/** * Bauteile: Stuetz- und Sitzmauern, Travertinstelen, Gartenhaus, Spielhaus, * Flammengrill, Baenkli, Leuchten. */ import { BoxGeometry, CylinderGeometry, Group, Mesh, MeshStandardMaterial, PointLight, type MeshStandardMaterialParameters, } from 'three'; import type { Lamp, Prop, Stele, Wall } from '../site'; import { boxGeometry, wallGeometry } from './geometry'; import * as tex from './textures'; function material(belag: tex.Belag, extra: MeshStandardMaterialParameters = {}) { return new MeshStandardMaterial({ map: belag.map, roughness: belag.roughness, metalness: 0, ...extra, }); } const WALL_LOOK: Record tex.Belag> = { travertin: tex.travertinMauer, beton: tex.beton, holzscheiter: tex.holzscheiter, lamellen: tex.fassadeHolz, }; /** Wertet ein Hoehenprofil (Stuetzelemente) an der Stelle t aus. */ function profileAt(profile: number[] | undefined, t: number, fallback: number): number { if (!profile || !profile.length) return fallback; const f = t * (profile.length - 1); const i = Math.max(0, Math.min(profile.length - 2, Math.floor(f))); const u = f - i; return profile[i] * (1 - u) + profile[i + 1] * u; } export function buildWalls(walls: Wall[], height: (x: number, z: number) => number): Group { const group = new Group(); group.name = 'Mauern und Wände'; for (const w of walls) { const belag = WALL_LOOK[w.type](); const top = (t: number, x: number, z: number) => w.crestProfile ? profileAt(w.crestProfile, t, 0) : (w.top ?? height(x, z) + 0.4); const base = (t: number, x: number, z: number) => w.footProfile ? profileAt(w.footProfile, t, -1) : (w.base ?? height(x, z) - 0.5); if (w.openSlats) { // Lamellenwand: senkrechte Bretter im Plan-Rhythmus (10 cm breit, // 35 cm tief, rund 90 cm Achsabstand), dazu das schmale Randband. const slats = new Group(); const [a, b] = [w.path[0], w.path[w.path.length - 1]]; const len = Math.hypot(b[0] - a[0], b[1] - a[1]); const n = Math.max(2, Math.round(len / 0.9)); const mat = material(belag, { roughness: 0.85 }); const dirX = (b[0] - a[0]) / len, dirZ = (b[1] - a[1]) / len; const angle = (Math.atan2(dirZ, dirX) * 180) / Math.PI; for (let i = 0; i <= n; i++) { const t = i / n; const x = a[0] + (b[0] - a[0]) * t; const z = a[1] + (b[1] - a[1]) * t; const g = boxGeometry(x, z, 0.10, w.t, base(t, x, z), top(t, x, z), angle, 1.2); const m = new Mesh(g, mat); m.castShadow = true; m.receiveShadow = true; slats.add(m); } // durchlaufendes Randband an der Fassadenkante const band = new Mesh( wallGeometry(w.path, 0.10, top, base, { segments: 6, tile: belag.tile }), mat, ); band.castShadow = true; band.receiveShadow = true; slats.add(band); slats.name = w.id; slats.userData.note = w.note; group.add(slats); continue; } const geo = wallGeometry(w.path, w.t, top, base, { segments: w.crestProfile ? w.crestProfile.length - 1 : 16, tile: belag.tile, }); const mesh = new Mesh(geo, material(belag)); mesh.name = w.id; mesh.castShadow = true; mesh.receiveShadow = true; mesh.userData.note = w.note; group.add(mesh); } return group; } export function buildStelen(stelen: Stele[], height: (x: number, z: number) => number): Group { const group = new Group(); group.name = 'Travertinstelen'; const mat = material(tex.travertinMauer(), { roughness: 0.68 }); for (const s of stelen) { const y0 = height(s.x, s.z) - 0.3; const geo = boxGeometry(s.x, s.z, 0.22, 0.22, y0, y0 + 0.3 + s.h, 0, 1.6); const m = new Mesh(geo, mat); m.castShadow = true; m.receiveShadow = true; group.add(m); } return group; } // --------------------------------------------------------------------------- // Freistehende Objekte // --------------------------------------------------------------------------- function gartenhaus(p: Prop, y: number): Group { const g = new Group(); const holz = material(tex.fassadeHolz(), { roughness: 0.8 }); const body = new Mesh(boxGeometry(p.x, p.z, p.w, p.d, y, y + p.h, p.rot, 1.2), holz); body.castShadow = true; body.receiveShadow = true; g.add(body); const roof = new Mesh( boxGeometry(p.x, p.z, p.w + 0.16, p.d + 0.16, y + p.h, y + p.h + 0.09, p.rot, 2), material(tex.beton(), { color: 0x6a6a66, roughness: 0.9 }), ); roof.castShadow = true; g.add(roof); // Tuer const door = new Mesh( new BoxGeometry(0.78, 1.95, 0.04), new MeshStandardMaterial({ color: 0x3b3934, roughness: 0.6 }), ); door.position.set(p.x, y + 0.98, p.z - p.d / 2 - 0.02); g.add(door); return g; } /** Spielhaus durch Zimmermann: Podest, Bretterwaende, Gelaender, Pultdach. */ function spielhaus(p: Prop, y: number): Group { const g = new Group(); const holz = material(tex.fassadeHolz(), { color: 0xd8b98c, roughness: 0.85 }); const dunkel = material(tex.fassadeHolz(), { color: 0xa8895f, roughness: 0.88 }); const podestTop = y + 0.55; const podest = new Mesh(boxGeometry(p.x, p.z, p.w, p.d, y - 0.1, podestTop, p.rot, 1.2), dunkel); podest.castShadow = true; podest.receiveShadow = true; g.add(podest); const hw = p.w / 2, hd = p.d / 2; // Rueckwand und zwei Seitenwaende, Vorderseite offen const back = new Mesh(boxGeometry(p.x, p.z + hd - 0.05, p.w, 0.09, podestTop, y + p.h, p.rot, 1.2), holz); const left = new Mesh(boxGeometry(p.x - hw + 0.05, p.z, 0.09, p.d, podestTop, y + p.h, p.rot, 1.2), holz); const right = new Mesh(boxGeometry(p.x + hw - 0.05, p.z - hd / 3, 0.09, p.d / 3, podestTop, y + p.h, p.rot, 1.2), holz); for (const m of [back, left, right]) { m.castShadow = true; m.receiveShadow = true; g.add(m); } // Bruestung an der offenen Seite const rail = new Mesh(boxGeometry(p.x, p.z - hd + 0.05, p.w, 0.07, podestTop + 0.32, podestTop + 0.45, p.rot, 1.2), holz); rail.castShadow = true; g.add(rail); const roof = new Mesh( boxGeometry(p.x, p.z, p.w + 0.26, p.d + 0.26, y + p.h, y + p.h + 0.09, p.rot, 2), material(tex.fassadeHolz(), { color: 0x7d6549, roughness: 0.9 }), ); roof.castShadow = true; g.add(roof); return g; } function flammengrill(p: Prop, y: number): Group { const g = new Group(); const steel = new MeshStandardMaterial({ color: 0x3a3b3e, roughness: 0.5, metalness: 0.45 }); const body = new Mesh(boxGeometry(p.x, p.z, p.w, p.d, y + 0.06, y + p.h, p.rot, 1), steel); body.castShadow = true; body.receiveShadow = true; g.add(body); const plate = new Mesh( boxGeometry(p.x, p.z, p.w + 0.1, p.d + 0.1, y + p.h, y + p.h + 0.03, p.rot, 1), new MeshStandardMaterial({ color: 0x3a3a3c, roughness: 0.35, metalness: 0.7 }), ); plate.castShadow = true; g.add(plate); return g; } function bank(p: Prop, y: number): Group { const g = new Group(); const stein = material(tex.travertinMauer(), { roughness: 0.65 }); const seat = new Mesh(boxGeometry(p.x, p.z, p.w, p.d, y + p.h - 0.09, y + p.h, p.rot, 1.6), stein); seat.castShadow = true; seat.receiveShadow = true; g.add(seat); for (const s of [-1, 1]) { const