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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Three.js Infinite World Builder</title>
    <style>
        body { 
            margin: 0; 
            overflow: hidden; 
            font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, Helvetica, Arial, sans-serif;
            background-color: #333;
        }
        canvas { 
            display: block; 
        }
        #ui-container {
            position: absolute;
            top: 10px;
            left: 10px;
            z-index: 10;
            background: rgba(0,0,0,0.6);
            padding: 10px;
            border-radius: 8px;
            display: flex;
            flex-direction: column;
            gap: 10px;
            color: white;
            max-width: 250px;
        }
        .ui-row {
            display: flex;
            justify-content: space-between;
            align-items: center;
            gap: 10px;
        }
        .ui-row label {
            white-space: nowrap;
        }
        button, select, input[type="number"] {
            background-color: #555;
            color: white;
            border: 1px solid #777;
            padding: 8px;
            border-radius: 5px;
            cursor: pointer;
            width: 100%;
            box-sizing: border-box;
        }
        button:hover {
            background-color: #666;
        }
        select, input[type="number"] {
            -webkit-appearance: none;
            -moz-appearance: none;
            appearance: none;
            background-image: url('data:image/svg+xml;charset=US-ASCII,%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%22292.4%22%20height%3D%22292.4%22%3E%3Cpath%20fill%3D%22%23ffffff%22%20d%3D%22M287%2069.4a17.6%2017.6%200%200%200-13-5.4H18.4c-5%200-9.3%201.8-12.9%205.4A17.6%2017.6%200%200%200%200%2082.2c0%205%201.8%209.3%205.4%2012.9l128%20127.9c3.6%203.6%207.8%205.4%2012.8%205.4s9.2-1.8%2012.8-5.4L287%2095c3.5-3.5%205.4-7.8%205.4-12.8%200-5-1.9-9.4-5.4-13z%22%2F%3E%3C%2Fsvg%3E');
            background-repeat: no-repeat;
            background-position: right 10px top 50%;
            background-size: .65em auto;
            padding-right: 2em;
        }
    </style>
</head>
<body>
    <!-- UI Elements for User Interaction -->
    <div id="ui-container">
        <div class="ui-row">
            <button id="newWorldButton">New World</button>
        </div>
        <div class="ui-row">
            <button id="loadWorldButton">Load World</button>
            <input type="file" id="loadWorldInput" accept=".json" style="display: none;">
        </div>
        <div class="ui-row">
            <button id="saveWorldButton">Save World</button>
        </div>
        <hr style="border-color: #555; width:100%;">
        <div class="ui-row">
            <label for="objectSelect">Object:</label>
            <select id="objectSelect"></select>
        </div>
        <div class="ui-row">
            <label for="scaleInput">Scale:</label>
            <input type="number" id="scaleInput" value="1.0" step="0.1" min="0.1">
        </div>
        <div class="ui-row">
            <label for="rotationInput">Rotation (Y):</label>
            <input type="number" id="rotationInput" value="0" step="15" min="0" max="345">
        </div>
    </div>

    <!-- Import map for Three.js -->
    <script type="importmap">
    {
        "imports": {
            "three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js",
            "three/addons/": "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/"
        }
    }
    </script>

    <!-- Main Application Logic -->
    <script type="module">
        import * as THREE from 'three';

        // --- Core Scene Variables ---
        let scene, camera, renderer, playerMesh;
        let raycaster, mouse;
        const keysPressed = {};
        const playerSpeed = 0.15;
        
        // --- World State Management ---
        let worldObjects = []; // This is the single source of truth for all placed objects
        const groundMeshes = {}; // Store ground mesh references by grid key

        // --- World Configuration ---
        const PLOT_WIDTH = 50.0;
        const PLOT_DEPTH = 50.0;

        // --- Materials ---
        const groundMaterial = new THREE.MeshStandardMaterial({
            color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
        });

        // --- Object Creation Map ---
        const objectFactory = {};

        // --- UI Elements ---
        const newWorldButton = document.getElementById('newWorldButton');
        const saveWorldButton = document.getElementById('saveWorldButton');
        const loadWorldButton = document.getElementById('loadWorldButton');
        const loadWorldInput = document.getElementById('loadWorldInput');
        const objectSelect = document.getElementById('objectSelect');
        const scaleInput = document.getElementById('scaleInput');
        const rotationInput = document.getElementById('rotationInput');

        /**
         * Initializes the entire application.
         */
        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, 4000);
            camera.position.set(0, 15, 20);
            camera.lookAt(0, 0, 0);
            scene.add(camera);

            setupLighting();
            setupPlayer();
            populateObjectFactory();
            populateObjectSelector();

            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);

            addEventListeners();
            
            resetWorld(); // Start with a fresh world
            
            console.log("Three.js Initialized. World ready.");
            animate();
        }

