Scene was dumping all 3 rooms' racks/crates/lights into one room, and the served decals + portals were never rendered (trapped in booth-room). - /virtual/scene scopes to ONE room (?space=, default = is_default space); filters racks/crates/lights/cameras/portals/decals/covers by space_id - render decals (image + canvas-text planes) and portal doorways; walk into a portal -> loads the linked room - portal links_to_id is the PAIRED portal's id, not a space — resolve through it to the destination room (to_space) - copy the 29 referenced decal webp/svg into webstore/assets (self-contained, served /store/assets); rewrite WP /wp-content/uploads/ paths in the scene API - skip the 17MB logo .glb mesh decal (flat logo-blue.webp covers branding) Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
240 lines
12 KiB
HTML
240 lines
12 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>RecordGod — virtual store</title>
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<style>
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html,body{margin:0;height:100%;background:#111;color:#eee;font:14px/1.5 system-ui,sans-serif;overflow:hidden}
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#c{display:block}
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#hud{position:fixed;top:10px;left:10px;background:rgba(0,0,0,.55);padding:8px 12px;border-radius:8px;pointer-events:none}
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#hud b{color:#ff5db1}
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#start{position:fixed;inset:0;display:flex;align-items:center;justify-content:center;background:rgba(0,0,0,.75);cursor:pointer}
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#start div{text-align:center;max-width:420px}
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#start h1{color:#ff5db1;font-weight:500;margin:0 0 8px}
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#dig{position:fixed;left:50%;bottom:24px;transform:translateX(-50%);background:rgba(0,0,0,.7);padding:6px 14px;border-radius:20px;display:none}
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#cross{position:fixed;left:50%;top:50%;width:6px;height:6px;margin:-3px 0 0 -3px;background:#fff;border-radius:50%;opacity:.6;pointer-events:none}
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</style>
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<script type="importmap">
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{ "imports": {
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"three": "https://unpkg.com/three@0.175.0/build/three.module.js",
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"three/addons/": "https://unpkg.com/three@0.175.0/examples/jsm/"
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}}
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</script>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="cross"></div>
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<div id="hud">RecordGod store — <span id="stat">loading…</span></div>
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<div id="dig"></div>
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<div id="start"><div><h1>RecordGod</h1>click to enter — <b>WASD</b> move · <b>mouse</b> look · <b>click</b> a crate to dig · <b>Esc</b> to exit</div></div>
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<script type="module">
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import * as THREE from 'three';
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import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
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import { createDig } from './dig.js';
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const num = (v, d = 0) => (v == null || isNaN(+v) ? d : +v);
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const rad = THREE.MathUtils.degToRad;
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const stat = document.getElementById('stat');
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const renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('c'), antialias: true });
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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renderer.setSize(innerWidth, innerHeight);
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x111114);
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const camera = new THREE.PerspectiveCamera(70, innerWidth / innerHeight, 0.05, 200);
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camera.position.set(0, 1.6, 3);
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const controls = new PointerLockControls(camera, renderer.domElement);
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addEventListener('resize', () => {
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camera.aspect = innerWidth / innerHeight; camera.updateProjectionMatrix();
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renderer.setSize(innerWidth, innerHeight);
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});
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const dig = createDig(renderer, { onClose: () => start.style.display = 'flex' });
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const start = document.getElementById('start');
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start.onclick = () => controls.lock();
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controls.addEventListener('lock', () => start.style.display = 'none');
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controls.addEventListener('unlock', () => { if (!dig.active) start.style.display = 'flex'; });
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// --- movement ---
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const keys = {};
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addEventListener('keydown', e => keys[e.code] = true);
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addEventListener('keyup', e => keys[e.code] = false);
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const vel = new THREE.Vector3();
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// --- build the scene from /virtual/scene ---
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// One room at a time. roomGroup holds everything space-scoped so a portal walk-through clears
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// it and rebuilds the linked room. crateMeshes/portals reset per load.
