Spaces:
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Update index.html
Browse files- index.html +384 -45
index.html
CHANGED
@@ -1,7 +1,7 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>Three.js
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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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@@ -20,69 +20,408 @@
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<script type="module">
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import * as THREE from 'three';
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// --- Variables ---
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let scene, camera, renderer, playerMesh;
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let raycaster, mouse;
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const keysPressed = {};
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const playerSpeed = 0.15;
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let newlyPlacedObjects = []; //
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const placeholderPlots = new Set();
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const groundMeshes = {};
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const allRenderedObjects = {}; // Tracks all current objects by ID: id -> mesh/group
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// --- State from
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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 plotWidth = window.PLOT_WIDTH || 50.0;
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const plotDepth = window.PLOT_DEPTH || 50.0;
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// --- Materials ---
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const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
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const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
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// --- Initialization ---
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function init() {
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scene = new THREE.Scene();
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loadInitialObjects();
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restoreUnsavedState(); // Restore objects
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// Event Listeners
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document.addEventListener('mousemove', onMouseMove, false);
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window.teleportPlayer = teleportPlayer;
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window.getSaveDataAndPosition = getSaveDataAndPosition;
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console.log("Three.js Initialized
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animate();
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}
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//
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function
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function saveUnsavedState() { try { const d = newlyPlacedObjects.map(o => ({obj_id:o.userData.obj_id, type:o.userData.type, position:{x:o.position.x,y:o.position.y,z:o.position.z}, rotation:{_x:o.rotation.x,_y:o.rotation.y,_z:o.rotation.z,_order:o.rotation.order}})); sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(d)); } catch(e) { console.error("Session save error:", e); } }
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function restoreUnsavedState() { try { const s=sessionStorage.getItem(SESSION_STORAGE_KEY); if(s) { const d=JSON.parse(s); if(Array.isArray(d)) { let c=0; d.forEach(o => { if(createAndPlaceObject(o, true)) c++;}); console.log(`Restored ${c} unsaved objects from session.`); } } } catch(e) { console.error("Session restore error:", e); sessionStorage.removeItem(SESSION_STORAGE_KEY); } }
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// --- Event Handlers ---
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function onMouseMove(event) {
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<!DOCTYPE html>
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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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<script type="module">
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import * as THREE from 'three';
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let scene, camera, renderer, playerMesh;
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let raycaster, mouse;
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const keysPressed = {};
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const playerSpeed = 0.15;
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let newlyPlacedObjects = []; // Track objects added THIS session for saving
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const placeholderPlots = new Set(); // Track visually created placeholder grounds: 'x_z' string key
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const groundMeshes = {}; // Store references to ground meshes: 'x_z' string key -> mesh
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// --- Session Storage Key ---
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const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
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// --- Access State from Streamlit ---
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const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
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const plotsMetadata = window.PLOTS_METADATA || []; // List of saved plot info
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const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
