Spaces:
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Update index.html
Browse files- index.html +408 -328
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>
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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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const keysPressed = {};
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const playerSpeed = 0.15;
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// --- State
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const
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const groundMeshes = {}; // Store references to ground meshes: 'x_z' string key -> mesh
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// ---
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// --- Access State from Streamlit (Injected
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const
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const
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let selectedObjectType = window.SELECTED_OBJECT_TYPE || "None"; //
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const plotWidth = window.PLOT_WIDTH || 50.0;
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const plotDepth = window.PLOT_DEPTH || 50.0;
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});
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function init() {
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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,
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camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
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camera.lookAt(plotWidth/2, 0, plotDepth/2);
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scene.add(camera);
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setupLighting();
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setupPlayer();
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raycaster = new THREE.Raycaster();
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(renderer.domElement);
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// ---
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allInitialObjects.forEach(objData => {
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const mesh = createAndPlaceObject(objData, false); // false = not newly placed by this client session
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if(mesh) {
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allLoadedObjects.set(mesh.userData.obj_id, mesh); // Track all objects
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}
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});
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console.log("Finished loading initial objects.");
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// --- Restore locally unsaved objects from sessionStorage ---
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restoreUnsavedState(); // Add objects that were placed locally but not saved before a refresh
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// Event Listeners
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document.addEventListener('mousemove', onMouseMove, false);
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// --- Define global functions needed by Python ---
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window.teleportPlayer = teleportPlayer;
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window.updateSelectedObjectType = updateSelectedObjectType; //
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console.log(
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animate();
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}
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directionalLight.position.set(75, 150, 100);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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directionalLight.shadow.camera.near = 10;
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directionalLight.shadow.camera.far = 400;
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directionalLight.shadow.camera.left = -150;
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directionalLight.shadow.camera.right = 150;
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directionalLight.shadow.camera.top = 150;
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directionalLight.shadow.camera.bottom = -150;
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directionalLight.shadow.bias = -0.002;
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scene.add(directionalLight);
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const hemiLight = new THREE.HemisphereLight( 0xabcdef, 0x55aa55, 0.5 );
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scene.add( hemiLight );
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}
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createGroundPlane(0, 0, false);
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}
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// Also create placeholders around initial player position
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checkAndExpandGroundVisuals();
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}
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groundMesh.position.y = -0.05;
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groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0;
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groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0;
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groundMesh.receiveShadow = true;
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groundMesh.userData.gridKey = gridKey;
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groundMesh.userData.isPlaceholder = isPlaceholder;
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scene.add(groundMesh);
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groundMeshes[gridKey] = groundMesh;
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return groundMesh;
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}
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}
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}
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if (allLoadedObjects.has(objData.obj_id)) {
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console.log(`Object ${objData.obj_id} already exists. Skipping creation.`);
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// If restoring, ensure it's tracked in newlyPlacedObjects if it should be
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const existingMesh = allLoadedObjects.get(objData.obj_id);
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if (isNewUnsavedObject && !newlyPlacedObjects.some(o => o === existingMesh)) {
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newlyPlacedObjects.push(existingMesh);
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existingMesh.userData.isNewlyPlaced = true; // Ensure flag is set
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}
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return existingMesh;
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}
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}
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allLoadedObjects.set(objData.obj_id, mesh); // Track it
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return
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}
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return null;
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}
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console.
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// Avoid breaking the app if sessionStorage fails (e.g., storage full, security settings)
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}
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}
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function
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}
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} catch (e) {
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console.error(
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}
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}
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// --- Event Handlers ---
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function onMouseMove(event) {
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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}
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function onDocumentClick(event) {
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if (selectedObjectType === "None") return;
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const groundCandidates = Object.values(groundMeshes);
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if (groundCandidates.length === 0) return;
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if (intersects.length > 0) {
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const intersectPoint = intersects[0].point;
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// Prepare object data
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const newObjData = {
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obj_id: THREE.MathUtils.generateUUID(), //
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type: selectedObjectType,
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position: { x: intersectPoint.x, y: 0, z: intersectPoint.z }, //
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rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' }
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};
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// Adjust Y based on object type
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//
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}
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}
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}
