Happy-Valley-Game / index.html
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<!DOCTYPE html>
<html>
<head>
<title>Live World Builder</title>
<style>
body { margin: 0; overflow: hidden; background-color: #f0f2f6; font-family: sans-serif;}
canvas { display: block; }
#info { position: absolute; top: 10px; width: 100%; text-align: center; z-index: 100; display:block; color: #333; background-color: rgba(255,255,255,0.7); padding: 5px; border-radius: 5px;}
#connection-status { position: absolute; bottom: 10px; left: 10px; background-color: rgba(0,0,0,0.5); color: white; padding: 3px 8px; border-radius: 3px; font-size: 0.8em; z-index: 100; }
.dot { height: 10px; width: 10px; border-radius: 50%; display: inline-block; margin-right: 5px; }
.red { background-color: #f44336; }
.green { background-color: #4CAF50; }
.orange { background-color: #ff9800; }
</style>
</head>
<body>
<div id="info">Builder: <span id="username">User</span> | Tool: <span id="current-tool">None</span> | Click to Place | Right-Click to Delete</div>
<div id="connection-status"><span id="ws-dot" class="dot red"></span>Disconnected</div>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let scene, camera, renderer, playerMesh;
let raycaster, mouse;
const keysPressed = {};
const playerSpeed = 0.15;
// --- World State (Managed by Server via WebSocket) ---
const worldObjects = new Map(); // Map<obj_id, THREE.Object3D>
const groundMeshes = {}; // Map<gridKey, THREE.Mesh>
const otherPlayers = new Map(); // Map<client_id, THREE.Mesh> for presence
// --- WebSocket ---
let socket = null;
let connectionRetries = 0;
const MAX_RETRIES = 5;
let pingIntervalId = null;
// --- Access State from Streamlit (Injected) ---
const myUsername = window.USERNAME || `User_${Math.random().toString(36).substring(2, 6)}`;
const websocketUrl = window.WEBSOCKET_URL || "ws://localhost:8765";
let selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
const plotWidth = window.PLOT_WIDTH || 50.0;
const plotDepth = window.PLOT_DEPTH || 50.0;
// NOTE: initialWorldObjects from injection is removed, state comes via WebSocket
// --- Materials (Reusable) ---
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x66aa66, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide });
const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x559955, roughness: 0.95, metalness: 0.1, side: THREE.DoubleSide });
const objectMaterials = {
'wood': new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 }),
'leaf': new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 }),
'stone': new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 }),
'house_wall': new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 }),
'house_roof': new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 }),
'brick': new THREE.MeshStandardMaterial({ color: 0x9B4C43, roughness: 0.85 }),
'metal': new THREE.MeshStandardMaterial({ color: 0xcccccc, roughness: 0.4, metalness: 0.8 }),
'gem': new THREE.MeshStandardMaterial({ color: 0x4FFFFF, roughness: 0.1, metalness: 0.2, transparent: true, opacity: 0.8 }),
'light': new THREE.MeshBasicMaterial({ color: 0xFFFF88 }),
'cactus': new THREE.MeshStandardMaterial({ color: 0x558B2F, roughness: 0.8 }),
'mushroom_stem': new THREE.MeshStandardMaterial({ color: 0xF5F5DC, roughness: 0.9 }),
'mushroom_cap': new THREE.MeshStandardMaterial({ color: 0xB22222, roughness: 0.7 }),
'player_other': new THREE.MeshStandardMaterial({ color: 0x8888ff, roughness: 0.7 }) // Other players
};
// --- Initialization ---
function init() {
console.log("JS Init: Starting scene setup...");
scene = new THREE.Scene();
scene.background = new THREE.Color(0xADD8E6);
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 5000);
camera.position.set(plotWidth / 2, 15, plotDepth / 2 + 20);
camera.lookAt(plotWidth/2, 0, plotDepth/2);
scene.add(camera);
setupLighting();
