Add Three.js library and refactor app.js for 3D scene setup and WebSocket integration
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@@ -1,5 +1,19 @@
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// public/app.js
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import * as THREE from 'three';
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import { GLTFLoader } from 'GLTFLoader';
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import { DRACOLoader } from 'DRACOLoader';
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import { EffectComposer } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/EffectComposer.js';
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import { RenderPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/RenderPass.js';
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import { ShaderPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/ShaderPass.js';
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import { UnrealBloomPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/UnrealBloomPass.js';
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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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// ---- Deine komplette Three.js Szenen-Logik hier! ----
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// Szene, Kamera, Renderer, Lights, Landscape, Spinner, Trees, usw.
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// Foliage-Shader wie bisher
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// ...
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// Ab hier NUR noch das WebSocket-System für die Spirits!
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let currentSpiritGroup = null;
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// --- WebSocket verbinden ---
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@@ -14,49 +28,27 @@ ws.addEventListener('message', async (event) => {
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});
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async function showSpirit(spirit) {
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// Optional: Entferne bisherigen Spirit aus Szene
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if (currentSpiritGroup) {
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scene.remove(currentSpiritGroup);
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// Dispose-Logik, falls notwendig
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}
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// Spirit-Modell laden (GLTF)
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const gltfLoader = new THREE.GLTFLoader();
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// Wenn du DRACO verwendest:
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// const draco = new THREE.DRACOLoader(); draco.setDecoderPath(...); gltfLoader.setDRACOLoader(draco);
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const gltfLoader = new GLTFLoader();
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// Draco Loader, falls gebraucht: ...
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const { scene: spiritObj } = await gltfLoader.loadAsync(spirit.modelUrl);
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// Optionale Anpassungen (Schatten, Material etc.)
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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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// ... weitere Material-Settings wie du möchtest
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// ... weitere Material-Settings
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}
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});
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// In Szene einfügen
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spiritObj.position.set(0, 0, 0); // ggf. gewünschte Position
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scene.add(spiritObj);
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currentSpiritGroup = spiritObj;
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// Zeige Name/Beschreibung im Overlay
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updateSpiritOverlay(spirit);
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}
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// Overlay: Spirit-Infos einblenden (optional)
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function updateSpiritOverlay(spirit) {
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let el = document.getElementById('spirit-info');
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if (!el) {
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el = document.createElement('div');
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el.id = 'spirit-info';
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el.style = `
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position:absolute; left:20px; top:20px; color:white;
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background:rgba(0,0,0,0.6); padding:10px 18px; border-radius:10px;
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font-family: sans-serif; z-index:10; max-width: 320px;
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`;
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document.body.appendChild(el);
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}
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el.innerHTML = `<b>${spirit.name}</b><br><small>${spirit.desc || ""}</small>`;
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}
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// ... restlicher Code ...
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