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Browse files- index.html +569 -18
index.html
CHANGED
@@ -1,19 +1,570 @@
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</html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Three.js Dynamic Simulated City - Corner Columns</title>
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<script src="https://cdn.tailwindcss.com"></script>
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<style>
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body { margin: 0; overflow: hidden; background-color: #000000; color: #e2e8f0; font-family: 'Inter', sans-serif; }
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canvas { display: block; }
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#infoPanel {
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position: absolute;
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top: 20px;
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left: 20px;
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background-color: rgba(0,0,0,0.75);
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padding: 15px;
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border-radius: 8px;
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color: white;
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font-size: 0.85em;
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max-width: 320px;
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box-shadow: 0 4px 12px rgba(0,0,0,0.5);
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max-height: 90vh;
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overflow-y: auto;
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}
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#infoPanel h2 {
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margin-top: 0;
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font-size: 1.1em;
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border-bottom: 1px solid #4a5568;
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padding-bottom: 5px;
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margin-bottom: 10px;
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}
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#infoPanel p, #infoPanel ul {
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margin-bottom: 8px;
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line-height: 1.5;
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}
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#infoPanel ul {
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list-style: disc;
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padding-left: 20px;
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}
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#loadingScreen {
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position: fixed;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background-color: #111827; /* Darker initial loading */
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display: flex;
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flex-direction: column;
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justify-content: center;
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align-items: center;
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z-index: 9999;
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color: white;
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font-size: 1.5em;
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}
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.spinner {
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border: 4px solid rgba(255, 255, 255, 0.3);
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border-radius: 50%;
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border-top: 4px solid #fff;
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width: 40px;
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height: 40px;
