[add] package.json [add] server/public/app.js [add] server/public/index.html [add] server/server.js [add] server/spirits/spirit_list.json [unlink] node/package-lock.json [unlink] node/package.json [unlink] node/server/public/app.js [unlink] node/server/public/index.html [unlink] node/server/server.js [unlink] node/server/spirits/spirit_list.json
623 lines
24 KiB
JavaScript
623 lines
24 KiB
JavaScript
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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// -------- Adaptive Settings --------
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function isMobileDevice() {
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return /Mobi|Android|iPhone|iPad|iPod|Opera Mini|IEMobile|BlackBerry|webOS/i.test(navigator.userAgent);
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}
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const IS_MOBILE = isMobileDevice();
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const LOW_PERFORMANCE = IS_MOBILE; // ... später aus FPS ableitbar
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let targetFps = LOW_PERFORMANCE ? 30 : 60;
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let lastAnim = 0;
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const container = document.getElementById('viewer');
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// ---- Basis Three.js Szene ----
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const scene = new THREE.Scene();
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const ASPECT = 3 / 2, SCALE = 15;
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const hw = SCALE / 2, hh = (SCALE / ASPECT) / 2;
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const camera = new THREE.OrthographicCamera(-hw, hw, hh, -hh, 0.1, 1000);
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camera.position.set(0, -14.424, 20);
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camera.rotation.set(THREE.MathUtils.degToRad(55), 0, 0);
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// --- Renderer ---
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const renderer = new THREE.WebGLRenderer({ antialias: !IS_MOBILE });
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renderer.outputColorSpace = THREE.SRGBColorSpace;
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = IS_MOBILE ? THREE.BasicShadowMap : THREE.PCFSoftShadowMap;
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const dpr = Math.min(window.devicePixelRatio || 1, IS_MOBILE ? 1 : 2);
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renderer.setPixelRatio(dpr);
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container.appendChild(renderer.domElement);
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// ---- Foliage-Shader ----
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const foliageTexture = new THREE.TextureLoader().load('assets/images/sprites/foliage.png');
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foliageTexture.colorSpace = THREE.SRGBColorSpace;
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const FoliageOverlayShader = {
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uniforms: { 'tDiffuse': { value: null }, 'tFoliage': { value: foliageTexture }, 'opacity': { value: 1.0 } },
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vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); }`,
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fragmentShader: `uniform sampler2D tDiffuse; uniform sampler2D tFoliage; uniform float opacity; varying vec2 vUv;
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void main() { vec4 base = texture2D(tDiffuse, vUv); vec4 foliage = texture2D(tFoliage, vUv); gl_FragColor = mix(base, vec4(foliage.rgb, base.a), foliage.a * opacity); }`
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};
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const foliageOverlayPass = new ShaderPass(FoliageOverlayShader);
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// --- Post-Processing ---
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const composer = new EffectComposer(renderer);
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composer.addPass(new RenderPass(scene, camera));
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composer.addPass(foliageOverlayPass);
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composer.addPass(new UnrealBloomPass(new THREE.Vector2(container.clientWidth, container.clientHeight), 0.8, 0.2, 0.4));
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const vignettePass = new ShaderPass(VignetteShader);
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vignettePass.uniforms['offset'].value = 0.3;
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vignettePass.uniforms['darkness'].value = 1.35;
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composer.addPass(vignettePass);
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composer.addPass(new ShaderPass(GammaCorrectionShader));
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// ---- Resize Handler ----
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function onResize() {
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const winW = window.innerWidth, winH = window.innerHeight;
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const aspect = 3/2;
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let renderW, renderH, styleW, styleH;
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if (winW / winH > aspect) {
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// Querformat (breit) → CONTAIN
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renderH = winH;
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renderW = winH * aspect;
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styleW = `${renderW}px`;
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styleH = `${renderH}px`;
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} else {
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// Hochformat oder quadratisch → COVER
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renderW = winW;
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renderH = winW / aspect;
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if (renderH < winH) {
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// Ist nach Covern immer noch zu klein? Dann auf volle Höhe und rechts/links abschneiden
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renderH = winH;
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renderW = winH * aspect;
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}
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styleW = `${renderW}px`;
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styleH = `${renderH}px`;
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}
