Add picking and overlay functionality for spirits in app.js
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@@ -307,6 +307,7 @@ class Spirit {
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this.spiritMeshes.push(mesh);
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}
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});
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this._setupPicking();
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this.scene.add(this.grp);
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}
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@@ -357,6 +358,15 @@ class Spirit {
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}
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});
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}
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_setupPicking() {
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// Hier ein einfacher Ansatz: Mesh mit Info-Objekt merken!
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this.gltf.traverse(mesh => {
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if (mesh.isMesh) {
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mesh.userData._spiritInfo = this.info;
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}
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});
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}
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}
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// ---- Szene initialisieren ----
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@@ -408,33 +418,89 @@ async function spawnSpirit(spiritData) {
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const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
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const spirit = new Spirit(scene, gltfScene, spiritData, spawnPos);
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activeSpirits.push(spirit);
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updateSpiritOverlay(spiritData);
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//updateSpiritOverlay(spiritData);
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}
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// ---- Overlay für Spirit-Infos ----
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function updateSpiritOverlay(spirit) {
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// ---- Overlay-Logik ----
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let lastOverlaySpiritData = null;
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// Overlay zentriert in der Mitte mit Schließen-X
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function showSpiritOverlay(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; right:40px; bottom:40px; 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: 360px;
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position: fixed;
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left: 50%; top: 50%;
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transform: translate(-50%,-50%);
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color: white;
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background: rgba(0,0,0,0.87);
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padding: 24px 32px 20px 32px;
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border-radius: 16px;
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font-family: 'Segoe UI', sans-serif;
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z-index: 9999;
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max-width: 540px;
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min-width: 300px;
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box-shadow: 0 6px 48px #000a;
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text-align: left;
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`;
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document.body.appendChild(el);
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}
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el.innerHTML = `
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<h2 style='padding:0; margin:0;'>${spirit.Name || 'Spirit'}</h2>
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<b>${spirit.Kategorie || ''}</b><br><br>
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<b>Mythos:</b> ${spirit["Mythos/Legende"] || ''}<br><br>
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<b>Rolle:</b> ${spirit["Funktion/Rolle"] || ''}<br>
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<b>Charakter:</b> ${spirit.Charakter || ''}<br><br>
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${spirit.Herkunft ? ' <i>' + spirit.Herkunft : ''}</i>
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<button id="spirit-overlay-close" style="
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position:absolute; right:12px; top:12px; border:none; background:none;
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color:#fff; font-size:1.5em; cursor:pointer; padding:0; line-height:1;
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" title="Schließen">×</button>
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<h2 style='padding:0; margin:0 0 8px 0; font-weight:700; letter-spacing:0.04em;'>${spirit.Name || 'Spirit'}</h2>
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<b>${spirit.Kategorie || ''}</b><br><br>
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<b>Mythos:</b> ${spirit["Mythos/Legende"] || ''}<br><br>
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<b>Rolle:</b> ${spirit["Funktion/Rolle"] || ''}<br>
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<b>Charakter:</b> ${spirit.Charakter || ''}<br><br>
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${spirit.Herkunft ? '<i>' + spirit.Herkunft + '</i>' : ''}
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`;
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el.style.display = "block";
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lastOverlaySpiritData = spirit;
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// Close-Button Event
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el.querySelector("#spirit-overlay-close").onclick = () => {
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el.style.display = "none";
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};
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}
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// Mouse-Picking (zentral)
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const raycaster = new THREE.Raycaster();
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const mouse = new THREE.Vector2();
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function onClick(e) {
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// Normierte Koordinaten im WebGL-Fenster:
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const rect = renderer.domElement.getBoundingClientRect();
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mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
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mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
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raycaster.setFromCamera(mouse, camera);
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// Sammle alle Meshes aus allen aktiven Spirits
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let allMeshes = [];
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for (const spirit of activeSpirits) {
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spirit.gltf.traverse(mesh => {
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if (mesh.isMesh) allMeshes.push(mesh);
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});
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}
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const intersects = raycaster.intersectObjects(allMeshes, false);
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if (intersects.length > 0) {
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const mesh = intersects[0].object;
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if (mesh.userData._spiritInfo) {
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showSpiritOverlay(mesh.userData._spiritInfo);
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}
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}
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}
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// Fügt das Event hinzu:
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renderer.domElement.addEventListener('pointerdown', onClick);
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// Kein automatisches Update mehr! Nicht von spawnSpirit aufrufen!
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// (aber Option: „verstecke Overlay“ falls Spirit verschwindet, kann man so machen...)
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// ---- Render-Loop ----
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function animate() {
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const dt = clock.getDelta(), t = clock.getElapsedTime();
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@@ -450,4 +516,11 @@ function animate() {
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composer.render(scene, camera);
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requestAnimationFrame(animate);
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}
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}
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document.addEventListener('keydown', (e) => {
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if (e.key === 'Escape') {
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let el = document.getElementById('spirit-info');
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if (el) el.style.display = "none";
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}
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});
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