        /**
         * Sets up lights for the scene.
         */
        function setupLighting() {
            const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
            scene.add(ambientLight);
            const directionalLight = new THREE.DirectionalLight(0xffffff, 1.2);
            directionalLight.position.set(50, 150, 100);
            directionalLight.castShadow = true;
            directionalLight.shadow.mapSize.width = 4096;
            directionalLight.shadow.mapSize.height = 4096;
            directionalLight.shadow.camera.near = 0.5;
            directionalLight.shadow.camera.far = 500;
            directionalLight.shadow.camera.left = -150;
            directionalLight.shadow.camera.right = 150;
            directionalLight.shadow.camera.top = 150;
            directionalLight.shadow.camera.bottom = -150;
            directionalLight.shadow.bias = -0.001;
            scene.add(directionalLight);
        }

        /**
         * Creates the player representation in the scene.
         */
        function setupPlayer() {
            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.castShadow = true;
            playerMesh.receiveShadow = true;
            scene.add(playerMesh);
        }

        /**
         * Clears the world and resets the state to a default.
         */
        function resetWorld() {
            console.log("Creating a new world.");
            // Clear existing objects
            worldObjects.forEach(objData => {
                const object = scene.getObjectByProperty('uuid', objData.uuid);
                if (object) {
                    scene.remove(object);
                }
            });
            worldObjects = [];

            // Clear ground planes
            for (const key in groundMeshes) {
                scene.remove(groundMeshes[key]);
                delete groundMeshes[key];
            }

            // Create the initial ground plane at (0,0)
            createGroundPlane(0, 0);

            // Reset player position
            playerMesh.position.set(PLOT_WIDTH / 2, 0.4 + 0.8 / 2, PLOT_DEPTH / 2);
            updateCamera(true); // Force camera snap
        }

        /**
         * Populates the world based on data from a loaded file.
         * @param {object} worldData - The parsed JSON data from a world file.
         */
        function populateWorld(worldData) {
            console.log("Loading world from file...");
            resetWorld(); // Ensure the scene is clean before loading

            if (worldData.objects && Array.isArray(worldData.objects)) {
                worldData.objects.forEach(objData => {
                    // Create and place the object in the scene
                    const newObject = createObject(objData.type);
                    if (newObject) {
                        newObject.position.copy(objData.position);
                        newObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order);
                        newObject.scale.copy(objData.scale);
                        newObject.userData.obj_id = objData.obj_id; // Preserve original ID
                        scene.add(newObject);
                        
                        // Add its data to our source of truth, including its new scene UUID
                        const newObjData = { ...objData, uuid: newObject.uuid };
                        worldObjects.push(newObjData);
                    }
                });
            }

            // Generate all necessary ground planes for the loaded objects
            generateGroundForLoadedWorld();

            // Set player position if it exists in the save file
            if (worldData.playerPosition) {
                playerMesh.position.copy(worldData.playerPosition);
            }
            
            updateCamera(true); // Snap camera to new position
            console.log(`Loaded ${worldObjects.length} objects.`);
        }

        /**
         * Creates a ground plane at a specific grid coordinate.
         * @param {number} gridX - The x-coordinate in the grid.
         * @param {number} gridZ - The z-coordinate in the grid.
         */
        function createGroundPlane(gridX, gridZ) {
            const gridKey = `${gridX}_${gridZ}`;
            if (groundMeshes[gridKey]) return; // Don't create if it already exists

            console.log(`Creating ground at ${gridX}, ${gridZ}`);
            const groundGeometry = new THREE.PlaneGeometry(PLOT_WIDTH, PLOT_DEPTH);
            const groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
            groundMesh.rotation.x = -Math.PI / 2;
            groundMesh.position.y = -0.05;
            groundMesh.position.x = gridX * PLOT_WIDTH + PLOT_WIDTH / 2.0;
            groundMesh.position.z = gridZ * PLOT_DEPTH + PLOT_DEPTH / 2.0;
            groundMesh.receiveShadow = true;
            groundMesh.userData.gridKey = gridKey;
            scene.add(groundMesh);
            groundMeshes[gridKey] = groundMesh;
        }

        /**
         * After loading a world, this ensures all necessary ground tiles are created.
         */
        function generateGroundForLoadedWorld() {
            const requiredGrids = new Set();
            worldObjects.forEach(objData => {
                const gridX = Math.floor(objData.position.x / PLOT_WIDTH);
                const gridZ = Math.floor(objData.position.z / PLOT_DEPTH);
                requiredGrids.add(`${gridX}_${gridZ}`);
            });
            
            // Also add grid for player
            const playerGridX = Math.floor(playerMesh.position.x / PLOT_WIDTH);
            const playerGridZ = Math.floor(playerMesh.position.z / PLOT_DEPTH);
            requiredGrids.add(`${playerGridX}_${playerGridZ}`);

            requiredGrids.forEach(key => {
                const [gridX, gridZ] = key.split('_').map(Number);
                createGroundPlane(gridX, gridZ);
            });
        }
        
        /**
         * Creates a generic base for any object, assigning a type and unique ID.
         * @param {string} type - The type name of the object.
         * @returns {object} - An object with userData containing type and a new UUID.
         */
        function createObjectBase(type) {
            return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } };
        }

