LANE4 (web): catalog Lane 2 batch, printer boss, 404 fix, drag-to-look
Consume Lane 2's props + close the review gaps in the browser toy. props.js: all 16 depot slugs added to CATALOG (material/kind per prop; printer is the boss). loadFractured() now (a) caches its result per id — including the null miss — so a prop with no fractured sibling stops re-fetching + 404-ing on EVERY spawn (the record. fractured.glb spam), and (b) returns the real chunk container (the fractured_root wrapper Blender exports), so physics.js's direct-children chunk swap actually fires. main.js: loadHeroProps() places the printer BOSS + office set dressing (desk, crt-monitor, filing-cabinet, water-cooler) with their fractured templates. The boss soaks 4 hits then bursts into its 16 GLB chunks (kept non-shatterable so a topple can't break it early). Pointer-lock fallback (shareability fix): if the lock request is refused — iframes/embedded hosts, where the toy used to dead-end on the title screen — we fall back to DRAG-TO-LOOK (hold-drag rotates, a tap still smashes) so the shareable link always plays. Assets: office-printer / crt-monitor / filing-cabinet mirrored into web/assets/ (offline fallback); record/crate/rack.fractured.glb generated + mirrored so the record ritual smashes into real chunks. The three store fractured GLBs were also pushed to the 3GOD shelf. Verified in-browser via ?debug: printer aimSmash→"printer" then 16 chunks; thrown record → 8 chunks; debris drains 16→0; record.fractured.glb serves 200 (no 404); drag-look rotates the camera when pointer lock is unavailable. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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web/assets/crate.fractured.glb
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web/assets/crate.fractured.glb
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web/assets/crt-monitor.glb
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web/assets/crt-monitor.glb
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web/assets/filing-cabinet.glb
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web/assets/filing-cabinet.glb
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web/assets/office-printer.glb
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web/assets/office-printer.glb
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web/assets/rack.fractured.glb
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web/assets/rack.fractured.glb
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web/assets/record.fractured.glb
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web/assets/record.fractured.glb
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web/main.js
114
web/main.js
@ -52,22 +52,75 @@ const key = new THREE.DirectionalLight(0xfff6ea, 1.35); key.position.set(4, 8, 3
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const fill = new THREE.PointLight(0xffe2b4, 0.9, 44); fill.position.set(-3, 3.2, 2); scene.add(fill);
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const fill2 = new THREE.PointLight(0xd8e0ff, 0.55, 40); fill2.position.set(4, 3.2, -3); scene.add(fill2);
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// ---------------- pointer lock (thriftgod's safeLock pattern) ----------------
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// ---------------- pointer lock + drag-to-look fallback ----------------
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// Pointer Lock is the primary look control, but it's unavailable in embedded/iframe
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// contexts (no allow="pointer-lock") — where it used to dead-end on the title screen.
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// If the lock request is refused we fall back to DRAG-TO-LOOK so the shareable link
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// always plays: hold-drag rotates, a tap still smashes.