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const plotWidth = window.PLOT_WIDTH || 50.0;
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const plotDepth = window.PLOT_DEPTH || 50.0; // Use plot depth
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const groundMaterial = new THREE.MeshStandardMaterial({ // Reusable material
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color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
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});
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const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ // Dimmer for placeholders
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color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
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});
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function init() {
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0xabcdef);
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const aspect = window.innerWidth / window.innerHeight;
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camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000); // Increase far plane more
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camera.position.set(0, 15, 20);
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camera.lookAt(0, 0, 0);
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scene.add(camera);
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setupLighting();
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setupInitialGround(); // Setup ground for existing plots ONLY initially
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setupPlayer();
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raycaster = new THREE.Raycaster();
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mouse = new THREE.Vector2();
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(renderer.domElement);
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loadInitialObjects();
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restoreUnsavedState(); // Restore unsaved objects after initial load
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// Event Listeners
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document.addEventListener('mousemove', onMouseMove, false);
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document.addEventListener('click', onDocumentClick, false);
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window.addEventListener('resize', onWindowResize, false);
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document.addEventListener('keydown', onKeyDown);
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document.addEventListener('keyup', onKeyUp);
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// Define global functions needed by Python
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window.teleportPlayer = teleportPlayer;
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window.getSaveDataAndPosition = getSaveDataAndPosition; // Renamed JS function
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window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
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console.log("Three.js Initialized. World ready.");
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animate();
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}
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function setupLighting() { /* ... unchanged ... */
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
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directionalLight.position.set(50, 150, 100); // Higher and angled light
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 4096; // Increase shadow map size
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directionalLight.shadow.mapSize.height = 4096;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 500;
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// Dynamic frustum needed for large worlds, but keep wide for now
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directionalLight.shadow.camera.left = -150;
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directionalLight.shadow.camera.right = 150;
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directionalLight.shadow.camera.top = 150;
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directionalLight.shadow.camera.bottom = -150;
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directionalLight.shadow.bias = -0.001;
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scene.add(directionalLight);
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}
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function setupInitialGround() {
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// Create ground ONLY for plots defined in plotsMetadata
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console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
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plotsMetadata.forEach(plot => {
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createGroundPlane(plot.grid_x, plot.grid_z, false); // false = not a placeholder
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});
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// Create a small initial ground at 0,0 if no plots exist yet
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if (plotsMetadata.length === 0) {
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createGroundPlane(0, 0, false);
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}
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}
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// *** NEW: Function to create a ground plane for a specific grid cell ***
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function createGroundPlane(gridX, gridZ, isPlaceholder) {
