Happy-Valley-Game / backup0418515am.index.html
awacke1's picture
Rename index.html to backup0418515am.index.html
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<!DOCTYPE html>
<html>
<head>
<title>Shared World Builder</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let scene, camera, renderer, playerMesh;
let raycaster, mouse;
const keysPressed = {};
const playerSpeed = 0.15;
// --- World State (Managed by Server via WebSocket) ---
const worldObjects = new Map(); // Map<obj_id, THREE.Object3D>
const groundMeshes = {}; // Map<gridKey, THREE.Mesh>
// --- WebSocket ---
let socket = null;
let connectionRetries = 0;
const MAX_RETRIES = 5;
// --- Access State from Streamlit (Injected) ---
const myUsername = window.USERNAME || `User_${Math.random().toString(36).substring(2, 6)}`;
const websocketUrl = window.WEBSOCKET_URL || "ws://localhost:8765";
let selectedObjectType = window.SELECTED_OBJECT_TYPE || "None"; // Can be updated
const plotWidth = window.PLOT_WIDTH || 50.0;
const plotDepth = window.PLOT_DEPTH || 50.0;
// --- Materials ---
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
// Basic material cache/reuse
const objectMaterials = {
'wood': new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 }),
'leaf': new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 }),
'stone': new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 }),
'house_wall': new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 }),
'house_roof': new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 }),
'brick': new THREE.MeshStandardMaterial({ color: 0x9B4C43, roughness: 0.85 }),
'metal': new THREE.MeshStandardMaterial({ color: 0xcccccc, roughness: 0.4, metalness: 0.8 }),
'gem': new THREE.MeshStandardMaterial({ color: 0x4FFFFF, roughness: 0.1, metalness: 0.2, transparent: true, opacity: 0.8 }),
'light': new THREE.MeshBasicMaterial({ color: 0xFFFF88 }), // For light sources
// Add more reusable materials
};
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xabcdef);
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 5000); // Increased far plane
camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
camera.lookAt(plotWidth/2, 0, plotDepth/2);
scene.add(camera);
setupLighting();
// Don't setup initial ground here, wait for WebSocket initial state? Or create base?
createGroundPlane(0, 0, false); // Create the origin ground at least
setupPlayer();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
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);
// --- Initialize WebSocket Connection ---
connectWebSocket();
// Event Listeners
document.addEventListener('mousemove', onMouseMove, false);
document.addEventListener('click', onDocumentClick, false); // Place object
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
// --- Define global functions needed by Python ---
window.teleportPlayer = teleportPlayer;
// Removed getSaveDataAndPosition - saving now server-side via WS
// Removed resetNewlyPlacedObjects - no longer needed
window.updateSelectedObjectType = updateSelectedObjectType; // Still needed
console.log(`Three.js Initialized for user: ${myUsername}. Connecting to ${websocketUrl}...`);
animate();
}
// --- WebSocket Logic ---
function connectWebSocket() {
console.log("Attempting WebSocket connection...");
socket = new WebSocket(websocketUrl);
socket.onopen = () => {
console.log("WebSocket connection established.");
connectionRetries = 0;
// Request initial state? Server sends it automatically now.
// socket.send(JSON.stringify({ type: "request_initial_state" }));
};
socket.onmessage = (event) => {
try {
const data = JSON.parse(event.data);
// console.log("WebSocket message received:", data); // Debugging
handleWebSocketMessage(data);
} catch (e) {
console.error("Failed to parse WebSocket message:", event.data, e);
}
};
socket.onerror = (error) => {
console.error("WebSocket error:", error);
// Consider showing an error message to the user in Streamlit?
};
socket.onclose = (event) => {
console.warn(`WebSocket connection closed. Code: ${event.code}, Reason: ${event.reason}. Clean: ${event.wasClean}`);
socket = null;
// Implement reconnection strategy
if (connectionRetries < MAX_RETRIES) {
connectionRetries++;
const delay = Math.pow(2, connectionRetries) * 1000; // Exponential backoff
console.log(`Attempting reconnection in ${delay / 1000}s...`);
setTimeout(connectWebSocket, delay);
} else {
console.error("WebSocket reconnection failed after max retries.");
// Inform user connection lost - maybe via Streamlit call?