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animation: spin 1s linear infinite;
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margin-bottom: 20px;
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}
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@keyframes spin {
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0% { transform: rotate(0deg); }
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100% { transform: rotate(360deg); }
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}
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</style>
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<link href="https://fonts.googleapis.com/css2?family=Inter:wght@400;600&display=swap" rel="stylesheet">
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</head>
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<body>
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<div id="loadingScreen">
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<div class="spinner"></div>
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Loading Dynamic City...
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</div>
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<div id="infoPanel">
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<h2>Dynamic Simulated City - V4</h2>
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<p>Added stone-colored cylinder columns to building corners.</p>
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<p><strong>Features Added/Improved:</strong></p>
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<ul>
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<li>Moving cars and people.</li>
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<li>Birds flying.</li>
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<li>Recessed building windows with lights.</li>
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<li>Solid roof caps on buildings.</li>
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<li>Internal floor slabs.</li>
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<li>Corner columns on buildings.</li>
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<li>Day/Night cycle with Sun & Moon.</li>
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</ul>
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<p><em>Use mouse to orbit, scroll to zoom, right-click to pan.</em></p>
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</div>
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<canvas id="cityCanvas"></canvas>
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<script type="importmap">
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{
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"imports": {
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"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
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"three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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let scene, camera, renderer, controls;
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const buildings = [];
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const vehicles = [];
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const pedestrians = [];
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const birds = [];
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const citySize = 20;
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const buildingSpacing = 2.0;
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const roadWidth = 0.5;
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const buildingMaxHeight = 8;
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const buildingMinHeight = 1;
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const roofHeight = 0.2;
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const floorSlabThickness = 0.05;
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const typicalFloorHeight = 0.5;
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const columnRadius = 0.1; // Radius of the corner columns
