| 1 | // Building placement system for dougk |
| 2 | // Constraint-based freeform placement with real-time validation |
| 3 | |
| 4 | import * as THREE from 'three' |
| 5 | import { createBuilding, createGhostBuilding } from './buildings.js' |
| 6 | import inventory from './shop/inventory.js' |
| 7 | import { playPlaceBuilding } from './sounds.js' |
| 8 | import { BUILDINGS } from './shop/items.js' |
| 9 | |
| 10 | // Placement states |
| 11 | const STATE = { |
| 12 | INACTIVE: 'inactive', |
| 13 | SELECTING: 'selecting' |
| 14 | } |
| 15 | |
| 16 | // Terrain types |
| 17 | const TERRAIN = { |
| 18 | WATER: 'water', |
| 19 | WATER_EDGE: 'waterEdge', |
| 20 | SHORE: 'shore', |
| 21 | OUT_OF_BOUNDS: 'outOfBounds' |
| 22 | } |
| 23 | |
| 24 | // Building terrain requirements |
| 25 | const BUILDING_TERRAIN = { |
| 26 | dock_wooden: [TERRAIN.WATER_EDGE], |
| 27 | fishing_hut: [TERRAIN.WATER_EDGE], |
| 28 | lighthouse: [TERRAIN.SHORE], |
| 29 | reeds: [TERRAIN.WATER, TERRAIN.WATER_EDGE], |
| 30 | fence: [TERRAIN.SHORE], |
| 31 | onion_house: [TERRAIN.SHORE], |
| 32 | boot_house: [TERRAIN.SHORE] |
| 33 | } |
| 34 | |
| 35 | // Building collision radii (for overlap detection) |
| 36 | const BUILDING_COLLISION_RADIUS = { |
| 37 | dock_wooden: 0.8, |
| 38 | fishing_hut: 0.7, |
| 39 | lighthouse: 0.5, |
| 40 | reeds: 0.3, |
| 41 | fence: 0.25, |
| 42 | onion_house: 0.5, |
| 43 | boot_house: 1.0 |
| 44 | } |
| 45 | |
| 46 | export class PlacementManager { |
| 47 | constructor(scene, pond, camera, gradientMap) { |
| 48 | this.scene = scene |
| 49 | this.pond = pond |
| 50 | this.camera = camera |
| 51 | this.gradientMap = gradientMap |
| 52 | |
| 53 | this.state = STATE.INACTIVE |
| 54 | this.currentBuildingType = null |
| 55 | this.ghostMesh = null |
| 56 | this.isValidPosition = false |
| 57 | this.currentPosition = new THREE.Vector3() |
| 58 | this.currentRotation = 0 |
| 59 | this.placedBuildings = new THREE.Group() |
| 60 | |
| 61 | this.raycaster = new THREE.Raycaster() |
| 62 | this.mouse = new THREE.Vector2() |
| 63 | |
| 64 | // Pond geometry constants |
| 65 | this.pondCenter = new THREE.Vector2(0, 0) |
| 66 | this.pondRadius = 4.0 // Water radius |
| 67 | |
| 68 | // Terrain zone boundaries (distance from center) |
| 69 | this.terrainBounds = { |
| 70 | waterInner: 3.2, // Deep water |
| 71 | waterEdgeInner: 3.2, // Water edge starts |
| 72 | waterEdgeOuter: 4.8, // Water edge ends |
| 73 | shoreInner: 4.3, // Shore starts |
| 74 | shoreOuter: 7.0, // Shore ends (map bounds) |
| 75 | mapBounds: 8.0 // Absolute map edge |
| 76 | } |
| 77 | |
| 78 | // Invisible ground plane for raycasting |
| 79 | this.groundPlane = new THREE.Mesh( |
| 80 | new THREE.PlaneGeometry(50, 50), |
| 81 | new THREE.MeshBasicMaterial({ visible: false }) |
| 82 | ) |
| 83 | this.groundPlane.rotation.x = -Math.PI / 2 |
| 84 | this.groundPlane.position.y = 0 |
| 85 | scene.add(this.groundPlane) |
| 86 | |
| 87 | // Building forbidden radius (for creature emergence) |
| 88 | this.buildingRadius = { |
| 89 | dock_wooden: 1.0, |
| 90 | fishing_hut: 0.9, |
| 91 | lighthouse: 0.5, |
| 92 | reeds: 0.4, |
| 93 | fence: 0.3, |
| 94 | onion_house: 0.6, |
| 95 | boot_house: 1.2 |
| 96 | } |
| 97 | |
| 98 | // Placed building positions for collision detection |
| 99 | this.placedPositions = [] |
| 100 | |
| 101 | // Forbidden zones (rowboat, dock area, etc.) |
| 102 | this.forbiddenZones = [] |
| 103 | |
| 104 | scene.add(this.placedBuildings) |
| 105 | |
| 106 | // Callbacks |
| 107 | this.onPlacementComplete = null |
