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Update index.html
Browse files- index.html +196 -311
index.html
CHANGED
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<!DOCTYPE html>
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<html>
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<head>
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<title>Three.js Shared 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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@@ -19,7 +19,6 @@
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<script type="module">
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import * as THREE from 'three';
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// No OrbitControls needed if using custom player movement
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let scene, camera, renderer, playerMesh;
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let raycaster, mouse;
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// --- State Management ---
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let newlyPlacedObjects = []; // Track objects added THIS client, THIS session, NOT YET SAVED
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const
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// --- Access State from Streamlit (Injected) ---
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const
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const plotsMetadata = window.PLOTS_METADATA || []; // List of saved plot info
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let 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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const pollIntervalMs = window.STATE_POLL_INTERVAL_MS || 5000;
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide, name: "ground_saved"
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const placeholderGroundMaterial = new THREE.MeshStandardMaterial({
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color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide, name: "ground_placeholder"
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});
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const groundMeshes = {}; // Store references to ground meshes: 'x_z' string key -> mesh
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function init() {
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const aspect = window.innerWidth / window.innerHeight;
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camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000);
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camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
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camera.lookAt(plotWidth/2, 0, plotDepth/2);
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scene.add(camera);
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setupLighting();
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setupInitialGround(); //
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setupPlayer();
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raycaster = new THREE.Raycaster();
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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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// --- Load Initial Objects
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console.log(`Loading ${
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//
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// Event Listeners
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document.addEventListener('mousemove', onMouseMove, false);
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// --- Define global functions needed by Python ---
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window.teleportPlayer = teleportPlayer;
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window.
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window.resetNewlyPlacedObjects = resetNewlyPlacedObjects; // Called by Python after successful save
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window.updateSelectedObjectType = updateSelectedObjectType; // Called by Python
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// --- Start Polling for State Updates ---
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startPolling();
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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() {
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
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directionalLight.position.set(75, 150, 100);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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directionalLight.shadow.camera.near = 10;
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directionalLight.shadow.camera.far = 400;
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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 = -0.002;
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scene.add(directionalLight);
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// Add a hemisphere light for softer fill
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const hemiLight = new THREE.HemisphereLight( 0xabcdef, 0x55aa55, 0.5 );
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scene.add( hemiLight );
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}
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function setupInitialGround() {
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console.log(`Setting up initial ground for ${plotsMetadata.length} saved plots.`);
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plotsMetadata.forEach(plot => {
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createGroundPlane(plot.grid_x, plot.grid_z, false);
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});
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// Ensure ground at 0,0 exists if no plots are saved yet
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if (!groundMeshes['0_0']) {
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createGroundPlane(0, 0, false);
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}
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}
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function createGroundPlane(gridX, gridZ, isPlaceholder) {
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const gridKey = `${gridX}_${gridZ}`;
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if (groundMeshes[gridKey]) return groundMeshes[gridKey];
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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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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;
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groundMesh.userData.isPlaceholder = isPlaceholder;
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scene.add(groundMesh);
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groundMeshes[gridKey] = groundMesh;
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return groundMesh;
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}
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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: 0x0055ff, roughness: 0.6 });
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playerMesh = new THREE.Mesh(playerGeo, playerMat);
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playerMesh.position.set(plotWidth / 2, 0.8, plotDepth / 2);
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playerMesh.castShadow = true;
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playerMesh.receiveShadow = false;
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scene.add(playerMesh);
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}
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//
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let removedCount = 0;
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// 1. Add new objects and Update existing ones
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serverStateList.forEach(objData => {
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if (!objData || !objData.obj_id) {
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console.warn("Received invalid object data during sync:", objData);
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return;
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}
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receivedIds.add(objData.obj_id);
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const existingMesh = serverObjectsMap.get(objData.obj_id);
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if (existingMesh) {
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// Object exists, check if update needed (simple position/rotation check)
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let needsUpdate = false;
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if (existingMesh.position.distanceToSquared(objData.position) > 0.01) { // Use squared distance, epsilon check
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existingMesh.position.set(objData.position.x, objData.position.y, objData.position.z);
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needsUpdate = true;
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}
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// TODO: Add more robust rotation check if needed (e.g., quaternion comparison)
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if (objData.rotation &&
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(Math.abs(existingMesh.rotation.x - objData.rotation._x) > 0.01 ||
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Math.abs(existingMesh.rotation.y - objData.rotation._y) > 0.01 ||
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Math.abs(existingMesh.rotation.z - objData.rotation._z) > 0.01 )) {
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existingMesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
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needsUpdate = true;
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}
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if(needsUpdate) updatedCount++;
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} else {
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// Object is new, create and add it
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const newMesh = createAndPlaceObject(objData, false); // false = not a "newly placed" local object
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if (newMesh) {
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serverObjectsMap.set(objData.obj_id, newMesh); // Add to our server map
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addedCount++;
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} else {
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console.warn("Failed to create object mesh for:", objData);
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}
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}
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});
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// 2. Remove objects that are in our scene but NOT in the server list
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const idsToRemove = [];
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for (const [obj_id, mesh] of serverObjectsMap.entries()) {
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if (!receivedIds.has(obj_id)) {
