awacke1 commited on
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101ea10
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1 Parent(s): a2141e7

Update index.html

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  1. index.html +384 -45
index.html CHANGED
@@ -1,7 +1,7 @@
1
  <!DOCTYPE html>
2
  <html>
3
  <head>
4
- <title>Three.js Synced World (DB Backend v2)</title>
5
  <style>
6
  body { margin: 0; overflow: hidden; }
7
  canvas { display: block; }
@@ -20,69 +20,408 @@
20
  <script type="module">
21
  import * as THREE from 'three';
22
 
23
- // --- Variables ---
24
  let scene, camera, renderer, playerMesh;
25
  let raycaster, mouse;
26
  const keysPressed = {};
27
  const playerSpeed = 0.15;
28
- let newlyPlacedObjects = []; // For sessionStorage persistence between non-save reruns
29
- const placeholderPlots = new Set();
30
- const groundMeshes = {};
31
- const allRenderedObjects = {}; // Tracks all current objects by ID: id -> mesh/group
32
 
33
- const SESSION_STORAGE_KEY = 'unsavedDbWorldState_v3'; // New key for safety
 
34
 
35
- // --- State from Python ---
36
- const allInitialObjects = window.ALL_INITIAL_OBJECTS || []; // From DB
37
- const plotsMetadata = window.PLOTS_METADATA || []; // From DB
38
  const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
39
  const plotWidth = window.PLOT_WIDTH || 50.0;
40
- const plotDepth = window.PLOT_DEPTH || 50.0;
 
 
 
 
 
 
 
41
 
42
- // --- Materials ---
43
- const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
44
- const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
45
 
46
- // --- Initialization ---
47
  function init() {
48
- scene = new THREE.Scene(); scene.background = new THREE.Color(0xabcdef);
49
- const aspect = window.innerWidth / window.innerHeight; camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000); camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20); camera.lookAt(plotWidth / 2, 0, plotDepth/2); scene.add(camera);
50
- setupLighting(); setupInitialGround(); setupPlayer();
51
- raycaster = new THREE.Raycaster(); mouse = new THREE.Vector2();
52
- 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);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
53
 
54
- loadInitialObjects(); // Load from DB data passed by Python
55
- restoreUnsavedState(); // Restore objects placed THIS session before last reload
56
 
57
- // Event Listeners & Global functions
58
- document.addEventListener('mousemove', onMouseMove, false); document.addEventListener('click', onDocumentClick, false); window.addEventListener('resize', onWindowResize, false); document.addEventListener('keydown', onKeyDown); document.addEventListener('keyup', onKeyUp);
 
 
 
 
 
 
59
  window.teleportPlayer = teleportPlayer;
60
- window.getSaveDataAndPosition = getSaveDataAndPosition;
 
61
 
62
- console.log("Three.js Initialized (DB Backend v3). World ready.");
63
  animate();
64
  }
65
 
66
- // --- Setup Functions ---
67
- function setupLighting() { const a=new THREE.AmbientLight(0xffffff,0.5); scene.add(a); const d=new THREE.DirectionalLight(0xffffff,1.0); d.position.set(50,150,100); d.castShadow=true; d.shadow.mapSize.width=4096; d.shadow.mapSize.height=4096; d.shadow.camera.near=0.5; d.shadow.camera.far=500; d.shadow.camera.left=-150; d.shadow.camera.right=150; d.shadow.camera.top=150; d.shadow.camera.bottom=-150; d.shadow.bias=-0.001; scene.add(d); }
68
- function setupInitialGround() { plotsMetadata.forEach(p => {createGroundPlane(p.grid_x,p.grid_z,false);}); if(plotsMetadata.length===0) {createGroundPlane(0,0,false);} }
69
- function createGroundPlane(gx,gz,isPlaceholder) { const k=`<span class="math-inline">\{gx\}\_</span>{gz}`; if(groundMeshes[k]) return; const geo=new THREE.PlaneGeometry(plotWidth,plotDepth); const mat=isPlaceholder?placeholderGroundMaterial:groundMaterial; const mesh=new THREE.Mesh(geo,mat); mesh.rotation.x=-Math.PI/2; mesh.position.y=-0.05; mesh.position.x=gx*plotWidth+plotWidth/2; mesh.position.z=gz*plotDepth+plotDepth/2; mesh.receiveShadow=true; mesh.userData.gridKey=k; scene.add(mesh); groundMeshes[k]=mesh; if(isPlaceholder){placeholderPlots.add(k);} }
70
- function setupPlayer() { const g=new THREE.CapsuleGeometry(0.4,0.8,4,8); const m=new THREE.MeshStandardMaterial({color:0x0000ff,roughness:0.6}); playerMesh=new THREE.Mesh(g,m); playerMesh.position.set(plotWidth/2, 0.8, plotDepth/2); playerMesh.castShadow=true; playerMesh.receiveShadow=true; scene.add(playerMesh); }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
71
 
