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<!DOCTYPE html>
<html>
<head>
    <title>Three.js Infinite World</title>
    <style>
        body { margin: 0; overflow: hidden; }
        canvas { display: block; }
    </style>
    </head>
<body>
    <script type="importmap">
        {
            "imports": {
                "three": "https://unpkg.com/[email protected]/build/three.module.js",
                 "three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
            }
        }
    </script>

    <script type="module">
        import * as THREE from 'three';

        let scene, camera, renderer, playerMesh;
        let raycaster, mouse;
        const keysPressed = {};
        const playerSpeed = 0.15;
        let newlyPlacedObjects = []; // Track objects added THIS session for saving
        const placeholderPlots = new Set(); // Track visually created placeholder grounds: 'x_z' string key
        const groundMeshes = {}; // Store references to ground meshes: 'x_z' string key -> mesh

        // --- Session Storage Key ---
        const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';

        // --- Access State from Streamlit ---
        const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
        const plotsMetadata = window.PLOTS_METADATA || []; // List of saved plot info
        const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
        const plotWidth = window.PLOT_WIDTH || 50.0;
        const plotDepth = window.PLOT_DEPTH || 50.0; // Use plot depth

        const groundMaterial = new THREE.MeshStandardMaterial({ // Reusable material
             color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
        });
        const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ // Dimmer for placeholders
             color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
        });


        function init() {
            scene = new THREE.Scene();
            scene.background = new THREE.Color(0xabcdef);

            const aspect = window.innerWidth / window.innerHeight;
            camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000); // Increase far plane more
            camera.position.set(0, 15, 20);
            camera.lookAt(0, 0, 0);
            scene.add(camera);

            setupLighting();
            setupInitialGround(); // Setup ground for existing plots ONLY initially
            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(); // Restore unsaved objects after initial load

            // Event Listeners
            document.addEventListener('mousemove', onMouseMove, false);
            document.addEventListener('click', onDocumentClick, false);
            window.addEventListener('resize', onWindowResize, false);
            document.addEventListener('keydown', onKeyDown);
            document.addEventListener('keyup', onKeyUp);

            // Define global functions needed by Python
            window.teleportPlayer = teleportPlayer;
            window.getSaveDataAndPosition = getSaveDataAndPosition; // Renamed JS function
            window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;

            console.log("Three.js Initialized. World ready.");
            animate();
        }

        function setupLighting() { /* ... unchanged ... */
            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); // Higher and angled light
            directionalLight.castShadow = true;
            directionalLight.shadow.mapSize.width = 4096; // Increase shadow map size
            directionalLight.shadow.mapSize.height = 4096;
            directionalLight.shadow.camera.near = 0.5;
            directionalLight.shadow.camera.far = 500;
            // Dynamic frustum needed for large worlds, but keep wide for now
            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() {
            // Create ground ONLY for plots defined in plotsMetadata
            console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
            plotsMetadata.forEach(plot => {
                createGroundPlane(plot.grid_x, plot.grid_z, false); // false = not a placeholder
            });
             // Create a small initial ground at 0,0 if no plots exist yet
             if (plotsMetadata.length === 0) {
                  createGroundPlane(0, 0, false);
             }
        }

        // *** NEW: Function to create a ground plane for a specific grid cell ***
        function createGroundPlane(gridX, gridZ, isPlaceholder) {
            const gridKey = `${gridX}_${gridZ}`;
            if (groundMeshes[gridKey]) return; // Don't recreate if it exists

            console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
            const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
            const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
            const groundMesh = new THREE.Mesh(groundGeometry, material);

            groundMesh.rotation.x = -Math.PI / 2;
            groundMesh.position.y = -0.05;
            // Position the center of the plane correctly
            groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
            groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;

            groundMesh.receiveShadow = true;
            groundMesh.userData.gridKey = gridKey; // Store key for potential removal/update
            scene.add(groundMesh);
            groundMeshes[gridKey] = groundMesh; // Store reference
            if (isPlaceholder) {
                 placeholderPlots.add(gridKey); // Track placeholders
            }
        }

