Happy-Valley-Game / backup1.index.html
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<!DOCTYPE html>
<html>
<head>
<title>Three.js Shared World</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
/* No Save button needed here anymore */
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
let scene, camera, renderer, groundMesh = null, playerMesh;
let raycaster, mouse;
const keysPressed = {};
const playerSpeed = 0.15;
let newlyPlacedObjects = []; // Track objects added THIS session for saving
// --- Session Storage Key ---
const SESSION_STORAGE_KEY = 'unsavedWorldBuilderState';
// --- Access State from Streamlit ---
const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
const plotWidth = window.PLOT_WIDTH || 50.0;
const nextPlotXOffset = window.NEXT_PLOT_X_OFFSET || 0.0; // Where the next plot starts
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xabcdef);
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(60, aspect, 0.1, 2000); // Increase far plane
camera.position.set(0, 15, 20);
camera.lookAt(0, 0, 0);
scene.add(camera);
setupLighting();
setupGround(); // Ground needs to be potentially very wide now
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);
loadInitialObjects(); // Load ALL objects passed from Python
// *** ADDED: Restore unsaved state from sessionStorage ***
restoreUnsavedState();
// Event Listeners
document.addEventListener('mousemove', onMouseMove, false);
document.addEventListener('click', onDocumentClick, false);
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
// No save button listener needed here
// Define global functions needed by Python/streamlit-js-eval
window.teleportPlayer = teleportPlayer;
window.getSaveData = getSaveData;
window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
console.log("Three.js Initialized. Ready for commands.");
animate();
}
function setupLighting() { /* ... unchanged ... */
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
directionalLight.position.set(50, 100, 75); // Adjust light position for wider world
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048*2; // Larger shadow map maybe needed
directionalLight.shadow.mapSize.height = 2048*2;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 500; // Increase shadow distance
// Adjust shadow camera frustum dynamically later if needed, make it wide for now
directionalLight.shadow.camera.left = -100;
directionalLight.shadow.camera.right = 100;
directionalLight.shadow.camera.top = 100;
directionalLight.shadow.camera.bottom = -100;
directionalLight.shadow.bias = -0.001;
scene.add(directionalLight);
}
function setupGround() { /* ... unchanged ... */
const groundWidth = Math.max(plotWidth, nextPlotXOffset + plotWidth);
const groundDepth = 50;
const groundGeometry = new THREE.PlaneGeometry(groundWidth, groundDepth);
const groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1 });
groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.y = -0.05;
groundMesh.position.x = (groundWidth / 2.0) - (plotWidth / 2.0) ;
groundMesh.receiveShadow = true;
scene.add(groundMesh);
console.log(`Ground setup with width: ${groundWidth} centered near x=0`);
}
function setupPlayer() { /* ... unchanged ... */
const playerGeo = new THREE.CapsuleGeometry(0.4, 0.8, 4, 8);
const playerMat = new THREE.MeshStandardMaterial({ color: 0x0000ff, roughness: 0.6 });
playerMesh = new THREE.Mesh(playerGeo, playerMat);
playerMesh.position.set(2, 0.4 + 0.8/2, 5); // Start near origin (x=2 to be slightly in first plot)
playerMesh.castShadow = true;
playerMesh.receiveShadow = true;
scene.add(playerMesh);
}
function loadInitialObjects() {
console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
allInitialObjects.forEach(objData => {
createAndPlaceObject(objData, false); // Use helper, false=don't add to newlyPlaced
});
console.log("Finished loading initial objects.");
}
// --- NEW: Helper to create/place objects from data ---
function createAndPlaceObject(objData, isNewObject) {
let loadedObject = null;
// Need to deserialize object based on 'type' field from CSV/Storage
switch (objData.type) {
case "Simple House": loadedObject = createSimpleHouse(); break;
case "Tree": loadedObject = createTree(); break;
case "Rock": loadedObject = createRock(); break;
case "Fence Post": loadedObject = createFencePost(); break;
default: console.warn("Unknown object type in data:", objData.type); break;
}
if (loadedObject) {
// Position depends on whether it's from initial load (world) or storage (world)
// or potentially relative if storage format changes (keep world for now)