| 108 | this.onPlacementCancel = null |
| 109 | } |
| 110 | |
| 111 | // Get terrain type at a position |
| 112 | getTerrainType(x, z) { |
| 113 | const dx = x - this.pondCenter.x |
| 114 | const dz = z - this.pondCenter.y |
| 115 | const distance = Math.sqrt(dx * dx + dz * dz) |
| 116 | |
| 117 | if (distance > this.terrainBounds.mapBounds) { |
| 118 | return TERRAIN.OUT_OF_BOUNDS |
| 119 | } |
| 120 | |
| 121 | if (distance > this.terrainBounds.shoreOuter) { |
| 122 | return TERRAIN.OUT_OF_BOUNDS |
| 123 | } |
| 124 | |
| 125 | if (distance >= this.terrainBounds.shoreInner) { |
| 126 | return TERRAIN.SHORE |
| 127 | } |
| 128 | |
| 129 | if (distance >= this.terrainBounds.waterEdgeInner && distance <= this.terrainBounds.waterEdgeOuter) { |
| 130 | return TERRAIN.WATER_EDGE |
| 131 | } |
| 132 | |
| 133 | if (distance < this.terrainBounds.waterInner) { |
| 134 | return TERRAIN.WATER |
| 135 | } |
| 136 | |
| 137 | // Transition zone - allow water edge |
| 138 | return TERRAIN.WATER_EDGE |
| 139 | } |
| 140 | |
| 141 | // Check if position collides with existing buildings |
| 142 | checkBuildingCollision(x, z, buildingType) { |
| 143 | const newRadius = BUILDING_COLLISION_RADIUS[buildingType] || 0.5 |
| 144 | |
| 145 | for (const placed of this.placedPositions) { |
| 146 | const dx = x - placed.x |
| 147 | const dz = z - placed.z |
| 148 | const distance = Math.sqrt(dx * dx + dz * dz) |
| 149 | const minDistance = newRadius + placed.radius |
| 150 | |
| 151 | if (distance < minDistance) { |
| 152 | return true // Collision! |
| 153 | } |
| 154 | } |
| 155 | |
| 156 | return false |
| 157 | } |
| 158 | |
| 159 | // Check if position is in a forbidden zone |
| 160 | checkForbiddenZone(x, z) { |
| 161 | for (const zone of this.forbiddenZones) { |
| 162 | const dx = x - zone.x |
| 163 | const dz = z - zone.z |
| 164 | const distance = Math.sqrt(dx * dx + dz * dz) |
| 165 | |
| 166 | if (distance < zone.radius) { |
| 167 | return true // In forbidden zone |
| 168 | } |
| 169 | } |
| 170 | |
| 171 | return false |
| 172 | } |
| 173 | |
| 174 | // Validate placement position |
| 175 | validatePosition(x, z, buildingType) { |
| 176 | // Check map bounds |
| 177 | const terrain = this.getTerrainType(x, z) |
| 178 | if (terrain === TERRAIN.OUT_OF_BOUNDS) { |
| 179 | return { valid: false, reason: 'out_of_bounds' } |
| 180 | } |
| 181 | |
| 182 | // Check terrain requirements for building type |
| 183 | const allowedTerrain = BUILDING_TERRAIN[buildingType] || [] |
| 184 | if (!allowedTerrain.includes(terrain)) { |
| 185 | return { valid: false, reason: 'wrong_terrain', terrain, required: allowedTerrain } |
| 186 | } |
| 187 | |
| 188 | // Check collision with existing buildings |
| 189 | if (this.checkBuildingCollision(x, z, buildingType)) { |
| 190 | return { valid: false, reason: 'collision' } |
| 191 | } |
| 192 | |
| 193 | // Check forbidden zones (rowboat area, etc.) |
| 194 | if (this.checkForbiddenZone(x, z)) { |
| 195 | return { valid: false, reason: 'forbidden_zone' } |
| 196 | } |
| 197 | |
| 198 | return { valid: true, terrain } |
| 199 | } |
| 200 | |
| 201 | // Calculate rotation angle to face pond center |
| 202 | calculateRotation(x, z) { |
| 203 | const dx = this.pondCenter.x - x |
| 204 | const dz = this.pondCenter.y - z |
| 205 | return Math.atan2(dx, dz) |
| 206 | } |
| 207 | |
| 208 | // Start placement mode for a building type |
| 209 | startPlacement(buildingType, callbacks = {}) { |
| 210 | if (this.state !== STATE.INACTIVE) { |
