Add Spirit class and refactor scene initialization
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@@ -186,6 +186,89 @@ 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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@@ -208,8 +291,6 @@ const clock = new THREE.Clock();
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[0.0,0.0,0.0], [90,0,0],
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{receiveShadow:false, castShadow:true, shadowOnly: true}
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);
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// Rotierende Lichter initialisieren
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for(let i=0;i<3;i++){
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const L = new THREE.PointLight(0xFFA230, 5, 30);
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L.castShadow = true;
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@@ -221,11 +302,13 @@ const clock = new THREE.Clock();
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counterRotatingLights.push(L2);
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scene.add(L2);
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}
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animate();
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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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function animate(){
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const dt = clock.getDelta(), t = clock.getElapsedTime();
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// Spinner Animation
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@@ -256,17 +339,20 @@ function animate(){
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lightZ
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);
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}
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// Spirit animieren/entfernen
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if (currentSpirit && currentSpirit.update) {
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if (!currentSpirit.update(dt)) {
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currentSpirit = null;
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window.currentSpirit = null;
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}
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}
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composer.render(scene, camera);
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requestAnimationFrame(animate);
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}
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// ---- WebSocket-basierter Spirit Spawn ----
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let currentSpiritGroup = null;
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// WebSocket verbinden
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const ws = new WebSocket(`ws://${location.host}`);
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// Spirit per Server-Anweisung anzeigen
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ws.addEventListener('message', async (event) => {
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const msg = JSON.parse(event.data);
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if (msg.type === 'spirit') {
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@@ -275,29 +361,15 @@ 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 (currentSpiritGroup) {
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scene.remove(currentSpiritGroup);
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// Optional: Materialien etc. dispose() aufrufen
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currentSpiritGroup = null;
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if (currentSpirit) {
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currentSpirit.dispose();
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currentSpirit = null;
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window.currentSpirit = null;
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}
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console.log("Lade Spirit", spirit.modelUrl);
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// Modell laden
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const { scene: spiritObj } = await gltfLoader.loadAsync(spirit.modelUrl);
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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-Anpassungen...
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}
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});
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console.log("Spirit wurde der Szene hinzugefügt!", spiritObj);
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// Positionierung, z.B. am Boden leicht nach hinten
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spiritObj.position.set(0, 0, 0);
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scene.add(spiritObj);
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currentSpiritGroup = spiritObj;
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// Overlay mit Spirit-Name/Description
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currentSpirit = new Spirit(scene, spiritObj, spirit);
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window.currentSpirit = currentSpirit;
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updateSpiritOverlay(spirit);
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}
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