<!DOCTYPE html> <html> <head> <title>Three.js Infinite World</title> <style> body { margin: 0; overflow: hidden; } canvas { display: block; } </style> <!-- New: Polling function for game state --> <script> // Poll the shared game state every 5 seconds (for demonstration) function pollGameState() { console.log("Polling updated game state:", window.GAME_STATE); // Here you could update the scene based on the new state. } setInterval(pollGameState, 5000); </script> </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 const placeholderPlots = new Set(); const groundMeshes = {}; // Store ground mesh references // --- Session Storage Key --- const SESSION_STORAGE_KEY = 'unsavedInfiniteWorldState'; // --- Injected 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 groundMaterial = new THREE.MeshStandardMaterial({ color: 0x55aa55, roughness: 0.9, metalness: 0.1, side: THREE.DoubleSide }); const placeholderGroundMaterial = new THREE.MeshStandardMaterial({ color: 0x448844, roughness: 0.95, 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 functions callable by Streamlit 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}`; if (groundMeshes[gridKey]) return; console.log(`Creating ${isPlaceholder ? 'placeholder' : 'initial'} ground at ${gridX}, ${gridZ}`); const groundGeometry = new THREE.PlaneGeometry(plotWidth, plotDepth); const material = isPlaceholder ? placeholderGroundMaterial : groundMaterial; const groundMesh = new THREE.Mesh(groundGeometry, material); groundMesh.rotation.x = -Math.PI / 2; groundMesh.position.y = -0.05; groundMesh.position.x = gridX * plotWidth + plotWidth / 2.0; groundMesh.position.z = gridZ * plotDepth + plotDepth / 2.0; groundMesh.receiveShadow = true; groundMesh.userData.gridKey = gridKey; scene.add(groundMesh); groundMeshes[gridKey] = groundMesh; if (isPlaceholder) placeholderPlots.add(gridKey); } 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, 0.4 + 0.8/2, plotDepth/2); 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); }); console.log("Finished loading initial 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 in data:", objData.type); break; } if (loadedObject) { 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; } 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)) { newlyPlacedObjects = []; let count = 0; objectsToRestore.forEach(objData => { 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); sessionStorage.removeItem(SESSION_STORAGE_KEY); } } function clearUnsavedState() { sessionStorage.removeItem(SESSION_STORAGE_KEY); newlyPlacedObjects = []; console.log("Cleared unsaved state from memory and sessionStorage."); } function createObjectBase(type) { return { userData: { type: type, obj_id: THREE.MathUtils.generateUUID() } }; } 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; } function createFencePost() { const base = createObjectBase("Fence Post"); const mat = new THREE.MeshStandardMaterial({color:0xdeb887, roughness:0.9}); const post = new THREE.Mesh(new THREE.BoxGeometry(0.2,1.5,0.2), mat); Object.assign(post, base); post.position.y = 0.75; post.castShadow = true; post.receiveShadow = true; 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; 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; let newObjectToPlace = null; 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) { newObjectToPlace.position.copy(intersectPoint); newObjectToPlace.position.y += 0.01; scene.add(newObjectToPlace); newlyPlacedObjects.push(newObjectToPlace); saveUnsavedState(); console.log(`Placed new ${selectedObjectType}. Total unsaved: ${newlyPlacedObjects.length}`); } } } function onKeyDown(event) { keysPressed[event.code] = true; } function onKeyUp(event) { keysPressed[event.code] = false; } function teleportPlayer(targetX, targetZ) { console.log(`JS teleportPlayer called with targetX: ${targetX}, targetZ: ${targetZ}`); if (playerMesh) { playerMesh.position.x = targetX; playerMesh.position.z = targetZ; 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 getSaveDataAndPosition() { console.log(`JS getSaveDataAndPosition called. Found ${newlyPlacedObjects.length} new objects.`); 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); 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 for saving:", payload); return JSON.stringify(payload); } function resetNewlyPlacedObjects() { console.log(`JS resetNewlyPlacedObjects called.`); clearUnsavedState(); } 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 / plotWidth); const currentGridZ = Math.floor(playerMesh.position.z / plotDepth); for (let dx = -1; dx <= 1; dx++) { for (let dz = -1; dz <= 1; dz++) { if (dx === 0 && dz === 0) continue; const checkX = currentGridX + dx; const checkZ = currentGridZ + dz; const gridKey = `${checkX}_${checkZ}`; if (!groundMeshes[gridKey]) { const isSavedPlot = plotsMetadata.some(plot => plot.grid_x === checkX && plot.grid_z === checkZ); if (!isSavedPlot) { createGroundPlane(checkX, checkZ, true); } } } } } function updateCamera() { 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() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { requestAnimationFrame(animate); updatePlayerMovement(); updateCamera(); renderer.render(scene, camera); } init(); </script> </body> </html>