}
};
}
function sendWebSocketMessage(type, payload) {
if (socket && socket.readyState === WebSocket.OPEN) {
const message = JSON.stringify({ type, payload });
socket.send(message);
} else {
console.warn("WebSocket not open. Message not sent:", type, payload);
// Optionally queue messages to send on reconnect?
}
}
function handleWebSocketMessage(data) {
const { type, payload } = data;
switch (type) {
case "initial_state":
console.log(`Received initial world state with ${Object.keys(payload).length} objects.`);
// Clear existing objects (except player?) before loading initial state
clearWorldObjects();
for (const obj_id in payload) {
createAndPlaceObject(payload[obj_id], false); // false = not newly placed
}
// Setup ground based on loaded objects' positions? Or separate metadata needed?
// For now, rely on dynamic ground expansion.
break;
case "object_placed":
console.log(`Object placed by ${payload.username}:`, payload.object_data);
// Add or update the object in the scene
createAndPlaceObject(payload.object_data, false); // false = not newly placed by *this* client
break;
case "object_deleted":
console.log(`Object deleted by ${payload.username}:`, payload.obj_id);
removeObjectById(payload.obj_id);
break;
case "user_join":
console.log(`User joined: ${payload.username} (${payload.id})`);
// Optionally display user join message in chat tab or 3D world?
break;
case "user_leave":
console.log(`User left: ${payload.username} (${payload.id})`);
// Optionally display user leave message
break;
case "user_rename":
console.log(`User ${payload.old_username} is now ${payload.new_username}`);
break;
case "chat_message":
console.log(`Chat from ${payload.username}: ${payload.message}`);
// Handle displaying chat in the Streamlit Chat tab (Python side handles this)
break;
// Add handlers for other message types
default:
console.warn("Received unknown WebSocket message type:", type);
}
}
function clearWorldObjects() {
console.log("Clearing existing world objects...");
for (const [obj_id, mesh] of worldObjects.entries()) {
scene.remove(mesh);
// Optional: Dispose geometry/material for memory management
// disposeObject3D(mesh);
}
worldObjects.clear();
// Also clear ground meshes? Or keep them? Keep for now.
}
function removeObjectById(obj_id) {
if (worldObjects.has(obj_id)) {
const mesh = worldObjects.get(obj_id);
scene.remove(mesh);
// disposeObject3D(mesh); // Optional cleanup
worldObjects.delete(obj_id);
console.log(`Removed object ${obj_id} from scene.`);
} else {
console.warn(`Attempted to remove non-existent object ID: ${obj_id}`);
}
}
// --- Standard Setup Functions ---
function setupLighting() { /* ... (Keep as before) ... */
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2); directionalLight.position.set(75, 150, 100); directionalLight.castShadow = true; directionalLight.shadow.mapSize.width = 2048; directionalLight.shadow.mapSize.height = 2048; directionalLight.shadow.camera.near = 10; directionalLight.shadow.camera.far = 400; directionalLight.shadow.camera.left = -150; directionalLight.shadow.camera.right = 150; directionalLight.shadow.camera.top = 150; directionalLight.shadow.camera.bottom = -150; directionalLight.shadow.bias = -0.002; scene.add(directionalLight);
const hemiLight = new THREE.HemisphereLight( 0xabcdef, 0x55aa55, 0.5 ); scene.add( hemiLight );
}
function setupPlayer() { /* ... (Keep as before) ... */
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8); const playerMat = new THREE.MeshStandardMaterial({ color: 0x0055ff, roughness: 0.6 }); playerMesh = new THREE.Mesh(playerGeo, playerMat); playerMesh.position.set(plotWidth / 2, 0.8, plotDepth / 2); playerMesh.castShadow = true; playerMesh.receiveShadow = false; scene.add(playerMesh);
}
function createGroundPlane(gridX, gridZ, isPlaceholder) { /* ... (Keep as before) ... */
const gridKey = `${gridX}_${gridZ}`; if (groundMeshes[gridKey]) return groundMeshes[gridKey];