if (objData.position && objData.position.x !== undefined) {
loadedObject.position.set(objData.position.x, objData.position.y, objData.position.z);
} else if (objData.pos_x !== undefined) { // Handle CSV loaded format too
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
}
// Apply rotation
if (objData.rotation) { // Format from storage/newlyPlaced
loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
} else if (objData.rot_x !== undefined) { // Format from CSV
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
}
// Assign unique ID if it has one, else use the one generated by createObjectBase
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
scene.add(loadedObject);
if (isNewObject) {
// Only add to this array if it's being placed now or restored from session
newlyPlacedObjects.push(loadedObject);
}
return loadedObject; // Return the mesh/group
}
return null;
}
// --- NEW: Save/Load/Clear Unsaved State using sessionStorage ---
function saveUnsavedState() {
try {
const stateToSave = newlyPlacedObjects.map(obj => ({
obj_id: obj.userData.obj_id,
type: obj.userData.type,
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
rotation: { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order }
}));
sessionStorage.setItem(SESSION_STORAGE_KEY, JSON.stringify(stateToSave));
console.log(`Saved ${stateToSave.length} unsaved objects to sessionStorage.`);
} catch (e) {
console.error("Error saving state to sessionStorage:", e);
}
}
function restoreUnsavedState() {
try {
const savedState = sessionStorage.getItem(SESSION_STORAGE_KEY);
if (savedState) {
console.log("Found unsaved state in sessionStorage. Restoring...");
const objectsToRestore = JSON.parse(savedState);
if (Array.isArray(objectsToRestore)) {
// Clear existing newlyPlaced array before restoring
newlyPlacedObjects = [];
let count = 0;
objectsToRestore.forEach(objData => {
// Create object, add to scene, AND add to newlyPlacedObjects array
if(createAndPlaceObject(objData, true)) {
count++;
}
});
console.log(`Restored ${count} objects.`);
}
} else {
console.log("No unsaved state found in sessionStorage.");
}
} catch (e) {
console.error("Error restoring state from sessionStorage:", e);
// Clear potentially corrupted storage
sessionStorage.removeItem(SESSION_STORAGE_KEY);
}
}
function clearUnsavedState() {
sessionStorage.removeItem(SESSION_STORAGE_KEY);
newlyPlacedObjects = []; // Clear the array in memory too
console.log("Cleared unsaved state from memory and sessionStorage.");
}
// --- Object Creation Functions (MUST add userData.type and obj_id) ---
function createObjectBase(type) { // Helper to assign common data
const obj = { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
return obj;
}
function createSimpleHouse() { /* ... unchanged, uses createObjectBase ... */
const base = createObjectBase("Simple House");
const group = new THREE.Group(); Object.assign(group, base);
const mainMaterial = new THREE.MeshStandardMaterial({ color: 0xffccaa, roughness: 0.8 });
const roofMaterial = new THREE.MeshStandardMaterial({ color: 0xaa5533, roughness: 0.7 });
const baseMesh = new THREE.Mesh(new THREE.BoxGeometry(2, 1.5, 2.5), mainMaterial);
baseMesh.position.y = 1.5 / 2; baseMesh.castShadow = true; baseMesh.receiveShadow = true; group.add(baseMesh);
const roof = new THREE.Mesh(new THREE.ConeGeometry(1.8, 1, 4), roofMaterial);
roof.position.y = 1.5 + 1 / 2; roof.rotation.y = Math.PI / 4; roof.castShadow = true; roof.receiveShadow = true; group.add(roof);
return group;
}
function createTree() { /* ... unchanged, uses createObjectBase ... */
const base = createObjectBase("Tree"); const group = new THREE.Group(); Object.assign(group, base);
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513, roughness: 0.9 });
const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x228B22, roughness: 0.8 });
const trunk = new THREE.Mesh(new THREE.CylinderGeometry(0.3, 0.4, 2, 8), trunkMaterial);
trunk.position.y = 2 / 2; trunk.castShadow = true; trunk.receiveShadow = true; group.add(trunk);
const leaves = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2, 0), leavesMaterial);
leaves.position.y = 2 + 0.8; leaves.castShadow = true; leaves.receiveShadow = true; group.add(leaves);
return group;
}
function createRock() { /* ... unchanged, uses createObjectBase ... */
const base = createObjectBase("Rock");
const rockMaterial = new THREE.MeshStandardMaterial({ color: 0xaaaaaa, roughness: 0.8, metalness: 0.1 });
const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7, 0), rockMaterial); Object.assign(rock, base);