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// This object was removed on the server
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scene.remove(mesh);
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// Dispose geometry/material? Important for larger scenes
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if (mesh.geometry) mesh.geometry.dispose();
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if (mesh.material) {
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if (Array.isArray(mesh.material)) {
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mesh.material.forEach(m => m.dispose());
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} else {
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mesh.material.dispose();
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}
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}
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idsToRemove.push(obj_id);
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removedCount++;
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}
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}
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updateGroundFromMetadata();
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}
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function updateGroundFromMetadata() {
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const currentMetadata = window.PLOTS_METADATA || []; // Get potentially updated metadata
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const metadataKeys = new Set();
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// Ensure ground exists for all saved plots and is not a placeholder
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currentMetadata.forEach(plot => {
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const gridKey = `${plot.grid_x}_${plot.grid_z}`;
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metadataKeys.add(gridKey);
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const existingGround = groundMeshes[gridKey];
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if (existingGround) {
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// If it exists but was a placeholder, upgrade it
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if (existingGround.userData.isPlaceholder) {
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console.log(`Upgrading placeholder ground at ${gridKey} to saved.`);
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existingGround.material = groundMaterial;
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existingGround.userData.isPlaceholder = false;
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}
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} else {
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// If it doesn't exist, create it as a saved plot
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console.log(`Creating missing saved ground at ${gridKey}.`);
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createGroundPlane(plot.grid_x, plot.grid_z, false);
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}
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});
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// Optional: Remove placeholder ground if a plot was deleted externally?
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// Or just let them persist visually until player moves away.
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}
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let loadedObject = null;
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const objType = objData.type;
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// Use a factory pattern for cleaner object creation
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switch (objType) {
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case "Simple House":
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case "Tree":
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case "Rock":
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case "Fence Post":
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default: console.warn("Unknown object type:", objType); return null;
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}
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if (
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loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
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}
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// Add to scene
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scene.add(loadedObject);
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// Track if it's a new local object needing save
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if (isNewlyPlaced) {
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newlyPlacedObjects.push(loadedObject);
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console.log(`Tracked new local object: ${objType} (${loadedObject.userData.obj_id}). Total unsaved: ${newlyPlacedObjects.length}`);
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// No session storage saving needed now, rely on polling/save button
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}
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return
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}
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return null;
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}
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// --- Object Creation Functions (Factories) ---
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//
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}
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function
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}
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}
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}
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geo.computeVertexNormals(); // Recalculate normals after deformation
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const rock=new THREE.Mesh(geo,mat); Object.assign(rock,base);
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rock.position.y=0.35; rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, Math.random()*Math.PI); rock.castShadow=true; rock.receiveShadow=true; return rock;
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}
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function createFencePost() {
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const base=createObjectBase("Fence Post"); const mat=new THREE.MeshStandardMaterial({color:0xdeb887,roughness:0.9});
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const post=new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2),mat); Object.assign(post,base);
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post.position.y=0.75; post.castShadow=true; post.receiveShadow=true; return post;
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}
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// --- Event Handlers ---
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function onMouseMove(event) {
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// Calculate mouse position in normalized device coordinates (-1 to +1)
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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}
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function onDocumentClick(event) {
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if (selectedObjectType === "None") return;
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// Find all ground meshes (saved and placeholder)
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const groundCandidates = Object.values(groundMeshes);
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if (groundCandidates.length === 0) return;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(groundCandidates);
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if (intersects.length > 0) {
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const intersectPoint = intersects[0].point;
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const clickedGroundMesh = intersects[0].object; // The specific ground mesh clicked
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//
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const newObjData = {
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obj_id: THREE.MathUtils.generateUUID(), //
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type: selectedObjectType,
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position: { x: intersectPoint.x, y:
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rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' }
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};
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else if(selectedObjectType === "
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}
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}
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if (playerMesh) {
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playerMesh.position.x = targetX;
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playerMesh.position.z = targetZ;
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camera.lookAt(playerMesh.position);
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console.log("Player teleported to:", playerMesh.position);
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} else { console.error("Player mesh not found for teleport."); }
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}
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// Called by Python's save button
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function
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console.log(`JS
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const dataToSend = newlyPlacedObjects.map(obj => {
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if (!obj.userData || !obj.userData.type || !obj.userData.obj_id) return null;
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return {
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obj_id: obj.userData.obj_id,
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type: obj.userData.type,
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position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
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rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
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};
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}).filter(obj => obj !== null); // Filter out any
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}
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// Called by Python AFTER successful save and
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function resetNewlyPlacedObjects() {
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console.log(`JS resetNewlyPlacedObjects called.`);
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newlyPlacedObjects.forEach(obj => {
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if(obj.userData) obj.userData.isNewlyPlaced = false; // Mark them as not-new locally
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});
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newlyPlacedObjects = []; // Clear the local tracking array
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// No need to clear session storage as we aren't using it now.
