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Update index.html
Browse files- index.html +1487 -238
index.html
CHANGED
@@ -1,10 +1,1313 @@
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<html>
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<head>
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<title>Three.js Infinite World</title>
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { display: block; }
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</style>
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<!-- New: Polling function for game state -->
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<script>
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</script>
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</head>
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<body>
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<script type="importmap">
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{
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"imports": {
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const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
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45 |
const plotsMetadata = window.PLOTS_METADATA || [];
|
46 |
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
|
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|
|
47 |
const plotWidth = window.PLOT_WIDTH || 50.0;
|
48 |
const plotDepth = window.PLOT_DEPTH || 50.0;
|
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56 |
|
57 |
function init() {
|
58 |
scene = new THREE.Scene();
|
@@ -89,6 +1462,7 @@
|
|
89 |
// Define functions callable by Streamlit
|
90 |
window.teleportPlayer = teleportPlayer;
|
91 |
window.getSaveDataAndPosition = getSaveDataAndPosition;
|
|
|
92 |
window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
|
93 |
|
94 |
console.log("Three.js Initialized. World ready.");
|
@@ -128,7 +1502,7 @@
|
|
128 |
if (groundMeshes[gridKey]) return;
|
129 |
console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
|
130 |
const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
|
131 |
-
const material = isPlaceholder ?
|
132 |
const groundMesh = new THREE.Mesh(groundGeometry, material);
|
133 |
groundMesh.rotation.x = -Math.PI / 2;
|
134 |
groundMesh.position.y = -0.05;
|
@@ -157,34 +1531,6 @@
|
|
157 |
console.log("Finished loading initial objects.");
|
158 |
}
|
159 |
|
160 |
-
function createAndPlaceObject(objData, isNewObject) {
|
161 |
-
let loadedObject = null;
|
162 |
-
switch (objData.type) {
|
163 |
-
case "Simple House": loadedObject = createSimpleHouse(); break;
|
164 |
-
case "Tree": loadedObject = createTree(); break;
|
165 |
-
case "Rock": loadedObject = createRock(); break;
|
166 |
-
case "Fence Post": loadedObject = createFencePost(); break;
|
167 |
-
default: console.warn("Unknown object type in data:", objData.type); break;
|
168 |
-
}
|
169 |
-
if (loadedObject) {
|
170 |
-
if (objData.position && objData.position.x !== undefined) {
|
171 |
-
loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
|
172 |
-
} else if (objData.pos_x !== undefined) {
|
173 |
-
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
|
174 |
-
}
|
175 |
-
if (objData.rotation) {
|
176 |
-
loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
177 |
-
} else if (objData.rot_x !== undefined) {
|
178 |
-
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
|
179 |
-
}
|
180 |
-
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
|
181 |
-
scene.add(loadedObject);
|
182 |
-
if (isNewObject) newlyPlacedObjects.push(loadedObject);
|
183 |
-
return loadedObject;
|
184 |
-
}
|
185 |
-
return null;
|
186 |
-
}
|
187 |
-
|
188 |
function saveUnsavedState() {
|
189 |
try {
|
190 |
const stateToSave = newlyPlacedObjects.map(obj => ({
|
@@ -233,209 +1579,112 @@
|
|
233 |
return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
|
234 |
}
|
235 |
|
236 |
-
function
|
237 |
-
|
238 |
-
|
239 |
-
|
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|
241 |
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|
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267 |
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268 |
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270 |
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272 |
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274 |
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275 |
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276 |
-
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277 |
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278 |
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279 |
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280 |
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281 |
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282 |
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283 |
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284 |
-
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285 |
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286 |
-
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287 |
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|
288 |
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289 |
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290 |
-
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291 |
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292 |
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293 |
-
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294 |
-
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295 |
-
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296 |
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297 |
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298 |
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299 |
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|
300 |
-
|
301 |
-
|
302 |
-
|
303 |
-
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304 |
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|
305 |
-
|
306 |
-
|
307 |
-
|
308 |
-
|
309 |
-
|
310 |
-
|
311 |
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|
312 |
-
|
313 |
-
|
314 |
-
|
315 |
-
|
316 |
-
|
317 |
-
|
|
|
318 |
}
|
319 |
-
|
320 |
-
|
321 |
-
|
322 |
-
|
323 |
-
|
324 |
-
|
325 |
-
console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
|
326 |
}
|
327 |
-
|
328 |
-
|
329 |
-
|
330 |
-
|
331 |
-
|
332 |
-
|
333 |
-
|
334 |
-
|
335 |
-
|
336 |
-
playerMesh.position.x = targetX;
|
337 |
-
playerMesh.position.z = targetZ;
|
338 |
-
const offset = new THREE.Vector3(0, 15, 20);
|
339 |
-
const targetPosition = playerMesh.position.clone().add(offset);
|
340 |
-
camera.position.copy(targetPosition);
|
341 |
-
camera.lookAt(playerMesh.position);
|
342 |
-
console.log("Player teleported to:", playerMesh.position);
|
343 |
-
} else {
|
344 |
-
console.error("Player mesh not found for teleport.");
|
345 |
-
}
|
346 |
-
}
|
347 |
-
|
348 |
-
function getSaveDataAndPosition() {
|
349 |
-
console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`);
|
350 |
-
const objectsToSave = newlyPlacedObjects.map(obj => {
|
351 |
-
if (!obj.userData || !obj.userData.type) { return null; }
|
352 |
-
const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
|
353 |
-
return {
|
354 |
-
obj_id: obj.userData.obj_id, type: obj.userData.type,
|
355 |
-
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
|
356 |
-
rotation: rotation
|
357 |
-
};
|
358 |
-
}).filter(obj => obj !== null);
|
359 |
-
const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
|
360 |
-
const payload = {
|
361 |
-
playerPosition: playerPos,
|
362 |
-
objectsToSave: objectsToSave
|
363 |
-
};
|
364 |
-
console.log("Prepared payload for saving:", payload);
|
365 |
-
return JSON.stringify(payload);
|
366 |
-
}
|
367 |
-
|
368 |
-
function resetNewlyPlacedObjects() {
|
369 |
-
console.log(`JS resetNewlyPlacedObjects called.`);
|
370 |
-
clearUnsavedState();
|
371 |
-
}
|
372 |
-
|
373 |
-
function updatePlayerMovement() {
|
374 |
-
if (!playerMesh) return;
