBlock(); break;
case "MegaCorp Skyscraper": newObjectToPlace = createMegaCorpSkyscraper(); break;
case "Castle Wall Section": newObjectToPlace = createCastleWallSection(); break;
case "Wooden Door": newObjectToPlace = createWoodenDoor(); break;
case "House Roof Section": newObjectToPlace = createHouseRoofSection(); break;
case "Concrete Bunker Wall": newObjectToPlace = createConcreteBunkerWall(); break;
case "Damaged House Facade": newObjectToPlace = createDamagedHouseFacade(); break;
case "Tree": newObjectToPlace = createTree(); break;
case "Rock": newObjectToPlace = createRock(); break;
case "Pine Tree": newObjectToPlace = createPineTree(); break;
case "Boulder": newObjectToPlace = createBoulder(); break;
case "Alien Plant": newObjectToPlace = createAlienPlant(); break;
case "Floating Rock Platform": newObjectToPlace = createFloatingRockPlatform(); break;
case "Rubble Pile": newObjectToPlace = createRubblePile(); break;
case "Fence Post": newObjectToPlace = createFencePost(); break;
case "Rooftop AC Unit": newObjectToPlace = createRooftopACUnit(); break;
case "Holographic Window Display": newObjectToPlace = createHolographicWindowDisplay(); break;
case "Jersey Barrier": newObjectToPlace = createJerseyBarrier(); break;
case "Oil Drum": newObjectToPlace = createOilDrum(); break;
case "Canned Food": newObjectToPlace = createCannedFood(); break;
case "Treasure Chest": newObjectToPlace = createTreasureChest(); break;
case "Wall Torch": newObjectToPlace = createWallTorch(); break;
case "Bone Pile": newObjectToPlace = createBonePile(); break;
case "King Figure": newObjectToPlace = createKingFigure(); break;
case "Soldier Figure": newObjectToPlace = createSoldierFigure(); break;
case "Mage Figure": newObjectToPlace = createMageFigure(); break;
case "Zombie Figure": newObjectToPlace = createZombieFigure(); break;
case "Survivor Figure": newObjectToPlace = createSurvivorFigure(); break;
case "Dwarf Miner Figure": newObjectToPlace = createDwarfMinerFigure(); break;
case "Undead Knight Figure": newObjectToPlace = createUndeadKnightFigure(); break;
case "Hero Figure": newObjectToPlace = createHeroFigure(); break;
case "Wooden Cart": newObjectToPlace = createWoodenCart(); break;
case "Ballista": newObjectToPlace = createBallista(); break;
case "Siege Tower": newObjectToPlace = createSiegeTower(); break;
case "Buggy Frame": newObjectToPlace = createBuggyFrame(); break;
case "Motorbike": newObjectToPlace = createMotorbike(); break;
case "Hover Bike": newObjectToPlace = createHoverBike(); break;
case "APC": newObjectToPlace = createAPC(); break;
case "Sand Boat": newObjectToPlace = createSandBoat(); break;
case "Makeshift Machete": newObjectToPlace = createMakeshiftMachete(); break;
case "Pistol Body": newObjectToPlace = createPistolBody(); break;
case "Scope Attachment": newObjectToPlace = createScopeAttachment(); break;
case "Laser Pistol": newObjectToPlace = createLaserPistol(); break;
case "Energy Sword": newObjectToPlace = createEnergySword(); break;
case "Dwarven Axe": newObjectToPlace = createDwarvenAxe(); break;
case "Magic Staff": newObjectToPlace = createMagicStaff(); break;
case "Candle Flame": newObjectToPlace = createCandleFlame(); break;
case "Dust Cloud": newObjectToPlace = createDustCloud(); break;
case "Blood Splat Decal": newObjectToPlace = createBloodSplatDecal(); break;
case "Burning Barrel Fire": newObjectToPlace = createBurningBarrelFire(); break;
case "Warp Tunnel Effect": newObjectToPlace = createWarpTunnelEffect(); break;
case "Laser Beam": newObjectToPlace = createLaserBeam(); break;
case "Gold Sparkle": newObjectToPlace = createGoldSparkle(); break;
case "Steam Vent": newObjectToPlace = createSteamVent(); break;
default: return;
}
if (newObjectToPlace) {
newObjectToPlace.position.copy(intersectPoint);
newObjectToPlace.position.y += 0.01;
newObjectToPlace.scale.setScalar(customScale);