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console.log("Local 'newly placed' object list cleared.");
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}
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// Called by Python when the selectbox changes
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function updateSelectedObjectType(newType) {
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console.log("JS updateSelectedObjectType received:", newType);
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selectedObjectType = newType;
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// Optionally provide visual feedback (e.g., change cursor)
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464 |
}
|
465 |
|
466 |
|
467 |
-
// --- Polling Logic ---
|
468 |
-
function startPolling() {
|
469 |
-
if (pollIntervalId) {
|
470 |
-
clearInterval(pollIntervalId); // Clear existing interval if any
|
471 |
-
}
|
472 |
-
console.log(`Starting state polling every ${pollIntervalMs}ms`);
|
473 |
-
|
474 |
-
// Initial immediate poll request? Or wait for first interval? Wait seems fine.
|
475 |
-
pollIntervalId = setInterval(async () => {
|
476 |
-
// Check if the request function exists (it's set up by Python)
|
477 |
-
if (typeof window.requestStateUpdate === 'function') {
|
478 |
-
try {
|
479 |
-
console.log("Polling server for state update...");
|
480 |
-
const latestState = await window.requestStateUpdate(); // Calls the Python function
|
481 |
-
|
482 |
-
if (latestState && Array.isArray(latestState)) {
|
483 |
-
// We got the state, synchronize the scene
|
484 |
-
synchronizeWorldState(latestState);
|
485 |
-
} else {
|
486 |
-
console.warn("Polling received invalid state:", latestState);
|
487 |
-
}
|
488 |
-
} catch (error) {
|
489 |
-
console.error("Error during state polling:", error);
|
490 |
-
// Optional: Implement backoff or stop polling after too many errors
|
491 |
-
}
|
492 |
-
} else {
|
493 |
-
console.warn("window.requestStateUpdate function not available for polling yet.");
|
494 |
-
// It might take a moment for streamlit_js_eval to set up the function
|
495 |
-
}
|
496 |
-
}, pollIntervalMs);
|
497 |
-
}
|
498 |
-
|
499 |
-
|
500 |
// --- Animation Loop ---
|
501 |
function updatePlayerMovement() {
|
502 |
if (!playerMesh) return;
|
@@ -507,17 +403,15 @@
|
|
507 |
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
|
508 |
|
509 |
if (moveDirection.lengthSq() > 0) {
|
510 |
-
// Camera-relative movement
|
511 |
const forward = new THREE.Vector3(); camera.getWorldDirection(forward); forward.y = 0; forward.normalize();
|
512 |
const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
|
513 |
const worldMove = new THREE.Vector3();
|
514 |
-
worldMove.add(forward.multiplyScalar(-moveDirection.z));
|
515 |
-
worldMove.add(right.multiplyScalar(-moveDirection.x));
|
516 |
worldMove.normalize().multiplyScalar(playerSpeed);
|
517 |
|
518 |
playerMesh.position.add(worldMove);
|
519 |
-
|
520 |
-
playerMesh.position.y = Math.max(playerMesh.position.y, 0.8); // Adjust based on player geometry origin
|
521 |
|
522 |
// Check if we need to create *placeholder* ground nearby
|
523 |
checkAndExpandGroundVisuals();
|
@@ -533,37 +427,28 @@
|
|
533 |
|
534 |
for (let dx = -viewDistanceGrids; dx <= viewDistanceGrids; dx++) {
|
535 |
for (let dz = -viewDistanceGrids; dz <= viewDistanceGrids; dz++) {
|
536 |
-
// if (dx === 0 && dz === 0) continue; // Check current cell too
|
537 |
-
|
538 |
const checkX = currentGridX + dx;
|
539 |
const checkZ = currentGridZ + dz;
|
540 |
const gridKey = `${checkX}_${checkZ}`;
|
541 |
|
542 |
-
// If ground doesn't exist AT ALL for this grid key, create a placeholder
|
543 |
if (!groundMeshes[gridKey]) {
|
544 |
-
// Check if it's actually a *saved* plot according to metadata
|
545 |
const isSaved = plotsMetadata.some(p => p.grid_x === checkX && p.grid_z === checkZ);