const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth); const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial; const groundMesh = new THREE.Mesh(groundGeometry, material); groundMesh.rotation.x = -Math.PI / 2; groundMesh.position.y = -0.05; groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0; groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0; groundMesh.receiveShadow = true; groundMesh.userData.gridKey = gridKey; groundMesh.userData.isPlaceholder = isPlaceholder; scene.add(groundMesh); groundMeshes[gridKey] = groundMesh; return groundMesh;
}
// --- Object Creation & Placement (Modified for WebSocket & New Primitives) ---
// Central function to add/update objects based on data
function createAndPlaceObject(objData, isNewlyPlacedLocally) { // isNewlyPlacedLocally not really used now
if (!objData || !objData.obj_id || !objData.type) {
console.warn("Invalid object data:", objData);
return null;
}
// Check if object already exists (update vs create)
let mesh = worldObjects.get(objData.obj_id);
let isNew = false;
if (mesh) {
// Update existing mesh position/rotation if different
if (mesh.position.distanceToSquared(objData.position) > 0.001) {
mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
}
if (objData.rotation && (
Math.abs(mesh.rotation.x - objData.rotation._x) > 0.01 ||
Math.abs(mesh.rotation.y - objData.rotation._y) > 0.01 ||
Math.abs(mesh.rotation.z - objData.rotation._z) > 0.01 )) {
mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
}
// Could add logic here to update geometry/material if type changes? Unlikely.
// console.log(`Updated object ${objData.obj_id}`);
} else {
// Create new mesh
mesh = createPrimitiveMesh(objData.type); // Use the new factory function
if (!mesh) return null; // Failed to create mesh type
isNew = true;
mesh.userData.obj_id = objData.obj_id; // Assign ID from data
mesh.userData.type = objData.type;
mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
if (objData.rotation) {
mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
}
scene.add(mesh);
worldObjects.set(objData.obj_id, mesh); // Add to our map
// console.log(`Created new object ${objData.obj_id} (${objData.type})`);
}
return mesh;
}
// Factory function for creating meshes based on type name
function createPrimitiveMesh(type) {
let mesh = null;
let geometry, material, material2; // Declare vars
// Use reusable materials where possible
const wood = objectMaterials.wood;
const leaf = objectMaterials.leaf;
const stone = objectMaterials.stone;
const house_wall = objectMaterials.house_wall;
const house_roof = objectMaterials.house_roof;
const brick = objectMaterials.brick;
const metal = objectMaterials.metal;
const gem = objectMaterials.gem;
const lightMat = objectMaterials.light;
try { // Wrap in try-catch for safety if geometry fails
switch(type) {
// --- Original Primitives ---
case "Tree":
mesh = new THREE.Group();
geometry = new THREE.CylinderGeometry(0.3, 0.4, 2, 8); material = wood;
const trunk = new THREE.Mesh(geometry, material); trunk.position.y = 1; trunk.castShadow=true; trunk.receiveShadow=true; mesh.add(trunk);
geometry = new THREE.IcosahedronGeometry(1.2, 0); material = leaf;
const canopy = new THREE.Mesh(geometry, material); canopy.position.y = 2.8; canopy.castShadow=true; canopy.receiveShadow=false; mesh.add(canopy);
break;
case "Rock":
geometry = new THREE.IcosahedronGeometry(0.7, 1); material = stone;
// Optional: Deform geometry slightly (can be slow if done often)
mesh = new THREE.Mesh(geometry, material); mesh.castShadow = true; mesh.receiveShadow = true;
mesh.scale.set(1, Math.random()*0.4 + 0.8, 1); // Vary shape slightly
break;
case "Simple House":
mesh = new THREE.Group();
geometry = new THREE.BoxGeometry(2, 1.5, 2.5); material = house_wall;
const body = new THREE.Mesh(geometry, material); body.position.y = 0.75; body.castShadow = true; body.receiveShadow = true; mesh.add(body);
geometry = new THREE.ConeGeometry(1.8, 1, 4); material = house_roof;