|
375 |
-
const moveDirection = new THREE.Vector3(0, 0, 0);
|
376 |
-
if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
|
377 |
-
if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
|
378 |
-
if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
|
379 |
-
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
|
380 |
-
if (moveDirection.lengthSq() > 0) {
|
381 |
-
moveDirection.normalize().multiplyScalar(playerSpeed);
|
382 |
-
const forward = new THREE.Vector3();
|
383 |
-
camera.getWorldDirection(forward);
|
384 |
-
forward.y = 0;
|
385 |
-
forward.normalize();
|
386 |
-
const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
|
387 |
-
const worldMove = new THREE.Vector3();
|
388 |
-
worldMove.add(forward.multiplyScalar(-moveDirection.z));
|
389 |
-
worldMove.add(right.multiplyScalar(-moveDirection.x));
|
390 |
-
worldMove.normalize().multiplyScalar(playerSpeed);
|
391 |
-
playerMesh.position.add(worldMove);
|
392 |
-
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
|
393 |
-
checkAndExpandGround();
|
394 |
-
}
|
395 |
-
}
|
396 |
-
|
397 |
-
function checkAndExpandGround() {
|
398 |
-
if (!playerMesh) return;
|
399 |
-
const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
|
400 |
-
const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
|
401 |
-
for (let dx = -1; dx <= 1; dx++) {
|
402 |
-
for (let dz = -1; dz <= 1; dz++) {
|
403 |
-
if (dx === 0 && dz === 0) continue;
|
404 |
-
const checkX = currentGridX + dx;
|
405 |
-
const checkZ = currentGridZ + dz;
|
406 |
-
const gridKey = `${checkX}_${checkZ}`;
|
407 |
-
if (!groundMeshes[gridKey]) {
|
408 |
-
const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);
|
409 |
-
if (!isSavedPlot) {
|
410 |
-
createGroundPlane(checkX, checkZ, true);
|
411 |
-
}
|
412 |
-
}
|
413 |
}
|
|
|
|
|
|
|
|
|
|
|
414 |
}
|
415 |
-
|
416 |
-
|
417 |
-
function updateCamera() {
|
418 |
-
if (!playerMesh) return;
|
419 |
-
const offset = new THREE.Vector3(0, 15, 20);
|
420 |
-
const targetPosition = playerMesh.position.clone().add(offset);
|
421 |
-
camera.position.lerp(targetPosition, 0.08);
|
422 |
-
camera.lookAt(playerMesh.position);
|
423 |
-
}
|
424 |
-
|
425 |
-
function onWindowResize() {
|
426 |
-
camera.aspect = window.innerWidth / window.innerHeight;
|
427 |
-
camera.updateProjectionMatrix();
|
428 |
-
renderer.setSize(window.innerWidth, window.innerHeight);
|
429 |
-
}
|
430 |
-
|
431 |
-
function animate() {
|
432 |
-
requestAnimationFrame(animate);
|
433 |
-
updatePlayerMovement();
|
434 |
-
updateCamera();
|
435 |
-
renderer.render(scene, camera);
|
436 |
-
}
|
437 |
-
|
438 |
-
init();
|
439 |
-
</script>
|
440 |
-
</body>
|
441 |
-
</html>
|
|
|
1 |
+
const innerFlameGeo = new THREE.ConeGeometry(0.05, 0.15, 8);
|
2 |
+
const innerFlameMat = new THREE.MeshStandardMaterial({
|
3 |
+
color: 0xFFFF00,
|
4 |
+
roughness: 0.2,
|
5 |
+
metalness: 0.0,
|
6 |
+
emissive: 0xFFFF00,
|
7 |
+
emissiveIntensity: 1.0
|
8 |
+
});
|
9 |
+
const innerFlame = new THREE.Mesh(innerFlameGeo, innerFlameMat);
|
10 |
+
innerFlame.position.set(0, 0.04, 0);
|
11 |
+
flame.add(innerFlame);
|
12 |
+
|
13 |
+
group.position.y = 1.5; // Mount height
|
14 |
+
return group;
|
15 |
+
}
|
16 |
+
|
17 |
+
function createBonePile() {
|
18 |
+
const base = createObjectBase("Bone Pile");
|
19 |
+
const group = new THREE.Group();
|
20 |
+
Object.assign(group, base);
|
21 |
+
|
22 |
+
// Create various bones
|
23 |
+
for (let i = 0; i < 8; i++) {
|
24 |
+
let bone;
|
25 |
+
// Choose bone type
|
26 |
+
const boneType = Math.floor(Math.random() * 3);
|
27 |
+
|
28 |
+
if (boneType === 0) { // Long bone
|
29 |
+
const boneGeo = new THREE.CylinderGeometry(0.06, 0.08, 0.5 + Math.random() * 0.3, 8);
|
30 |
+
bone = new THREE.Mesh(boneGeo, materials.bone);
|
31 |
+
} else if (boneType === 1) { // Skull-like
|
32 |
+
const boneGeo = new THREE.SphereGeometry(0.15 + Math.random() * 0.1, 8, 8);
|
33 |
+
bone = new THREE.Mesh(boneGeo, materials.bone);
|
34 |
+
} else { // Smaller bone fragment
|
35 |
+
const boneGeo = new THREE.BoxGeometry(
|
36 |
+
0.1 + Math.random() * 0.1,
|
37 |
+
0.05 + Math.random() * 0.05,
|
38 |
+
0.2 + Math.random() * 0.1
|
39 |
+
);
|
40 |
+
bone = new THREE.Mesh(boneGeo, materials.bone);
|
41 |
+
}
|
42 |
+
|
43 |
+
// Position randomly within a circle
|
44 |
+
const angle = Math.random() * Math.PI * 2;
|
45 |
+
const distance = Math.random() * 0.6;
|
46 |
+
bone.position.set(
|
47 |
+
Math.sin(angle) * distance,
|
48 |
+
Math.random() * 0.2,
|
49 |
+
Math.cos(angle) * distance
|
50 |
+
);
|
51 |
+
|
52 |
+
// Random rotation
|
53 |
+
bone.rotation.set(
|
54 |
+
Math.random() * Math.PI,
|
55 |
+
Math.random() * Math.PI,
|
56 |
+
Math.random() * Math.PI
|
57 |
+
);
|
58 |
+
|
59 |
+
bone.castShadow = true;
|
60 |
+
bone.receiveShadow = true;
|
61 |
+
group.add(bone);
|
62 |
+
}
|
63 |
+
|
64 |
+
// Add a skull as centerpiece
|
65 |
+
const skullGeo = new THREE.SphereGeometry(0.2, 8, 8);
|
66 |
+
const skull = new THREE.Mesh(skullGeo, materials.bone);
|
67 |
+
skull.scale.set(1, 0.8, 1.2);
|
68 |
+
skull.position.set(0, 0.15, 0);
|
69 |
+
skull.rotation.x = Math.PI/6;
|
70 |
+
skull.castShadow = true;
|
71 |
+
skull.receiveShadow = true;
|
72 |
+
group.add(skull);
|
73 |
+
|
74 |
+
// Eye sockets
|
75 |
+
const socketGeo = new THREE.SphereGeometry(0.06, 8, 8);
|
76 |
+
const blackMat = new THREE.MeshBasicMaterial({color: 0x000000});
|
77 |
+
|
78 |
+
const leftEye = new THREE.Mesh(socketGeo, blackMat);
|
79 |
+
leftEye.position.set(-0.07, 0.05, 0.15);
|
80 |
+
skull.add(leftEye);
|
81 |
+
|
82 |
+
const rightEye = new THREE.Mesh(socketGeo, blackMat);
|
83 |
+
rightEye.position.set(0.07, 0.05, 0.15);
|
84 |
+
skull.add(rightEye);
|
85 |
+
|
86 |
+
group.position.y = 0.05; // Slightly above ground
|
87 |
+
return group;
|
88 |
+
}
|
89 |
+
|
90 |
+
// =================== CHARACTERS CATEGORY ===================
|
91 |
+
|
92 |
+
function createKingFigure() {
|
93 |
+
const base = createObjectBase("King Figure");
|
94 |
+
const group = new THREE.Group();
|
95 |
+
Object.assign(group, base);
|
96 |
+
|
97 |
+
// Body
|
98 |
+
const bodyGeo = new THREE.CylinderGeometry(0.35, 0.25, 1.2, 8);
|
99 |
+
const body = new THREE.Mesh(bodyGeo, materials.cloth);
|
100 |
+
body.position.y = 0.6;
|
101 |
+
body.castShadow = true;
|
102 |
+
body.receiveShadow = true;
|
103 |
+
group.add(body);
|
104 |
+
|
105 |
+
// Head
|
106 |
+
const headGeo = new THREE.SphereGeometry(0.25, 8, 8);
|
107 |
+
const head = new THREE.Mesh(headGeo, materials.skin);
|
108 |
+
head.position.y = 1.35;
|
109 |
+
head.castShadow = true;
|
110 |
+
head.receiveShadow = true;
|
111 |
+
group.add(head);
|
112 |
+
|
113 |
+
// Crown
|
114 |
+
const crownBaseGeo = new THREE.CylinderGeometry(0.28, 0.28, 0.15, 8);
|
115 |
+
const crownBase = new THREE.Mesh(crownBaseGeo, materials.goldMetal);
|
116 |
+
crownBase.position.y = 1.5;
|
117 |
+
crownBase.castShadow = true;
|
118 |
+
crownBase.receiveShadow = true;
|
119 |
+
group.add(crownBase);
|
120 |
+
|
121 |
+
// Crown spikes
|
122 |
+
for (let i = 0; i < 4; i++) {
|
123 |
+
const spikeGeo = new THREE.ConeGeometry(0.06, 0.15, 4);
|
124 |
+
const spike = new THREE.Mesh(spikeGeo, materials.goldMetal);
|
125 |
+
|
126 |
+
const angle = i * Math.PI / 2;
|
127 |
+
spike.position.set(
|
128 |
+
Math.sin(angle) * 0.2,
|
129 |
+
1.65,
|
130 |
+
Math.cos(angle) * 0.2
|
131 |
+
);
|
132 |
+
|
133 |
+
spike.castShadow = true;
|
134 |
+
spike.receiveShadow = true;
|
135 |
+
group.add(spike);
|
136 |
+
}
|
137 |
+
|
138 |
+
// Arms
|
139 |
+
const armGeo = new THREE.CylinderGeometry(0.08, 0.08, 0.6, 8);
|
140 |
+
|
141 |
+
const leftArm = new THREE.Mesh(armGeo, materials.cloth);
|
142 |
+
leftArm.position.set(-0.4, 0.9, 0);
|
143 |
+
leftArm.rotation.z = Math.PI / 4;
|
144 |
+
leftArm.castShadow = true;
|
145 |
+
leftArm.receiveShadow = true;
|
146 |
+
group.add(leftArm);
|
147 |
+
|
148 |
+
const rightArm = new THREE.Mesh(armGeo, materials.cloth);
|
149 |
+
rightArm.position.set(0.4, 0.9, 0);
|
150 |
+
rightArm.rotation.z = -Math.PI / 4;
|
151 |
+
rightArm.castShadow = true;
|
152 |
+