m = new Mesh( boxGeometry(p.x, p.z + (s * (p.d / 2 - 0.22)), p.w - 0.08, 0.14, y, y + p.h - 0.09, p.rot, 1.6), stein, ); m.castShadow = true; g.add(m); } return g; } function simpleBox(p: Prop, y: number, color: number, rough = 0.7): Mesh { const m = new Mesh( boxGeometry(p.x, p.z, p.w, p.d, y, y + p.h, p.rot, 1), new MeshStandardMaterial({ color, roughness: rough }), ); m.castShadow = true; m.receiveShadow = true; return m; } function gartentor(p: Prop, y: number): Group { const g = new Group(); const mat = new MeshStandardMaterial({ color: 0x4a4a4c, roughness: 0.5, metalness: 0.4 }); const frame = new Mesh(boxGeometry(p.x, p.z, p.w, 0.05, y, y + p.h, p.rot, 1), mat); g.add(frame); for (let i = 1; i < 6; i++) { const bar = new Mesh( boxGeometry(p.x - p.w / 2 + (i * p.w) / 6, p.z, 0.03, 0.03, y, y + p.h, p.rot, 1), mat, ); g.add(bar); } g.children.forEach((c) => { (c as Mesh).castShadow = true; }); return g; } export function buildProps(props: Prop[], height: (x: number, z: number) => number): Group { const group = new Group(); group.name = 'Objekte'; for (const p of props) { const y = height(p.x, p.z); let obj: Group | Mesh; switch (p.type) { case 'gartenhaus': obj = gartenhaus(p, y); break; case 'spielhaus': obj = spielhaus(p, y); break; case 'flammengrill': obj = flammengrill(p, y); break; case 'bank': obj = bank(p, y); break; case 'tor': obj = gartentor(p, y); break; case 'roboter': obj = simpleBox(p, y, 0x33413a, 0.6); break; case 'wasserhahn': obj = simpleBox(p, y, 0x8a8d90, 0.4); break; case 'schacht': obj = simpleBox(p, y - 0.01, 0x77746e, 0.9); break; default: continue; } obj.name = p.id; obj.userData.note = p.note; group.add(obj); } return group; } // --------------------------------------------------------------------------- // Beleuchtung im Garten // --------------------------------------------------------------------------- export interface GardenLights { group: Group; /** Schaltet die Leuchten je nach Tageszeit. */ setOn(on: boolean): void; } export function buildLamps(lamps: Lamp[], height: (x: number, z: number) => number): GardenLights { const group = new Group(); group.name = 'Beleuchtung'; const bodyMat = new MeshStandardMaterial({ color: 0x33332f, roughness: 0.55, metalness: 0.3 }); const glowMat = new MeshStandardMaterial({ color: 0xffd9a0, emissive: 0xffc26e, emissiveIntensity: 0, roughness: 0.4, }); const pointLights: PointLight[] = []; for (const l of lamps) { const y = height(l.x, l.z); const g = new Group(); if (l.kind === 'poller') { const post = new Mesh(new BoxGeometry(0.09, 0.62, 0.09), bodyMat); post.position.set(l.x, y + 0.31, l.z); post.castShadow = true; g.add(post); const head = new Mesh(new BoxGeometry(0.11, 0.06, 0.11), glowMat); head.position.set(l.x, y + 0.6, l.z); g.add(head); } else { const ring = new Mesh(new CylinderGeometry(0.07, 0.07, 0.03, 16), bodyMat); ring.position.set(l.x, y + 0.015, l.z); g.add(ring); const lens = new Mesh(new CylinderGeometry(0.05, 0.05, 0.035, 16), glowMat); lens.position.set(l.x, y + 0.025, l.z); g.add(lens); } const pl = new PointLight(0xffc98a, 0, 6, 2); pl.position.set(l.x, y + (l.kind === 'poller' ? 0.6 : 0.1), l.z); pointLights.push(pl); g.add(pl); group.add(g); } return { group, setOn(on: boolean) { glowMat.emissiveIntensity = on ? 1.6 : 0; for (const pl of pointLights) pl.intensity = on ? 2.2 : 0; }, }; }