awacke1 commited on
Commit
046998c
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1 Parent(s): 80d0af3

Update index.html

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Files changed (1) hide show
  1. index.html +163 -112
index.html CHANGED
@@ -5,7 +5,7 @@
5
  <style>
6
  body { margin: 0; overflow: hidden; }
7
  canvas { display: block; }
8
- /* Removed Save Button - Triggered from Streamlit now */
9
  </style>
10
  </head>
11
  <body>
@@ -27,6 +27,9 @@
27
  const playerSpeed = 0.15;
28
  let newlyPlacedObjects = []; // Track objects added THIS session for saving
29
 
 
 
 
30
  // --- Access State from Streamlit ---
31
  const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
32
  const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
@@ -59,12 +62,16 @@
59
 
60
  loadInitialObjects(); // Load ALL objects passed from Python
61
 
 
 
 
62
  // Event Listeners
63
  document.addEventListener('mousemove', onMouseMove, false);
64
  document.addEventListener('click', onDocumentClick, false);
65
  window.addEventListener('resize', onWindowResize, false);
66
  document.addEventListener('keydown', onKeyDown);
67
  document.addEventListener('keyup', onKeyUp);
 
68
 
69
  // Define global functions needed by Python/streamlit-js-eval
70
  window.teleportPlayer = teleportPlayer;
@@ -92,25 +99,17 @@
92
  directionalLight.shadow.camera.bottom = -100;
93
  directionalLight.shadow.bias = -0.001;
94
  scene.add(directionalLight);
95
- // Optional shadow helper
96
- // const shadowHelper = new THREE.CameraHelper(directionalLight.shadow.camera);
97
- // scene.add(shadowHelper);
98
  }
99
 
100
- function setupGround() {
101
- // Ground needs to span the width of all loaded plots potentially
102
- // Calculate width based on next offset (where the world ends visually for now)
103
- const groundWidth = Math.max(plotWidth, nextPlotXOffset + plotWidth); // At least one plot wide, or cover all loaded + next slot
104
- const groundDepth = 50; // Keep depth constant for now
105
-
106
  const groundGeometry = new THREE.PlaneGeometry(groundWidth, groundDepth);
107
  const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1 });
108
  groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
109
  groundMesh.rotation.x = -Math.PI / 2;
110
  groundMesh.position.y = -0.05;
111
- // Center the ground based on calculated width
112
- groundMesh.position.x = (groundWidth / 2.0) - (plotWidth / 2.0) ; // Adjust so x=0 is near the start
113
-
114
  groundMesh.receiveShadow = true;
115
  scene.add(groundMesh);
116
  console.log(`Ground setup with width: ${groundWidth} centered near x=0`);
@@ -129,44 +128,113 @@
129
  function loadInitialObjects() {
130
  console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
131
  allInitialObjects.forEach(objData => {
132
- let loadedObject = null;
133
- // Need to deserialize object based on 'type' field from CSV
134
- switch (objData.type) {
135
- case "Simple House": loadedObject = createSimpleHouse(); break;
136
- case "Tree": loadedObject = createTree(); break;
137
- case "Rock": loadedObject = createRock(); break;
138
- case "Fence Post": loadedObject = createFencePost(); break;
139
- // Add other types if needed
140
- default: console.warn("Unknown object type in loaded data:", objData.type); break;
141
- }
142
 
143
- if (loadedObject && objData.pos_x !== undefined) {
144
- // Position is already WORLD position (offset applied in Python)
145
- loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
146
- // Apply rotation (assuming Euler order is XYZ, adjust if different)
147
- if(objData.rot_x !== undefined){
148
- loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
149
- }
150
- // Add unique ID if needed for later interaction
151
- loadedObject.userData.obj_id = objData.obj_id || null;
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
152
 
153
- scene.add(loadedObject);
154
- // DO NOT add to newlyPlacedObjects here - these are pre-existing
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
155
  }
156
- });
157
- console.log("Finished loading initial objects.");
 
 
 
158
  }
159
 
 
 
 
 
 
 