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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console.log(`JS teleportPlayer called: x=${targetX}, z=${targetZ}`);
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if (playerMesh) {
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playerMesh.position.x = targetX;
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playerMesh.position.z = targetZ;
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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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function
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// Prepare data for the objects marked as 'newlyPlaced'
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const objectsToSave = newlyPlacedObjects.map(obj => {
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if (!obj.userData || !obj.userData.type || !obj.userData.obj_id) return null;
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return {
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obj_id: obj.userData.obj_id, type: obj.userData.type,
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position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
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rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
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};
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}).filter(obj => obj !== null); // Filter out any nulls
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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 // This list contains only the locally added, unsaved objects
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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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//
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function
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// Clear the tracking array AND the sessionStorage backup
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clearUnsavedState();
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// The objects themselves remain in the scene until the next Python rerun/refresh
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// At which point they will be loaded as part of ALL_INITIAL_OBJECTS
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}
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// Called by Python when the selectbox changes
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function updateSelectedObjectType(newType) {
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console.log("JS updateSelectedObjectType received:", newType);
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selectedObjectType = newType;
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// --- 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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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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const forward = new THREE.Vector3(); camera.getWorldDirection(forward); forward.y = 0; forward.normalize();
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const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
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const worldMove = new THREE.Vector3();
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worldMove.add(forward.multiplyScalar(-moveDirection.z));
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worldMove.add(right.multiplyScalar(-moveDirection.x));
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worldMove.normalize().multiplyScalar(playerSpeed);
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playerMesh.position.add(worldMove);
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playerMesh.position.y = Math.max(playerMesh.position.y, 0.8); // Ground clamp
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// Check if we need to create *placeholder* ground nearby
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checkAndExpandGroundVisuals();
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}
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}
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//
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function
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const currentGridZ = Math.floor(playerMesh.position.z / plotDepth);
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const viewDistanceGrids = 2; // How many grids away to check/create placeholders
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for (let dx = -viewDistanceGrids; dx <= viewDistanceGrids; dx++) {
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for (let dz = -viewDistanceGrids; dz <= viewDistanceGrids; dz++) {
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const checkX = currentGridX + dx;
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const checkZ = currentGridZ + dz;
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const gridKey = `${checkX}_${checkZ}`;
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if (!groundMeshes[gridKey]) {
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const isSaved = plotsMetadata.some(p => p.grid_x === checkX && p.grid_z === checkZ);
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if (!isSaved) {
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createGroundPlane(checkX, checkZ, true);
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}
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// If it IS saved but missing, Python rerun should inject it later
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}
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}
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}
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// Optional: Remove distant placeholders
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}
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camera.position.lerp(targetPosition, 0.08);
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const lookAtTarget = playerMesh.position.clone().add(new THREE.Vector3(0, 0.5, 0));
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camera.lookAt(lookAtTarget);
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}
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function animate() {
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<!DOCTYPE html>
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<html>
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<head>
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+
<title>Shared World Builder</title>
|
5 |
<style>
|
6 |
body { margin: 0; overflow: hidden; }
|
7 |
canvas { display: block; }
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|
25 |
const keysPressed = {};
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26 |
const playerSpeed = 0.15;
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27 |
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28 |
+
// --- World State (Managed by Server via WebSocket) ---
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29 |
+
const worldObjects = new Map(); // Map<obj_id, THREE.Object3D>
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30 |
+
const groundMeshes = {}; // Map<gridKey, THREE.Mesh>
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31 |
|
32 |
+
// --- WebSocket ---
|
33 |
+
let socket = null;
|
34 |
+
let connectionRetries = 0;
|
35 |
+
const MAX_RETRIES = 5;
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36 |
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37 |
+
// --- Access State from Streamlit (Injected) ---
|
38 |
+
const myUsername = window.USERNAME || `User_${Math.random().toString(36).substring(2, 6)}`;
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39 |
+
const websocketUrl = window.WEBSOCKET_URL || "ws://localhost:8765";
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40 |
+
let selectedObjectType = window.SELECTED_OBJECT_TYPE || "None"; // Can be updated
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41 |
const plotWidth = window.PLOT_WIDTH || 50.0;
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42 |
const plotDepth = window.PLOT_DEPTH || 50.0;
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43 |
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44 |
+
// --- Materials ---
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45 |
+
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
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46 |
+
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
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47 |
+
// Basic material cache/reuse
|
48 |
+
const objectMaterials = {
|
49 |
+
'wood': new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 }),
|
50 |
+
'leaf': new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 }),
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51 |
+
'stone': new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 }),
|
52 |
+
'house_wall': new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 }),
|
53 |
+
'house_roof': new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 }),
|
54 |
+
'brick': new THREE.MeshStandardMaterial({ color: 0x9B4C43, roughness: 0.85 }),
|
55 |
+
'metal': new THREE.MeshStandardMaterial({ color: 0xcccccc, roughness: 0.4, metalness: 0.8 }),
|
56 |
+
'gem': new THREE.MeshStandardMaterial({ color: 0x4FFFFF, roughness: 0.1, metalness: 0.2, transparent: true, opacity: 0.8 }),
|
57 |
+
'light': new THREE.MeshBasicMaterial({ color: 0xFFFF88 }), // For light sources
|
58 |
+
// Add more reusable materials
|
59 |
+
};
|
60 |
|
61 |
|
62 |
function init() {
|
|
|
64 |
scene.background = new THREE.Color(0xabcdef);
|
65 |
|
66 |
const aspect = window.innerWidth / window.innerHeight;
|
67 |
+
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 5000); // Increased far plane
|
68 |
camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
|
69 |
camera.lookAt(plotWidth/2, 0, plotDepth/2);
|
70 |
scene.add(camera);
|
71 |
|
72 |
setupLighting();
|
73 |
+
// Don't setup initial ground here, wait for WebSocket initial state? Or create base?