const roof = new THREE.Mesh(geometry, material); roof.position.y = 1.5 + 0.5; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = false; mesh.add(roof);
break;
case "Fence Post": // Keep original simple fence post
geometry = new THREE.BoxGeometry(0.2, 1.5, 0.2); material = wood;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
break;
// --- New Primitives ---
case "Pine Tree": // Example: Cone for canopy
mesh = new THREE.Group();
geometry = new THREE.CylinderGeometry(0.2, 0.3, 2.5, 8); material = wood;
const pineTrunk = new THREE.Mesh(geometry, material); pineTrunk.position.y = 1.25; pineTrunk.castShadow=true; pineTrunk.receiveShadow=true; mesh.add(pineTrunk);
geometry = new THREE.ConeGeometry(1, 2.5, 8); material = leaf;
const pineCanopy = new THREE.Mesh(geometry, material); pineCanopy.position.y = 2.5 + (2.5/2) - 0.5; pineCanopy.castShadow=true; pineCanopy.receiveShadow=false; mesh.add(pineCanopy);
break;
case "Brick Wall": // Simple box with brick color
geometry = new THREE.BoxGeometry(3, 2, 0.3); material = brick;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Sphere":
geometry = new THREE.SphereGeometry(0.8, 16, 12); material = metal;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.8; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Cube": // Simple cube
geometry = new THREE.BoxGeometry(1, 1, 1); material = stone; // Re-use stone
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.5; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Cylinder":
geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 16); material = metal;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Cone":
geometry = new THREE.ConeGeometry(0.6, 1.2, 16); material = house_roof; // Re-use roof
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Torus": // Donut shape
geometry = new THREE.TorusGeometry(0.6, 0.2, 8, 24); material = gem; // Use gem material
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.7; mesh.castShadow = true; mesh.receiveShadow = true;
mesh.rotation.x = Math.PI / 2; // Stand it up
break;
case "Mushroom":
mesh = new THREE.Group();
geometry = new THREE.CylinderGeometry(0.15, 0.1, 0.6, 8); material = house_wall; // Cream stem
const stem = new THREE.Mesh(geometry, material); stem.position.y = 0.3; stem.castShadow = true; stem.receiveShadow = true; mesh.add(stem);
geometry = new THREE.SphereGeometry(0.4, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2); material = house_roof; // Red cap
const cap = new THREE.Mesh(geometry, material); cap.position.y = 0.6; cap.castShadow = true; cap.receiveShadow = false; mesh.add(cap);
break;
case "Cactus": // Simple segmented cactus
mesh = new THREE.Group(); material = leaf; // Green material
geometry = new THREE.CylinderGeometry(0.3, 0.3, 1.5, 8);
const main = new THREE.Mesh(geometry, material); main.position.y = 0.75; main.castShadow = true; main.receiveShadow = true; mesh.add(main);
geometry = new THREE.CylinderGeometry(0.2, 0.2, 0.8, 8);
const arm1 = new THREE.Mesh(geometry, material); arm1.position.set(0.3, 1, 0); arm1.rotation.z = Math.PI / 4; arm1.castShadow = true; arm1.receiveShadow = true; mesh.add(arm1);
const arm2 = new THREE.Mesh(geometry, material); arm2.position.set(-0.3, 0.8, 0); arm2.rotation.z = -Math.PI / 4; arm2.castShadow = true; arm2.receiveShadow = true; mesh.add(arm2);
break;
case "Campfire":
mesh = new THREE.Group();
material = wood; geometry = new THREE.CylinderGeometry(0.1, 0.1, 0.8, 5);
const log1 = new THREE.Mesh(geometry, material); log1.rotation.x = Math.PI/2; log1.position.set(0, 0.1, 0.2); mesh.add(log1);
const log2 = new THREE.Mesh(geometry, material); log2.rotation.set(Math.PI/2, 0, Math.PI/3); log2.position.set(0.2*Math.cos(Math.PI/6), 0.1, -0.2*Math.sin(Math.PI/6)); mesh.add(log2);
const log3 = new THREE.Mesh(geometry, material); log3.rotation.set(Math.PI/2, 0, -Math.PI/3); log3.position.set(-0.2*Math.cos(Math.PI/6), 0.1, -0.2*Math.sin(Math.PI/6)); mesh.add(log3);
material2 = lightMat; geometry = new THREE.ConeGeometry(0.2, 0.5, 8); // Simple flame