        function setupPlayer() { /* ... unchanged ... */
            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); // Start in center of 0,0 plot
            playerMesh.castShadow = true; playerMesh.receiveShadow = true;
            scene.add(playerMesh);
        }

        function loadInitialObjects() { /* ... unchanged, uses createAndPlaceObject ... */
            console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
            allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
            console.log("Finished loading initial objects.");
        }
        function createAndPlaceObject(objData, isNewObject) { /* ... unchanged ... */
             let loadedObject = null;
             switch (objData.type) {
                 case "Simple House": loadedObject = createSimpleHouse(); break;
                 case "Tree": loadedObject = createTree(); break;
                 case "Rock": loadedObject = createRock(); break;
                 case "Fence Post": loadedObject = createFencePost(); break;
                 default: console.warn("Unknown object type in data:", objData.type); break;
             }
             if (loadedObject) {
                 if (objData.position && objData.position.x !== undefined) {
                     loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
                 } else if (objData.pos_x !== undefined) {
                      loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
                 }
                 if (objData.rotation) {
                     loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
                 } else if (objData.rot_x !== undefined) {
                     loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
                 }
                 loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
                 scene.add(loadedObject);
                 if (isNewObject) { newlyPlacedObjects.push(loadedObject); }
                 return loadedObject;
            }
            return null;
        }
        function saveUnsavedState() { /* ... unchanged ... */
            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() { /* ... unchanged ... */
             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() { /* ... unchanged ... */
            sessionStorage.removeItem(SESSION_STORAGE_KEY);
            newlyPlacedObjects = [];
            console.log("Cleared unsaved state from memory and sessionStorage.");
        }
        function createObjectBase(type) { /* ... unchanged ... */
             return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
        }
        function createSimpleHouse() { /* ... unchanged ... */
            const base = createObjectBase("Simple House"); const group = new THREE.Group(); Object.assign(group, base);
            const mat1=new THREE.MeshStandardMaterial({color:0xffccaa,roughness:0.8}), 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() { /* ... unchanged ... */
            const base=createObjectBase("Tree"); const group=new THREE.Group(); Object.assign(group,base);
            const mat1=new THREE.MeshStandardMaterial({color:0x8B4513,roughness:0.9}), 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() { /* ... unchanged ... */
             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() { /* ... unchanged ... */
             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;
         }

        // --- Event Handlers ---
        function onMouseMove(event) { /* ... unchanged ... */
            mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
            mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
        }

        function onDocumentClick(event) { // Place object and save state
             if (selectedObjectType === "None") return;
             // Determine ground mesh to intersect (could be multiple now)
             const groundCandidates = Object.values(groundMeshes);
             if (groundCandidates.length === 0) return; // No ground to place on

             raycaster.setFromCamera(mouse, camera);
             // Intersect ALL ground meshes
             const intersects = raycaster.intersectObjects(groundCandidates);

             if (intersects.length > 0) {
                 // Intersect point is on the specific ground mesh clicked
                 const intersectPoint = intersects[0].point;
                 let newObjectToPlace = null;

                 switch (selectedObjectType) { /* ... create object ... */
                    case "Simple House": newObjectToPlace = createSimpleHouse(); break;
                    case "Tree": newObjectToPlace = createTree(); break;
                    case "Rock": newObjectToPlace = createRock(); break;
                    case "Fence Post": newObjectToPlace = createFencePost(); break;
                    default: return;
                 }

                 if (newObjectToPlace) {
                     newObjectToPlace.position.copy(intersectPoint);
                     // Adjust Y position if needed based on object geometry origin
                     // Base objects on y=0 in create functions for simplicity
                     if(newObjectToPlace.geometry?.type.includes("Geometry")){ // Adjust Y so base is on ground
                          newObjectToPlace.position.y += 0.01; // Slight offset above ground
                     } else if (newObjectToPlace.type === "Group") {
                          newObjectToPlace.position.y += 0.01; // Assume group base is near 0
                     }

                     scene.add(newObjectToPlace);
                     newlyPlacedObjects.push(newObjectToPlace);
                     saveUnsavedState(); // Save to sessionStorage immediately
                     console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
                 }
             }
        }

        function onKeyDown(event) { keysPressed[event.code] = true; }
        function onKeyUp(event) { keysPressed[event.code] = false; }