|
74 |
+
createGroundPlane(0, 0, false); // Create the origin ground at least
|
75 |
setupPlayer();
|
76 |
|
77 |
raycaster = new THREE.Raycaster();
|
|
|
83 |
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
84 |
document.body.appendChild(renderer.domElement);
|
85 |
|
86 |
+
// --- Initialize WebSocket Connection ---
|
87 |
+
connectWebSocket();
|
|
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|
88 |
|
89 |
// Event Listeners
|
90 |
document.addEventListener('mousemove', onMouseMove, false);
|
|
|
95 |
|
96 |
// --- Define global functions needed by Python ---
|
97 |
window.teleportPlayer = teleportPlayer;
|
98 |
+
// Removed getSaveDataAndPosition - saving now server-side via WS
|
99 |
+
// Removed resetNewlyPlacedObjects - no longer needed
|
100 |
+
window.updateSelectedObjectType = updateSelectedObjectType; // Still needed
|
101 |
|
102 |
+
console.log(`Three.js Initialized for user: ${myUsername}. Connecting to ${websocketUrl}...`);
|
103 |
animate();
|
104 |
}
|
105 |
|
106 |
+
// --- WebSocket Logic ---
|
107 |
+
function connectWebSocket() {
|
108 |
+
console.log("Attempting WebSocket connection...");
|
109 |
+
socket = new WebSocket(websocketUrl);
|
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|
110 |
|
111 |
+
socket.onopen = () => {
|
112 |
+
console.log("WebSocket connection established.");
|
113 |
+
connectionRetries = 0;
|
114 |
+
// Request initial state? Server sends it automatically now.
|
115 |
+
// socket.send(JSON.stringify({ type: "request_initial_state" }));
|
116 |
+
};
|
|
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|
117 |
|
118 |
+
socket.onmessage = (event) => {
|
119 |
+
try {
|
120 |
+
const data = JSON.parse(event.data);
|
121 |
+
// console.log("WebSocket message received:", data); // Debugging
|
122 |
+
handleWebSocketMessage(data);
|
123 |
+
} catch (e) {
|
124 |
+
console.error("Failed to parse WebSocket message:", event.data, e);
|
125 |
+
}
|
126 |
+
};
|
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|
127 |
|
128 |
+
socket.onerror = (error) => {
|
129 |
+
console.error("WebSocket error:", error);
|
130 |
+
// Consider showing an error message to the user in Streamlit?
|
131 |
+
};
|
132 |
+
|
133 |
+
socket.onclose = (event) => {
|
134 |
+
console.warn(`WebSocket connection closed. Code: ${event.code}, Reason: ${event.reason}. Clean: ${event.wasClean}`);
|
135 |
+
socket = null;
|
136 |
+
// Implement reconnection strategy
|
137 |
+
if (connectionRetries < MAX_RETRIES) {
|
138 |
+
connectionRetries++;
|
139 |
+
const delay = Math.pow(2, connectionRetries) * 1000; // Exponential backoff
|
140 |
+
console.log(`Attempting reconnection in ${delay / 1000}s...`);
|
141 |
+
setTimeout(connectWebSocket, delay);
|
142 |
+
} else {
|
143 |
+
console.error("WebSocket reconnection failed after max retries.");
|
144 |
+
// Inform user connection lost - maybe via Streamlit call?
|
145 |
+
}
|
146 |
+
};
|
147 |
}
|
148 |
|
149 |
+
function sendWebSocketMessage(type, payload) {
|
150 |
+
if (socket && socket.readyState === WebSocket.OPEN) {
|
151 |
+
const message = JSON.stringify({ type, payload });
|
152 |
+
socket.send(message);
|
153 |
+
} else {
|
154 |
+
console.warn("WebSocket not open. Message not sent:", type, payload);
|
155 |
+
// Optionally queue messages to send on reconnect?
|
156 |
}
|
157 |
+
}
|
|
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|
158 |
|
159 |
+
function handleWebSocketMessage(data) {
|
160 |
+
const { type, payload } = data;
|
161 |
|
162 |
+
switch (type) {
|
163 |
+
case "initial_state":
|
164 |
+
console.log(`Received initial world state with ${Object.keys(payload).length} objects.`);
|
165 |
+
// Clear existing objects (except player?) before loading initial state
|
166 |
+
clearWorldObjects();
|
167 |
+
for (const obj_id in payload) {
|
168 |
+
createAndPlaceObject(payload[obj_id], false); // false = not newly placed
|
169 |
+
}
|
170 |
+
// Setup ground based on loaded objects' positions? Or separate metadata needed?
