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<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> |