Refactor spinner logic and add spirit spawning methods

This commit is contained in:
2025-05-28 06:49:42 +02:00
parent c0ff776b74
commit ea8ab145db

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@@ -121,6 +121,10 @@ const gltfLoader = new GLTFLoader();
gltfLoader.setDRACOLoader(draco);
// Virtuelles Interdimensionales Geisterteleportationsgerät
// --- GLOBAL ---
const activeSpirits = [];
// Virtuelles Interdimensionales Geisterteleportationsgerät
class SpinnerController {
constructor(scene) {
@@ -135,15 +139,15 @@ class SpinnerController {
this.clock = new THREE.Clock();
this.ws = null;
this.reconnectDelay = 2000;
this.connected = false; // Verbindungsstatus
this.connected = false;
// Werte für sanften Übergang
// Sanfte Übergänge
this.transition = {
emission: 3.0, targetEmission: 3.0,
bobMult: 0.5, targetBobMult: 0.5,
rotSpeed: 1.2, targetRotSpeed: 1.2,
lightIntensity: 5, targetLightIntensity: 5,
lerpSpeed: 1/3 // 1/x Sekunden bis Ziel (hier: ca. 3s)
lerpSpeed: 1/3
};
this.init();
@@ -154,15 +158,10 @@ class SpinnerController {
this.spinnerBlue = await this.loadSpinner('assets/models/spinner_blue.glb', [0, 16.55, 0.88], [90, 0, 0], "#3380ff", 0.2);
for (let i = 0; i < 3; i++) {
const L = new THREE.PointLight(0xFFA230, 5, 30);
L.castShadow = true;
this.lights.push(L);
this.scene.add(L);
const L2 = new THREE.PointLight(0xFFA230, 5, 30);
L2.castShadow = true;
this.counterLights.push(L2);
this.scene.add(L2);
const L = new THREE.PointLight(0xFFA230, 5, 30); L.castShadow = true;
this.lights.push(L); this.scene.add(L);
const L2 = new THREE.PointLight(0xFFA230, 5, 30); L2.castShadow = true;
this.counterLights.push(L2); this.scene.add(L2);
}
this.connectWebSocket();
@@ -191,23 +190,16 @@ class SpinnerController {
return obj;
}
// --- Werte sanft angleichen ---
smoothTransition(dt) {
let T = this.transition;
// Zielwerte setzen
if (this.connected) {
T.targetEmission = 3.0;
T.targetBobMult = 0.5;
T.targetRotSpeed = 1.2;
T.targetLightIntensity = 5;
T.targetEmission = 3.0; T.targetBobMult = 0.5;
T.targetRotSpeed = 1.2; T.targetLightIntensity = 5;
} else {
T.targetEmission = 0.0;
T.targetBobMult = 0.12;
T.targetRotSpeed = 0.08;
T.targetLightIntensity = 0;
T.targetEmission = 0.0; T.targetBobMult = 0.12;
T.targetRotSpeed = 0.08; T.targetLightIntensity = 0;
}
// Lerp (sanft angleichen)
const s = T.lerpSpeed * dt; // kleiner dt → smooth
const s = T.lerpSpeed * dt;
T.emission += (T.targetEmission - T.emission) * s;
T.bobMult += (T.targetBobMult - T.bobMult) * s;
T.rotSpeed += (T.targetRotSpeed - T.rotSpeed) * s;
@@ -216,19 +208,16 @@ class SpinnerController {
animate(dt, t) {
this.smoothTransition(dt);
const T = this.transition;
const bob = Math.sin(t * 1.2) * T.bobMult;
const baseY = this.baseY + bob;
// Spinner
if (this.spinnerRed && this.spinnerBlue) {
this.spinnerRed.position.y = baseY + 0.8;
this.spinnerBlue.position.y = baseY;
this.spinnerRed.rotation.y -= T.rotSpeed * dt;
this.spinnerBlue.rotation.y += T.rotSpeed * dt;
// Emission auf beide Spinner anwenden
this.spinnerRed.traverse(c => {
if (c.isMesh && c.material && c.material.isMeshStandardMaterial)
c.material.emissiveIntensity = T.emission;
@@ -238,8 +227,6 @@ class SpinnerController {
c.material.emissiveIntensity = T.emission;
});
}