rightArm.receiveShadow = true;
|
153 |
+
group.add(rightArm);
|
154 |
+
|
155 |
+
// Cape
|
156 |
+
const capeGeo = new THREE.BoxGeometry(0.7, 1, 0.1);
|
157 |
+
const cape = new THREE.Mesh(capeGeo, new THREE.MeshStandardMaterial({
|
158 |
+
color: 0x880000,
|
159 |
+
roughness: 0.8
|
160 |
+
}));
|
161 |
+
cape.position.set(0, 0.7, -0.2);
|
162 |
+
cape.castShadow = true;
|
163 |
+
cape.receiveShadow = true;
|
164 |
+
group.add(cape);
|
165 |
+
|
166 |
+
// Scepter
|
167 |
+
const scepterGeo = new THREE.CylinderGeometry(0.03, 0.05, 0.8, 8);
|
168 |
+
const scepter = new THREE.Mesh(scepterGeo, materials.goldMetal);
|
169 |
+
scepter.position.set(0.65, 0.9, 0);
|
170 |
+
scepter.rotation.z = -Math.PI / 4;
|
171 |
+
scepter.castShadow = true;
|
172 |
+
scepter.receiveShadow = true;
|
173 |
+
group.add(scepter);
|
174 |
+
|
175 |
+
// Scepter orb
|
176 |
+
const orbGeo = new THREE.SphereGeometry(0.08, 8, 8);
|
177 |
+
const orb = new THREE.Mesh(orbGeo, materials.goldMetal);
|
178 |
+
orb.position.set(0, 0.45, 0);
|
179 |
+
orb.castShadow = true;
|
180 |
+
orb.receiveShadow = true;
|
181 |
+
scepter.add(orb);
|
182 |
+
|
183 |
+
return group;
|
184 |
+
}
|
185 |
+
|
186 |
+
function createSoldierFigure() {
|
187 |
+
const base = createObjectBase("Soldier Figure");
|
188 |
+
const group = new THREE.Group();
|
189 |
+
Object.assign(group, base);
|
190 |
+
|
191 |
+
// Body with armor
|
192 |
+
const bodyGeo = new THREE.CylinderGeometry(0.3, 0.25, 1, 8);
|
193 |
+
const body = new THREE.Mesh(bodyGeo, materials.metal);
|
194 |
+
body.position.y = 0.5;
|
195 |
+
body.castShadow = true;
|
196 |
+
body.receiveShadow = true;
|
197 |
+
group.add(body);
|
198 |
+
|
199 |
+
// Head
|
200 |
+
const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
|
201 |
+
const head = new THREE.Mesh(headGeo, materials.skin);
|
202 |
+
head.position.y = 1.1;
|
203 |
+
head.castShadow = true;
|
204 |
+
head.receiveShadow = true;
|
205 |
+
group.add(head);
|
206 |
+
|
207 |
+
// Helmet
|
208 |
+
const helmetGeo = new THREE.CylinderGeometry(0.22, 0.22, 0.2, 8);
|
209 |
+
const helmet = new THREE.Mesh(helmetGeo, materials.metal);
|
210 |
+
helmet.position.y = 1.2;
|
211 |
+
helmet.castShadow = true;
|
212 |
+
helmet.receiveShadow = true;
|
213 |
+
group.add(helmet);
|
214 |
+
|
215 |
+
const helmetTopGeo = new THREE.SphereGeometry(0.22, 8, 8);
|
216 |
+
const helmetTop = new THREE.Mesh(helmetTopGeo, materials.metal);
|
217 |
+
helmetTop.position.y = 1.3;
|
218 |
+
helmetTop.scale.y = 0.5;
|
219 |
+
helmetTop.castShadow = true;
|
220 |
+
helmetTop.receiveShadow = true;
|
221 |
+
group.add(helmetTop);
|
222 |
+
|
223 |
+
// Arms
|
224 |
+
const armGeo = new THREE.CylinderGeometry(0.07, 0.07, 0.5, 8);
|
225 |
+
|
226 |
+
const leftArm = new THREE.Mesh(armGeo, materials.metal);
|
227 |
+
leftArm.position.set(-0.3, 0.7, 0);
|
228 |
+
leftArm.rotation.z = Math.PI / 6;
|
229 |
+
leftArm.castShadow = true;
|
230 |
+
leftArm.receiveShadow = true;
|
231 |
+
group.add(leftArm);
|
232 |
+
|
233 |
+
const rightArm = new THREE.Mesh(armGeo, materials.metal);
|
234 |
+
rightArm.position.set(0.3, 0.7, 0);
|
235 |
+
rightArm.rotation.z = -Math.PI / 6;
|
236 |
+
rightArm.castShadow = true;
|
237 |
+
rightArm.receiveShadow = true;
|
238 |
+
group.add(rightArm);
|
239 |
+
|
240 |
+
// Shield
|
241 |
+
const shieldGeo = new THREE.BoxGeometry(0.4, 0.6, 0.1);
|
242 |
+
const shield = new THREE.Mesh(shieldGeo, materials.metal);
|
243 |
+
shield.position.set(-0.45, 0.6, 0.1);
|
244 |
+
shield.rotation.y = Math.PI / 10;
|
245 |
+
shield.castShadow = true;
|
246 |
+
shield.receiveShadow = true;
|
247 |
+
group.add(shield);
|
248 |
+
|
249 |
+
// Sword
|
250 |
+
const swordHandleGeo = new THREE.CylinderGeometry(0.03, 0.03, 0.2, 8);
|
251 |
+
const swordHandle = new THREE.Mesh(swordHandleGeo, materials.leather);
|
252 |
+
swordHandle.position.set(0.4, 0.6, 0.2);
|
253 |
+
swordHandle.rotation.x = Math.PI / 2;
|
254 |
+
swordHandle.castShadow = true;
|
255 |
+
swordHandle.receiveShadow = true;
|
256 |
+
group.add(swordHandle);
|
257 |
+
|
258 |
+
const swordBladeGeo = new THREE.BoxGeometry(0.05, 0.6, 0.01);
|
259 |
+
const swordBlade = new THREE.Mesh(swordBladeGeo, materials.metal);
|
260 |
+
swordBlade.position.set(0, -0.3, 0);
|
261 |
+
swordBlade.castShadow = true;
|
262 |
+
swordBlade.receiveShadow = true;
|
263 |
+
swordHandle.add(swordBlade);
|
264 |
+
|
265 |
+
// Legs
|
266 |
+
const legGeo = new THREE.CylinderGeometry(0.09, 0.07, 0.5, 8);
|
267 |
+
|
268 |
+
const leftLeg = new THREE.Mesh(legGeo, materials.metal);
|
269 |
+
leftLeg.position.set(-0.1, 0, 0);
|
270 |
+
leftLeg.castShadow = true;
|
271 |
+
leftLeg.receiveShadow = true;
|
272 |
+
group.add(leftLeg);
|
273 |
+
|
274 |
+
const rightLeg = new THREE.Mesh(legGeo, materials.metal);
|
275 |
+
rightLeg.position.set(0.1, 0, 0);
|
276 |
+
rightLeg.castShadow = true;
|
277 |
+
rightLeg.receiveShadow = true;
|
278 |
+
group.add(rightLeg);
|
279 |
+
|
280 |
+
group.position.y = 0.5;
|
281 |
+
return group;
|
282 |
+
}
|
283 |
+
|
284 |
+
function createMageFigure() {
|
285 |
+
const base = createObjectBase("Mage Figure");
|
286 |
+
const group = new THREE.Group();
|
287 |
+
Object.assign(group, base);
|
288 |
+
|
289 |
+
// Body (robe)
|
290 |
+
const bodyGeo = new THREE.CylinderGeometry(0.4, 0.5, 1.3, 8);
|
291 |
+
const bodyMat = new THREE.MeshStandardMaterial({
|
292 |
+
color: 0x5522AA,
|
293 |
+
roughness: 0.8,
|
294 |
+
metalness: 0.1
|
295 |
+
});
|
296 |
+
const body = new THREE.Mesh(bodyGeo, bodyMat);
|
297 |
+
body.position.y = 0.65;
|
298 |
+
body.castShadow = true;
|
299 |
+
body.receiveShadow = true;
|
300 |
+
group.add(body);
|
301 |
+
|
302 |
+
// Head
|
303 |
+
const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
|
304 |
+
const head = new THREE.Mesh(headGeo, materials.skin);
|
305 |
+
head.position.y = 1.4;
|
306 |
+
head.castShadow = true;
|
307 |
+
head.receiveShadow = true;
|
308 |
+
group.add(head);
|
309 |
+
|
310 |
+
// Wizard hat
|
311 |
+
const hatBaseGeo = new THREE.CylinderGeometry(0.25, 0.25, 0.05, 8);
|
312 |
+
const hatBase = new THREE.Mesh(hatBaseGeo, bodyMat);
|
313 |
+
hatBase.position.y = 1.55;
|
314 |
+
hatBase.castShadow = true;
|
315 |
+
hatBase.receiveShadow = true;
|
316 |
+
group.add(hatBase);
|
317 |
+
|
318 |
+
const hatTopGeo = new THREE.ConeGeometry(0.2, 0.5, 8);
|
319 |
+
const hatTop = new THREE.Mesh(hatTopGeo, bodyMat);
|
320 |
+
hatTop.position.y = 1.8;
|
321 |
+
hatTop.castShadow = true;
|
322 |
+
hatTop.receiveShadow = true;
|
323 |
+
group.add(hatTop);
|
324 |
+
|
325 |
+
// Arms
|
326 |
+
const armGeo = new THREE.CylinderGeometry(0.1, 0.1, 0.6, 8);
|
327 |
+
|
328 |
+
const leftArm = new THREE.Mesh(armGeo, bodyMat);
|
329 |
+
leftArm.position.set(-0.4, 0.9, 0);
|
330 |
+
leftArm.rotation.z = Math.PI / 4;
|
331 |
+
leftArm.castShadow = true;
|
332 |
+
leftArm.receiveShadow = true;
|
333 |
+
group.add(leftArm);
|
334 |
+
|
335 |
+
const rightArm = new THREE.Mesh(armGeo, bodyMat);
|
336 |
+
rightArm.position.set(0.4, 0.9, 0);
|
337 |
+
rightArm.rotation.z = -Math.PI / 4;
|
338 |
+
rightArm.castShadow = true;
|
339 |
+
rightArm.receiveShadow = true;
|
340 |
+
group.add(rightArm);
|
341 |
+
|
342 |
+
// Staff
|
343 |
+
const staffGeo = new THREE.CylinderGeometry(0.03, 0.05, 1.8, 8);
|
344 |
+
const staffMat = new THREE.MeshStandardMaterial({
|
345 |
+
color: 0x663300,
|
346 |
+
roughness: 0.9
|
347 |
+
});
|
348 |
+
const staff = new THREE.Mesh(staffGeo, staffMat);
|
349 |
+
staff.position.set(0.7, 0.9, 0);
|
350 |
+
staff.rotation.z = -0.2;
|
351 |
+
staff.castShadow = true;
|
352 |
+
staff.receiveShadow = true;
|
353 |
+
group.add(staff);
|
354 |
+
|
355 |
+
// Orb on staff
|
356 |
+
const orbGeo = new THREE.SphereGeometry(0.12, 8, 8);
|
357 |
+
const orbMat = new THREE.MeshStandardMaterial({
|
358 |
+
color: 0x00CCFF,
|
359 |
+
roughness: 0.2,
|
360 |
+
metalness: 0.5,
|
361 |
+
emissive: 0x0088FF,
|
362 |
+
emissiveIntensity: 0.8
|
363 |
+
});
|
364 |
+
const orb = new THREE.Mesh(orbGeo, orbMat);
|
365 |
+
orb.position.y = 0.9;
|
366 |
+
orb.castShadow = true;
|
367 |
+
orb.receiveShadow = true;