|
171 |
+
// For now, rely on dynamic ground expansion.
|
172 |
+
break;
|
173 |
+
case "object_placed":
|
174 |
+
console.log(`Object placed by ${payload.username}:`, payload.object_data);
|
175 |
+
// Add or update the object in the scene
|
176 |
+
createAndPlaceObject(payload.object_data, false); // false = not newly placed by *this* client
|
177 |
+
break;
|
178 |
+
case "object_deleted":
|
179 |
+
console.log(`Object deleted by ${payload.username}:`, payload.obj_id);
|
180 |
+
removeObjectById(payload.obj_id);
|
181 |
+
break;
|
182 |
+
case "user_join":
|
183 |
+
console.log(`User joined: ${payload.username} (${payload.id})`);
|
184 |
+
// Optionally display user join message in chat tab or 3D world?
|
185 |
+
break;
|
186 |
+
case "user_leave":
|
187 |
+
console.log(`User left: ${payload.username} (${payload.id})`);
|
188 |
+
// Optionally display user leave message
|
189 |
+
break;
|
190 |
+
case "user_rename":
|
191 |
+
console.log(`User ${payload.old_username} is now ${payload.new_username}`);
|
192 |
+
break;
|
193 |
+
case "chat_message":
|
194 |
+
console.log(`Chat from ${payload.username}: ${payload.message}`);
|
195 |
+
// Handle displaying chat in the Streamlit Chat tab (Python side handles this)
|
196 |
+
break;
|
197 |
+
// Add handlers for other message types
|
198 |
+
default:
|
199 |
+
console.warn("Received unknown WebSocket message type:", type);
|
200 |
}
|
201 |
+
}
|
202 |
|
203 |
+
function clearWorldObjects() {
|
204 |
+
console.log("Clearing existing world objects...");
|
205 |
+
for (const [obj_id, mesh] of worldObjects.entries()) {
|
206 |
+
scene.remove(mesh);
|
207 |
+
// Optional: Dispose geometry/material for memory management
|
208 |
+
// disposeObject3D(mesh);
|
209 |
+
}
|
210 |
+
worldObjects.clear();
|
211 |
+
// Also clear ground meshes? Or keep them? Keep for now.
|
212 |
+
}
|
213 |
|
214 |
+
function removeObjectById(obj_id) {
|
215 |
+
if (worldObjects.has(obj_id)) {
|
216 |
+
const mesh = worldObjects.get(obj_id);
|
217 |
+
scene.remove(mesh);
|
218 |
+
// disposeObject3D(mesh); // Optional cleanup
|
219 |
+
worldObjects.delete(obj_id);
|
220 |
+
console.log(`Removed object ${obj_id} from scene.`);
|
221 |
+
} else {
|
222 |
+
console.warn(`Attempted to remove non-existent object ID: ${obj_id}`);
|
223 |
+
}
|
224 |
+
}
|
225 |
+
|
226 |
+
// --- Standard Setup Functions ---
|
227 |
+
function setupLighting() { /* ... (Keep as before) ... */
|
228 |
+
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6); scene.add(ambientLight);
|
229 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2); directionalLight.position.set(75, 150, 100); directionalLight.castShadow = true; directionalLight.shadow.mapSize.width = 2048; directionalLight.shadow.mapSize.height = 2048; directionalLight.shadow.camera.near = 10; directionalLight.shadow.camera.far = 400; directionalLight.shadow.camera.left = -150; directionalLight.shadow.camera.right = 150; directionalLight.shadow.camera.top = 150; directionalLight.shadow.camera.bottom = -150; directionalLight.shadow.bias = -0.002; scene.add(directionalLight);
|
230 |
+
const hemiLight = new THREE.HemisphereLight( 0xabcdef, 0x55aa55, 0.5 ); scene.add( hemiLight );
|
231 |
+
}
|
232 |
+
function setupPlayer() { /* ... (Keep as before) ... */
|
233 |
+
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8); const playerMat = new THREE.MeshStandardMaterial({ color: 0x0055ff, roughness: 0.6 }); playerMesh = new THREE.Mesh(playerGeo, playerMat); playerMesh.position.set(plotWidth / 2, 0.8, plotDepth / 2); playerMesh.castShadow = true; playerMesh.receiveShadow = false; scene.add(playerMesh);
|
234 |
+
}
|
235 |
+
function createGroundPlane(gridX, gridZ, isPlaceholder) { /* ... (Keep as before) ... */
|
236 |
+
const gridKey = `${gridX}_${gridZ}`; if (groundMeshes[gridKey]) return groundMeshes[gridKey];
|
237 |
+
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;
|
238 |
+
}
|
239 |
|
240 |
+
// --- Object Creation & Placement (Modified for WebSocket & New Primitives) ---
|