|
546 |
if (!isSaved) {
|
547 |
-
|
548 |
-
// console.log(`Creating placeholder ground at ${gridKey}`); // Can be noisy
|
549 |
-
createGroundPlane(checkX, checkZ, true); // true = is placeholder
|
550 |
}
|
551 |
-
// If it IS saved but missing,
|
552 |
}
|
553 |
}
|
554 |
}
|
555 |
-
|
556 |
}
|
557 |
|
558 |
|
559 |
function updateCamera() {
|
560 |
if (!playerMesh) return;
|
561 |
-
|
562 |
-
const offset = new THREE.Vector3(0, 12, 18); // Adjust offset for desired view
|
563 |
const targetPosition = playerMesh.position.clone().add(offset);
|
564 |
-
|
565 |
-
camera.position.lerp(targetPosition, 0.08); // Adjust lerp factor for smoothness (lower is smoother)
|
566 |
-
// Always look at the player's approximate head position
|
567 |
const lookAtTarget = playerMesh.position.clone().add(new THREE.Vector3(0, 0.5, 0));
|
568 |
camera.lookAt(lookAtTarget);
|
569 |
}
|
|
|
1 |
<!DOCTYPE html>
|
2 |
<html>
|
3 |
<head>
|
4 |
+
<title>Three.js Shared World (v2)</title>
|
5 |
<style>
|
6 |
body { margin: 0; overflow: hidden; }
|
7 |
canvas { display: block; }
|
|
|
19 |
|
20 |
<script type="module">
|
21 |
import * as THREE from 'three';
|
|
|
22 |
|
23 |
let scene, camera, renderer, playerMesh;
|
24 |
let raycaster, mouse;
|
|
|
27 |
|
28 |
// --- State Management ---
|
29 |
let newlyPlacedObjects = []; // Track objects added THIS client, THIS session, NOT YET SAVED
|
30 |
+
const allLoadedObjects = new Map(); // Map<obj_id, THREE.Object3D> - ALL objects in the scene (initial + new)
|
31 |
+
const groundMeshes = {}; // Store references to ground meshes: 'x_z' string key -> mesh
|
32 |
|
33 |
+
// --- Session Storage Key for unsaved local changes ---
|
34 |
+
const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState_v2';
|
35 |
|
36 |
+
// --- Access State from Streamlit (Injected on page load/rerun) ---
|
37 |
+
const allInitialObjects = window.ALL_INITIAL_OBJECTS || []; // Authoritative state from server on load
|
38 |
const plotsMetadata = window.PLOTS_METADATA || []; // List of saved plot info
|
39 |
+
let selectedObjectType = window.SELECTED_OBJECT_TYPE || "None"; // User's current tool
|
40 |
const plotWidth = window.PLOT_WIDTH || 50.0;
|
41 |
const plotDepth = window.PLOT_DEPTH || 50.0;
|
|
|
|
|
42 |
|
43 |
const groundMaterial = new THREE.MeshStandardMaterial({
|
44 |
color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide, name: "ground_saved"
|
|
|
46 |
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({
|
47 |
color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide, name: "ground_placeholder"
|
48 |
});
|
|
|
49 |
|
50 |
|
51 |
function init() {
|
|
|
54 |
|
55 |
const aspect = window.innerWidth / window.innerHeight;
|
56 |
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000);
|
57 |
+
camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
|
58 |
camera.lookAt(plotWidth/2, 0, plotDepth/2);
|
59 |
scene.add(camera);
|
60 |
|
61 |
setupLighting();
|
62 |
+
setupInitialGround(); // Based on plotsMetadata
|
63 |
setupPlayer();
|
64 |
|
65 |
raycaster = new THREE.Raycaster();
|
|
|
68 |
renderer = new THREE.WebGLRenderer({ antialias: true });
|
69 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
70 |
renderer.shadowMap.enabled = true;
|
71 |
+
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
72 |
document.body.appendChild(renderer.domElement);
|
73 |
|
74 |
+
// --- Load Initial Objects from Server Injection ---
|
75 |
+
console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
|
76 |
+
allInitialObjects.forEach(objData => {
|
77 |
+
const mesh = createAndPlaceObject(objData, false); // false = not newly placed by this client session
|
78 |
+
if(mesh) {
|
79 |
+
allLoadedObjects.set(mesh.userData.obj_id, mesh); // Track all objects
|
80 |
+
}
|
81 |
+
});
|
82 |
+
console.log("Finished loading initial objects.");
|
83 |
|
84 |
+
