3DWorldBuilder / index.html
awacke1's picture
Update index.html
64b1b25 verified
raw
history blame
40.2 kB
<!DOCTYPE html>
<html>
<head>
<title>Three.js Infinite World</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
.info-panel {
position: absolute; bottom: 10px; left: 10px;
background: rgba(0,0,0,0.6); color: white;
padding: 10px; border-radius: 5px;
font-family: Arial, sans-serif; font-size: 14px;
pointer-events: none;
}
</style>
<script>
function pollGameState() {
console.log("Polling updated game state:", window.GAME_STATE);
}
setInterval(pollGameState, 5000);
</script>
</head>
<body>
<div class="info-panel">WASD or Arrow Keys to move | Click to place objects</div>
<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 = [];
const placeholderPlots = new Set();
const groundMeshes = {};
const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
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;
const plotWidth = window.PLOT_WIDTH || 50.0;
const plotDepth = window.PLOT_DEPTH || 50.0;
const materials = {
ground: new THREE.MeshStandardMaterial({color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide}),
placeholderGround: new THREE.MeshStandardMaterial({color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide}),
wood: new THREE.MeshStandardMaterial({color: 0x8B4513, roughness: 0.9, metalness: 0.1}),
darkWood: new THREE.MeshStandardMaterial({color: 0x5D2906, roughness: 0.85, metalness: 0.15}),
redBrick: new THREE.MeshStandardMaterial({color: 0xA03C28, roughness: 0.9, metalness: 0.05}),
metal: new THREE.MeshStandardMaterial({color: 0x888888, roughness: 0.4, metalness: 0.8}),
rustedMetal: new THREE.MeshStandardMaterial({color: 0x964B00, roughness: 0.7, metalness: 0.6}),
glass: new THREE.MeshStandardMaterial({color: 0x88CCFF, roughness: 0.1, metalness: 0.9, transparent: true, opacity: 0.4}),
concrete: new THREE.MeshStandardMaterial({color: 0x888888, roughness: 0.9, metalness: 0.1}),
damagedConcrete: new THREE.MeshStandardMaterial({color: 0x777777, roughness: 0.95, metalness: 0.05}),
darkGreen: new THREE.MeshStandardMaterial({color: 0x225522, roughness: 0.8, metalness: 0.1}),
skin: new THREE.MeshStandardMaterial({color: 0xE0AC69, roughness: 0.7, metalness: 0.1}),
cloth: new THREE.MeshStandardMaterial({color: 0xCCAA88, roughness: 0.9, metalness: 0.0}),
neonGlow: new THREE.MeshStandardMaterial({color: 0x00FFFF, roughness: 0.2, metalness: 0.8, emissive: 0x00FFFF, emissiveIntensity: 1.0}),
goldMetal: new THREE.MeshStandardMaterial({color: 0xFFD700, roughness: 0.3, metalness: 1.0}),
leather: new THREE.MeshStandardMaterial({color: 0x8B4513, roughness: 0.9, metalness: 0.1}),
stone: new THREE.MeshStandardMaterial({color: 0x777777, roughness: 0.9, metalness: 0.1}),
bone: new THREE.MeshStandardMaterial({color: 0xE3DAC9, roughness: 0.7, metalness: 0.1}),
zombie: new THREE.MeshStandardMaterial({color: 0x7D9F85, roughness: 0.8, metalness: 0.1}),
lava: new THREE.MeshStandardMaterial({color: 0xFF4500, roughness: 0.7, metalness: 0.3, emissive: 0xFF4500, emissiveIntensity: 0.8}),
crystal: new THREE.MeshStandardMaterial({color: 0x88CCFF, roughness: 0.1, metalness: 0.9, transparent: true, opacity: 0.7}),
energyBeam: new THREE.MeshStandardMaterial({color: 0x88FFFF, roughness: 0.1, metalness: 0.5, emissive: 0x88FFFF, emissiveIntensity: 1.0, transparent: true, opacity: 0.7})
};
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();
document.addEventListener('mousemove', onMouseMove, false);
document.addEventListener('click', onDocumentClick, false);
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