72
- // --- Object Loading / State Management ---
73
- function loadInitialObjects() { console.log(`Loading ${allInitialObjects.length} initial objects from DB.`); clearAllRenderedObjects(); allInitialObjects.forEach(d => { createAndPlaceObject(d, false); }); console.log("Finished initial DB object load."); }
74
- function clearAllRenderedObjects() { console.log("Clearing all rendered objects..."); Object.values(allRenderedObjects).forEach(o => {if (o.parent) {o.parent.remove(o);/* Dispose geometry/material here if memory becomes an issue */}}); for (const k in allRenderedObjects) delete allRenderedObjects[k]; newlyPlacedObjects = []; } // Clear session tracker too on full load
75
- function createAndPlaceObject(objData, isNewObjectForSession) { let obj=null; switch(objData.type){case "Simple House":obj=createSimpleHouse();break; case "Tree":obj=createTree();break; case "Rock":obj=createRock();break; case "Fence Post":obj=createFencePost();break; default: console.warn("Unknown type:", objData.type); return null;} if(obj){ obj.userData.obj_id=objData.obj_id||obj.userData.obj_id; if(allRenderedObjects[obj.userData.obj_id]){ console.warn(`Duplicate obj ID load skipped: ${obj.userData.obj_id}`); return null;} if(objData.position&&objData.position.x!==undefined){obj.position.set(objData.position.x,objData.position.y,objData.position.z);}else if(objData.pos_x!==undefined){obj.position.set(objData.pos_x,objData.pos_y,objData.pos_z);}else{obj.position.set(0,0.5,0);} if(objData.rotation){obj.rotation.set(objData.rotation._x,objData.rotation._y,objData.rotation._z,objData.rotation._order||'XYZ');}else if(objData.rot_x!==undefined){obj.rotation.set(objData.rot_x,objData.rot_y,objData.rot_z,objData.rot_order||'XYZ');} scene.add(obj); allRenderedObjects[obj.userData.obj_id]=obj; if(isNewObjectForSession){newlyPlacedObjects.push(obj);} return obj; } return null; }
76
- 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); } }
77
- 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); } }
78
 
79
- // --- Object Creation Primitives (Ensure userData includes obj_id) ---
80
- function createObjectBase(type) { return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } }; }
81
- function createSimpleHouse() { 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=0.75;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+0.5;m2.rotation.y=Math.PI/4;m2.castShadow=true;m2.receiveShadow=true;group.add(m2); return group; }
82
- function createTree() { 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; }
83
- function createRock() { 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; }
84
- function createFencePost() { 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; }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
85
 
86
  // --- Event Handlers ---
87
- function onMouseMove(event) { mouse.x=(event.clientX/window.innerWidth)*2-1; mouse.y=-(event.clientY/window.innerHeight)*2+1; }
88
- function onDocumentClick(event) { if (selectedObjectType==='None') return; const grounds=Object.values(groundMeshes); if (grounds.length===0) return; raycaster.setFromCamera(mouse,
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
  <!DOCTYPE html>
2
  <html>
3
  <head>
4
+ <title>Three.js Infinite World</title>
5
  <style>
6
  body { margin: 0; overflow: hidden; }
7
  canvas { display: block; }
 