|
368 |
+
staff.add(orb);
|
369 |
+
|
370 |
+
// Cloak/cape
|
371 |
+
const cloakGeo = new THREE.BoxGeometry(0.8, 1.2, 0.1);
|
372 |
+
const cloak = new THREE.Mesh(cloakGeo, bodyMat);
|
373 |
+
cloak.position.set(0, 0.7, -0.25);
|
374 |
+
cloak.castShadow = true;
|
375 |
+
cloak.receiveShadow = true;
|
376 |
+
group.add(cloak);
|
377 |
+
|
378 |
+
group.position.y = 0.5;
|
379 |
+
return group;
|
380 |
+
}
|
381 |
+
|
382 |
+
function createZombieFigure() {
|
383 |
+
const base = createObjectBase("Zombie Figure");
|
384 |
+
const group = new THREE.Group();
|
385 |
+
Object.assign(group, base);
|
386 |
+
|
387 |
+
// Body
|
388 |
+
const bodyGeo = new THREE.CylinderGeometry(0.25, 0.25, 1, 8);
|
389 |
+
const body = new THREE.Mesh(bodyGeo, materials.zombie);
|
390 |
+
body.position.y = 0.5;
|
391 |
+
body.rotation.x = 0.2; // Leaning forward
|
392 |
+
body.castShadow = true;
|
393 |
+
body.receiveShadow = true;
|
394 |
+
group.add(body);
|
395 |
+
|
396 |
+
// Head
|
397 |
+
const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
|
398 |
+
const head = new THREE.Mesh(headGeo, materials.zombie);
|
399 |
+
head.position.set(0, 1.1, 0.1); // Pushed forward due to leaning
|
400 |
+
head.castShadow = true;
|
401 |
+
head.receiveShadow = true;
|
402 |
+
group.add(head);
|
403 |
+
|
404 |
+
// Arms - asymmetrical for zombie look
|
405 |
+
const armGeo1 = new THREE.CylinderGeometry(0.08, 0.06, 0.6, 8);
|
406 |
+
const leftArm = new THREE.Mesh(armGeo1, materials.zombie);
|
407 |
+
leftArm.position.set(-0.3, 0.7, 0);
|
408 |
+
leftArm.rotation.set(0.1, 0, Math.PI / 2.5); // Extended forward
|
409 |
+
leftArm.castShadow = true;
|
410 |
+
leftArm.receiveShadow = true;
|
411 |
+
group.add(leftArm);
|
412 |
+
|
413 |
+
const armGeo2 = new THREE.CylinderGeometry(0.07, 0.07, 0.55, 8);
|
414 |
+
const rightArm = new THREE.Mesh(armGeo2, materials.zombie);
|
415 |
+
rightArm.position.set(0.3, 0.7, 0);
|
416 |
+
rightArm.rotation.set(-0.3, 0, -Math.PI / 3); // Hanging down
|
417 |
+
rightArm.castShadow = true;
|
418 |
+
rightArm.receiveShadow = true;
|
419 |
+
group.add(rightArm);
|
420 |
+
|
421 |
+
// Legs - asymmetrical stride
|
422 |
+
const legGeo1 = new THREE.CylinderGeometry(0.09, 0.07, 0.5, 8);
|
423 |
+
const leftLeg = new THREE.Mesh(legGeo1, materials.zombie);
|
424 |
+
leftLeg.position.set(-0.1, 0, 0);
|
425 |
+
leftLeg.rotation.x = -0.2; // Stepping forward
|
426 |
+
leftLeg.castShadow = true;
|
427 |
+
leftLeg.receiveShadow = true;
|
428 |
+
group.add(leftLeg);
|
429 |
+
|
430 |
+
const legGeo2 = new THREE.CylinderGeometry(0.08, 0.07, 0.5, 8);
|
431 |
+
const rightLeg = new THREE.Mesh(legGeo2, materials.zombie);
|
432 |
+
rightLeg.position.set(0.1, 0, -0.1);
|
433 |
+
rightLeg.castShadow = true;
|
434 |
+
rightLeg.receiveShadow = true;
|
435 |
+
group.add(rightLeg);
|
436 |
+
|
437 |
+
// Tattered clothes
|
438 |
+
const clothesGeo = new THREE.CylinderGeometry(0.26, 0.28, 0.7, 8);
|
439 |
+
const clothes = new THREE.Mesh(clothesGeo, new THREE.MeshStandardMaterial({
|
440 |
+
color: 0x445566,
|
441 |
+
roughness: 0.9,
|
442 |
+
metalness: 0.0
|
443 |
+
}));
|
444 |
+
clothes.position.y = 0.4;
|
445 |
+
clothes.castShadow = true;
|
446 |
+
clothes.receiveShadow = true;
|
447 |
+
body.add(clothes);
|
448 |
+
|
449 |
+
// Gore detail (blood)
|
450 |
+
const goreGeo = new THREE.SphereGeometry(0.1, 8, 8);
|
451 |
+
const gore = new THREE.Mesh(goreGeo, new THREE.MeshStandardMaterial({
|
452 |
+
color: 0x880000,
|
453 |
+
roughness: 0.8,
|
454 |
+
metalness: 0.2
|
455 |
+
}));
|
456 |
+
gore.position.set(0.15, 0.2, 0.1);
|
457 |
+
gore.scale.set(1, 0.3, 1);
|
458 |
+
body.add(gore);
|
459 |
+
|
460 |
+
group.position.y = 0.5;
|
461 |
+
return group;
|
462 |
+
}
|
463 |
+
|
464 |
+
function createSurvivorFigure() {
|
465 |
+
const base = createObjectBase("Survivor Figure");
|
466 |
+
const group = new THREE.Group();
|
467 |
+
Object.assign(group, base);
|
468 |
+
|
469 |
+
// Body
|
470 |
+
const bodyGeo = new THREE.CylinderGeometry(0.25, 0.25, 1, 8);
|
471 |
+
const body = new THREE.Mesh(bodyGeo, materials.leather);
|
472 |
+
body.position.y = 0.5;
|
473 |
+
body.castShadow = true;
|
474 |
+
body.receiveShadow = true;
|
475 |
+
group.add(body);
|
476 |
+
|
477 |
+
// Head
|
478 |
+
const headGeo = new THREE.SphereGeometry(0.2, 8, 8);
|
479 |
+
const head = new THREE.Mesh(headGeo, materials.skin);
|
480 |
+
head.position.y = 1.1;
|
481 |
+
head.castShadow = true;
|
482 |
+
head.receiveShadow = true;
|
483 |
+
group.add(head);
|
484 |
+
|
485 |
+
// Arms
|
486 |
+
const armGeo = new THREE.CylinderGeometry(0.07, 0.07, 0.5, 8);
|
487 |
+
|
488 |
+
const leftArm = new THREE.Mesh(armGeo, materials.leather);
|
489 |
+
leftArm.position.set(-0.3, 0.7, 0);
|
490 |
+
leftArm.rotation.z = Math.PI / 6;
|
491 |
+
leftArm.castShadow = true;
|
492 |
+
leftArm.receiveShadow = true;
|
493 |
+
group.add(leftArm);
|
494 |
+
|
495 |
+
const rightArm = new THREE.Mesh(armGeo, materials.leather);
|
496 |
+
rightArm.position.set(0.3, 0.7, 0);
|
497 |
+
rightArm.rotation.z = -Math.PI / 6;
|
498 |
+
rightArm.castShadow = true;
|
499 |
+
rightArm.receiveShadow = true;
|
500 |
+
group.add(rightArm);
|
501 |
+
|
502 |
+
// Legs
|
503 |
+
const legGeo = new THREE.CylinderGeometry(0.08, 0.07, 0.5, 8);
|
504 |
+
|
505 |
+
const leftLeg = new THREE.Mesh(legGeo, new THREE.MeshStandardMaterial({
|
506 |
+
color: 0x223355, // Denim
|
507 |
+
roughness: 0.8,
|
508 |
+
}));
|
509 |
+
leftLeg.position.set(-0.1, 0, 0);
|
510 |
+
leftLeg.castShadow = true;
|
511 |
+
leftLeg.receiveShadow = true;
|
512 |
+
group.add(leftLeg);
|
513 |
+
|
514 |
+
const rightLeg = new THREE.Mesh(legGeo, new THREE.MeshStandardMaterial({
|
515 |
+
color: 0x223355, // Denim
|
516 |
+
roughness: 0.8
|
517 |
+
}));
|
518 |
+
rightLeg.position.set(0.1, 0, 0);
|
519 |
+
rightLeg.castShadow = true;
|
520 |
+
rightLeg.receiveShadow = true;
|
521 |
+
group.add(rightLeg);
|
522 |
+
|
523 |
+
// Backpack
|
524 |
+
const backpackGeo = new THREE.BoxGeometry(0.3, 0.4, 0.2);
|
525 |
+
const backpack = new THREE.Mesh(backpackGeo, new THREE.MeshStandardMaterial({
|
526 |
+
color: 0x556B2F, // Olive green
|
527 |
+
roughness: 0.9
|
528 |
+
}));
|
529 |
+
backpack.position.set(0, 0.6, -0.2);
|
530 |
+
backpack.castShadow = true;
|
531 |
+
backpack.receiveShadow = true;
|
532 |
+
group.add(backpack);
|
533 |
+
|
534 |
+
// Baseball bat or weapon
|
535 |
+
const batGeo = new THREE.CylinderGeometry(0.03, 0.05, 0.8, 8);
|
536 |
+
const bat = new THREE.Mesh(batGeo, materials.wood);
|
537 |
+
bat.position.set(0.45, 0.4, 0.2);
|
538 |
+
bat.rotation.set(Math.PI/6, 0, Math.PI/6);
|
539 |
+
bat.castShadow = true;
|
540 |
+
bat.receiveShadow = true;
|
541 |
+
group.add(bat);
|
542 |
+
|
543 |
+
group.position.y = 0.5;
|
544 |
+
return group;
|
545 |
+
}
|
546 |
+
|
547 |
+
function createDwarfMinerFigure() {
|
548 |
+
const base = createObjectBase("Dwarf Miner Figure");
|
549 |
+
const group = new THREE.Group();
|
550 |
+
Object.assign(group, base);
|
551 |
+
|
552 |
+
// Body - shorter, stockier
|
553 |
+
const bodyGeo = new THREE.CylinderGeometry(0.3, 0.3, 0.7, 8);
|
554 |
+
const body = new THREE.Mesh(bodyGeo, new THREE.MeshStandardMaterial({
|
555 |
+
color: 0x8B4513, // Brown leather
|
556 |
+
roughness: 0.8
|
557 |
+
}));
|
558 |
+
body.position.y = 0.35;
|
559 |
+
body.castShadow = true;
|
560 |
+
body.receiveShadow = true;
|
561 |
+
group.add(body);
|
562 |
+
|
563 |
+
// Head - larger in proportion
|
564 |
+
const headGeo = new THREE.SphereGeometry(0.22, 8, 8);
|
565 |
+
const head = new THREE.Mesh(headGeo, materials.skin);
|
566 |
+
head.position.y = 0.8;
|
567 |
+
head.castShadow = true;
|
568 |
+
head.receiveShadow = true;
|
569 |
+
group.add(head);
|
570 |
+
|
571 |
+
// Beard
|
572 |
+
const beardGeo = new THREE.ConeGeometry(0.2, 0.3, 8);
|
573 |
+
const beard = new THREE.Mesh(beardGeo, new THREE.MeshStandardMaterial({
|
574 |
+
color: 0xDD9933, // Golden beard
|
575 |
+
roughness: 0.9
|
576 |
+
}));
|
577 |
+
beard.position.set(0, 0.7, 0.1);
|
578 |
+
beard.rotation.x = -Math.PI/2;
|
579 |
+
beard.castShadow = true;
|
580 |
+