rock.position.y = 0.7 / 2; rock.rotation.x = Math.random() * Math.PI; rock.rotation.y = Math.random() * Math.PI;
rock.castShadow = true; rock.receiveShadow = true;
return rock;
}
function createFencePost() { /* ... unchanged, uses createObjectBase ... */
const base = createObjectBase("Fence Post");
const postMaterial = new THREE.MeshStandardMaterial({ color: 0xdeb887, roughness: 0.9 });
const post = new THREE.Mesh(new THREE.BoxGeometry(0.2, 1.5, 0.2), postMaterial); Object.assign(post, base);
post.position.y = 1.5 / 2; post.castShadow = true; post.receiveShadow = true;
return post;
}
// --- Event Handlers ---
function onMouseMove(event) { /* ... unchanged ... */
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onDocumentClick(event) {
if (selectedObjectType === "None" || !groundMesh) return;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObject(groundMesh); // Intersect ground ONLY
if (intersects.length > 0) {
const intersectPoint = intersects[0].point;
let newObjectToPlace = null; // Use a different name to avoid confusion
switch (selectedObjectType) {
case "Simple House": newObjectToPlace = createSimpleHouse(); break;
case "Tree": newObjectToPlace = createTree(); break;
case "Rock": newObjectToPlace = createRock(); break;
case "Fence Post": newObjectToPlace = createFencePost(); break;
default: return;
}
if (newObjectToPlace) {
// Position in WORLD coordinates where clicked
newObjectToPlace.position.copy(intersectPoint);
// Adjust Y based on object's geometry center if needed
// (Create functions mostly handle placing base at y=0)
scene.add(newObjectToPlace);
newlyPlacedObjects.push(newObjectToPlace); // Add to list for saving
// *** ADDED: Save state to sessionStorage immediately after placing ***
saveUnsavedState();
console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`);
}
}
}
function onKeyDown(event) { keysPressed[event.code] = true; }
function onKeyUp(event) { keysPressed[event.code] = false; }
// --- Functions called by Python via streamlit-js-eval ---
function teleportPlayer(targetX) { /* ... unchanged ... */
console.log("JS teleportPlayer called with targetX:", targetX);
if (playerMesh) {
playerMesh.position.x = targetX + 2.0;
playerMesh.position.z = 5.0;
const offset = new THREE.Vector3(0, 15, 20);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.copy(targetPosition);
camera.lookAt(playerMesh.position);
console.log("Player teleported to:", playerMesh.position);
} else { console.error("Player mesh not found for teleport."); }
}
function getSaveData() { // Called by Python when save button is clicked
console.log(`JS getSaveData called. Returning ${newlyPlacedObjects.length} new objects.`);
// Prepare data in the format Python expects (world positions)
const objectsToSave = newlyPlacedObjects.map(obj => {
if (!obj.userData || !obj.userData.type) { return null; }
const rotation = { _x: obj.rotation.x, _y: obj.rotation.y, _z: obj.rotation.z, _order: obj.rotation.order };
return {
obj_id: obj.userData.obj_id,
type: obj.userData.type,
position: { x: obj.position.x, y: obj.position.y, z: obj.position.z },
rotation: rotation
};
}).filter(obj => obj !== null);
console.log("Prepared data for saving:", objectsToSave);
return JSON.stringify(objectsToSave); // Return as JSON string
}
function resetNewlyPlacedObjects() { // Called by Python AFTER successful save
console.log(`JS resetNewlyPlacedObjects called.`);
clearUnsavedState(); // Clear memory array AND sessionStorage
}
// --- Animation Loop ---
function updatePlayerMovement() { /* ... unchanged ... */
if (!playerMesh) return;
const moveDirection = new THREE.Vector3(0, 0, 0);
if (keysPressed['KeyW'] || keysPressed['ArrowUp']) moveDirection.z -= 1;
if (keysPressed['KeyS'] || keysPressed['ArrowDown']) moveDirection.z += 1;
if (keysPressed['KeyA'] || keysPressed['ArrowLeft']) moveDirection.x -= 1;
if (keysPressed['KeyD'] || keysPressed['ArrowRight']) moveDirection.x += 1;
if (moveDirection.lengthSq() > 0) {
moveDirection.normalize().multiplyScalar(playerSpeed);
playerMesh.position.add(moveDirection);
playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
}
}
function updateCamera() { /* ... unchanged ... */
if (!playerMesh) return;
const offset = new THREE.Vector3(0, 15, 20);
const targetPosition = playerMesh.position.clone().add(offset);
camera.position.lerp(targetPosition, 0.08);
camera.lookAt(playerMesh.position);
}
function onWindowResize() { /* ... unchanged ... */
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
updatePlayerMovement();
updateCamera();
renderer.render(scene, camera);
}
// --- Start ---
init();
</script>
</body>
</html>