 
160
  // --- Object Creation Functions (MUST add userData.type and obj_id) ---
161
  function createObjectBase(type) { // Helper to assign common data
162
  const obj = { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
163
  return obj;
164
  }
165
- function createSimpleHouse() {
166
- const base = createObjectBase("Simple House"); // Get base object with data
167
- const group = new THREE.Group();
168
- Object.assign(group, base); // Copy properties like userData
169
-
170
  const mainMaterial = new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 });
171
  const roofMaterial = new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 });
172
  const baseMesh = new THREE.Mesh(new THREE.BoxGeometry(2, 1.5, 2.5), mainMaterial);
@@ -175,11 +243,8 @@
175
  roof.position.y = 1.5 + 1 / 2; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = true; group.add(roof);
176
  return group;
177
  }
178
- function createTree() {
179
- const base = createObjectBase("Tree");
180
- const group = new THREE.Group();
181
- Object.assign(group, base);
182
-
183
  const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 });
184
  const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 });
185
  const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), trunkMaterial);
@@ -188,22 +253,18 @@
188
  leaves.position.y = 2 + 0.8; leaves.castShadow = true; leaves.receiveShadow = true; group.add(leaves);
189
  return group;
190
  }
191
- function createRock() {
192
  const base = createObjectBase("Rock");
193
  const rockMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 });
194
- const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7, 0), rockMaterial);
195
- Object.assign(rock, base); // Add userData
196
-
197
  rock.position.y = 0.7 / 2; rock.rotation.x = Math.random() * Math.PI; rock.rotation.y = Math.random() * Math.PI;
198
  rock.castShadow = true; rock.receiveShadow = true;
199
  return rock;
200
  }
201
- function createFencePost() {
202
  const base = createObjectBase("Fence Post");
203
  const postMaterial = new THREE.MeshStandardMaterial({ color: 0xdeb887, roughness: 0.9 });
204
- const post = new THREE.Mesh(new THREE.BoxGeometry(0.2, 1.5, 0.2), postMaterial);
205
- Object.assign(post, base); // Add userData
206
-
207
  post.position.y = 1.5 / 2; post.castShadow = true; post.receiveShadow = true;
208
  return post;
209
  }
@@ -223,26 +284,29 @@
223
 
224
  if (intersects.length > 0) {
225
  const intersectPoint = intersects[0].point;
226
- let newObject = null;
227
-
228
- switch (selectedObjectType) { // Use create functions
229
- case "Simple House": newObject = createSimpleHouse(); break;
230
- case "Tree": newObject = createTree(); break;
231
- case "Rock": newObject = createRock(); break;
232
- case "Fence Post": newObject = createFencePost(); break;
233
- default: return; // Don't place unknown types
234
  }
235
 
236
- if (newObject) {
237
  // Position in WORLD coordinates where clicked
238
- newObject.position.copy(intersectPoint);
239
- // Adjust Y so base is on ground (mostly handled by create funcs)
240
- if (newObject.geometry && newObject.geometry.boundingBox) {
241
- // Optional fine tuning if needed
242
- }
243
- scene.add(newObject);
244
- newlyPlacedObjects.push(newObject); // Add to list for saving
245
- console.log(`Placed new ${selectedObjectType} at ${newObject.position.x.toFixed(2)}, ${newObject.position.z.toFixed(2)}. Total new: ${newlyPlacedObjects.length}`);
 
 
 
246
  }
247
  }
248
  }
@@ -251,77 +315,64 @@
251
  function onKeyUp(event) { keysPressed[event.code] = false; }
252
 
253
  // --- Functions called by Python via streamlit-js-eval ---
254
- function teleportPlayer(targetX) {
255
  console.log("JS teleportPlayer called with targetX:", targetX);
256
  if (playerMesh) {
257
- // Teleport to start of the plot (targetX) plus a small offset
258
- playerMesh.position.x = targetX + 2.0; // Start slightly inside the plot
259
- playerMesh.position.z = 5.0; // Reset Z position too
260
- // Snap camera instantly - adjust Y height if needed
261
- const offset = new THREE.Vector3(0, 15, 20); // Reset camera offset
262
  const targetPosition = playerMesh.position.clone().add(offset);
263
  camera.position.copy(targetPosition);
264
  camera.lookAt(playerMesh.position);
265
  console.log("Player teleported to:", playerMesh.position);
266
- } else {
267
- console.error("Player mesh not found for teleport.");
268
- }
269
  }
270
 
271
- function getSaveData() {
272
- console.log(`JS getSaveData called. Found ${newlyPlacedObjects.length} new objects.`);
 
273
  const objectsToSave = newlyPlacedObjects.map(obj => {
274
- if (!obj.userData || !obj.userData.type) {
275
- console.warn("Skipping object with missing user data during save prep:", obj);
276
- return null; // Skip objects without type/id
277
- }
278
- // Send WORLD positions to Python, it will make them relative
279
- const rotation = {
280
- _x: obj.rotation.x,
281
- _y: obj.rotation.y,
282
- _z: obj.rotation.z,
283
- _order: obj.rotation.order
284
- };
285
  return {
286
- obj_id: obj.userData.obj_id, // Send unique ID
287
  type: obj.userData.type,
288
  position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
289
  rotation: rotation
290
  };
291
- }).filter(obj => obj !== null); // Remove nulls
292
 