beard.receiveShadow = true;
|
581 |
+
group.add(beard);
|
582 |
+
|
583 |
+
// Miner's helmet
|
584 |
+
const helmetGeo = new THREE.CylinderGeometry(0.23, 0.23, 0.15, 8);
|
585 |
+
const helmet = new THREE.Mesh(helmetGeo, materials.metal);
|
586 |
+
helmet.position.y = 0.95;
|
587 |
+
helmet.castShadow = true;
|
588 |
+
helmet.receiveShadow = true;
|
589 |
+
group.add(helmet);
|
590 |
+
|
591 |
+
// Helmet light
|
592 |
+
const lightGeo = new THREE.CylinderGeometry(0.05, 0.05, 0.07, 8);
|
593 |
+
const light = new THREE.Mesh(lightGeo, new THREE.MeshStandardMaterial({
|
594 |
+
color: 0xFFFF00,
|
595 |
+
emissive: 0xFFFF00,
|
596 |
+
emissiveIntensity: 0.8
|
597 |
+
}));
|
598 |
+
light.position.set(0, 0, 0.25);
|
599 |
+
helmet.add(light);
|
600 |
+
|
601 |
+
// Arms
|
602 |
+
const armGeo = new THREE.CylinderGeometry(0.08, 0.08, 0.4, 8);
|
603 |
+
|
604 |
+
const leftArm = new THREE.Mesh(armGeo, materials.leather);
|
605 |
+
leftArm.position.set(-0.35, 0.5, 0);
|
606 |
+
leftArm.rotation.z = Math.PI / 4;
|
607 |
+
leftArm.castShadow = true;
|
608 |
+
leftArm.receiveShadow = true;
|
609 |
+
group.add(leftArm);
|
610 |
+
|
611 |
+
const rightArm = new THREE.Mesh(armGeo, materials.leather);
|
612 |
+
rightArm.position.set(0.35, 0.5, 0);
|
613 |
+
rightArm.rotation.z = -Math.PI / 4;
|
614 |
+
rightArm.castShadow = true;
|
615 |
+
rightArm.receiveShadow = true;
|
616 |
+
group.add(rightArm);
|
617 |
+
|
618 |
+
// Legs - Short, sturdy
|
619 |
+
const legGeo = new THREE.CylinderGeometry(0.1, 0.08, 0.3, 8);
|
620 |
+
|
621 |
+
const leftLeg = new THREE.Mesh(legGeo, materials.leather);
|
622 |
+
leftLeg.position.set(-0.15, 0, 0);
|
623 |
+
leftLeg.castShadow = true;
|
624 |
+
leftLeg.receiveShadow = true;
|
625 |
+
group.add(leftLeg);
|
626 |
+
|
627 |
+
const rightLeg = new THREE.Mesh(legGeo, materials.leather);
|
628 |
+
rightLeg.position.set(0.15, 0 const wallGeo = new THREE.BoxGeometry(5, 3, 0.5);
|
629 |
+
const wall = new THREE.Mesh(wallGeo, materials.redBrick);
|
630 |
+
wall.castShadow = true;
|
631 |
+
wall.receiveShadow = true;
|
632 |
+
group.add(wall);
|
633 |
+
|
634 |
+
// Broken window
|
635 |
+
const windowGeo = new THREE.BoxGeometry(1.2, 1.2, 0.1);
|
636 |
+
const window = new THREE.Mesh(windowGeo, materials.glass);
|
637 |
+
window.position.set(-1.2, 0.5, 0.3);
|
638 |
+
window.material.opacity = 0.3; // Broken glass is more transparent
|
639 |
+
group.add(window);
|
640 |
+
|
641 |
+
// Door frame
|
642 |
+
const doorFrameGeo = new THREE.BoxGeometry(1.1, 2.2, 0.1);
|
643 |
+
const doorFrame = new THREE.Mesh(doorFrameGeo, materials.darkWood);
|
644 |
+
doorFrame.position.set(1.2, -0.4, 0.3);
|
645 |
+
group.add(doorFrame);
|
646 |
+
|
647 |
+
// Damage details
|
648 |
+
const damageGeo = new THREE.BoxGeometry(1.5, 1.2, 0.6);
|
649 |
+
const damage = new THREE.Mesh(damageGeo, materials.damagedConcrete);
|
650 |
+
damage.position.set(0.5, 1, 0.2);
|
651 |
+
group.add(damage);
|
652 |
+
|
653 |
+
// Add some rubble at the base
|
654 |
+
for (let i = 0; i < 5; i++) {
|
655 |
+
const rubbleGeo = new THREE.IcosahedronGeometry(0.3 * Math.random() + 0.1, 0);
|
656 |
+
const rubble = new THREE.Mesh(rubbleGeo, materials.redBrick);
|
657 |
+
rubble.position.set(
|
658 |
+
Math.random() * 4 - 2,
|
659 |
+
-1.5 + Math.random() * 0.3,
|
660 |
+
0.3 + Math.random() * 0.5
|
661 |
+
);
|
662 |
+
rubble.rotation.set(
|
663 |
+
Math.random() * Math.PI,
|
664 |
+
Math.random() * Math.PI,
|
665 |
+
Math.random() * Math.PI
|
666 |
+
);
|
667 |
+
rubble.castShadow = true;
|
668 |
+
rubble.receiveShadow = true;
|
669 |
+
group.add(rubble);
|
670 |
+
}
|
671 |
+
|
672 |
+
group.position.y = 1.5; // Raise to ground level
|
673 |
+
return group;
|
674 |
+
}
|
675 |
+
|
676 |
+
// =================== NATURE CATEGORY ===================
|
677 |
+
|
678 |
+
function createPineTree() {
|
679 |
+
const base = createObjectBase("Pine Tree");
|
680 |
+
const group = new THREE.Group();
|
681 |
+
Object.assign(group, base);
|
682 |
+
|
683 |
+
// Trunk
|
684 |
+
const trunkGeo = new THREE.CylinderGeometry(0.2, 0.3, 3, 8);
|
685 |
+
const trunk = new THREE.Mesh(trunkGeo, materials.wood);
|
686 |
+
trunk.position.y = 1.5;
|
687 |
+
trunk.castShadow = true;
|
688 |
+
trunk.receiveShadow = true;
|
689 |
+
group.add(trunk);
|
690 |
+
|
691 |
+
// Pine layers - cones stacked
|
692 |
+
const colors = [0x005500, 0x006600, 0x007700];
|
693 |
+
for (let i = 0; i < 3; i++) {
|
694 |
+
const coneGeo = new THREE.ConeGeometry(1.2 - i * 0.3, 1.5, 8);
|
695 |
+
const leafMat = new THREE.MeshStandardMaterial({
|
696 |
+
color: colors[i],
|
697 |
+
roughness: 0.8
|
698 |
+
});
|
699 |
+
const foliage = new THREE.Mesh(coneGeo, leafMat);
|
700 |
+
foliage.position.y = 2 + i*1.2;
|
701 |
+
foliage.castShadow = true;
|
702 |
+
foliage.receiveShadow = true;
|
703 |
+
group.add(foliage);
|
704 |
+
}
|
705 |
+
|
706 |
+
return group;
|
707 |
+
}
|
708 |
+
|
709 |
+
function createBoulder() {
|
710 |
+
const base = createObjectBase("Boulder");
|
711 |
+
const group = new THREE.Group();
|
712 |
+
Object.assign(group, base);
|
713 |
+
|
714 |
+
// Main boulder
|
715 |
+
const boulderGeo = new THREE.IcosahedronGeometry(1.2, 1);
|
716 |
+
const boulder = new THREE.Mesh(boulderGeo, materials.stone);
|
717 |
+
boulder.castShadow = true;
|
718 |
+
boulder.receiveShadow = true;
|
719 |
+
boulder.scale.y = 0.8;
|
720 |
+
boulder.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI);
|
721 |
+
group.add(boulder);
|
722 |
+
|
723 |
+
// Add some smaller stones nearby
|
724 |
+
for (let i = 0; i < 3; i++) {
|
725 |
+
const smallStoneGeo = new THREE.IcosahedronGeometry(0.3 * Math.random() + 0.2, 0);
|
726 |
+
const smallStone = new THREE.Mesh(smallStoneGeo, materials.stone);
|
727 |
+
smallStone.position.set(
|
728 |
+
Math.random() * 2 - 1,
|
729 |
+
Math.random() * 0.3,
|
730 |
+
Math.random() * 2 - 1
|
731 |
+
);
|
732 |
+
smallStone.rotation.set(
|
733 |
+
Math.random() * Math.PI,
|
734 |
+
Math.random() * Math.PI,
|
735 |
+
Math.random() * Math.PI
|
736 |
+
);
|
737 |
+
smallStone.castShadow = true;
|
738 |
+
smallStone.receiveShadow = true;
|
739 |
+
group.add(smallStone);
|
740 |
+
}
|
741 |
+
|
742 |
+
group.position.y = 0.6; // Raise to ground level
|
743 |
+
return group;
|
744 |
+
}
|
745 |
+
|
746 |
+
function createAlienPlant() {
|
747 |
+
const base = createObjectBase("Alien Plant");
|
748 |
+
const group = new THREE.Group();
|
749 |
+
Object.assign(group, base);
|
750 |
+
|
751 |
+
// Plant base
|
752 |
+
const baseGeo = new THREE.CylinderGeometry(0.3, 0.5, 0.5, 6);
|
753 |
+
const plantBase = new THREE.Mesh(baseGeo, materials.darkGreen);
|
754 |
+
plantBase.position.y = 0.25;
|
755 |
+
plantBase.castShadow = true;
|
756 |
+
plantBase.receiveShadow = true;
|
757 |
+
group.add(plantBase);
|
758 |
+
|
759 |
+
// Strange tentacle-like growths
|
760 |
+
for (let i = 0; i < 5; i++) {
|
761 |
+
const tentacleGeo = new THREE.CylinderGeometry(0.1, 0.05, 1.5, 6);
|
762 |
+
// Bend the geometry
|
763 |
+
const tentacleMat = new THREE.MeshStandardMaterial({
|
764 |
+
color: 0x8800AA,
|
765 |
+
roughness: 0.6,
|
766 |
+
emissive: 0x330033,
|
767 |
+
emissiveIntensity: 0.3
|
768 |
+
});
|
769 |
+
const tentacle = new THREE.Mesh(tentacleGeo, tentacleMat);
|
770 |
+
|
771 |
+
tentacle.position.set(
|
772 |
+
Math.sin(i * Math.PI * 2 / 5) * 0.3,
|
773 |
+
1,
|
774 |
+
Math.cos(i * Math.PI * 2 / 5) * 0.3
|
775 |
+
);
|
776 |
+
|
777 |
+
tentacle.rotation.set(
|
778 |
+
Math.random() * 0.5 - 0.25 + 0.3,
|
779 |
+
0,
|
780 |
+
Math.random() * 0.5 - 0.25 + (i * Math.PI * 2 / 5)
|
781 |
+
);
|
782 |
+
|
783 |
+
tentacle.castShadow = true;
|
784 |
+
tentacle.receiveShadow = true;
|
785 |
+
group.add(tentacle);
|
786 |
+
|
787 |
+
// Add glowing bulbs at the end of tentacles
|
788 |
+
const bulbGeo = new THREE.SphereGeometry(0.15, 8, 8);
|
789 |
+
const bulbMat = new THREE.MeshStandardMaterial({
|
790 |
+
color: 0xAA00FF,
|
791 |
+
roughness: 0.4,
|
792 |
+
emissive: 0xAA00FF,
|
793 |
+
emissiveIntensity: 0.8
|
794 |
+
});
|
795 |
+
const bulb = new THREE.Mesh(bulbGeo, bulbMat);
|
796 |
+
bulb.position.y = 0.8;
|
