feat(showroom): Testseite mit Dummies, Schildern und Panel

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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knsoandClaude Opus 5 committed 2026-09-17 22:58:20 +02:00
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// Schild über einem Platz der Animations-Testseite: zwei Zeilen auf dunklem Grund, immer zur Kamera gedreht.
import { CanvasTexture, SRGBColorSpace, Sprite, SpriteMaterial } from "three";
const WIDTH = 512;
const HEIGHT = 128;
/** breite in Mannequin-Metern; die Höhe folgt dem Seitenverhältnis der Zeichenfläche. */
export function createLabel([title, subtitle], width = 2.4) {
const canvas = document.createElement("canvas");
canvas.width = WIDTH;
canvas.height = HEIGHT;
const context = canvas.getContext("2d");
context.fillStyle = "rgba(0, 0, 0, 0.6)";
context.beginPath();
context.roundRect(0, 0, WIDTH, HEIGHT, 24);
context.fill();
context.textAlign = "center";
context.fillStyle = "#ffffff";
context.font = "600 40px system-ui, sans-serif";
context.fillText(title, WIDTH / 2, 56, WIDTH - 32);
context.fillStyle = "#ffd27a";
context.font = "400 34px system-ui, sans-serif";
context.fillText(subtitle, WIDTH / 2, 102, WIDTH - 32);
const texture = new CanvasTexture(canvas);
texture.colorSpace = SRGBColorSpace;
// toneMapped: false, sonst zieht ACESFilmicToneMapping die Schrift grau.
const sprite = new Sprite(new SpriteMaterial({ map: texture, depthWrite: false, toneMapped: false }));
sprite.scale.set(width, (width * HEIGHT) / WIDTH, 1);
return sprite;
}
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// Animations-Testseite (docs/superpowers/specs/2026-09-17-animationen-design.md): 13 Mannequin-Dummies spielen die
// Mocap-Clips aus weapons-mocap.glb in Dauerschleife, acht davon mit Waffe in der Hand. Die Spielfigur läuft wie
// im Spiel. Keine Stadt, kein Streaming, keine Fahrzeuge.
import { ACESFilmicToneMapping, AnimationClip, Fog, Group, Mesh, MeshStandardMaterial, PerspectiveCamera,
PlaneGeometry, RepeatWrapping, Scene, SRGBColorSpace, TextureLoader, Timer, Vector3,
WebGLRenderer } from "three";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { MeshoptDecoder } from "three/examples/jsm/libs/meshopt_decoder.module.js";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
import { playerController } from "three-player-controller";
import { PLAYER_MODEL_BASE } from "../characters/index.js";
import { createSky } from "../world/sky.js";
import { createSunShadows } from "../world/shadows.js";
import { createDummy, fingerPoseClip } from "./dummies.js";
import { createLabel } from "./labels.js";
import { DUMMIES, labelLines, LABEL_HEIGHT, MOTIONS_URL, slotPosition, VIEW_DISTANCE, WEAPONS } from "./lineup.js";
import { createShowroomPanel } from "./panel.js";
// Dieselben Werte wie in src/main.js (dort lokale Konstanten): Sonne in gemessener Stärke, Himmelslicht und
// Kuppelhelligkeit fünffach.
const SUN_STRENGTH = 1;
const SKY_LIGHT = 5;
const SKY_BRIGHTNESS = 5;
// Poly Haven misst concrete_pavement mit 1,8 × 1,8 m. Die Ebene ist groß genug für jeden Figurenmaßstab.
const GROUND_TILE = 1.8;
const GROUND_SIZE = 200;
const container = document.querySelector("#container");
const scene = new Scene();
const renderer = new WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.setSize(container.clientWidth, container.clientHeight);
renderer.toneMapping = ACESFilmicToneMapping;
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
// Nahwert 0,1 statt 0,5 wie im Spiel: Hier steht nur eine Ebene, es gibt keine übereinanderliegenden Flächen,
// die im Tiefenpuffer flackern könnten, dafür geht die Kamera näher an die Dummies heran.
