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<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> |