// Rotierende Lichter (jetzt mit smooth intensity und Speed)
for (let i = 0; i < this.lights.length; i++) {
const ang = t * 0.8 + i * 2 * Math.PI / 3;
this.lights[i].position.set(
@@ -272,10 +259,10 @@ class SpinnerController {
if (msg.type === 'spirit') {
if (typeof msg.timeSinceSpawnMs === "number" && msg.timeSinceSpawnMs > 0) {
// Initiale Verbindung: Mit Offset
spawnSpiritWithOffset(msg.data, msg.timeSinceSpawnMs, msg.spiritIntervalMs);
this.spawnSpiritWithOffset(msg.data, msg.timeSinceSpawnMs, msg.spiritIntervalMs);
} else {
// Normales Timer-Event
spawnSpirit(msg.data);
this.spawnSpirit(msg.data);
}
}
});
@@ -290,6 +277,39 @@ class SpinnerController {
this.ws.close();
});
}
// --- Jetzt Methoden am Spinner! ---
async spawnSpirit(spiritData) {
let spawnPos = {
x: 0,
y: this.spinnerRed ? this.spinnerRed.position.y - 1.5 : 15,
z: 0.88
};
const modelUrl = spiritData['Model URL'] || spiritData.modelUrl;
const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
const spirit = new Spirit(this.scene, gltfScene, spiritData, spawnPos);
spirit.clock.start();
activeSpirits.push(spirit);
}
async spawnSpiritWithOffset(spiritData, timeSinceSpawnMs = 0, spiritIntervalMs = 20000) {
let startY = this.spinnerRed ? this.spinnerRed.position.y - 1.5 : 15;
let offset = (typeof timeSinceSpawnMs === 'number' && timeSinceSpawnMs > 0) ? timeSinceSpawnMs / 1000 : 0;
let lifeTime = (spiritIntervalMs ? spiritIntervalMs : 20000) / 1000;
const despawnSpeed = 0.8;
let spawnPos = { x: 0, y: startY - (despawnSpeed * offset), z: 0.88 };
const modelUrl = spiritData['Model URL'] || spiritData.modelUrl;
const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
const spirit = new Spirit(this.scene, gltfScene, spiritData, spawnPos);
spirit.clock.start();
if (offset > 0 && offset < lifeTime) {
spirit.clock.elapsedTime = offset;
}
spirit.lifeTime = lifeTime;
activeSpirits.push(spirit);
}
}
@@ -429,32 +449,6 @@ async function loadGLB(path, pos, rotDeg, { receiveShadow = false, castShadow =
return obj;
}
// ---- Spirit spawnen ----
async function spawnSpirit(spiritData) {
let spawnPos = { x: 0, y: spinnerController && spinnerController.spinnerRed ? spinnerController.spinnerRed.position.y - 1.5 : 15, z: 0.88 };
const modelUrl = spiritData['Model URL'] || spiritData.modelUrl; // Fallback!
const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
const spirit = new Spirit(scene, gltfScene, spiritData, spawnPos);
spirit.clock.start(); // neu!
activeSpirits.push(spirit);
}
async function spawnSpiritWithOffset(spiritData, timeSinceSpawnMs = 0, spiritIntervalMs = 20000) {
let spawnPos = { x: 0, y: spinnerController && spinnerController.spinnerRed ? spinnerController.spinnerRed.position.y - 1.5 : 15, z: 0.88 };
const modelUrl = spiritData['Model URL'] || spiritData.modelUrl;
const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
let offset = (typeof timeSinceSpawnMs === 'number' && timeSinceSpawnMs > 0) ? timeSinceSpawnMs / 1000 : 0;
let lifeTime = (spiritIntervalMs ? spiritIntervalMs : 20000) / 1000;
const spirit = new Spirit(scene, gltfScene, spiritData, spawnPos);
spirit.clock.start();
if (offset > 0 && offset < lifeTime) {
spirit.clock.elapsedTime = offset;
}
spirit.lifeTime = lifeTime;
activeSpirits.push(spirit);
}
// ---- Overlay-Logik ----
let lastOverlaySpiritData = null;