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let sunLight, moonLight, ambientLight;
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const skyRadius = citySize * buildingSpacing * 1.5;
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const dayClearColor = new THREE.Color(0x87CEEB);
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const nightClearColor = new THREE.Color(0x000020);
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const dayFogColor = new THREE.Color(0x87CEEB);
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const nightFogColor = new THREE.Color(0x000010);
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// --- Core Three.js Setup ---
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function init() {
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const canvas = document.getElementById('cityCanvas');
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renderer = new THREE.WebGLRenderer({ canvas: canvas, antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 0.8;
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, skyRadius * 2.5);
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camera.position.set(citySize * 0.7, citySize * 0.6, citySize * 0.7);
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controls = new OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.dampingFactor = 0.05;
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controls.screenSpacePanning = false;
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controls.minDistance = 3;
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controls.maxDistance = citySize * 2.5;
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controls.maxPolarAngle = Math.PI / 2 - 0.01;
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// --- Lighting ---
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ambientLight = new THREE.AmbientLight(0xffffff, 0.1);
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scene.add(ambientLight);
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sunLight = new THREE.DirectionalLight(0xffffee, 0);
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sunLight.castShadow = true;
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sunLight.shadow.mapSize.width = 2048;
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sunLight.shadow.mapSize.height = 2048;
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sunLight.shadow.camera.near = 0.5;
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sunLight.shadow.camera.far = skyRadius * 0.8;
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sunLight.shadow.camera.left = -citySize * 1.5;
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sunLight.shadow.camera.right = citySize * 1.5;
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sunLight.shadow.camera.top = citySize * 1.5;
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sunLight.shadow.camera.bottom = -citySize * 1.5;
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sunLight.shadow.bias = -0.0005;
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scene.add(sunLight);
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moonLight = new THREE.DirectionalLight(0x7788cc, 0);
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moonLight.castShadow = true;
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moonLight.shadow.mapSize.width = 1024;
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moonLight.shadow.mapSize.height = 1024;
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moonLight.shadow.camera.near = 0.5;
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moonLight.shadow.camera.far = skyRadius * 0.8;
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moonLight.shadow.bias = -0.0005;
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scene.add(moonLight);
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// --- Ground ---
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const groundGeometry = new THREE.PlaneGeometry(citySize * buildingSpacing * 1.2, citySize * buildingSpacing * 1.2);