797 |
+
tentacle.add(bulb);
|
798 |
+
}
|
799 |
+
|
800 |
+
return group;
|
801 |
+
}
|
802 |
+
|
803 |
+
function createFloatingRockPlatform() {
|
804 |
+
const base = createObjectBase("Floating Rock Platform");
|
805 |
+
const group = new THREE.Group();
|
806 |
+
Object.assign(group, base);
|
807 |
+
|
808 |
+
// Main floating rock
|
809 |
+
const rockGeo = new THREE.CylinderGeometry(1.5, 2, 1, 8);
|
810 |
+
const rock = new THREE.Mesh(rockGeo, materials.stone);
|
811 |
+
rock.castShadow = true;
|
812 |
+
rock.receiveShadow = true;
|
813 |
+
rock.position.y = 1.5;
|
814 |
+
group.add(rock);
|
815 |
+
|
816 |
+
// Top surface - grass
|
817 |
+
const topGeo = new THREE.CylinderGeometry(1.5, 1.5, 0.1, 8);
|
818 |
+
const top = new THREE.Mesh(topGeo, materials.ground);
|
819 |
+
top.position.y = 2.05;
|
820 |
+
top.receiveShadow = true;
|
821 |
+
group.add(top);
|
822 |
+
|
823 |
+
// Bottom details - crystals
|
824 |
+
for (let i = 0; i < 6; i++) {
|
825 |
+
const crystalGeo = new THREE.ConeGeometry(0.2, 0.6, 5);
|
826 |
+
const crystal = new THREE.Mesh(crystalGeo, materials.crystal);
|
827 |
+
|
828 |
+
const angle = i * Math.PI * 2 / 6;
|
829 |
+
crystal.position.set(
|
830 |
+
Math.sin(angle) * 1.7,
|
831 |
+
1,
|
832 |
+
Math.cos(angle) * 1.7
|
833 |
+
);
|
834 |
+
|
835 |
+
crystal.rotation.x = Math.PI;
|
836 |
+
crystal.rotation.z = Math.random() * 0.3 - 0.15;
|
837 |
+
|
838 |
+
crystal.castShadow = true;
|
839 |
+
crystal.receiveShadow = true;
|
840 |
+
group.add(crystal);
|
841 |
+
}
|
842 |
+
|
843 |
+
// Anti-gravity effect (particles) - simulated with small meshes
|
844 |
+
for (let i = 0; i < 8; i++) {
|
845 |
+
const particleGeo = new THREE.SphereGeometry(0.1, 4, 4);
|
846 |
+
const particle = new THREE.Mesh(particleGeo, materials.energyBeam);
|
847 |
+
|
848 |
+
const angle = i * Math.PI * 2 / 8;
|
849 |
+
const distance = 1 + Math.random() * 0.5;
|
850 |
+
particle.position.set(
|
851 |
+
Math.sin(angle) * distance,
|
852 |
+
Math.random() * 1.5,
|
853 |
+
Math.cos(angle) * distance
|
854 |
+
);
|
855 |
+
|
856 |
+
group.add(particle);
|
857 |
+
}
|
858 |
+
|
859 |
+
group.position.y = 0.8; // Hover above ground
|
860 |
+
return group;
|
861 |
+
}
|
862 |
+
|
863 |
+
function createRubblePile() {
|
864 |
+
const base = createObjectBase("Rubble Pile");
|
865 |
+
const group = new THREE.Group();
|
866 |
+
Object.assign(group, base);
|
867 |
+
|
868 |
+
// Create multiple rubble pieces
|
869 |
+
const materials = [
|
870 |
+
new THREE.MeshStandardMaterial({color: 0x888888, roughness: 0.9}), // Concrete
|
871 |
+
new THREE.MeshStandardMaterial({color: 0xA03C28, roughness: 0.9}), // Brick
|
872 |
+
new THREE.MeshStandardMaterial({color: 0x777777, roughness: 0.8}) // Stone
|
873 |
+
];
|
874 |
+
|
875 |
+
// Add chunks of various sizes
|
876 |
+
for (let i = 0; i < 15; i++) {
|
877 |
+
// Choose random geometry
|
878 |
+
let geo;
|
879 |
+
const geoType = Math.floor(Math.random() * 3);
|
880 |
+
if (geoType === 0) {
|
881 |
+
geo = new THREE.BoxGeometry(
|
882 |
+
0.3 + Math.random() * 0.7,
|
883 |
+
0.2 + Math.random() * 0.3,
|
884 |
+
0.3 + Math.random() * 0.7
|
885 |
+
);
|
886 |
+
} else if (geoType === 1) {
|
887 |
+
geo = new THREE.IcosahedronGeometry(0.2 + Math.random() * 0.4, 0);
|
888 |
+
} else {
|
889 |
+
geo = new THREE.TetrahedronGeometry(0.3 + Math.random() * 0.4, 0);
|
890 |
+
}
|
891 |
+
|
892 |
+
// Choose random material
|
893 |
+
const material = materials[Math.floor(Math.random() * materials.length)];
|
894 |
+
|
895 |
+
const chunk = new THREE.Mesh(geo, material);
|
896 |
+
chunk.position.set(
|
897 |
+
Math.random() * 2 - 1,
|
898 |
+
Math.random() * 0.8,
|
899 |
+
Math.random() * 2 - 1
|
900 |
+
);
|
901 |
+
chunk.rotation.set(
|
902 |
+
Math.random() * Math.PI,
|
903 |
+
Math.random() * Math.PI,
|
904 |
+
Math.random() * Math.PI
|
905 |
+
);
|
906 |
+
chunk.castShadow = true;
|
907 |
+
chunk.receiveShadow = true;
|
908 |
+
group.add(chunk);
|
909 |
+
}
|
910 |
+
|
911 |
+
// Add some rebar sticking out
|
912 |
+
for (let i = 0; i < 5; i++) {
|
913 |
+
const rebarGeo = new THREE.CylinderGeometry(0.03, 0.03, 0.8 + Math.random() * 0.8, 6);
|
914 |
+
const rebar = new THREE.Mesh(rebarGeo, materials.rustedMetal);
|
915 |
+
rebar.position.set(
|
916 |
+
Math.random() * 1.8 - 0.9,
|
917 |
+
0.3 + Math.random() * 0.3,
|
918 |
+
Math.random() * 1.8 - 0.9
|
919 |
+
);
|
920 |
+
rebar.rotation.set(
|
921 |
+
Math.random() * 0.8 - 0.4,
|
922 |
+
Math.random() * Math.PI,
|
923 |
+
Math.random() * 0.8 - 0.4
|
924 |
+
);
|
925 |
+
rebar.castShadow = true;
|
926 |
+
rebar.receiveShadow = true;
|
927 |
+
group.add(rebar);
|
928 |
+
}
|
929 |
+
|
930 |
+
// Add dusty material on ground
|
931 |
+
const dustGeo = new THREE.CircleGeometry(1.5, 16);
|
932 |
+
const dustMat = new THREE.MeshStandardMaterial({
|
933 |
+
color: 0xCCBBAA,
|
934 |
+
roughness: 1.0,
|
935 |
+
metalness: 0.0
|
936 |
+
});
|
937 |
+
const dust = new THREE.Mesh(dustGeo, dustMat);
|
938 |
+
dust.rotation.x = -Math.PI/2;
|
939 |
+
dust.position.y = 0.01;
|
940 |
+
dust.receiveShadow = true;
|
941 |
+
group.add(dust);
|
942 |
+
|
943 |
+
group.position.y = 0.4; // Raise to ground level
|
944 |
+
return group;
|
945 |
+
}
|
946 |
+
|
947 |
+
// =================== PROPS CATEGORY ===================
|
948 |
+
|
949 |
+
function createRooftopACUnit() {
|
950 |
+
const base = createObjectBase("Rooftop AC Unit");
|
951 |
+
const group = new THREE.Group();
|
952 |
+
Object.assign(group, base);
|
953 |
+
|
954 |
+
// Main AC unit body
|
955 |
+
const acGeo = new THREE.BoxGeometry(1.5, 0.8, 1.2);
|
956 |
+
const ac = new THREE.Mesh(acGeo, materials.metal);
|
957 |
+
ac.castShadow = true;
|
958 |
+
ac.receiveShadow = true;
|
959 |
+
group.add(ac);
|
960 |
+
|
961 |
+
// Fan grille on top
|
962 |
+
const fanGeo = new THREE.CylinderGeometry(0.4, 0.4, 0.1, 8);
|
963 |
+
const fan = new THREE.Mesh(fanGeo, materials.rustedMetal);
|
964 |
+
fan.rotation.x = Math.PI/2;
|
965 |
+
fan.position.set(0, 0.45, 0);
|
966 |
+
group.add(fan);
|
967 |
+
|
968 |
+
// Vents on sides
|
969 |
+
const ventGeo = new THREE.BoxGeometry(1.2, 0.4, 0.1);
|
970 |
+
|
971 |
+
const vent1 = new THREE.Mesh(ventGeo, materials.rustedMetal);
|
972 |
+
vent1.position.set(0, 0, 0.65);
|
973 |
+
group.add(vent1);
|
974 |
+
|
975 |
+
const vent2 = new THREE.Mesh(ventGeo, materials.rustedMetal);
|
976 |
+
vent2.position.set(0, 0, -0.65);
|
977 |
+
group.add(vent2);
|
978 |
+
|
979 |
+
// Pipes
|
980 |
+
const pipeGeo = new THREE.CylinderGeometry(0.1, 0.1, 0.6, 8);
|
981 |
+
const pipe = new THREE.Mesh(pipeGeo, materials.metal);
|
982 |
+
pipe.rotation.x = Math.PI/2;
|
983 |
+
pipe.position.set(-0.6, -0.25, 0);
|
984 |
+
group.add(pipe);
|
985 |
+
|
986 |
+
group.position.y = 0.4; // Raise to ground level
|
987 |
+
return group;
|
988 |
+
}
|
989 |
+
|
990 |
+
function createHolographicWindowDisplay() {
|
991 |
+
const base = createObjectBase("Holographic Window Display");
|
992 |
+
const group = new THREE.Group();
|
993 |
+
Object.assign(group, base);
|
994 |
+
|
995 |
+
// Frame
|
996 |
+
const frameGeo = new THREE.BoxGeometry(2, 1.5, 0.1);
|
997 |
+
const frame = new THREE.Mesh(frameGeo, materials.metal);
|
998 |
+
frame.castShadow = true;
|
999 |
+
frame.receiveShadow = true;
|
1000 |
+
group.add(frame);
|
1001 |
+
|
1002 |
+
// Holographic display
|
1003 |
+
const displayGeo = new THREE.PlaneGeometry(1.8, 1.3);
|
1004 |
+
const displayMat = new THREE.MeshStandardMaterial({
|
1005 |
+
color: 0x00AAFF,
|
1006 |
+
roughness: 0.2,
|
1007 |
+
metalness: 0.8,
|
1008 |
+
emissive: 0x0066FF,
|
1009 |
+
emissiveIntensity: 0.8,
|
1010 |
+
transparent: true,
|
1011 |
+
opacity: 0.7
|
1012 |
+
});
|
1013 |
+
const display = new THREE.Mesh(displayGeo, displayMat);
|
1014 |
+
display.position.z = 0.06;
|
1015 |
+
group.add(display);
|
1016 |
+
|
1017 |
+
// Data lines on the display
|
1018 |
+
for (let i = 0; i < 5; i++) {
|
1019 |
+
const lineGeo = new THREE.BoxGeometry(1.4, 0.04, 0.01);
|
1020 |
+
const line = new THREE.Mesh(lineGeo, materials.energyBeam);
|
1021 |
+
line.position.set(0, -0.4 + i * 0.2, 0.07);
|