const camera = new PerspectiveCamera(55, container.clientWidth / container.clientHeight, 0.1, 2500);
const controls = new OrbitControls(camera, renderer.domElement);
scene.fog = new Fog(0xffffff, 500, 2200); // Farbe setzt sky.setBrightness() passend zum Horizont
const sky = await createSky({ renderer, scene });
sky.setBrightness(SKY_BRIGHTNESS);
scene.environmentIntensity = SKY_LIGHT;
const sun = createSunShadows({ scene, camera, sun: { ...sky.sun, intensity: sky.sun.intensity * SUN_STRENGTH } });
const textureLoader = new TextureLoader();
const groundTextures = await Promise.all(
["Diffuse", "nor_gl", "arm"].map((map) => textureLoader.loadAsync(`./textures/concrete_pavement_${map}.jpg`)));
for (const texture of groundTextures) {
texture.wrapS = texture.wrapT = RepeatWrapping;
texture.anisotropy = renderer.capabilities.getMaxAnisotropy();
}
const [groundColor, groundNormal, groundArm] = groundTextures;
groundColor.colorSpace = SRGBColorSpace;
const ground = new Mesh(new PlaneGeometry(GROUND_SIZE, GROUND_SIZE), new MeshStandardMaterial({
map: groundColor, normalMap: groundNormal, aoMap: groundArm, roughnessMap: groundArm, metalness: 0,
}));
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
ground.updateMatrixWorld(true);
const gltfLoader = new GLTFLoader();
gltfLoader.setMeshoptDecoder(MeshoptDecoder); // die Waffen sind meshopt-komprimiert
const weaponIds = Object.keys(WEAPONS);
const [ual, motions, ...weaponFiles] = await Promise.all([
gltfLoader.loadAsync("./models/ual.glb"),
gltfLoader.loadAsync(MOTIONS_URL),
...weaponIds.map((id) => gltfLoader.loadAsync(WEAPONS[id].url)),
]);
// Vor player.init klonen: Der Controller skaliert ual.scene an Ort und Stelle auf seine Kapselhöhe.
const template = cloneSkeleton(ual.scene);
const player = new playerController();
await player.init({
scene, camera, controls,
initPos: new Vector3(0, 1, 0),
playerModelConfig: { ...PLAYER_MODEL_BASE, model: ual.scene, animations: ual.animations },
colliders: [{ motion: "static", shape: { kind: "mesh", source: ground } }],
});
// Der Controller skaliert das Modell selbst (playerCapsuleHeight × scale). Ausgelesen statt nachgerechnet:
// daran hängen Dummies, Waffen, Schilder und alle Abstände.
const figureScale = player.playerModel.getWorldScale(new Vector3()).x;
for (const texture of groundTextures) texture.repeat.setScalar(GROUND_SIZE / (GROUND_TILE * figureScale));
const stage = new Group();
stage.scale.setScalar(figureScale);
scene.add(stage);
const clips = new Map(motions.animations.map((clip) => [clip.name, clip]));
const gripFingers = fingerPoseClip(AnimationClip.findByName(ual.animations, "Pistol_Idle_Loop"), "Finger_Waffe");
const looseFingers = fingerPoseClip(AnimationClip.findByName(ual.animations, "Idle_Loop"), "Finger_locker");
const weaponScenes = new Map(weaponIds.map((id, index) => [id, weaponFiles[index].scene]));
const weaponObjects = new Map();
const dummies = DUMMIES.map((entry, index) => {
const clip = clips.get(entry.clip);
if (!clip) throw new Error(`weapons-mocap.glb ohne Clip ${entry.clip}`);
const dummy = createDummy({
template,
clip,
fingers: entry.weapon ? gripFingers : looseFingers,
weapon: entry.weapon ? weaponScenes.get(entry.weapon) : null,
hand: entry.hand ?? "r",
grip: entry.weapon ? WEAPONS[entry.weapon].grip : null,
});
const { x, z } = slotPosition(index);
dummy.root.position.set(x, 0, z);
stage.add(dummy.root);
const label = createLabel(labelLines(entry));
label.position.set(x, LABEL_HEIGHT, z);
stage.add(label);
if (dummy.weapon) weaponObjects.set(entry.weapon, [...(weaponObjects.get(entry.weapon) ?? []), dummy.weapon]);
return dummy;
});
const playback = { tempo: 1, paused: false };
createShowroomPanel({ playback, weaponObjects });
/**
* Stellt die Aufstellung vor die Spielfigur. Wohin die Kamera anfangs schaut, bestimmt der Controller
* (rotateY der Kapsel, daraus die Kameraposition in CameraSystem.ts) — deshalb wird die Aufstellung nach dem
* ersten Bild an den Blick gehängt statt die Figur zu versetzen. stage +Z zeigt zurück zur Figur, die Dummies
* schauen sie also an.