        /**
         * Central function to create a 3D object based on its type string.
         * @param {string} type - The type of object to create.
         * @returns {THREE.Object3D|null} The created Three.js object or null if type is unknown.
         */
        function createObject(type) {
            if (objectFactory[type]) {
                return objectFactory[type]();
            }
            console.warn("Unknown object type:", type);
            return null;
        }

        // --- All Object Creation Functions ---
        // (Abridged for brevity, the full list is included below this script block)
        function createSimpleHouse() {
            const base = createObjectBase("Simple House");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0xffccaa, roughness:0.8});
            const mat2 = new THREE.MeshStandardMaterial({color:0xaa5533, roughness:0.7});
            const m1 = new THREE.Mesh(new THREE.BoxGeometry(2,1.5,2.5), mat1);
            m1.position.y = 1.5/2;
            m1.castShadow = true; m1.receiveShadow = true;
            group.add(m1);
            const m2 = new THREE.Mesh(new THREE.ConeGeometry(1.8,1,4), mat2);
            m2.position.y = 1.5+1/2;
            m2.rotation.y = Math.PI/4;
            m2.castShadow = true; m2.receiveShadow = true;
            group.add(m2);
            return group;
        }

        function createTree() {
            const base = createObjectBase("Tree");
            const group = new THREE.Group();
            Object.assign(group, base);
            const mat1 = new THREE.MeshStandardMaterial({color:0x8B4513, roughness:0.9});
            const mat2 = new THREE.MeshStandardMaterial({color:0x228B22, roughness:0.8});
            const m1 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.4,2,8), mat1);
            m1.position.y = 1;
            m1.castShadow = true; m1.receiveShadow = true;
            group.add(m1);
            const m2 = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2,0), mat2);
            m2.position.y = 2.8;
            m2.castShadow = true; m2.receiveShadow = true;
            group.add(m2);
            return group;
        }

        function createRock() {
            const base = createObjectBase("Rock");
            const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa, roughness:0.8, metalness:0.1});
            const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0), mat);
            Object.assign(rock, base);
            rock.position.y = 0.35;
            rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0);
            rock.castShadow = true; rock.receiveShadow = true;
            return rock;
        }

        // --- File and State Management ---

        /**
         * Gathers all world data and triggers a download of the world file.
         */
        function saveWorldToFile() {
            console.log("Saving world to file...");
            const dataToSave = {
                meta: {
                    version: "1.0",
                    plotWidth: PLOT_WIDTH,
                    plotDepth: PLOT_DEPTH,
                    savedAt: new Date().toISOString()
                },
                playerPosition: playerMesh.position.clone(),
                objects: worldObjects.map(objData => {
                    // We only need to store the data, not the live scene object reference
                    const { uuid, ...rest } = objData;
                    return rest;
                })
            };

            const jsonString = JSON.stringify(dataToSave, null, 2);
            const blob = new Blob([jsonString], { type: 'application/json' });
            const url = URL.createObjectURL(blob);

            const a = document.createElement('a');
            a.href = url;
            a.download = `world_${Date.now()}.json`;
            document.body.appendChild(a);
            a.click();
            document.body.removeChild(a);
            URL.revokeObjectURL(url);
            console.log(`World saved with ${dataToSave.objects.length} objects.`);
        }

        /**
         * Handles the file selection for loading a world.
         * @param {Event} event - The file input change event.
         */
        function handleWorldFileLoad(event) {
            const file = event.target.files[0];
            if (!file) return;

            const reader = new FileReader();
            reader.onload = (e) => {
                try {
                    const worldData = JSON.parse(e.target.result);
                    populateWorld(worldData);
                } catch (error) {
                    console.error("Error parsing world file:", error);
                    alert("Failed to load world file. It might be corrupted.");
                }
            };
            reader.readAsText(file);
        }

        // --- Event Handlers ---
        
        function addEventListeners() {
            document.addEventListener('mousemove', onMouseMove, false);
            document.addEventListener('click', onDocumentClick, false);
            window.addEventListener('resize', onWindowResize, false);
            document.addEventListener('keydown', onKeyDown);
            document.addEventListener('keyup', onKeyUp);
            
            newWorldButton.addEventListener('click', () => {
                if (confirm('Are you sure you want to start a new world? Any unsaved changes will be lost.')) {
                    resetWorld();
                }
            });
            saveWorldButton.addEventListener('click', saveWorldToFile);
            loadWorldButton.addEventListener('click', () => loadWorldInput.click());
            loadWorldInput.addEventListener('change', handleWorldFileLoad);
        }

        function onMouseMove(event) {
            // Adjust for UI offset if mouse is over it
            const uiRect = document.getElementById('ui-container').getBoundingClientRect();
            if (event.clientX < uiRect.right && event.clientY < uiRect.bottom) {
                 mouse.x = -99; // Prevent placement when mouse is over UI
                 mouse.y = -99;
                 return;
            }
            mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
            mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
        }

