auto-git:
[change] node/server/public/app.js
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@@ -8,7 +8,7 @@ import { UnrealBloomPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/exam
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import { GammaCorrectionShader } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/shaders/GammaCorrectionShader.js';
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import { VignetteShader } from "https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/shaders/VignetteShader.js";
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// ---- Basis Three.js Szene ----
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// ---- BASIS Three.js Szene ----
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const scene = new THREE.Scene();
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const ASPECT = 3/2, SCALE = 15;
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const hw = SCALE/2, hh = (SCALE/ASPECT)/2;
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@@ -23,7 +23,7 @@ renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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container.appendChild(renderer.domElement);
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// ---- Foliage Shader ----
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// ---- POSTPROCESSING
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const foliageTexture = new THREE.TextureLoader().load('assets/sprites/foliage.png');
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foliageTexture.colorSpace = THREE.SRGBColorSpace;
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const FoliageOverlayShader = {
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@@ -34,10 +34,7 @@ const FoliageOverlayShader = {
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
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}
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void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }
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`,
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fragmentShader: `
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uniform sampler2D tDiffuse;
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@@ -53,7 +50,6 @@ const FoliageOverlayShader = {
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};
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const foliageOverlayPass = new ShaderPass(FoliageOverlayShader);
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// ---- Postprocessing Stack ----
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const composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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composer.addPass(foliageOverlayPass);
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@@ -67,7 +63,7 @@ vignettePass.uniforms['darkness'].value = 1.35;
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composer.addPass(vignettePass);
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composer.addPass(new ShaderPass(GammaCorrectionShader));
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// ---- Resize Handler ----
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// ---- Resize
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function onResize(){
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const W=container.clientWidth, H=container.clientHeight, winA=W/H;
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let vw,vh,vx,vy;
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@@ -92,7 +88,7 @@ function onResize(){
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window.addEventListener('resize',onResize);
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onResize();
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// ---- Environment Map (HDRI) ----
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// ---- Environment Map
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const texLoader = new THREE.TextureLoader();
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const pmremGen = new THREE.PMREMGenerator(renderer);
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texLoader.load('assets/hdri/environment.jpg', tex => {
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@@ -103,14 +99,6 @@ texLoader.load('assets/hdri/environment.jpg', tex => {
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pmremGen.dispose();
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});
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// ---- Shadow-Only-Material ----
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const shadowOnlyMaterial = new THREE.MeshBasicMaterial({
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color: 0x000000,
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opacity: 0.01,
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transparent: true,
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depthWrite: false
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});
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// ---- Directional Sun ----
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const sun = new THREE.DirectionalLight(0xFFA230, 2);
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sun.position.set(21, -25, 30);
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@@ -131,7 +119,7 @@ draco.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');
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const gltfLoader = new GLTFLoader();
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gltfLoader.setDRACOLoader(draco);
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// ---- Utility: GLBs laden ----
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// ---- Utility: GLBs laden (für Grundszene) ----
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async function loadGLB(path, pos, rotDeg, {receiveShadow=false, castShadow=false, emissive=null, visible=true, shadowOnly=false} = {}) {
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const { scene: obj } = await gltfLoader.loadAsync(path);
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obj.position.set(pos[0], pos[1], pos[2]);
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@@ -145,7 +133,7 @@ async function loadGLB(path, pos, rotDeg, {receiveShadow=false, castShadow=false
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if (c.isMesh) {
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c.castShadow = castShadow;
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c.receiveShadow = receiveShadow;
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if (shadowOnly) c.material = shadowOnlyMaterial;
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if (shadowOnly) c.material = new THREE.MeshBasicMaterial({ color: 0x000000, opacity: 0.01, transparent: true, depthWrite: false });
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if (emissive && c.material && c.material.isMeshStandardMaterial) {
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c.material.emissive = new THREE.Color(emissive);
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c.material.emissiveIntensity = 1.0;
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@@ -156,7 +144,6 @@ async function loadGLB(path, pos, rotDeg, {receiveShadow=false, castShadow=false
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return obj;
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}
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// ---- Spinner laden ----
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async function loadSpinner(path, pos, rotDeg, color, opacity) {
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const { scene: obj } = await gltfLoader.loadAsync(path);
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obj.position.set(...pos);
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@@ -180,95 +167,12 @@ async function loadSpinner(path, pos, rotDeg, color, opacity) {
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return obj;
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}
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// ---- Initialisiere Grundszene (ohne Spirits) ----
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// ---- Grundszene initialisieren
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let spinnerRed, spinnerBlue, torigate, landscape, shadowTree;
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const rotatingLights = [], counterRotatingLights = [];
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const LIGHT_RADIUS = 1;