| 211 | this.cancelPlacement() |
| 212 | } |
| 213 | |
| 214 | this.currentBuildingType = buildingType |
| 215 | this.onPlacementComplete = callbacks.onComplete |
| 216 | this.onPlacementCancel = callbacks.onCancel |
| 217 | |
| 218 | // Create ghost mesh (starts as invalid/red) |
| 219 | this.ghostMesh = createGhostBuilding(buildingType, this.gradientMap, false) |
| 220 | this.ghostMesh.visible = true |
| 221 | this.ghostMesh.position.set(0, 0, 0) |
| 222 | this.scene.add(this.ghostMesh) |
| 223 | |
| 224 | this.state = STATE.SELECTING |
| 225 | this.isValidPosition = false |
| 226 | |
| 227 | return true |
| 228 | } |
| 229 | |
| 230 | // Cancel current placement |
| 231 | cancelPlacement() { |
| 232 | if (this.ghostMesh) { |
| 233 | this.scene.remove(this.ghostMesh) |
| 234 | this.ghostMesh.traverse((child) => { |
| 235 | if (child.isMesh) { |
| 236 | child.geometry?.dispose() |
| 237 | child.material?.dispose() |
| 238 | } |
| 239 | }) |
| 240 | this.ghostMesh = null |
| 241 | } |
| 242 | |
| 243 | this.state = STATE.INACTIVE |
| 244 | this.currentBuildingType = null |
| 245 | this.isValidPosition = false |
| 246 | |
| 247 | if (this.onPlacementCancel) { |
| 248 | this.onPlacementCancel() |
| 249 | } |
| 250 | } |
| 251 | |
| 252 | // Update mouse position and ghost preview |
| 253 | onMouseMove(event, containerWidth, containerHeight) { |
| 254 | if (this.state !== STATE.SELECTING) return |
| 255 | if (!this.ghostMesh) return |
| 256 | |
| 257 | // Update mouse coordinates |
| 258 | this.mouse.x = (event.clientX / containerWidth) * 2 - 1 |
| 259 | this.mouse.y = -(event.clientY / containerHeight) * 2 + 1 |
| 260 | |
| 261 | // Raycast to invisible ground plane |
| 262 | this.raycaster.setFromCamera(this.mouse, this.camera) |
| 263 | const intersects = this.raycaster.intersectObject(this.groundPlane) |
| 264 | |
| 265 | if (intersects.length > 0) { |
| 266 | const point = intersects[0].point |
| 267 | |
| 268 | // Ghost always follows cursor |
| 269 | this.currentPosition.set(point.x, 0, point.z) |
| 270 | this.ghostMesh.position.copy(this.currentPosition) |
| 271 | |
| 272 | // Calculate rotation to face pond center |
| 273 | this.currentRotation = this.calculateRotation(point.x, point.z) |
| 274 | this.ghostMesh.rotation.y = this.currentRotation |
| 275 | |
| 276 | // Validate position |
| 277 | const validation = this.validatePosition(point.x, point.z, this.currentBuildingType) |
| 278 | this.isValidPosition = validation.valid |
| 279 | |
| 280 | // Update ghost color |
| 281 | this.updateGhostColor(this.isValidPosition) |
| 282 | |
| 283 | // Always visible during placement |
| 284 | this.ghostMesh.visible = true |
| 285 | } |
| 286 | } |
| 287 | |
| 288 | // Update ghost mesh color based on validity |
| 289 | updateGhostColor(isValid) { |
| 290 | const color = isValid ? 0x44ff44 : 0xff4444 |
| 291 | this.ghostMesh.traverse((child) => { |
| 292 | if (child.isMesh && child.material) { |
| 293 | child.material.color.setHex(color) |
| 294 | } |
| 295 | }) |
| 296 | } |
| 297 | |
| 298 | // Handle click during placement |
| 299 | onClick(event, containerWidth, containerHeight) { |
| 300 | if (this.state !== STATE.SELECTING) return false |
| 301 | |
| 302 | // Update position one more time |
| 303 | this.onMouseMove(event, containerWidth, containerHeight) |
| 304 | |
| 305 | if (this.isValidPosition) { |
| 306 | // Valid position - confirm placement |
| 307 | this.confirmPlacement() |
| 308 | return true |
| 309 | } |
| 310 | |
| 311 | return false |
| 312 | } |
| 313 | |