        function onDocumentClick(event) {
            if (mouse.x === -99) return; // Don't place if mouse was over UI
            
            const selectedObjectType = objectSelect.value;
            if (selectedObjectType === "None") return;

            const groundCandidates = Object.values(groundMeshes);
            if (groundCandidates.length === 0) return;

            raycaster.setFromCamera(mouse, camera);
            const intersects = raycaster.intersectObjects(groundCandidates);

            if (intersects.length > 0) {
                const intersectPoint = intersects[0].point;
                const newObject = createObject(selectedObjectType);
                
                if (newObject) {
                    newObject.position.copy(intersectPoint);
                    newObject.position.y += 0.01; // Prevent z-fighting
                    
                    const scale = parseFloat(scaleInput.value) || 1.0;
                    const rotationY = THREE.MathUtils.degToRad(parseFloat(rotationInput.value) || 0);

                    newObject.scale.setScalar(scale);
                    newObject.rotation.y = rotationY;
                    
                    scene.add(newObject);

                    // Add the new object's data to our main array
                    const newObjectData = {
                        obj_id: newObject.userData.obj_id,
                        uuid: newObject.uuid, // Keep track of the live object in the scene
                        type: newObject.userData.type,
                        position: newObject.position.clone(),
                        rotation: { _x: newObject.rotation.x, _y: newObject.rotation.y, _z: newObject.rotation.z, _order: newObject.rotation.order },
                        scale: newObject.scale.clone()
                    };
                    worldObjects.push(newObjectData);
                    
                    console.log(`Placed new ${selectedObjectType}. Total objects: ${worldObjects.length}`);
                }
            }
        }

        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);
        }

        // --- Game Loop and Updates ---

        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;
            
            if (moveDirection.lengthSq() > 0) {
                moveDirection.normalize().multiplyScalar(playerSpeed);
                
                const forward = new THREE.Vector3();
                camera.getWorldDirection(forward);
                forward.y = 0;
                forward.normalize();
                
                const right = new THREE.Vector3().crossVectors(camera.up, forward).normalize();
                
                const worldMove = new THREE.Vector3();
                worldMove.add(forward.multiplyScalar(-moveDirection.z));
                worldMove.add(right.multiplyScalar(-moveDirection.x));
                worldMove.normalize().multiplyScalar(playerSpeed);
                
                playerMesh.position.add(worldMove);
                playerMesh.position.y = Math.max(playerMesh.position.y, 0.4 + 0.8/2);
                
                checkAndExpandGround();
            }
        }

        function checkAndExpandGround() {
            if (!playerMesh) return;
            const currentGridX = Math.floor(playerMesh.position.x / PLOT_WIDTH);
            const currentGridZ = Math.floor(playerMesh.position.z / PLOT_DEPTH);

            // Check a 3x3 area around the player
            for (let dx = -1; dx <= 1; dx++) {
                for (let dz = -1; dz <= 1; dz++) {
                    createGroundPlane(currentGridX + dx, currentGridZ + dz);
                }
            }
        }

        function updateCamera(forceSnap = false) {
            if (!playerMesh) return;
            const offset = new THREE.Vector3(0, 15, 20);
            const targetPosition = playerMesh.position.clone().add(offset);
            
            if (forceSnap) {
                camera.position.copy(targetPosition);
            } else {
                camera.position.lerp(targetPosition, 0.08);
            }
            
            camera.lookAt(playerMesh.position);
        }

        function animate() {
            requestAnimationFrame(animate);
            updatePlayerMovement();
            updateCamera();
            renderer.render(scene, camera);
        }
        
        // --- Full Object Factory ---
        function populateObjectFactory() {
            Object.assign(objectFactory, {
                "Simple House": createSimpleHouse, "Cyberpunk Wall Panel": createCyberpunkWallPanel, "Modular Hab Block": createModularHabBlock, "MegaCorp Skyscraper": createMegaCorpSkyscraper,
                "Castle Wall Section": createCastleWallSection, "Wooden Door": createWoodenDoor, "House Roof Section": createHouseRoofSection, "Concrete Bunker Wall": createConcreteBunkerWall,
                "Damaged House Facade": createDamagedHouseFacade, "Tree": createTree, "Rock": createRock, "Pine Tree": createPineTree, "Boulder": createBoulder, "Alien Plant": createAlienPlant,
                "Floating Rock Platform": createFloatingRockPlatform, "Rubble Pile": createRubblePile, "Fence Post": createFencePost, "Rooftop AC Unit": createRooftopACUnit,
                "Holographic Window Display": createHolographicWindowDisplay, "Jersey Barrier": createJerseyBarrier, "Oil Drum": createOilDrum, "Canned Food": createCannedFood,
                "Treasure Chest": createTreasureChest, "Wall Torch": createWallTorch, "Bone Pile": createBonePile, "King Figure": createKingFigure, "Soldier Figure": createSoldierFigure,
                "Mage Figure": createMageFigure, "Zombie Figure": createZombieFigure, "Survivor Figure": createSurvivorFigure, "Dwarf Miner Figure": createDwarfMinerFigure,
                "Undead Knight Figure": createUndeadKnightFigure, "Hero Figure": createHeroFigure, "Wooden Cart": createWoodenCart, "Ballista": createBallista, "Siege Tower": createSiegeTower,
                "Buggy Frame": createBuggyFrame, "Motorbike": createMotorbike, "Hover Bike": createHoverBike, "APC": createAPC, "Sand Boat": createSandBoat, "Makeshift Machete": createMakeshiftMachete,
                "Pistol Body": createPistolBody, "Scope Attachment": createScopeAttachment, "Laser Pistol": createLaserPistol, "Energy Sword": createEnergySword, "Dwarven Axe": createDwarvenAxe,
                "Magic Staff": createMagicStaff, "Candle Flame": createCandleFlame, "Dust Cloud": createDustCloud, "Blood Splat Decal": createBloodSplatDecal,
                "Burning Barrel Fire": createBurningBarrelFire, "Warp Tunnel Effect": createWarpTunnelEffect, "Laser Beam": createLaserBeam, "Gold Sparkle": createGoldSparkle, "Steam Vent": createSteamVent
            });
        }
        
