Spaces:
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Update index.html
Browse files- index.html +23 -380
index.html
CHANGED
@@ -6,13 +6,22 @@
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body { margin: 0; overflow: hidden; }
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canvas { display: block; }
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</style>
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<body>
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<script type="importmap">
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{
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"imports": {
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"three": "https://unpkg.com/[email protected]/build/three.module.js",
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}
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}
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</script>
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@@ -25,403 +34,37 @@
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const keysPressed = {};
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const playerSpeed = 0.15;
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let newlyPlacedObjects = []; // Track objects added THIS session for saving
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const placeholderPlots = new Set();
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const groundMeshes = {}; // Store
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// --- Session Storage Key ---
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const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
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// ---
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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({
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});
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function init() {
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0xabcdef);
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const aspect = window.innerWidth / window.innerHeight;
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camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000);
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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();
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setupPlayer();
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raycaster = new
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mouse = new THREE.Vector2();
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(renderer.domElement);
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loadInitialObjects();
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restoreUnsavedState(); // Restore unsaved objects after initial load
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// Event Listeners
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document.addEventListener('mousemove', onMouseMove, false);
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document.addEventListener('click', onDocumentClick, false);
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window.addEventListener('resize', onWindowResize, false);
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document.addEventListener('keydown', onKeyDown);
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document.addEventListener('keyup', onKeyUp);
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// Define global functions needed by Python
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window.teleportPlayer = teleportPlayer;
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window.getSaveDataAndPosition = getSaveDataAndPosition; // Renamed JS function
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window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
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console.log("Three.js Initialized. World ready.");
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animate();
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}
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function setupLighting() { /* ... unchanged ... */
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
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directionalLight.position.set(50, 150, 100); // Higher and angled light
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 4096; // Increase shadow map size
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directionalLight.shadow.mapSize.height = 4096;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 500;
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// Dynamic frustum needed for large worlds, but keep wide for now
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directionalLight.shadow.camera.left = -150;
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directionalLight.shadow.camera.right = 150;
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directionalLight.shadow.camera.top = 150;
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directionalLight.shadow.camera.bottom = -150;
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directionalLight.shadow.bias = -0.001;
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scene.add(directionalLight);
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}
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function setupInitialGround() {
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// Create ground ONLY for plots defined in plotsMetadata
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console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
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plotsMetadata.forEach(plot => {
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createGroundPlane(plot.grid_x, plot.grid_z, false); // false = not a placeholder
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});
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// Create a small initial ground at 0,0 if no plots exist yet
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if (plotsMetadata.length === 0) {
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createGroundPlane(0, 0, false);
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}
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}
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// *** NEW: Function to create a ground plane for a specific grid cell ***
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function createGroundPlane(gridX, gridZ, isPlaceholder) {
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const gridKey = `${gridX}_${gridZ}`;
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if (groundMeshes[gridKey]) return; // Don't recreate if it exists
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console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`);
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const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
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const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
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const groundMesh = new THREE.Mesh(groundGeometry, material);
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groundMesh.rotation.x = -Math.PI / 2;
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groundMesh.position.y = -0.05;
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// Position the center of the plane correctly
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groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
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groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
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groundMesh.receiveShadow = true;
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groundMesh.userData.gridKey = gridKey; // Store key for potential removal/update
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scene.add(groundMesh);
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groundMeshes[gridKey] = groundMesh; // Store reference
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if (isPlaceholder) {
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placeholderPlots.add(gridKey); // Track placeholders
