import * as THREE from 'three'; import { GLTFLoader } from 'GLTFLoader'; import { DRACOLoader } from 'DRACOLoader'; import { EffectComposer } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/EffectComposer.js'; import { RenderPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/RenderPass.js'; import { ShaderPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/ShaderPass.js'; import { UnrealBloomPass } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/postprocessing/UnrealBloomPass.js'; import { GammaCorrectionShader } from 'https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/shaders/GammaCorrectionShader.js'; import { VignetteShader } from "https://cdn.jsdelivr.net/npm/three@0.155.0/examples/jsm/shaders/VignetteShader.js"; // ---- Basis Three.js Szene ---- const scene = new THREE.Scene(); const ASPECT = 3 / 2, SCALE = 15; const hw = SCALE / 2, hh = (SCALE / ASPECT) / 2; const camera = new THREE.OrthographicCamera(-hw, hw, hh, -hh, 0.1, 1000); camera.position.set(0, -14.424, 20); camera.rotation.set(THREE.MathUtils.degToRad(55), 0, 0); const container = document.getElementById('viewer'); const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; container.appendChild(renderer.domElement); // ---- Postprocessing ---- const foliageTexture = new THREE.TextureLoader().load('assets/sprites/foliage.png'); foliageTexture.colorSpace = THREE.SRGBColorSpace; const FoliageOverlayShader = { uniforms: { 'tDiffuse': { value: null }, 'tFoliage': { value: foliageTexture }, 'opacity': { value: 1.0 } }, vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }`, fragmentShader: `uniform sampler2D tDiffuse; uniform sampler2D tFoliage; uniform float opacity; varying vec2 vUv; void main() { vec4 base = texture2D(tDiffuse, vUv); vec4 foliage = texture2D(tFoliage, vUv); gl_FragColor = mix(base, vec4(foliage.rgb, base.a), foliage.a * opacity); }` }; const foliageOverlayPass = new ShaderPass(FoliageOverlayShader); const composer = new EffectComposer(renderer); composer.addPass(new RenderPass(scene, camera)); composer.addPass(foliageOverlayPass); composer.addPass(new UnrealBloomPass(new THREE.Vector2(container.clientWidth, container.clientHeight), 0.8, 0.2, 0.4)); const vignettePass = new ShaderPass(VignetteShader); vignettePass.uniforms['offset'].value = 0.3; vignettePass.uniforms['darkness'].value = 1.35; composer.addPass(vignettePass); composer.addPass(new ShaderPass(GammaCorrectionShader)); // ---- Resize Handler ---- function onResize() { const winW = window.innerWidth, winH = window.innerHeight; const aspect = 3/2; let renderW, renderH; if (winW / winH > aspect) { // Fenster ist breiter → passe an Breite an, Höhe reicht nicht aus → Höhe muss „überragen“ renderW = winW; renderH = winW / aspect; } else { // Fenster ist höher/schmaler → passe an Höhe an, Breite reicht nicht aus → Breite muss „überragen“ renderH = winH; renderW = winH * aspect; } renderer.setSize(renderW, renderH, false); composer.setSize(renderW, renderH); renderer.domElement.style.width = `${renderW}px`; renderer.domElement.style.height = `${renderH}px`; renderer.domElement.style.left = '50%'; renderer.domElement.style.top = '50%'; renderer.domElement.style.transform = 'translate(-50%, -50%)'; renderer.setScissorTest(false); const dpr = window.devicePixelRatio || 1; renderer.setPixelRatio(dpr); composer.setPixelRatio(dpr); camera.updateProjectionMatrix(); } window.addEventListener('resize', onResize); onResize(); // ---- Environment ---- const texLoader = new THREE.TextureLoader(); const pmremGen = new THREE.PMREMGenerator(renderer); texLoader.load('assets/hdri/environment.jpg', tex => { const envRT = pmremGen.fromEquirectangular(tex).texture; scene.environment = envRT; scene.background = envRT; tex.dispose(); pmremGen.dispose(); }); // ---- Licht, Shadow-Only-Material, Loader ---- const sun = new THREE.DirectionalLight(0xFFA230, 2); sun.position.set(21, -25, 30); sun.castShadow = true; sun.shadow.mapSize.width = 2048; sun.shadow.mapSize.height = 2048; sun.shadow.camera.near = 1; sun.shadow.camera.far = 100; sun.shadow.camera.left = -30; sun.shadow.camera.right = 30; sun.shadow.camera.top = 30; sun.shadow.camera.bottom = -30; scene.add(sun); const shadowOnlyMaterial = new THREE.MeshBasicMaterial({ color: 0x000000, opacity: 0.01, transparent: true, depthWrite: false }); const draco = new DRACOLoader(); draco.