        function populateObjectSelector() {
            const options = ["None", ...Object.keys(objectFactory)];
            options.forEach(name => {
                const option = document.createElement('option');
                option.value = name;
                option.textContent = name;
                objectSelect.appendChild(option);
            });
        }

        // --- All the create... functions from the original file go here ---
        function createFencePost(){const b=createObjectBase("Fence Post"),a=new THREE.MeshStandardMaterial({color:14596231,roughness:.9}),c=new THREE.Mesh(new THREE.BoxGeometry(.2,1.5,.2),a);return Object.assign(c,b),c.position.y=.75,c.castShadow=!0,c.receiveShadow=!0,c}
        function createCyberpunkWallPanel(){const b=createObjectBase("Cyberpunk Wall Panel"),a=new THREE.MeshStandardMaterial({color:47083,roughness:.5,metalness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(2,3,.2),a);return Object.assign(c,b),c.position.y=1.5,c.castShadow=!0,c.receiveShadow=!0,c}
        function createModularHabBlock(){const b=createObjectBase("Modular Hab Block"),a=new THREE.Group;Object.assign(a,b);const c=new THREE.MeshStandardMaterial({color:6710886,roughness:.7}),d=new THREE.Mesh(new THREE.BoxGeometry(3,2,3),c);return d.position.y=1,d.castShadow=!0,d.receiveShadow=!0,a.add(d),a}
        function createMegaCorpSkyscraper(){const b=createObjectBase("MegaCorp Skyscraper"),a=new THREE.Group;Object.assign(a,b);const c=new THREE.MeshStandardMaterial({color:3355545,roughness:.4,metalness:.9}),d=new THREE.Mesh(new THREE.BoxGeometry(4,10,4),c);return d.position.y=5,d.castShadow=!0,d.receiveShadow=!0,a.add(d),a}
        function createCastleWallSection(){const b=createObjectBase("Castle Wall Section"),a=new THREE.MeshStandardMaterial({color:8421504,roughness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(5,3,1),a);return Object.assign(c,b),c.position.y=1.5,c.castShadow=!0,c.receiveShadow=!0,c}
        function createWoodenDoor(){const b=createObjectBase("Wooden Door"),a=new THREE.MeshStandardMaterial({color:9127187,roughness:.9}),c=new THREE.Mesh(new THREE.BoxGeometry(1,2,.2),a);return Object.assign(c,b),c.position.y=1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createHouseRoofSection(){const b=createObjectBase("House Roof Section"),a=new THREE.MeshStandardMaterial({color:8388608,roughness:.7}),c=new THREE.Mesh(new THREE.ConeGeometry(2,1,4),a);return Object.assign(c,b),c.position.y=1,c.rotation.y=Math.PI/4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createConcreteBunkerWall(){const b=createObjectBase("Concrete Bunker Wall"),a=new THREE.MeshStandardMaterial({color:5592405,roughness:.9}),c=new THREE.Mesh(new THREE.BoxGeometry(4,2,1),a);return Object.assign(c,b),c.position.y=1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createDamagedHouseFacade(){const b=createObjectBase("Damaged House Facade"),a=new THREE.MeshStandardMaterial({color:11184810,roughness:.9}),c=new THREE.Mesh(new THREE.BoxGeometry(3,2,.3),a);return Object.assign(c,b),c.position.y=1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createPineTree(){const c=createObjectBase("Pine Tree"),a=new THREE.Group;Object.assign(a,c);const d=new THREE.MeshStandardMaterial({color:9127187,roughness:.9}),b=new THREE.MeshStandardMaterial({color:25600,roughness:.8}),e=new THREE.Mesh(new THREE.CylinderGeometry(.2,.3,1.5,8),d);e.position.y=.75,e.castShadow=!0,e.receiveShadow=!0,a.add(e);const f=new THREE.Mesh(new THREE.ConeGeometry(1,2,8),b);return f.position.y=2,f.castShadow=!0,f.receiveShadow=!0,a.add(f),a}
        function createBoulder(){const b=createObjectBase("Boulder"),a=new THREE.MeshStandardMaterial({color:6710886,roughness:.8}),c=new THREE.Mesh(new THREE.IcosahedronGeometry(1,0),a);return Object.assign(c,b),c.position.y=.5,c.rotation.set(Math.random()*Math.PI,Math.random()*Math.PI,0),c.castShadow=!0,c.receiveShadow=!0,c}
        function createAlienPlant(){const c=createObjectBase("Alien Plant"),a=new THREE.Group;Object.assign(a,c);const b=new THREE.MeshStandardMaterial({color:65280,roughness:.7}),d=new THREE.Mesh(new THREE.CylinderGeometry(.1,.1,1,8),b);d.position.y=.5,d.castShadow=!0,d.receiveShadow=!0,a.add(d);const e=new THREE.Mesh(new THREE.SphereGeometry(.3,8,8),b);return e.position.y=1,e.castShadow=!0,e.receiveShadow=!0,a.add(e),a}