*/
function placeStage() {
const view = camera.getWorldDirection(new Vector3());
view.y = 0;
if (view.lengthSq() < 1e-6) return false;
view.normalize();
const position = player.playerCapsule.position;
stage.position.set(
position.x + view.x * VIEW_DISTANCE * figureScale, 0, position.z + view.z * VIEW_DISTANCE * figureScale);
stage.rotation.y = Math.atan2(-view.x, -view.z);
return true;
}
const timer = new Timer();
timer.connect(document);
let staged = false;
function loop(time) {
timer.update(time);
const delta = Math.min(timer.getDelta(), 1 / 40);
player.update(delta);
if (!staged) staged = placeStage();
if (!playback.paused) {
for (const dummy of dummies) dummy.mixer.update(delta * playback.tempo);
}
sun.update();
renderer.render(scene, camera);
}
renderer.setAnimationLoop(loop);
addEventListener("resize", () => {
renderer.setSize(container.clientWidth, container.clientHeight);
camera.aspect = container.clientWidth / container.clientHeight;
camera.updateProjectionMatrix();
});
// Für die Prüfung im Browser (Griff einpassen, Schleifennaht, Bildzeit). Die Seite ist ein Prüfstand, kein Spiel.
window.__showroom = { renderer, scene, camera, player, stage, dummies, playback, figureScale, loop };
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// Panel der Animations-Testseite: Tempo und Pause für alle Dummies, dazu der Griff je Waffe zum Einpassen im
// Browser (docs/superpowers/specs/2026-09-17-animationen-design.md, "Panel").
import GUI from "lil-gui";
import { applyGrip } from "./dummies.js";
import { WEAPONS } from "./lineup.js";
/**
* playback = { tempo, paused } liest der Bildtakt in main.js. weaponObjects ist id -> alle Kopien dieser Waffe an
* den Dummies; ein verschobener Griff wirkt dadurch sofort auf alle.
*/
export function createShowroomPanel({ playback, weaponObjects }) {
const gui = new GUI({ title: "Animationen" });
gui.add(playback, "tempo", 0, 2, 0.05).name("Tempo");
gui.add(playback, "paused").name("Pause");
const folder = gui.addFolder("Griff");
const ids = Object.keys(WEAPONS);
const edit = { weapon: ids[0], x: 0, y: 0, z: 0, rx: 0, ry: 0, rz: 0 };
const sliders = [];
const load = () => {
const { position, rotation } = WEAPONS[edit.weapon].grip;
[edit.x, edit.y, edit.z] = position;
[edit.rx, edit.ry, edit.rz] = rotation;
for (const slider of sliders) slider.updateDisplay();
};
const apply = () => {
const grip = WEAPONS[edit.weapon].grip;
grip.position = [edit.x, edit.y, edit.z];
grip.rotation = [edit.rx, edit.ry, edit.rz];
for (const object of weaponObjects.get(edit.weapon) ?? []) applyGrip(object, grip);
};
folder.add(edit, "weapon", ids).name("Waffe").onChange(load);
for (const axis of ["x", "y", "z"]) {
sliders.push(folder.add(edit, axis, -0.3, 0.3, 0.001).name(`Position ${axis} (m)`).onChange(apply));
}
for (const axis of ["rx", "ry", "rz"]) {
sliders.push(folder.add(edit, axis, -180, 180, 1).name(`Drehung ${axis.slice(1)} (Grad)`).onChange(apply));
}
folder.add({
ausgeben: () => console.log(`${edit.weapon}:`, JSON.stringify(WEAPONS[edit.weapon].grip)),
}, "ausgeben").name("Werte ausgeben");
load();
return gui;
}