Refactor overlay logic and remove unused code
This commit is contained in:
@@ -307,7 +307,6 @@ class Spirit {
|
||||
this.spiritMeshes.push(mesh);
|
||||
}
|
||||
});
|
||||
this._setupPicking();
|
||||
this.scene.add(this.grp);
|
||||
}
|
||||
|
||||
@@ -358,15 +357,6 @@ class Spirit {
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
_setupPicking() {
|
||||
// Hier ein einfacher Ansatz: Mesh mit Info-Objekt merken!
|
||||
this.gltf.traverse(mesh => {
|
||||
if (mesh.isMesh) {
|
||||
mesh.userData._spiritInfo = this.info;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Szene initialisieren ----
|
||||
@@ -418,249 +408,33 @@ async function spawnSpirit(spiritData) {
|
||||
const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
|
||||
const spirit = new Spirit(scene, gltfScene, spiritData, spawnPos);
|
||||
activeSpirits.push(spirit);
|
||||
//updateSpiritOverlay(spiritData);
|
||||
updateSpiritOverlay(spiritData);
|
||||
}
|
||||
|
||||
// ---- Overlay-Logik ----
|
||||
let lastOverlaySpiritData = null;
|
||||
|
||||
// Overlay zentriert in der Mitte mit Schließen-X
|
||||
function showSpiritOverlay(spirit) {
|
||||
// ---- Overlay für Spirit-Infos ----
|
||||
function updateSpiritOverlay(spirit) {
|
||||
let el = document.getElementById('spirit-info');
|
||||
if (!el) {
|
||||
el = document.createElement('div');
|
||||
el.id = 'spirit-info';
|
||||
el.style = `
|
||||
position: fixed;
|
||||
left: 50%; top: 50%;
|
||||
transform: translate(-50%,-50%);
|
||||
color: white;
|
||||
background: rgba(0,0,0,0.87);
|
||||
padding: 24px 32px 20px 32px;
|
||||
border-radius: 16px;
|
||||
font-family: 'Segoe UI', sans-serif;
|
||||
z-index: 9999;
|
||||
max-width: 540px;
|
||||
min-width: 300px;
|
||||
box-shadow: 0 6px 48px #000a;
|
||||
text-align: left;
|
||||
position:absolute; right:40px; bottom:40px; color:white;
|
||||
background:rgba(0,0,0,0.6); padding:10px 18px; border-radius:10px;
|
||||
font-family: sans-serif; z-index:10; max-width: 360px;
|
||||
`;
|
||||
document.body.appendChild(el);
|
||||
}
|
||||
|
||||
// --- Canvas-Container ---
|
||||
el.innerHTML = `
|
||||
<button id="spirit-overlay-close" style="
|
||||
position:absolute; right:12px; top:12px; border:none; background:none;
|
||||
color:#fff; font-size:1.5em; cursor:pointer; padding:0; line-height:1;
|
||||
" title="Schließen">×</button>
|
||||
<div id="spirit-model-preview" style="
|
||||
width: 270px; height: 210px; margin:0 auto 10px auto; display: flex; align-items: center; justify-content: center;
|
||||
background: #111; border-radius: 10px; box-shadow: 0 2px 16px #0006;">
|
||||
<!-- Canvas wird hier erzeugt -->
|
||||
</div>
|
||||
<h2 style='padding:0; margin:0 0 8px 0; font-weight:700; letter-spacing:0.04em;'>${spirit.Name || 'Spirit'}</h2>
|
||||
<b>${spirit.Kategorie || ''}</b><br><br>
|
||||
<b>Mythos:</b> ${spirit["Mythos/Legende"] || ''}<br><br>
|
||||
<b>Rolle:</b> ${spirit["Funktion/Rolle"] || ''}<br>
|
||||
<b>Charakter:</b> ${spirit.Charakter || ''}<br><br>
|
||||
${spirit.Herkunft ? '<i>' + spirit.Herkunft + '</i>' : ''}
|
||||
<h2 style='padding:0; margin:0;'>${spirit.Name || 'Spirit'}</h2>
|
||||
<b>${spirit.Kategorie || ''}</b><br><br>
|
||||
<b>Mythos:</b> ${spirit["Mythos/Legende"] || ''}<br><br>
|
||||
<b>Rolle:</b> ${spirit["Funktion/Rolle"] || ''}<br>
|
||||
<b>Charakter:</b> ${spirit.Charakter || ''}<br><br>
|
||||
${spirit.Herkunft ? ' <i>' + spirit.Herkunft : ''}</i>
|
||||
|
||||
`;
|
||||
el.style.display = "block";
|
||||
lastOverlaySpiritData = spirit;
|
||||
|
||||
el.querySelector("#spirit-overlay-close").onclick = () => {
|
||||
el.style.display = "none";
|
||||
destroySpiritModelPreview();
|
||||
};
|
||||
|
||||
// Lade das Model neu für die Vorschau:
|
||||
setupSpiritModelPreview(spirit);
|
||||
|
||||
}
|
||||
|
||||