293
  console.log("Prepared data for saving:", objectsToSave);
294
  return JSON.stringify(objectsToSave); // Return as JSON string
295
  }
296
 
297
- function resetNewlyPlacedObjects() {
298
- console.log(`JS resetNewlyPlacedObjects called. Clearing ${newlyPlacedObjects.length} objects.`);
299
- newlyPlacedObjects = []; // Clear the array after successful save
300
  }
301
 
302
 
303
  // --- Animation Loop ---
304
  function updatePlayerMovement() { /* ... unchanged ... */
305
- if (!playerMesh) return;
306
- const moveDirection = new THREE.Vector3(0, 0, 0);
307
- if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
308
- if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
309
- if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
310
- if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
311
-
312
- if (moveDirection.lengthSq() > 0) {
313
- moveDirection.normalize().multiplyScalar(playerSpeed);
314
- playerMesh.position.add(moveDirection);
315
- // Basic ground clamping
316
- playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
317
- }
318
  }
319
 
320
  function updateCamera() { /* ... unchanged ... */
321
  if (!playerMesh) return;
322
  const offset = new THREE.Vector3(0, 15, 20);
323
  const targetPosition = playerMesh.position.clone().add(offset);
324
- camera.position.lerp(targetPosition, 0.08); // Slightly slower lerp
325
  camera.lookAt(playerMesh.position);
326
  }
327
 
 
5
  <style>
6
  body { margin: 0; overflow: hidden; }
7
  canvas { display: block; }
8
+ /* No Save button needed here anymore */
9
  </style>
10
  </head>
11
  <body>
 
27
  const playerSpeed = 0.15;
28
  let newlyPlacedObjects = []; // Track objects added THIS session for saving
29
 
30
+ // --- Session Storage Key ---
31
+ const SESSION_STORAGE_KEY = 'unsavedWorldBuilderState';
32
+
33
  // --- Access State from Streamlit ---
34
  const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
35
  const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
 
62
 
63
  loadInitialObjects(); // Load ALL objects passed from Python
64
 
65
+ // *** ADDED: Restore unsaved state from sessionStorage ***
66
+ restoreUnsavedState();
67
+
68
  // Event Listeners
69
  document.addEventListener('mousemove', onMouseMove, false);
70
  document.addEventListener('click', onDocumentClick, false);
71
  window.addEventListener('resize', onWindowResize, false);
72
  document.addEventListener('keydown', onKeyDown);
73
  document.addEventListener('keyup', onKeyUp);
74
+ // No save button listener needed here
75
 
76
  // Define global functions needed by Python/streamlit-js-eval
77
  window.teleportPlayer = teleportPlayer;
 
99
  directionalLight.shadow.camera.bottom = -100;
100
  directionalLight.shadow.bias = -0.001;
101
  scene.add(directionalLight);
 
 
 
102
  }
103
 
104
+ function setupGround() { /* ... unchanged ... */
105
+ const groundWidth = Math.max(plotWidth, nextPlotXOffset + plotWidth);
106
+ const groundDepth = 50;
 
 
 
107
  const groundGeometry = new THREE.PlaneGeometry(groundWidth, groundDepth);
108
  const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1 });
109
  groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
110
  groundMesh.rotation.x = -Math.PI / 2;
111
  groundMesh.position.y = -0.05;
112
+ groundMesh.position.x = (groundWidth / 2.0) - (plotWidth / 2.0) ;
 
 
113
  groundMesh.receiveShadow = true;
114
  scene.add(groundMesh);
115
  console.log(`Ground setup with width: ${groundWidth} centered near x=0`);
 
128
  function loadInitialObjects() {
129
  console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
130
  allInitialObjects.forEach(objData => {
131
+ createAndPlaceObject(objData, false); // Use helper, false=don't add to newlyPlaced
132
+ });
133
+ console.log("Finished loading initial objects.");
134
+ }
 
 
 
 
 
