54 lines
2.0 KiB
JavaScript
54 lines
2.0 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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// ---- Deine komplette Three.js Szenen-Logik hier! ----
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// Szene, Kamera, Renderer, Lights, Landscape, Spinner, Trees, usw.
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// Foliage-Shader wie bisher
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// ...
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// Ab hier NUR noch das WebSocket-System für die Spirits!
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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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// --- WebSocket: Bei neuer Spirit-Anweisung ---
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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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await showSpirit(msg.data);
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}
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});
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async function showSpirit(spirit) {
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if (currentSpiritGroup) {
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scene.remove(currentSpiritGroup);
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// Dispose-Logik, falls notwendig
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}
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const gltfLoader = new GLTFLoader();
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// Draco Loader, falls gebraucht: ...
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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-Settings
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}
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});
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spiritObj.position.set(0, 0, 0); // ggf. gewünschte Position
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scene.add(spiritObj);
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currentSpiritGroup = spiritObj;
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updateSpiritOverlay(spirit);
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}
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// ... restlicher Code ...
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