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 ? materials.placeholderGround : materials.ground;
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 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 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 = createFence động viên Post(); 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 "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 "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');
}
if (isNewObject && window.CUSTOM_SCALE && window.CUSTOM_SCALE !== 1.0) {
loadedObject.scale.set(window.CUSTOM_SCALE, window.CUSTOM_SCALE, window.CUSTOM_SCALE);
}
if (isNewObject && window.CUSTOM_ROTATION_Y) {
loadedObject.rotation.y = window.CUSTOM_ROTATION_Y;
}
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
scene.add(loadedObject);
if (isNewObject) newlyPlacedObjects.push(loadedObject);
return loadedObject;
}
return null;
}
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 createCyberpunkWallPanel() {
const base = createObjectBase("Cyberpunk Wall Panel");
const group = new THREE.Group();
Object.assign(group, base);
const panelGeo = new THREE.BoxGeometry(3, 4, 0.3);
const panel = new THREE.Mesh(panelGeo, materials.metal);
panel.castShadow = true;
panel.receiveShadow = true;
group.add(panel);
const trimGeo = new THREE.BoxGeometry(3.2, 0.1, 0.4);
const topTrim = new THREE.Mesh(trimGeo, materials.neonGlow);
topTrim.position.y = 2;
group.add(topTrim);
const bottomTrim = new THREE.Mesh(trimGeo, materials.neonGlow);
bottomTrim.position.y = -2;
group.add(bottomTrim);
const detailGeo = new THREE.BoxGeometry(2.5, 0.1, 0.1);
for (let i = 0; i < 4; i++) {
const detail = new THREE.Mesh(detailGeo, materials.metal);
detail.position.y = -1.5 + i;
detail.position.z = 0.2;
group.add(detail);
}
group.position.y = 2;
return group;
}
function createModularHabBlock() {
const base = createObjectBase("Modular Hab Block");
const group = new THREE.Group();
Object.assign(group, base);
const buildingGeo = new THREE.BoxGeometry(5, 5, 5);
const building = new THREE.Mesh(buildingGeo, materials.concrete);
building.castShadow = true;
building.receiveShadow = true;
group.add(building);
const windowGeo = new THREE.BoxGeometry(1, 1, 0.1);
const windowPositions = [
[-1.5, 1.5, 2.51], [0, 1.5, 2.51], [1.5, 1.5, 2.51],
[-1.5, 0, 2.51], [0, 0, 2.51], [1.5, 0, 2.51],
[-1.5, -1.5, 2.51], [0, -1.5, 2.51], [1.5, -1.5, 2.51]
];
windowPositions.forEach(pos => {
const window = new THREE.Mesh(windowGeo, materials.glass);
window.position.set(...pos);
group.add(window);
});
const acGeo = new THREE.BoxGeometry(1.5, 0.8, 1.2);
const ac = new THREE.Mesh(acGeo, materials.metal);
ac.position.set(1.5, 2.9, 1.5);
group.add(ac);
const roofAccessGeo = new THREE.BoxGeometry(1.2, 1.5, 1.2);
const roofAccess = new THREE.Mesh(roofAccessGeo, materials.concrete);
roofAccess.position.set(-1.5, 3.25, 1.5);
group.add(roofAccess);
group.position.y = 2.5;
return group;
}
function createMagicStaff() {
const base = createObjectBase("Magic Staff");
const group = new THREE.Group();
Object.assign(group, base);
const poleGeo = new THREE.CylinderGeometry(0.05, 0.06, 1.8, 8);
const pole = new THREE.Mesh(poleGeo, materials.wood);
pole.castShadow = true;
pole.receiveShadow = true;
group.add(pole);
const orbGeo = new THREE.IcosahedronGeometry(0.15, 1);
const orbMat = new THREE.MeshStandardMaterial({
color: 0x9900FF,
roughness: 0.2,
metalness: 0.5,
emissive: 0x6600CC,
emissiveIntensity: 0.5,
transparent: true,
opacity: 0.7
});
const orb = new THREE.Mesh(orbGeo, orbMat);
orb.position.y = 0.9;
orb.castShadow = true;