// --- Restore locally unsaved objects from sessionStorage ---
|
85 |
+
restoreUnsavedState(); // Add objects that were placed locally but not saved before a refresh
|
86 |
|
87 |
// Event Listeners
|
88 |
document.addEventListener('mousemove', onMouseMove, false);
|
|
|
93 |
|
94 |
// --- Define global functions needed by Python ---
|
95 |
window.teleportPlayer = teleportPlayer;
|
96 |
+
window.getSaveDataAndPosition = getSaveDataAndPosition; // For save button
|
97 |
window.resetNewlyPlacedObjects = resetNewlyPlacedObjects; // Called by Python after successful save
|
98 |
+
window.updateSelectedObjectType = updateSelectedObjectType; // Called by Python selectbox change
|
|
|
|
|
|
|
99 |
|
100 |
+
console.log("Three.js Initialized. World ready.");
|
101 |
animate();
|
102 |
}
|
103 |
|
104 |
function setupLighting() {
|
105 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
|
106 |
scene.add(ambientLight);
|
107 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
|
108 |
+
directionalLight.position.set(75, 150, 100);
|
109 |
directionalLight.castShadow = true;
|
110 |
+
directionalLight.shadow.mapSize.width = 2048;
|
111 |
directionalLight.shadow.mapSize.height = 2048;
|
112 |
+
directionalLight.shadow.camera.near = 10;
|
113 |
directionalLight.shadow.camera.far = 400;
|
114 |
+
directionalLight.shadow.camera.left = -150;
|
115 |
directionalLight.shadow.camera.right = 150;
|
116 |
directionalLight.shadow.camera.top = 150;
|
117 |
directionalLight.shadow.camera.bottom = -150;
|
118 |
+
directionalLight.shadow.bias = -0.002;
|
119 |
scene.add(directionalLight);
|
|
|
120 |
const hemiLight = new THREE.HemisphereLight( 0xabcdef, 0x55aa55, 0.5 );
|
121 |
scene.add( hemiLight );
|
122 |
}
|
|
|
124 |
function setupInitialGround() {
|
125 |
console.log(`Setting up initial ground for ${plotsMetadata.length} saved plots.`);
|
126 |
plotsMetadata.forEach(plot => {
|
127 |
+
createGroundPlane(plot.grid_x, plot.grid_z, false);
|
128 |
});
|
|
|
129 |
if (!groundMeshes['0_0']) {
|
130 |
+
createGroundPlane(0, 0, false);
|
131 |
}
|
132 |
+
// Also create placeholders around initial player position
|
133 |
+
checkAndExpandGroundVisuals();
|
134 |
}
|
135 |
|
136 |
function createGroundPlane(gridX, gridZ, isPlaceholder) {
|
137 |
const gridKey = `${gridX}_${gridZ}`;
|
138 |
+
if (groundMeshes[gridKey]) return groundMeshes[gridKey];
|
139 |
|
|
|
140 |
const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
|
141 |
const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
|
142 |
const groundMesh = new THREE.Mesh(groundGeometry, material);
|
143 |
|
144 |
groundMesh.rotation.x = -Math.PI / 2;
|
145 |
+
groundMesh.position.y = -0.05;
|
146 |
groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
|
147 |
groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
|
|
|
148 |
groundMesh.receiveShadow = true;
|
149 |
groundMesh.userData.gridKey = gridKey;
|
150 |
groundMesh.userData.isPlaceholder = isPlaceholder;
|
151 |
scene.add(groundMesh);
|
152 |
+
groundMeshes[gridKey] = groundMesh;
|
153 |
return groundMesh;
|
154 |
}
|
155 |
|
|
|
157 |
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
|
158 |
const playerMat = new THREE.MeshStandardMaterial({ color: 0x0055ff, roughness: 0.6 });
|
159 |
playerMesh = new THREE.Mesh(playerGeo, playerMat);
|
160 |
+
playerMesh.position.set(plotWidth / 2, 0.8, plotDepth / 2);
|
161 |
playerMesh.castShadow = true;
|
162 |
+
playerMesh.receiveShadow = false;
|
163 |
scene.add(playerMesh);
|
164 |
}
|
165 |
|
166 |
+
// Function to create object mesh based on data
|
167 |
+
// Returns the created mesh or null
|
168 |
+
function createAndPlaceObject(objData, isNewUnsavedObject) {
|
169 |
+
if (!objData || !objData.type || !objData.obj_id) {
|
170 |
+
console.warn("Skipping object creation - Missing type or obj_id:", objData);
|
171 |
+
return null;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