|
|
241 |
|
242 |
+
// Central function to add/update objects based on data
|
243 |
+
function createAndPlaceObject(objData, isNewlyPlacedLocally) { // isNewlyPlacedLocally not really used now
|
244 |
+
if (!objData || !objData.obj_id || !objData.type) {
|
245 |
+
console.warn("Invalid object data:", objData);
|
246 |
+
return null;
|
247 |
}
|
|
|
|
|
248 |
|
249 |
+
// Check if object already exists (update vs create)
|
250 |
+
let mesh = worldObjects.get(objData.obj_id);
|
251 |
+
let isNew = false;
|
252 |
|
253 |
+
if (mesh) {
|
254 |
+
// Update existing mesh position/rotation if different
|
255 |
+
if (mesh.position.distanceToSquared(objData.position) > 0.001) {
|
256 |
+
mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
|
257 |
+
}
|
258 |
+
if (objData.rotation && (
|
259 |
+
Math.abs(mesh.rotation.x - objData.rotation._x) > 0.01 ||
|
260 |
+
Math.abs(mesh.rotation.y - objData.rotation._y) > 0.01 ||
|
261 |
+
Math.abs(mesh.rotation.z - objData.rotation._z) > 0.01 )) {
|
262 |
+
mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
263 |
+
}
|
264 |
+
// Could add logic here to update geometry/material if type changes? Unlikely.
|
265 |
+
// console.log(`Updated object ${objData.obj_id}`);
|
266 |
+
} else {
|
267 |
+
// Create new mesh
|
268 |
+
mesh = createPrimitiveMesh(objData.type); // Use the new factory function
|
269 |
+
if (!mesh) return null; // Failed to create mesh type
|
270 |
+
|
271 |
+
isNew = true;
|
272 |
+
mesh.userData.obj_id = objData.obj_id; // Assign ID from data
|
273 |
+
mesh.userData.type = objData.type;
|
274 |
+
mesh.position.set(objData.position.x, objData.position.y, objData.position.z);
|
275 |
+
if (objData.rotation) {
|
276 |
+
mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
277 |
+
}
|
278 |
+
|
279 |
+
scene.add(mesh);
|
280 |
+
worldObjects.set(objData.obj_id, mesh); // Add to our map
|
281 |
+
// console.log(`Created new object ${objData.obj_id} (${objData.type})`);
|
|
|
282 |
}
|
283 |
+
return mesh;
|
284 |
}
|
285 |
|
286 |
+
// Factory function for creating meshes based on type name
|
287 |
+
function createPrimitiveMesh(type) {
|
288 |
+
let mesh = null;
|
289 |
+
let geometry, material, material2; // Declare vars
|
290 |
+
|
291 |
+
// Use reusable materials where possible
|
292 |
+
const wood = objectMaterials.wood;
|
293 |
+
const leaf = objectMaterials.leaf;
|
294 |
+
const stone = objectMaterials.stone;
|
295 |
+
const house_wall = objectMaterials.house_wall;
|
296 |
+
const house_roof = objectMaterials.house_roof;
|
297 |
+
const brick = objectMaterials.brick;
|
298 |
+
const metal = objectMaterials.metal;
|
299 |
+
const gem = objectMaterials.gem;
|
300 |
+
const lightMat = objectMaterials.light;
|
301 |
+
|
302 |
+
try { // Wrap in try-catch for safety if geometry fails
|
303 |
+
switch(type) {
|
304 |
+
// --- Original Primitives ---
|
305 |
+
case "Tree":
|
306 |
+
mesh = new THREE.Group();
|
307 |
+
geometry = new THREE.CylinderGeometry(0.3, 0.4, 2, 8); material = wood;
|
308 |
+
const trunk = new THREE.Mesh(geometry, material); trunk.position.y = 1; trunk.castShadow=true; trunk.receiveShadow=true; mesh.add(trunk);
|
309 |
+
geometry = new THREE.IcosahedronGeometry(1.2, 0); material = leaf;
|
310 |
+
const canopy = new THREE.Mesh(geometry, material); canopy.position.y = 2.8; canopy.castShadow=true; canopy.receiveShadow=false; mesh.add(canopy);
|
311 |
+
break;
|
312 |
+
case "Rock":
|
313 |
+
geometry = new THREE.IcosahedronGeometry(0.7, 1); material = stone;
|
314 |
+
// Optional: Deform geometry slightly (can be slow if done often)
|
315 |
+
mesh = new THREE.Mesh(geometry, material); mesh.castShadow = true; mesh.receiveShadow = true;
|
316 |
+
mesh.scale.set(1, Math.random()*0.4 + 0.8, 1); // Vary shape slightly
|
317 |
+
break;
|
318 |
+
case "Simple House":
|
319 |
+
mesh = new THREE.Group();
|
320 |
+
geometry = new THREE.BoxGeometry(2, 1.5, 2.5); material = house_wall;
|
321 |
+
const body = new THREE.Mesh(geometry, material); body.position.y = 0.75; body.castShadow = true; body.receiveShadow = true; mesh.add(body);