 
135
 
136
+ // --- NEW: Helper to create/place objects from data ---
137
+ function createAndPlaceObject(objData, isNewObject) {
138
+ let loadedObject = null;
139
+ // Need to deserialize object based on 'type' field from CSV/Storage
140
+ switch (objData.type) {
141
+ case "Simple House": loadedObject = createSimpleHouse(); break;
142
+ case "Tree": loadedObject = createTree(); break;
143
+ case "Rock": loadedObject = createRock(); break;
144
+ case "Fence Post": loadedObject = createFencePost(); break;
145
+ default: console.warn("Unknown object type in data:", objData.type); break;
146
+ }
147
+
148
+ if (loadedObject) {
149
+ // Position depends on whether it's from initial load (world) or storage (world)
150
+ // or potentially relative if storage format changes (keep world for now)
151
+ if (objData.position && objData.position.x !== undefined) {
152
+ loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
153
+ } else if (objData.pos_x !== undefined) { // Handle CSV loaded format too
154
+ loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
155
+ }
156
+
157
+ // Apply rotation
158
+ if (objData.rotation) { // Format from storage/newlyPlaced
159
+ loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
160
+ } else if (objData.rot_x !== undefined) { // Format from CSV
161
+ loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
162
+ }
163
+
164
+ // Assign unique ID if it has one, else use the one generated by createObjectBase
165
+ loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
166
+
167
+ scene.add(loadedObject);
168
+
169
+ if (isNewObject) {
170
+ // Only add to this array if it's being placed now or restored from session
171
+ newlyPlacedObjects.push(loadedObject);
172
+ }
173
+ return loadedObject; // Return the mesh/group
174
+ }
175
+ return null;
176
+ }
177
+
178
+
179
+ // --- NEW: Save/Load/Clear Unsaved State using sessionStorage ---
180
+ function saveUnsavedState() {
181
+ try {
182
+ const stateToSave = newlyPlacedObjects.map(obj => ({
183
+ obj_id: obj.userData.obj_id,
184
+ type: obj.userData.type,
185
+ position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
186
+ rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
187
+ }));
188
+ sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
189
+ console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
190
+ } catch (e) {
191
+ console.error("Error saving state to sessionStorage:", e);
192
+ }
193
+ }
194
 
195
+ function restoreUnsavedState() {
196
+ try {
197
+ const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
198
+ if (savedState) {
199
+ console.log("Found unsaved state in sessionStorage. Restoring...");
200
+ const objectsToRestore = JSON.parse(savedState);
201
+ if (Array.isArray(objectsToRestore)) {
202
+ // Clear existing newlyPlaced array before restoring
203
+ newlyPlacedObjects = [];
204
+ let count = 0;
205
+ objectsToRestore.forEach(objData => {
206
+ // Create object, add to scene, AND add to newlyPlacedObjects array
207
+ if(createAndPlaceObject(objData, true)) {
208
+ count++;
209
+ }
210
+ });
211
+ console.log(`Restored ${count} objects.`);
212
+ }
213
+ } else {
214
+ console.log("No unsaved state found in sessionStorage.");
215
  }
216
+ } catch (e) {
217
+ console.error("Error restoring state from sessionStorage:", e);
218
+ // Clear potentially corrupted storage
219
+ sessionStorage.removeItem(SESSION_STORAGE_KEY);
220
+ }
221
  }
222
 
223
+ function clearUnsavedState() {
224
+ sessionStorage.removeItem(SESSION_STORAGE_KEY);
225
+ newlyPlacedObjects = []; // Clear the array in memory too
226
+ console.log("Cleared unsaved state from memory and sessionStorage.");
227
+ }
228
+
229
+
230
  // --- Object Creation Functions (MUST add userData.type and obj_id) ---
231
  function createObjectBase(type) { // Helper to assign common data
232
  const obj = { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
233
  return obj;
234
  }
235
+ function createSimpleHouse() { /* ... unchanged, uses createObjectBase ... */
236
+ const base = createObjectBase("Simple House");
237
+ const group = new THREE.Group(); Object.assign(group, base);
 
 
238
  const mainMaterial = new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 });
239
  const roofMaterial = new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 });
240
  const baseMesh = new THREE.Mesh(new THREE.BoxGeometry(2, 1.5, 2.5), mainMaterial);
 
243
  roof.position.y = 1.5 + 1 / 2; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = true; group.add(roof);
244
  return group;
245
  }
246
+ function createTree() { /* ... unchanged, uses createObjectBase ... */
247
+ const base = createObjectBase("Tree"); const group = new THREE.Group(); Object.assign(group, base);
 
 
 
248
  const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 });
249
  const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 });
250
  const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), trunkMaterial);
 
253
  leaves.position.y = 2 + 0.8; leaves.castShadow = true; leaves.receiveShadow = true; group.add(leaves);
254
  return group;
255
  }
256
+ function createRock() { /* ... unchanged, uses createObjectBase ... */
257
  const base = createObjectBase("Rock");
258
  const rockMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 });
259
+ const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7, 0), rockMaterial); Object.assign(rock, base);
 