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renderer.setSize(renderW, renderH, false);
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composer.setSize(renderW, renderH);
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renderer.domElement.style.width = styleW;
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renderer.domElement.style.height = styleH;
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renderer.domElement.style.left = '50%';
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renderer.domElement.style.top = '50%';
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renderer.domElement.style.transform = 'translate(-50%, -50%)';
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renderer.setScissorTest(false);
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const dpr = Math.min(window.devicePixelRatio || 1, IS_MOBILE ? 1 : 2);
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renderer.setPixelRatio(dpr);
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composer.setPixelRatio(dpr);
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camera.updateProjectionMatrix();
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}
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window.addEventListener('resize', onResize);
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onResize();
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// ---- Environment ----
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const texLoader = new THREE.TextureLoader();
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const pmremGen = new THREE.PMREMGenerator(renderer);
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texLoader.load('assets/images/hdri/environment.jpg', tex => {
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const envRT = pmremGen.fromEquirectangular(tex).texture;
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scene.environment = envRT;
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scene.background = envRT;
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tex.dispose();
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pmremGen.dispose();
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});
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// ---- Licht, Shadow-Only-Material, Loader ----
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const sun = new THREE.DirectionalLight(0xFFA230, 2);
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sun.position.set(21, -25, 30);
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sun.castShadow = true;
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sun.shadow.mapSize.width = 2048;
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sun.shadow.mapSize.height = 2048;
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sun.shadow.camera.near = 1;
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sun.shadow.camera.far = 100;
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sun.shadow.camera.left = -30;
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sun.shadow.camera.right = 30;
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sun.shadow.camera.top = 30;
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sun.shadow.camera.bottom = -30;
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scene.add(sun);
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const shadowOnlyMaterial = new THREE.MeshBasicMaterial({ color: 0x000000, opacity: 0.01, transparent: true, depthWrite: false });
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const draco = new DRACOLoader();
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draco.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/');
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const gltfLoader = new GLTFLoader();
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gltfLoader.setDRACOLoader(draco);
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// Virtuelles Interdimensionales Geisterteleportationsgerät
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class SpinnerController {
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constructor(scene) {
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this.scene = scene;
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this.spinnerRed = null;
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this.spinnerBlue = null;
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this.lights = [];
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this.counterLights = [];
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this.center = new THREE.Vector3(0, 16.55, 1.5);
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this.LIGHT_RADIUS = 1;
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this.mobileLight = null;
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this.baseY = 16.55;
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this.clock = new THREE.Clock();
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this.ws = null;
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this.reconnectDelay = 2000;
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this.connected = false;
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// Sanfte Übergänge
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this.transition = {
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emission: 3.0, targetEmission: 3.0,
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bobMult: 0.5, targetBobMult: 0.5,
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rotSpeed: 1.2, targetRotSpeed: 1.2,
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lightIntensity: 5, targetLightIntensity: 5,
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lerpSpeed: 1/3
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};
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this.init();
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}
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async init() {
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this.spinnerRed = await this.loadSpinner('assets/models/spinner_red.glb', [0, 16.55, 0.88], [90, 0, 0], "#ff3333", 0.2);
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this.spinnerBlue = await this.loadSpinner('assets/models/spinner_blue.glb', [0, 16.55, 0.88], [90, 0, 0], "#3380ff", 0.2);
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if (IS_MOBILE) {
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// --- Nur ein zentrales Licht auf Mobile
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this.mobileLight = new THREE.PointLight(0xFFA230, 20, 55); // Viel Heller, größere Reichweite
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this.mobileLight.position.set(this.center.x, this.center.y, this.center.z);
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this.mobileLight.castShadow = false; // Für Performance auf Mobile