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const gridKey = `${gridX}_${gridZ}`;
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if (groundMeshes[gridKey]) return; // Don't recreate if it exists
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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 ? placeholderGroundMaterial : groundMaterial;
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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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// Position the center of the plane correctly
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groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
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groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
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groundMesh.receiveShadow = true;
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groundMesh.userData.gridKey = gridKey; // Store key for potential removal/update
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scene.add(groundMesh);
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groundMeshes[gridKey] = groundMesh; // Store reference
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if (isPlaceholder) {
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placeholderPlots.add(gridKey); // Track placeholders
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}
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}
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function setupPlayer() { /* ... unchanged ... */
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const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
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const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
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playerMesh = new THREE.Mesh(playerGeo, playerMat);
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playerMesh.position.set(plotWidth / 2, 0.4 + 0.8/2, plotDepth/2); // Start in center of 0,0 plot
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playerMesh.castShadow = true; playerMesh.receiveShadow = true;
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scene.add(playerMesh);
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}
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function loadInitialObjects() { /* ... unchanged, uses createAndPlaceObject ... */
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console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
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allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
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console.log("Finished loading initial objects.");
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}
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function createAndPlaceObject(objData, isNewObject) { /* ... unchanged ... */
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let loadedObject = null;
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switch (objData.type) {
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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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default: console.warn("Unknown object type in data:", objData.type); break;
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}
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if (loadedObject) {
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if (objData.position && objData.position.x !== undefined) {
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loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
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} else if (objData.pos_x !== undefined) {
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loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
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}
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if (objData.rotation) {
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loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
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} else if (objData.rot_x !== undefined) {
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loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
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}
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loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
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scene.add(loadedObject);
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if (isNewObject) { newlyPlacedObjects.push(loadedObject); }
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return loadedObject;
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}
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return null;
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}
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function saveUnsavedState() { /* ... unchanged ... */
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try {
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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 } }));
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sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
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console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
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} catch (e) { console.error("Error saving state to sessionStorage:", e); }
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}
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function restoreUnsavedState() { /* ... unchanged ... */
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try {
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const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