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const groundMaterial = new THREE.MeshStandardMaterial({
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color: 0x445544,
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roughness: 0.9,
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metalness: 0.1
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});
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const ground = new THREE.Mesh(groundGeometry, groundMaterial);
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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scene.add(ground);
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// --- City, Entities ---
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generateCity();
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createVehicles(30);
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createPedestrians(50);
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createBirds(20);
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document.getElementById('loadingScreen').style.display = 'none';
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window.addEventListener('resize', onWindowResize, false);
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animate();
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}
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// --- Procedural City Generation with Windows, Roofs, Floor Slabs & Columns ---
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function generateCity() {
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const buildingBaseGeometry = new THREE.BoxGeometry(1, 1, 1);
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const roofGeometry = new THREE.BoxGeometry(1, roofHeight, 1);
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const floorSlabGeometry = new THREE.BoxGeometry(1, floorSlabThickness, 1);
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const columnGeometry = new THREE.CylinderGeometry(columnRadius, columnRadius, 1, 12); // Height will be scaled
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const floorSlabMaterial = new THREE.MeshStandardMaterial({
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color: 0x606060,
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roughness: 0.8,
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metalness: 0.1,
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});
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const columnMaterial = new THREE.MeshStandardMaterial({
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color: 0x787878, // Stone grey
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roughness: 0.7,
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metalness: 0.05,
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});
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for (let i = 0; i < citySize; i++) {
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223 |
+
for (let j = 0; j < citySize; j++) {
|
224 |
+
if (Math.random() > 0.25) {
|
225 |
+
const buildingBodyHeight = THREE.MathUtils.randFloat(buildingMinHeight, buildingMaxHeight - roofHeight);
|
226 |
+
// Adjust building width/depth slightly to make space for columns visually, or columns will clip into facade
|
227 |
+
const buildingWidth = THREE.MathUtils.randFloat(0.7, buildingSpacing - roadWidth * 0.8 - columnRadius * 2.5);
|
228 |
+
const buildingDepth = THREE.MathUtils.randFloat(0.7, buildingSpacing - roadWidth * 0.8 - columnRadius * 2.5);
|
229 |
+
|
230 |
+
|
231 |
+
const buildingMaterial = new THREE.MeshStandardMaterial({
|
232 |
+
color: new THREE.Color().setHSL(Math.random() * 0.1 + 0.55, 0.1, Math.random() * 0.2 + 0.3),
|
233 |
+
roughness: THREE.MathUtils.randFloat(0.6, 0.9),
|
234 |
+
metalness: THREE.MathUtils.randFloat(0.0, 0.2),
|
235 |
+
});
|
236 |
+
|
237 |
+
// Create Building Body
|
238 |
+
const building = new THREE.Mesh(buildingBaseGeometry, buildingMaterial);