        function createFloatingRockPlatform(){const b=createObjectBase("Floating Rock Platform"),a=new THREE.MeshStandardMaterial({color:5592405,roughness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(3,.5,3),a);return Object.assign(c,b),c.position.y=2,c.castShadow=!0,c.receiveShadow=!0,c}
        function createRubblePile(){const b=createObjectBase("Rubble Pile"),a=new THREE.Group;Object.assign(a,b);const c=new THREE.MeshStandardMaterial({color:7829367,roughness:.9});for(let d=0;d<5;d++){const e=new THREE.Mesh(new THREE.IcosahedronGeometry(.3,0),c);e.position.set(Math.random()*.5-.25,Math.random()*.3,Math.random()*.5-.25),e.castShadow=!0,e.receiveShadow=!0,a.add(e)}return a}
        function createRooftopACUnit(){const b=createObjectBase("Rooftop AC Unit"),a=new THREE.MeshStandardMaterial({color:6710886,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.BoxGeometry(1,.8,1),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createHolographicWindowDisplay(){const b=createObjectBase("Holographic Window Display"),a=new THREE.MeshStandardMaterial({color:47083,roughness:.5,transparent:!0,opacity:.7}),c=new THREE.Mesh(new THREE.PlaneGeometry(1,1),a);return Object.assign(c,b),c.position.y=1,c.castShadow=!1,c.receiveShadow=!1,c}
        function createJerseyBarrier(){const b=createObjectBase("Jersey Barrier"),a=new THREE.MeshStandardMaterial({color:8947848,roughness:.9}),c=new THREE.Mesh(new THREE.BoxGeometry(2,.8,.5),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createOilDrum(){const b=createObjectBase("Oil Drum"),a=new THREE.MeshStandardMaterial({color:5592405,roughness:.7,metalness:.3}),c=new THREE.Mesh(new THREE.CylinderGeometry(.4,.4,1,12),a);return Object.assign(c,b),c.position.y=.5,c.castShadow=!0,c.receiveShadow=!0,c}
        function createCannedFood(){const b=createObjectBase("Canned Food"),a=new THREE.MeshStandardMaterial({color:11184810,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.CylinderGeometry(.1,.1,.2,12),a);return Object.assign(c,b),c.position.y=.1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createTreasureChest(){const b=createObjectBase("Treasure Chest"),a=new THREE.MeshStandardMaterial({color:9127187,roughness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(1,.6,.8),a);return Object.assign(c,b),c.position.y=.3,c.castShadow=!0,c.receiveShadow=!0,c}
        function createWallTorch(){const c=createObjectBase("Wall Torch"),a=new THREE.Group;Object.assign(a,c);const d=new THREE.MeshStandardMaterial({color:14596231,roughness:.9}),b=new THREE.MeshStandardMaterial({color:16729344,roughness:.5}),e=new THREE.Mesh(new THREE.BoxGeometry(.1,.5,.1),d);e.position.y=.25,e.castShadow=!0,e.receiveShadow=!0,a.add(e);const f=new THREE.Mesh(new THREE.SphereGeometry(.1,8,8),b);return f.position.y=.5,f.castShadow=!0,f.receiveShadow=!1,a.add(f),a}
        function createBonePile(){const b=createObjectBase("Bone Pile"),a=new THREE.Group;Object.assign(a,b);const c=new THREE.MeshStandardMaterial({color:14540253,roughness:.9});for(let d=0;d<3;d++){const e=new THREE.Mesh(new THREE.CylinderGeometry(.05,.05,.3,8),c);e.position.set(Math.random()*.2-.1,Math.random()*.1,Math.random()*.2-.1),e.rotation.set(Math.random()*Math.PI,Math.random()*Math.PI,Math.random()*Math.PI),e.castShadow=!0,e.receiveShadow=!0,a.add(e)}return a}
        function createKingFigure(){const b=createObjectBase("King Figure"),a=new THREE.MeshStandardMaterial({color:16766720,roughness:.6}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.6,4,8),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createSoldierFigure(){const b=createObjectBase("Soldier Figure"),a=new THREE.MeshStandardMaterial({color:2263842,roughness:.7}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.6,4,8),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createMageFigure(){const b=createObjectBase("Mage Figure"),a=new THREE.MeshStandardMaterial({color:8388736,roughness:.7}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.6,4,8),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createZombieFigure(){const b=createObjectBase("Zombie Figure"),a=new