feat(showroom): Testseite mit Dummies, Schildern und Panel
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -20,6 +20,13 @@
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],
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"port": 5173,
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"url": "http://localhost:5173"
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},
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{
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"name": "animationen",
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"runtimeExecutable": "npm",
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"runtimeArgs": ["run", "dev", "--", "--port", "5180", "--strictPort"],
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"port": 5180,
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"url": "http://localhost:5180"
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}
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]
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}
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@@ -0,0 +1,16 @@
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<!doctype html>
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<html lang="de">
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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=1.0" />
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<title>Leonida · Animationen</title>
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<style>
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html, body { margin: 0; height: 100%; overflow: hidden; }
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#container { width: 100%; height: 100%; }
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</style>
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</head>
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<body>
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<div id="container"></div>
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<script type="module" src="/src/showroom/main.js"></script>
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</body>
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</html>
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// Schild über einem Platz der Animations-Testseite: zwei Zeilen auf dunklem Grund, immer zur Kamera gedreht.
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import { CanvasTexture, SRGBColorSpace, Sprite, SpriteMaterial } from "three";
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const WIDTH = 512;
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const HEIGHT = 128;
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/** breite in Mannequin-Metern; die Höhe folgt dem Seitenverhältnis der Zeichenfläche. */
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export function createLabel([title, subtitle], width = 2.4) {
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const canvas = document.createElement("canvas");
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canvas.width = WIDTH;
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canvas.height = HEIGHT;
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const context = canvas.getContext("2d");
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context.fillStyle = "rgba(0, 0, 0, 0.6)";
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context.beginPath();
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context.roundRect(0, 0, WIDTH, HEIGHT, 24);
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context.fill();
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context.textAlign = "center";
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context.fillStyle = "#ffffff";
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context.font = "600 40px system-ui, sans-serif";
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context.fillText(title, WIDTH / 2, 56, WIDTH - 32);
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context.fillStyle = "#ffd27a";
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context.font = "400 34px system-ui, sans-serif";
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context.fillText(subtitle, WIDTH / 2, 102, WIDTH - 32);
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const texture = new CanvasTexture(canvas);
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texture.colorSpace = SRGBColorSpace;
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// toneMapped: false, sonst zieht ACESFilmicToneMapping die Schrift grau.
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const sprite = new Sprite(new SpriteMaterial({ map: texture, depthWrite: false, toneMapped: false }));
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sprite.scale.set(width, (width * HEIGHT) / WIDTH, 1);
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return sprite;
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}
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@@ -0,0 +1,162 @@
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// Animations-Testseite (docs/superpowers/specs/2026-09-17-animationen-design.md): 13 Mannequin-Dummies spielen die
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// Mocap-Clips aus weapons-mocap.glb in Dauerschleife, acht davon mit Waffe in der Hand. Die Spielfigur läuft wie
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// im Spiel. Keine Stadt, kein Streaming, keine Fahrzeuge.
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import { ACESFilmicToneMapping, AnimationClip, Fog, Group, Mesh, MeshStandardMaterial, PerspectiveCamera,
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PlaneGeometry, RepeatWrapping, Scene, SRGBColorSpace, TextureLoader, Timer, Vector3,
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WebGLRenderer } from "three";
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import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
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import { MeshoptDecoder } from "three/examples/jsm/libs/meshopt_decoder.module.js";
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import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
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import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
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import { playerController } from "three-player-controller";
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import { PLAYER_MODEL_BASE } from "../characters/index.js";
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import { createSky } from "../world/sky.js";
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import { createSunShadows } from "../world/shadows.js";
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import { createDummy, fingerPoseClip } from "./dummies.js";
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import { createLabel } from "./labels.js";
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import { DUMMIES, labelLines, LABEL_HEIGHT, MOTIONS_URL, slotPosition, VIEW_DISTANCE, WEAPONS } from "./lineup.js";
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import { createShowroomPanel } from "./panel.js";
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// Dieselben Werte wie in src/main.js (dort lokale Konstanten): Sonne in gemessener Stärke, Himmelslicht und
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// Kuppelhelligkeit fünffach.
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const SUN_STRENGTH = 1;
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const SKY_LIGHT = 5;
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const SKY_BRIGHTNESS = 5;
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// Poly Haven misst concrete_pavement mit 1,8 × 1,8 m. Die Ebene ist groß genug für jeden Figurenmaßstab.
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const GROUND_TILE = 1.8;
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const GROUND_SIZE = 200;
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const container = document.querySelector("#container");
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const scene = new Scene();
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const renderer = new WebGLRenderer({ antialias: true });
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renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
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renderer.setSize(container.clientWidth, container.clientHeight);
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renderer.toneMapping = ACESFilmicToneMapping;
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renderer.shadowMap.enabled = true;
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container.appendChild(renderer.domElement);
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// Nahwert 0,1 statt 0,5 wie im Spiel: Hier steht nur eine Ebene, es gibt keine übereinanderliegenden Flächen,
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// die im Tiefenpuffer flackern könnten, dafür geht die Kamera näher an die Dummies heran.