1022 |
+
group.add(line);
|
1023 |
+
}
|
1024 |
+
|
1025 |
+
group.position.y = 1.5; // Raise to wall mount height
|
1026 |
+
return group;
|
1027 |
+
}
|
1028 |
+
|
1029 |
+
function createJerseyBarrier() {
|
1030 |
+
const base = createObjectBase("Jersey Barrier");
|
1031 |
+
const group = new THREE.Group();
|
1032 |
+
Object.assign(group, base);
|
1033 |
+
|
1034 |
+
// Create the barrier shape - custom geometry
|
1035 |
+
const shape = new THREE.Shape();
|
1036 |
+
shape.moveTo(-0.5, 0);
|
1037 |
+
shape.lineTo(-0.4, 0.8);
|
1038 |
+
shape.lineTo(0.4, 0.8);
|
1039 |
+
shape.lineTo(0.5, 0);
|
1040 |
+
shape.lineTo(-0.5, 0);
|
1041 |
+
|
1042 |
+
const extrudeSettings = {
|
1043 |
+
steps: 1,
|
1044 |
+
depth: 2,
|
1045 |
+
bevelEnabled: false
|
1046 |
+
};
|
1047 |
+
|
1048 |
+
const barrierGeo = new THREE.ExtrudeGeometry(shape, extrudeSettings);
|
1049 |
+
const barrier = new THREE.Mesh(barrierGeo, materials.concrete);
|
1050 |
+
barrier.castShadow = true;
|
1051 |
+
barrier.receiveShadow = true;
|
1052 |
+
barrier.rotation.y = Math.PI/2;
|
1053 |
+
group.add(barrier);
|
1054 |
+
|
1055 |
+
// Add some damage/weathering details
|
1056 |
+
const damageGeo = new THREE.BoxGeometry(0.2, 0.1, 0.3);
|
1057 |
+
const damage1 = new THREE.Mesh(damageGeo, materials.damagedConcrete);
|
1058 |
+
damage1.position.set(0.51, 0.4, 0.7);
|
1059 |
+
group.add(damage1);
|
1060 |
+
|
1061 |
+
const damage2 = new THREE.Mesh(damageGeo, materials.damagedConcrete);
|
1062 |
+
damage2.position.set(0.51, 0.3, -0.5);
|
1063 |
+
group.add(damage2);
|
1064 |
+
|
1065 |
+
// Optional graffiti - represented as colored patches
|
1066 |
+
const graffitiGeo = new THREE.PlaneGeometry(0.8, 0.3);
|
1067 |
+
const graffitiMat = new THREE.MeshStandardMaterial({
|
1068 |
+
color: 0xFF3300,
|
1069 |
+
roughness: 0.9
|
1070 |
+
});
|
1071 |
+
const graffiti = new THREE.Mesh(graffitiGeo, graffitiMat);
|
1072 |
+
graffiti.rotation.y = Math.PI/2;
|
1073 |
+
graffiti.position.set(0.51, 0.5, 0);
|
1074 |
+
group.add(graffiti);
|
1075 |
+
|
1076 |
+
group.position.y = 0.4; // Raise to ground level
|
1077 |
+
return group;
|
1078 |
+
}
|
1079 |
+
|
1080 |
+
function createOilDrum() {
|
1081 |
+
const base = createObjectBase("Oil Drum");
|
1082 |
+
const group = new THREE.Group();
|
1083 |
+
Object.assign(group, base);
|
1084 |
+
|
1085 |
+
// Main drum body
|
1086 |
+
const drumGeo = new THREE.CylinderGeometry(0.4, 0.4, 1.2, 16);
|
1087 |
+
const drum = new THREE.Mesh(drumGeo, materials.rustedMetal);
|
1088 |
+
drum.castShadow = true;
|
1089 |
+
drum.receiveShadow = true;
|
1090 |
+
group.add(drum);
|
1091 |
+
|
1092 |
+
// Top and bottom rims
|
1093 |
+
const rimGeo = new THREE.TorusGeometry(0.4, 0.05, 8, 24);
|
1094 |
+
|
1095 |
+
const topRim = new THREE.Mesh(rimGeo, materials.metal);
|
1096 |
+
topRim.rotation.x = Math.PI/2;
|
1097 |
+
topRim.position.y = 0.6;
|
1098 |
+
group.add(topRim);
|
1099 |
+
|
1100 |
+
const bottomRim = new THREE.Mesh(rimGeo, materials.metal);
|
1101 |
+
bottomRim.rotation.x = Math.PI/2;
|
1102 |
+
bottomRim.position.y = -0.6;
|
1103 |
+
group.add(bottomRim);
|
1104 |
+
|
1105 |
+
// Add some bullet holes
|
1106 |
+
for (let i = 0; i < 3; i++) {
|
1107 |
+
const holeGeo = new THREE.CircleGeometry(0.05 + Math.random() * 0.05, 8);
|
1108 |
+
const hole = new THREE.Mesh(holeGeo, new THREE.MeshBasicMaterial({color: 0x000000}));
|
1109 |
+
|
1110 |
+
// Position on the curved surface of the drum
|
1111 |
+
const angle = Math.random() * Math.PI * 2;
|
1112 |
+
hole.position.set(
|
1113 |
+
Math.sin(angle) * 0.41,
|
1114 |
+
Math.random() * 0.8 - 0.4,
|
1115 |
+
Math.cos(angle) * 0.41
|
1116 |
+
);
|
1117 |
+
|
1118 |
+
// Rotate to face outward
|
1119 |
+
hole.rotation.y = angle;
|
1120 |
+
hole.rotation.x = Math.PI/2;
|
1121 |
+
|
1122 |
+
group.add(hole);
|
1123 |
+
}
|
1124 |
+
|
1125 |
+
// Add a lid cap
|
1126 |
+
const lidGeo = new THREE.CylinderGeometry(0.4, 0.4, 0.05, 16);
|
1127 |
+
const lid = new THREE.Mesh(lidGeo, materials.metal);
|
1128 |
+
lid.position.y = 0.625;
|
1129 |
+
group.add(lid);
|
1130 |
+
|
1131 |
+
// Add cap in center
|
1132 |
+
const capGeo = new THREE.CylinderGeometry(0.1, 0.1, 0.03, 16);
|
1133 |
+
const cap = new THREE.Mesh(capGeo, materials.metal);
|
1134 |
+
cap.position.y = 0.65;
|
1135 |
+
group.add(cap);
|
1136 |
+
|
1137 |
+
group.position.y = 0.6; // Raise to ground level
|
1138 |
+
return group;
|
1139 |
+
}
|
1140 |
+
|
1141 |
+
function createCannedFood() {
|
1142 |
+
const base = createObjectBase("Canned Food");
|
1143 |
+
const group = new THREE.Group();
|
1144 |
+
Object.assign(group, base);
|
1145 |
+
|
1146 |
+
// Main can body
|
1147 |
+
const canGeo = new THREE.CylinderGeometry(0.15, 0.15, 0.25, 16);
|
1148 |
+
const can = new THREE.Mesh(canGeo, materials.metal);
|
1149 |
+
can.castShadow = true;
|
1150 |
+
can.receiveShadow = true;
|
1151 |
+
group.add(can);
|
1152 |
+
|
1153 |
+
// Top and bottom rims
|
1154 |
+
const rimGeo = new THREE.TorusGeometry(0.15, 0.02, 8, 24);
|
1155 |
+
|
1156 |
+
const topRim = new THREE.Mesh(rimGeo, materials.metal);
|
1157 |
+
topRim.rotation.x = Math.PI/2;
|
1158 |
+
topRim.position.y = 0.125;
|
1159 |
+
group.add(topRim);
|
1160 |
+
|
1161 |
+
const bottomRim = new THREE.Mesh(rimGeo, materials.metal);
|
1162 |
+
bottomRim.rotation.x = Math.PI/2;
|
1163 |
+
bottomRim.position.y = -0.125;
|
1164 |
+
group.add(bottomRim);
|
1165 |
+
|
1166 |
+
// Label - simulated with a colored band
|
1167 |
+
const labelGeo = new THREE.CylinderGeometry(0.151, 0.151, 0.2, 16);
|
1168 |
+
const labelMat = new THREE.MeshStandardMaterial({
|
1169 |
+
color: 0x2244AA,
|
1170 |
+
roughness: 0.9,
|
1171 |
+
metalness: 0.0
|
1172 |
+
});
|
1173 |
+
const label = new THREE.Mesh(labelGeo, labelMat);
|
1174 |
+
group.add(label);
|
1175 |
+
|
1176 |
+
// Add a dent
|
1177 |
+
const dentGeo = new THREE.SphereGeometry(0.1, 8, 8);
|
1178 |
+
const dent = new THREE.Mesh(dentGeo, materials.metal);
|
1179 |
+
dent.position.set(0.08, 0, 0.12);
|
1180 |
+
dent.scale.set(0.5, 0.5, 0.2);
|
1181 |
+
group.add(dent);
|
1182 |
+
|
1183 |
+
group.position.y = 0.125; // Raise to ground level
|
1184 |
+
group.scale.set(0.7, 0.7, 0.7); // Make the can a reasonable size
|
1185 |
+
return group;
|
1186 |
+
}
|
1187 |
+
|
1188 |
+
function createTreasureChest() {
|
1189 |
+
const base = createObjectBase("Treasure Chest");
|
1190 |
+
const group = new THREE.Group();
|
1191 |
+
Object.assign(group, base);
|
1192 |
+
|
1193 |
+
// Chest base
|
1194 |
+
const chestBaseGeo = new THREE.BoxGeometry(1, 0.6, 0.7);
|
1195 |
+
const chestBase = new THREE.Mesh(chestBaseGeo, materials.wood);
|
1196 |
+
chestBase.position.y = 0.3;
|
1197 |
+
chestBase.castShadow = true;
|
1198 |
+
chestBase.receiveShadow = true;
|
1199 |
+
group.add(chestBase);
|
1200 |
+
|
1201 |
+
// Chest lid
|
1202 |
+
const chestLidGeo = new THREE.BoxGeometry(1, 0.2, 0.7);
|
1203 |
+
const chestLid = new THREE.Mesh(chestLidGeo, materials.wood);
|
1204 |
+
chestLid.position.set(0, 0.7, -0.2);
|
1205 |
+
chestLid.rotation.x = Math.PI/4; // Opened
|
1206 |
+
chestLid.castShadow = true;
|
1207 |
+
chestLid.receiveShadow = true;
|
1208 |
+
group.add(chestLid);
|
1209 |
+
|
1210 |
+
// Metal bands
|
1211 |
+
const bandGeo = new THREE.BoxGeometry(1.02, 0.1, 0.72);
|
1212 |
+
|
1213 |
+
const band1 = new THREE.Mesh(bandGeo, materials.metal);
|
1214 |
+
band1.position.y = 0.15;
|
1215 |
+
group.add(band1);
|
1216 |
+
|
1217 |
+
const band2 = new THREE.Mesh(bandGeo, materials.metal);
|
1218 |
+
band2.position.y = 0.45;
|
1219 |
+
group.add(band2);
|
1220 |
+
|
1221 |
+
// Lid band
|
1222 |
+
const lidBandGeo = new THREE.BoxGeometry(1.02, 0.1, 0.72);
|
1223 |
+
const lidBand = new THREE.Mesh(lidBandGeo, materials.metal);
|
1224 |
+
lidBand.position.y = 0.05;
|
1225 |
+
chestLid.add(lidBand);
|
1226 |
+
|
1227 |
+
// Lock
|
1228 |
+
const lockGeo = new THREE.BoxGeometry(0.25, 0.2, 0.1);
|
1229 |
+
const lock = new THREE.Mesh(lockGeo, materials.goldMetal);
|
1230 |
+
lock.position.set(0, 0.6, 0.35);
|
1231 |
+
group.add(lock);
|
1232 |
+
|
1233 |
+
// Glow effect inside (treasure!)