createGroundPlane(0, 0, false);
setupPlayer();
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
connectWebSocket(); // Initialize WebSocket Connection
updateInfoPanel(); // Initial UI update
// Event Listeners
window.addEventListener('resize', onWindowResize, false);
renderer.domElement.addEventListener('mousemove', onMouseMove, false);
renderer.domElement.addEventListener('click', onDocumentClick, false);
renderer.domElement.addEventListener('contextmenu', onRightClick, false);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
// --- Define global functions needed by Python ---
window.teleportPlayer = teleportPlayer;
window.updateSelectedObjectType = updateSelectedObjectType;
// Removed loadWorldState and getWorldStateForSave as WS handles state now
console.log(`JS Init: Setup complete for user: ${myUsername}. Connecting to ${websocketUrl}...`);
animate();
}
// --- WebSocket Logic ---
function updateConnectionStatus(status) {
const statusEl = document.getElementById('connection-status');
const dotEl = document.getElementById('ws-dot');
if (statusEl && dotEl) {
let text = 'Disconnected';
dotEl.className = 'dot red'; // Default red
if (status === 'connected') { text = 'Connected'; dotEl.className = 'dot green'; }
else if (status === 'connecting') { text = 'Connecting...'; dotEl.className = 'dot orange'; }
else if (status === 'error') { text = 'Connection Error'; }
statusEl.innerHTML = `<span id="ws-dot" class="${dotEl.className}"></span>${text}`;
}
}
function connectWebSocket() {
console.log(`Attempting WebSocket connection (${connectionRetries + 1}/${MAX_RETRIES})...`);
updateConnectionStatus('connecting');
socket = new WebSocket(websocketUrl);
socket.onopen = () => {
console.log("✅ WebSocket connection established.");
updateConnectionStatus('connected');
connectionRetries = 0;
// Start sending pings to keep connection alive
if(pingIntervalId) clearInterval(pingIntervalId);
pingIntervalId = setInterval(() => {
sendWebSocketMessage('ping', {});
}, 30000); // Send ping every 30 seconds
// Initial state requested/sent by server handler now
};
socket.onmessage = (event) => {
try {
const data = JSON.parse(event.data);
handleWebSocketMessage(data);
} catch (e) { console.error("❌ Failed to parse WebSocket message:", event.data, e); }
};
socket.onerror = (error) => {
console.error("❌ WebSocket error:", error);
updateConnectionStatus('error');
};
socket.onclose = (event) => {
console.warn(`🔌 WebSocket connection closed. Code: ${event.code}, Clean: ${event.wasClean}`);
updateConnectionStatus('disconnected');
if(pingIntervalId) clearInterval(pingIntervalId);
pingIntervalId = null;
socket = null;
if (connectionRetries < MAX_RETRIES) { // Reconnect logic
connectionRetries++;
const delay = Math.pow(2, connectionRetries) * 1000;
console.log(`Attempting reconnection in ${delay / 1000}s...`);
updateConnectionStatus('connecting');
setTimeout(connectWebSocket, delay);
} else { console.error("❌ WebSocket reconnection failed after max retries."); }
};
}
function sendWebSocketMessage(type, payload = {}) {
if (socket && socket.readyState === WebSocket.OPEN) {
// Include username in all outgoing messages automatically
payload.username = myUsername;
const message = JSON.stringify({ type, payload });
socket.send(message);
} else { console.warn("⚠️ WebSocket not open. Message not sent:", type); }
}
function handleWebSocketMessage(data) {
const { type, payload } = data;
// console.log("Received WS message:", type, payload); // Verbose logging
switch (type) {
case "initial_state":
console.log(`✨ Received initial world state with ${Object.keys(payload).length} objects.`);
clearWorldObjects(); // Clear previous objects
for (const obj_id in payload) { createAndPlaceObject(payload[obj_id]); }
checkAndExpandGroundVisuals(); // Create initial ground visuals
break;
case "object_placed":