|
322 |
+
geometry = new THREE.ConeGeometry(1.8, 1, 4); material = house_roof;
|
323 |
+
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);
|
324 |
+
break;
|
325 |
+
case "Fence Post": // Keep original simple fence post
|
326 |
+
geometry = new THREE.BoxGeometry(0.2, 1.5, 0.2); material = wood;
|
327 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
|
328 |
+
break;
|
329 |
+
|
330 |
+
// --- New Primitives ---
|
331 |
+
case "Pine Tree": // Example: Cone for canopy
|
332 |
+
mesh = new THREE.Group();
|
333 |
+
geometry = new THREE.CylinderGeometry(0.2, 0.3, 2.5, 8); material = wood;
|
334 |
+
const pineTrunk = new THREE.Mesh(geometry, material); pineTrunk.position.y = 1.25; pineTrunk.castShadow=true; pineTrunk.receiveShadow=true; mesh.add(pineTrunk);
|
335 |
+
geometry = new THREE.ConeGeometry(1, 2.5, 8); material = leaf;
|
336 |
+
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);
|
337 |
+
break;
|
338 |
+
case "Brick Wall": // Simple box with brick color
|
339 |
+
geometry = new THREE.BoxGeometry(3, 2, 0.3); material = brick;
|
340 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1; mesh.castShadow = true; mesh.receiveShadow = true;
|
341 |
+
break;
|
342 |
+
case "Sphere":
|
343 |
+
geometry = new THREE.SphereGeometry(0.8, 16, 12); material = metal;
|
344 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.8; mesh.castShadow = true; mesh.receiveShadow = true;
|
345 |
+
break;
|
346 |
+
case "Cube": // Simple cube
|
347 |
+
geometry = new THREE.BoxGeometry(1, 1, 1); material = stone; // Re-use stone
|
348 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.5; mesh.castShadow = true; mesh.receiveShadow = true;
|
349 |
+
break;
|
350 |
+
case "Cylinder":
|
351 |
+
geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 16); material = metal;
|
352 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true;
|
353 |
+
break;
|
354 |
+
case "Cone":
|
355 |
+
geometry = new THREE.ConeGeometry(0.6, 1.2, 16); material = house_roof; // Re-use roof
|
356 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
|
357 |
+
break;
|
358 |
+
case "Torus": // Donut shape
|
359 |
+
geometry = new THREE.TorusGeometry(0.6, 0.2, 8, 24); material = gem; // Use gem material
|
360 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.7; mesh.castShadow = true; mesh.receiveShadow = true;
|
361 |
+
mesh.rotation.x = Math.PI / 2; // Stand it up
|
362 |
+
break;
|
363 |
+
case "Mushroom":
|
364 |
+
mesh = new THREE.Group();
|
365 |
+
geometry = new THREE.CylinderGeometry(0.15, 0.1, 0.6, 8); material = house_wall; // Cream stem
|
366 |
+
const stem = new THREE.Mesh(geometry, material); stem.position.y = 0.3; stem.castShadow = true; stem.receiveShadow = true; mesh.add(stem);
|
367 |
+
geometry = new THREE.SphereGeometry(0.4, 16, 8, 0, Math.PI * 2, 0, Math.PI / 2); material = house_roof; // Red cap
|
368 |
+
const cap = new THREE.Mesh(geometry, material); cap.position.y = 0.6; cap.castShadow = true; cap.receiveShadow = false; mesh.add(cap);
|
369 |
+
break;
|
370 |
+
case "Cactus": // Simple segmented cactus
|
371 |
+
mesh = new THREE.Group(); material = leaf; // Green material
|
372 |
+
geometry = new THREE.CylinderGeometry(0.3, 0.3, 1.5, 8);
|
373 |
+
const main = new THREE.Mesh(geometry, material); main.position.y = 0.75; main.castShadow = true; main.receiveShadow = true; mesh.add(main);
|
374 |
+
geometry = new THREE.CylinderGeometry(0.2, 0.2, 0.8, 8);
|
375 |
+
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);
|
376 |
+
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);
|
377 |
+
break;
|
378 |
+
case "Campfire":
|
379 |
+
mesh = new THREE.Group();
|
380 |
+
material = wood; geometry = new THREE.CylinderGeometry(0.1, 0.1, 0.8, 5);
|
381 |
+
const log1 = new THREE.Mesh(geometry, material); log1.rotation.x = Math.PI/2; log1.position.set(0, 0.1, 0.2); mesh.add(log1);
|
382 |
+
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);
|
383 |
+
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);