20
  <script type="module">
21
  import * as THREE from 'three';
22
 
 
23
  let scene, camera, renderer, playerMesh;
24
  let raycaster, mouse;
25
  const keysPressed = {};
26
  const playerSpeed = 0.15;
27
+ let newlyPlacedObjects = []; // Track objects added THIS session for saving
28
+ const placeholderPlots = new Set(); // Track visually created placeholder grounds: 'x_z' string key
29
+ const groundMeshes = {}; // Store references to ground meshes: 'x_z' string key -> mesh
 
30
 
31
+ // --- Session Storage Key ---
32
+ const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
33
 
34
+ // --- Access State from Streamlit ---
35
+ const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
36
+ const plotsMetadata = window.PLOTS_METADATA || []; // List of saved plot info
37
  const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
38
  const plotWidth = window.PLOT_WIDTH || 50.0;
39
+ const plotDepth = window.PLOT_DEPTH || 50.0; // Use plot depth
40
+
41
+ const groundMaterial = new THREE.MeshStandardMaterial({ // Reusable material
42
+ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
43
+ });
44
+ const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ // Dimmer for placeholders
45
+ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
46
+ });
47
 
 
 
 
48
 
 
49
  function init() {
50
+ scene = new THREE.Scene();
51
+ scene.background = new THREE.Color(0xabcdef);
52
+
53
+ const aspect = window.innerWidth / window.innerHeight;
54
+ camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000); // Increase far plane more
55
+ camera.position.set(0, 15, 20);
56
+ camera.lookAt(0, 0, 0);
57
+ scene.add(camera);
58
+
59
+ setupLighting();
60
+ setupInitialGround(); // Setup ground for existing plots ONLY initially
61
+ setupPlayer();
62
+
63
+ raycaster = new THREE.Raycaster();
64
+ mouse = new THREE.Vector2();
65
+
66
+ renderer = new THREE.WebGLRenderer({ antialias: true });
67
+ renderer.setSize(window.innerWidth, window.innerHeight);
68
+ renderer.shadowMap.enabled = true;
69
+ renderer.shadowMap.type = THREE.PCFSoftShadowMap;
70
+ document.body.appendChild(renderer.domElement);
71
 
72
+ loadInitialObjects();
73
+ restoreUnsavedState(); // Restore unsaved objects after initial load
74
 
75
+ // Event Listeners
76
+ document.addEventListener('mousemove', onMouseMove, false);
77
+ document.addEventListener('click', onDocumentClick, false);
78
+ window.addEventListener('resize', onWindowResize, false);
79
+ document.addEventListener('keydown', onKeyDown);
80
+ document.addEventListener('keyup', onKeyUp);
81
+
82
+ // Define global functions needed by Python
83
  window.teleportPlayer = teleportPlayer;
84
+ window.getSaveDataAndPosition = getSaveDataAndPosition; // Renamed JS function
85
+ window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
86
 
87
+ console.log("Three.js Initialized. World ready.");
88
  animate();
89
  }
90
 
91
+ function setupLighting() { /* ... unchanged ... */
92
+ const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
93
+ scene.add(ambientLight);
94
+ const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
95
+ directionalLight.position.set(50, 150, 100); // Higher and angled light
96
+ directionalLight.castShadow = true;
97
+ directionalLight.shadow.mapSize.width = 4096; // Increase shadow map size
98
+ directionalLight.shadow.mapSize.height = 4096;
99
+ directionalLight.shadow.camera.near = 0.5;
100
+ directionalLight.shadow.camera.far = 500;
101
+ // Dynamic frustum needed for large worlds, but keep wide for now
102
+ directionalLight.shadow.camera.left = -150;
103
+ directionalLight.shadow.camera.right = 150;
104
+ directionalLight.shadow.camera.top = 150;
105
+ directionalLight.shadow.camera.bottom = -150;
106
+ directionalLight.shadow.bias = -0.001;
107
+ scene.add(directionalLight);
108
+ }
109
+
110
+ function setupInitialGround() {
111
+ // Create ground ONLY for plots defined in plotsMetadata
112
+ console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
113
+ plotsMetadata.forEach(plot => {
114
+ createGroundPlane(plot.grid_x, plot.grid_z, false); // false = not a placeholder
115
+ });
116
+ // Create a small initial ground at 0,0 if no plots exist yet
117
+ if (plotsMetadata.length === 0) {
118
+ createGroundPlane(0, 0, false);
119
+ }
120
+ }
121
 