|
239 |
+
building.scale.set(buildingWidth, buildingBodyHeight, buildingDepth);
|
240 |
+
const buildingCenterX = (i - citySize / 2 + 0.5) * buildingSpacing;
|
241 |
+
const buildingCenterZ = (j - citySize / 2 + 0.5) * buildingSpacing;
|
242 |
+
building.position.set(buildingCenterX, buildingBodyHeight / 2, buildingCenterZ);
|
243 |
+
building.castShadow = true;
|
244 |
+
building.receiveShadow = true;
|
245 |
+
scene.add(building);
|
246 |
+
building.userData.windows = [];
|
247 |
+
|
248 |
+
// Create Roof Cap
|
249 |
+
const roofMaterial = buildingMaterial.clone();
|
250 |
+
roofMaterial.color.offsetHSL(0, 0, -0.05);
|
251 |
+
const roof = new THREE.Mesh(roofGeometry, roofMaterial);
|
252 |
+
roof.scale.set(buildingWidth * 1.05 + columnRadius*2, 1, buildingDepth * 1.05 + columnRadius*2); // Roof overhangs columns
|
253 |
+
roof.position.set(buildingCenterX, buildingBodyHeight + roofHeight / 2, buildingCenterZ);
|
254 |
+
roof.castShadow = true;
|
255 |
+
roof.receiveShadow = true;
|
256 |
+
scene.add(roof);
|
257 |
+
|
258 |
+
// Add Corner Columns
|
259 |
+
const columnPositions = [
|
260 |
+
{ x: buildingWidth / 2, z: buildingDepth / 2 },
|
261 |
+
{ x: -buildingWidth / 2, z: buildingDepth / 2 },
|
262 |
+
{ x: buildingWidth / 2, z: -buildingDepth / 2 },
|
263 |
+
{ x: -buildingWidth / 2, z: -buildingDepth / 2 },
|
264 |
+
];
|
265 |
+
|
266 |
+
columnPositions.forEach(pos => {
|
267 |
+
const column = new THREE.Mesh(columnGeometry, columnMaterial.clone());
|
268 |
+
column.scale.y = buildingBodyHeight; // Scale cylinder height
|
269 |
+
column.position.set(
|
270 |
+
buildingCenterX + pos.x,
|
271 |
+
buildingBodyHeight / 2, // Center of the column height
|
272 |
+
buildingCenterZ + pos.z
|
273 |
+
);
|
274 |
+
column.castShadow = true;
|
275 |
+
column.receiveShadow = true;
|
276 |
+
scene.add(column);
|
277 |
+
});
|
278 |
+
|
279 |
+
|
280 |
+
// Add Floor Slabs
|
281 |
+
for (let fh = typicalFloorHeight; fh < buildingBodyHeight - typicalFloorHeight / 2; fh += typicalFloorHeight) {
|
282 |
+
const floorSlab = new THREE.Mesh(floorSlabGeometry, floorSlabMaterial.clone());
|
283 |
+
floorSlab.scale.set(buildingWidth * 0.98, 1, buildingDepth * 0.98); // Slightly smaller than building body
|
284 |
+
const localY = fh - buildingBodyHeight / 2;
|
285 |
+
floorSlab.position.set(0, localY, 0);
|
286 |
+
floorSlab.castShadow = true;
|
287 |
+
floorSlab.receiveShadow = true;
|
288 |
+
building.add(floorSlab);
|
289 |
+
}
|
290 |
+
|
291 |
+
|
292 |
+
// Add Windows (to the building body)
|
293 |
+
const windowSize = 0.15;
|
294 |
+
const windowSpacingFactor = 0.25;
|
295 |
+
const windowRecessOffset = -0.02;
|
296 |
+
|
297 |
+
const maxWindowHeight = buildingBodyHeight - (windowSpacingFactor * buildingBodyHeight / 2) - (windowSize / 2);
|
298 |
+
|
299 |
+
// Facade Z+ (Front)
|
300 |
+
for (let bh = windowSpacingFactor * buildingBodyHeight / 2; bh < maxWindowHeight; bh += windowSpacingFactor * buildingBodyHeight) {
|
301 |
+
for (let bw = -buildingWidth / 2 + windowSpacingFactor * buildingWidth / 2; bw < buildingWidth / 2 - windowSpacingFactor * buildingWidth / 4; bw += windowSpacingFactor * buildingWidth * 0.75) {
|
302 |
+
if (Math.random() < 0.8) {
|
303 |
+
const windowMat = new THREE.MeshStandardMaterial({
|
304 |
+
color: 0x050510, emissive: 0x000000, emissiveIntensity: 0, transparent: true, opacity: 0.65
|
305 |
+
});
|
306 |
+
const windowGeo = new THREE.PlaneGeometry(windowSize, windowSize);
|
307 |
+
const win = new THREE.Mesh(windowGeo, windowMat);
|
308 |
+
win.position.set(bw, bh - buildingBodyHeight / 2, buildingDepth / 2 + windowRecessOffset);
|
309 |
+
building.add(win);
|
310 |
+
building.userData.windows.push(win);
|
311 |
+
}
|
312 |
+
}
|
313 |
+
}
|
314 |
+
|
315 |
+
// Facade Z- (Back)
|
316 |
+
for (let bh = windowSpacingFactor * buildingBodyHeight / 2; bh < maxWindowHeight; bh += windowSpacingFactor * buildingBodyHeight) {
|
317 |
+
