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falukant-3
| Author | SHA1 | Date | |
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d74f7b852b | ||
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92d6b15c3f | ||
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91f59062f5 | ||
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1674086c73 | ||
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5ddb099f5a |
@@ -162,18 +162,6 @@ class FalukantController {
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}
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return this.service.getProductPriceInRegion(userId, productId, regionId);
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});
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this.getProductPricesInRegionBatch = this._wrapWithUser((userId, req) => {
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const productIds = req.query.productIds;
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const regionId = parseInt(req.query.regionId, 10);
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if (!productIds || Number.isNaN(regionId)) {
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throw new Error('productIds (comma-separated) and regionId are required');
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}
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const productIdArray = productIds.split(',').map(id => parseInt(id.trim(), 10)).filter(id => !Number.isNaN(id));
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if (productIdArray.length === 0) {
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throw new Error('At least one valid productId is required');
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}
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return this.service.getProductPricesInRegionBatch(userId, productIdArray, regionId);
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});
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this.getProductPricesInCities = this._wrapWithUser((userId, req) => {
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const productId = parseInt(req.query.productId, 10);
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const currentPrice = parseFloat(req.query.currentPrice);
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@@ -25,13 +25,11 @@ function createServer() {
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ca: TLS_CA_PATH ? fs.readFileSync(TLS_CA_PATH) : undefined,
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});
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wss = new WebSocketServer({ server: httpsServer });
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// Direkte Verbindung: lausche auf allen Interfaces (0.0.0.0)
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httpsServer.listen(PORT, '0.0.0.0', () => {
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console.log(`[Daemon] WSS (TLS) Server gestartet auf Port ${PORT}`);
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});
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} else {
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// Direkte Verbindung: lausche auf allen Interfaces (0.0.0.0)
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wss = new WebSocketServer({ port: PORT, host: '0.0.0.0' });
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wss = new WebSocketServer({ port: PORT });
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console.log(`[Daemon] WS (ohne TLS) Server startet auf Port ${PORT} ...`);
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}
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@@ -1,13 +0,0 @@
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-- Rollback: Remove indexes for director proposals and character queries
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-- Created: 2026-01-12
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DROP INDEX IF EXISTS falukant_data.idx_character_region_user_created;
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DROP INDEX IF EXISTS falukant_data.idx_character_region_user;
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DROP INDEX IF EXISTS falukant_data.idx_character_user_id;
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DROP INDEX IF EXISTS falukant_data.idx_director_proposal_employer_character;
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DROP INDEX IF EXISTS falukant_data.idx_director_character_id;
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DROP INDEX IF EXISTS falukant_data.idx_director_employer_user_id;
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DROP INDEX IF EXISTS falukant_data.idx_knowledge_character_id;
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DROP INDEX IF EXISTS falukant_data.idx_relationship_character1_id;
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DROP INDEX IF EXISTS falukant_data.idx_child_relation_father_id;
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DROP INDEX IF EXISTS falukant_data.idx_child_relation_mother_id;
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@@ -1,43 +0,0 @@
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-- Migration: Add indexes for director proposals and character queries
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-- Created: 2026-01-12
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-- Index für schnelle Suche nach NPCs in einer Region (mit Altersbeschränkung)
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CREATE INDEX IF NOT EXISTS idx_character_region_user_created
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ON falukant_data.character (region_id, user_id, created_at)
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WHERE user_id IS NULL;
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-- Index für schnelle Suche nach NPCs ohne Altersbeschränkung
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CREATE INDEX IF NOT EXISTS idx_character_region_user
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ON falukant_data.character (region_id, user_id)
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WHERE user_id IS NULL;
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-- Index für Character-Suche nach user_id (wichtig für getFamily, getDirectorForBranch)
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CREATE INDEX IF NOT EXISTS idx_character_user_id
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ON falukant_data.character (user_id);
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-- Index für Director-Proposals
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CREATE INDEX IF NOT EXISTS idx_director_proposal_employer_character
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ON falukant_data.director_proposal (employer_user_id, director_character_id);
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-- Index für aktive Direktoren
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CREATE INDEX IF NOT EXISTS idx_director_character_id
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ON falukant_data.director (director_character_id);
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-- Index für Director-Suche nach employer_user_id
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CREATE INDEX IF NOT EXISTS idx_director_employer_user_id
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ON falukant_data.director (employer_user_id);
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-- Index für Knowledge-Berechnung
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CREATE INDEX IF NOT EXISTS idx_knowledge_character_id
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ON falukant_data.knowledge (character_id);
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-- Index für Relationships (getFamily)
