3DWorldBuilder / index.html
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<!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>