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Update index.html
Browse files- index.html +51 -383
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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<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 = []; //
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const placeholderPlots = new Set();
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const groundMeshes = {};
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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 || []; //
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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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const groundMaterial = new THREE.MeshStandardMaterial({
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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
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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; //
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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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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);
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newlyPlacedObjects = [];
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console.log("Cleared unsaved state from memory and sessionStorage.");
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}
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function createObjectBase(type) { /* ... unchanged ... */
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return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
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}
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function createSimpleHouse() { /* ... unchanged ... */
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const base = createObjectBase("Simple House"); const group = new THREE.Group(); Object.assign(group, base);
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const mat1=new THREE.MeshStandardMaterial({color:0xffccaa,roughness:0.8}), mat2=new THREE.MeshStandardMaterial({color:0xaa5533,roughness:0.7});
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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);
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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;
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}
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function createTree() { /* ... unchanged ... */
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const base=createObjectBase("Tree"); const group=new THREE.Group(); Object.assign(group,base);
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const mat1=new THREE.MeshStandardMaterial({color:0x8B4513,roughness:0.9}), mat2=new THREE.MeshStandardMaterial({color:0x228B22,roughness:0.8});
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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);
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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;
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}
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function createRock() { /* ... unchanged ... */
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const base=createObjectBase("Rock"); const mat=new THREE.MeshStandardMaterial({color:0xaaaaaa,roughness:0.8,metalness:0.1});
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const rock=new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0),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, 0); rock.castShadow=true;rock.receiveShadow=true; return rock;
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}
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function createFencePost() { /* ... unchanged ... */
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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) { /* ... unchanged ... */
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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) { // Place object and save state
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if (selectedObjectType === "None") return;
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// Determine ground mesh to intersect (could be multiple now)
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const groundCandidates = Object.values(groundMeshes);
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if (groundCandidates.length === 0) return; // No ground to place on
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raycaster.setFromCamera(mouse, camera);
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// Intersect ALL ground meshes
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const intersects = raycaster.intersectObjects(groundCandidates);
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if (intersects.length > 0) {
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// Intersect point is on the specific ground mesh clicked
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const intersectPoint = intersects[0].point;
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let newObjectToPlace = null;
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switch (selectedObjectType) { /* ... create object ... */
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case "Simple House": newObjectToPlace = createSimpleHouse(); break;
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case "Tree": newObjectToPlace = createTree(); break;
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case "Rock": newObjectToPlace = createRock(); break;
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case "Fence Post": newObjectToPlace = createFencePost(); break;
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default: return;
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}
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if (newObjectToPlace) {
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newObjectToPlace.position.copy(intersectPoint);
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// Adjust Y position if needed based on object geometry origin
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// Base objects on y=0 in create functions for simplicity
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if(newObjectToPlace.geometry?.type.includes("Geometry")){ // Adjust Y so base is on ground
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newObjectToPlace.position.y += 0.01; // Slight offset above ground
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} else if (newObjectToPlace.type === "Group") {
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newObjectToPlace.position.y += 0.01; // Assume group base is near 0
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}
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scene.add(newObjectToPlace);
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newlyPlacedObjects.push(newObjectToPlace);
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saveUnsavedState(); // Save to sessionStorage immediately
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console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
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}
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}
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}
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function onKeyDown(event) { keysPressed[event.code] = true; }
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function onKeyUp(event) { keysPressed[event.code] = false; }
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// --- Functions called by Python via streamlit-js-eval ---
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function teleportPlayer(targetX, targetZ) { // Now accepts Z coordinate
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console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`);
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if (playerMesh) {
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// Teleport near center of the target plot
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playerMesh.position.x = targetX;
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playerMesh.position.z = targetZ;
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const offset = new THREE.Vector3(0, 15, 20);
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const targetPosition = playerMesh.position.clone().add(offset);
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camera.position.copy(targetPosition);
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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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// *** UPDATED: Send player position along with save data ***
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function getSaveDataAndPosition() {
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console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`);
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const objectsToSave = newlyPlacedObjects.map(obj => {
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if (!obj.userData || !obj.userData.type) { return null; }
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const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
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return { // Send WORLD positions
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obj_id: obj.userData.obj_id, 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: rotation
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};
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}).filter(obj => obj !== null);
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const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
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const payload = {
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playerPosition: playerPos,
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objectsToSave: objectsToSave
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};
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console.log("Prepared payload for saving:", payload);
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return JSON.stringify(payload); // Return as JSON string
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}
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function resetNewlyPlacedObjects() { // Called by Python AFTER successful save
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console.log(`JS resetNewlyPlacedObjects called.`);
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clearUnsavedState(); // Clear memory array AND sessionStorage
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}
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// --- Animation Loop ---
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function updatePlayerMovement() {
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if (!playerMesh) return;
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const moveDirection = new THREE.Vector3(0, 0, 0);
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// Basic WASD movement
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if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
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if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
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if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
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if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
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if (moveDirection.lengthSq() > 0) {
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moveDirection.normalize().multiplyScalar(playerSpeed);
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// Apply movement relative to camera direction for better control
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const forward = new THREE.Vector3();
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camera.getWorldDirection(forward);
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forward.y = 0; // Project onto XZ plane
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forward.normalize();
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const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize(); // Get right vector
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const worldMove = new THREE.Vector3();
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worldMove.add(forward.multiplyScalar(-moveDirection.z)); // W/S -> Forward/Backward
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worldMove.add(right.multiplyScalar(-moveDirection.x)); // A/D -> Left/Right
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worldMove.normalize().multiplyScalar(playerSpeed);
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playerMesh.position.add(worldMove);
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// Basic ground clamping
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playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2); // Adjust based on capsule base
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// *** ADDED: Check for ground expansion ***
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checkAndExpandGround();
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}
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}
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// *** NEW: Check if player is near edge and create placeholder ground ***
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function checkAndExpandGround() {
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if (!playerMesh) return;
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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>
|
|
|
1 |
<!DOCTYPE html>
|
2 |
<html>
|
3 |
<head>
|
4 |
+
<title>Three.js Synced World (DB Backend)</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 |
+
// ... (Keep all variables: scene, camera, renderer, playerMesh, etc.) ...