|
384 |
+
material2 = lightMat; geometry = new THREE.ConeGeometry(0.2, 0.5, 8); // Simple flame
|
385 |
+
const flame = new THREE.Mesh(geometry, material2); flame.position.y = 0.35; mesh.add(flame);
|
386 |
+
// Add shadows later if needed
|
387 |
+
break;
|
388 |
+
case "Star":
|
389 |
+
geometry = new THREE.SphereGeometry(0.5, 4, 2); // Low poly sphere looks star-like
|
390 |
+
material = lightMat;
|
391 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1;
|
392 |
+
break;
|
393 |
+
case "Gem":
|
394 |
+
geometry = new THREE.OctahedronGeometry(0.6, 0); material = gem;
|
395 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true;
|
396 |
+
break;
|
397 |
+
case "Tower": // Simple cylinder tower
|
398 |
+
geometry = new THREE.CylinderGeometry(1, 1.2, 5, 8); material = stone;
|
399 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 2.5; mesh.castShadow = true; mesh.receiveShadow = true;
|
400 |
+
break;
|
401 |
+
case "Barrier": // Simple box barrier
|
402 |
+
geometry = new THREE.BoxGeometry(2, 0.5, 0.5); material = metal;
|
403 |
+
mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.25; mesh.castShadow = true; mesh.receiveShadow = true;
|
404 |
+
break;
|
405 |
+
case "Fountain": // Placeholder: Tiered cylinders
|
406 |
+
mesh = new THREE.Group(); material = stone;
|
407 |
+
geometry = new THREE.CylinderGeometry(1.5, 1.5, 0.3, 16);
|
408 |
+
const baseF = new THREE.Mesh(geometry, material); baseF.position.y = 0.15; mesh.add(baseF);
|
409 |
+
geometry = new THREE.CylinderGeometry(0.8, 0.8, 0.5, 16);
|
410 |
+
const midF = new THREE.Mesh(geometry, material); midF.position.y = 0.3+0.25; mesh.add(midF);
|
411 |
+
geometry = new THREE.CylinderGeometry(0.4, 0.4, 0.7, 16);
|
412 |
+
const topF = new THREE.Mesh(geometry, material); topF.position.y = 0.8+0.35; mesh.add(topF);
|
413 |
+
mesh.castShadow = true; mesh.receiveShadow = true; // Apply to group?
|
414 |
+
break;
|
415 |
+
case "Lantern":
|
416 |
+
mesh = new THREE.Group(); material = metal;
|
417 |
+
geometry = new THREE.BoxGeometry(0.4, 0.6, 0.4);
|
418 |
+
const bodyL = new THREE.Mesh(geometry, material); bodyL.position.y = 0.3; mesh.add(bodyL);
|
419 |
+
geometry = new THREE.SphereGeometry(0.15); material2 = lightMat;
|
420 |
+
const lightL = new THREE.Mesh(geometry, material2); lightL.position.y = 0.3; mesh.add(lightL);
|
421 |
+
mesh.castShadow = true; // Group casts shadow?
|
422 |
+
break;
|
423 |
+
case "Sign Post":
|
424 |
+
mesh = new THREE.Group(); material = wood;
|
425 |
+
geometry = new THREE.CylinderGeometry(0.05, 0.05, 1.8, 8);
|
426 |
+
const postS = new THREE.Mesh(geometry, material); postS.position.y = 0.9; mesh.add(postS);
|
427 |
+
geometry = new THREE.BoxGeometry(0.8, 0.4, 0.05);
|
428 |
+
const signS = new THREE.Mesh(geometry, material); signS.position.y = 1.5; mesh.add(signS);
|
429 |
+
mesh.castShadow = true; mesh.receiveShadow = true;
|
430 |
+
break;
|
431 |
+
|
432 |
+
|
433 |
+
default:
|
434 |
+
console.warn("Unknown primitive type for mesh creation:", type);
|
435 |
+
return null; // Return null if type not found
|
436 |
}
|
437 |
} catch (e) {
|
438 |
+
console.error(`Error creating geometry/mesh for type ${type}:`, e);
|
439 |
+
return null;
|
440 |
}
|
|
|
441 |
|
442 |
+
// Common post-creation steps (if mesh created)
|
443 |
+
if (mesh) {
|
444 |
+
// Set default userData structure (will be overwritten by createAndPlaceObject)
|
445 |
+
mesh.userData = { type: type };
|
446 |
+
// Ensure position is defaulted reasonably if created standalone
|
447 |
+
if (!mesh.position.y && mesh.geometry) {
|
448 |
+
mesh.geometry.computeBoundingBox();
|
449 |
+
mesh.position.y = (mesh.geometry.boundingBox.max.y - mesh.geometry.boundingBox.min.y) / 2;
|
450 |
+
}
|
451 |
+
}
|
452 |
+
return mesh;
|
453 |
}
|
454 |
|
455 |
|
456 |
// --- Event Handlers ---
|
457 |
+
function onMouseMove(event) { /* ... (Keep as before) ... */
|
458 |
+
mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
|
|
459 |
}
|
460 |
|
461 |
function onDocumentClick(event) {