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CREATE INDEX IF NOT EXISTS idx_relationship_character1_id
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ON falukant_data.relationship (character1_id);
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-- Index für ChildRelations (getFamily)
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CREATE INDEX IF NOT EXISTS idx_child_relation_father_id
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ON falukant_data.child_relation (father_id);
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CREATE INDEX IF NOT EXISTS idx_child_relation_mother_id
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ON falukant_data.child_relation (mother_id);
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@@ -76,7 +76,6 @@ router.get('/politics/open', falukantController.getOpenPolitics);
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router.post('/politics/open', falukantController.applyForElections);
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router.get('/cities', falukantController.getRegions);
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router.get('/products/price-in-region', falukantController.getProductPriceInRegion);
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router.get('/products/prices-in-region-batch', falukantController.getProductPricesInRegionBatch);
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router.get('/products/prices-in-cities', falukantController.getProductPricesInCities);
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router.get('/branches/:branchId/taxes', falukantController.getBranchTaxes);
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router.get('/vehicles/types', falukantController.getVehicleTypes);
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@@ -1,55 +1,19 @@
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import './config/loadEnv.js'; // .env deterministisch laden
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import http from 'http';
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import https from 'https';
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import fs from 'fs';
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import app from './app.js';
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import { setupWebSocket } from './utils/socket.js';
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import { syncDatabase } from './utils/syncDatabase.js';
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// HTTP-Server für API (Port 2020, intern, über Apache-Proxy)
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const API_PORT = Number.parseInt(process.env.PORT || '2020', 10);
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const httpServer = http.createServer(app);
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// Socket.io wird nur auf HTTPS-Server bereitgestellt, nicht auf HTTP-Server
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// setupWebSocket(httpServer); // Entfernt: Socket.io nur über HTTPS
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const server = http.createServer(app);
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// HTTPS-Server für Socket.io (Port 4443, direkt erreichbar)
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let httpsServer = null;
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const SOCKET_IO_PORT = Number.parseInt(process.env.SOCKET_IO_PORT || '4443', 10);
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const USE_TLS = process.env.SOCKET_IO_TLS === '1';
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const TLS_KEY_PATH = process.env.SOCKET_IO_TLS_KEY_PATH;
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const TLS_CERT_PATH = process.env.SOCKET_IO_TLS_CERT_PATH;
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const TLS_CA_PATH = process.env.SOCKET_IO_TLS_CA_PATH;
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if (USE_TLS && TLS_KEY_PATH && TLS_CERT_PATH) {
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try {
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httpsServer = https.createServer({
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key: fs.readFileSync(TLS_KEY_PATH),
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cert: fs.readFileSync(TLS_CERT_PATH),
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ca: TLS_CA_PATH ? fs.readFileSync(TLS_CA_PATH) : undefined,
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}, app);
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setupWebSocket(httpsServer);
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console.log(`[Socket.io] HTTPS-Server für Socket.io konfiguriert auf Port ${SOCKET_IO_PORT}`);
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} catch (err) {
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console.error('[Socket.io] Fehler beim Laden der TLS-Zertifikate:', err.message);
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console.error('[Socket.io] Socket.io wird nicht verfügbar sein');
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}
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} else {
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console.warn('[Socket.io] TLS nicht konfiguriert - Socket.io wird nicht verfügbar sein');
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}
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setupWebSocket(server);
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syncDatabase().then(() => {
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// API-Server auf Port 2020 (intern, nur localhost)
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httpServer.listen(API_PORT, '127.0.0.1', () => {
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console.log(`[API] HTTP-Server läuft auf localhost:${API_PORT} (intern, über Apache-Proxy)`);
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const port = process.env.PORT || 3001;
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server.listen(port, () => {
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console.log('Server is running on port', port);
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});
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// Socket.io-Server auf Port 4443 (extern, direkt erreichbar)
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if (httpsServer) {
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httpsServer.listen(SOCKET_IO_PORT, '0.0.0.0', () => {
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console.log(`[Socket.io] HTTPS-Server läuft auf Port ${SOCKET_IO_PORT} (direkt erreichbar)`);
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});
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}
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}).catch(err => {
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console.error('Failed to sync database:', err);
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process.exit(1);
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File diff suppressed because it is too large
Load Diff
@@ -1,45 +0,0 @@
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#!/bin/bash
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echo "=== Apache WebSocket-Konfiguration prüfen ==="
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echo ""
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# Prüfe, welche Module aktiviert sind
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echo "Aktivierte Apache-Module:"
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apache2ctl -M 2>/dev/null | grep -E "(proxy|rewrite|ssl|headers)" || echo "Keine relevanten Module gefunden"
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echo ""
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# Prüfe, ob die benötigten Module aktiviert sind