const flame = new THREE.Mesh(geometry, material2); flame.position.y = 0.35; mesh.add(flame);
// Add shadows later if needed
break;
case "Star":
geometry = new THREE.SphereGeometry(0.5, 4, 2); // Low poly sphere looks star-like
material = lightMat;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1;
break;
case "Gem":
geometry = new THREE.OctahedronGeometry(0.6, 0); material = gem;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Tower": // Simple cylinder tower
geometry = new THREE.CylinderGeometry(1, 1.2, 5, 8); material = stone;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 2.5; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Barrier": // Simple box barrier
geometry = new THREE.BoxGeometry(2, 0.5, 0.5); material = metal;
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.25; mesh.castShadow = true; mesh.receiveShadow = true;
break;
case "Fountain": // Placeholder: Tiered cylinders
mesh = new THREE.Group(); material = stone;
geometry = new THREE.CylinderGeometry(1.5, 1.5, 0.3, 16);
const baseF = new THREE.Mesh(geometry, material); baseF.position.y = 0.15; mesh.add(baseF);
geometry = new THREE.CylinderGeometry(0.8, 0.8, 0.5, 16);
const midF = new THREE.Mesh(geometry, material); midF.position.y = 0.3+0.25; mesh.add(midF);
geometry = new THREE.CylinderGeometry(0.4, 0.4, 0.7, 16);
const topF = new THREE.Mesh(geometry, material); topF.position.y = 0.8+0.35; mesh.add(topF);
mesh.castShadow = true; mesh.receiveShadow = true; // Apply to group?
break;
case "Lantern":
mesh = new THREE.Group(); material = metal;
geometry = new THREE.BoxGeometry(0.4, 0.6, 0.4);
const bodyL = new THREE.Mesh(geometry, material); bodyL.position.y = 0.3; mesh.add(bodyL);
geometry = new THREE.SphereGeometry(0.15); material2 = lightMat;
const lightL = new THREE.Mesh(geometry, material2); lightL.position.y = 0.3; mesh.add(lightL);
mesh.castShadow = true; // Group casts shadow?
break;
case "Sign Post":
mesh = new THREE.Group(); material = wood;
geometry = new THREE.CylinderGeometry(0.05, 0.05, 1.8, 8);
const postS = new THREE.Mesh(geometry, material); postS.position.y = 0.9; mesh.add(postS);
geometry = new THREE.BoxGeometry(0.8, 0.4, 0.05);
const signS = new THREE.Mesh(geometry, material); signS.position.y = 1.5; mesh.add(signS);
mesh.castShadow = true; mesh.receiveShadow = true;
break;
default:
console.warn("Unknown primitive type for mesh creation:", type);
return null; // Return null if type not found
}
} catch (e) {
console.error(`Error creating geometry/mesh for type ${type}:`, e);
return null;
}
// Common post-creation steps (if mesh created)
if (mesh) {
// Set default userData structure (will be overwritten by createAndPlaceObject)
mesh.userData = { type: type };
// Ensure position is defaulted reasonably if created standalone
if (!mesh.position.y && mesh.geometry) {
mesh.geometry.computeBoundingBox();
mesh.position.y = (mesh.geometry.boundingBox.max.y - mesh.geometry.boundingBox.min.y) / 2;
}
}
return mesh;
}
// --- Event Handlers ---
function onMouseMove(event) { /* ... (Keep as before) ... */
mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onDocumentClick(event) {
if (selectedObjectType === "None" || !selectedObjectType) return;
const groundCandidates = Object.values(groundMeshes);
if (groundCandidates.length === 0) return;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(groundCandidates);
if (intersects.length > 0) {
const intersectPoint = intersects[0].point;
// Prepare object data for the server
const newObjData = {
obj_id: THREE.MathUtils.generateUUID(), // Generate unique ID client-side
type: selectedObjectType,
position: { x: intersectPoint.x, y: 0, z: intersectPoint.z }, // Base position on ground
rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' } // Random Y rotation
};
// Adjust Y position based on object type AFTER getting the type
// This should ideally use the geometry's bounding box, but hardcoding for now
const tempMesh = createPrimitiveMesh(selectedObjectType); // Create temporarily to get height? Costly.