|
462 |
+
if (selectedObjectType === "None" || !selectedObjectType) return;
|
463 |
|
464 |
const groundCandidates = Object.values(groundMeshes);
|
465 |
if (groundCandidates.length === 0) return;
|
|
|
470 |
if (intersects.length > 0) {
|
471 |
const intersectPoint = intersects[0].point;
|
472 |
|
473 |
+
// Prepare object data for the server
|
474 |
const newObjData = {
|
475 |
+
obj_id: THREE.MathUtils.generateUUID(), // Generate unique ID client-side
|
476 |
type: selectedObjectType,
|
477 |
+
position: { x: intersectPoint.x, y: 0, z: intersectPoint.z }, // Base position on ground
|
478 |
+
rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' } // Random Y rotation
|
479 |
};
|
480 |
|
481 |
+
// Adjust Y position based on object type AFTER getting the type
|
482 |
+
// This should ideally use the geometry's bounding box, but hardcoding for now
|
483 |
+
const tempMesh = createPrimitiveMesh(selectedObjectType); // Create temporarily to get height? Costly.
|
484 |
+
if (tempMesh && tempMesh.geometry) {
|
485 |
+
tempMesh.geometry.computeBoundingBox();
|
486 |
+
const height = tempMesh.geometry.boundingBox.max.y - tempMesh.geometry.boundingBox.min.y;
|
487 |
+
// Assume origin is at the center Y for most default geometries
|
488 |
+
newObjData.position.y = (height / 2) + intersectPoint.y + 0.01; // Place base slightly above ground
|
489 |
+
} else {
|
490 |
+
// Fallback if mesh creation failed or no geometry
|
491 |
+
newObjData.position.y = 0.5 + intersectPoint.y; // Default lift
|
492 |
+
}
|
493 |
|
494 |
+
console.log(`Placing ${selectedObjectType} (${newObjData.obj_id}) at`, newObjData.position);
|
495 |
|
496 |
+
// 1. Add object visually immediately (Optimistic Update)
|
497 |
+
createAndPlaceObject(newObjData, true); // Mark as locally placed initially? Not needed now.
|
|
|
|
|
|
|
498 |
|
499 |
+
// 2. Send placement message to server via WebSocket
|
500 |
+
sendWebSocketMessage("place_object", {
|
501 |
+
username: myUsername,
|
502 |
+
object_data: newObjData
|
503 |
+
});
|
|
|
|
|
504 |
|
505 |
+
// 3. No need for local saving (sessionStorage) anymore
|
506 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
507 |
}
|
508 |
|
509 |
+
function onKeyDown(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = true; }
|
510 |
+
function onKeyUp(event) { /* ... (Keep as before) ... */ keysPressed[event.code] = false; }
|
511 |
+
function onWindowResize() { /* ... (Keep as before) ... */ camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
512 |
|
513 |
+
// --- Functions called by Python ---
|
514 |
+
function teleportPlayer(targetX, targetZ) { /* ... (Keep as before) ... */
|
515 |
+
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."); }
|
|
|
|
|
|
|
|
|
516 |
}
|
517 |
+
function updateSelectedObjectType(newType) { // Renamed from previous attempt
|
|
|
|
|
518 |
console.log("JS updateSelectedObjectType received:", newType);
|
519 |
selectedObjectType = newType;
|
520 |
+
// Optionally provide visual feedback (e.g., change cursor)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
521 |
}
|
522 |
|
523 |
+
// --- Animation Loop & Helpers ---
|
524 |
+
function updatePlayerMovement() { /* ... (Keep as before, includes checkAndExpandGroundVisuals) ... */
|
525 |
+
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;
|
526 |
+
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(); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
527 |
}
|
528 |
+
function checkAndExpandGroundVisuals() { /* ... (Keep as before) ... */
|
529 |
+
if (!playerMesh) return; const currentGridX = Math.floor(playerMesh.position.x / plotWidth); const currentGridZ = Math.floor(playerMesh.position.z / plotDepth); const viewDistanceGrids = 3; // Expand further?
|
530 |
+
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); } } }
|
531 |
+
}
|
532 |
+
function updateCamera() { /* ... (Keep as before) ... */
|
533 |
+
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);
|
|
|
|
|
|
|
534 |
}
|
535 |
|
536 |
function animate() {
|