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const controls = new PointerLockControls(camera, renderer.domElement);
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const startEl = $('start');
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let paused = true, booted = false;
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let dragLook = false; // true once we've fallen back to manual drag-look
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let lockPending = false;
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function enterDragLook() {
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lockPending = false;
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dragLook = true;
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paused = false;
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startEl.classList.add('hidden');
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document.body.style.cursor = 'grab';
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}
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function onLockFail() { if (!controls.isLocked) enterDragLook(); }
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function safeLock() {
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if (dragLook) { paused = false; startEl.classList.add('hidden'); return; }
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lockPending = true;
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try {
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const p = renderer.domElement.requestPointerLock();
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if (p && p.catch) p.catch(() => { startEl.classList.remove('hidden'); });
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} catch (e) { startEl.classList.remove('hidden'); }
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if (p && typeof p.then === 'function') p.then(() => { lockPending = false; }, onLockFail);
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} catch (e) { onLockFail(); return; }
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// watchdog: browsers that neither reject the promise nor fire pointerlockerror
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setTimeout(() => { if (lockPending && !controls.isLocked && !dragLook) onLockFail(); }, 350);
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}
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document.addEventListener('pointerlockerror', onLockFail);
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$('goBtn').onclick = () => { if (booted) { juice.resumeAudio(); safeLock(); } };
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startEl.onclick = e => { if (booted && e.target.id !== 'shareBtn') { juice.resumeAudio(); safeLock(); } };
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controls.addEventListener('lock', () => { paused = false; startEl.classList.add('hidden'); });
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controls.addEventListener('lock', () => { lockPending = false; paused = false; startEl.classList.add('hidden'); });
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controls.addEventListener('unlock', () => { paused = true; if (!shareOpen) startEl.classList.remove('hidden'); });
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// manual drag-look input (only active in the fallback mode)
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let dragging = false, dragMoved = 0, lastX = 0, lastY = 0;
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const LOOK_SPEED = 0.0026;
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const _lookEuler = new THREE.Euler(0, 0, 0, 'YXZ');
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function applyLook(dYaw, dPitch) {
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_lookEuler.setFromQuaternion(camera.quaternion);
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_lookEuler.y += dYaw;
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_lookEuler.x = Math.max(-Math.PI / 2 + 0.02, Math.min(Math.PI / 2 - 0.02, _lookEuler.x + dPitch));
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_lookEuler.z = 0;
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camera.quaternion.setFromEuler(_lookEuler);
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}
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renderer.domElement.addEventListener('mousedown', e => {
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if (!dragLook || e.button !== 0) return;
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dragging = true; dragMoved = 0; lastX = e.clientX; lastY = e.clientY;
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document.body.style.cursor = 'grabbing';
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});
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addEventListener('mousemove', e => {
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if (!dragLook || !dragging) return;
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const dx = e.clientX - lastX, dy = e.clientY - lastY;
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lastX = e.clientX; lastY = e.clientY;
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dragMoved += Math.abs(dx) + Math.abs(dy);
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applyLook(-dx * LOOK_SPEED, -dy * LOOK_SPEED); // drag right → look right (mouse-look parity)
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});
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addEventListener('mouseup', e => {
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if (!dragLook || e.button !== 0) return;
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const wasDrag = dragging && dragMoved > 6;
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dragging = false;
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document.body.style.cursor = 'grab';
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if (!wasDrag) onClick(); // a tap (not a look-drag) still smashes / pulls / throws
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});
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// ---------------- juice ----------------
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const juice = createJuice({
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camera, scene,
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@ -249,11 +302,20 @@ function smashProp(prop, power = 1.1) {
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const dir = { x: _fwd.x, y: 0, z: _fwd.z };
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const t = prop.body.translation();
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const wp = new THREE.Vector3(t.x + prop.center.x, t.y + prop.center.y, t.z + prop.center.z);
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juice.smash(wp, prop.material, power);
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// the printer BOSS soaks several hits (rocks + juices), then bursts into its GLB chunks.
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// Placed non-shatterable so a topple can't auto-break it before the final blow lands.
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if (prop.isBoss && prop.bossHits > 1) {
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prop.bossHits--;
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juice.smash(wp, prop.material, power);
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phys.knock(prop, dir, power * 0.5);
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return;
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}
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juice.smash(wp, prop.material, prop.isBoss ? 1.9 : power); // boss dies loud
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if (prop.kind === 'rack') {
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phys.knock(prop, dir, power); // topple the support → dependents pancake
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} else if (prop.shatterable) {
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phys.shatter(prop, dir, power); // crate / bin / record → shards
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} else if (prop.shatterable || prop.isBoss) {
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phys.shatter(prop, dir, prop.isBoss ? power * 1.6 : power); // crate / bin / record / boss → chunks
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} else {
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phys.knock(prop, dir, power); // cashbot / mpc → comedic topple + steel ring
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}
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@ -265,7 +327,9 @@ function onClick() {
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if (lookRecord) { pullRecord(nearestRecord()); return; }
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if (lookProp) { smashProp(lookProp, 1.15); return; }
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}
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addEventListener('mousedown', e => { if (e.button === 0) onClick(); });
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// pointer-lock mode: a click is a smash. In drag-look mode the drag handlers own the
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// mouse (a tap → onClick on mouseup), so skip here to avoid a double-fire.