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REQUIRED_MODULES=("proxy" "proxy_http" "proxy_wstunnel" "rewrite" "ssl" "headers")
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MISSING_MODULES=()
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for module in "${REQUIRED_MODULES[@]}"; do
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if ! apache2ctl -M 2>/dev/null | grep -q "${module}_module"; then
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MISSING_MODULES+=("$module")
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fi
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done
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if [ ${#MISSING_MODULES[@]} -eq 0 ]; then
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echo "✅ Alle benötigten Module sind aktiviert"
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else
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echo "❌ Fehlende Module:"
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for module in "${MISSING_MODULES[@]}"; do
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echo " - $module"
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done
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echo ""
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echo "Aktivieren mit:"
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for module in "${MISSING_MODULES[@]}"; do
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echo " sudo a2enmod $module"
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done
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fi
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echo ""
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echo "=== Apache-Konfiguration testen ==="
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if sudo apache2ctl configtest 2>&1; then
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echo "✅ Apache-Konfiguration ist gültig"
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else
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echo "❌ Apache-Konfiguration hat Fehler"
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fi
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echo ""
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echo "=== Aktive VirtualHosts ==="
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apache2ctl -S 2>/dev/null | grep -E "(443|4443|4551)" || echo "Keine relevanten VirtualHosts gefunden"
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@@ -1,35 +0,0 @@
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#!/bin/bash
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echo "=== WebSocket-Header Debug ==="
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echo ""
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echo "Prüfe Apache-Logs für WebSocket-Upgrade-Header..."
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echo ""
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# Prüfe die letzten 50 Zeilen des Access-Logs für /ws/ oder /socket.io/
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echo "Access-Log Einträge für /ws/ und /socket.io/:"
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sudo tail -50 /var/log/apache2/yourpart.access.log | grep -E "(/ws/|/socket.io/)" | tail -10
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echo ""
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echo "Prüfe Error-Log für WebSocket-Fehler:"
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sudo tail -50 /var/log/apache2/yourpart.error.log | grep -iE "(websocket|upgrade|proxy)" | tail -10
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echo ""
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echo "=== Test mit curl ==="
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echo ""
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echo "Teste WebSocket-Upgrade für /ws/:"
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curl -i -N \
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-H "Connection: Upgrade" \
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-H "Upgrade: websocket" \
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-H "Sec-WebSocket-Version: 13" \
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-H "Sec-WebSocket-Key: x3JJHMbDL1EzLkh9GBhXDw==" \
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https://www.your-part.de/ws/ 2>&1 | head -20
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echo ""
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echo "=== Prüfe Apache-Konfiguration ==="
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echo ""
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echo "Aktive Rewrite-Regeln für WebSocket:"
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sudo apache2ctl -S 2>/dev/null | grep -A 5 "your-part.de:443" || echo "VirtualHost nicht gefunden"
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echo ""
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echo "Prüfe, ob mod_proxy_wstunnel aktiviert ist:"
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apache2ctl -M 2>/dev/null | grep proxy_wstunnel || echo "mod_proxy_wstunnel NICHT aktiviert!"
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143
docs/3D_ANIMATIONS_FALUKANT.md
Normal file
143
docs/3D_ANIMATIONS_FALUKANT.md
Normal file
@@ -0,0 +1,143 @@
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# 3D-Animationen im Falukant-Bereich
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## Benötigte Dependencies
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### Three.js (Empfohlen)
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```bash
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npm install three
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npm install @types/three --save-dev # Für TypeScript-Support
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```
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**Alternative Optionen:**
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- **Babylon.js**: Mächtiger, aber größer (~500KB vs ~600KB)
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- **A-Frame**: WebVR-fokussiert, einfacher für VR/AR
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- **React Three Fiber**: Falls React verwendet wird (hier Vue)
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**Empfehlung: Three.js** - am weitesten verbreitet, beste Dokumentation, große Community
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### Optional: Vue-Three.js Wrapper
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```bash
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npm install vue-threejs # Oder troika-three-text für Text-Rendering
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```
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## Sinnvolle Seiten für 3D-Animationen
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### 1. **OverviewView** (Hauptübersicht)
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**Sinnvoll:** ⭐⭐⭐⭐⭐
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- **3D-Charakter-Modell**: Rotierendes 3D-Modell des eigenen Charakters
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- **Statussymbole**: 3D-Icons für Geld, Gesundheit, Reputation (schwebend/rotierend)
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- **Hintergrund**: Subtile 3D-Szene (z.B. mittelalterliche Stadt im Hintergrund)
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### 2. **HouseView** (Haus)
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**Sinnvoll:** ⭐⭐⭐⭐⭐
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- **3D-Haus-Modell**: Interaktives 3D-Modell des eigenen Hauses
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- **Upgrade-Visualisierung**: Animation beim Haus-Upgrade