for (let bw = -buildingWidth / 2 + windowSpacingFactor * buildingWidth / 2; bw < buildingWidth / 2 - windowSpacingFactor * buildingWidth / 4; bw += windowSpacingFactor * buildingWidth * 0.75) {
|
318 |
+
if (Math.random() < 0.8) {
|
319 |
+
const windowMat = new THREE.MeshStandardMaterial({
|
320 |
+
color: 0x050510, emissive: 0x000000, emissiveIntensity: 0, transparent: true, opacity: 0.65
|
321 |
+
});
|
322 |
+
const windowGeo = new THREE.PlaneGeometry(windowSize, windowSize);
|
323 |
+
const win = new THREE.Mesh(windowGeo, windowMat);
|
324 |
+
win.position.set(bw, bh - buildingBodyHeight / 2, -buildingDepth / 2 - windowRecessOffset);
|
325 |
+
win.rotation.y = Math.PI;
|
326 |
+
building.add(win);
|
327 |
+
building.userData.windows.push(win);
|
328 |
+
}
|
329 |
+
}
|
330 |
+
}
|
331 |
+
|
332 |
+
// Facade X+ (Right)
|
333 |
+
for (let bh = windowSpacingFactor * buildingBodyHeight / 2; bh < maxWindowHeight; bh += windowSpacingFactor * buildingBodyHeight) {
|
334 |
+
for (let bd = -buildingDepth / 2 + windowSpacingFactor * buildingDepth / 2; bd < buildingDepth / 2 - windowSpacingFactor * buildingDepth / 4; bd += windowSpacingFactor * buildingDepth * 0.75) {
|
335 |
+
if (Math.random() < 0.8) {
|
336 |
+
const windowMat = new THREE.MeshStandardMaterial({
|
337 |
+
color: 0x050510, emissive: 0x000000, emissiveIntensity: 0, transparent: true, opacity: 0.65
|
338 |
+
});
|
339 |
+
const windowGeo = new THREE.PlaneGeometry(windowSize, windowSize);
|
340 |
+
const win = new THREE.Mesh(windowGeo, windowMat);
|
341 |
+
win.position.set(buildingWidth / 2 + windowRecessOffset, bh - buildingBodyHeight / 2, bd);
|
342 |
+
win.rotation.y = Math.PI / 2;
|
343 |
+
building.add(win);
|
344 |
+
building.userData.windows.push(win);
|
345 |
+
}
|
346 |
+
}
|
347 |
+
}
|
348 |
+
|
349 |
+
// Facade X- (Left)
|
350 |
+
for (let bh = windowSpacingFactor * buildingBodyHeight / 2; bh < maxWindowHeight; bh += windowSpacingFactor * buildingBodyHeight) {
|
351 |
+
for (let bd = -buildingDepth / 2 + windowSpacingFactor * buildingDepth / 2; bd < buildingDepth / 2 - windowSpacingFactor * buildingDepth / 4; bd += windowSpacingFactor * buildingDepth * 0.75) {
|
352 |
+
if (Math.random() < 0.8) {
|
353 |
+
const windowMat = new THREE.MeshStandardMaterial({
|
354 |
+
color: 0x050510, emissive: 0x000000, emissiveIntensity: 0, transparent: true, opacity: 0.65
|
355 |
+
});
|
356 |
+
const windowGeo = new THREE.PlaneGeometry(windowSize, windowSize);
|
357 |
+
const win = new THREE.Mesh(windowGeo, windowMat);
|
358 |
+
win.position.set(-buildingWidth / 2 - windowRecessOffset, bh - buildingBodyHeight / 2, bd);
|
359 |
+
win.rotation.y = -Math.PI / 2;
|
360 |
+
building.add(win);
|
361 |
+
building.userData.windows.push(win);
|
362 |
+
}
|
363 |
+
}
|
364 |
+
}
|
365 |
+
buildings.push(building);
|
366 |
+
}
|
367 |
+
}
|
368 |
+
}
|
369 |
+
}
|
370 |
+
|
371 |
+
// --- Create Moving Entities (Unchanged) ---
|
372 |
+
function createVehicles(count) {
|
373 |
+
const carGeo = new THREE.BoxGeometry(0.6, 0.25, 0.3);
|
374 |
+
const carMat = new THREE.MeshStandardMaterial({ color: 0xaa0000, roughness: 0.3, metalness: 0.5 });
|
375 |
+
for (let i = 0; i < count; i++) {
|
376 |
+
const vehicle = new THREE.Mesh(carGeo, carMat.clone());
|
377 |
+
vehicle.material.color.setHSL(Math.random(), 0.7, 0.5);
|
378 |
+
vehicle.castShadow = true;
|
379 |
+
const onXAxis = Math.random() > 0.5;
|
380 |
+
const roadLine = Math.floor(Math.random() * citySize) - citySize / 2 + 0.5;
|
381 |
+
vehicle.position.set(
|
382 |
+
onXAxis ? (Math.random() - 0.5) * citySize * buildingSpacing : roadLine * buildingSpacing + (Math.random() > 0.5 ? roadWidth : -roadWidth),
|
383 |
+
0.125,
|
384 |
+
onXAxis ? roadLine * buildingSpacing + (Math.random() > 0.5 ? roadWidth : -roadWidth) : (Math.random() - 0.5) * citySize * buildingSpacing
|
385 |
+
);
|
386 |
+
vehicle.userData.speed = THREE.MathUtils.randFloat(0.02, 0.05) * (Math.random() > 0.5 ? 1 : -1);
|
387 |
+
vehicle.userData.axis = onXAxis ? 'x' : 'z';
|
388 |
+
if (vehicle.userData.axis === 'x') {
|
389 |
+
vehicle.rotation.y = vehicle.userData.speed > 0 ? 0 : Math.PI;
