Files
virtual_interdimensional_sp…/server/public/app.js
Victor Giers ed1b80a81f auto-git:
[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
2025-05-28 20:57:03 +02:00

623 lines
24 KiB
JavaScript

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";
// -------- Adaptive Settings --------
function isMobileDevice() {
return /Mobi|Android|iPhone|iPad|iPod|Opera Mini|IEMobile|BlackBerry|webOS/i.test(navigator.userAgent);
}
const IS_MOBILE = isMobileDevice();
const LOW_PERFORMANCE = IS_MOBILE; // ... später aus FPS ableitbar
let targetFps = LOW_PERFORMANCE ? 30 : 60;
let lastAnim = 0;
const container = document.getElementById('viewer');
// ---- 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);
// --- Renderer ---
const renderer = new THREE.WebGLRenderer({ antialias: !IS_MOBILE });
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = IS_MOBILE ? THREE.BasicShadowMap : THREE.PCFSoftShadowMap;
const dpr = Math.min(window.devicePixelRatio || 1, IS_MOBILE ? 1 : 2);
renderer.setPixelRatio(dpr);
container.appendChild(renderer.domElement);
// ---- Foliage-Shader ----
const foliageTexture = new THREE.TextureLoader().load('assets/images/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);
// --- Post-Processing ---
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, styleW, styleH;
if (winW / winH > aspect) {
// Querformat (breit) → CONTAIN
renderH = winH;
renderW = winH * aspect;
styleW = `${renderW}px`;
styleH = `${renderH}px`;
} else {
// Hochformat oder quadratisch → COVER
renderW = winW;
renderH = winW / aspect;
if (renderH < winH) {
// Ist nach Covern immer noch zu klein? Dann auf volle Höhe und rechts/links abschneiden
renderH = winH;
renderW = winH * aspect;
}
styleW = `${renderW}px`;
styleH = `${renderH}px`;
}
renderer.setSize(renderW, renderH, false);
composer.setSize(renderW, renderH);
renderer.domElement.style.width = styleW;
renderer.domElement.style.height = styleH;
renderer.domElement.style.left = '50%';
renderer.domElement.style.top = '50%';
renderer.domElement.style.transform = 'translate(-50%, -50%)';
renderer.setScissorTest(false);
const dpr = Math.min(window.devicePixelRatio || 1, IS_MOBILE ? 1 : 2);
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/images/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.mobileLight = null;
this.baseY = 16.55;
this.clock = new THREE.Clock();
this.ws = null;
this.reconnectDelay = 2000;
this.connected = false;
// 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
};
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);
if (IS_MOBILE) {
// --- Nur ein zentrales Licht auf Mobile
this.mobileLight = new THREE.PointLight(0xFFA230, 20, 55); // Viel Heller, größere Reichweite
this.mobileLight.position.set(this.center.x, this.center.y, this.center.z);
this.mobileLight.castShadow = false; // Für Performance auf Mobile
this.scene.add(this.mobileLight);
} else {
// --- Desktop wie gehabt
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;
}
smoothTransition(dt) {
let T = this.transition;
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;
}
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;
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;
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;
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;
});
}
if (IS_MOBILE) {
// Mobile: zentrales Licht direkt an den Spinner-Positionen halten
if (this.mobileLight) {
// In der Mitte zwischen beiden Spinners
this.mobileLight.position.set(this.center.x, baseY + 0.4, this.center.z);
this.mobileLight.intensity = T.lightIntensity * 3; // Noch heller als Desktop
}
} else {
// Desktop: Normale Lichtbewegung
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();
const wsProtocol = window.location.protocol === 'https:' ? 'wss' : 'ws';
this.ws = new WebSocket(`${wsProtocol}://${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') {
if (typeof msg.timeSinceSpawnMs === "number" && msg.timeSinceSpawnMs > 0) {
// Initiale Verbindung: Mit Offset
this.spawnSpiritWithOffset(msg.data, msg.timeSinceSpawnMs, msg.spiritIntervalMs);
} else {
// Normales Timer-Event
this.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();
});
}
// --- Jetzt Methoden am Spinner! ---
async spawnSpirit(spiritData) {
let spawnPos = {
x: 0,
y: 16.55,
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 = 18000) {
let startY = 17.35;
let offset = (typeof timeSinceSpawnMs === 'number' && timeSinceSpawnMs > 0) ? timeSinceSpawnMs / 1000 : 0;
let lifeTime = (spiritIntervalMs ? spiritIntervalMs : 18000) / 1000;
const moveSpeed = 0.8;
let spawnPos = { x: 0, y: startY - (moveSpeed * 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();
spirit.clock.elapsedTime = offset;
spirit.lifeTime = lifeTime;
activeSpirits.push(spirit);
}
}
// ---- 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; // immer gleiche Start-Y
this.clock = new THREE.Clock();
this.isFading = true;
this.lifeTime = 20; // Sekunden
this.spiritMeshes = [];
this.grp.add(this.gltf);
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._setupPicking();
this.scene.add(this.grp);
}
update(dt) {
const t = this.clock.getElapsedTime();
const despawnSpeed = 0.8;
// **NEU: Y-Position dynamisch berechnen!**
this.grp.position.y = this.spawnY - despawnSpeed * t;
// 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;
}
}
}
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();
}
}
});
}
_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'"
>&times;</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";
}
});