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Update backup1.index.html
Browse files- backup1.index.html +247 -192
backup1.index.html
CHANGED
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<!DOCTYPE html>
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<html>
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<head>
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<title>Three.js World
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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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/*
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#saveButton {
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position: absolute;
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top: 10px;
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left: 10px;
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padding: 10px 15px;
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background-color: #4CAF50;
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color: white;
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border: none;
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border-radius: 5px;
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cursor: pointer;
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font-size: 16px;
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z-index: 10; /* Ensure it's above the canvas */
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}
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#saveButton:hover {
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background-color: #45a049;
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}
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</style>
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</head>
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<body>
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<button id="saveButton">💾 Save Work</button>
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<script type="importmap">
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{
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"imports": {
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<script type="module">
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import * as THREE from 'three';
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let scene, camera, renderer, groundMesh, playerMesh;
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let raycaster, mouse;
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const
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const keysPressed = {}; // Track key presses for smooth movement
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const playerSpeed = 0.15;
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// ---
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const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
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const
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const
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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, 1000);
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camera.position.set(0, 15, 20); // Position behind and above origin
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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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setupGround();
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setupPlayer();
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raycaster = new THREE.Raycaster();
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mouse = new THREE.Vector2();
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(renderer.domElement);
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//
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//
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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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animate();
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}
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function setupLighting() {
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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(
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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 = 0.5;
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directionalLight.shadow.camera.far =
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directionalLight.shadow.camera.
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directionalLight.shadow.camera.
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directionalLight.shadow.camera.
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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 setupGround() {
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const
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const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1 });
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groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
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groundMesh.rotation.x = -Math.PI / 2;
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groundMesh.position.y = -0.05;
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groundMesh.receiveShadow = true;
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scene.add(groundMesh);
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}
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function setupPlayer() {
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const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8); // Radius, Height
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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(
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playerMesh.castShadow = true;
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playerMesh.receiveShadow = true;
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scene.add(playerMesh);
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}
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console.log(
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}
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}
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})
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}
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// --- Object Creation Functions (
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const mainMaterial = new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 });
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const roofMaterial = new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 });
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const
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const roof = new THREE.Mesh(new THREE.ConeGeometry(1.8, 1, 4), roofMaterial);
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roof.position.y = 1.5 + 1 / 2; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = true; group.add(roof);
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group.userData.type = "Simple House"; // Store type for saving
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return group;
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}
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function createTree() { /* ...
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const group = new THREE.Group();
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const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 });
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const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 });
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const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), trunkMaterial);
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trunk.position.y = 2 / 2; trunk.castShadow = true; trunk.receiveShadow = true; group.add(trunk);
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const leaves = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2, 0), leavesMaterial);
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leaves.position.y = 2 + 0.8; leaves.castShadow = true; leaves.receiveShadow = true; group.add(leaves);
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group.userData.type = "Tree";
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return group;
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}
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function createRock() { /* ...
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}
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function createFencePost() { /* ...
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}
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// --- Event Handlers ---
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function onMouseMove(event) {
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mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
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mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
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}
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function onDocumentClick(event) {
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if (selectedObjectType === "None") return;
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// Prevent placing if clicking the save button
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if (event.target.id === 'saveButton') return;
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObject(groundMesh);
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if (intersects.length > 0) {
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const intersectPoint = intersects[0].point;
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let
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switch (selectedObjectType) {
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case "Simple House":
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case "Tree":
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case "Rock":
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case "Fence Post":
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default:
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}
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if (
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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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_order: obj.rotation.order // Important!
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};
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return {
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type: type,
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position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
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// Store Euler rotation instead of quaternion for simplicity here
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rotation: rotation
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// quaternion: { _x: obj.quaternion.x, _y: obj.quaternion.y, _z: obj.quaternion.z, _w: obj.quaternion.w } // Alternative
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};
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}).filter(obj => obj.type !== "Unknown"); // Don't save unknowns
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const saveDataJson = JSON.stringify(objectsToSave);
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const saveDataEncoded = encodeURIComponent(saveDataJson);
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// Construct URL with save data, space ID, and name
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const params = new URLSearchParams();
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params.set('save_data', saveDataEncoded);
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if (currentSpaceId) {
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params.set('space_id', currentSpaceId);
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}
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if (currentSpaceName) { // Send current name from sidebar input
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params.set('space_name', encodeURIComponent(currentSpaceName));
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}
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console.log("Redirecting to save...");
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// Trigger reload with query parameters
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window.location.search = params.toString();
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}
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function
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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 player's current orientation (if needed)
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// For simple world-axis movement:
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playerMesh.position.add(moveDirection);
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}
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function updateCamera() {
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if (!playerMesh) return;
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const offset = new THREE.Vector3(0, 5, 10); // Camera distance from player
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// Can be enhanced to use player rotation later
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const targetPosition = playerMesh.position.clone().add(offset);
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camera.