|
1234 |
+
const glowGeo = new THREE.IcosahedronGeometry(0.3, 0);
|
1235 |
+
const glowMat = new THREE.MeshStandardMaterial({
|
1236 |
+
color: 0xFFD700,
|
1237 |
+
roughness: 0.2,
|
1238 |
+
metalness: 1.0,
|
1239 |
+
emissive: 0xFFD700,
|
1240 |
+
emissiveIntensity: 0.5
|
1241 |
+
});
|
1242 |
+
const glow = new THREE.Mesh(glowGeo, glowMat);
|
1243 |
+
glow.position.set(0, 0.3, 0);
|
1244 |
+
group.add(glow);
|
1245 |
+
|
1246 |
+
return group;
|
1247 |
+
}
|
1248 |
+
|
1249 |
+
function createWallTorch() {
|
1250 |
+
const base = createObjectBase("Wall Torch");
|
1251 |
+
const group = new THREE.Group();
|
1252 |
+
Object.assign(group, base);
|
1253 |
+
|
1254 |
+
// Torch handle
|
1255 |
+
const handleGeo = new THREE.CylinderGeometry(0.03, 0.03, 0.5, 8);
|
1256 |
+
const handle = new THREE.Mesh(handleGeo, materials.wood);
|
1257 |
+
handle.rotation.x = Math.PI/4;
|
1258 |
+
handle.position.y = 0.2;
|
1259 |
+
handle.castShadow = true;
|
1260 |
+
handle.receiveShadow = true;
|
1261 |
+
group.add(handle);
|
1262 |
+
|
1263 |
+
// Torch holder
|
1264 |
+
const holderGeo = new THREE.CylinderGeometry(0.08, 0.12, 0.15, 8);
|
1265 |
+
const holder = new THREE.Mesh(holderGeo, materials.metal);
|
1266 |
+
holder.position.set(0, 0.48, 0.17);
|
1267 |
+
holder.rotation.x = Math.PI/4;
|
1268 |
+
group.add(holder);
|
1269 |
+
|
1270 |
+
// Wall mount
|
1271 |
+
const mountGeo = new THREE.BoxGeometry(0.25, 0.25, 0.1);
|
1272 |
+
const mount = new THREE.Mesh(mountGeo, materials.metal);
|
1273 |
+
mount.position.z = -0.1;
|
1274 |
+
group.add(mount);
|
1275 |
+
|
1276 |
+
// Flame effect (simplified)
|
1277 |
+
const flameGeo = new THREE.ConeGeometry(0.1, 0.25, 8);
|
1278 |
+
const flameMat = new THREE.MeshStandardMaterial({
|
1279 |
+
color: 0xFF6600,
|
1280 |
+
roughness: 0.3,
|
1281 |
+
metalness: 0.0,
|
1282 |
+
emissive: 0xFF3300,
|
1283 |
+
emissiveIntensity: 0.8
|
1284 |
+
});
|
1285 |
+
const flame = new THREE.Mesh(flameGeo, flameMat);
|
1286 |
+
flame.position.set(0, 0.58, 0.26);
|
1287 |
+
flame.rotation.x = Math.PI/4;
|
1288 |
+
group.add(flame);
|
1289 |
+
|
1290 |
+
// Inner flame
|
1291 |
+
const innerFlameGeo = new THREE.ConeGeometry(0.05, 0.15, 8);
|
1292 |
+
const innerFlameM<!DOCTYPE html>
|
1293 |
<html>
|
1294 |
<head>
|
1295 |
<title>Three.js Infinite World</title>
|
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { display: block; }
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+
.info-panel {
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position: absolute;
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bottom: 10px;
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left: 10px;
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background: rgba(0,0,0,0.6);
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color: white;
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padding: 10px;
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border-radius: 5px;
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font-family: Arial, sans-serif;
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font-size: 14px;
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pointer-events: none;
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}
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</style>
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<!-- New: Polling function for game state -->
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<script>
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</script>
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</head>
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<body>
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<div class="info-panel">
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WASD or Arrow Keys to move | Click to place objects
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</div>
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<script type="importmap">
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{
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"imports": {
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const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
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const plotsMetadata = window.PLOTS_METADATA || [];
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const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
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+
const customScale = window.CUSTOM_SCALE || 1.0;
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const customRotationY = window.CUSTOM_ROTATION_Y || 0;
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const plotWidth = window.PLOT_WIDTH || 50.0;
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const plotDepth = window.PLOT_DEPTH || 50.0;
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// Materials Library - Centralized for reuse
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const materials = {
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// Common materials
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ground: new THREE.MeshStandardMaterial({
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color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
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}),
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placeholderGround: new THREE.MeshStandardMaterial({
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color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
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}),
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wood: new THREE.MeshStandardMaterial({
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color: 0x8B4513, roughness: 0.9, metalness: 0.1
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}),
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darkWood: new THREE.MeshStandardMaterial({
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color: 0x5D2906, roughness: 0.85, metalness: 0.15
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+
}),
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redBrick: new THREE.MeshStandardMaterial({
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color: 0xA03C28, roughness: 0.9, metalness: 0.05
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+
}),
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metal: new THREE.MeshStandardMaterial({
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color: 0x888888, roughness: 0.4, metalness: 0.8
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}),
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rustedMetal: new THREE.MeshStandardMaterial({
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color: 0x964B00, roughness: 0.7, metalness: 0.6
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+
}),
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glass: new THREE.MeshStandardMaterial({
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color: 0x88CCFF, roughness: 0.1, metalness: 0.9, transparent: true, opacity: 0.4
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+
}),
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concrete: new THREE.MeshStandardMaterial({
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color: 0x888888, roughness: 0.9, metalness: 0.1
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}),
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damagedConcrete: new THREE.MeshStandardMaterial({
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color: 0x777777, roughness: 0.95, metalness: 0.05
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}),
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darkGreen: new THREE.MeshStandardMaterial({
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color: 0x225522, roughness: 0.8, metalness: 0.1
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}),
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skin: new THREE.MeshStandardMaterial({
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color: 0xE0AC69, roughness: 0.7, metalness: 0.1
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}),
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cloth: new THREE.MeshStandardMaterial({
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color: 0xCCAA88, roughness: 0.9, metalness: 0.0
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+
}),
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neonGlow: new THREE.MeshStandardMaterial({
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color: 0x00FFFF, roughness: 0.2, metalness: 0.8, emissive: 0x00FFFF, emissiveIntensity: 1.0
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+
}),
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goldMetal: new THREE.MeshStandardMaterial({
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color: 0xFFD700, roughness: 0.3, metalness: 1.0
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+
}),
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leather: new THREE.MeshStandardMaterial({
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+
color: 0x8B4513, roughness: 0.9, metalness: 0.1
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+
}),
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+
stone: new THREE.MeshStandardMaterial({
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color: 0x777777, roughness: 0.9, metalness: 0.1
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+
}),
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bone: new THREE.MeshStandardMaterial({
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color: 0xE3DAC9, roughness: 0.7, metalness: 0.1
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+
}),
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zombie: new THREE.MeshStandardMaterial({
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+
color: 0x7D9F85, roughness: 0.8, metalness: 0.1
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+
}),
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lava: new THREE.MeshStandardMaterial({
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color: 0xFF4500, roughness: 0.7, metalness: 0.3, emissive: 0xFF4500, emissiveIntensity: 0.8
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+
}),
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crystal: new THREE.MeshStandardMaterial({
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+
color: 0x88CCFF, roughness: 0.1, metalness: 0.9, transparent: true, opacity: 0.7
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+
}),
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energyBeam: new THREE.MeshStandardMaterial({
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color: 0x88FFFF, roughness: 0.1, metalness: 0.5, emissive: 0x88FFFF, emissiveIntensity: 1.0, transparent: true, opacity: 0.7
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+
})
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+
};
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function init() {
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scene = new THREE.Scene();
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// Define functions callable by Streamlit
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window.teleportPlayer = teleportPlayer;
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window.getSaveDataAndPosition = getSaveDataAndPosition;
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+
window.getSaveDataForNamedPlot = getSaveDataForNamedPlot;
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window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
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console.log("Three.js Initialized. World ready.");
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if (groundMeshes[gridKey]) return;
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console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
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const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
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+
const material = isPlaceholder ? materials.placeholderGround : materials.ground;
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const groundMesh = new THREE.Mesh(groundGeometry, material);
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groundMesh.rotation.x = -Math.PI / 2;
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groundMesh.position.y = -0.05;
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console.log("Finished loading initial objects.");
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}
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function saveUnsavedState() {
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try {
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const stateToSave = newlyPlacedObjects.map(obj => ({
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return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
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}
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+
function createAndPlaceObject(objData, isNewObject) {
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let loadedObject = null;
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switch (objData.type) {
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// Original objects
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case "Simple House": loadedObject = createSimpleHouse(); break;
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case "Tree": loadedObject = createTree(); break;
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case "Rock": loadedObject = createRock(); break;
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case "Fence Post": loadedObject = createFencePost(); break;
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+
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// Building category
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case "Cyberpunk Wall Panel": loadedObject = createCyberpunkWallPanel(); break;
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case "Modular Hab Block": loadedObject = createModularHabBlock(); break;
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case "MegaCorp Skyscraper": loadedObject = createMegaCorpSkyscraper(); break;
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case "Castle Wall Section": loadedObject = createCastleWallSection(); break;
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+
case "Wooden Door": loadedObject = createWoodenDoor(); break;
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case "House Roof Section": loadedObject = createHouseRoofSection(); break;
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case "Concrete Bunker Wall": loadedObject = createConcreteBunkerWall(); break;
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case "Damaged House Facade": loadedObject = createDamagedHouseFacade(); break;
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+
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// Nature category
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case "Pine Tree": loadedObject = createPineTree(); break;
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case "Boulder": loadedObject = createBoulder(); break;
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case "Alien Plant": loadedObject = createAlienPlant(); break;
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case "Floating Rock Platform": loadedObject = createFloatingRockPlatform(); break;
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case "Rubble Pile": loadedObject = createRubblePile(); break;
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+
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// Props category
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case "Rooftop AC Unit": loadedObject = createRooftopACUnit(); break;
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case "Holographic Window Display": loadedObject = createHolographicWindowDisplay(); break;
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case "Jersey Barrier": loadedObject = createJerseyBarrier(); break;
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case "Oil Drum": loadedObject = createOilDrum(); break;
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case "Canned Food": loadedObject = createCannedFood(); break;
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case "Treasure Chest": loadedObject = createTreasureChest(); break;
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case "Wall Torch": loadedObject = createWallTorch(); break;
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case "Bone Pile": loadedObject = createBonePile(); break;
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+
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// Characters category
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case "King Figure": loadedObject = createKingFigure(); break;
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case "Soldier Figure": loadedObject = createSoldierFigure(); break;
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case "Mage Figure": loadedObject = createMageFigure(); break;
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case "Zombie Figure": loadedObject = createZombieFigure(); break;
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case "Survivor Figure": loadedObject = createSurvivorFigure(); break;
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+
case "Dwarf Miner Figure": loadedObject = createDwarfMinerFigure(); break;
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case "Undead Knight Figure": loadedObject = createUndeadKnightFigure(); break;
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case "Hero Figure": loadedObject = createHeroFigure(); break;
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+
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// Vehicles category
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+
case "Wooden Cart": loadedObject = createWoodenCart(); break;
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case "Ballista": loadedObject = createBallista(); break;
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case "Siege Tower": loadedObject = createSiegeTower(); break;
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case "Buggy Frame": loadedObject = createBuggyFrame(); break;
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case "Motorbike": loadedObject = createMotorbike(); break;
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case "Hover Bike": loadedObject = createHoverBike(); break;
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case "APC": loadedObject = createAPC(); break;
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case "Sand Boat": loadedObject = createSandBoat(); break;
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+
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+
// Weapons category
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case "Makeshift Machete": loadedObject = createMakeshiftMachete(); break;
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1640 |
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case "Pistol Body": loadedObject = createPistolBody(); break;
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case "Scope Attachment": loadedObject = createScopeAttachment(); break;
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case "Laser Pistol": loadedObject = createLaserPistol(); break;
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case "Energy Sword": loadedObject = createEnergySword(); break;
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case "Dwarven Axe": loadedObject = createDwarvenAxe(); break;
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case "Magic Staff": loadedObject = createMagicStaff(); break;
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+
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// Effects category
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case "Candle Flame": loadedObject = createCandleFlame(); break;
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case "Dust Cloud": loadedObject = createDustCloud(); break;
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case "Blood Splat Decal": loadedObject = createBloodSplatDecal(); break;
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case "Burning Barrel Fire": loadedObject = createBurningBarrelFire(); break;
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1652 |
+
case "Warp Tunnel Effect": loadedObject = createWarpTunnelEffect(); break;
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1653 |
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case "Laser Beam": loadedObject = createLaserBeam(); break;
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case "Gold Sparkle": loadedObject = createGoldSparkle(); break;
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1655 |
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case "Steam Vent": loadedObject = createSteamVent(); break;
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1656 |
+
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default: console.warn("Unknown object type in data:", objData.type); break;
|
1658 |
+
}
|
1659 |
+
if (loadedObject) {
|
1660 |
+
// Apply stored position
|
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if (objData.position && objData.position.x !== undefined) {
|
1662 |
+
loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
|
1663 |
+
} else if (objData.pos_x !== undefined) {
|
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+
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
|
1665 |
}
|
1666 |
+
|
1667 |
+
// Apply stored rotation
|
1668 |
+
if (objData.rotation) {
|
1669 |
+
loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
1670 |
+
} else if (objData.rot_x !== undefined) {
|
1671 |
+
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
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|
1672 |
}
|
1673 |
+
|
1674 |
+
// Apply custom scale if it's a new object (not loading from save)
|
1675 |
+
if (isNewObject && window.CUSTOM_SCALE && window.CUSTOM_SCALE !== 1.0) {
|
1676 |
+
loadedObject.scale.set(window.CUSTOM_SCALE, window.CUSTOM_SCALE, window.CUSTOM_SCALE);
|
1677 |
+
}
|
1678 |
+
|
1679 |
+
// Apply custom rotation if it's a new object
|
1680 |
+
if (isNewObject && window.CUSTOM_ROTATION_Y) {
|
1681 |
+
loadedObject.rotation.y = window.CUSTOM_ROTATION_Y;
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1682 |
}
|
1683 |
+
|
1684 |
+
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
|
1685 |
+
scene.add(loadedObject);
|
1686 |
+
if (isNewObject) newlyPlacedObjects.push(loadedObject);
|
1687 |
+
return loadedObject;
|
1688 |
}
|
1689 |
+
return null;
|
1690 |
+
}
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