let spiritPreviewRenderer = null, spiritPreviewScene = null, spiritPreviewCamera = null, spiritPreviewObj = null;
|
||||
let spiritPreviewDragging = false, spiritPreviewLastX = 0, spiritPreviewRotationY = 0, spiritPreviewRotationX = 0;
|
||||
|
||||
function destroySpiritModelPreview() {
|
||||
// Cleanup: Renderer und Scene entsorgen
|
||||
if (spiritPreviewRenderer) {
|
||||
spiritPreviewRenderer.dispose();
|
||||
spiritPreviewRenderer.domElement.remove();
|
||||
spiritPreviewRenderer = null;
|
||||
}
|
||||
spiritPreviewScene = null;
|
||||
spiritPreviewCamera = null;
|
||||
spiritPreviewObj = null;
|
||||
spiritPreviewDragging = false;
|
||||
spiritPreviewLastX = 0;
|
||||
spiritPreviewRotationY = 0;
|
||||
spiritPreviewRotationX = 0;
|
||||
}
|
||||
|
||||
async function setupSpiritModelPreview(spirit) {
|
||||
destroySpiritModelPreview();
|
||||
|
||||
// Canvas erzeugen
|
||||
const container = document.getElementById('spirit-model-preview');
|
||||
if (!container) return;
|
||||
const width = container.clientWidth;
|
||||
const height = container.clientHeight;
|
||||
|
||||
// Three.js Preview Renderer
|
||||
spiritPreviewRenderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
|
||||
spiritPreviewRenderer.setClearColor(0x000000, 0); // transparent
|
||||
spiritPreviewRenderer.setSize(width, height, false);
|
||||
container.appendChild(spiritPreviewRenderer.domElement);
|
||||
|
||||
// Preview Szene und Kamera
|
||||
spiritPreviewScene = new THREE.Scene();
|
||||
spiritPreviewCamera = new THREE.PerspectiveCamera(27, width / height, 0.1, 100);
|
||||
spiritPreviewCamera.position.set(0, 1, 5);
|
||||
|
||||
// Licht
|
||||
const keyLight = new THREE.DirectionalLight(0xffffff, 1.2);
|
||||
keyLight.position.set(3, 4, 8);
|
||||
spiritPreviewScene.add(keyLight);
|
||||
const fillLight = new THREE.AmbientLight(0xffffff, 0.85);
|
||||
spiritPreviewScene.add(fillLight);
|
||||
|
||||
// Model laden
|
||||
const modelUrl = spirit['Model URL'] || spirit.modelUrl;
|
||||
try {
|
||||
const { scene: modelObj } = await gltfLoader.loadAsync(modelUrl);
|
||||
// Färbe/Resette ggf. Materialien (optional, nicht zwingend nötig)
|
||||
modelObj.traverse(mesh => {
|
||||
if (mesh.isMesh) {
|
||||
mesh.castShadow = false;
|
||||
mesh.receiveShadow = false;
|
||||
mesh.material = mesh.material.clone();
|
||||
mesh.material.opacity = 1.0;
|
||||
mesh.material.transparent = false;
|
||||
mesh.material.emissiveIntensity = 1.0;
|
||||
}
|
||||
});
|
||||
// Zentriere das Modell (Bounding Box)
|
||||
const bbox = new THREE.Box3().setFromObject(modelObj);
|
||||
const center = bbox.getCenter(new THREE.Vector3());
|
||||
modelObj.position.sub(center);
|
||||
// Größe skalieren
|
||||
const size = bbox.getSize(new THREE.Vector3());
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
const scale = 2.1 / maxDim;
|
||||
modelObj.scale.setScalar(scale);
|
||||
|
||||
// Initiale Drehung: leicht nach rechts & von oben
|
||||
spiritPreviewRotationY = Math.PI / 8;
|
||||
spiritPreviewRotationX = -Math.PI / 18;
|
||||
modelObj.rotation.y = spiritPreviewRotationY;
|
||||
modelObj.rotation.x = spiritPreviewRotationX;
|
||||
|
||||
spiritPreviewObj = modelObj;
|
||||
spiritPreviewScene.add(modelObj);
|
||||
} catch (err) {
|
||||
container.innerHTML = `<div style="color:#aaa;padding:16px 0;text-align:center;">Modell konnte nicht geladen werden :(</div>`;
|
||||
return;
|
||||
}
|
||||
|
||||
// Maus-Events für Drehung
|
||||
const canvas = spiritPreviewRenderer.domElement;
|
||||
canvas.style.cursor = "grab";
|
||||
canvas.onpointerdown = (e) => {
|
||||
spiritPreviewDragging = true;
|
||||
spiritPreviewLastX = e.clientX;
|
||||
canvas.setPointerCapture(e.pointerId);
|
||||
canvas.style.cursor = "grabbing";
|
||||
};
|
||||
canvas.onpointermove = (e) => {
|
||||
if (spiritPreviewDragging && spiritPreviewObj) {
|
||||