console.log(`➕ Object placed by ${payload.username}: ${payload.object_data?.type}`);
createAndPlaceObject(payload.object_data); // Add or update
break;
case "object_deleted":
console.log(`➖ Object deleted by ${payload.username}: ${payload.obj_id}`);
removeObjectById(payload.obj_id);
break;
case "user_join": console.log(`👋 User joined: ${payload.username} (${payload.id})`); break;
case "user_leave":
console.log(`🚪 User left: ${payload.username} (${payload.id})`);
removeOtherPlayer(payload.id); // Remove visual representation
break;
case "player_moved": // Update visual representation of other players
if(payload.id !== socket?.id) { // Don't update self visually
updateOtherPlayer(payload.id, payload.username, payload.position, payload.rotation);
}
break;
case "pong": break; // Ignore server pong reply
default: console.warn("⚠️ Received unknown WebSocket message type:", type);
}
}
// --- Other Player Visuals ---
function addOrUpdateOtherPlayerMesh(id, username) {
let playerViz = otherPlayers.get(id);
if (!playerViz) {
const geometry = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
const material = objectMaterials.player_other;
playerViz = new THREE.Mesh(geometry, material);
playerViz.name = `player_${username}_${id.substring(0,4)}`;
playerViz.castShadow = true;
otherPlayers.set(id, playerViz);
scene.add(playerViz);
console.log(`Added visual for player ${username} (${id})`);
}
return playerViz;
}
function updateOtherPlayer(id, username, position, rotation) {
const playerViz = addOrUpdateOtherPlayerMesh(id, username);
if(position) playerViz.position.set(position.x, position.y, position.z);
if(rotation) playerViz.rotation.set(rotation._x, rotation._y, rotation._z, rotation._order || 'XYZ');
}
function removeOtherPlayer(id) {
if (otherPlayers.has(id)) {
const mesh = otherPlayers.get(id);
scene.remove(mesh);
if(mesh.geometry) mesh.geometry.dispose();
otherPlayers.delete(id);
console.log(`Removed visual for player ${id}`);
}
}
// --- Standard Setup Functions ---
function setupLighting() {
scene.add(new THREE.AmbientLight(0xffffff, 0.7));
const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);
dirLight.position.set(80, 150, 100); dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 2048; dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.camera.near = 10; dirLight.shadow.camera.far = 400;
dirLight.shadow.camera.left = -150; dirLight.shadow.camera.right = 150;
dirLight.shadow.camera.top = 150; dirLight.shadow.camera.bottom = -150;
dirLight.shadow.bias = -0.002; scene.add(dirLight);
scene.add(new THREE.HemisphereLight( 0xADD8E6, 0x66aa66, 0.4 ));
}
function setupPlayer() {
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
const playerMat = new THREE.MeshStandardMaterial({ color: 0xff4400, roughness: 0.6, metalness: 0.1 });
playerMesh = new THREE.Mesh(playerGeo, playerMat);
playerMesh.position.set(plotWidth / 2, 0.8, plotDepth / 2);
playerMesh.castShadow = true; playerMesh.receiveShadow = false;
playerMesh.name = "player_local"; scene.add(playerMesh);
}
function createGroundPlane(gridX, gridZ, isPlaceholder) {
const gridKey = `${gridX}_${gridZ}`; if (groundMeshes[gridKey]) return groundMeshes[gridKey];
const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial;
const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
const groundMesh = new THREE.Mesh(groundGeometry, material);
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.set(gridX * plotWidth + plotWidth / 2.0, -0.05, gridZ * plotDepth + plotDepth / 2.0);
groundMesh.receiveShadow = true; groundMesh.userData = { gridKey: gridKey, isPlaceholder: isPlaceholder };
groundMesh.name = `ground_${gridKey}`; scene.add(groundMesh); groundMeshes[gridKey] = groundMesh; return groundMesh;
}
// --- Object Creation / Management ---
function clearWorldObjects() {
console.log("JS: Clearing existing world objects...");
const idsToRemove = Array.from(worldObjects.keys());