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const camera = new PerspectiveCamera(55, container.clientWidth / container.clientHeight, 0.1, 2500);
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const controls = new OrbitControls(camera, renderer.domElement);
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scene.fog = new Fog(0xffffff, 500, 2200); // Farbe setzt sky.setBrightness() passend zum Horizont
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const sky = await createSky({ renderer, scene });
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sky.setBrightness(SKY_BRIGHTNESS);
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scene.environmentIntensity = SKY_LIGHT;
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const sun = createSunShadows({ scene, camera, sun: { ...sky.sun, intensity: sky.sun.intensity * SUN_STRENGTH } });
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const textureLoader = new TextureLoader();
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const groundTextures = await Promise.all(
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["Diffuse", "nor_gl", "arm"].map((map) => textureLoader.loadAsync(`./textures/concrete_pavement_${map}.jpg`)));
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for (const texture of groundTextures) {
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texture.wrapS = texture.wrapT = RepeatWrapping;
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texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
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}
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const [groundColor, groundNormal, groundArm] = groundTextures;
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groundColor.colorSpace = SRGBColorSpace;
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const ground = new Mesh(new PlaneGeometry(GROUND_SIZE, GROUND_SIZE), new MeshStandardMaterial({
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map: groundColor, normalMap: groundNormal, aoMap: groundArm, roughnessMap: groundArm, metalness: 0,
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}));
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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scene.add(ground);
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ground.updateMatrixWorld(true);
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const gltfLoader = new GLTFLoader();
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gltfLoader.setMeshoptDecoder(MeshoptDecoder); // die Waffen sind meshopt-komprimiert
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const weaponIds = Object.keys(WEAPONS);
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const [ual, motions, ...weaponFiles] = await Promise.all([
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gltfLoader.loadAsync("./models/ual.glb"),
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gltfLoader.loadAsync(MOTIONS_URL),
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...weaponIds.map((id) => gltfLoader.loadAsync(WEAPONS[id].url)),
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]);
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// Vor player.init klonen: Der Controller skaliert ual.scene an Ort und Stelle auf seine Kapselhöhe.
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const template = cloneSkeleton(ual.scene);
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const player = new playerController();
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await player.init({
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scene, camera, controls,
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initPos: new Vector3(0, 1, 0),
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playerModelConfig: { ...PLAYER_MODEL_BASE, model: ual.scene, animations: ual.animations },
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colliders: [{ motion: "static", shape: { kind: "mesh", source: ground } }],
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});
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// Der Controller skaliert das Modell selbst (playerCapsuleHeight × scale). Ausgelesen statt nachgerechnet:
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// daran hängen Dummies, Waffen, Schilder und alle Abstände.
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const figureScale = player.playerModel.getWorldScale(new Vector3()).x;
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for (const texture of groundTextures) texture.repeat.setScalar(GROUND_SIZE / (GROUND_TILE * figureScale));
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const stage = new Group();
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stage.scale.setScalar(figureScale);
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scene.add(stage);
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const clips = new Map(motions.animations.map((clip) => [clip.name, clip]));
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const gripFingers = fingerPoseClip(AnimationClip.findByName(ual.animations, "Pistol_Idle_Loop"), "Finger_Waffe");
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const looseFingers = fingerPoseClip(AnimationClip.findByName(ual.animations, "Idle_Loop"), "Finger_locker");
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const weaponScenes = new Map(weaponIds.map((id, index) => [id, weaponFiles[index].scene]));
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const weaponObjects = new Map();
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const dummies = DUMMIES.map((entry, index) => {
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const clip = clips.get(entry.clip);
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if (!clip) throw new Error(`weapons-mocap.glb ohne Clip ${entry.clip}`);
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const dummy = createDummy({
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template,
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clip,
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fingers: entry.weapon ? gripFingers : looseFingers,
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weapon: entry.weapon ? weaponScenes.get(entry.weapon) : null,
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hand: entry.hand ?? "r",
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grip: entry.weapon ? WEAPONS[entry.weapon].grip : null,
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});
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const { x, z } = slotPosition(index);
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dummy.root.position.set(x, 0, z);
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stage.add(dummy.root);
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const label = createLabel(labelLines(entry));
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label.position.set(x, LABEL_HEIGHT, z);
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stage.add(label);
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if (dummy.weapon) weaponObjects.set(entry.weapon, [...(weaponObjects.get(entry.weapon) ?? []), dummy.weapon]);
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return dummy;
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});
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const playback = { tempo: 1, paused: false };
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createShowroomPanel({ playback, weaponObjects });
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/**
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* Stellt die Aufstellung vor die Spielfigur. Wohin die Kamera anfangs schaut, bestimmt der Controller
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* (rotateY der Kapsel, daraus die Kameraposition in CameraSystem.ts) — deshalb wird die Aufstellung nach dem
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* ersten Bild an den Blick gehängt statt die Figur zu versetzen. stage +Z zeigt zurück zur Figur, die Dummies
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* schauen sie also an.
