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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 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.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 "Tree": loadedObject = createTree(); break;
case "Rock": loadedObject = createRock(); break;
case "Fence Post": loadedObject = createFencePost(); 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() } };
}
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;
}
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 "Tree": newObjectToPlace = createTree(); break;
case "Rock": newObjectToPlace = createRock(); break;
case "Fence Post": newObjectToPlace = createFencePost(); break;
default: return;
}
if (newObjectToPlace) {
newObjectToPlace.position.copy(intersectPoint);
newObjectToPlace.position.y += 0.01;
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 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>
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