172 |
}
|
173 |
+
// Avoid recreating objects that already exist in the scene (e.g., from initial load + sessionStorage restore)
|
174 |
+
if (allLoadedObjects.has(objData.obj_id)) {
|
175 |
+
console.log(`Object ${objData.obj_id} already exists. Skipping creation.`);
|
176 |
+
// If restoring, ensure it's tracked in newlyPlacedObjects if it should be
|
177 |
+
const existingMesh = allLoadedObjects.get(objData.obj_id);
|
178 |
+
if (isNewUnsavedObject && !newlyPlacedObjects.some(o => o === existingMesh)) {
|
179 |
+
newlyPlacedObjects.push(existingMesh);
|
180 |
+
existingMesh.userData.isNewlyPlaced = true; // Ensure flag is set
|
181 |
+
}
|
182 |
+
return existingMesh;
|
183 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
184 |
|
185 |
|
186 |
+
let mesh = null;
|
|
|
187 |
const objType = objData.type;
|
188 |
|
|
|
189 |
switch (objType) {
|
190 |
+
case "Simple House": mesh = createSimpleHouse(); break;
|
191 |
+
case "Tree": mesh = createTree(); break;
|
192 |
+
case "Rock": mesh = createRock(); break;
|
193 |
+
case "Fence Post": mesh = createFencePost(); break;
|
194 |
default: console.warn("Unknown object type:", objType); return null;
|
195 |
}
|
196 |
|
197 |
+
if (mesh) {
|
198 |
+
mesh.userData.obj_id = objData.obj_id; // Assign the ID from data
|
199 |
+
mesh.userData.type = objType;
|
200 |
+
mesh.userData.isNewlyPlaced = isNewUnsavedObject; // Mark if local & unsaved
|
201 |
+
|
202 |
+
if (objData.position) {
|
203 |
+
mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
|
204 |
+
}
|
205 |
+
if (objData.rotation) {
|
206 |
+
mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
|
|
207 |
}
|
208 |
|
209 |
+
scene.add(mesh);
|
210 |
+
allLoadedObjects.set(objData.obj_id, mesh); // Track it
|
211 |
+
|
212 |
+
if (isNewUnsavedObject) {
|
213 |
+
newlyPlacedObjects.push(mesh);
|
214 |
+
// console.log(`Tracked new local object: ${objType} (${mesh.userData.obj_id}). Total unsaved: ${newlyPlacedObjects.length}`);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
215 |
}
|
216 |
+
return mesh;
|
217 |
}
|
218 |
return null;
|
219 |
}
|
220 |
|
221 |
+
|
222 |
// --- Object Creation Functions (Factories) ---
|
223 |
+
// (Keep your createSimpleHouse, createTree, createRock, createFencePost functions here)
|
224 |
+
// ... (same as previous versions) ...
|
225 |
+
function createObjectBase(type) { return { userData: { type: type } }; }
|
226 |
+
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=1.5/2; 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+1/2; m2.rotation.y=Math.PI/4; m2.castShadow=true; m2.receiveShadow=false; group.add(m2); return group; }
|
227 |
+
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=false; group.add(m2); return group; }
|
228 |
+
function createRock() { const base=createObjectBase("Rock"); const mat=new THREE.MeshStandardMaterial({color:0xaaaaaa,roughness:0.8,metalness:0.1}); const geo = new THREE.IcosahedronGeometry(0.7, 1); geo.positionData = geo.attributes.position.array; for (let i = 0; i < geo.positionData.length; i += 3) { const noise = Math.random() * 0.15 - 0.075; geo.positionData[i] *= (1 + noise); geo.positionData[i+1] *= (1 + noise); geo.positionData[i+2] *= (1 + noise); } geo.computeVertexNormals(); const rock=new THREE.Mesh(geo,mat); Object.assign(rock,base); rock.position.y=0.35; rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, Math.random()*Math.PI); rock.castShadow=true; rock.receiveShadow=true; return rock; }
|
229 |
+
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; }
|
230 |
+
|
231 |
+
|
232 |
+
// --- Session Storage for Local Unsaved Changes ---
|
233 |
+
function saveUnsavedState() {
|
234 |
+
try {
|
235 |
+
// Only save objects marked as newly placed
|
236 |
+
const stateToSave = newlyPlacedObjects.map(obj => {
|
237 |
+
if (!obj.userData || !obj.userData.type || !obj.userData.obj_id) return null;
|
238 |
+