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- **Zustand-Anzeige**: 3D-Visualisierung von Dach, Wänden, Boden, Fenstern
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### 3. **BranchView** (Niederlassungen)
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**Sinnvoll:** ⭐⭐⭐⭐
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- **3D-Fabrik/Gebäude**: 3D-Modell der Niederlassung
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- **Produktions-Animation**: 3D-Animationen für laufende Produktionen
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- **Transport-Visualisierung**: 3D-Wagen/Karren für Transporte
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### 4. **FamilyView** (Familie)
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**Sinnvoll:** ⭐⭐⭐⭐
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- **3D-Charaktere**: 3D-Modelle von Partner und Kindern
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- **Beziehungs-Visualisierung**: 3D-Animationen für Beziehungsstatus
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- **Geschenk-Animation**: 3D-Animation beim Verschenken
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### 5. **HealthView** (Gesundheit)
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**Sinnvoll:** ⭐⭐⭐
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- **3D-Körper-Modell**: 3D-Visualisierung des Gesundheitszustands
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- **Aktivitäts-Animationen**: 3D-Animationen für Gesundheitsaktivitäten
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|
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### 6. **NobilityView** (Sozialstatus)
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**Sinnvoll:** ⭐⭐⭐
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- **3D-Wappen**: Rotierendes 3D-Wappen
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- **Insignien**: 3D-Krone, Schwert, etc. je nach Titel
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|
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### 7. **ChurchView** (Kirche)
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**Sinnvoll:** ⭐⭐⭐
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- **3D-Kirche**: 3D-Modell der Kirche
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- **Taufe-Animation**: 3D-Animation bei der Taufe
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|
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### 8. **BankView** (Bank)
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**Sinnvoll:** ⭐⭐
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- **3D-Bankgebäude**: 3D-Modell der Bank
|
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- **Geld-Animation**: 3D-Münzen/Geldstapel
|
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|
||||
### 9. **UndergroundView** (Untergrund)
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**Sinnvoll:** ⭐⭐⭐⭐
|
||||
- **3D-Dungeon**: 3D-Untergrund-Visualisierung
|
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- **Aktivitäts-Animationen**: 3D-Animationen für Untergrund-Aktivitäten
|
||||
|
||||
### 10. **ReputationView** (Reputation)
|
||||
**Sinnvoll:** ⭐⭐⭐
|
||||
- **3D-Party-Szene**: 3D-Visualisierung von Festen
|
||||
- **Reputation-Visualisierung**: 3D-Effekte für Reputationsänderungen
|
||||
|
||||
## Implementierungs-Strategie
|
||||
|
||||
### Phase 1: Basis-Setup
|
||||
1. Three.js installieren
|
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2. Basis-Komponente `ThreeScene.vue` erstellen
|
||||
3. Erste einfache Animation (z.B. rotierender Würfel) auf OverviewView
|
||||
|
||||
### Phase 2: Charakter-Modell
|
||||
1. 3D-Charakter-Modell erstellen/laden (GLTF/GLB)
|
||||
2. Auf OverviewView integrieren
|
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3. Interaktionen (Klick, Hover)
|
||||
|
||||
### Phase 3: Gebäude-Modelle
|
||||
1. Haus-Modell für HouseView
|
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2. Fabrik-Modell für BranchView
|
||||
3. Kirche-Modell für ChurchView
|
||||
|
||||
### Phase 4: Animationen
|
||||
1. Upgrade-Animationen
|
||||
2. Status-Änderungs-Animationen
|
||||
3. Interaktive Elemente
|
||||
|
||||
## Technische Überlegungen
|
||||
|
||||
### Performance
|
||||
- **Lazy Loading**: 3D-Szenen nur laden, wenn Seite aktiv ist
|
||||
- **Level of Detail (LOD)**: Einfache Modelle für schwächere Geräte
|
||||
- **WebGL-Detection**: Fallback auf 2D, wenn WebGL nicht unterstützt wird
|
||||
|
||||
### Asset-Management
|
||||
- **GLTF/GLB**: Kompaktes Format für 3D-Modelle
|
||||
- **Texturen**: Optimiert für Web (WebP, komprimiert)
|
||||
- **CDN**: Assets über CDN laden für bessere Performance
|
||||
|
||||
### Browser-Kompatibilität
|
||||
- **WebGL 1.0**: Mindestanforderung (95%+ Browser)
|
||||
- **WebGL 2.0**: Optional für bessere Features
|
||||
- **Fallback**: 2D-Versionen für ältere Browser
|
||||
|
||||
## Beispiel-Struktur
|
||||
|
||||
```
|
||||
frontend/src/
|
||||
components/
|
||||
falukant/
|
||||
ThreeScene.vue # Basis-3D-Szene-Komponente
|
||||
CharacterModel.vue # 3D-Charakter-Komponente
|
||||
BuildingModel.vue # 3D-Gebäude-Komponente
|
||||
assets/
|
||||
3d/
|
||||
models/
|
||||
character.glb
|
||||
house.glb
|
||||
factory.glb
|
||||
textures/
|
||||
...
|
||||
```
|
||||
|
||||
## Nächste Schritte
|
||||
|
||||
1. **Three.js installieren**
|
||||
2. **Basis-Komponente erstellen**
|
||||
3. **Erste Animation auf OverviewView testen**
|
||||
4. **3D-Modelle erstellen/beschaffen** (Blender, Sketchfab, etc.)
|
||||
5. **Schrittweise auf weitere Seiten ausweiten**
|
||||
171
docs/3D_ASSETS_STRUCTURE.md
Normal file
171
docs/3D_ASSETS_STRUCTURE.md
Normal file
@@ -0,0 +1,171 @@
|
||||
# 3D-Assets Struktur für Falukant
|
||||
|
||||
## Verzeichnisstruktur
|
||||
|
||||
```
|
||||
frontend/public/
|
||||
models/
|
||||
3d/
|
||||
falukant/
|
||||
characters/
|
||||
male.glb # Basis-Modell männlich
|
||||
female.glb # Basis-Modell weiblich
|
||||
male_child.glb # Männlich, Kind (0-9 Jahre)
|
||||
male_teen.glb # Männlich, Teenager (10-17 Jahre)
|
||||
male_adult.glb # Männlich, Erwachsen (18-39 Jahre)
|
||||
male_middle.glb # Männlich, Mittelalter (40-59 Jahre)
|
||||
male_elder.glb # Männlich, Älter (60+ Jahre)
|
||||
female_child.glb # Weiblich, Kind
|
||||
female_teen.glb # Weiblich, Teenager
|
||||
female_adult.glb # Weiblich, Erwachsen
|
||||
female_middle.glb # Weiblich, Mittelalter
|
||||
female_elder.glb # Weiblich, Älter
|
||||
buildings/
|
||||
house/
|
||||
house_small.glb # Kleines Haus
|
||||
house_medium.glb # Mittleres Haus
|
||||
house_large.glb # Großes Haus
|
||||
factory/
|
||||
factory_basic.glb # Basis-Fabrik
|
||||
factory_advanced.glb # Erweiterte Fabrik
|
||||
church/
|
||||
church.glb # Kirche
|
||||
bank/
|
||||
bank.glb # Bank
|
||||
objects/
|
||||
weapons/
|
||||
sword.glb
|
||||
shield.glb
|
||||
items/
|
||||
coin.glb
|
||||
gift.glb
|
||||
effects/
|
||||
particles/
|
||||
money.glb # Geld-Effekt
|
||||
health.glb # Gesundheits-Effekt
|
||||
```
|
||||
|
||||
## Namenskonventionen
|
||||
|
||||
### Charaktere
|
||||
- Format: `{gender}[_{ageRange}].glb`
|
||||
- Beispiele:
|
||||
- `male.glb` - Basis-Modell männlich (Fallback)
|
||||
- `female.glb` - Basis-Modell weiblich (Fallback)
|
||||
- `male_adult.glb` - Männlich, Erwachsen
|
||||
- `female_teen.glb` - Weiblich, Teenager
|
||||
|
||||
### Gebäude
|
||||
- Format: `{buildingType}_{variant}.glb`
|
||||
- Beispiele:
|
||||
- `house_small.glb`
|
||||
- `factory_basic.glb`
|
||||
- `church.glb`
|
||||
|
||||
### Objekte
|
||||
- Format: `{category}/{item}.glb`
|
||||
- Beispiele:
|
||||
- `weapons/sword.glb`
|
||||
- `items/coin.glb`
|
||||
|
||||
## Altersbereiche
|
||||
|
||||
Die Altersbereiche werden automatisch bestimmt:
|
||||
|
||||
```javascript
|
||||
// In CharacterModel3D.vue