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}
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}
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function setupPlayer() { /* ... unchanged ... */
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const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
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const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
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playerMesh = new THREE.Mesh(playerGeo, playerMat);
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playerMesh.position.set(plotWidth / 2, 0.4 + 0.8/2, plotDepth/2); // Start in center of 0,0 plot
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playerMesh.castShadow = true; playerMesh.receiveShadow = true;
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scene.add(playerMesh);
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}
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function loadInitialObjects() { /* ... unchanged, uses createAndPlaceObject ... */
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console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
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allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
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console.log("Finished loading initial objects.");
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}
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function createAndPlaceObject(objData, isNewObject) { /* ... unchanged ... */
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let loadedObject = null;
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switch (objData.type) {
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case "Simple House": loadedObject = createSimpleHouse(); break;
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case "Tree": loadedObject = createTree(); break;
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case "Rock": loadedObject = createRock(); break;
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case "Fence Post": loadedObject = createFencePost(); break;
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default: console.warn("Unknown object type in data:", objData.type); break;
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}
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if (loadedObject) {
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if (objData.position && objData.position.x !== undefined) {
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loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
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} else if (objData.pos_x !== undefined) {
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loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
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}
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if (objData.rotation) {
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loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
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} else if (objData.rot_x !== undefined) {
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loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
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}
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loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
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scene.add(loadedObject);
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if (isNewObject) { newlyPlacedObjects.push(loadedObject); }
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return loadedObject;
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}
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return null;
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}
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function saveUnsavedState() { /* ... unchanged ... */
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try {
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const stateToSave = newlyPlacedObjects.map(obj => ({ obj_id: obj.userData.obj_id, type: obj.userData.type, position: { x: obj.position.x, y: obj.position.y, z: obj.position.z }, rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order } }));
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sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
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console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
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} catch (e) { console.error("Error saving state to sessionStorage:", e); }
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}
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function restoreUnsavedState() { /* ... unchanged ... */
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try {
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const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
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if (savedState) {
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console.log("Found unsaved state in sessionStorage. Restoring...");
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const objectsToRestore = JSON.parse(savedState);
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if (Array.isArray(objectsToRestore)) {
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newlyPlacedObjects = []; let count = 0;
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objectsToRestore.forEach(objData => { if(createAndPlaceObject(objData, true)) { count++; } });
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console.log(`Restored ${count} objects.`);
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}
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} else { console.log("No unsaved state found in sessionStorage."); }
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} catch (e) { console.error("Error restoring state from sessionStorage:", e); sessionStorage.removeItem(SESSION_STORAGE_KEY); }
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}
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function clearUnsavedState() { /* ... unchanged ... */
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sessionStorage.removeItem(SESSION_STORAGE_KEY);
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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
|
352 |
-
|
353 |
-
const worldMove = new THREE.Vector3();
|
354 |
-
worldMove.add(forward.multiplyScalar(-moveDirection.z)); // W/S -> Forward/Backward
|
355 |
-
worldMove.add(right.multiplyScalar(-moveDirection.x)); // A/D -> Left/Right
|
356 |
-
worldMove.normalize().multiplyScalar(playerSpeed);
|
357 |
-
|
358 |
-
playerMesh.position.add(worldMove);
|
359 |
-
|
360 |
-
// Basic ground clamping
|
361 |
-
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2); // Adjust based on capsule base
|
362 |
-
|
363 |
-
// *** ADDED: Check for ground expansion ***
|
364 |
-
checkAndExpandGround();
|
365 |
-
}
|
366 |
-
}
|
367 |
-
|
368 |
-
// *** NEW: Check if player is near edge and create placeholder ground ***
|
369 |
-
function checkAndExpandGround() {
|
370 |
-
if (!playerMesh) return;
|
371 |
-
|
372 |
-
const currentGridX = Math.floor(playerMesh.position.x / plotWidth);
|
373 |
-
const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
|
374 |
-
|
375 |
-
// Check surrounding cells (Manhattan distance 1)
|
376 |
-
for (let dx = -1; dx <= 1; dx++) {
|
377 |
-
for (let dz = -1; dz <= 1; dz++) {
|
378 |
-
if (dx === 0 && dz === 0) continue; // Skip current cell
|
379 |
-
|
380 |
-
const checkX = currentGridX + dx;
|
381 |
-
const checkZ = currentGridZ + dz;
|
382 |
-
const gridKey = `${checkX}_${checkZ}`;
|
383 |
-
|
384 |
-
// Check if this grid cell already has ground (initial or placeholder)
|
385 |
-
if (!groundMeshes[gridKey]) {
|
386 |
-
// Check if this grid cell corresponds to a SAVED plot (from metadata)
|
387 |
-
const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ);
|
388 |
-
|
389 |
-
// If it's NOT a saved plot, create a placeholder
|
390 |
-
if (!isSavedPlot) {
|
391 |
-
createGroundPlane(checkX, checkZ, true); // true = is placeholder
|
392 |
-
}
|
393 |
-
// If it IS a saved plot but somehow missing ground (error?), recreate it?