orb.receiveShadow = true;
group.add(orb);
const numClaws = 4;
for (let i = 0; i < numClaws; i++) {
const angle = (i / numClaws) * Math.PI * 2;
const clawGeo = new THREE.CylinderGeometry(0.02, 0.01, 0.2, 4);
const claw = new THREE.Mesh(clawGeo, materials.metal);
claw.position.set(
Math.cos(angle) * 0.1,
0.82,
Math.sin(angle) * 0.1
);
claw.rotation.x = Math.PI/6;
claw.rotation.y = -angle;
claw.castShadow = true;
claw.receiveShadow = true;
group.add(claw);
}
group.position.y = 0.5;
return group;
}
function createCandleFlame() {
const base = createObjectBase("Candle Flame");
const group = new THREE.Group();
Object.assign(group, base);
const candleGeo = new THREE.CylinderGeometry(0.1, 0.1, 0.3, 8);
const candle = new THREE.Mesh(candleGeo, new THREE.MeshStandardMaterial({
color: 0xF8F8F0,
roughness: 0.7
}));
candle.castShadow = true;
candle.receiveShadow = true;
group.add(candle);
const flameGeo = new THREE.ConeGeometry(0.07, 0.2, 8);
const flameMat = new THREE.MeshStandardMaterial({
color: 0xFF9900,
emissive: 0xFF6600,
emissiveIntensity: 1.0,
transparent: true,
opacity: 0.9
});
const flame = new THREE.Mesh(flameGeo, flameMat);
flame.position.y = 0.25;
group.add(flame);
const innerFlameGeo = new THREE.ConeGeometry(0.03, 0.1, 8);
const innerFlameMat = new THREE.MeshStandardMaterial({
color: 0xFFFF66,
emissive: 0xFFFF00,
emissiveIntensity: 1.0,
transparent: true,
opacity: 0.9
});
const innerFlame = new THREE.Mesh(innerFlameGeo, innerFlameMat);
innerFlame.position.y = 0.05;
flame.add(innerFlame);
const light = new THREE.PointLight(0xFF9933, 0.7, 1.5);
light.position.y = 0.3;
group.add(light);
group.position.y = 0.15;
return group;
}
function createPlaceholderObject(type) {
console.log(`Placeholder for ${type}: Implementation pending`);
const base = createObjectBase(type);
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshStandardMaterial({ color: 0xff0000, roughness: 0.8 });
const mesh = new THREE.Mesh(geometry, material);
Object.assign(mesh, base);
mesh.position.y = 0.5;
mesh.castShadow = true;
mesh.receiveShadow = true;
return mesh;
}
function createMegaCorpSkyscraper() { return createPlaceholderObject("MegaCorp Skyscraper"); }
function createCastleWallSection() { return createPlaceholderObject("Castle Wall Section"); }
function createWoodenDoor() { return createPlaceholderObject("Wooden Door"); }
function createHouseRoofSection() { return createPlaceholderObject("House Roof Section"); }
function createConcreteBunkerWall() { return createPlaceholderObject("Concrete Bunker Wall"); }
function createDamagedHouseFacade() { return createPlaceholderObject("Damaged House Facade"); }
function createPineTree() { return createPlaceholderObject("Pine Tree"); }
function createBoulder() { return createPlaceholderObject("Boulder"); }
function createAlienPlant() { return createPlaceholderObject("Alien Plant"); }
function createFloatingRockPlatform() { return createPlaceholderObject("Floating Rock Platform"); }
function createRubblePile() { return createPlaceholderObject("Rubble Pile"); }
function createRooftopACUnit() { return createPlaceholderObject("Rooftop AC Unit"); }
function createHolographicWindowDisplay() { return createPlaceholderObject("Holographic Window Display"); }
function createJerseyBarrier() { return createPlaceholderObject("Jersey Barrier"); }
function createOilDrum() { return createPlaceholderObject("Oil Drum"); }
function createCannedFood() { return createPlaceholderObject("Canned Food"); }
function createTreasureChest() { return createPlaceholderObject("Treasure Chest"); }
