feat: initial commit of Railtrack Pro prototype with complete test suite
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/**
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* Railtrack Pro - Three.js Renderer
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* Handles 3D scene setup, camera, and rendering loop
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* @author Railtrack Pro Development Team
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*/
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class Renderer {
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constructor() {
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this.scene = null;
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this.camera = null;
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this.renderer = null;
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this.controls = null;
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this.gridHelper = null;
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this.trackMeshes = [];
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this.selectedObject = null;
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this.isDragging = false;
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this.raycaster = new THREE.Raycaster();
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this.mouse = new THREE.Vector2();
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this.init();
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}
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/**
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* Initialize Three.js scene with camera, renderer, and controls
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*/
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init() {
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// Create scene
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x1a1a2e);
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this.scene.fog = new THREE.Fog(0x1a1a2e, 50, 200);
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// Create camera
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this.camera = new THREE.PerspectiveCamera(
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60,
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window.innerWidth / window.innerHeight,
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0.1,
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1000
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);
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this.camera.position.set(20, 20, 20);
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this.camera.lookAt(0, 0, 0);
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// Create renderer
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this.renderer = new THREE.WebGLRenderer({ antialias: true });
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this.renderer.setSize(window.innerWidth - 50, window.innerHeight - 150);
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this.renderer.shadowMap.enabled = true;
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this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.getElementById('viewport').appendChild(this.renderer.domElement);
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// Add orbit controls
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this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
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this.controls.enableDamping = true;
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this.controls.dampingFactor = 0.05;
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this.controls.maxPolarAngle = Math.PI / 2 - 0.1;
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this.controls.minDistance = 5;
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this.controls.maxDistance = 100;
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// Add lighting
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this.setupLighting();
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// Add ground grid
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this.addGridHelper();
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// Add event listeners
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this.addEventListeners();
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// Start animation loop
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this.animate();
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console.log('[Renderer] Initialized successfully');
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}
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/**
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* Setup scene lighting
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*/
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setupLighting() {
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// Ambient light
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const ambientLight = new THREE.AmbientLight(0x404040, 1);
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this.scene.add(ambientLight);
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// Directional light (sun)
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
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directionalLight.position.set(20, 30, 20);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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directionalLight.shadow.camera.near = 0.5;
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directionalLight.shadow.camera.far = 100;
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directionalLight.shadow.camera.left = -50;
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directionalLight.shadow.camera.right = 50;
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directionalLight.shadow.camera.top = 50;
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directionalLight.shadow.camera.bottom = -50;
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this.scene.add(directionalLight);
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// Point light near center
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const pointLight = new THREE.PointLight(0xfb5607, 0.5, 30);
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pointLight.position.set(0, 10, 0);
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this.scene.add(pointLight);
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console.log('[Renderer] Lighting setup complete');
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}
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/**
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* Add ground plane with grid helper
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*/
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addGridHelper() {
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// Ground plane
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const planeGeometry = new THREE.PlaneGeometry(100, 100);
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const planeMaterial = new THREE.MeshStandardMaterial({
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color: 0x2a2a4e,
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roughness: 0.8,
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metalness: 0.2
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});
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const ground = new THREE.Mesh(planeGeometry, planeMaterial);
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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this.scene.add(ground);
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// Grid helper
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this.gridHelper = new THREE.GridHelper(100, 50, 0x404080, 0x202040);
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this.scene.add(this.gridHelper);
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// Axis helper
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const axesHelper = new THREE.AxesHelper(5);
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this.scene.add(axesHelper);
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console.log('[Renderer] Grid helper added');
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}
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/**
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* Add event listeners for mouse interactions
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*/
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addEventListeners() {
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window.addEventListener('resize', () => this.onWindowResize());
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this.renderer.domElement.addEventListener('mousedown', (e) => this.onMouseDown(e));
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this.renderer.domElement.addEventListener('mousemove', (e) => this.onMouseMove(e));
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this.renderer.domElement.addEventListener('mouseup', (e) => this.onMouseUp(e));
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this.renderer.domElement.addEventListener('click', (e) => this.onClick(e));
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this.renderer.domElement.addEventListener('contextmenu', (e) => e.preventDefault());
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}
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/**
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* Handle window resize
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*/
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onWindowResize() {
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const viewport = document.getElementById('viewport');
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this.camera.aspect = viewport.clientWidth / viewport.clientHeight;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(viewport.clientWidth, viewport.clientHeight);
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}
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/**
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* Handle mouse down event
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*/