// Make sure we have the necessary info even if object creation failed partially
|
239 |
+
if (!obj.position || !obj.rotation) return null;
|
240 |
+
return {
|
241 |
+
obj_id: obj.userData.obj_id, type: obj.userData.type,
|
242 |
+
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
|
243 |
+
rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
|
244 |
+
};
|
245 |
+
}).filter(obj => obj !== null); // Filter out any nulls from mapping failures
|
246 |
+
|
247 |
+
sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
|
248 |
+
console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
|
249 |
+
} catch (e) {
|
250 |
+
console.error("Error saving state to sessionStorage:", e);
|
251 |
+
// Avoid breaking the app if sessionStorage fails (e.g., storage full, security settings)
|
252 |
+
}
|
253 |
}
|
254 |
+
|
255 |
+
function restoreUnsavedState() {
|
256 |
+
try {
|
257 |
+
const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
|
258 |
+
if (savedState) {
|
259 |
+
console.log("Found unsaved state in sessionStorage. Restoring...");
|
260 |
+
const objectsToRestore = JSON.parse(savedState);
|
261 |
+
if (Array.isArray(objectsToRestore)) {
|
262 |
+
let count = 0;
|
263 |
+
objectsToRestore.forEach(objData => {
|
264 |
+
// Create object, mark as 'isNewUnsavedObject = true'
|
265 |
+
const mesh = createAndPlaceObject(objData, true);
|
266 |
+
if(mesh) count++;
|
267 |
+
});
|
268 |
+
console.log(`Restored ${count} unsaved objects from sessionStorage.`);
|
269 |
+
}
|
270 |
+
} else {
|
271 |
+
console.log("No unsaved state found in sessionStorage.");
|
272 |
+
}
|
273 |
+
} catch (e) {
|
274 |
+
console.error("Error restoring state from sessionStorage:", e);
|
275 |
+
sessionStorage.removeItem(SESSION_STORAGE_KEY); // Clear potentially corrupted data
|
276 |
+
}
|
277 |
}
|
278 |
+
|
279 |
+
function clearUnsavedState() {
|
280 |
+
try {
|
281 |
+
sessionStorage.removeItem(SESSION_STORAGE_KEY);
|
282 |
+
// Clear the tracking array
|
283 |
+
newlyPlacedObjects = [];
|
284 |
+
// Optionally reset the flag on meshes that were in the array (though they might be gone after rerun)
|
285 |
+
// For safety, iterate the map and reset flags? Or rely on full reload. Let's rely on reload.
|
286 |
+
console.log("Cleared unsaved state from memory and sessionStorage.");
|
287 |
+
} catch (e) {
|
288 |
+
console.error("Error clearing sessionStorage:", e);
|
289 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
290 |
}
|
291 |
|
292 |
|
293 |
// --- Event Handlers ---
|
294 |
function onMouseMove(event) {
|
|
|
295 |
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
|
296 |
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
297 |
}
|
|
|
299 |
function onDocumentClick(event) {
|
300 |
if (selectedObjectType === "None") return;
|
301 |
|
|
|
302 |
const groundCandidates = Object.values(groundMeshes);
|
303 |
+
if (groundCandidates.length === 0) return;
|
304 |
|
305 |
raycaster.setFromCamera(mouse, camera);
|
306 |
+
const intersects = raycaster.intersectObjects(groundCandidates);
|
307 |
|
308 |
if (intersects.length > 0) {
|
309 |
+
const intersectPoint = intersects[0].point;
|
|
|
310 |
|
311 |
+
// Prepare object data with a new unique ID
|
312 |
const newObjData = {
|
313 |
+
obj_id: THREE.MathUtils.generateUUID(), // New ID for every placement
|
314 |
type: selectedObjectType,
|
315 |
+
position: { x: intersectPoint.x, y: 0, z: intersectPoint.z }, // Start at y=0 on the ground plane
|
316 |
+
rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' }
|
317 |
};
|
318 |
|
319 |
+
// Adjust Y based on object type (move this logic inside createAndPlaceObject?)
|
320 |
+
// If object's origin isn't its base, adjust here or in the factory.
|
321 |
+
// Let's assume factories place objects with base near Y=0 for simplicity.
|
322 |
+
// Example: If rock center is at 0,0,0 in its local space, need to lift it.