|
390 |
+
} else {
|
391 |
+
vehicle.rotation.y = vehicle.userData.speed > 0 ? -Math.PI / 2 : Math.PI / 2;
|
392 |
+
}
|
393 |
+
scene.add(vehicle);
|
394 |
+
vehicles.push(vehicle);
|
395 |
+
}
|
396 |
+
}
|
397 |
+
|
398 |
+
function createPedestrians(count) {
|
399 |
+
const pedGeo = new THREE.CylinderGeometry(0.05, 0.05, 0.3, 8);
|
400 |
+
const pedMat = new THREE.MeshStandardMaterial({ color: 0x00aa00, roughness: 0.8, metalness: 0.1 });
|
401 |
+
for (let i = 0; i < count; i++) {
|
402 |
+
const pedestrian = new THREE.Mesh(pedGeo, pedMat.clone());
|
403 |
+
pedestrian.material.color.setHSL(Math.random(), 0.6, 0.6);
|
404 |
+
pedestrian.castShadow = true;
|
405 |
+
const buildingIndex = Math.floor(Math.random() * buildings.length);
|
406 |
+
const targetBuilding = buildings[buildingIndex];
|
407 |
+
if (!targetBuilding) continue;
|
408 |
+
|
409 |
+
const side = Math.floor(Math.random() * 4);
|
410 |
+
let offsetX = 0, offsetZ = 0;
|
411 |
+
const actualBuildingWidth = targetBuilding.scale.x; // This is the inner facade width
|
412 |
+
const actualBuildingDepth = targetBuilding.scale.z; // This is the inner facade depth
|
413 |
+
const sidewalkGap = 0.35 + columnRadius; // Place pedestrians outside columns
|
414 |
+
|
415 |
+
if (side === 0) {
|
416 |
+
offsetZ = actualBuildingDepth / 2 + sidewalkGap;
|
417 |
+
offsetX = (Math.random() - 0.5) * actualBuildingWidth;
|
418 |
+
} else if (side === 1) {
|
419 |
+
offsetZ = -actualBuildingDepth / 2 - sidewalkGap;
|
420 |
+
offsetX = (Math.random() - 0.5) * actualBuildingWidth;
|
421 |
+
} else if (side === 2) {
|
422 |
+
offsetX = actualBuildingWidth / 2 + sidewalkGap;
|
423 |
+
offsetZ = (Math.random() - 0.5) * actualBuildingDepth;
|
424 |
+
} else {
|
425 |
+
offsetX = -actualBuildingWidth / 2 - sidewalkGap;
|
426 |
+
offsetZ = (Math.random() - 0.5) * actualBuildingDepth;
|
427 |
+
}
|
428 |
+
|
429 |
+
pedestrian.position.set(
|
430 |
+
targetBuilding.position.x + offsetX, // Relative to building center
|
431 |
+
0.15,
|
432 |
+
targetBuilding.position.z + offsetZ // Relative to building center
|
433 |
+
);
|
434 |
+
pedestrian.userData.speed = THREE.MathUtils.randFloat(0.005, 0.01);
|
435 |
+
pedestrian.userData.direction = new THREE.Vector3(Math.random()-0.5, 0, Math.random()-0.5).normalize();
|
436 |
+
scene.add(pedestrian);
|
437 |
+
pedestrians.push(pedestrian);
|
438 |
+
}
|
439 |
+
}
|
440 |
+
|
441 |
+
function createBirds(count) {
|
442 |
+
const birdGeo = new THREE.SphereGeometry(0.1, 8, 6);
|
443 |
+
const birdMat = new THREE.MeshStandardMaterial({ color: 0x555555, roughness: 0.5 });
|
444 |
+
for (let i = 0; i < count; i++) {
|
445 |
+
const bird = new THREE.Mesh(birdGeo, birdMat.clone());
|
446 |
+
bird.material.color.setHex(Math.random() * 0xffffff);
|
447 |
+
bird.position.set(
|
448 |
+
(Math.random() - 0.5) * citySize * buildingSpacing * 0.8,
|
449 |
+
THREE.MathUtils.randFloat(buildingMaxHeight + 2, buildingMaxHeight + 10),
|
450 |
+
(Math.random() - 0.5) * citySize * buildingSpacing * 0.8
|
451 |
+
);
|
452 |
+
bird.userData.speed = THREE.MathUtils.randFloat(0.02, 0.06);
|
453 |
+
bird.userData.phase = Math.random() * Math.PI * 2;
|
454 |
+
bird.userData.amplitudeY = THREE.MathUtils.randFloat(0.5, 2);
|
455 |
+
bird.userData.radius = THREE.MathUtils.randFloat(citySize * 0.2, citySize * 0.5);
|
456 |
+
bird.userData.angle = Math.random() * Math.PI * 2;
|
457 |
+
bird.userData.angleSpeed = THREE.MathUtils.randFloat(0.001, 0.005) * (Math.random() > 0.5 ? 1: -1);
|
458 |
+
|
459 |
+
scene.add(bird);
|
460 |
+
birds.push(bird);
|
461 |
+
}
|
462 |
+
}
|
463 |
+
|
464 |
+
|
465 |
+
// --- Animation Loop (Unchanged) ---
|
466 |
+
let lastWindowUpdateTime = 0;
|
467 |
+
const windowUpdateInterval = 200;
|
468 |
+
|
469 |
+
function animate(time) {
|
470 |
+
requestAnimationFrame(animate);
|
471 |
+
const currentTime = time || 0;
|
472 |
+
const delta = currentTime - (lastWindowUpdateTime || 0);
|
473 |
+
|
474 |
+
const timeOfDay = (currentTime * 0.00002) % 1;
|
475 |
+
const sunAngle = timeOfDay * Math.PI * 2;
