Happy-Valley-Game / index.html
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<!DOCTYPE html>
<html>
<head>
<title>Three.js Shared World</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
/* Removed Save Button - Triggered from Streamlit now */
</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, groundMesh = null, playerMesh;
let raycaster, mouse;
const keysPressed = {};
const playerSpeed = 0.15;
let newlyPlacedObjects = []; // Track objects added THIS session for saving
// --- Access State from Streamlit ---
const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
const plotWidth = window.PLOT_WIDTH || 50.0;
const nextPlotXOffset = window.NEXT_PLOT_X_OFFSET || 0.0; // Where the next plot starts
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, 2000); // Increase far plane
camera.position.set(0, 15, 20);
camera.lookAt(0, 0, 0);
scene.add(camera);
setupLighting();
setupGround(); // Ground needs to be potentially very wide now
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(); // Load ALL objects passed from Python
// 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/streamlit-js-eval
window.teleportPlayer = teleportPlayer;
window.getSaveData = getSaveData;
window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
console.log("Three.js Initialized. Ready for commands.");
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, 100, 75); // Adjust light position for wider world
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048*2; // Larger shadow map maybe needed
directionalLight.shadow.mapSize.height = 2048*2;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 500; // Increase shadow distance
// Adjust shadow camera frustum dynamically later if needed, make it wide for now
directionalLight.shadow.camera.left = -100;
directionalLight.shadow.camera.right = 100;
directionalLight.shadow.camera.top = 100;
directionalLight.shadow.camera.bottom = -100;
directionalLight.shadow.bias = -0.001;
scene.add(directionalLight);
// Optional shadow helper
// const shadowHelper = new THREE.CameraHelper(directionalLight.shadow.camera);
// scene.add(shadowHelper);
}
function setupGround() {
// Ground needs to span the width of all loaded plots potentially
// Calculate width based on next offset (where the world ends visually for now)
const groundWidth = Math.max(plotWidth, nextPlotXOffset + plotWidth); // At least one plot wide, or cover all loaded + next slot
const groundDepth = 50; // Keep depth constant for now
const groundGeometry = new THREE.PlaneGeometry(groundWidth, groundDepth);
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1 });
groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.y = -0.05;
// Center the ground based on calculated width
groundMesh.position.x = (groundWidth / 2.0) - (plotWidth / 2.0) ; // Adjust so x=0 is near the start
groundMesh.receiveShadow = true;
scene.add(groundMesh);
console.log(`Ground setup with width: ${groundWidth} centered near x=0`);
}
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(2, 0.4 + 0.8/2, 5); // Start near origin (x=2 to be slightly in first plot)
playerMesh.castShadow = true;
playerMesh.receiveShadow = true;
scene.add(playerMesh);
}
function loadInitialObjects() {
console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
allInitialObjects.forEach(objData => {
let loadedObject = null;
// Need to deserialize object based on 'type' field from CSV
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;
// Add other types if needed
default: console.warn("Unknown object type in loaded data:", objData.type); break;
}
if (loadedObject && objData.pos_x !== undefined) {
// Position is already WORLD position (offset applied in Python)
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
// Apply rotation (assuming Euler order is XYZ, adjust if different)
if(objData.rot_x !== undefined){
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
}
// Add unique ID if needed for later interaction
loadedObject.userData.obj_id = objData.obj_id || null;
scene.add(loadedObject);
// DO NOT add to newlyPlacedObjects here - these are pre-existing
}
});
console.log("Finished loading initial objects.");
}
// --- Object Creation Functions (MUST add userData.type and obj_id) ---
function createObjectBase(type) { // Helper to assign common data
const obj = { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
return obj;
}
function createSimpleHouse() {
const base = createObjectBase("Simple House"); // Get base object with data
const group = new THREE.Group();
Object.assign(group, base); // Copy properties like userData
const mainMaterial = new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 });
const roofMaterial = new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 });
const baseMesh = new THREE.Mesh(new THREE.BoxGeometry(2, 1.5, 2.5), mainMaterial);
baseMesh.position.y = 1.5 / 2; baseMesh.castShadow = true; baseMesh.receiveShadow = true; group.add(baseMesh);
const roof = new THREE.Mesh(new THREE.ConeGeometry(1.8, 1, 4), roofMaterial);
roof.position.y = 1.5 + 1 / 2; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = true; group.add(roof);