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this.scene.add(this.mobileLight);
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} else {
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// --- Desktop wie gehabt
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for (let i = 0; i < 3; i++) {
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const L = new THREE.PointLight(0xFFA230, 5, 30); L.castShadow = true;
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this.lights.push(L); this.scene.add(L);
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const L2 = new THREE.PointLight(0xFFA230, 5, 30); L2.castShadow = true;
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this.counterLights.push(L2); this.scene.add(L2);
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}
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}
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this.connectWebSocket();
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}
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async loadSpinner(path, pos, rotDeg, color, opacity) {
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const { scene: obj } = await gltfLoader.loadAsync(path);
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obj.position.set(...pos);
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obj.rotation.set(
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THREE.MathUtils.degToRad(rotDeg[0]),
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THREE.MathUtils.degToRad(rotDeg[1]),
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THREE.MathUtils.degToRad(rotDeg[2])
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);
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obj.traverse(c => {
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c.visible = true;
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if (c.isMesh && c.material && c.material.isMeshStandardMaterial) {
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c.material.transparent = true;
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c.material.opacity = opacity;
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c.material.emissive = new THREE.Color(color);
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c.material.emissiveIntensity = 3.0;
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c.material.vertexColors = true;
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c.castShadow = true;
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}
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});
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this.scene.add(obj);
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return obj;
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}
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smoothTransition(dt) {
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let T = this.transition;
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if (this.connected) {
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T.targetEmission = 3.0; T.targetBobMult = 0.5;
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T.targetRotSpeed = 1.2; T.targetLightIntensity = 5;
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} else {
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T.targetEmission = 0.0; T.targetBobMult = 0.12;
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T.targetRotSpeed = 0.08; T.targetLightIntensity = 0;
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}
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const s = T.lerpSpeed * dt;
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T.emission += (T.targetEmission - T.emission) * s;
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T.bobMult += (T.targetBobMult - T.bobMult) * s;
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T.rotSpeed += (T.targetRotSpeed - T.rotSpeed) * s;
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T.lightIntensity += (T.targetLightIntensity - T.lightIntensity) * s;
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}
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animate(dt, t) {
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this.smoothTransition(dt);
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const T = this.transition;
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const bob = Math.sin(t * 1.2) * T.bobMult;
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const baseY = this.baseY + bob;
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if (this.spinnerRed && this.spinnerBlue) {
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this.spinnerRed.position.y = baseY + 0.8;
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this.spinnerBlue.position.y = baseY;
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this.spinnerRed.rotation.y -= T.rotSpeed * dt;
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this.spinnerBlue.rotation.y += T.rotSpeed * dt;
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this.spinnerRed.traverse(c => {
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if (c.isMesh && c.material && c.material.isMeshStandardMaterial)
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c.material.emissiveIntensity = T.emission;
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});
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this.spinnerBlue.traverse(c => {
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if (c.isMesh && c.material && c.material.isMeshStandardMaterial)
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c.material.emissiveIntensity = T.emission;
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});
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}
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if (IS_MOBILE) {
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// Mobile: zentrales Licht direkt an den Spinner-Positionen halten
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if (this.mobileLight) {
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// In der Mitte zwischen beiden Spinners
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this.mobileLight.position.set(this.center.x, baseY + 0.4, this.center.z);
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this.mobileLight.intensity = T.lightIntensity * 3; // Noch heller als Desktop
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}
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} else {
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// Desktop: Normale Lichtbewegung
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for (let i = 0; i < this.lights.length; i++) {
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const ang = t * 0.8 + i * 2 * Math.PI / 3;
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this.lights[i].position.set(