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addEventListener('mousedown', e => { if (e.button === 0 && !dragLook) onClick(); });
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addEventListener('keydown', e => {
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if (e.code === 'KeyE') { if (held) throwHeld(); else if (lookRecord) pullRecord(nearestRecord()); }
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});
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@ -338,6 +402,11 @@ async function build() {
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layoutRoom({ crateRes, rackRes });
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// Lane 2 hero props: the printer BOSS + workplace set dressing, with real fractured
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// chunk destruction. Awaited so the boss is present the instant play starts.
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boot.textContent = 'wheeling in the printer…';
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await loadHeroProps();
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// flavor props from the live depot (local fallback for cashbot/bin; others optional)
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loadDepotFlavor();
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@ -414,6 +483,35 @@ function layoutRoom({ crateRes, rackRes }) {
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}
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}
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// Lane 2's hero props — the printer boss + a little office set dressing, each with its
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// pre-fractured template so a smash spawns real GLB chunks (not generative cubes). GLBs
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// have origin at floor-centre (pipeline contract), so y=0 sits them on the floor.
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async function loadHeroProps() {
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const heroes = [
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{ id: 'office-printer', pos: [0, 0, -3.0], rotY: 0.0, boss: true },
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{ id: 'office-desk', pos: [2.4, 0, -3.3], rotY: -0.5 },
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{ id: 'crt-monitor', pos: [-2.4, 0, -3.0], rotY: 0.4 },
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{ id: 'filing-cabinet', pos: [-5.5, 0, -2.4], rotY: 0.2 },
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{ id: 'water-cooler', pos: [5.5, 0, -2.0], rotY: -0.3 },
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];
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for (const h of heroes) {
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try {
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const res = await loadProp(h.id);
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if (!res) continue;
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let fractured = null;
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try { fractured = await loadFractured(h.id); } catch (e) {}
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const def = CATALOG[h.id];
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const prop = placeProp(res.scene, new THREE.Vector3(h.pos[0], h.pos[1], h.pos[2]), {
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material: def.material, kind: def.kind, fixed: true, rotY: h.rotY,
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brittle: !!def.brittle,
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// boss stays non-shatterable so a topple can't break it early; smashProp shatters it
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shatterable: !h.boss, fractured,
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});
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if (prop && h.boss) { prop.isBoss = true; prop.bossHits = 4; }
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} catch (e) { /* hero prop unavailable (offline, no mirror) — skip gracefully */ }
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}
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}
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async function loadDepotFlavor() {
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// positions kept clear of the back-wall racks (x∈{-4.2,0,4.2}, z≈-7.6),
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// the mid pyramid (≈-3.5,1) and the record bin (0.5,3.2)
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70
web/props.js
70
web/props.js
@ -24,6 +24,26 @@ export const CATALOG = {
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// live-only flavor from the depot (no local mirror — absent gracefully if offline)
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mpc: { depot: 'akai-mpc-live-iii-6fe39f.glb', material: 'steel', kind: 'prop' },
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gameboy: { depot: 'gameboybox-3c6cb9.glb', material: 'cardboard', kind: 'prop' },
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// --- Lane 2's Destroyulator workplace batch (16 props on the 3GOD shelf, each with a
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// .fractured.glb sibling → real chunk destruction via loadFractured + physics.js). The
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// printer is the boss. `local` = mirrored into web/assets/ for offline fallback.