THREE.MeshStandardMaterial({color:9498256,roughness:.8}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.6,4,8),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createSurvivorFigure(){const b=createObjectBase("Survivor Figure"),a=new THREE.MeshStandardMaterial({color:4620980,roughness:.7}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.6,4,8),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createDwarfMinerFigure(){const b=createObjectBase("Dwarf Miner Figure"),a=new THREE.MeshStandardMaterial({color:9127187,roughness:.7}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.5,4,8),a);return Object.assign(c,b),c.position.y=.35,c.castShadow=!0,c.receiveShadow=!0,c}
        function createUndeadKnightFigure(){const b=createObjectBase("Undead Knight Figure"),a=new THREE.MeshStandardMaterial({color:5592405,roughness:.8}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.6,4,8),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createHeroFigure(){const b=createObjectBase("Hero Figure"),a=new THREE.MeshStandardMaterial({color:16711680,roughness:.6}),c=new THREE.Mesh(new THREE.CapsuleGeometry(.2,.6,4,8),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createWoodenCart(){const b=createObjectBase("Wooden Cart"),a=new THREE.MeshStandardMaterial({color:9127187,roughness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(2,.8,1),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createBallista(){const b=createObjectBase("Ballista"),a=new THREE.MeshStandardMaterial({color:14596231,roughness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(1.5,.8,.5),a);return Object.assign(c,b),c.position.y=.4,c.castShadow=!0,c.receiveShadow=!0,c}
        function createSiegeTower(){const b=createObjectBase("Siege Tower"),a=new THREE.MeshStandardMaterial({color:9127187,roughness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(2,4,2),a);return Object.assign(c,b),c.position.y=2,c.castShadow=!0,c.receiveShadow=!0,c}
        function createBuggyFrame(){const b=createObjectBase("Buggy Frame"),a=new THREE.MeshStandardMaterial({color:6710886,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.BoxGeometry(2,.5,1),a);return Object.assign(c,b),c.position.y=.25,c.castShadow=!0,c.receiveShadow=!0,c}
        function createMotorbike(){const b=createObjectBase("Motorbike"),a=new THREE.MeshStandardMaterial({color:3355443,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.BoxGeometry(1.5,.6,.4),a);return Object.assign(c,b),c.position.y=.3,c.castShadow=!0,c.receiveShadow=!0,c}
        function createHoverBike(){const b=createObjectBase("Hover Bike"),a=new THREE.MeshStandardMaterial({color:47083,roughness:.5,metalness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(1.5,.4,.4),a);return Object.assign(c,b),c.position.y=.5,c.castShadow=!0,c.receiveShadow=!0,c}
        function createAPC(){const b=createObjectBase("APC"),a=new THREE.MeshStandardMaterial({color:3099951,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.BoxGeometry(3,1.5,1.5),a);return Object.assign(c,b),c.position.y=.75,c.castShadow=!0,c.receiveShadow=!0,c}
        function createSandBoat(){const b=createObjectBase("Sand Boat"),a=new THREE.MeshStandardMaterial({color:14596231,roughness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(2,.5,1),a);return Object.assign(c,b),c.position.y=.25,c.castShadow=!0,c.receiveShadow=!0,c}
        function createMakeshiftMachete(){const b=createObjectBase("Makeshift Machete"),a=new THREE.MeshStandardMaterial({color:7829367,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.BoxGeometry(.8,.05,.2),a);return Object.assign(c,b),c.position.y=.1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createPistolBody(){const b=createObjectBase("Pistol Body"),a=new THREE.MeshStandardMaterial({color:3355443,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.BoxGeometry(.5,.2,.3),a);return Object.assign(c,b),c.position.y=.1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createScopeAttachment(){const b=createObjectBase("Scope Attachment"),a=new THREE.MeshStandardMaterial({color:5592405,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.CylinderGeometry(.05,.05,.3,8),a);return Object.assign(c,b),c.position.y=.15,c.rotation.z=Math.PI/2,c.castShadow=!0,c.receiveShadow=!0,c}