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this.center.x + Math.cos(ang) * this.LIGHT_RADIUS,
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this.center.y + Math.sin(ang) * this.LIGHT_RADIUS,
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this.center.z
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);
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this.lights[i].intensity = T.lightIntensity;
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}
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for (let i = 0; i < this.counterLights.length; i++) {
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const ang = -t * 0.8 + i * 2 * Math.PI / 3;
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this.counterLights[i].position.set(
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this.center.x + Math.cos(ang) * this.LIGHT_RADIUS,
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this.center.y + Math.sin(ang) * this.LIGHT_RADIUS,
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this.center.z
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);
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this.counterLights[i].intensity = T.lightIntensity;
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}
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}
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}
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connectWebSocket() {
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if (this.ws) this.ws.close();
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const wsProtocol = window.location.protocol === 'https:' ? 'wss' : 'ws';
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this.ws = new WebSocket(`${wsProtocol}://${location.host}`);
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this.ws.addEventListener('open', () => {
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this.connected = true;
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console.log("WebSocket connected!");
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});
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this.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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if (typeof msg.timeSinceSpawnMs === "number" && msg.timeSinceSpawnMs > 0) {
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// Initiale Verbindung: Mit Offset
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this.spawnSpiritWithOffset(msg.data, msg.timeSinceSpawnMs, msg.spiritIntervalMs);
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} else {
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// Normales Timer-Event
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this.spawnSpirit(msg.data);
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}
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}
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});
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this.ws.addEventListener('close', () => {
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this.connected = false;
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console.warn("WebSocket closed. Reconnecting in " + this.reconnectDelay / 1000 + "s...");
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setTimeout(() => this.connectWebSocket(), this.reconnectDelay);
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});
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this.ws.addEventListener('error', (e) => {
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this.connected = false;
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console.error("WebSocket error", e);
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this.ws.close();
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});
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}
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// --- Jetzt Methoden am Spinner! ---
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async spawnSpirit(spiritData) {
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let spawnPos = {
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x: 0,
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y: 16.55,
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z: 0.88
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};
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const modelUrl = spiritData['Model URL'] || spiritData.modelUrl;
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const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
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const spirit = new Spirit(this.scene, gltfScene, spiritData, spawnPos);
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spirit.clock.start();
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activeSpirits.push(spirit);
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}
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async spawnSpiritWithOffset(spiritData, timeSinceSpawnMs = 0, spiritIntervalMs = 18000) {
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let startY = 17.35;
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let offset = (typeof timeSinceSpawnMs === 'number' && timeSinceSpawnMs > 0) ? timeSinceSpawnMs / 1000 : 0;
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let lifeTime = (spiritIntervalMs ? spiritIntervalMs : 18000) / 1000;
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const moveSpeed = 0.8;
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let spawnPos = { x: 0, y: startY - (moveSpeed * offset), z: 0.88 };
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const modelUrl = spiritData['Model URL'] || spiritData.modelUrl;
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const { scene: gltfScene } = await gltfLoader.loadAsync(modelUrl);
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const spirit = new Spirit(this.scene, gltfScene, spiritData, spawnPos);
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spirit.clock.start();
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spirit.clock.elapsedTime = offset;
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spirit.lifeTime = lifeTime;
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activeSpirits.push(spirit);
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}
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}
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// ---- Spirit-Klasse ----
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class Spirit {
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constructor(scene, gltfScene, info, spawnPosition) {
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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.spawnY = spawnPosition.y; // immer gleiche Start-Y
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this.clock = new THREE.Clock();