        // --- Functions called by Python via streamlit-js-eval ---
        function teleportPlayer(targetX, targetZ) { // Now accepts Z coordinate
            console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`);
            if (playerMesh) {
                // Teleport near center of the target plot
                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."); }
        }

        // *** UPDATED: Send player position along with save data ***
        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 { // Send WORLD positions
                     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); // Return as JSON string
        }

        function resetNewlyPlacedObjects() { // Called by Python AFTER successful save
             console.log(`JS resetNewlyPlacedObjects called.`);
             clearUnsavedState(); // Clear memory array AND sessionStorage
        }


        // --- Animation Loop ---
        function updatePlayerMovement() {
            if (!playerMesh) return;
            const moveDirection = new THREE.Vector3(0, 0, 0);
            // Basic WASD movement
            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);
                // Apply movement relative to camera direction for better control
                 const forward = new THREE.Vector3();
                 camera.getWorldDirection(forward);
                 forward.y = 0; // Project onto XZ plane
                 forward.normalize();
                 const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize(); // Get right vector

                 const worldMove = new THREE.Vector3();
                 worldMove.add(forward.multiplyScalar(-moveDirection.z)); // W/S -> Forward/Backward
                 worldMove.add(right.multiplyScalar(-moveDirection.x)); // A/D -> Left/Right
                 worldMove.normalize().multiplyScalar(playerSpeed);

                 playerMesh.position.add(worldMove);

                 // Basic ground clamping
                 playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2); // Adjust based on capsule base

                 // *** ADDED: Check for ground expansion ***
                 checkAndExpandGround();
            }
        }

        // *** NEW: Check if player is near edge and create placeholder ground ***
        function checkAndExpandGround() {
            if (!playerMesh) return;

            const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
            const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);

            // Check surrounding cells (Manhattan distance 1)
            for (let dx = -1; dx <= 1; dx++) {
                 for (let dz = -1; dz <= 1; dz++) {
                      if (dx === 0 && dz === 0) continue; // Skip current cell

                      const checkX = currentGridX + dx;
                      const checkZ = currentGridZ + dz;
                      const gridKey = `${checkX}_${checkZ}`;

                      // Check if this grid cell already has ground (initial or placeholder)
                      if (!groundMeshes[gridKey]) {
                           // Check if this grid cell corresponds to a SAVED plot (from metadata)
                           const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);

                           // If it's NOT a saved plot, create a placeholder
                           if (!isSavedPlot) {
                                createGroundPlane(checkX, checkZ, true); // true = is placeholder
                           }
                           // If it IS a saved plot but somehow missing ground (error?), recreate it?
                           // else { createGroundPlane(checkX, checkZ, false); } // Optional robustness
                      }
                 }
            }
        }


        function updateCamera() { /* ... unchanged ... */
            if (!playerMesh) return;
            const offset = new THREE.Vector3(0, 15, 20); // Fixed offset for now
            const targetPosition = playerMesh.position.clone().add(offset);
            camera.position.lerp(targetPosition, 0.08);
            camera.lookAt(playerMesh.position);
        }

        function onWindowResize() { /* ... unchanged ... */
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        }

        function animate() {
            requestAnimationFrame(animate);
            updatePlayerMovement(); // Includes ground check now
            updateCamera();
            renderer.render(scene, camera);
        }

        // --- Start ---
        init();

    </script>
</body>
</html>