|
||||
getAgeRange(age) {
|
||||
if (age < 10) return 'child';
|
||||
if (age < 18) return 'teen';
|
||||
if (age < 40) return 'adult';
|
||||
if (age < 60) return 'middle';
|
||||
return 'elder';
|
||||
}
|
||||
```
|
||||
|
||||
**Fallback-Verhalten:**
|
||||
- Wenn kein spezifisches Modell für den Altersbereich existiert, wird das Basis-Modell (`male.glb` / `female.glb`) verwendet
|
||||
- Dies ermöglicht schrittweise Erweiterung ohne Breaking Changes
|
||||
|
||||
## Dateigrößen-Empfehlungen
|
||||
|
||||
- **Charaktere**: 100KB - 500KB (komprimiert)
|
||||
- **Gebäude**: 200KB - 1MB (komprimiert)
|
||||
- **Objekte**: 10KB - 100KB (komprimiert)
|
||||
|
||||
## Optimierung
|
||||
|
||||
### Vor dem Hochladen:
|
||||
1. **Blender** öffnen
|
||||
2. **Decimate Modifier** anwenden (falls nötig)
|
||||
3. **Texturen komprimieren** (WebP, max 1024x1024)
|
||||
4. **GLB Export** mit:
|
||||
- Compression aktiviert
|
||||
- Texturen eingebettet
|
||||
- Unnötige Animationen entfernt
|
||||
|
||||
### Komprimierung:
|
||||
- Verwende `gltf-pipeline` oder `gltf-transform` für weitere Komprimierung
|
||||
- Ziel: < 500KB pro Modell
|
||||
|
||||
## Verwendung im Code
|
||||
|
||||
```vue
|
||||
<!-- CharacterModel3D.vue -->
|
||||
<CharacterModel3D
|
||||
:gender="character.gender"
|
||||
:age="character.age"
|
||||
/>
|
||||
|
||||
<!-- Automatisch wird geladen: -->
|
||||
<!-- /models/3d/falukant/characters/male_adult.glb -->
|
||||
<!-- Falls nicht vorhanden: male.glb -->
|
||||
```
|
||||
|
||||
## Erweiterte Struktur (Optional)
|
||||
|
||||
Für komplexere Szenarien:
|
||||
|
||||
```
|
||||
frontend/public/
|
||||
models/
|
||||
3d/
|
||||
falukant/
|
||||
characters/
|
||||
{gender}/
|
||||
base/
|
||||
{gender}.glb # Basis-Modell
|
||||
ages/
|
||||
{gender}_{ageRange}.glb
|
||||
variants/
|
||||
{gender}_{variant}.glb # Z.B. verschiedene Outfits
|
||||
```
|
||||
|
||||
## Wartung
|
||||
|
||||
### Neue Modelle hinzufügen:
|
||||
1. GLB-Datei in entsprechendes Verzeichnis kopieren
|
||||
2. Namenskonvention beachten
|
||||
3. Dateigröße prüfen (< 500KB empfohlen)
|
||||
4. Im Browser testen
|
||||
|
||||
### Modelle aktualisieren:
|
||||
1. Alte Datei ersetzen
|
||||
2. Browser-Cache leeren (oder Versionierung verwenden)
|
||||
3. Testen
|
||||
|
||||
### Versionierung (Optional):
|
||||
```
|
||||
characters/
|
||||
v1/
|
||||
male.glb
|
||||
v2/
|
||||
male.glb
|
||||
```
|
||||
|
||||
## Performance-Tipps
|
||||
|
||||
1. **Lazy Loading**: Modelle nur laden, wenn benötigt
|
||||
2. **Preloading**: Wichtige Modelle vorladen
|
||||
3. **Caching**: Browser-Cache nutzen
|
||||
4. **CDN**: Für Produktion CDN verwenden
|
||||
159
docs/3D_MODEL_CREATION_TOOLS.md
Normal file
159
docs/3D_MODEL_CREATION_TOOLS.md
Normal file
@@ -0,0 +1,159 @@
|
||||
# 3D-Modell-Erstellung für Falukant
|
||||
|
||||
## KI-basierte Tools (Empfohlen)
|
||||
|
||||
### 1. **Rodin** ⭐⭐⭐⭐⭐
|
||||
- **URL**: https://rodin.io/
|
||||
- **Preis**: Kostenlos (mit Limits), Premium verfügbar
|
||||
- **Features**:
|
||||
- Text-zu-3D (z.B. "medieval character", "house")
|
||||
- Sehr gute Qualität
|
||||
- Export als GLB/GLTF
|
||||
- **Gut für**: Charaktere, Gebäude, Objekte
|
||||
|
||||
### 2. **Meshy** ⭐⭐⭐⭐⭐
|
||||
- **URL**: https://www.meshy.ai/
|
||||
- **Preis**: Kostenlos (mit Limits), ab $9/monat
|
||||
- **Features**:
|
||||
- Text-zu-3D
|
||||
- Bild-zu-3D
|
||||
- Textur-Generierung
|
||||
- Export als GLB/OBJ/FBX
|
||||
- **Gut für**: Alle Arten von Modellen
|
||||
|
||||
### 3. **Luma AI Genie** ⭐⭐⭐⭐
|
||||
- **URL**: https://lumalabs.ai/genie
|
||||
- **Preis**: Kostenlos (Beta)
|
||||
- **Features**:
|
||||
- Text-zu-3D
|
||||
- Sehr schnell
|
||||
- Export als GLB
|
||||
- **Gut für**: Schnelle Prototypen
|
||||
|
||||
### 4. **CSM (Common Sense Machines)** ⭐⭐⭐⭐
|
||||
- **URL**: https://csm.ai/
|
||||
- **Preis**: Kostenlos (mit Limits)
|
||||
- **Features**:
|
||||
- Text-zu-3D
|
||||
- Bild-zu-3D
|
||||
- Export als GLB/USD
|
||||
- **Gut für**: Verschiedene Objekte
|
||||
|
||||
### 5. **Tripo AI** ⭐⭐⭐⭐
|
||||
- **URL**: https://www.tripo3d.ai/
|
||||
- **Preis**: Kostenlos (mit Limits), Premium verfügbar
|
||||
- **Features**:
|
||||
- Text-zu-3D
|
||||
- Bild-zu-3D
|
||||
- Export als GLB/FBX/OBJ
|
||||
- **Gut für**: Charaktere und Objekte
|
||||
|
||||
### 6. **Masterpiece Studio** ⭐⭐⭐
|
||||
- **URL**: https://masterpiecestudio.com/
|
||||
- **Preis**: Ab $9/monat
|
||||
- **Features**:
|
||||
- Text-zu-3D
|
||||
- VR-Unterstützung
|
||||
- Export als GLB/FBX
|
||||
- **Gut für**: Professionelle Modelle
|
||||
|
||||
## Traditionelle Tools (Für Nachbearbeitung)
|
||||
|
||||
### 1. **Blender** (Kostenlos) ⭐⭐⭐⭐⭐
|
||||
- **URL**: https://www.blender.org/
|
||||
- **Features**:
|
||||
- Vollständige 3D-Suite
|
||||
- GLB/GLTF Export
|
||||
- Optimierung von KI-generierten Modellen
|
||||
- **Gut für**: Nachbearbeitung, Optimierung, Animationen
|
||||
|
||||
### 2. **Sketchfab** (Modelle kaufen/laden)
|
||||
- **URL**: https://sketchfab.com/
|
||||
- **Preis**: Kostenlos (CC0 Modelle), Premium Modelle kostenpflichtig
|
||||
- **Features**:
|
||||
- Millionen von 3D-Modellen
|
||||
- Viele kostenlose CC0 Modelle
|
||||
- GLB/GLTF Download
|
||||
- **Gut für**: Vorgefertigte Modelle, Inspiration
|
||||
|
||||
## Empfohlener Workflow
|
||||
|
||||
### Für Falukant-Charaktere:
|
||||
1. **Rodin** oder **Meshy** verwenden
|
||||
2. Prompt: "medieval character, male/female, simple style, low poly, game ready"
|
||||
3. Export als GLB
|
||||
4. In **Blender** optimieren (falls nötig)
|
||||
5. Texturen anpassen
|
||||
|
||||
### Für Gebäude:
|
||||
1. **Meshy** oder **Tripo AI** verwenden
|
||||
2. Prompt: "medieval house, simple, low poly, game ready, front view"
|
||||
3. Export als GLB
|
||||
4. In **Blender** optimieren
|
||||
5. Mehrere Varianten erstellen (Haus, Fabrik, Kirche)
|
||||
|
||||
### Für Objekte:
|
||||
1. **Sketchfab** durchsuchen (kostenlose CC0 Modelle)
|
||||
2. Oder **Meshy** für spezifische Objekte
|
||||
3. Export als GLB
|
||||
4. Optimieren falls nötig
|
||||
|
||||
## Prompt-Beispiele für Falukant
|
||||
|
||||
### Charakter:
|
||||
```
|
||||
"medieval character, [male/female], simple low poly style,
|
||||
game ready, neutral pose, front view, no background,
|
||||
GLB format, optimized for web"
|
||||
```
|
||||
|
||||
### Haus:
|
||||
```
|
||||
"medieval house, simple low poly style, game ready,
|
||||
front view, no background, GLB format, optimized for web"
|
||||
```
|
||||
|
||||
### Fabrik:
|
||||
```
|
||||
"medieval factory building, simple low poly style,
|
||||
game ready, front view, no background, GLB format"
|
||||
```
|
||||
|
||||
### Wappen:
|
||||
```
|
||||
"medieval coat of arms shield, simple low poly style,
|
||||
game ready, front view, no background, GLB format"
|
||||
```
|
||||
|
||||
## Optimierung für Web
|
||||
|
||||
### Nach der Erstellung:
|
||||
1. **Blender** öffnen
|
||||
2. **Decimate Modifier** anwenden (weniger Polygone)
|
||||
3. **Texture** komprimieren (WebP, 512x512 oder 1024x1024)
|
||||
4. **GLB Export** mit:
|
||||
- Compression aktiviert
|
||||
- Texturen eingebettet
|
||||
- Normals und Tangents berechnet
|
||||
|
||||
### Größen-Richtlinien:
|
||||
- **Charaktere**: 2000-5000 Polygone
|
||||
- **Gebäude**: 1000-3000 Polygone
|
||||
- **Objekte**: 100-1000 Polygone
|
||||
- **Texturen**: 512x512 oder 1024x1024 (nicht größer)
|
||||
|
||||
## Kostenlose Alternativen
|
||||
|
||||
### Wenn KI-Tools Limits haben:
|
||||
1. **Sketchfab** durchsuchen (CC0 Modelle)
|
||||
2. **Poly Haven** (https://polyhaven.com/) - kostenlose Assets
|
||||
3. **Kenney.nl** - kostenlose Game Assets
|
||||
4. **OpenGameArt.org** - kostenlose Game Assets
|
||||
|
||||
## Nächste Schritte
|
||||
|
||||
1. **Rodin** oder **Meshy** testen
|
||||