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const clock = new THREE.Clock();
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// ---- Spirit-Klasse ----
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class Spirit {
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constructor(scene, gltfScene, info) {
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this.scene = scene;
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this.grp = new THREE.Group();
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this.gltf = gltfScene;
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this.info = info || {};
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this.clock = new THREE.Clock();
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this.isFading = true;
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this.lifeTime = 15; // Sekunden
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this.spiritMeshes = [];
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this.grp.add(this.gltf);
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this.gltf.position.set(0, 0, -0.6);
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this.gltf.traverse((mesh) => {
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if (mesh.isMesh) {
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.userData.originalMaterial = mesh.material.clone();
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mesh.material = mesh.material.clone();
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mesh.material.color.set(0xffffcc);
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mesh.material.opacity = 0.0;
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mesh.material.transparent = true;
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mesh.material.emissive?.set(0xffffcc);
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mesh.material.emissiveIntensity = 2.0;
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this.spiritMeshes.push(mesh);
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}
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});
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this.scene.add(this.grp);
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}
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update(dt) {
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const t = this.clock.getElapsedTime();
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if (this.spiritMeshes && this.isFading) {
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for (const mesh of this.spiritMeshes) {
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if (t < 0.5) {
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mesh.material.opacity = 1;
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mesh.material.color.lerp(mesh.userData.originalMaterial.color, t / 0.5);
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if (mesh.material.emissive)
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mesh.material.emissive.lerp(
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mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000),
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t / 0.5
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);
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mesh.material.emissiveIntensity =
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2.0 * (1 - t / 0.5) +
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(mesh.userData.originalMaterial.emissiveIntensity || 1.0) * (t / 0.5);
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} else {
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mesh.material.opacity = mesh.userData.originalMaterial.opacity ?? 1.0;
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mesh.material.color.copy(mesh.userData.originalMaterial.color);
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if (mesh.material.emissive)
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mesh.material.emissive.copy(
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mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000)
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);
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mesh.material.emissiveIntensity =
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mesh.userData.originalMaterial.emissiveIntensity ?? 1.0;
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this.isFading = false;
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}
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}
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}
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// Nach Lebenszeit entfernen
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if (t > this.lifeTime) {
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this.dispose();
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return false;
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}
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return true;
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}
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dispose() {
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this.scene.remove(this.grp);
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this.gltf.traverse((mesh) => {
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if (mesh.isMesh) {
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mesh.geometry.dispose();
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if (Array.isArray(mesh.material)) {
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mesh.material.forEach((m) => m.dispose());
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} else {
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mesh.material.dispose();
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}
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}
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});
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}
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}
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// ---- Start der Szene ----
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(async()=>{
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landscape = await loadGLB(
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'assets/models/landscape.glb',
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@@ -305,6 +209,81 @@ class Spirit {
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animate();
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})();
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// ---- SPIRIT-KLASSE (aus alter Version, leicht adaptiert)
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const MOVE_SPEED = 1; // wie im Original
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class Spirit {
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constructor(obj3d, info) {
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this.clock = new THREE.Clock();
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this.grp = new THREE.Group();
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this.spiritMeshes = [];
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this.isFading = true;
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this.info = info || {};
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this.grp.add(obj3d);
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// Positionierung + Drehung wie im Original
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obj3d.rotation.x = -Math.PI;
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// Setze Position unterhalb Spinner (nutze aktuelle Spinner-Position)
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let y = spinnerRed ? spinnerRed.position.y - 1.5 : 15;
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this.grp.position.set(0, y, 0.88 - 0.6);
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obj3d.traverse(mesh => {
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if (mesh.isMesh) {
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.userData.originalMaterial = mesh.material.clone();
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mesh.material = mesh.material.clone();
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mesh.material.color.set(0xffffcc);
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mesh.material.opacity = 0.0;
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mesh.material.transparent = true;
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mesh.material.emissive?.set(0xffffcc);
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mesh.material.emissiveIntensity = 2.0;