|
323 |
+
if(selectedObjectType === "Rock") newObjData.position.y = 0.35; // Lift rock slightly
|
324 |
+
else if (selectedObjectType === "Fence Post") newObjData.position.y = 0; // Origin is likely base
|
325 |
+
// Add other adjustments if needed
|
326 |
+
|
327 |
+
const newMesh = createAndPlaceObject(newObjData, true); // true = is newly placed & unsaved
|
328 |
+
|
329 |
+
if (newMesh) {
|
330 |
+
saveUnsavedState(); // Save to sessionStorage immediately after placing
|
331 |
+
}
|
332 |
}
|
333 |
}
|
334 |
|
|
|
346 |
if (playerMesh) {
|
347 |
playerMesh.position.x = targetX;
|
348 |
playerMesh.position.z = targetZ;
|
349 |
+
const offset = new THREE.Vector3(0, 15, 20);
|
350 |
+
const targetPosition = playerMesh.position.clone().add(offset);
|
351 |
+
camera.position.copy(targetPosition);
|
352 |
+
camera.lookAt(playerMesh.position);
|
|
|
353 |
console.log("Player teleported to:", playerMesh.position);
|
354 |
} else { console.error("Player mesh not found for teleport."); }
|
355 |
}
|
356 |
|
357 |
// Called by Python's save button
|
358 |
+
function getSaveDataAndPosition() {
|
359 |
+
console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new local objects.`);
|
360 |
+
// Prepare data for the objects marked as 'newlyPlaced'
|
361 |
+
const objectsToSave = newlyPlacedObjects.map(obj => {
|
|
|
362 |
if (!obj.userData || !obj.userData.type || !obj.userData.obj_id) return null;
|
363 |
return {
|
364 |
+
obj_id: obj.userData.obj_id, type: obj.userData.type,
|
|
|
365 |
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
|
366 |
rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
|
367 |
};
|
368 |
+
}).filter(obj => obj !== null); // Filter out any nulls
|
369 |
+
|
370 |
+
const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
|
371 |
|
372 |
+
const payload = {
|
373 |
+
playerPosition: playerPos,
|
374 |
+
objectsToSave: objectsToSave // This list contains only the locally added, unsaved objects
|
375 |
+
};
|
376 |
+
console.log("Prepared payload for saving:", payload);
|
377 |
+
return JSON.stringify(payload); // Return as JSON string
|
378 |
}
|
379 |
|
380 |
+
// Called by Python AFTER successful save and merge
|
381 |
function resetNewlyPlacedObjects() {
|
382 |
console.log(`JS resetNewlyPlacedObjects called.`);
|
383 |
+
// Clear the tracking array AND the sessionStorage backup
|
384 |
+
clearUnsavedState();
|
385 |
+
// The objects themselves remain in the scene until the next Python rerun/refresh
|
386 |
+
// At which point they will be loaded as part of ALL_INITIAL_OBJECTS
|
|
|
|
|
|
|
|
|
|
|
|
|
387 |
}
|
388 |
|
389 |
// Called by Python when the selectbox changes
|
390 |
function updateSelectedObjectType(newType) {
|
391 |
console.log("JS updateSelectedObjectType received:", newType);
|
392 |
selectedObjectType = newType;
|
|
|
393 |
}
|
394 |
|
395 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
396 |
// --- Animation Loop ---
|
397 |
function updatePlayerMovement() {
|
398 |
if (!playerMesh) return;
|
|
|
403 |
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
|
404 |
|
405 |
if (moveDirection.lengthSq() > 0) {
|
|
|
406 |
const forward = new THREE.Vector3(); camera.getWorldDirection(forward); forward.y = 0; forward.normalize();
|
407 |
const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
|
408 |
const worldMove = new THREE.Vector3();
|
409 |
+
worldMove.add(forward.multiplyScalar(-moveDirection.z));
|
410 |
+
worldMove.add(right.multiplyScalar(-moveDirection.x));
|
411 |
worldMove.normalize().multiplyScalar(playerSpeed);
|
412 |
|
413 |
playerMesh.position.add(worldMove);
|
414 |
+
playerMesh.position.y = Math.max(playerMesh.position.y, 0.8); // Ground clamp
|
|
|
415 |
|
416 |
// Check if we need to create *placeholder* ground nearby
|
417 |
checkAndExpandGroundVisuals();
|
|
|
427 |
|
428 |
for (let dx = -viewDistanceGrids; dx <= viewDistanceGrids; dx++) {
|
429 |
for (let dz = -viewDistanceGrids; dz <= viewDistanceGrids; dz++) {
|
|
|
|
|
430 |
const checkX = currentGridX + dx;
|
431 |
const checkZ = currentGridZ + dz;
|
432 |
const gridKey = `${checkX}_${checkZ}`;
|
433 |
|
|
|
434 |
if (!groundMeshes[gridKey]) {
|
|
|
435 |
const isSaved = plotsMetadata.some(p => p.grid_x === checkX && p.grid_z === checkZ);
|
436 |
if (!isSaved) {
|
437 |
+
createGroundPlane(checkX, checkZ, true);
|
|
|
|
|
438 |
}
|
439 |
+
// If it IS saved but missing, Python rerun should inject it later
|
440 |
}
|
441 |
}
|
442 |
}
|
443 |
+
// Optional: Remove distant placeholders
|
444 |
}
|
445 |
|
446 |
|
447 |
function updateCamera() {
|
448 |
if (!playerMesh) return;
|
449 |
+
const offset = new THREE.Vector3(0, 12, 18);
|
|
|
450 |
const targetPosition = playerMesh.position.clone().add(offset);
|
451 |
+
camera.position.lerp(targetPosition, 0.08);
|
|
|
|
|
452 |
const lookAtTarget = playerMesh.position.clone().add(new THREE.Vector3(0, 0.5, 0));
|
453 |
camera.lookAt(lookAtTarget);
|
454 |
}
|