2. Ersten Charakter erstellen
|
||||
3. Als GLB exportieren
|
||||
4. In Three.js testen
|
||||
5. Bei Bedarf optimieren
|
||||
334
docs/BLENDER_RIGGING_GUIDE.md
Normal file
334
docs/BLENDER_RIGGING_GUIDE.md
Normal file
@@ -0,0 +1,334 @@
|
||||
# Blender Rigging-Anleitung für Falukant-Charaktere
|
||||
|
||||
Diese Anleitung erklärt, wie du Bones/Gelenke zu deinen 3D-Modellen in Blender hinzufügst, damit sie animiert werden können.
|
||||
|
||||
## Voraussetzungen
|
||||
|
||||
- Blender (kostenlos, https://www.blender.org/)
|
||||
- GLB-Modell von meshy.ai oder anderen Quellen
|
||||
|
||||
## Schritt-für-Schritt Anleitung
|
||||
|
||||
### 1. Modell in Blender importieren
|
||||
|
||||
1. Öffne Blender
|
||||
2. Gehe zu `File` → `Import` → `glTF 2.0 (.glb/.gltf)`
|
||||
3. Wähle dein Modell aus
|
||||
4. Das Modell sollte jetzt in der Szene erscheinen
|
||||
|
||||
### 2. Modell vorbereiten
|
||||
|
||||
1. Stelle sicher, dass das Modell im **Object Mode** ist (Tab drücken, falls im Edit Mode)
|
||||
2. Wähle das Modell aus (Linksklick)
|
||||
3. Drücke `Alt + G` um die Position auf (0, 0, 0) zu setzen
|
||||
4. Drücke `Alt + R` um die Rotation zurückzusetzen
|
||||
5. Drücke `Alt + S` um die Skalierung auf 1 zu setzen
|
||||
|
||||
### 3. Rigging (Bones hinzufügen)
|
||||
|
||||
#### Option A: Automatisches Rigging mit Rigify (Empfohlen)
|
||||
|
||||
1. **Rigify aktivieren:**
|
||||
- Gehe zu `Edit` → `Preferences` (oder `Blender` → `Preferences` auf Mac)
|
||||
- Klicke auf den Tab **"Add-ons"** (links im Fenster)
|
||||
- Im Suchfeld oben rechts tippe: **"rigify"** (ohne Anführungszeichen)
|
||||
- Du solltest "Rigify: Auto-rigging system" sehen
|
||||
- Aktiviere das **Häkchen** neben "Rigify"
|
||||
- Das Add-on ist jetzt aktiviert
|
||||
- Schließe das Preferences-Fenster
|
||||
|
||||
**Alternative Wege zu Preferences:**
|
||||
- Windows/Linux: `Edit` → `Preferences`
|
||||
- Mac: `Blender` → `Preferences`
|
||||
- Oder: `Ctrl + ,` (Strg + Komma)
|
||||
|
||||
2. **Rigify-Rig hinzufügen:**
|
||||
- Stelle sicher, dass du im **Object Mode** bist (Tab drücken, falls im Edit Mode)
|
||||
- Wähle das Modell aus (oder nichts, das Rig wird separat erstellt)
|
||||
- Drücke `Shift + A` (Add Menu)
|
||||
- Wähle **`Armature`** aus
|
||||
- In der Liste siehst du jetzt **`Human (Meta-Rig)`** - klicke darauf
|
||||
- Ein Basis-Rig wird in der Szene erstellt
|
||||
|
||||
**Falls "Human (Meta-Rig)" nicht erscheint:**
|
||||
- Stelle sicher, dass Rigify aktiviert ist (siehe Schritt 1)
|
||||
- Starte Blender neu, falls nötig
|
||||
- Prüfe, ob du die neueste Blender-Version hast (Rigify ist ab Version 2.8+ verfügbar)
|
||||
|
||||
3. **Rig positionieren und anpassen:**
|
||||
|
||||
**Schritt 1: Rig zum Modell bewegen**
|
||||
- Stelle sicher, dass du im **Object Mode** bist (Tab drücken)
|
||||
- Wähle das **Armature** aus (nicht das Modell)
|
||||
- Drücke `G` (Grab/Move) und bewege das Rig zum Modell
|
||||
- Oder: Drücke `Alt + G` um die Position zurückzusetzen, dann `G` + `X`, `Y` oder `Z` für eine Achse
|
||||
|
||||
**Schritt 2: Rig skalieren (falls zu groß/klein)**
|
||||
- Wähle das Armature aus
|
||||
- Drücke `S` (Scale) und skaliere das Rig
|
||||
- Oder: `S` + `X`, `Y` oder `Z` für eine Achse
|
||||
- Tipp: Drücke `Shift + X` (oder Y/Z) um diese Achse auszuschließen
|
||||
|
||||
**Schritt 3: Einzelne Bones anpassen**
|
||||
- Wähle das Armature aus
|
||||
- Wechsle in den **Edit Mode** (Tab)
|
||||
- Wähle einen Bone aus (Linksklick)
|
||||
- Drücke `G` um ihn zu bewegen
|
||||
- Drücke `E` um einen neuen Bone zu extrudieren
|
||||
- Drücke `R` um einen Bone zu rotieren
|
||||
- Drücke `S` um einen Bone zu skalieren
|
||||
|
||||
**Wichtige Bones zum Anpassen:**
|
||||
- **Root/Spine** - Sollte in der Mitte des Körpers sein (Hüfthöhe)
|
||||
- **Spine1/Spine2** - Entlang der Wirbelsäule
|
||||
- **Neck/Head** - Am Hals und Kopf
|
||||
- **Shoulders** - An den Schultern
|
||||
- **Arms** - Entlang der Arme
|
||||
- **Legs** - Entlang der Beine
|
||||
|
||||
**Tipp:** Nutze die Zahlenansicht (Numpad) um die Positionen genau zu sehen
|
||||
|
||||
4. **Rig generieren:**
|
||||
- Wechsle zurück in den **Object Mode** (Tab drücken)
|
||||
- Wähle das **Meta-Rig (Armature)** aus (nicht das Modell!) - sollte im Outliner blau markiert sein
|
||||
|
||||
**Methode 1: Rigify-Button in der Toolbar (Einfachste Methode)**
|
||||
- Oben in der Toolbar siehst du den Button **"Rigify"** (neben "Object")
|
||||
- Klicke auf **"Rigify"** → **"Generate Rig"**
|
||||
- Ein vollständiges Rig wird erstellt (dies kann einen Moment dauern)
|
||||
|
||||
**Methode 2: Properties-Panel (Alternative)**
|
||||
- Im **Properties-Panel** (rechts):
|
||||
- Klicke auf das **Wrench-Icon** (Modifier Properties) in der linken Toolbar
|
||||
- Oder: Klicke auf das **Bone-Icon** (Armature Properties)
|
||||
- Scrolle durch die Tabs, bis du **"Rigify"** oder **"Rigify Generation"** siehst
|
||||
- In diesem Tab findest du den Button **"Generate Rig"**
|
||||
- Klicke auf **"Generate Rig"**
|
||||
|
||||
**Wichtig:** Nach dem Generieren kannst du das Rig weiter anpassen, aber du musst es im **Pose Mode** tun (nicht Edit Mode)
|
||||
|
||||
**Die richtigen Tabs im Properties-Panel (von oben nach unten):**
|
||||
- 📐 **Object Properties** (Würfel-Icon) - hier findest du Transform, etc.
|
||||
- 🦴 **Armature Properties** (Bone-Icon) - hier findest du Armature-Einstellungen
|
||||
- 🔧 **Modifier Properties** (Wrench-Icon) - hier sollte der **Rigify-Tab** sein!
|
||||
- 🌍 **World Properties** (Globus-Icon) - NICHT hier suchen!
|
||||
|
||||
**Falls du den Rigify-Tab nicht siehst:**
|
||||
- Stelle sicher, dass das **Meta-Rig** (nicht ein bereits generiertes Rig) ausgewählt ist
|
||||
- Klicke auf das **Wrench-Icon** (Modifier Properties) in der linken Toolbar
|
||||
- Der Rigify-Tab sollte dort erscheinen
|
||||
|
||||
#### Option B: Manuelles Rigging
|
||||
|
||||
1. **Armature erstellen:**
|
||||
- Drücke `Shift + A` → `Armature`
|
||||
- Ein Bone wird erstellt
|
||||
|
||||
2. **Bones hinzufügen:**
|
||||
- Wechsle in den **Edit Mode** (Tab)
|
||||
- Wähle den Root-Bone aus
|
||||
- Drücke `E` um einen neuen Bone zu extrudieren
|
||||
- Erstelle die wichtigsten Bones:
|
||||
- **Spine/Spine1/Spine2** - Wirbelsäule
|
||||
- **Neck/Head** - Hals und Kopf
|
||||
- **LeftArm/LeftForeArm/LeftHand** - Linker Arm
|
||||
- **RightArm/RightForeArm/RightHand** - Rechter Arm
|
||||
- **LeftUpLeg/LeftLeg/LeftFoot** - Linkes Bein
|
||||
- **RightUpLeg/RightLeg/RightFoot** - Rechtes Bein
|
||||
|
||||
3. **Bone-Namen vergeben:**
|
||||
- Wähle jeden Bone aus
|
||||
- Im Properties-Panel (rechts) unter "Bone" kannst du den Namen ändern
|
||||
- **Wichtig:** Verwende diese Namen für die Animation:
|
||||
- `LeftArm`, `RightArm`
|
||||
- `LeftForeArm`, `RightForeArm`
|
||||
- `LeftHand`, `RightHand`
|
||||
- `LeftUpLeg`, `RightUpLeg`
|
||||
- `LeftLeg`, `RightLeg`
|
||||
- `LeftFoot`, `RightFoot`
|
||||
- `Neck`, `Head`
|
||||
- `Spine`, `Spine1`, `Spine2`
|
||||
|
||||
### 4. Modell an Bones binden (Skinning)
|
||||
|
||||
1. **Beide Objekte auswählen:**
|
||||
- Wähle zuerst das **Mesh** aus
|
||||
- Dann wähle das **Armature** aus (Shift + Linksklick)
|
||||
- Drücke `Ctrl + P` → `With Automatic Weights`
|
||||
- Blender berechnet automatisch, welche Vertices zu welchen Bones gehören
|
||||
|
||||
2. **Weights überprüfen:**
|
||||
- Wähle das Mesh aus
|
||||
- Wechsle in den **Weight Paint Mode** (Dropdown oben)
|
||||
- Wähle einen Bone aus (rechts im Properties-Panel)
|
||||
- Rot = vollständig gebunden, Blau = nicht gebunden
|
||||
- Falls nötig, kannst du die Weights manuell anpassen
|
||||
|
||||
### 5. Test-Animation erstellen (Optional)
|
||||
|
||||
1. **Pose Mode aktivieren:**
|
||||
- Wähle das **generierte Rig** aus (nicht das Meta-Rig!)