if (tempMesh && tempMesh.geometry) {
tempMesh.geometry.computeBoundingBox();
const height = tempMesh.geometry.boundingBox.max.y - tempMesh.geometry.boundingBox.min.y;
// Assume origin is at the center Y for most default geometries
newObjData.position.y = (height / 2) + intersectPoint.y + 0.01; // Place base slightly above ground
} else {
// Fallback if mesh creation failed or no geometry
newObjData.position.y = 0.5 + intersectPoint.y; // Default lift
}
console.log(`Placing ${selectedObjectType} (${newObjData.obj_id}) at`, newObjData.position);
// 1. Add object visually immediately (Optimistic Update)
createAndPlaceObject(newObjData, true); // Mark as locally placed initially? Not needed now.
// 2. Send placement message to server via WebSocket
sendWebSocketMessage("place_object", {
username: myUsername,
object_data: newObjData
});
// 3. No need for local saving (sessionStorage) anymore
}
}
function onKeyDown(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = true; }
function onKeyUp(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = false; }
function onWindowResize() { /* ... (Keep as before) ... */ camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }
// --- Functions called by Python ---
function teleportPlayer(targetX, targetZ) { /* ... (Keep as before) ... */
console.log(`JS teleportPlayer called: x=${targetX}, z=${targetZ}`); if (playerMesh) { playerMesh.position.x = targetX; playerMesh.position.z = targetZ; const offset = new THREE.Vector3(0, 15, 20); const targetPosition = playerMesh.position.clone().add(offset); camera.position.copy(targetPosition); camera.lookAt(playerMesh.position); console.log("Player teleported to:", playerMesh.position); } else { console.error("Player mesh not found for teleport."); }
}
function updateSelectedObjectType(newType) { // Renamed from previous attempt
console.log("JS updateSelectedObjectType received:", newType);
selectedObjectType = newType;
// Optionally provide visual feedback (e.g., change cursor)
}
// --- Animation Loop & Helpers ---
function updatePlayerMovement() { /* ... (Keep as before, includes checkAndExpandGroundVisuals) ... */
if (!playerMesh) return; const moveDirection = new THREE.Vector3(0, 0, 0); if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1; if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1; if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1; if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
if (moveDirection.lengthSq() > 0) { const forward = new THREE.Vector3(); camera.getWorldDirection(forward); forward.y = 0; forward.normalize(); const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize(); const worldMove = new THREE.Vector3(); worldMove.add(forward.multiplyScalar(-moveDirection.z)); worldMove.add(right.multiplyScalar(-moveDirection.x)); worldMove.normalize().multiplyScalar(playerSpeed); playerMesh.position.add(worldMove); playerMesh.position.y = Math.max(playerMesh.position.y, 0.8); checkAndExpandGroundVisuals(); }
}
function checkAndExpandGroundVisuals() { /* ... (Keep as before) ... */
if (!playerMesh) return; const currentGridX = Math.floor(playerMesh.position.x / plotWidth); const currentGridZ = Math.floor(playerMesh.position.z / plotDepth); const viewDistanceGrids = 3; // Expand further?
for (let dx = -viewDistanceGrids; dx <= viewDistanceGrids; dx++) { for (let dz = -viewDistanceGrids; dz <= viewDistanceGrids; dz++) { const checkX = currentGridX + dx; const checkZ = currentGridZ + dz; const gridKey = `${checkX}_${checkZ}`; if (!groundMeshes[gridKey]) { createGroundPlane(checkX, checkZ, true); } } }
}
function updateCamera() { /* ... (Keep as before) ... */
if (!playerMesh) return; const offset = new THREE.Vector3(0, 12, 18); const targetPosition = playerMesh.position.clone().add(offset); camera.position.lerp(targetPosition, 0.08); const lookAtTarget = playerMesh.position.clone().add(new THREE.Vector3(0, 0.5, 0)); camera.lookAt(lookAtTarget);
}
function animate() {
requestAnimationFrame(animate);
updatePlayerMovement();
updateCamera();
renderer.render(scene, camera);
}
// --- Start ---
init();
</script>
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</html>