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this.isFading = true;
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this.lifeTime = 20; // Sekunden
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this.spiritMeshes = [];
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this.grp.add(this.gltf);
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this.gltf.rotation.x = -Math.PI;
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this.grp.position.set(spawnPosition.x, spawnPosition.y, spawnPosition.z - 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 = 1.0;
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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._setupPicking();
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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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const despawnSpeed = 0.8;
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// **NEU: Y-Position dynamisch berechnen!**
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this.grp.position.y = this.spawnY - despawnSpeed * t;
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// Fading
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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(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000), t / 0.5);
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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(mesh.userData.originalMaterial.emissive || new THREE.Color(0x000000));
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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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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());
|
|
} else {
|
|
mesh.material.dispose();
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
_setupPicking() {
|
|
// Hier ein einfacher Ansatz: Mesh mit Info-Objekt merken!
|
|
this.gltf.traverse(mesh => {
|
|
if (mesh.isMesh) {
|
|
mesh.userData._spiritInfo = this.info;
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
// ---- 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;
|
|
}
|
|
|
|
|
|
// ---- Overlay-Logik ----
|
|
let lastOverlaySpiritData = null;
|
|
|
|
// Overlay zentriert in der Mitte mit Schließen-X
|
|
function showSpiritOverlay(spirit) {
|
|
// Entferne evtl. vorherige Overlay-Elemente
|
|
document.getElementById('spirit-info-backdrop')?.remove();
|
|
|
|
// Erzeuge einen semi-transparenten Backdrop
|
|
const backdrop = document.createElement('div');
|
|
backdrop.id = 'spirit-info-backdrop';
|
|
backdrop.style = `
|
|
position: fixed;
|
|
inset: 0;
|
|
background: rgba(0,0,0,0.55);
|
|
z-index: 9998;
|
|
`;
|
|
document.body.appendChild(backdrop);
|
|
|
|
let el = document.getElementById('spirit-info');
|
|
if (!el) {
|
|
el = document.createElement('div');
|
|
el.id = 'spirit-info';
|
|
document.body.appendChild(el);
|
|
}
|
|
el.innerHTML = `
|
|
<button id="spirit-overlay-close" style="
|
|
position:absolute; right:-3px; top:-7px;
|
|
width:56px; height:56px;
|
|
background:none; border:none; border-radius:50%;
|
|
color:#fff; font-size:2.5em; cursor:pointer;
|
|
line-height:1; display:flex; align-items:center; justify-content:center;
|
|
box-shadow: 0 0 16px #0008;
|
|
transition: background 0.18s;
|
|
" title="Schließen" tabindex="0"
|
|
onmouseover="this.style.background='rgba(255,255,255,0.10)'"
|
|
onmouseout="this.style.background='none'"
|
|
>×</button>
|
|
<div class="spirit-info-flex">
|
|
${spirit['Image URL'] ? `<img src="${spirit['Image URL']}" alt="Spirit Image">` : ''}
|
|
<div class="spirit-info-content">
|
|
<h2 style="margin:0 0 8px 0;">${spirit.Name || 'Spirit'}</h2>
|
|
<b>${spirit.Kategorie || ''}</b><br><br>
|
|
<b>Mythos:</b> ${spirit["Mythos/Legende"] || ''}<br><br>
|
|
<b>Rolle:</b> ${spirit["Funktion/Rolle"] || ''}<br>
|
|
<b>Charakter:</b> ${spirit.Charakter || ''}<br><br>
|
|
${spirit.Herkunft ? '<i>' + spirit.Herkunft + '</i>' : ''}
|
|
</div>
|
|
</div>
|
|
`;
|
|
el.style.display = "block";
|
|
lastOverlaySpiritData = spirit;
|
|
|
|
// Close-Button Event (X + Fläche)
|
|
el.querySelector("#spirit-overlay-close").onclick = () => closeSpiritOverlay();
|
|
|
|
// Schließen beim Klick auf den Backdrop
|
|
backdrop.onclick = (e) => {
|
|
if (e.target === backdrop) closeSpiritOverlay();
|
|
};
|
|
// Schließen bei Escape bleibt:
|
|
document.onkeydown = (e) => {
|
|
if (e.key === 'Escape') closeSpiritOverlay();
|
|
};
|
|
}
|
|
|
|
// Ausgelagerte Close-Logik (zentral, für mehrfaches Schließen)
|
|
function closeSpiritOverlay() {
|
|
document.getElementById('spirit-info')?.remove();
|
|
document.getElementById('spirit-info-backdrop')?.remove();
|
|
document.onkeydown = null;
|
|
}
|
|
|
|
// Mouse-Picking (zentral)
|
|
const raycaster = new THREE.Raycaster();
|
|
const mouse = new THREE.Vector2();
|
|
|
|
function onClick(e) {
|
|
// Normierte Koordinaten im WebGL-Fenster:
|
|
const rect = renderer.domElement.getBoundingClientRect();
|
|
mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
|
|
mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
|
|
|
|
raycaster.setFromCamera(mouse, camera);
|
|
// Sammle alle Meshes aus allen aktiven Spirits
|
|
let allMeshes = [];
|
|
for (const spirit of activeSpirits) {
|
|
spirit.gltf.traverse(mesh => {
|
|
if (mesh.isMesh) allMeshes.push(mesh);
|
|
});
|
|
}
|
|
const intersects = raycaster.intersectObjects(allMeshes, false);
|
|
if (intersects.length > 0) {
|
|
const mesh = intersects[0].object;
|
|
if (mesh.userData._spiritInfo) {
|
|
showSpiritOverlay(mesh.userData._spiritInfo);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Fügt das Event hinzu:
|
|
renderer.domElement.addEventListener('pointerdown', onClick);
|
|
|
|
// Kein automatisches Update mehr! Nicht von spawnSpirit aufrufen!
|
|
// (aber Option: „verstecke Overlay“ falls Spirit verschwindet, kann man so machen...)
|
|
|
|
// ---- Render-Loop ----
|
|
function animate(now) {
|
|
requestAnimationFrame(animate);
|
|
|
|
// Wenn noch nicht genug Zeit vergangen ist, skippen.
|
|
if (now - lastAnim < 1000 / targetFps) return;
|
|
|
|
// Fange kleine Zeitverluste auf, um "drift" zu vermeiden:
|
|
// lastAnim = now; // Original (verliert mit der Zeit Frames)
|
|
while (now - lastAnim >= 1000 / targetFps) {
|
|
lastAnim += 1000 / targetFps;
|
|
}
|
|
|
|
const dt = clock.getDelta(), t = clock.getElapsedTime();
|
|
if (spinnerController) spinnerController.animate(dt, t);
|
|
for (let i = activeSpirits.length - 1; i >= 0; i--) {
|
|
if (!activeSpirits[i].update(dt)) {
|
|
activeSpirits.splice(i, 1);
|
|
}
|
|
}
|
|
composer.render(scene, camera);
|
|
}
|
|
requestAnimationFrame(animate);
|
|
|
|
document.addEventListener('keydown', (e) => {
|
|
if (e.key === 'Escape') {
|
|
let el = document.getElementById('spirit-info');
|
|
if (el) el.style.display = "none";
|
|
}
|
|
}); |