|
||||
- Wechsle in den **Pose Mode** (Dropdown oben: "Object Mode" → "Pose Mode")
|
||||
- Oder: `Ctrl + Tab` → "Pose Mode"
|
||||
|
||||
2. **Bone auswählen:**
|
||||
- **Wichtig:** Arbeite im **3D-Viewport** (Hauptfenster), nicht nur im Outliner!
|
||||
- **Rigify-Bone-Namen** (nach dem Generieren):
|
||||
- Für **Knie beugen**: `Leg.L (IK)` oder `Leg.L (FK)` (nicht "Tweak"!)
|
||||
- Für **Hand anheben**: `Arm.L (IK)` oder `Arm.L (FK)`
|
||||
- Für **Fuß bewegen**: `Leg.L (IK)` (der Fuß-Controller)
|
||||
- **IK** = Inverse Kinematics (einfacher, empfohlen für Anfänger)
|
||||
- **FK** = Forward Kinematics (mehr Kontrolle)
|
||||
- **Tweak** = Feinabstimmungen (für später, nicht für Hauptanimationen)
|
||||
- Klicke auf einen **Bone** im **3D-Viewport** (nicht im Outliner!)
|
||||
- Der Bone sollte orange/ausgewählt sein und im Viewport sichtbar sein
|
||||
- **Tipp:** Nutze `X-Ray Mode` (Button oben im Viewport) um Bones besser zu sehen
|
||||
- **Tipp:** Im Outliner kannst du Bones finden, aber die Animation machst du im Viewport
|
||||
|
||||
3. **Bone animieren:**
|
||||
- Wähle z.B. `hand.L` (linke Hand) aus
|
||||
- Drücke `R` (Rotate) und rotiere den Bone
|
||||
- Oder: `R` + `Z` (um Z-Achse rotieren)
|
||||
- Oder: `R` + `X` (um X-Achse rotieren)
|
||||
- Bewege die Maus → Linksklick zum Bestätigen
|
||||
- **Beispiel für Hand anheben:** `hand.L` → `R` → `Z` → nach oben bewegen
|
||||
|
||||
4. **Animation aufnehmen (Timeline):**
|
||||
- Unten siehst du die **Timeline** (falls nicht sichtbar: `Shift + F12` oder `Window` → `Animation` → `Timeline`)
|
||||
- Stelle den Frame auf **1** (Anfang)
|
||||
- Wähle den Bone aus und positioniere ihn in der **Ausgangsposition**
|
||||
- Drücke `I` (Insert Keyframe) → wähle **"Rotation"** (oder "Location" falls bewegt)
|
||||
- Ein Keyframe wird erstellt (gelber Punkt in der Timeline)
|
||||
- Stelle den Frame auf **30** (oder einen anderen Frame)
|
||||
- Rotiere/Bewege den Bone in die **Zielposition** (z.B. Hand nach oben)
|
||||
- Drücke wieder `I` → **"Rotation"** (oder "Location")
|
||||
- Stelle den Frame auf **60** (Rückkehr zur Ausgangsposition)
|
||||
- Rotiere den Bone zurück zur Ausgangsposition
|
||||
- Drücke `I` → **"Rotation"**
|
||||
- Drücke **Play** (Leertaste) um die Animation zu sehen
|
||||
|
||||
5. **Animation testen:**
|
||||
- Die Animation sollte jetzt in einer Schleife abgespielt werden
|
||||
- Du kannst weitere Keyframes hinzufügen (Frame 90, 120, etc.)
|
||||
- **Tipp:** Nutze `Alt + A` um die Animation zu stoppen
|
||||
|
||||
### 6. Modell exportieren
|
||||
|
||||
1. **Beide Objekte auswählen:**
|
||||
- Wähle das **Mesh** aus
|
||||
- Shift + Linksklick auf das **generierte Rig** (nicht das Meta-Rig!)
|
||||
|
||||
2. **Exportieren:**
|
||||
- Gehe zu `File` → `Export` → `glTF 2.0 (.glb/.gltf)`
|
||||
- Wähle `.glb` Format
|
||||
- Stelle sicher, dass folgende Optionen aktiviert sind:
|
||||
- ✅ **Include** → **Selected Objects**
|
||||
- ✅ **Transform** → **+Y Up**
|
||||
- ✅ **Geometry** → **Apply Modifiers**
|
||||
- ✅ **Animation** → **Bake Animation** (wichtig für Animationen!)
|
||||
- ✅ **Animation** → **Always Sample Animations** (falls Animationen nicht korrekt exportiert werden)
|
||||
- Klicke auf "Export glTF 2.0"
|
||||
|
||||
### 7. Modell testen
|
||||
|
||||
1. Kopiere die exportierte `.glb` Datei nach:
|
||||
```
|
||||
frontend/public/models/3d/falukant/characters/
|
||||
```
|
||||
2. Lade die Seite neu
|
||||
3. Die Bones sollten jetzt automatisch erkannt und animiert werden
|
||||
4. **Animationen testen:**
|
||||
- Öffne die Browser-Konsole (F12)
|
||||
- Du solltest sehen: `[ThreeScene] Found X animation(s)`
|
||||
- Die Animationen sollten automatisch abgespielt werden
|
||||
- Falls keine Animationen vorhanden sind, werden die Bones trotzdem mit Idle-Animationen bewegt
|
||||
|
||||
## Rig anpassen - Detaillierte Anleitung
|
||||
|
||||
### Rig nach dem Generieren anpassen
|
||||
|
||||
Wenn das Rigify-Rig generiert wurde, aber nicht perfekt passt:
|
||||
|
||||
1. **Pose Mode verwenden:**
|
||||
- Wähle das generierte Armature aus
|
||||
- Wechsle in den **Pose Mode** (Dropdown oben, oder Strg+Tab → Pose Mode)
|
||||
- Hier kannst du die Bones bewegen, ohne die Struktur zu zerstören
|
||||
|
||||
2. **Rig neu generieren (falls nötig):**
|
||||
- Falls das Rig komplett neu positioniert werden muss:
|
||||
- Lösche das generierte Rig (X → Delete)
|
||||
- Gehe zurück zum Meta-Rig
|
||||
- Passe das Meta-Rig im Edit Mode an
|
||||
- Generiere das Rig erneut
|
||||
|
||||
3. **Snap to Mesh (Hilfsmittel):**
|
||||
- Im Edit Mode: `Shift + Tab` um Snap zu aktivieren
|
||||
- Oder: Rechtsklick auf das Snap-Symbol (Magnet) oben
|
||||
- Wähle "Face" oder "Vertex" als Snap-Target
|
||||
- Jetzt werden Bones automatisch am Mesh ausgerichtet
|
||||
|
||||
### Häufige Probleme und Lösungen
|
||||
|
||||
**Problem: Rig ist zu groß/klein**
|
||||
- Lösung: Im Object Mode das Armature auswählen und mit `S` skalieren
|
||||
|
||||
**Problem: Rig ist an falscher Position**
|
||||
- Lösung: Im Object Mode mit `G` bewegen, oder `Alt + G` zurücksetzen
|
||||
|
||||
**Problem: Einzelne Bones passen nicht**
|
||||
- Lösung: Im Edit Mode die Bones einzeln anpassen (`G` zum Bewegen)
|
||||
|
||||
**Problem: Nach dem Generieren passt es nicht mehr**
|
||||
- Lösung: Passe das Meta-Rig an und generiere neu, oder verwende Pose Mode
|
||||
|
||||
## Tipps und Tricks
|
||||
|
||||
### Bone-Namen für automatische Erkennung
|
||||
|
||||
Die Komponente erkennt Bones anhand ihrer Namen. Verwende diese Keywords:
|
||||
- `arm` - für Arme
|
||||
- `hand` oder `wrist` - für Hände
|
||||
- `leg` oder `knee` - für Beine
|
||||
- `foot` oder `ankle` - für Füße
|
||||
- `shoulder` - für Schultern
|
||||
- `elbow` - für Ellbogen
|
||||
|
||||
### Einfacheres Rigging mit Mixamo
|
||||
|
||||
Alternativ kannst du:
|
||||
1. Dein Modell auf [Mixamo](https://www.mixamo.com/) hochladen
|
||||
2. Automatisches Rigging durchführen lassen
|
||||