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'office-printer': { depot: 'office-printer.glb', local: 'office-printer.glb', material: 'steel', kind: 'printer' },
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'office-desk': { depot: 'office-desk.glb', material: 'wood', kind: 'prop' },
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'crt-monitor': { depot: 'crt-monitor.glb', local: 'crt-monitor.glb', material: 'glass', kind: 'prop', brittle: true },
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'desk-phone': { depot: 'desk-phone.glb', material: 'steel', kind: 'prop' },
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'filing-cabinet': { depot: 'filing-cabinet.glb', local: 'filing-cabinet.glb', material: 'steel', kind: 'prop' },
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'water-cooler': { depot: 'water-cooler.glb', material: 'steel', kind: 'prop' },
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'office-chair': { depot: 'office-chair.glb', material: 'steel', kind: 'prop' },
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'fluorescent-light':{ depot: 'fluorescent-light.glb', material: 'glass', kind: 'prop', brittle: true },
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'coffee-mug': { depot: 'coffee-mug.glb', material: 'glass', kind: 'prop', brittle: true },
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'potted-plant': { depot: 'potted-plant.glb', material: 'wood', kind: 'prop' },
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'wall-clock': { depot: 'wall-clock.glb', material: 'wood', kind: 'prop' },
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'cardboard-box': { depot: 'cardboard-box.glb', material: 'cardboard', kind: 'prop' },
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'turntable': { depot: 'turntable.glb', material: 'wood', kind: 'prop' },
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'amp-speaker': { depot: 'amp-speaker.glb', material: 'wood', kind: 'prop' },
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'cash-register': { depot: 'cash-register.glb', material: 'steel', kind: 'prop' },
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'wall-shelf': { depot: 'wall-shelf.glb', material: 'wood', kind: 'prop' },
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};
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function depotURL(file) { return `${DEPOT}/a/${encodeURIComponent(file)}`; }
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@ -71,22 +91,48 @@ export async function loadProp(id) {
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// Try to fetch the pre-fractured sibling (Lane 2 contract #2): <base>.fractured.glb.
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// Returns an Object3D whose direct children are chunk_* meshes, or null if none.
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//
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// Result (template OR the null miss) is cached per id — CRUCIAL: without it a prop that
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// has no fractured sibling (e.g. record before B.4) re-fetched + 404'd on EVERY spawn.
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// Now it's one lookup per id for the life of the page; callers still clone the template.
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const _fracCache = new Map(); // id -> Promise<Object3D|null>
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export async function loadFractured(id) {
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const def = CATALOG[id];
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if (!def) return null;
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const base = (def.depot || def.local || '').replace(/\.glb$/i, '');
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if (!base) return null;
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const tryURLs = [];
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if (def.depot) tryURLs.push(depotURL(base + '.fractured.glb'));
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if (def.local) tryURLs.push(localURL(def.local.replace(/\.glb$/i, '') + '.fractured.glb'));
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for (const url of tryURLs) {
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try {
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const gltf = await gltfLoader.loadAsync(url);
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const hasChunks = gltf.scene.children.some(c => /^chunk/i.test(c.name));
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if (hasChunks) return prep(gltf.scene);
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} catch (e) { /* not shipped yet — brittle props use generative shards */ }
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if (_fracCache.has(id)) {
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const tmpl = await _fracCache.get(id);
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return tmpl ? tmpl.clone(true) : null;
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}
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return null;
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const promise = (async () => {
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const tryURLs = [];
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if (def.depot) tryURLs.push(depotURL(def.depot.replace(/\.glb$/i, '') + '.fractured.glb'));
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if (def.local) tryURLs.push(localURL(def.local.replace(/\.glb$/i, '') + '.fractured.glb'));
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for (const url of tryURLs) {
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try {
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const gltf = await gltfLoader.loadAsync(url);
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const container = chunkContainer(gltf.scene); // the node whose CHILDREN are chunk_*
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if (container) return prep(container);
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} catch (e) { /* not shipped / 404 — cached as a miss below, tried once */ }
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}
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return null; // cached miss: brittle props fall back to generative shards, no re-fetch
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})();
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_fracCache.set(id, promise);
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const tmpl = await promise;
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return tmpl ? tmpl.clone(true) : null;
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}
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// Blender exports the chunks under a `fractured_root` wrapper, so they're NOT direct
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// children of the loaded scene. physics.js iterates a template's direct children, so we
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// return the node that actually parents the chunk_* meshes (the scene root itself if the
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// chunks sit there, otherwise the wrapper). Its own transform is identity, so each chunk's
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// local position stays the centroid-in-model-space the consumer expects.
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function chunkContainer(root) {
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if (root.children.some(c => /^chunk/i.test(c.name))) return root;
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let found = null;
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root.traverse(o => {
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if (!found && o.children && o.children.some(c => /^chunk/i.test(c.name))) found = o;
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});
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return found;
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}
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function cloneResult(res) {
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