|
476 |
+
|
477 |
+
sunLight.position.set(
|
478 |
+
Math.cos(sunAngle) * skyRadius,
|
479 |
+
Math.sin(sunAngle) * skyRadius * 0.7,
|
480 |
+
Math.sin(sunAngle - Math.PI / 4) * skyRadius
|
481 |
+
);
|
482 |
+
sunLight.intensity = Math.max(0, Math.sin(sunAngle)) * 1.8;
|
483 |
+
sunLight.visible = sunLight.intensity > 0.01;
|
484 |
+
|
485 |
+
const moonAngle = sunAngle + Math.PI;
|
486 |
+
moonLight.position.set(
|
487 |
+
Math.cos(moonAngle) * skyRadius * 0.9,
|
488 |
+
Math.sin(moonAngle) * skyRadius * 0.6,
|
489 |
+
Math.sin(moonAngle - Math.PI / 4) * skyRadius * 0.9
|
490 |
+
);
|
491 |
+
moonLight.intensity = Math.max(0, Math.sin(moonAngle)) * 0.4;
|
492 |
+
moonLight.visible = moonLight.intensity > 0.01;
|
493 |
+
|
494 |
+
const dayFactor = Math.pow(Math.max(0, Math.sin(sunAngle)), 0.7);
|
495 |
+
ambientLight.intensity = dayFactor * 0.5 + 0.1;
|
496 |
+
|
497 |
+
scene.background = nightClearColor.clone().lerp(dayClearColor, dayFactor);
|
498 |
+
if (scene.fog) {
|
499 |
+
scene.fog.color = nightFogColor.clone().lerp(dayFogColor, dayFactor);
|
500 |
+
scene.fog.near = skyRadius * 0.2 * (1 - dayFactor * 0.5);
|
501 |
+
scene.fog.far = skyRadius * (1 - dayFactor * 0.3);
|
502 |
+
} else {
|
503 |
+
scene.fog = new THREE.Fog(scene.background, skyRadius * 0.2, skyRadius);
|
504 |
+
}
|
505 |
+
|
506 |
+
if (delta > windowUpdateInterval) {
|
507 |
+
lastWindowUpdateTime = currentTime;
|
508 |
+
buildings.forEach(building => {
|
509 |
+
building.userData.windows.forEach(win => {
|
510 |
+
if (Math.random() < 0.05) {
|
511 |
+
const isNight = dayFactor < 0.3;
|
512 |
+
const lightOnProb = isNight ? 0.6 : 0.15;
|
513 |
+
|
514 |
+
if (Math.random() < lightOnProb) {
|
515 |
+
win.material.emissive.setHex(0xffffaa);
|
516 |
+
win.material.emissiveIntensity = THREE.MathUtils.randFloat(0.5, 1.2);
|
517 |
+
win.material.opacity = 0.9;
|
518 |
+
} else {
|
519 |
+
win.material.emissive.setHex(0x000000);
|
520 |
+
win.material.emissiveIntensity = 0;
|
521 |
+
win.material.opacity = 0.65;
|
522 |
+
}
|
523 |
+
}
|
524 |
+
});
|
525 |
+
});
|
526 |
+
}
|
527 |
+
|
528 |
+
const cityBoundary = citySize * buildingSpacing / 2;
|
529 |
+
vehicles.forEach(v => {
|
530 |
+
if (v.userData.axis === 'x') {
|
531 |
+
v.position.x += v.userData.speed;
|
532 |
+
if (v.position.x > cityBoundary && v.userData.speed > 0) v.position.x = -cityBoundary;
|
533 |
+
if (v.position.x < -cityBoundary && v.userData.speed < 0) v.position.x = cityBoundary;
|
534 |
+
} else {
|
535 |
+
v.position.z += v.userData.speed;
|
536 |
+
if (v.position.z > cityBoundary && v.userData.speed > 0) v.position.z = -cityBoundary;
|
537 |
+
if (v.position.z < -cityBoundary && v.userData.speed < 0) v.position.z = cityBoundary;
|
538 |
+
}
|
539 |
+
});
|
540 |
+
|
541 |
+
pedestrians.forEach(p => {
|
542 |
+
p.position.addScaledVector(p.userData.direction, p.userData.speed);
|
543 |
+
if (Math.random() < 0.01) {
|
544 |
+
p.userData.direction.set(Math.random()-0.5, 0, Math.random()-0.5).normalize();
|
545 |
+
}
|
546 |
+
p.position.x = THREE.MathUtils.clamp(p.position.x, -cityBoundary * 1.1, cityBoundary * 1.1);
|
547 |
+
p.position.z = THREE.MathUtils.clamp(p.position.z, -cityBoundary * 1.1, cityBoundary * 1.1);
|
548 |
+
});
|
549 |
+
|
550 |
+
birds.forEach(b => {
|
551 |
+
b.userData.angle += b.userData.angleSpeed;
|
552 |
+
b.position.x = Math.cos(b.userData.angle) * b.userData.radius;
|
553 |
+
b.position.z = Math.sin(b.userData.angle) * b.userData.radius;
|
554 |
+
b.position.y = (buildingMaxHeight + 5) + Math.sin(currentTime * 0.001 * b.userData.speed + b.userData.phase) * b.userData.amplitudeY;
|
555 |
+
});
|
556 |
+
|
557 |
+
controls.update();
|
558 |
+
renderer.render(scene, camera);
|
559 |
+
}
|
560 |
+
|
561 |
+
function onWindowResize() {
|
562 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
563 |
+
camera.updateProjectionMatrix();
|
564 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
565 |
+
}
|
566 |
+
|
567 |
+
init();
|
568 |
+
</script>
|
569 |
+
</body>
|
570 |
</html>
|