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onMouseDown(event) {
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this.isDragging = true;
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this.updateMouse(event);
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this.raycaster.setFromCamera(this.mouse, this.camera);
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// Track track meshes
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const intersects = this.raycaster.intersectObjects(this.trackMeshes);
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if (intersects.length > 0) {
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this.selectedObject = intersects[0].object;
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this.highlightSelection(this.selectedObject);
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} else {
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this.deselectAll();
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}
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}
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/**
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* Handle mouse move event
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*/
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onMouseMove(event) {
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this.updateMouse(event);
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// Highlight object under cursor
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this.raycaster.setFromCamera(this.mouse, this.camera);
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const intersects = this.raycaster.intersectObjects(this.trackMeshes);
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if (intersects.length > 0 && intersects[0].object !== this.selectedObject) {
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this.highlightHover(intersects[0].object);
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} else {
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this.removeHoverHighlight();
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}
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}
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/**
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* Handle mouse up event
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*/
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onMouseUp() {
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this.isDragging = false;
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}
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/**
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* Handle click event
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*/
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onClick(event) {
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if (!this.isDragging && this.selectedObject) {
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console.log('[Renderer] Track clicked:', this.selectedObject.userData);
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Game.onTrackClick(this.selectedObject);
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}
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}
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/**
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* Update mouse position from event
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*/
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updateMouse(event) {
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const rect = this.renderer.domElement.getBoundingClientRect();
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this.mouse.x = ((event.clientX - rect.left) / rect.width) * 2 - 1;
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this.mouse.y = -((event.clientY - rect.top) / rect.height) * 2 + 1;
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}
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/**
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* Highlight selected object
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*/
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highlightSelection(object) {
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// Remove previous highlight
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if (object.originalColor) {
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object.material.emissive.setHex(object.originalColor);
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}
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// Store original color and set highlight
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object.originalColor = object.material.emissive.getHex();
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object.material.emissive.setHex(0xfb5607);
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this.selectedObject = object;
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// Update info panel
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Game.updateSelectedInfo(object);
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}
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/**
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* Highlight hover object
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*/
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highlightHover(object) {
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if (object.hoverColor) {
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object.material.emissive.setHex(object.hoverColor);
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} else {
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object.hoverColor = object.material.emissive.getHex();
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object.material.emissive.setHex(0x404080);
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}
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}
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/**
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* Remove hover highlight
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*/
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removeHoverHighlight() {
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for (const mesh of this.trackMeshes) {
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if (mesh.hoverColor) {
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mesh.material.emissive.setHex(mesh.hoverColor);
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delete mesh.hoverColor;
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}
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}
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}
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/**
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* Deselect all objects
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*/
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deselectAll() {
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if (this.selectedObject) {
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if (this.selectedObject.originalColor) {
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this.selectedObject.material.emissive.setHex(this.selectedObject.originalColor);
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}
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this.selectedObject = null;
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}
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Game.updateSelectedInfo(null);
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}
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/**
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* Add track piece to scene
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*/
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addTrackPiece(geometry, material, position, rotation) {
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.copy(position);
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mesh.rotation.set(rotation.x, rotation.y, rotation.z);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.userData = { type: 'track', id: this.trackMeshes.length };
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this.scene.add(mesh);
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this.trackMeshes.push(mesh);
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return mesh;
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}
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/**
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* Remove track piece from scene
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*/
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removeTrackPiece(mesh) {
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const index = this.trackMeshes.indexOf(mesh);
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if (index > -1) {
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this.trackMeshes.splice(index, 1);
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this.scene.remove(mesh);
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mesh.geometry.dispose();
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mesh.material.dispose();
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}
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}
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/**
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* Animation loop
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*/
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animate() {
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requestAnimationFrame(() => this.animate());
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this.controls.update();
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this.renderer.render(this.scene, this.camera);
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}
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}
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// Export for module usage
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if (typeof module !== 'undefined' && module.exports) {
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module.exports = Renderer;
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}
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