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Create index.html
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<!DOCTYPE html>
<html>
<head>
<title>Three.js Infinite World</title>
<style>
body { margin: 0; overflow: hidden; }
canvas { display: block; }
</style>
</head>
<body>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.163.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.163.0/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;
let newlyPlacedObjects = []; // Track objects added THIS session for saving
// --- Access State from Streamlit ---
const allInitialObjects = window.ALL_INITIAL_OBJECTS || [];
const plotsMetadata = window.PLOTS_METADATA || [];
const selectedObjectType = window.SELECTED_OBJECT_TYPE || "None";
const plotWidth = window.PLOT_WIDTH || 50.0;
const plotDepth = window.PLOT_DEPTH || 50.0;
const globalState = window.GLOBAL_STATE || { objects: [] };
// --- Setup materials and scene
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide
});
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();
setupInitialGround();
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();
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);
// Define global functions for Streamlit callbacks.
window.teleportPlayer = teleportPlayer;
window.getSaveDataAndPosition = getSaveDataAndPosition;
window.resetNewlyPlacedObjects = resetNewlyPlacedObjects;
console.log("Three.js Initialized. World ready.");
animate();
}
function setupLighting() {
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
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);
}
function setupInitialGround() {
console.log(`Setting up initial ground for ${plotsMetadata.length} plots.`);
plotsMetadata.forEach(plot => {
createGroundPlane(plot.grid_x, plot.grid_z, false);
});
if (plotsMetadata.length === 0) {
createGroundPlane(0, 0, false);
}
}
function createGroundPlane(gridX, gridZ, isPlaceholder) {
const gridKey = `${gridX}_${gridZ}`;
const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth);
const material = groundMaterial;
const groundMesh = new THREE.Mesh(groundGeometry, material);
groundMesh.rotation.x = -Math.PI / 2;
groundMesh.position.x = gridX * plotWidth + plotWidth / 2;
groundMesh.position.z = gridZ * plotDepth + plotDepth / 2;
groundMesh.receiveShadow = true;
scene.add(groundMesh);
}
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.position.set(plotWidth/2, 1, plotDepth/2);
playerMesh.castShadow = true;
scene.add(playerMesh);
}
function loadInitialObjects() {
console.log(`Loading ${allInitialObjects.length} initial objects from Python.`);
allInitialObjects.forEach(objData => { createAndPlaceObject(objData, false); });
// Also load objects from the global state (if any).
console.log(`Loading ${globalState.objects ? globalState.objects.length : 0} objects from global state.`);
if(globalState.objects) {
globalState.objects.forEach(objData => { createAndPlaceObject(objData, false); });
}
console.log("Finished loading objects.");
}
function createAndPlaceObject(objData, isNewObject) {
let loadedObject = null;
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:", objData.type); break;
}
if (loadedObject) {
// Prefer properties from objData using either new or old key names.
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) {
loadedObject.position.set(objData.pos_x, objData.pos_y, objData.pos_z);
}
if (objData.rotation) {
loadedObject.rotation.set(objData.rotation._x, objData.rotation._y, objData.rotation._z, objData.rotation._order || 'XYZ');
} else if (objData.rot_x !== undefined) {
loadedObject.rotation.set(objData.rot_x, objData.rot_y, objData.rot_z, objData.rot_order || 'XYZ');
}
loadedObject.userData.obj_id = objData.obj_id || loadedObject.userData.obj_id;
scene.add(loadedObject);
if (isNewObject) { newlyPlacedObjects.push(loadedObject); }
return loadedObject;
}
return null;
}
// Sample object creation functions.
function createSimpleHouse() {
const group = new THREE.Group();
const mat1 = new THREE.MeshStandardMaterial({color:0xffccaa});
const m1 = new THREE.Mesh(new THREE.BoxGeometry(2,1.5,2.5), mat1);
m1.position.y = 0.75;
group.add(m1);
return group;
}
function createTree() {
const group = new THREE.Group();
const mat1 = new THREE.MeshStandardMaterial({color:0x8B4513});
const m1 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.4,2,8), mat1);
m1.position.y = 1;
group.add(m1);
const mat2 = new THREE.MeshStandardMaterial({color:0x228B22});
const m2 = new THREE.Mesh(new THREE.IcosahedronGeometry(1.2,0), mat2);
m2.position.y = 2.8;
group.add(m2);
return group;
}
function createRock() {
const mat = new THREE.MeshStandardMaterial({color:0xaaaaaa});
const rock = new THREE.Mesh(new THREE.IcosahedronGeometry(0.7,0), mat);
rock.position.y = 0.35;
rock.rotation.set(Math.random()*Math.PI, Math.random()*Math.PI, 0);
return rock;
}
function createFencePost() {
const mat = new THREE.MeshStandardMaterial({color:0xdeb887});
const post = new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2), mat);
post.position.y = 0.75;
return post;
}
function onMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onDocumentClick(event) {
if (selectedObjectType === "None") return;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
const intersectPoint = intersects[0].point;
let newObject = null;
switch (selectedObjectType) {
case "Simple House": newObject = createSimpleHouse(); break;
case "Tree": newObject = createTree(); break;
case "Rock": newObject = createRock(); break;
case "Fence Post": newObject = createFencePost(); break;
default: return;
}
if (newObject) {
newObject.position.copy(intersectPoint);
scene.add(newObject);
newlyPlacedObjects.push(newObject);
console.log(`Placed new ${selectedObjectType}. Total new objects: ${newlyPlacedObjects.length}`);
}
}
}
function onKeyDown(event) { keysPressed[event.code] = true; }
function onKeyUp(event) { keysPressed[event.code] = false; }
function teleportPlayer(targetX, targetZ) {
if (playerMesh) {
playerMesh.position.x = targetX;
playerMesh.position.z = targetZ;
camera.position.x = targetX;
camera.position.z = targetZ + 20;
console.log("Player teleported.");
}
}
// This function packages new object data and player position for Streamlit.
function getSaveDataAndPosition() {
const objectsToSave = newlyPlacedObjects.map(obj => {
return {
obj_id: obj.userData.obj_id,
type: selectedObjectType,
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 }
};
});
// Use the player mesh's position as the player position.
const playerPos = playerMesh ? { x: playerMesh.position.x, y: playerMesh.position.y, z: playerMesh.position.z } : {x:0, y:0, z:0};
const payload = {
playerPosition: playerPos,
objectsToSave: objectsToSave
};
console.log("Prepared payload:", payload);
// Clear newlyPlacedObjects after packaging.
newlyPlacedObjects = [];
return JSON.stringify(payload);
}
function resetNewlyPlacedObjects() {
newlyPlacedObjects = [];
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
init();
</script>
</body>
</html>