idsToRemove.forEach(obj_id => removeObjectById(obj_id));
worldObjects.clear();
console.log("JS: World objects cleared.");
}
function removeObjectById(obj_id) {
if (worldObjects.has(obj_id)) {
const mesh = worldObjects.get(obj_id);
scene.remove(mesh);
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) { if (Array.isArray(mesh.material)) mesh.material.forEach(m => m.dispose()); else mesh.material.dispose(); }
worldObjects.delete(obj_id);
console.log(`JS: Removed object ${obj_id}`);
}
}
function createAndPlaceObject(objData) { // Renamed, removed bool flag
if (!objData || !objData.obj_id || !objData.type) { console.warn("JS: Invalid object data:", objData); return null; }
if (worldObjects.has(objData.obj_id)) { // Update existing
const mesh = worldObjects.get(objData.obj_id);
if (mesh.position.distanceToSquared(objData.position) > 0.001) { mesh.position.set(objData.position.x, objData.position.y, objData.position.z); }
if (objData.rotation && (Math.abs(mesh.rotation.x - objData.rotation._x) > 0.01 || Math.abs(mesh.rotation.y - objData.rotation._y) > 0.01 || Math.abs(mesh.rotation.z - objData.rotation._z) > 0.01 )) { mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ'); }
return mesh;
} else { // Create new
let mesh = createPrimitiveMesh(objData.type);
if (!mesh) return null;
mesh.userData = { obj_id: objData.obj_id, type: objData.type };
mesh.name = `${objData.type}_${objData.obj_id.substring(0, 4)}`;
if (objData.position) { mesh.position.set(objData.position.x, objData.position.y, objData.position.z); }
if (objData.rotation) { mesh.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ'); }
scene.add(mesh);
worldObjects.set(objData.obj_id, mesh);
return mesh;
}
}
function createPrimitiveMesh(type) { // Keep factory as before
let mesh = null; let geometry, material, material2;
const wood = objectMaterials.wood; const leaf = objectMaterials.leaf; const stone = objectMaterials.stone;
const house_wall = objectMaterials.house_wall; const house_roof = objectMaterials.house_roof;
const brick = objectMaterials.brick; const metal = objectMaterials.metal; const gem = objectMaterials.gem;
const lightMat = objectMaterials.light; const cactus = objectMaterials.cactus;
const mushroom_stem = objectMaterials.mushroom_stem; const mushroom_cap = objectMaterials.mushroom_cap;
try {
switch(type) {
case "Tree": mesh = new THREE.Group(); material = wood; material2 = leaf; const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), material); trunk.position.y = 1; trunk.castShadow=true; trunk.receiveShadow=true; mesh.add(trunk); const canopy = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2, 0), material2); canopy.position.y = 2.8; canopy.castShadow=true; canopy.receiveShadow=false; mesh.add(canopy); break;
case "Rock": geometry = new THREE.IcosahedronGeometry(0.7, 1); material = stone; mesh = new THREE.Mesh(geometry, material); mesh.castShadow = true; mesh.receiveShadow = true; mesh.scale.set(1 + Math.random()*0.2-0.1, Math.random()*0.4 + 0.8, 1 + Math.random()*0.2-0.1); mesh.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, Math.random()*Math.PI); break;
case "Simple House": mesh = new THREE.Group(); material = house_wall; material2 = house_roof; const body = new THREE.Mesh(new THREE.BoxGeometry(2, 1.5, 2.5), material); body.position.y = 0.75; body.castShadow = true; body.receiveShadow = true; mesh.add(body); const roof = new THREE.Mesh(new THREE.ConeGeometry(1.8, 1, 4), material2); roof.position.y = 1.5 + 0.5; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = false; mesh.add(roof); break;
