Refactor overlay logic and remove unused code

This commit is contained in:
2025-05-28 05:04:28 +02:00
parent 6b2b0ec738
commit 29b7fb5a14

View File

@@ -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">&times;</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";
}
});
}