 
260
  rock.position.y = 0.7 / 2; rock.rotation.x = Math.random() * Math.PI; rock.rotation.y = Math.random() * Math.PI;
261
  rock.castShadow = true; rock.receiveShadow = true;
262
  return rock;
263
  }
264
+ function createFencePost() { /* ... unchanged, uses createObjectBase ... */
265
  const base = createObjectBase("Fence Post");
266
  const postMaterial = new THREE.MeshStandardMaterial({ color: 0xdeb887, roughness: 0.9 });
267
+ const post = new THREE.Mesh(new THREE.BoxGeometry(0.2, 1.5, 0.2), postMaterial); Object.assign(post, base);
 
 
268
  post.position.y = 1.5 / 2; post.castShadow = true; post.receiveShadow = true;
269
  return post;
270
  }
 
284
 
285
  if (intersects.length > 0) {
286
  const intersectPoint = intersects[0].point;
287
+ let newObjectToPlace = null; // Use a different name to avoid confusion
288
+
289
+ switch (selectedObjectType) {
290
+ case "Simple House": newObjectToPlace = createSimpleHouse(); break;
291
+ case "Tree": newObjectToPlace = createTree(); break;
292
+ case "Rock": newObjectToPlace = createRock(); break;
293
+ case "Fence Post": newObjectToPlace = createFencePost(); break;
294
+ default: return;
295
  }
296
 
297
+ if (newObjectToPlace) {
298
  // Position in WORLD coordinates where clicked
299
+ newObjectToPlace.position.copy(intersectPoint);
300
+ // Adjust Y based on object's geometry center if needed
301
+ // (Create functions mostly handle placing base at y=0)
302
+
303
+ scene.add(newObjectToPlace);
304
+ newlyPlacedObjects.push(newObjectToPlace); // Add to list for saving
305
+
306
+ // *** ADDED: Save state to sessionStorage immediately after placing ***
307
+ saveUnsavedState();
308
+
309
+ console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
310
  }
311
  }
312
  }
 
315
  function onKeyUp(event) { keysPressed[event.code] = false; }
316
 
317
  // --- Functions called by Python via streamlit-js-eval ---
318
+ function teleportPlayer(targetX) { /* ... unchanged ... */
319
  console.log("JS teleportPlayer called with targetX:", targetX);
320
  if (playerMesh) {
321
+ playerMesh.position.x = targetX + 2.0;
322
+ playerMesh.position.z = 5.0;
323
+ const offset = new THREE.Vector3(0, 15, 20);
 
 
324
  const targetPosition = playerMesh.position.clone().add(offset);
325
  camera.position.copy(targetPosition);
326
  camera.lookAt(playerMesh.position);
327
  console.log("Player teleported to:", playerMesh.position);
328
+ } else { console.error("Player mesh not found for teleport."); }
 
 
329
  }
330
 
331
+ function getSaveData() { // Called by Python when save button is clicked
332
+ console.log(`JS getSaveData called. Returning ${newlyPlacedObjects.length} new objects.`);
333
+ // Prepare data in the format Python expects (world positions)
334
  const objectsToSave = newlyPlacedObjects.map(obj => {
335
+ if (!obj.userData || !obj.userData.type) { return null; }
336
+ const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
 
 
 
 
 
 
 
 
 
337
  return {
338
+ obj_id: obj.userData.obj_id,
339
  type: obj.userData.type,
340
  position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
341
  rotation: rotation
342
  };
343
+ }).filter(obj => obj !== null);
344
 
345
  console.log("Prepared data for saving:", objectsToSave);
346
  return JSON.stringify(objectsToSave); // Return as JSON string
347
  }
348
 
349
+ function resetNewlyPlacedObjects() { // Called by Python AFTER successful save
350
+ console.log(`JS resetNewlyPlacedObjects called.`);
351
+ clearUnsavedState(); // Clear memory array AND sessionStorage
352
  }
353
 
354
 
355
  // --- Animation Loop ---
356
  function updatePlayerMovement() { /* ... unchanged ... */
357
+ if (!playerMesh) return;
358
+ const moveDirection = new THREE.Vector3(0, 0, 0);
359
+ if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
360
+ if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
361
+ if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
362
+ if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
363
+
364
+ if (moveDirection.lengthSq() > 0) {
365
+ moveDirection.normalize().multiplyScalar(playerSpeed);
366
+ playerMesh.position.add(moveDirection);
367
+ playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
368
+ }
 
369
  }
370
 
371
  function updateCamera() { /* ... unchanged ... */
372
  if (!playerMesh) return;
373
  const offset = new THREE.Vector3(0, 15, 20);
374
  const targetPosition = playerMesh.position.clone().add(offset);
375
+ camera.position.lerp(targetPosition, 0.08);
376
  camera.lookAt(playerMesh.position);
377
  }
378