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*/
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function placeStage() {
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const view = camera.getWorldDirection(new Vector3());
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view.y = 0;
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if (view.lengthSq() < 1e-6) return false;
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view.normalize();
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const position = player.playerCapsule.position;
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stage.position.set(
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position.x + view.x * VIEW_DISTANCE * figureScale, 0, position.z + view.z * VIEW_DISTANCE * figureScale);
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stage.rotation.y = Math.atan2(-view.x, -view.z);
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return true;
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}
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const timer = new Timer();
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timer.connect(document);
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let staged = false;
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function loop(time) {
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timer.update(time);
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const delta = Math.min(timer.getDelta(), 1 / 40);
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player.update(delta);
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if (!staged) staged = placeStage();
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if (!playback.paused) {
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for (const dummy of dummies) dummy.mixer.update(delta * playback.tempo);
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}
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sun.update();
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renderer.render(scene, camera);
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}
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renderer.setAnimationLoop(loop);
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addEventListener("resize", () => {
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renderer.setSize(container.clientWidth, container.clientHeight);
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camera.aspect = container.clientWidth / container.clientHeight;
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camera.updateProjectionMatrix();
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});
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// Für die Prüfung im Browser (Griff einpassen, Schleifennaht, Bildzeit). Die Seite ist ein Prüfstand, kein Spiel.
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window.__showroom = { renderer, scene, camera, player, stage, dummies, playback, figureScale, loop };
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@@ -0,0 +1,44 @@
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// Panel der Animations-Testseite: Tempo und Pause für alle Dummies, dazu der Griff je Waffe zum Einpassen im
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// Browser (docs/superpowers/specs/2026-09-17-animationen-design.md, "Panel").
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import GUI from "lil-gui";
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import { applyGrip } from "./dummies.js";
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import { WEAPONS } from "./lineup.js";
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/**
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* playback = { tempo, paused } liest der Bildtakt in main.js. weaponObjects ist id -> alle Kopien dieser Waffe an
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* den Dummies; ein verschobener Griff wirkt dadurch sofort auf alle.
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*/
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export function createShowroomPanel({ playback, weaponObjects }) {
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const gui = new GUI({ title: "Animationen" });
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gui.add(playback, "tempo", 0, 2, 0.05).name("Tempo");
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gui.add(playback, "paused").name("Pause");
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const folder = gui.addFolder("Griff");
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const ids = Object.keys(WEAPONS);
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const edit = { weapon: ids[0], x: 0, y: 0, z: 0, rx: 0, ry: 0, rz: 0 };
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const sliders = [];
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const load = () => {
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const { position, rotation } = WEAPONS[edit.weapon].grip;
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[edit.x, edit.y, edit.z] = position;
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[edit.rx, edit.ry, edit.rz] = rotation;
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for (const slider of sliders) slider.updateDisplay();
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};
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const apply = () => {
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const grip = WEAPONS[edit.weapon].grip;
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grip.position = [edit.x, edit.y, edit.z];
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grip.rotation = [edit.rx, edit.ry, edit.rz];
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for (const object of weaponObjects.get(edit.weapon) ?? []) applyGrip(object, grip);
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};
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folder.add(edit, "weapon", ids).name("Waffe").onChange(load);
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for (const axis of ["x", "y", "z"]) {
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sliders.push(folder.add(edit, axis, -0.3, 0.3, 0.001).name(`Position ${axis} (m)`).onChange(apply));
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}
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for (const axis of ["rx", "ry", "rz"]) {
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sliders.push(folder.add(edit, axis, -180, 180, 1).name(`Drehung ${axis.slice(1)} (Grad)`).onChange(apply));
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}
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folder.add({
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ausgeben: () => console.log(`${edit.weapon}:`, JSON.stringify(WEAPONS[edit.weapon].grip)),
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}, "ausgeben").name("Werte ausgeben");
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load();
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return gui;
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}
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@@ -1,3 +1,4 @@
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import { fileURLToPath } from "node:url";
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import { defineConfig } from "vite";
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import { configDefaults } from "vitest/config";
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@@ -6,6 +7,15 @@ export default defineConfig({
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resolve: { dedupe: ["three", "three-mesh-bvh"] },
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// Der BVH-Worker wird dynamisch aus three-mesh-bvh/src/workers/ geladen und darf nicht vorgebündelt werden.
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optimizeDeps: { exclude: ["three-mesh-bvh", "three-player-controller"] },
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// Zwei Seiten: das Spiel und die Animations-Testseite. Ohne diese Liste baut vite nur index.html.
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build: {
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rollupOptions: {
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input: {
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main: fileURLToPath(new URL("./index.html", import.meta.url)),
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animationen: fileURLToPath(new URL("./animationen.html", import.meta.url)),
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},
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},
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},
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server: { host: true },
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// Parallele Sitzungen legen ihre Arbeitsbäume unter .claude/worktrees/ in diesem Repository
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// an. Ohne diesen Ausschluss sammelt vitest deren Testdateien mit ein — das verdoppelt die
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