|
394 |
-
// else { createGroundPlane(checkX, checkZ, false); } // Optional robustness
|
395 |
-
}
|
396 |
-
}
|
397 |
-
}
|
398 |
-
}
|
399 |
-
|
400 |
-
|
401 |
-
function updateCamera() { /* ... unchanged ... */
|
402 |
-
if (!playerMesh) return;
|
403 |
-
const offset = new THREE.Vector3(0, 15, 20); // Fixed offset for now
|
404 |
-
const targetPosition = playerMesh.position.clone().add(offset);
|
405 |
-
camera.position.lerp(targetPosition, 0.08);
|
406 |
-
camera.lookAt(playerMesh.position);
|
407 |
-
}
|
408 |
-
|
409 |
-
function onWindowResize() { /* ... unchanged ... */
|
410 |
-
camera.aspect = window.innerWidth / window.innerHeight;
|
411 |
-
camera.updateProjectionMatrix();
|
412 |
-
renderer.setSize(window.innerWidth, window.innerHeight);
|
413 |
-
}
|
414 |
-
|
415 |
-
function animate() {
|
416 |
-
requestAnimationFrame(animate);
|
417 |
-
updatePlayerMovement(); // Includes ground check now
|
418 |
-
updateCamera();
|
419 |
-
renderer.render(scene, camera);
|
420 |
-
}
|
421 |
-
|
422 |
-
// --- Start ---
|
423 |
-
init();
|
424 |
-
|
425 |
-
</script>
|
426 |
-
</body>
|
427 |
-
</html>
|
|
|
6 |
body { margin: 0; overflow: hidden; }
|
7 |
canvas { display: block; }
|
8 |
</style>
|
9 |
+
<!-- New: Polling function for game state -->
|
10 |
+
<script>
|
11 |
+
// Poll the shared game state every 5 seconds (for demonstration)
|
12 |
+
function pollGameState() {
|
13 |
+
console.log("Polling updated game state:", window.GAME_STATE);
|
14 |
+
// Here you could update the scene based on the new state.
|
15 |
+
}
|
16 |
+
setInterval(pollGameState, 5000);
|
17 |
+
</script>
|
18 |
+
</head>
|
19 |
<body>
|
20 |
<script type="importmap">
|
21 |
{
|
22 |
"imports": {
|
23 |
"three": "https://unpkg.com/[email protected]/build/three.module.js",
|
24 |
+
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
|
25 |
}
|
26 |
}
|
27 |
</script>
|
|
|
34 |
const keysPressed = {};
|
35 |
const playerSpeed = 0.15;
|
36 |
let newlyPlacedObjects = []; // Track objects added THIS session for saving
|
37 |
+
const placeholderPlots = new Set();
|
38 |
+
const groundMeshes = {}; // Store ground mesh references
|
39 |
|
40 |
// --- Session Storage Key ---
|
41 |
const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState';
|
42 |
|
43 |
+
// --- Injected State from Streamlit ---
|
44 |
const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
|
45 |
+
const plotsMetadata = window.PLOTS_METADATA || [];
|
46 |
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
|
47 |
const plotWidth = window.PLOT_WIDTH || 50.0;
|
48 |
+
const plotDepth = window.PLOT_DEPTH || 50.0;
|
49 |
|
50 |
+
const groundMaterial = new THREE.MeshStandardMaterial({
|
51 |
+
color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
|
52 |
});
|
53 |
+
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({
|
54 |
+
color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide
|
55 |
});
|
56 |
|
|
|
57 |
function init() {
|
58 |
scene = new THREE.Scene();
|
59 |
scene.background = new THREE.Color(0xabcdef);
|
|
|
60 |
const aspect = window.innerWidth / window.innerHeight;
|
61 |
+
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 4000);
|
62 |
camera.position.set(0, 15, 20);
|
63 |
camera.lookAt(0, 0, 0);
|
64 |
scene.add(camera);
|
65 |
|
66 |
setupLighting();
|
67 |
+
setupInitialGround();
|
68 |
setupPlayer();
|
69 |
|
70 |
+
raycaster = new
|
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