122
+ // *** NEW: Function to create a ground plane for a specific grid cell ***
123
+ function createGroundPlane(gridX, gridZ, isPlaceholder) {
124
+ const gridKey = `${gridX}_${gridZ}`;
125
+ if (groundMeshes[gridKey]) return; // Don't recreate if it exists
 
 
126
 
127
+ console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
128
+ const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
129
+ const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
130
+ const groundMesh = new THREE.Mesh(groundGeometry, material);
131
+
132
+ groundMesh.rotation.x = -Math.PI / 2;
133
+ groundMesh.position.y = -0.05;
134
+ // Position the center of the plane correctly
135
+ groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
136
+ groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
137
+
138
+ groundMesh.receiveShadow = true;
139
+ groundMesh.userData.gridKey = gridKey; // Store key for potential removal/update
140
+ scene.add(groundMesh);
141
+ groundMeshes[gridKey] = groundMesh; // Store reference
142
+ if (isPlaceholder) {
143
+ placeholderPlots.add(gridKey); // Track placeholders
144
+ }
145
+ }
146
+
147
+ function setupPlayer() { /* ... unchanged ... */
148
+ const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
149
+ const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
150
+ playerMesh = new THREE.Mesh(playerGeo, playerMat);
151
+ playerMesh.position.set(plotWidth / 2, 0.4 + 0.8/2, plotDepth/2); // Start in center of 0,0 plot
152
+ playerMesh.castShadow = true; playerMesh.receiveShadow = true;
153
+ scene.add(playerMesh);
154
+ }
155
+
156
+ function loadInitialObjects() { /* ... unchanged, uses createAndPlaceObject ... */
157
+ console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
158
+ allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
159
+ console.log("Finished loading initial objects.");
160
+ }
161
+ function createAndPlaceObject(objData, isNewObject) { /* ... unchanged ... */
162
+ let loadedObject = null;
163
+ switch (objData.type) {
164
+ case "Simple House": loadedObject = createSimpleHouse(); break;
165
+ case "Tree": loadedObject = createTree(); break;
166
+ case "Rock": loadedObject = createRock(); break;
167
+ case "Fence Post": loadedObject = createFencePost(); break;
168
+ default: console.warn("Unknown object type in data:", objData.type); break;
169
+ }
170
+ if (loadedObject) {
171
+ if (objData.position && objData.position.x !== undefined) {
172
+ loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
173
+ } else if (objData.pos_x !== undefined) {
174
+ loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
175
+ }
176
+ if (objData.rotation) {
177
+ loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
178
+ } else if (objData.rot_x !== undefined) {
179
+ loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
180
+ }
181
+ loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
182
+ scene.add(loadedObject);
183
+ if (isNewObject) { newlyPlacedObjects.push(loadedObject); }
184
+ return loadedObject;
185
+ }
186
+ return null;
187
+ }
188
+ function saveUnsavedState() { /* ... unchanged ... */
189
+ try {
190
+ 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 } }));
191
+ sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
192
+ console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
193
+ } catch (e) { console.error("Error saving state to sessionStorage:", e); }
194
+ }
195
+ function restoreUnsavedState() { /* ... unchanged ... */
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
+ newlyPlacedObjects = []; let count = 0;
203
+ objectsToRestore.forEach(objData => { if(createAndPlaceObject(objData, true)) { count++; } });
204
+ console.log(`Restored ${count} objects.`);
205
+ }
206
+ } else { console.log("No unsaved state found in sessionStorage."); }
207
+ } catch (e) { console.error("Error restoring state from sessionStorage:", e); sessionStorage.removeItem(SESSION_STORAGE_KEY); }
208
+ }
209
+ function clearUnsavedState() { /* ... unchanged ... */
210
+ 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>