Files

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JavaScript

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