| 314 | // Confirm and place the building |
| 315 | confirmPlacement() { |
| 316 | const x = this.currentPosition.x |
| 317 | const z = this.currentPosition.z |
| 318 | const rotation = this.currentRotation |
| 319 | |
| 320 | // Create the real building |
| 321 | const building = createBuilding(this.currentBuildingType, this.gradientMap) |
| 322 | building.position.set(x, 0, z) |
| 323 | building.rotation.y = rotation |
| 324 | building.userData.buildingType = this.currentBuildingType |
| 325 | building.userData.placementId = `placed_${Date.now()}_${Math.random().toString(36).substr(2, 9)}` |
| 326 | |
| 327 | this.placedBuildings.add(building) |
| 328 | |
| 329 | // Play placement sound |
| 330 | playPlaceBuilding() |
| 331 | |
| 332 | // Track placed position for collision detection |
| 333 | const collisionRadius = BUILDING_COLLISION_RADIUS[this.currentBuildingType] || 0.5 |
| 334 | this.placedPositions.push({ |
| 335 | x, z, |
| 336 | radius: collisionRadius, |
| 337 | buildingType: this.currentBuildingType, |
| 338 | placementId: building.userData.placementId |
| 339 | }) |
| 340 | |
| 341 | // Add forbidden zone for creature emergence |
| 342 | const forbiddenRadius = this.buildingRadius[this.currentBuildingType] || 0.5 |
| 343 | this.pond.addForbiddenZone(x, z, forbiddenRadius) |
| 344 | |
| 345 | // Save to inventory (use coordinates as ID for freeform placement) |
| 346 | const placementData = { |
| 347 | type: this.currentBuildingType, |
| 348 | x, z, rotation, |
| 349 | placementId: building.userData.placementId |
| 350 | } |
| 351 | inventory.placeBuildingFreeform(placementData) |
| 352 | |
| 353 | // Clean up ghost |
| 354 | if (this.ghostMesh) { |
| 355 | this.scene.remove(this.ghostMesh) |
| 356 | this.ghostMesh.traverse((child) => { |
| 357 | if (child.isMesh) { |
| 358 | child.geometry?.dispose() |
| 359 | child.material?.dispose() |
| 360 | } |
| 361 | }) |
| 362 | this.ghostMesh = null |
| 363 | } |
| 364 | |
| 365 | // Reset state |
| 366 | const buildingType = this.currentBuildingType |
| 367 | this.state = STATE.INACTIVE |
| 368 | this.currentBuildingType = null |
| 369 | this.isValidPosition = false |
| 370 | |
| 371 | // Callback |
| 372 | if (this.onPlacementComplete) { |
| 373 | this.onPlacementComplete(buildingType, { x, z, rotation }) |
| 374 | } |
| 375 | |
| 376 | return building |
| 377 | } |
| 378 | |
| 379 | // Initialize forbidden zones from pond |
| 380 | initForbiddenZones(zones) { |
| 381 | this.forbiddenZones = zones || [] |
| 382 | } |
| 383 | |
| 384 | // Add a forbidden zone |
| 385 | addForbiddenZone(x, z, radius) { |
| 386 | this.forbiddenZones.push({ x, z, radius }) |
| 387 | } |
| 388 | |
| 389 | // Load saved buildings from inventory |
| 390 | loadSavedBuildings() { |
| 391 | // Try new freeform format first |
| 392 | const savedFreeform = inventory.getPlacedBuildingsFreeform() |
| 393 | |
| 394 | if (savedFreeform && savedFreeform.length > 0) { |
| 395 | for (const data of savedFreeform) { |
| 396 | this.loadBuilding(data.type, data.x, data.z, data.rotation, data.placementId) |
| 397 | } |
| 398 | } else { |
| 399 | // Fall back to old zone-based format for backwards compatibility |
| 400 | const savedBuildings = inventory.getPlacedBuildings() |
| 401 | |
| 402 | for (const { type, zoneId } of savedBuildings) { |
| 403 | const zone = this.pond.getZone(zoneId) |
| 404 | if (zone && !zone.occupied) { |
| 405 | this.loadBuilding(type, zone.x, zone.z, zone.angle, zoneId) |
| 406 | this.pond.occupyZone(zoneId) |
| 407 | } |
| 408 | } |