case "Fence Post": geometry = new THREE.BoxGeometry(0.2, 1.5, 0.2); material = wood; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Pine Tree": mesh = new THREE.Group(); material = wood; material2 = leaf; const pineTrunk = new THREE.Mesh(new THREE.CylinderGeometry(0.2, 0.3, 2.5, 8), material); pineTrunk.position.y = 1.25; pineTrunk.castShadow=true; pineTrunk.receiveShadow=true; mesh.add(pineTrunk); const pineCanopy = new THREE.Mesh(new THREE.ConeGeometry(1, 2.5, 8), material2); pineCanopy.position.y = 2.5; pineCanopy.castShadow=true; pineCanopy.receiveShadow=false; mesh.add(pineCanopy); break;
case "Brick Wall": geometry = new THREE.BoxGeometry(3, 2, 0.3); material = brick; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Sphere": geometry = new THREE.SphereGeometry(0.8, 16, 12); material = metal; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.8; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Cube": geometry = new THREE.BoxGeometry(1, 1, 1); material = wood; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.5; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Cylinder": geometry = new THREE.CylinderGeometry(0.5, 0.5, 1.5, 16); material = stone; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.75; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Cone": geometry = new THREE.ConeGeometry(0.6, 1.2, 16); material = leaf; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Torus": geometry = new THREE.TorusGeometry(0.6, 0.2, 8, 24); material = metal; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.7; mesh.castShadow = true; mesh.receiveShadow = true; mesh.rotation.x = Math.PI / 2; break;
case "Mushroom": mesh = new THREE.Group(); material = mushroom_stem; material2 = mushroom_cap; const stem = new THREE.Mesh(new THREE.CylinderGeometry(0.15, 0.1, 0.6, 8), material); stem.position.y = 0.3; stem.castShadow = true; stem.receiveShadow = true; mesh.add(stem); const cap = new THREE.Mesh(new THREE.SphereGeometry(0.4, 16, 8, 0, Math.PI * 2, 0, Math.PI / 1.8), material2); cap.position.y = 0.6; cap.castShadow = true; cap.receiveShadow = false; mesh.add(cap); break;
case "Cactus": mesh = new THREE.Group(); material = cactus; geometry = new THREE.CapsuleGeometry(0.3, 1.2, 4, 8); const main = new THREE.Mesh(geometry, material); main.position.y = (1.2/2) + 0.3; main.castShadow = true; main.receiveShadow = true; mesh.add(main); geometry = new THREE.CapsuleGeometry(0.2, 0.6, 4, 8); const arm1 = new THREE.Mesh(geometry, material); arm1.position.set(0.3, 1, 0); arm1.rotation.z = Math.PI / 4; arm1.castShadow = true; arm1.receiveShadow = true; mesh.add(arm1); const arm2 = new THREE.Mesh(geometry, material); arm2.position.set(-0.3, 0.8, 0); arm2.rotation.z = -Math.PI / 4; arm2.castShadow = true; arm2.receiveShadow = true; mesh.add(arm2); break;
case "Campfire": mesh = new THREE.Group(); material = wood; material2 = lightMat; geometry = new THREE.CylinderGeometry(0.1, 0.1, 0.8, 5); const log1 = new THREE.Mesh(geometry, material); log1.rotation.z = Math.PI/2; log1.position.set(0, 0.1, 0.2); log1.castShadow=true; mesh.add(log1); const log2 = new THREE.Mesh(geometry, material); log2.rotation.z = Math.PI/2; log2.rotation.y = Math.PI/3; log2.position.set(0.15, 0.1, -0.15); log2.castShadow=true; mesh.add(log2); const log3 = new THREE.Mesh(geometry, material); log3.rotation.z = Math.PI/2; log3.rotation.y = -Math.PI/3; log3.position.set(-0.15, 0.1, -0.15); log3.castShadow=true; mesh.add(log3); geometry = new THREE.ConeGeometry(0.2, 0.5, 8); const flame = new THREE.Mesh(geometry, material2); flame.position.y = 0.35; mesh.add(flame); break;
case "Star": geometry = new THREE.SphereGeometry(0.5, 5, 4); material = lightMat; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 1; break;
case "Gem": geometry = new THREE.OctahedronGeometry(0.6, 0); material = gem; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.6; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Tower": geometry = new THREE.CylinderGeometry(1, 1.2, 5, 8); material = stone; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 2.5; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Barrier": geometry = new THREE.BoxGeometry(2, 0.5, 0.5); material = metal; mesh = new THREE.Mesh(geometry, material); mesh.position.y = 0.25; mesh.castShadow = true; mesh.receiveShadow = true; break;