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let crateMeshes = [], portals = [], roomGroup = null, switching = false;
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const texLoader = new THREE.TextureLoader();
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texLoader.crossOrigin = 'anonymous';
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function material(color, fallback) {
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return new THREE.MeshStandardMaterial({ color: new THREE.Color(color || fallback), roughness: 0.85 });
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}
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// text → CanvasTexture (shared by text decals + portal labels)
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function textTexture(text, { color = '#fff', bg = null, font = 64, pad = 24 } = {}) {
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const lines = String(text).split('\n');
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const cv = document.createElement('canvas'); const ctx = cv.getContext('2d');
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ctx.font = `600 ${font}px system-ui, sans-serif`;
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const w = Math.max(...lines.map(l => ctx.measureText(l).width)) + pad * 2;
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const lh = font * 1.25;
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cv.width = Math.ceil(w); cv.height = Math.ceil(lines.length * lh + pad * 2);
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ctx.font = `600 ${font}px system-ui, sans-serif`; ctx.textBaseline = 'top';
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if (bg) { ctx.fillStyle = bg; ctx.fillRect(0, 0, cv.width, cv.height); }
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ctx.fillStyle = color;
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lines.forEach((l, i) => ctx.fillText(l, pad, pad + i * lh));
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const tx = new THREE.CanvasTexture(cv); tx.colorSpace = THREE.SRGBColorSpace;
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return { tx, aspect: cv.width / cv.height };
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}
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function buildScene(data) {
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if (roomGroup) scene.remove(roomGroup);
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roomGroup = new THREE.Group(); scene.add(roomGroup);
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crateMeshes = []; portals = [];
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const sp = data.space || {};
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const W = num(sp.room_width, 12), D = num(sp.room_depth, 12), H = num(sp.ceiling_height, 3.2);
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// room
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const floor = new THREE.Mesh(new THREE.PlaneGeometry(W, D), material(sp.floor_color, '#2a2a30'));
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floor.rotation.x = -Math.PI / 2; roomGroup.add(floor);
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const ceil = new THREE.Mesh(new THREE.PlaneGeometry(W, D), material(sp.ceiling_color, '#1a1a1f'));
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ceil.rotation.x = Math.PI / 2; ceil.position.y = H; roomGroup.add(ceil);
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const wallMat = material(sp.wall_color, '#3a3a42');
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const walls = [[0, -D / 2, 0], [0, D / 2, Math.PI], [-W / 2, 0, Math.PI / 2], [W / 2, 0, -Math.PI / 2]];
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walls.forEach(([x, z, ry], i) => {
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const w = (i < 2) ? W : D;
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const m = new THREE.Mesh(new THREE.PlaneGeometry(w, H), wallMat.clone());
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m.position.set(x, H / 2, z); m.rotation.y = ry; roomGroup.add(m);
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});
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// lights (data-driven + a soft ambient so it's never pitch black)
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roomGroup.add(new THREE.AmbientLight(0xffffff, num(sp.ambient_light_intensity, 0.6)));
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(data.lights || []).forEach(L => {
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const pl = new THREE.PointLight(new THREE.Color(L.color || '#ffffff'), num(L.intensity, 0.8), num(L.distance, 0) || 0);
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pl.position.set(num(L.pos_x), num(L.pos_y, H - 0.3), num(L.pos_z)); roomGroup.add(pl);
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});
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if (!(data.lights || []).length) { const d = new THREE.DirectionalLight(0xffffff, 0.7); d.position.set(3, 6, 2); roomGroup.add(d); }
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// racks (box per rack, sized by its rack_type)
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const rackTypes = Object.fromEntries((data.rack_types || []).map(t => [t.id, t]));
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(data.racks || []).forEach(rk => {
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const t = rackTypes[rk.rack_type_id] || {};
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const w = num(t.width, 1), h = num(t.height, 1.8), dp = num(t.depth, 0.4);
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const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, dp), material(t.material_color, '#5a4634'));
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m.position.set(num(rk.pos_x), num(rk.pos_y, h / 2), num(rk.pos_z));
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m.rotation.set(rad(num(rk.rotation_x)), rad(num(rk.rotation_y)), rad(num(rk.rotation_z)));
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roomGroup.add(m);
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});
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// crates (box per crate, sized by crate_type) + front-cover texture
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const crateTypes = Object.fromEntries((data.crate_types || []).map(t => [t.id, t]));
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const frontByCrate = Object.fromEntries((data.records || []).filter(r => r.thumb).map(r => [r.crate_id, r]));
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(data.crates || []).forEach(cr => {
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const t = crateTypes[cr.crate_type_id] || {};
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const w = num(t.width, 0.35), h = num(t.height, 0.2), dp = num(t.depth, 0.5);
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const body = material(t.material_color, '#c9c9cf');
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const mats = [body, body, body, body, body, body];
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const front = frontByCrate[cr.id];
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if (front) {
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const mat = new THREE.MeshStandardMaterial({ roughness: 0.6 });
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texLoader.load(front.thumb, tx => { mat.map = tx; mat.needsUpdate = true; }, undefined, () => {});
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mats[4] = mat; // +Z face shows the front cover
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}
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const m = new THREE.Mesh(new THREE.BoxGeometry(w, h, dp), mats);
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m.position.set(num(cr.pos_x), num(cr.pos_y, h / 2), num(cr.pos_z));
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m.rotation.set(rad(num(cr.rotation_x)), rad(num(cr.rotation_y)), rad(num(cr.rotation_z)));
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m.userData = { crateId: cr.id, name: cr.label_text || cr.name };
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roomGroup.add(m); crateMeshes.push(m);
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});
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// decals — wall art / signage as textured planes (image) or canvas text. mesh decals skipped.