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if (savedState) {
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console.log("Found unsaved state in sessionStorage. Restoring...");
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const objectsToRestore = JSON.parse(savedState);
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if (Array.isArray(objectsToRestore)) {
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newlyPlacedObjects = []; let count = 0;
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objectsToRestore.forEach(objData => { if(createAndPlaceObject(objData, true)) { count++; } });
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console.log(`Restored ${count} objects.`);
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}
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} else { console.log("No unsaved state found in sessionStorage."); }
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} catch (e) { console.error("Error restoring state from sessionStorage:", e); sessionStorage.removeItem(SESSION_STORAGE_KEY); }
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}
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function clearUnsavedState() { /* ... unchanged ... */
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sessionStorage.removeItem(SESSION_STORAGE_KEY);
|
211 |
+
newlyPlacedObjects = [];
|
212 |
+
console.log("Cleared unsaved state from memory and sessionStorage.");
|
213 |
+
}
|
214 |
+
function createObjectBase(type) { /* ... unchanged ... */
|
215 |
+
return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
|
216 |
+
}
|
217 |
+
function createSimpleHouse() { /* ... unchanged ... */
|
218 |
+
const base = createObjectBase("Simple House"); const group = new THREE.Group(); Object.assign(group, base);
|
219 |
+
const mat1=new THREE.MeshStandardMaterial({color:0xffccaa,roughness:0.8}), mat2=new THREE.MeshStandardMaterial({color:0xaa5533,roughness:0.7});
|
220 |
+
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);
|
221 |
+
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;
|
222 |
+
}
|
223 |
+
function createTree() { /* ... unchanged ... */
|
224 |
+
const base=createObjectBase("Tree"); const group=new THREE.Group(); Object.assign(group,base);
|
225 |
+
const mat1=new THREE.MeshStandardMaterial({color:0x8B4513,roughness:0.9}), mat2=new THREE.MeshStandardMaterial({color:0x228B22,roughness:0.8});
|
226 |
+
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);
|
227 |
+
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;
|
228 |
+
}
|
229 |
+
function createRock() { /* ... unchanged ... */
|
230 |
+
const base=createObjectBase("Rock"); const mat=new THREE.MeshStandardMaterial({color:0xaaaaaa,roughness:0.8,metalness:0.1});
|
231 |
+
const rock=new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0),mat); Object.assign(rock,base);
|
232 |
+
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;
|
233 |
+
}
|
234 |
+
function createFencePost() { /* ... unchanged ... */
|
235 |
+
const base=createObjectBase("Fence Post"); const mat=new THREE.MeshStandardMaterial({color:0xdeb887,roughness:0.9});
|
236 |
+
const post=new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2),mat); Object.assign(post,base);
|
237 |
+
post.position.y=0.75; post.castShadow=true;post.receiveShadow=true; return post;
|
238 |
+
}
|
239 |
|
240 |
// --- Event Handlers ---
|
241 |
+
function onMouseMove(event) { /* ... unchanged ... */
|
242 |
+
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
|
243 |
+
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
244 |
+
}
|
245 |
+
|
246 |
+
function onDocumentClick(event) { // Place object and save state
|
247 |
+
if (selectedObjectType === "None") return;
|
248 |
+
// Determine ground mesh to intersect (could be multiple now)
|
249 |
+
const groundCandidates = Object.values(groundMeshes);
|
250 |
+
if (groundCandidates.length === 0) return; // No ground to place on
|
251 |
+
|
252 |
+
raycaster.setFromCamera(mouse, camera);
|
253 |
+
// Intersect ALL ground meshes
|
254 |
+
const intersects = raycaster.intersectObjects(groundCandidates);
|
255 |
+
|
256 |
+
if (intersects.length > 0) {
|
257 |
+
// Intersect point is on the specific ground mesh clicked
|
258 |
+
const intersectPoint = intersects[0].point;
|
259 |
+
let newObjectToPlace = null;
|
260 |
+
|
261 |
+
switch (selectedObjectType) { /* ... create object ... */
|
262 |
+
case "Simple House": newObjectToPlace = createSimpleHouse(); break;
|
263 |
+
case "Tree": newObjectToPlace = createTree(); break;
|
264 |
+
case "Rock": newObjectToPlace = createRock(); break;
|
265 |
+
case "Fence Post": newObjectToPlace = createFencePost(); break;
|
266 |
+
default: return;
|
267 |
+
}
|
268 |
+
|
269 |
+
if (newObjectToPlace) {
|
270 |
+
newObjectToPlace.position.copy(intersectPoint);
|
271 |
+
// Adjust Y position if needed based on object geometry origin
|
272 |
+
// Base objects on y=0 in create functions for simplicity
|
273 |
+
if(newObjectToPlace.geometry?.type.includes("Geometry")){ // Adjust Y so base is on ground
|
274 |
+
newObjectToPlace.position.y += 0.01; // Slight offset above ground
|
275 |
+
} else if (newObjectToPlace.type === "Group") {
|
276 |
+
newObjectToPlace.position.y += 0.01; // Assume group base is near 0
|
277 |
+
}
|
278 |
+
|
279 |
+
scene.add(newObjectToPlace);
|
280 |
+
newlyPlacedObjects.push(newObjectToPlace);
|
281 |
+
saveUnsavedState(); // Save to sessionStorage immediately
|
282 |
+
console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
|
283 |
+
}
|
284 |
+
}
|
285 |
+
}
|
286 |
+
|
287 |
+
function onKeyDown(event) { keysPressed[event.code] = true; }
|
288 |
+
function onKeyUp(event) { keysPressed[event.code] = false; }
|
289 |
+
|
290 |
+
// --- Functions called by Python via streamlit-js-eval ---
|
291 |
+