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/'); const gltfLoader = new GLTFLoader(); gltfLoader.setDRACOLoader(draco); // Virtuelles Interdimensionales Geisterteleportationsgerät class SpinnerController { constructor(scene) { this.scene = scene; this.spinnerRed = null; this.spinnerBlue = null; this.lights = []; this.counterLights = []; this.center = new THREE.Vector3(0, 16.55, 1.5); this.LIGHT_RADIUS = 1; this.baseY = 16.55; this.clock = new THREE.Clock(); this.ws = null; this.reconnectDelay = 2000; this.connected = false; // Verbindungsstatus // Werte für sanften Übergang 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) }; this.init(); } async init() { this.spinnerRed = await this.loadSpinner('assets/models/spinner_red.glb', [0, 16.55, 0.88], [90, 0, 0], "#ff3333", 0.2); 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); } this.connectWebSocket(); } async loadSpinner(path, pos, rotDeg, color, opacity) { const { scene: obj } = await gltfLoader.loadAsync(path); obj.position.set(...pos); obj.rotation.set( THREE.MathUtils.degToRad(rotDeg[0]), THREE.MathUtils.degToRad(rotDeg[1]), THREE.MathUtils.degToRad(rotDeg[2]) ); obj.traverse(c => { c.visible = true; if (c.isMesh && c.material && c.material.isMeshStandardMaterial) { c.material.transparent = true; c.material.opacity = opacity; c.material.emissive = new THREE.Color(color); c.material.emissiveIntensity = 3.0; c.material.vertexColors = true; c.castShadow = true; } }); this.scene.add(obj); 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; } else { 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 T.emission += (T.targetEmission - T.emission) * s; T.bobMult += (T.targetBobMult - T.bobMult) * s; T.rotSpeed += (T.targetRotSpeed - T.rotSpeed) * s; T.lightIntensity += (T.targetLightIntensity - T.lightIntensity) * s; } 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; }); this.spinnerBlue.traverse(c => { if (c.isMesh && c.material && c.material.isMeshStandardMaterial) 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( this.center.x + Math.cos(ang) * this.LIGHT_RADIUS, this.center.y + Math.sin(ang) * this.LIGHT_RADIUS, this.center.z ); this.lights[i].intensity = T.lightIntensity; } for (let i = 0; i < this.counterLights.length; i++) { const ang = -t * 0.8 + i * 2 * Math.PI / 3; this.counterLights[i].position.set( this.center.x + Math.cos(ang) * this.LIGHT_RADIUS, this.center.y + Math.sin(ang) * this.LIGHT_RADIUS, this.center.z ); this.counterLights[i].intensity = T.lightIntensity; } } connectWebSocket() { if (this.ws) this.ws.close(); this.ws = new WebSocket(`ws://${location.host}`); this.ws.addEventListener('open', () => { this.connected = true; console.log("WebSocket connected!"); }); this.ws.addEventListener('message', async (event) => { const msg = JSON.parse(event.data); if (msg.type === 'spirit') { spawnSpirit(msg.data); } }); this.ws.addEventListener('close', () => { this.connected = false; console.warn("WebSocket closed. Reconnecting in " + this.reconnectDelay / 1000 + "s..."); setTimeout(() => this.connectWebSocket(), this.reconnectDelay); }); this.ws.addEventListener('error', (e) => { this.connected = false; console.error("WebSocket error", e); this.ws.close(); }); } } // ---- Spirit-Klasse ---- class Spirit { constructor(scene, gltfScene, info, spawnPosition) { this.scene = scene; this.grp = new THREE.Group(); this.gltf = gltfScene; this.info = info || {}; this.spawnY = spawnPosition.y; this.clock = new THREE.Clock(); this.isFading = true; this.lifeTime = 20; // Sekunden this.spiritMeshes = []; this.grp.add(this.gltf); // exakt wie im Original: rotate, platzieren, leicht nach hinten this.gltf.rotation.x = -Math.PI; this.grp.position.set(spawnPosition.x, spawnPosition.y, spawnPosition.z - 