function createWallTorch() { return createPlaceholderObject("Wall Torch"); }
function createBonePile() { return createPlaceholderObject("Bone Pile"); }
function createKingFigure() { return createPlaceholderObject("King Figure"); }
function createSoldierFigure() { return createPlaceholderObject("Soldier Figure"); }
function createMageFigure() { return createPlaceholderObject("Mage Figure"); }
function createZombieFigure() { return createPlaceholderObject("Zombie Figure"); }
function createSurvivorFigure() { return createPlaceholderObject("Survivor Figure"); }
function createDwarfMinerFigure() { return createPlaceholderObject("Dwarf Miner Figure"); }
function createUndeadKnightFigure() { return createPlaceholderObject("Undead Knight Figure"); }
function createHeroFigure() { return createPlaceholderObject("Hero Figure"); }
function createWoodenCart() { return createPlaceholderObject("Wooden Cart"); }
function createBallista() { return createPlaceholderObject("Ballista"); }
function createSiegeTower() { return createPlaceholderObject("Siege Tower"); }
function createBuggyFrame() { return createPlaceholderObject("Buggy Frame"); }
function createMotorbike() { return createPlaceholderObject("Motorbike"); }
function createHoverBike() { return createPlaceholderObject("Hover Bike"); }
function createAPC() { return createPlaceholderObject("APC"); }
function createSandBoat() { return createPlaceholderObject("Sand Boat"); }
function createMakeshiftMachete() { return createPlaceholderObject("Makeshift Machete"); }
function createPistolBody() { return createPlaceholderObject("Pistol Body"); }
function createScopeAttachment() { return createPlaceholderObject("Scope Attachment"); }
function createLaserPistol() { return createPlaceholderObject("Laser Pistol"); }
function createEnergySword() { return createPlaceholderObject("Energy Sword"); }
function createDwarvenAxe() { return createPlaceholderObject("Dwarven Axe"); }
function createDustCloud() { return createPlaceholderObject("Dust Cloud"); }
function createBloodSplatDecal() { return createPlaceholderObject("Blood Splat Decal"); }
function createBurningBarrelFire() { return createPlaceholderObject("Burning Barrel Fire"); }
function createWarpTunnelEffect() { return createPlaceholderObject("Warp Tunnel Effect"); }
function createLaserBeam() { return createPlaceholderObject("Laser Beam"); }
function createGoldSparkle() { return createPlaceholderObject("Gold Sparkle"); }
function createSteamVent() { return createPlaceholderObject("Steam 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 "Tree": newObjectToPlace = createTree(); break;
case "Rock": newObjectToPlace = createRock(); break;
case "Fence Post": newObjectToPlace = createFencePost(); 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 "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 "Rooftop AC Unit": newObjectToPlace = createRooftopACUnit(); break;
case "Holographic Window Display": newObjectხ4>0.5, 0.5)).toFixed(2);
const newObjectToPlace = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), new THREE.MeshStandardMaterial({color: 0xff0000}));
newObjectToPlace.position.copy(intersectPoint);
newObjectToPlace.position.y += 0.01;
if (window.CUSTOM_SCALE && window.CUSTOM_SCALE !== 1.0) {
newObjectToPlace.scale.set(window.CUSTOM_SCALE, window.CUSTOM_SCALE, window.CUSTOM_SCALE);
}
if (window.CUSTOM_ROTATION_Y) {
newObjectToPlace.rotation.y = window.CUSTOM_ROTATION_Y;
}
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() {
return getSaveDataAndPosition();
}
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>