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camera.lookAt(playerMesh.position); // Always look at the player
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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function animate() {
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requestAnimationFrame(animate);
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updatePlayerMovement();
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updateCamera();
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renderer.render(scene, camera);
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}
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// --- Start
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init();
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</script>
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<!DOCTYPE html>
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<html>
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<head>
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<title>Three.js Shared World</title>
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { display: block; }
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/* No Save button needed here anymore */
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</style>
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</head>
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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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<script type="module">
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import * as THREE from 'three';
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let scene, camera, renderer, groundMesh = null, playerMesh;
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let raycaster, mouse;
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const keysPressed = {};
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const playerSpeed = 0.15;
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let newlyPlacedObjects = []; // Track objects added THIS session for saving
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// --- Session Storage Key ---
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const SESSION_STORAGE_KEY = 'unsavedWorldBuilderState';
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// --- Access State from Streamlit ---
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const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
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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 nextPlotXOffset = window.NEXT_PLOT_X_OFFSET || 0.0; // Where the next plot starts
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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, 2000); // Increase far plane
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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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setupGround(); // Ground needs to be potentially very wide now
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setupPlayer();
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raycaster = new THREE.Raycaster();
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mouse = new THREE.Vector2();
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(renderer.domElement);
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loadInitialObjects(); // Load ALL objects passed from Python
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// *** ADDED: Restore unsaved state from sessionStorage ***
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restoreUnsavedState();
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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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// No save button listener needed here
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// Define global functions needed by Python/streamlit-js-eval
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window.teleportPlayer = teleportPlayer;
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window.getSaveData = getSaveData;
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window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
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console.log("Three.js Initialized. Ready for commands.");
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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, 100, 75); // Adjust light position for wider world
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048*2; // Larger shadow map maybe needed
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directionalLight.shadow.mapSize.height = 2048*2;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 500; // Increase shadow distance