newObjectToPlace.rotation.y = customRotationY;
scene.add(newObjectToPlace);
newlyPlacedObjects.push(newObjectToPlace);
saveUnsavedState();
console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
}
}
}
function onKeyDown(event) { keysPressed[event.code] = true; }
function onKeyUp(event) { keysPressed[event.code] = false; }
function teleportPlayer(targetX, targetZ) {
console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`);
if (playerMesh) {
playerMesh.position.x = targetX;
playerMesh.position.z = targetZ;
const offset = new THREE.Vector3(0, 15, 20);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.copy(targetPosition);
camera.lookAt(playerMesh.position);
console.log("Player teleported to:", playerMesh.position);
} else {
console.error("Player mesh not found for teleport.");
}
}
function getSaveDataAndPosition() {
console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`);
const objectsToSave = newlyPlacedObjects.map(obj => {
if (!obj.userData || !obj.userData.type) { return null; }
const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
return {
obj_id: obj.userData.obj_id, type: obj.userData.type,
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
rotation: rotation
};
}).filter(obj => obj !== null);
const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
const payload = {
playerPosition: playerPos,
objectsToSave: objectsToSave
};
console.log("Prepared payload for saving:", payload);
return JSON.stringify(payload);
}
function getSaveDataForNamedPlot() {
console.log(`JS getSaveDataForNamedPlot called. Found ${newlyPlacedObjects.length} new objects.`);
const objectsToSave = newlyPlacedObjects.map(obj => {
if (!obj.userData || !obj.userData.type) { return null; }
const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
return {
obj_id: obj.userData.obj_id, type: obj.userData.type,
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
rotation: rotation
};
}).filter(obj => obj !== null);
const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
const payload = {
playerPosition: playerPos,
objectsToSave: objectsToSave
};
console.log("Prepared payload for named plot:", payload);
return JSON.stringify(payload);
}
function resetNewlyPlacedObjects() {
console.log(`JS resetNewlyPlacedObjects called.`);
clearUnsavedState();
}
function updatePlayerMovement() {
if (!playerMesh) return;
const moveDirection = new THREE.Vector3(0, 0, 0);
if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
if (moveDirection.lengthSq() > 0) {
moveDirection.normalize().multiplyScalar(playerSpeed);
const forward = new THREE.Vector3();
camera.getWorldDirection(forward);
forward.y = 0;
forward.normalize();
const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
const worldMove = new THREE.Vector3();
worldMove.add(forward.multiplyScalar(-moveDirection.z));
worldMove.add(right.multiplyScalar(-moveDirection.x));
worldMove.normalize().multiplyScalar(playerSpeed);
playerMesh.position.add(worldMove);
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
checkAndExpandGround();
}
}
function checkAndExpandGround() {
if (!playerMesh) return;
const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
for (let dx = -1; dx <= 1; dx++) {
for (let dz = -1; dz <= 1; dz++) {
if (dx === 0 && dz === 0) continue;
const checkX = currentGridX + dx;
const checkZ = currentGridZ + dz;
const gridKey = `${checkX}_${checkZ}`;
if (!groundMeshes[gridKey]) {
const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);
if (!isSavedPlot) {
createGroundPlane(checkX, checkZ, true);
}
}
}
}
}
function updateCamera() {
if (!playerMesh) return;
const offset = new THREE.Vector3(0, 15, 20);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.lerp(targetPosition, 0.08);
camera.lookAt(playerMesh.position);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
updatePlayerMovement();
updateCamera();
renderer.render(scene, camera);
}
init();
</script>
</body>
</html> |