let delta = (e.clientX - spiritPreviewLastX) / width * Math.PI;
|
||||
spiritPreviewRotationY += delta;
|
||||
spiritPreviewObj.rotation.y = spiritPreviewRotationY;
|
||||
spiritPreviewLastX = e.clientX;
|
||||
}
|
||||
};
|
||||
canvas.onpointerup = (e) => {
|
||||
spiritPreviewDragging = false;
|
||||
canvas.releasePointerCapture(e.pointerId);
|
||||
canvas.style.cursor = "grab";
|
||||
};
|
||||
|
||||
// Vertikales Drag: Optional für X-Rotation
|
||||
let lastY = 0;
|
||||
canvas.onpointerdown = (e) => {
|
||||
spiritPreviewDragging = true;
|
||||
spiritPreviewLastX = e.clientX;
|
||||
lastY = e.clientY;
|
||||
canvas.setPointerCapture(e.pointerId);
|
||||
canvas.style.cursor = "grabbing";
|
||||
};
|
||||
canvas.onpointermove = (e) => {
|
||||
if (spiritPreviewDragging && spiritPreviewObj) {
|
||||
let deltaX = (e.clientX - spiritPreviewLastX) / width * Math.PI;
|
||||
let deltaY = (e.clientY - lastY) / height * Math.PI;
|
||||
spiritPreviewRotationY += deltaX;
|
||||
spiritPreviewRotationX += deltaY;
|
||||
spiritPreviewRotationX = Math.max(-Math.PI / 2.3, Math.min(Math.PI / 2.3, spiritPreviewRotationX)); // Limitiere X
|
||||
spiritPreviewObj.rotation.y = spiritPreviewRotationY;
|
||||
spiritPreviewObj.rotation.x = spiritPreviewRotationX;
|
||||
spiritPreviewLastX = e.clientX;
|
||||
lastY = e.clientY;
|
||||
}
|
||||
};
|
||||
canvas.onpointerup = (e) => {
|
||||
spiritPreviewDragging = false;
|
||||
canvas.releasePointerCapture(e.pointerId);
|
||||
canvas.style.cursor = "grab";
|
||||
};
|
||||
|
||||
// Animation/Rendering starten
|
||||
previewRenderLoop();
|
||||
}
|
||||
|
||||
function previewRenderLoop() {
|
||||
if (!spiritPreviewRenderer || !spiritPreviewScene || !spiritPreviewCamera) return;
|
||||
spiritPreviewRenderer.render(spiritPreviewScene, spiritPreviewCamera);
|
||||
// Nur weiter machen, wenn das Overlay sichtbar ist!
|
||||
let el = document.getElementById('spirit-info');
|
||||
if (el && el.style.display !== 'none') {
|
||||
requestAnimationFrame(previewRenderLoop);
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse-Picking (zentral)
|
||||
const raycaster = new THREE.Raycaster();
|
||||
const mouse = new THREE.Vector2();
|
||||
|
||||
function onClick(e) {
|
||||
// Normierte Koordinaten im WebGL-Fenster:
|
||||
const rect = renderer.domElement.getBoundingClientRect();
|
||||
mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
|
||||
mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
|
||||
|
||||
raycaster.setFromCamera(mouse, camera);
|
||||
// Sammle alle Meshes aus allen aktiven Spirits
|
||||
let allMeshes = [];
|
||||
for (const spirit of activeSpirits) {
|
||||
spirit.gltf.traverse(mesh => {
|
||||
if (mesh.isMesh) allMeshes.push(mesh);
|
||||
});
|
||||
}
|
||||
const intersects = raycaster.intersectObjects(allMeshes, false);
|
||||
if (intersects.length > 0) {
|
||||
const mesh = intersects[0].object;
|
||||
if (mesh.userData._spiritInfo) {
|
||||
showSpiritOverlay(mesh.userData._spiritInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fügt das Event hinzu:
|
||||
renderer.domElement.addEventListener('pointerdown', onClick);
|
||||
|
||||
// Kein automatisches Update mehr! Nicht von spawnSpirit aufrufen!
|
||||
// (aber Option: „verstecke Overlay“ falls Spirit verschwindet, kann man so machen...)
|
||||
|
||||
// ---- Render-Loop ----
|
||||
function animate() {
|
||||
const dt = clock.getDelta(), t = clock.getElapsedTime();
|
||||
@@ -676,11 +450,4 @@ function animate() {
|
||||
|
||||
composer.render(scene, camera);
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
|
||||
document.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Escape') {
|
||||
let el = document.getElementById('spirit-info');
|
||||
if (el) el.style.display = "none";
|
||||
}
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user