case "Fountain": mesh = new THREE.Group(); material = stone; geometry = new THREE.CylinderGeometry(1.5, 1.5, 0.3, 16); const baseF = new THREE.Mesh(geometry, material); baseF.position.y = 0.15; baseF.receiveShadow=true; mesh.add(baseF); geometry = new THREE.CylinderGeometry(0.8, 0.8, 0.5, 16); const midF = new THREE.Mesh(geometry, material); midF.position.y = 0.3+0.25; midF.castShadow=true; mesh.add(midF); geometry = new THREE.CylinderGeometry(0.4, 0.4, 0.7, 16); const topF = new THREE.Mesh(geometry, material); topF.position.y = 0.8+0.35; topF.castShadow=true; mesh.add(topF); break;
case "Lantern": mesh = new THREE.Group(); material = metal; material2 = lightMat; geometry = new THREE.BoxGeometry(0.4, 0.6, 0.4); const bodyL = new THREE.Mesh(geometry, material); bodyL.position.y = 0.3; bodyL.castShadow=true; mesh.add(bodyL); geometry = new THREE.SphereGeometry(0.15); const lightL = new THREE.Mesh(geometry, material2); lightL.position.y = 0.3; mesh.add(lightL); break;
case "Sign Post": mesh = new THREE.Group(); material = wood; geometry = new THREE.CylinderGeometry(0.05, 0.05, 1.8, 8); const postS = new THREE.Mesh(geometry, material); postS.position.y = 0.9; postS.castShadow=true; postS.receiveShadow=true; mesh.add(postS); geometry = new THREE.BoxGeometry(0.8, 0.4, 0.05); const signS = new THREE.Mesh(geometry, material); signS.position.y = 1.5; signS.castShadow=true; signS.receiveShadow=true; mesh.add(signS); break;
default: console.warn("JS: Unknown primitive type:", type); return null;
}
} catch (e) { console.error(`JS: Error creating mesh for ${type}:`, e); return null; }
if (mesh) { mesh.userData = { type: type }; } // Set basic userdata
return mesh;
}
// --- Event Handlers ---
function onMouseMove(event) {
const rect = renderer.domElement.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
}
function onDocumentClick(event) { // Left Click - Place Object
// console.log("JS Click. Tool:", selectedObjectType);
if (selectedObjectType === "None" || !selectedObjectType) return;
raycaster.setFromCamera(mouse, camera);
const grounds = Object.values(groundMeshes);
const intersects = raycaster.intersectObjects(grounds);
if (intersects.length > 0) {
const intersectPoint = intersects[0].point;
const newObjData = {
obj_id: THREE.MathUtils.generateUUID(), type: selectedObjectType,
position: { x: intersectPoint.x, y: 0, z: intersectPoint.z },
rotation: { _x: 0, _y: Math.random() * Math.PI * 2, _z: 0, _order: 'XYZ' }
};
// Adjust Y - Needs refinement based on actual geometry origins/bounding boxes
let yOffset = 0.5; // Default lift
if (["Rock", "Sphere", "Gem"].includes(selectedObjectType)) yOffset = 0.4;
else if (["Simple House", "Cylinder", "Torus", "Fence Post", "Barrier", "Lantern"].includes(selectedObjectType)) yOffset = 0.75;
else if (["Tree", "Pine Tree", "Mushroom", "Cactus", "Campfire", "Sign Post"].includes(selectedObjectType)) yOffset = 0; // Group base likely at 0
else if (selectedObjectType === "Tower") yOffset = 2.5;
else if (selectedObjectType === "Cone") yOffset = 0.6;
else if (selectedObjectType === "Star") yOffset = 1.0;
else if (selectedObjectType === "Fountain") yOffset = 0.15;
newObjData.position.y = intersectPoint.y + yOffset + 0.01; // Add slight buffer
// Optimistic local placement (object added by server message now)
// createAndPlaceObject(newObjData); // Don't add locally first? Or do? Let's add locally for responsiveness.
const tempMesh = createAndPlaceObject(newObjData); // Add locally & track
if(tempMesh){
sendWebSocketMessage("place_object", { object_data: newObjData }); // Send to server
} else {
console.error("Failed to create mesh locally for placement.")