| 409 | } |
| 410 | } |
| 411 | |
| 412 | // Load a single building |
| 413 | loadBuilding(type, x, z, rotation, placementId) { |
| 414 | const building = createBuilding(type, this.gradientMap) |
| 415 | building.position.set(x, 0, z) |
| 416 | building.rotation.y = rotation |
| 417 | building.userData.buildingType = type |
| 418 | building.userData.placementId = placementId |
| 419 | |
| 420 | this.placedBuildings.add(building) |
| 421 | |
| 422 | // Track for collision detection |
| 423 | const collisionRadius = BUILDING_COLLISION_RADIUS[type] || 0.5 |
| 424 | this.placedPositions.push({ |
| 425 | x, z, |
| 426 | radius: collisionRadius, |
| 427 | buildingType: type, |
| 428 | placementId |
| 429 | }) |
| 430 | |
| 431 | // Add forbidden zone |
| 432 | const forbiddenRadius = this.buildingRadius[type] || 0.5 |
| 433 | this.pond.addForbiddenZone(x, z, forbiddenRadius) |
| 434 | } |
| 435 | |
| 436 | // Check if currently placing |
| 437 | isPlacing() { |
| 438 | return this.state === STATE.SELECTING |
| 439 | } |
| 440 | |
| 441 | // Get the placed buildings group for outline pass |
| 442 | getPlacedBuildingsGroup() { |
| 443 | return this.placedBuildings |
| 444 | } |
| 445 | |
| 446 | // Remove a placed building |
| 447 | removeBuilding(placementId) { |
| 448 | const building = this.placedBuildings.children.find( |
| 449 | b => b.userData.placementId === placementId |
| 450 | ) |
| 451 | |
| 452 | if (building) { |
| 453 | this.placedBuildings.remove(building) |
| 454 | building.traverse((child) => { |
| 455 | if (child.isMesh) { |
| 456 | child.geometry?.dispose() |
| 457 | child.material?.dispose() |
| 458 | } |
| 459 | }) |
| 460 | |
| 461 | // Remove from collision tracking |
| 462 | this.placedPositions = this.placedPositions.filter( |
| 463 | p => p.placementId !== placementId |
| 464 | ) |
| 465 | |
| 466 | // Remove from inventory |
| 467 | inventory.removeBuildingFreeform(placementId) |
| 468 | |
| 469 | return true |
| 470 | } |
| 471 | |
| 472 | return false |
| 473 | } |
| 474 | |
| 475 | // Update building animations |
| 476 | update(delta, elapsed) { |
| 477 | for (const building of this.placedBuildings.children) { |
| 478 | // Lighthouse beam rotation |
| 479 | if (building.userData.buildingType === 'lighthouse') { |
| 480 | building.traverse((child) => { |
| 481 | if (child.userData.isLightBeam) { |
| 482 | child.rotation.y = elapsed * 0.8 |
| 483 | } |
| 484 | }) |
| 485 | } |
| 486 | |
| 487 | // Reeds swaying |
| 488 | if (building.userData.buildingType === 'reeds') { |
| 489 | building.traverse((child) => { |
| 490 | if (child.userData.isReed) { |
| 491 | const phase = child.userData.phase |
| 492 | const baseX = child.userData.baseRotX |
| 493 | const baseZ = child.userData.baseRotZ |
| 494 | child.rotation.x = baseX + Math.sin(elapsed * 1.5 + phase) * 0.15 |
| 495 | child.rotation.z = baseZ + Math.cos(elapsed * 1.2 + phase) * 0.1 |
| 496 | } |
| 497 | }) |
| 498 | } |
| 499 | |
| 500 | // Onion house smoke puffs |
| 501 | if (building.userData.buildingType === 'onion_house') { |
| 502 | building.traverse((child) => { |
| 503 | if (child.userData.isSmokePuff) { |
| 504 | const phase = child.userData.phase |
| 505 | const cycleTime = 3.0 |
| 506 | const t = ((elapsed * 0.5 + phase * cycleTime) % cycleTime) / cycleTime |
| 507 | |
| 508 | child.position.y = t * 0.5 |
| 509 | const scale = 1 + t * 1.2 |
| 510 | child.scale.set(scale, scale, scale) |
| 511 | |
| 512 | if (child.material) { |
| 513 | child.material.opacity = 0.6 * (1 - t * 0.8) |