0.6); this.gltf.traverse((mesh) => { if (mesh.isMesh) { mesh.castShadow = true; mesh.receiveShadow = true; mesh.userData.originalMaterial = mesh.material.clone(); mesh.material = mesh.material.clone(); mesh.material.color.set(0xffffcc); mesh.material.opacity = 1.0; mesh.material.transparent = true; mesh.material.emissive?.set(0xffffcc); mesh.material.emissiveIntensity = 2.0; this.spiritMeshes.push(mesh); } }); this.scene.add(this.grp); } update(dt) { const t = this.clock.getElapsedTime(); // Fading if (this.spiritMeshes && this.isFading) { for (const mesh of this.spiritMeshes) { if (t < 0.5) { mesh.material.opacity = 1; mesh.material.color.lerp(mesh.userData.originalMaterial.color, t / 0.5); if (mesh.material.emissive) mesh.material.emissive.lerp(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000), t / 0.5); mesh.material.emissiveIntensity = 2.0 * (1 - t / 0.5) + (mesh.userData.originalMaterial.emissiveIntensity || 1.0) * (t / 0.5); } else { mesh.material.opacity = mesh.userData.originalMaterial.opacity ?? 1.0; mesh.material.color.copy(mesh.userData.originalMaterial.color); if (mesh.material.emissive) mesh.material.emissive.copy(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000)); mesh.material.emissiveIntensity = mesh.userData.originalMaterial.emissiveIntensity ?? 1.0; this.isFading = false; } } } // Vertikales Despawn-Movement this.grp.position.y -= 1 * dt; // Nach Lebenszeit entfernen if (t > this.lifeTime) { this.dispose(); return false; } return true; } dispose() { this.scene.remove(this.grp); this.gltf.traverse((mesh) => { if (mesh.isMesh) { mesh.geometry.dispose(); if (Array.isArray(mesh.material)) { mesh.material.forEach((m) => m.dispose()); } else { mesh.material.dispose(); } } }); } } // ---- Szene initialisieren ---- let spinnerController; let landscape, torigate, shadowTree; const activeSpirits = []; const clock = new THREE.Clock(); (async () => { // Lade statische Models landscape = await loadGLB('assets/models/landscape.glb', [0, 0, 0], [90, 0, 0], { receiveShadow: true, castShadow: true }); torigate = await loadGLB('assets/models/tori.glb', [0, 6.59, 0.375], [90, 0, 0], { receiveShadow: true, castShadow: true }); shadowTree = await loadGLB('assets/models/tree_low.glb', [0, 0, 0], [90, 0, 0], { receiveShadow: false, castShadow: true, shadowOnly: true }); spinnerController = new SpinnerController(scene); animate(); })(); // ---- Utility: GLBs laden ---- async function loadGLB(path, pos, rotDeg, { receiveShadow = false, castShadow = false, emissive = null, visible = true, shadowOnly = false } = {}) { const { scene: obj } = await gltfLoader.loadAsync(path); obj.position.set(pos[0], pos[1], pos[2]); obj.rotation.set( THREE.MathUtils.degToRad(rotDeg[0]), THREE.MathUtils.degToRad(rotDeg[1]), THREE.MathUtils.degToRad(rotDeg[2]) ); obj.traverse(c => { c.visible = visible; if (c.isMesh) { c.castShadow = castShadow; c.receiveShadow = receiveShadow; if (shadowOnly) c.material = shadowOnlyMaterial; if (emissive && c.material && c.material.isMeshStandardMaterial) { c.material.emissive = new THREE.Color(emissive); c.material.emissiveIntensity = 1.0; } } }); scene.add(obj); 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); activeSpirits.push(spirit); updateSpiritOverlay(spiritData); } // ---- 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: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); } el.innerHTML = `

${spirit.Name || 'Spirit'}


Kategorie: ${spirit.Kategorie || ''}${spirit.Herkunft ? ' (' + spirit.Herkunft : ''})

Rolle: ${spirit["Funktion/Rolle"] || ''}
Mythos: ${spirit["Mythos/Legende"] || ''}
Charakter: ${spirit.Charakter || ''}
`; } // ---- Render-Loop ---- function animate() { const dt = clock.getDelta(), t = clock.getElapsedTime(); // Spinner-Animation & Netzwerk if (spinnerController) spinnerController.animate(dt, t); // Update & remove expired spirits: for (let i = activeSpirits.length - 1; i >= 0; i--) { if (!activeSpirits[i].update(dt)) { activeSpirits.splice(i, 1); } } composer.render(scene, camera); requestAnimationFrame(animate); }