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// Adjust shadow camera frustum dynamically later if needed, make it wide for now
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directionalLight.shadow.camera.left = -100;
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directionalLight.shadow.camera.right = 100;
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directionalLight.shadow.camera.top = 100;
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directionalLight.shadow.camera.bottom = -100;
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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 setupGround() { /* ... unchanged ... */
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const groundWidth = Math.max(plotWidth, nextPlotXOffset + plotWidth);
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const groundDepth = 50;
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107 |
+
const groundGeometry = new THREE.PlaneGeometry(groundWidth, groundDepth);
|
108 |
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1 });
|
109 |
groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
|
110 |
groundMesh.rotation.x = -Math.PI / 2;
|
111 |
groundMesh.position.y = -0.05;
|
112 |
+
groundMesh.position.x = (groundWidth / 2.0) - (plotWidth / 2.0) ;
|
113 |
groundMesh.receiveShadow = true;
|
114 |
scene.add(groundMesh);
|
115 |
+
console.log(`Ground setup with width: ${groundWidth} centered near x=0`);
|
116 |
}
|
117 |
|
118 |
+
function setupPlayer() { /* ... unchanged ... */
|
119 |
+
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
|
|
|
120 |
const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
|
121 |
playerMesh = new THREE.Mesh(playerGeo, playerMat);
|
122 |
+
playerMesh.position.set(2, 0.4 + 0.8/2, 5); // Start near origin (x=2 to be slightly in first plot)
|
123 |
playerMesh.castShadow = true;
|
124 |
playerMesh.receiveShadow = true;
|
125 |
scene.add(playerMesh);
|
126 |
}
|
127 |
|
128 |
+
function loadInitialObjects() {
|
129 |
+
console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
|
130 |
+
allInitialObjects.forEach(objData => {
|
131 |
+
createAndPlaceObject(objData, false); // Use helper, false=don't add to newlyPlaced
|
132 |
+
});
|
133 |
+
console.log("Finished loading initial objects.");
|
134 |
+
}
|
135 |
+
|
136 |
+
// --- NEW: Helper to create/place objects from data ---
|
137 |
+
function createAndPlaceObject(objData, isNewObject) {
|
138 |
+
let loadedObject = null;
|
139 |
+
// Need to deserialize object based on 'type' field from CSV/Storage
|
140 |
+
switch (objData.type) {
|
141 |
+
case "Simple House": loadedObject = createSimpleHouse(); break;
|
142 |
+
case "Tree": loadedObject = createTree(); break;
|
143 |
+
case "Rock": loadedObject = createRock(); break;
|
144 |
+
case "Fence Post": loadedObject = createFencePost(); break;
|
145 |
+
default: console.warn("Unknown object type in data:", objData.type); break;
|
146 |
+
}
|
147 |
+
|
148 |
+
if (loadedObject) {
|
149 |
+
// Position depends on whether it's from initial load (world) or storage (world)
|
150 |
+
// or potentially relative if storage format changes (keep world for now)
|
151 |
+
if (objData.position && objData.position.x !== undefined) {
|
152 |
+
loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
|
153 |
+
} else if (objData.pos_x !== undefined) { // Handle CSV loaded format too
|
154 |
+
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
|
155 |
+
}
|
156 |
+
|
157 |
+
// Apply rotation
|
158 |
+
if (objData.rotation) { // Format from storage/newlyPlaced
|
159 |
+
loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
|
160 |
+
} else if (objData.rot_x !== undefined) { // Format from CSV
|
161 |
+
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
|
162 |
+
}
|
163 |
+
|
164 |
+
// Assign unique ID if it has one, else use the one generated by createObjectBase
|
165 |
+
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
|
166 |
+
|
167 |
+
scene.add(loadedObject);
|
168 |
+
|
169 |
+
if (isNewObject) {
|
170 |
+
// Only add to this array if it's being placed now or restored from session
|
171 |
+
newlyPlacedObjects.push(loadedObject);
|
172 |
+
}
|
173 |
+
return loadedObject; // Return the mesh/group
|
174 |
+
}
|
175 |
+
return null;
|
176 |
+
}
|
177 |
+
|
178 |
+
|
179 |
+
// --- NEW: Save/Load/Clear Unsaved State using sessionStorage ---
|
180 |
+
function saveUnsavedState() {
|
181 |
+
try {
|
182 |
+
const stateToSave = newlyPlacedObjects.map(obj => ({
|
183 |
+
obj_id: obj.userData.obj_id,
|
184 |
+
type: obj.userData.type,
|
185 |
+
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
|
186 |
+
rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
|
187 |
+
}));
|
188 |
+
sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
|
189 |
+
console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
|
190 |
+
} catch (e) {
|
191 |
+