return group;
}
function createTree() {
const base = createObjectBase("Tree");
const group = new THREE.Group();
Object.assign(group, base);
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 });
const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 });
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), trunkMaterial);
trunk.position.y = 2 / 2; trunk.castShadow = true; trunk.receiveShadow = true; group.add(trunk);
const leaves = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2, 0), leavesMaterial);
leaves.position.y = 2 + 0.8; leaves.castShadow = true; leaves.receiveShadow = true; group.add(leaves);
return group;
}
function createRock() {
const base = createObjectBase("Rock");
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 });
const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7, 0), rockMaterial);
Object.assign(rock, base); // Add userData
rock.position.y = 0.7 / 2; rock.rotation.x = Math.random() * Math.PI; rock.rotation.y = Math.random() * Math.PI;
rock.castShadow = true; rock.receiveShadow = true;
return rock;
}
function createFencePost() {
const base = createObjectBase("Fence Post");
const postMaterial = new THREE.MeshStandardMaterial({ color: 0xdeb887, roughness: 0.9 });
const post = new THREE.Mesh(new THREE.BoxGeometry(0.2, 1.5, 0.2), postMaterial);
Object.assign(post, base); // Add userData
post.position.y = 1.5 / 2; 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) {
if (selectedObjectType === "None" || !groundMesh) return;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObject(groundMesh); // Intersect ground ONLY
if (intersects.length > 0) {
const intersectPoint = intersects[0].point;
let newObject = null;
switch (selectedObjectType) { // Use create functions
case "Simple House": newObject = createSimpleHouse(); break;
case "Tree": newObject = createTree(); break;
case "Rock": newObject = createRock(); break;
case "Fence Post": newObject = createFencePost(); break;
default: return; // Don't place unknown types
}
if (newObject) {
// Position in WORLD coordinates where clicked
newObject.position.copy(intersectPoint);
// Adjust Y so base is on ground (mostly handled by create funcs)
if (newObject.geometry && newObject.geometry.boundingBox) {
// Optional fine tuning if needed
}
scene.add(newObject);
newlyPlacedObjects.push(newObject); // Add to list for saving
console.log(`Placed new ${selectedObjectType} at ${newObject.position.x.toFixed(2)}, ${newObject.position.z.toFixed(2)}. Total new: ${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) {
console.log("JS teleportPlayer called with targetX:", targetX);
if (playerMesh) {
// Teleport to start of the plot (targetX) plus a small offset
playerMesh.position.x = targetX + 2.0; // Start slightly inside the plot
playerMesh.position.z = 5.0; // Reset Z position too
// Snap camera instantly - adjust Y height if needed
const offset = new THREE.Vector3(0, 15, 20); // Reset camera offset
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.copy(targetPosition);
camera.lookAt(playerMesh.position);
console.log("Player teleported to:", playerMesh.position);
} else {
console.error("Player mesh not found for teleport.");
}
}
function getSaveData() {
console.log(`JS getSaveData called. Found ${newlyPlacedObjects.length} new objects.`);
const objectsToSave = newlyPlacedObjects.map(obj => {
if (!obj.userData || !obj.userData.type) {
console.warn("Skipping object with missing user data during save prep:", obj);
return null; // Skip objects without type/id
}
// Send WORLD positions to Python, it will make them relative
const rotation = {
_x: obj.rotation.x,
_y: obj.rotation.y,
_z: obj.rotation.z,
_order: obj.rotation.order
};
return {
obj_id: obj.userData.obj_id, // Send unique ID
type: obj.userData.type,
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
rotation: rotation
};
}).filter(obj => obj !== null); // Remove nulls
console.log("Prepared data for saving:", objectsToSave);
return JSON.stringify(objectsToSave); // Return as JSON string
}
function resetNewlyPlacedObjects() {
console.log(`JS resetNewlyPlacedObjects called. Clearing ${newlyPlacedObjects.length} objects.`);
newlyPlacedObjects = []; // Clear the array after successful save
}
// --- Animation Loop ---
function updatePlayerMovement() { /* ... unchanged ... */
if (!playerMesh) return;
const moveDirection = new THREE.Vector3(0, 0, 0);
if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
if (moveDirection.lengthSq() > 0) {
moveDirection.normalize().multiplyScalar(playerSpeed);
playerMesh.position.add(moveDirection);
// Basic ground clamping
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
}
}
function updateCamera() { /* ... unchanged ... */
if (!playerMesh) return;
const offset = new THREE.Vector3(0, 15, 20);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.lerp(targetPosition, 0.08); // Slightly slower lerp
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();
updateCamera();
renderer.render(scene, camera);
}
// --- Start ---
init();
</script>
</body>
</html>