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this.spiritMeshes.push(mesh);
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}
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});
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scene.add(this.grp);
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}
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update(dt) {
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const t = this.clock.getElapsedTime();
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if(this.spiritMeshes && this.isFading){
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for(const mesh of this.spiritMeshes){
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if(t < 0.5){
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mesh.material.opacity = 1;
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mesh.material.color.lerp(mesh.userData.originalMaterial.color, t/0.5);
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if(mesh.material.emissive)
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mesh.material.emissive.lerp(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000), t/0.5);
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mesh.material.emissiveIntensity = 2.0 * (1-t/0.5) + (mesh.userData.originalMaterial.emissiveIntensity||1.0)*(t/0.5);
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} else {
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mesh.material.opacity = mesh.userData.originalMaterial.opacity ?? 1.0;
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mesh.material.color.copy(mesh.userData.originalMaterial.color);
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if(mesh.material.emissive)
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mesh.material.emissive.copy(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000));
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mesh.material.emissiveIntensity = mesh.userData.originalMaterial.emissiveIntensity ?? 1.0;
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this.isFading = false;
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}
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}
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}
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// Bewegung nach unten
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this.grp.position.y -= MOVE_SPEED * dt;
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if (t > 15) {
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scene.remove(this.grp);
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return false;
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}
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return true;
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}
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dispose() {
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scene.remove(this.grp);
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this.grp.traverse((mesh) => {
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if (mesh.isMesh) {
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mesh.geometry.dispose();
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if (Array.isArray(mesh.material)) mesh.material.forEach((m) => m.dispose());
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else mesh.material.dispose();
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}
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});
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}
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}
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// ---- Render-Loop ----
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let currentSpirit = null;
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window.currentSpirit = null;
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@@ -361,7 +340,6 @@ ws.addEventListener('message', async (event) => {
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});
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async function showSpirit(spirit) {
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// Vorherigen Spirit entfernen
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if (currentSpirit) {
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currentSpirit.dispose();
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currentSpirit = null;
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@@ -372,53 +350,10 @@ async function showSpirit(spirit) {
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// Modell laden
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const { scene: spiritObj } = await gltfLoader.loadAsync(spirit.modelUrl);
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// --- MATERIAL / MESH-ANPASSUNGEN ---
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spiritObj.traverse(mesh => {
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if (mesh.isMesh) {
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.userData.originalMaterial = mesh.material.clone();
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mesh.material = mesh.material.clone();
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mesh.material.color.set(0xffffcc);
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mesh.material.opacity = 1.0;
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mesh.material.transparent = true;
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mesh.material.emissive?.set(0xffffcc);
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mesh.material.emissiveIntensity = 2.0;
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}
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});
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// Spirit-Objekt mit Animation/Fading/Motion erzeugen!
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currentSpirit = new Spirit(spiritObj, spirit);
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window.currentSpirit = currentSpirit;
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// --- SPIRIT ALS GROUP, ROTATION, POSITION ---
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// Exakte Platzierung wie im Original
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const grp = new THREE.Group();
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spiritObj.rotation.x = -Math.PI;
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grp.add(spiritObj);
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// Platziere das Group-Objekt wie im Originalcode:
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// Annäherung: unterhalb von spinnerRed.position, etwas nach hinten (z=-0.6)
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// (spinnerRed ist verfügbar)
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let y = spinnerRed ? spinnerRed.position.y - 1.5 : 15;
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grp.position.set(0, y, 0.88 - 0.6); // Z=spinnerRed.position.z - 0.6
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scene.add(grp);
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// Spirit als Instanz für update/dispose
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currentSpirit = {
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grp,
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dispose() {
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scene.remove(grp);
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grp.traverse((mesh) => {
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if (mesh.isMesh) {
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mesh.geometry.dispose();
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if (Array.isArray(mesh.material)) mesh.material.forEach((m) => m.dispose());
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else mesh.material.dispose();
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}
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});
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},
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update() { return true; } // Dummy, falls du später noch fade/animation brauchst
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};
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window.currentSpirit = currentSpirit; // Debug
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// Overlay mit Spirit-Name/Description
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updateSpiritOverlay(spirit);
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}
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