console.error("Error saving state to sessionStorage:", e);
|
192 |
+
}
|
193 |
+
}
|
194 |
+
|
195 |
+
function restoreUnsavedState() {
|
196 |
+
try {
|
197 |
+
const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
|
198 |
+
if (savedState) {
|
199 |
+
console.log("Found unsaved state in sessionStorage. Restoring...");
|
200 |
+
const objectsToRestore = JSON.parse(savedState);
|
201 |
+
if (Array.isArray(objectsToRestore)) {
|
202 |
+
// Clear existing newlyPlaced array before restoring
|
203 |
+
newlyPlacedObjects = [];
|
204 |
+
let count = 0;
|
205 |
+
objectsToRestore.forEach(objData => {
|
206 |
+
// Create object, add to scene, AND add to newlyPlacedObjects array
|
207 |
+
if(createAndPlaceObject(objData, true)) {
|
208 |
+
count++;
|
209 |
+
}
|
210 |
+
});
|
211 |
+
console.log(`Restored ${count} objects.`);
|
212 |
}
|
213 |
+
} else {
|
214 |
+
console.log("No unsaved state found in sessionStorage.");
|
215 |
}
|
216 |
+
} catch (e) {
|
217 |
+
console.error("Error restoring state from sessionStorage:", e);
|
218 |
+
// Clear potentially corrupted storage
|
219 |
+
sessionStorage.removeItem(SESSION_STORAGE_KEY);
|
220 |
+
}
|
221 |
+
}
|
222 |
+
|
223 |
+
function clearUnsavedState() {
|
224 |
+
sessionStorage.removeItem(SESSION_STORAGE_KEY);
|
225 |
+
newlyPlacedObjects = []; // Clear the array in memory too
|
226 |
+
console.log("Cleared unsaved state from memory and sessionStorage.");
|
227 |
}
|
228 |
|
229 |
|
230 |
+
// --- Object Creation Functions (MUST add userData.type and obj_id) ---
|
231 |
+
function createObjectBase(type) { // Helper to assign common data
|
232 |
+
const obj = { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
|
233 |
+
return obj;
|
234 |
+
}
|
235 |
+
function createSimpleHouse() { /* ... unchanged, uses createObjectBase ... */
|
236 |
+
const base = createObjectBase("Simple House");
|
237 |
+
const group = new THREE.Group(); Object.assign(group, base);
|
238 |
const mainMaterial = new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 });
|
239 |
const roofMaterial = new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 });
|
240 |
+
const baseMesh = new THREE.Mesh(new THREE.BoxGeometry(2, 1.5, 2.5), mainMaterial);
|
241 |
+
baseMesh.position.y = 1.5 / 2; baseMesh.castShadow = true; baseMesh.receiveShadow = true; group.add(baseMesh);
|
242 |
const roof = new THREE.Mesh(new THREE.ConeGeometry(1.8, 1, 4), roofMaterial);
|
243 |
roof.position.y = 1.5 + 1 / 2; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = true; group.add(roof);
|
|
|
244 |
return group;
|
245 |
}
|
246 |
+
function createTree() { /* ... unchanged, uses createObjectBase ... */
|
247 |
+
const base = createObjectBase("Tree"); const group = new THREE.Group(); Object.assign(group, base);
|
248 |
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 });
|
249 |
const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 });
|
250 |
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), trunkMaterial);
|
251 |
trunk.position.y = 2 / 2; trunk.castShadow = true; trunk.receiveShadow = true; group.add(trunk);
|
252 |
const leaves = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2, 0), leavesMaterial);
|
253 |
leaves.position.y = 2 + 0.8; leaves.castShadow = true; leaves.receiveShadow = true; group.add(leaves);
|
|
|
254 |
return group;
|
255 |
}
|
256 |
+
function createRock() { /* ... unchanged, uses createObjectBase ... */
|
257 |
+
const base = createObjectBase("Rock");
|
258 |
+
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 });
|
259 |
+
const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7, 0), rockMaterial); Object.assign(rock, base);
|
260 |
+
rock.position.y = 0.7 / 2; rock.rotation.x = Math.random() * Math.PI; rock.rotation.y = Math.random() * Math.PI;
|
261 |
+
rock.castShadow = true; rock.receiveShadow = true;
|
262 |
+
return rock;
|
263 |
}
|
264 |
+
function createFencePost() { /* ... unchanged, uses createObjectBase ... */
|
265 |
+
const base = createObjectBase("Fence Post");
|
266 |
+
const postMaterial = new THREE.MeshStandardMaterial({ color: 0xdeb887, roughness: 0.9 });
|
267 |
+
const post = new THREE.Mesh(new THREE.BoxGeometry(0.2, 1.5, 0.2), postMaterial); Object.assign(post, base);
|
268 |
+
post.position.y = 1.5 / 2; post.castShadow = true; post.receiveShadow = true;
|
269 |
+
return post;
|
270 |
}
|
271 |
|
272 |
+
|
273 |
// --- Event Handlers ---
|
274 |
+
function onMouseMove(event) { /* ... unchanged ... */
|
275 |
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
|
276 |
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
|
277 |
}
|
278 |
|
279 |
function onDocumentClick(event) {
|
280 |
+
if (selectedObjectType === "None" || !groundMesh) return;
|
|
|
|
|
|
|
|
|
281 |
|
282 |
raycaster.setFromCamera(mouse, camera);
|
283 |
+
const intersects = raycaster.intersectObject(groundMesh); // Intersect ground ONLY
|
284 |
