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[change] node/server/public/app.js
This commit is contained in:
2025-05-28 03:10:21 +02:00
parent ce387a7753
commit 28fb6f9847

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