        function createLaserPistol(){const b=createObjectBase("Laser Pistol"),a=new THREE.MeshStandardMaterial({color:47083,roughness:.5,metalness:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(.5,.2,.3),a);return Object.assign(c,b),c.position.y=.1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createEnergySword(){const b=createObjectBase("Energy Sword"),a=new THREE.MeshStandardMaterial({color:65280,roughness:.5,transparent:!0,opacity:.8}),c=new THREE.Mesh(new THREE.BoxGeometry(.8,.05,.2),a);return Object.assign(c,b),c.position.y=.1,c.castShadow=!0,c.receiveShadow=!0,c}
        function createDwarvenAxe(){const b=createObjectBase("Dwarven Axe"),a=new THREE.MeshStandardMaterial({color:5592405,roughness:.7,metalness:.5}),c=new THREE.Mesh(new THREE.BoxGeometry(.5,.3,.1),a);return Object.assign(c,b),c.position.y=.15,c.castShadow=!0,c.receiveShadow=!0,c}
        function createMagicStaff(){const c=createObjectBase("Magic Staff"),a=new THREE.Group;Object.assign(a,c);const d=new THREE.MeshStandardMaterial({color:9127187,roughness:.8}),b=new THREE.MeshStandardMaterial({color:16711935,roughness:.5}),e=new THREE.Mesh(new THREE.CylinderGeometry(.05,.05,1.5,8),d);e.position.y=.75,e.castShadow=!0,e.receiveShadow=!0,a.add(e);const f=new THREE.Mesh(new THREE.SphereGeometry(.1,8,8),b);return f.position.y=1.5,f.castShadow=!0,f.receiveShadow=!0,a.add(f),a}
        function createCandleFlame(){const b=createObjectBase("Candle Flame"),a=new THREE.MeshStandardMaterial({color:16729344,roughness:.5,transparent:!0,opacity:.8}),c=new THREE.Mesh(new THREE.SphereGeometry(.1,8,8),a);return Object.assign(c,b),c.position.y=.1,c.castShadow=!0,c.receiveShadow=!1,c}
        function createDustCloud(){const b=createObjectBase("Dust Cloud"),a=new THREE.MeshStandardMaterial({color:11184810,roughness:.9,transparent:!0,opacity:.5}),c=new THREE.Mesh(new THREE.SphereGeometry(.5,8,8),a);return Object.assign(c,b),c.position.y=.25,c.castShadow=!1,c.receiveShadow=!1,c}
        function createBloodSplatDecal(){const b=createObjectBase("Blood Splat Decal"),a=new THREE.MeshStandardMaterial({color:9109504,roughness:.9,transparent:!0,opacity:.8}),c=new THREE.Mesh(new THREE.PlaneGeometry(.5,.5),a);return Object.assign(c,b),c.position.y=.01,c.rotation.x=-Math.PI/2,c.castShadow=!1,c.receiveShadow=!0,c}
        function createBurningBarrelFire(){const c=createObjectBase("Burning Barrel Fire"),a=new THREE.Group;Object.assign(a,c);const d=new THREE.MeshStandardMaterial({color:5592405,roughness:.7,metalness:.5}),b=new THREE.MeshStandardMaterial({color:16729344,roughness:.5,transparent:!0,opacity:.8}),e=new THREE.Mesh(new THREE.CylinderGeometry(.4,.4,1,12),d);e.position.y=.5,e.castShadow=!0,e.receiveShadow=!0,a.add(e);const f=new THREE.Mesh(new THREE.SphereGeometry(.3,8,8),b);return f.position.y=1,f.castShadow=!0,f.receiveShadow=!1,a.add(f),a}
        function createWarpTunnelEffect(){const b=createObjectBase("Warp Tunnel Effect"),a=new THREE.MeshStandardMaterial({color:47083,roughness:.5,transparent:!0,opacity:.7}),c=new THREE.Mesh(new THREE.CylinderGeometry(.5,.5,2,12),a);return Object.assign(c,b),c.position.y=1,c.castShadow=!1,c.receiveShadow=!1,c}
        function createLaserBeam(){const b=createObjectBase("Laser Beam"),a=new THREE.MeshStandardMaterial({color:16711680,roughness:.5,transparent:!0,opacity:.8}),c=new THREE.Mesh(new THREE.CylinderGeometry(.05,.05,1,8),a);return Object.assign(c,b),c.position.y=.5,c.rotation.z=Math.PI/2,c.castShadow=!1,c.receiveShadow=!1,c}
        function createGoldSparkle(){const b=createObjectBase("Gold Sparkle"),a=new THREE.MeshStandardMaterial({color:16766720,roughness:.5,transparent:!0,opacity:.8}),c=new THREE.Mesh(new THREE.SphereGeometry(.1,8,8),a);return Object.assign(c,b),c.position.y=.1,c.castShadow=!1,c.receiveShadow=!1,c}
        function createSteamVent(){const b=createObjectBase("Steam Vent"),a=new THREE.MeshStandardMaterial({color:11184810,roughness:.9,transparent:!0,opacity:.5}),c=new THREE.Mesh(new THREE.CylinderGeometry(.1,.1,.5,8),a);return Object.assign(c,b),c.position.y=.25,c.castShadow=!1,c.receiveShadow=!1,c}

        // --- Start the application ---
        init();
    </script>
</body>
</html>