function teleportPlayer(targetX, targetZ) { // Now accepts Z coordinate
|
292 |
+
console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`);
|
293 |
+
if (playerMesh) {
|
294 |
+
// Teleport near center of the target plot
|
295 |
+
playerMesh.position.x = targetX;
|
296 |
+
playerMesh.position.z = targetZ;
|
297 |
+
const offset = new THREE.Vector3(0, 15, 20);
|
298 |
+
const targetPosition = playerMesh.position.clone().add(offset);
|
299 |
+
camera.position.copy(targetPosition);
|
300 |
+
camera.lookAt(playerMesh.position);
|
301 |
+
console.log("Player teleported to:", playerMesh.position);
|
302 |
+
} else { console.error("Player mesh not found for teleport."); }
|
303 |
+
}
|
304 |
+
|
305 |
+
// *** UPDATED: Send player position along with save data ***
|
306 |
+
function getSaveDataAndPosition() {
|
307 |
+
console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`);
|
308 |
+
const objectsToSave = newlyPlacedObjects.map(obj => {
|
309 |
+
if (!obj.userData || !obj.userData.type) { return null; }
|
310 |
+
const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
|
311 |
+
return { // Send WORLD positions
|
312 |
+
obj_id: obj.userData.obj_id, type: obj.userData.type,
|
313 |
+
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
|
314 |
+
rotation: rotation
|
315 |
+
};
|
316 |
+
}).filter(obj => obj !== null);
|
317 |
+
|
318 |
+
const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
|
319 |
+
|
320 |
+
const payload = {
|
321 |
+
playerPosition: playerPos,
|
322 |
+
objectsToSave: objectsToSave
|
323 |
+
};
|
324 |
+
console.log("Prepared payload for saving:", payload);
|
325 |
+
return JSON.stringify(payload); // Return as JSON string
|
326 |
+
}
|
327 |
+
|
328 |
+
function resetNewlyPlacedObjects() { // Called by Python AFTER successful save
|
329 |
+
console.log(`JS resetNewlyPlacedObjects called.`);
|
330 |
+
clearUnsavedState(); // Clear memory array AND sessionStorage
|
331 |
+
}
|
332 |
+
|
333 |
+
|
334 |
+
// --- Animation Loop ---
|
335 |
+
function updatePlayerMovement() {
|
336 |
+
if (!playerMesh) return;
|
337 |
+
const moveDirection = new THREE.Vector3(0, 0, 0);
|
338 |
+
// Basic WASD movement
|
339 |
+
if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
|
340 |
+
if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
|
341 |
+
if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
|
342 |
+
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
|
343 |
+
|
344 |
+
if (moveDirection.lengthSq() > 0) {
|
345 |
+
moveDirection.normalize().multiplyScalar(playerSpeed);
|
346 |
+
// Apply movement relative to camera direction for better control
|
347 |
+
const forward = new THREE.Vector3();
|
348 |
+
camera.getWorldDirection(forward);
|
349 |
+
forward.y = 0; // Project onto XZ plane
|
350 |
+
forward.normalize();
|
351 |
+
const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize(); // Get right vector
|
352 |
+
|
353 |
+
const worldMove = new THREE.Vector3();
|
354 |
+
worldMove.add(forward.multiplyScalar(-moveDirection.z)); // W/S -> Forward/Backward
|
355 |
+
worldMove.add(right.multiplyScalar(-moveDirection.x)); // A/D -> Left/Right
|
356 |
+
worldMove.normalize().multiplyScalar(playerSpeed);
|
357 |
+
|
358 |
+
playerMesh.position.add(worldMove);
|
359 |
+
|
360 |
+
// Basic ground clamping
|
361 |
+
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2); // Adjust based on capsule base
|
362 |
+
|
363 |
+
// *** ADDED: Check for ground expansion ***
|
364 |
+
checkAndExpandGround();
|
365 |
+
}
|
366 |
+
}
|
367 |
+
|
368 |
+
// *** NEW: Check if player is near edge and create placeholder ground ***
|
369 |
+
function checkAndExpandGround() {
|
370 |
+
if (!playerMesh) return;
|
371 |
+
|
372 |
+
const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
|
373 |
+
const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
|
374 |
+
|
375 |
+
// Check surrounding cells (Manhattan distance 1)
|
376 |
+
for (let dx = -1; dx <= 1; dx++) {
|
377 |
+
for (let dz = -1; dz <= 1; dz++) {
|
378 |
+
if (dx === 0 && dz === 0) continue; // Skip current cell
|
379 |
+
|
380 |
+
const checkX = currentGridX + dx;
|
381 |
+
const checkZ = currentGridZ + dz;
|
382 |
+
const gridKey = `${checkX}_${checkZ}`;
|
383 |
+
|
384 |
+
// Check if this grid cell already has ground (initial or placeholder)
|
385 |
+
if (!groundMeshes[gridKey]) {
|
386 |
+
// Check if this grid cell corresponds to a SAVED plot (from metadata)
|
387 |
+
const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);
|
388 |
+
|
389 |
+
// If it's NOT a saved plot, create a placeholder
|
390 |
+
if (!isSavedPlot) {
|
391 |
+
createGroundPlane(checkX, checkZ, true); // true = is placeholder
|
392 |
+
}
|
393 |
+
// If it IS a saved plot but somehow missing ground (error?), recreate it?
|
394 |
+
// else { createGroundPlane(checkX, checkZ, false); } // Optional robustness
|
395 |
+
}
|
396 |
+
}
|
397 |
+
}
|
398 |
+
}
|
399 |
+
|
400 |
+
|
401 |
+
function updateCamera() { /* ... unchanged ... */
|
402 |
+
if (!playerMesh) return;
|
403 |
+
const offset = new THREE.Vector3(0, 15, 20); // Fixed offset for now
|
404 |
+
const targetPosition = playerMesh.position.clone().add(offset);
|
405 |
+
camera.position.lerp(targetPosition, 0.08);
|
406 |
+
camera.lookAt(playerMesh.position);
|
407 |
+
}
|
408 |
+
|
409 |
+
function onWindowResize() { /* ... unchanged ... */
|
410 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
411 |
+
camera.updateProjectionMatrix();
|
412 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
413 |
+
}
|
414 |
+
|
415 |
+
function animate() {
|
416 |
+
requestAnimationFrame(animate);
|
417 |
+
updatePlayerMovement(); // Includes ground check now
|
418 |
+
updateCamera();
|
419 |
+
renderer.render(scene, camera);
|
420 |
+
}
|
421 |
+
|
422 |
+
// --- Start ---
|
423 |
+
init();
|
424 |
+
|
425 |
+
</script>
|
426 |
+
</body>
|
427 |
+
</html>
|