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(data.decals || []).forEach(d => {
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const w = num(d.width, 1), h = num(d.height, 1), op = num(d.opacity, 1);
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let mat;
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if (d.content_type === 'text' && d.text_value) {
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const { tx } = textTexture(d.text_value, { color: d.text_color || '#fff', bg: d.background_color || null });
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mat = new THREE.MeshBasicMaterial({ map: tx, transparent: true, opacity: op, side: THREE.DoubleSide });
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} else if (d.content_type === 'image' && (d.image_url || d.asset_url)) {
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mat = new THREE.MeshBasicMaterial({ transparent: true, opacity: op, side: THREE.DoubleSide });
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texLoader.load(d.image_url || d.asset_url, tx => { tx.colorSpace = THREE.SRGBColorSpace; mat.map = tx; mat.needsUpdate = true; }, undefined, () => {});
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} else { return; } // mesh / empty — skipped (ponytail: 17MB logo .glb left out; webp art covers the look)
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const m = new THREE.Mesh(new THREE.PlaneGeometry(w, h), mat);
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m.position.set(num(d.pos_x), num(d.pos_y, 1.5), num(d.pos_z));
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m.rotation.set(rad(num(d.rotation_x)), rad(num(d.rotation_y)), rad(num(d.rotation_z)));
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roomGroup.add(m);
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});
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// portals — doorways to linked rooms. A translucent labelled curtain you walk through.
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(data.portals || []).forEach(p => {
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if (!p.links_to_id) return;
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const w = num(p.width, 1.6), h = 2.2;
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const { tx } = textTexture(p.label || 'door', { color: '#fff', bg: '#ff5db1', font: 48 });
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const mat = new THREE.MeshBasicMaterial({ map: tx, transparent: true, opacity: 0.82, side: THREE.DoubleSide });
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const m = new THREE.Mesh(new THREE.PlaneGeometry(w, h), mat);
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m.position.set(num(p.x), h / 2, num(p.z));
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m.rotation.y = rad(num(p.facing_deg));
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roomGroup.add(m);
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if (p.to_space) portals.push({ x: num(p.x), z: num(p.z), to: p.to_space, label: p.label });
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});
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// spawn at the configured camera position if present
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if (sp.camera_pos_x != null) camera.position.set(num(sp.camera_pos_x), num(sp.camera_pos_y, 1.6), num(sp.camera_pos_z, 3));
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stat.innerHTML = `<b>${sp.name || 'store'}</b> · ${(data.racks||[]).length} racks · ${(data.crates||[]).length} crates · ${(data.records||[]).length} covers`;
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}
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function loadSpace(id) {
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switching = true;
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const q = id ? `?space=${id}` : '';
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return fetch('/virtual/scene' + q).then(r => r.json())
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.then(data => { buildScene(data); switching = false; })
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.catch(e => { stat.textContent = 'scene load failed: ' + e; switching = false; });
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}
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loadSpace();
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// --- dig: click a crate (raycast from screen centre) ---
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const ray = new THREE.Raycaster();
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renderer.domElement.addEventListener('click', () => {
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if (!controls.isLocked || dig.active) return;
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ray.setFromCamera(new THREE.Vector2(0, 0), camera);
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const hit = ray.intersectObjects(crateMeshes, false)[0];
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if (hit && hit.distance < 3.5) {
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dig.open(hit.object.userData.crateId); // enter the spring-physics dig view
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controls.unlock();
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}
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});
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// --- render loop ---
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const clock = new THREE.Clock();
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let portalArmed = false; // must be clear of every portal before one can fire (no bounce-loop if you spawn on a doorway)
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function tick() {
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requestAnimationFrame(tick);
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const dt = Math.min(clock.getDelta(), 0.1);
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if (dig.active) { dig.update(dt); renderer.render(dig.scene, dig.camera); return; }
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if (controls.isLocked) {
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const speed = 3 * dt;
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vel.set((keys.KeyD ? 1 : 0) - (keys.KeyA ? 1 : 0), 0, (keys.KeyS ? 1 : 0) - (keys.KeyW ? 1 : 0));
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if (vel.lengthSq()) {
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vel.normalize();
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controls.moveRight(vel.x * speed);
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controls.moveForward(-vel.z * speed);
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}
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// walk into a portal → load the linked room (must have stepped clear of all portals first)
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if (!switching) {
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let near = false;
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for (const p of portals) {
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const dx = camera.position.x - p.x, dz = camera.position.z - p.z;
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if (dx * dx + dz * dz < 0.9 * 0.9) { near = true; if (portalArmed) { portalArmed = false; loadSpace(p.to); } break; }
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}
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if (!near) portalArmed = true;
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}
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}
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renderer.render(scene, camera);
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}
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tick();
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</script>
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</body>
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</html>
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