| 514 | } |
| 515 | |
| 516 | child.position.x = Math.sin(elapsed * 0.8 + phase * 5) * 0.03 |
| 517 | child.position.z = Math.cos(elapsed * 0.6 + phase * 3) * 0.02 |
| 518 | } |
| 519 | }) |
| 520 | } |
| 521 | |
| 522 | // Boot house animations |
| 523 | if (building.userData.buildingType === 'boot_house') { |
| 524 | building.traverse((child) => { |
| 525 | // Smoke puffs from chimney |
| 526 | if (child.userData.isSmokePuff) { |
| 527 | const phase = child.userData.phase |
| 528 | const cycleTime = 3.5 |
| 529 | const t = ((elapsed * 0.4 + phase * cycleTime) % cycleTime) / cycleTime |
| 530 | |
| 531 | child.position.y = t * 0.4 |
| 532 | const scale = 1 + t * 1.0 |
| 533 | child.scale.set(scale, scale, scale) |
| 534 | |
| 535 | if (child.material) { |
| 536 | child.material.opacity = 0.5 * (1 - t * 0.85) |
| 537 | } |
| 538 | |
| 539 | child.position.x += Math.sin(elapsed * 0.7 + phase * 4) * 0.001 |
| 540 | child.position.z += Math.cos(elapsed * 0.5 + phase * 3) * 0.001 |
| 541 | } |
| 542 | |
| 543 | // Grass blade swaying |
| 544 | if (child.userData.isGrassBlade) { |
| 545 | const phase = child.userData.phase |
| 546 | const baseX = child.userData.baseRotX |
| 547 | const baseZ = child.userData.baseRotZ |
| 548 | child.rotation.x = baseX + Math.sin(elapsed * 1.8 + phase) * 0.12 |
| 549 | child.rotation.z = baseZ + Math.cos(elapsed * 1.4 + phase) * 0.08 |
| 550 | } |
| 551 | |
| 552 | // Sprite running around the yard |
| 553 | if (child.userData.isBootSprite) { |
| 554 | const orbitRadius = child.userData.orbitRadius |
| 555 | const orbitSpeed = child.userData.orbitSpeed |
| 556 | const orbitPhase = child.userData.orbitPhase |
| 557 | const bobPhase = child.userData.bobPhase |
| 558 | const centerX = child.userData.orbitCenterX |
| 559 | const centerZ = child.userData.orbitCenterZ |
| 560 | |
| 561 | // Orbit position |
| 562 | const angle = elapsed * orbitSpeed + orbitPhase |
| 563 | child.position.x = centerX + Math.cos(angle) * orbitRadius |
| 564 | child.position.z = centerZ + Math.sin(angle) * orbitRadius |
| 565 | |
| 566 | // Bobbing up and down while running |
| 567 | child.position.y = Math.abs(Math.sin(elapsed * 8 + bobPhase)) * 0.02 |
| 568 | |
| 569 | // Face direction of movement |
| 570 | child.rotation.y = angle + Math.PI / 2 |
| 571 | |
| 572 | // Animate legs |
| 573 | child.traverse((part) => { |
| 574 | if (part.userData.isLeg) { |
| 575 | const legSwing = Math.sin(elapsed * 12 + bobPhase) * 0.4 |
| 576 | if (part.userData.legSide === 'left') { |
| 577 | part.rotation.x = legSwing |
| 578 | } else { |
| 579 | part.rotation.x = -legSwing |
| 580 | } |
| 581 | } |
| 582 | }) |
| 583 | } |
| 584 | }) |
| 585 | } |
| 586 | } |
| 587 | } |
| 588 | |
| 589 | // Dispose of all resources |
| 590 | dispose() { |
| 591 | this.cancelPlacement() |
| 592 | |
| 593 | while (this.placedBuildings.children.length > 0) { |
| 594 | const building = this.placedBuildings.children[0] |
| 595 | this.placedBuildings.remove(building) |
| 596 | building.traverse((child) => { |
| 597 | if (child.isMesh) { |
| 598 | child.geometry?.dispose() |
| 599 | child.material?.dispose() |
| 600 | } |
| 601 | }) |
| 602 | } |
| 603 | |
| 604 | this.scene.remove(this.placedBuildings) |
| 605 | |
| 606 | if (this.groundPlane) { |
| 607 | this.scene.remove(this.groundPlane) |
| 608 | this.groundPlane.geometry?.dispose() |
| 609 | this.groundPlane.material?.dispose() |
| 610 | } |
| 611 | |
| 612 | this.placedPositions = [] |
| 613 | this.forbiddenZones = [] |
| 614 | } |
| 615 | } |