|
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 = {}; // Track all scene objects: id -> mesh/group
|
32 |
|
33 |
+
const SESSION_STORAGE_KEY = 'unsavedDbWorldState_v2';
|
|
|
34 |
|
35 |
// --- Access State from Streamlit ---
|
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 |
+
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
|
43 |
+
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
|
|
|
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|
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|
44 |
|
45 |
|
46 |
+
// --- init() function ---
|
47 |
function init() {
|
48 |
+
// ... (scene, camera, renderer setup as before) ...
|
49 |
+
scene = new THREE.Scene(); scene.background = new THREE.Color(0xabcdef);
|
50 |
+
const aspect = window.innerWidth / window.innerHeight; camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000); camera.position.set(0, 15, 20); camera.lookAt(0, 0, 0); scene.add(camera);
|
51 |
+
setupLighting(); setupInitialGround(); setupPlayer();
|
52 |
+
raycaster = new THREE.Raycaster(); mouse = new THREE.Vector2();
|
53 |
+
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);
|
54 |
|
55 |
+
loadInitialObjects(); // Load from DB data
|
56 |
+
restoreUnsavedState(); // Restore from SessionStorage
|
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|
57 |
|
58 |
// Event Listeners
|
59 |
+
document.addEventListener('mousemove', onMouseMove, false); document.addEventListener('click', onDocumentClick, false); window.addEventListener('resize', onWindowResize, false); document.addEventListener('keydown', onKeyDown); document.addEventListener('keyup', onKeyUp);
|
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|
60 |
|
61 |
// Define global functions needed by Python
|
62 |
window.teleportPlayer = teleportPlayer;
|
63 |
+
window.getSaveDataAndPosition = getSaveDataAndPosition; // Ensure this is defined correctly below
|
64 |
+
// window.resetNewlyPlacedObjects = resetNewlyPlacedObjects; // No longer needed
|
65 |
|
66 |
+
console.log("Three.js Initialized (DB Backend v2). World ready.");
|
67 |
animate();
|
68 |
}
|
69 |
|
70 |
+
// --- setupLighting(), setupInitialGround(), createGroundPlane(), setupPlayer() ---
|
71 |
+
// ... (Keep these functions exactly as in the previous version) ...
|
72 |
+
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); }
|
73 |
+
function setupInitialGround() { plotsMetadata.forEach(p => {createGroundPlane(p.grid_x,p.grid_z,false);}); if(plotsMetadata.length===0) {createGroundPlane(0,0,false);} }
|
74 |
+
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);} }
|
75 |
+
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); }
|
76 |
+
|
77 |
+
|
78 |
+
// --- loadInitialObjects(), clearAllRenderedObjects(), createAndPlaceObject() ---
|
79 |
+
// ... (Keep these functions exactly as in the previous version - ensuring createAndPlaceObject adds to allRenderedObjects) ...
|
80 |
+
function loadInitialObjects() { console.log(`Loading ${allInitialObjects.length} initial objects.`); clearAllRenderedObjects(); allInitialObjects.forEach(d => { createAndPlaceObject(d, false); }); console.log("Finished initial load."); }
|
81 |
+
function clearAllRenderedObjects() { Object.values(allRenderedObjects).forEach(o => scene.remove(o)); for (const k in allRenderedObjects) delete allRenderedObjects[k]; newlyPlacedObjects = []; /* Important: clear this too when reloading all */ }
|
82 |
+
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: return null; } if (obj) { obj.userData.obj_id = objData.obj_id || obj.userData.obj_id; if (allRenderedObjects[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);} 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; }
|
83 |
+
|
84 |
+
// --- saveUnsavedState(), restoreUnsavedState(), clearUnsavedSessionState() ---
|
85 |
+
// ... (Keep these sessionStorage functions exactly as in the previous version) ...
|
86 |
+
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); } }
|
87 |
+
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.`); } } } catch(e) { console.error("Session restore error:", e); sessionStorage.removeItem(SESSION_STORAGE_KEY); } }
|
88 |
+
// function clearUnsavedSessionState() { sessionStorage.removeItem(SESSION_STORAGE_KEY); newlyPlacedObjects = []; console.log("Cleared unsaved session state."); } // Might be useful later
|
89 |
+
|
90 |
+
// --- Object Creation Functions ---
|
91 |
+
// ... (Keep these exactly as before, ensuring they assign userData.type and userData.obj_id) ...
|
92 |
+
function createObjectBase(type) { return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } }; }
|
93 |
+
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; }
|
94 |
+
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=
|
95 |
+
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