}
}
}
function onRightClick(event) { // Right Click - Delete Object
event.preventDefault();
raycaster.setFromCamera(mouse, camera);
const objectMeshes = Array.from(worldObjects.values());
const intersects = raycaster.intersectObjects(objectMeshes, true);
if (intersects.length > 0) {
let objectToDelete = intersects[0].object;
while (objectToDelete.parent && objectToDelete.parent !== scene && objectToDelete.userData?.obj_id === undefined) {
objectToDelete = objectToDelete.parent; // Find parent with ID
}
const objIdToDelete = objectToDelete.userData?.obj_id;
if (objIdToDelete && worldObjects.has(objIdToDelete)) {
console.log(`JS Requesting delete for: ${objIdToDelete}`);
// Optimistic local removal
removeObjectById(objIdToDelete);
// Send delete request to server
sendWebSocketMessage("delete_object", { obj_id: objIdToDelete });
// Log client-side deletion attempt
try { streamlit_js_eval(`add_action_log('Requested Delete: ${objIdToDelete.substring(0,6)}...')`, key='js_delete_log'); } catch(e) {}
}
}
}
function onKeyDown(event) { keysPressed[event.code] = true; }
function onKeyUp(event) { keysPressed[event.code] = false; }
function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); }
// --- Functions callable by Python ---
function teleportPlayer(targetX, targetZ) {
console.log(`JS teleportPlayer called: x=${targetX}, z=${targetZ}`);
if (playerMesh) {
playerMesh.position.set(targetX, playerMesh.position.y, targetZ);
const offset = new THREE.Vector3(0, 15, 20);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.copy(targetPosition); camera.lookAt(playerMesh.position);
}
}
function updateSelectedObjectType(newType) {
console.log("JS updateSelectedObjectType received:", newType);
selectedObjectType = newType; updateInfoPanel();
}
function updateInfoPanel() { // Helper to update top UI
const userEl = document.getElementById('username');
const toolEl = document.getElementById('current-tool');
if (userEl) userEl.textContent = myUsername;
if (toolEl) toolEl.textContent = selectedObjectType || "None";
}
// --- Animation Loop & Player Movement/Camera ---
let lastPositionSendTime = 0;
const positionUpdateInterval = 100; // Send position every 100ms
function updatePlayerMovement() {
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;
let positionChanged = false;
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 * playerSpeed));
worldMove.add(right.multiplyScalar(-moveDirection.x * playerSpeed));
playerMesh.position.add(worldMove);
playerMesh.position.y = Math.max(playerMesh.position.y, 0.8); // Ground clamp
checkAndExpandGroundVisuals(); // Check if new ground needed
positionChanged = true;
}
// Send position update periodically if moved
const now = Date.now();
if (positionChanged && now - lastPositionSendTime > positionUpdateInterval) {
sendWebSocketMessage("player_position", {
position: { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z },
rotation: { _x: playerMesh.rotation.x, _y: playerMesh.rotation.y, _z: playerMesh.rotation.z, _order: playerMesh.rotation.order }
});
lastPositionSendTime = now;
}
}
function updateCamera() {
if (!playerMesh) return;
const offset = new THREE.Vector3(0, 12, 18);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.lerp(targetPosition, 0.08);
camera.lookAt(playerMesh.position);
}
function animate() {
requestAnimationFrame(animate);
updatePlayerMovement(); // Includes ground check & position sending
updateCamera();
renderer.render(scene, camera);
}
// --- Start ---
init();
</script>
</body>
</html>