|
285 |
if (intersects.length > 0) {
|
286 |
const intersectPoint = intersects[0].point;
|
287 |
+
let newObjectToPlace = null; // Use a different name to avoid confusion
|
288 |
+
|
289 |
+
switch (selectedObjectType) {
|
290 |
+
case "Simple House": newObjectToPlace = createSimpleHouse(); break;
|
291 |
+
case "Tree": newObjectToPlace = createTree(); break;
|
292 |
+
case "Rock": newObjectToPlace = createRock(); break;
|
293 |
+
case "Fence Post": newObjectToPlace = createFencePost(); break;
|
294 |
+
default: return;
|
295 |
}
|
296 |
|
297 |
+
if (newObjectToPlace) {
|
298 |
+
// Position in WORLD coordinates where clicked
|
299 |
+
newObjectToPlace.position.copy(intersectPoint);
|
300 |
+
// Adjust Y based on object's geometry center if needed
|
301 |
+
// (Create functions mostly handle placing base at y=0)
|
302 |
+
|
303 |
+
scene.add(newObjectToPlace);
|
304 |
+
newlyPlacedObjects.push(newObjectToPlace); // Add to list for saving
|
305 |
+
|
306 |
+
// *** ADDED: Save state to sessionStorage immediately after placing ***
|
307 |
+
saveUnsavedState();
|
308 |
+
|
309 |
+
console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
|
310 |
}
|
311 |
}
|
312 |
}
|
|
|
314 |
function onKeyDown(event) { keysPressed[event.code] = true; }
|
315 |
function onKeyUp(event) { keysPressed[event.code] = false; }
|
316 |
|
317 |
+
// --- Functions called by Python via streamlit-js-eval ---
|
318 |
+
function teleportPlayer(targetX) { /* ... unchanged ... */
|
319 |
+
console.log("JS teleportPlayer called with targetX:", targetX);
|
320 |
+
if (playerMesh) {
|
321 |
+
playerMesh.position.x = targetX + 2.0;
|
322 |
+
playerMesh.position.z = 5.0;
|
323 |
+
const offset = new THREE.Vector3(0, 15, 20);
|
324 |
+
const targetPosition = playerMesh.position.clone().add(offset);
|
325 |
+
camera.position.copy(targetPosition);
|
326 |
+
camera.lookAt(playerMesh.position);
|
327 |
+
console.log("Player teleported to:", playerMesh.position);
|
328 |
+
} else { console.error("Player mesh not found for teleport."); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
329 |
}
|
330 |
|
331 |
+
function getSaveData() { // Called by Python when save button is clicked
|
332 |
+
console.log(`JS getSaveData called. Returning ${newlyPlacedObjects.length} new objects.`);
|
333 |
+
// Prepare data in the format Python expects (world positions)
|
334 |
+
const objectsToSave = newlyPlacedObjects.map(obj => {
|
335 |
+
if (!obj.userData || !obj.userData.type) { return null; }
|
336 |
+
const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
|
337 |
+
return {
|
338 |
+
obj_id: obj.userData.obj_id,
|
339 |
+
type: obj.userData.type,
|
340 |
+
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
|
341 |
+
rotation: rotation
|
342 |
+
};
|
343 |
+
}).filter(obj => obj !== null);
|
344 |
+
|
345 |
+
console.log("Prepared data for saving:", objectsToSave);
|
346 |
+
return JSON.stringify(objectsToSave); // Return as JSON string
|
347 |
+
}
|
348 |
|
349 |
+
function resetNewlyPlacedObjects() { // Called by Python AFTER successful save
|
350 |
+
console.log(`JS resetNewlyPlacedObjects called.`);
|
351 |
+
clearUnsavedState(); // Clear memory array AND sessionStorage
|
352 |
+
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
353 |
|
|
|
|
|
|
|
354 |
|
355 |
+
// --- Animation Loop ---
|
356 |
+
function updatePlayerMovement() { /* ... unchanged ... */
|
357 |
+
if (!playerMesh) return;
|
358 |
+
const moveDirection = new THREE.Vector3(0, 0, 0);
|
359 |
+
if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
|
360 |
+
if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
|
361 |
+
if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
|
362 |
+
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
|
363 |
|
364 |
+
if (moveDirection.lengthSq() > 0) {
|
365 |
+
moveDirection.normalize().multiplyScalar(playerSpeed);
|
366 |
+
playerMesh.position.add(moveDirection);
|
367 |
+
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
|
368 |
+
}
|
369 |
}
|
370 |
|
371 |
+
function updateCamera() { /* ... unchanged ... */
|
372 |
if (!playerMesh) return;
|
373 |
+
const offset = new THREE.Vector3(0, 15, 20);
|
|
|
|
|
374 |
const targetPosition = playerMesh.position.clone().add(offset);
|
375 |
+
camera.position.lerp(targetPosition, 0.08);
|
376 |
+
camera.lookAt(playerMesh.position);
|
|
|
377 |
}
|
378 |
|
379 |
+
function onWindowResize() { /* ... unchanged ... */
|
|
|
380 |
camera.aspect = window.innerWidth / window.innerHeight;
|
381 |
camera.updateProjectionMatrix();
|
382 |
renderer.setSize(window.innerWidth, window.innerHeight);
|
|
|
384 |
|
385 |
function animate() {
|
386 |
requestAnimationFrame(animate);
|
|
|
387 |
updatePlayerMovement();
|
388 |
+
updateCamera();
|
|
|
389 |
renderer.render(scene, camera);
|
390 |
}
|
391 |
|
392 |
+
// --- Start ---
|
393 |
init();
|
394 |
|
395 |
</script>
|