3. Das geriggte Modell herunterladen
|
||||
4. In Blender importieren und anpassen
|
||||
|
||||
### Performance-Optimierung
|
||||
|
||||
- Verwende nicht zu viele Bones (max. 50-100 für Charaktere)
|
||||
- Entferne unnötige Bones vor dem Export
|
||||
- Teste die Animation im Browser, bevor du das finale Modell exportierst
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Bones werden nicht erkannt
|
||||
|
||||
- Prüfe die Bone-Namen (müssen `arm`, `hand`, `leg`, etc. enthalten)
|
||||
- Stelle sicher, dass das Modell korrekt an die Bones gebunden ist
|
||||
- Öffne die Browser-Konsole und prüfe die Logs: `[ThreeScene] Found X bones for animation`
|
||||
|
||||
### Modell verformt sich falsch
|
||||
|
||||
- Überprüfe die Weights im Weight Paint Mode
|
||||
- Passe die Bone-Positionen an
|
||||
- Stelle sicher, dass alle Vertices korrekt zugewiesen sind
|
||||
|
||||
### Export schlägt fehl
|
||||
|
||||
- Stelle sicher, dass beide Objekte (Mesh + Armature) ausgewählt sind
|
||||
- Prüfe, ob das Modell im Object Mode ist
|
||||
- Versuche es mit einem anderen Export-Format (.gltf statt .glb)
|
||||
|
||||
## Weitere Ressourcen
|
||||
|
||||
- [Blender Rigging Tutorial](https://www.youtube.com/results?search_query=blender+rigging+tutorial)
|
||||
- [Mixamo Auto-Rigging](https://www.mixamo.com/)
|
||||
- [Three.js GLTF Animation Guide](https://threejs.org/docs/#manual/en/introduction/Animation-system)
|
||||
7
frontend/package-lock.json
generated
7
frontend/package-lock.json
generated
@@ -21,6 +21,7 @@
|
||||
"dotenv": "^16.4.5",
|
||||
"mitt": "^3.0.1",
|
||||
"socket.io-client": "^4.8.1",
|
||||
"three": "^0.182.0",
|
||||
"vue": "~3.4.31",
|
||||
"vue-i18n": "^10.0.0-beta.2",
|
||||
"vue-multiselect": "^3.1.0",
|
||||
@@ -2834,6 +2835,12 @@
|
||||
"safe-buffer": "~5.2.0"
|
||||
}
|
||||
},
|
||||
"node_modules/three": {
|
||||
"version": "0.182.0",
|
||||
"resolved": "https://registry.npmjs.org/three/-/three-0.182.0.tgz",
|
||||
"integrity": "sha512-GbHabT+Irv+ihI1/f5kIIsZ+Ef9Sl5A1Y7imvS5RQjWgtTPfPnZ43JmlYI7NtCRDK9zir20lQpfg8/9Yd02OvQ==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/tinyglobby": {
|
||||
"version": "0.2.14",
|
||||
"resolved": "https://registry.npmjs.org/tinyglobby/-/tinyglobby-0.2.14.tgz",
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
"dotenv": "^16.4.5",
|
||||
"mitt": "^3.0.1",
|
||||
"socket.io-client": "^4.8.1",
|
||||
"three": "^0.182.0",
|
||||
"vue": "~3.4.31",
|
||||
"vue-i18n": "^10.0.0-beta.2",
|
||||
"vue-multiselect": "^3.1.0",
|
||||
|
||||
40
frontend/public/models/3d/falukant/characters/README.md
Normal file
40
frontend/public/models/3d/falukant/characters/README.md
Normal file
@@ -0,0 +1,40 @@
|
||||
# 3D-Charakter-Modelle
|
||||
|
||||
## Verzeichnisstruktur
|
||||
|
||||
Dieses Verzeichnis enthält die 3D-Modelle für Falukant-Charaktere.
|
||||
|
||||
## Dateinamen-Konvention
|
||||
|
||||
### Basis-Modelle (Fallback)
|
||||
- `male.glb` - Basis-Modell männlich
|
||||
- `female.glb` - Basis-Modell weiblich
|
||||
|
||||
### Altersspezifische Modelle
|
||||
- `male_toddler.glb` - Männlich, Kleinkind (0-3 Jahre)
|
||||
- `male_child.glb` - Männlich, Kind (4-7 Jahre)
|
||||
- `male_preteen.glb` - Männlich, Vor-Teenager (8-12 Jahre)
|
||||
- `male_teen.glb` - Männlich, Teenager (13-17 Jahre)
|
||||
- `male_adult.glb` - Männlich, Erwachsen (18+ Jahre)
|
||||
- `female_toddler.glb` - Weiblich, Kleinkind (0-3 Jahre)
|
||||
- `female_child.glb` - Weiblich, Kind (4-7 Jahre)
|
||||
- `female_preteen.glb` - Weiblich, Vor-Teenager (8-12 Jahre)
|
||||
- `female_teen.glb` - Weiblich, Teenager (13-17 Jahre)
|
||||
- `female_adult.glb` - Weiblich, Erwachsen (18+ Jahre)
|
||||
|
||||
## Fallback-Verhalten
|
||||
|
||||
Wenn kein spezifisches Modell für den Altersbereich existiert, wird automatisch das Basis-Modell (`male.glb` / `female.glb`) verwendet.
|
||||
|
||||
## Dateigröße
|
||||
|
||||
- Empfohlen: < 500KB pro Modell
|
||||
- Maximal: 1MB pro Modell
|
||||
|
||||
## Optimierung
|
||||
|
||||
Vor dem Hochladen:
|
||||
1. In Blender öffnen
|
||||
2. Decimate Modifier anwenden (falls nötig)
|
||||
3. Texturen komprimieren (WebP, max 1024x1024)
|
||||
4. GLB Export mit Compression aktiviert
|
||||
BIN
frontend/public/models/3d/falukant/characters/female.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/female.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/female_adult.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/female_adult.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/female_child.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/female_child.glb
Normal file
Binary file not shown.
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/female_preteen.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/female_preteen.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/female_teen.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/female_teen.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/female_toddler.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/female_toddler.glb
Normal file
Binary file not shown.
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/male.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/male.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/male_adult.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/male_adult.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/male_child.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/male_child.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/male_preteen.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/male_preteen.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/male_teen.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/male_teen.glb
Normal file
Binary file not shown.
BIN
frontend/public/models/3d/falukant/characters/male_toddler.glb
Normal file
BIN
frontend/public/models/3d/falukant/characters/male_toddler.glb
Normal file
Binary file not shown.
225
frontend/src/components/falukant/CharacterModel3D.vue
Normal file
225
frontend/src/components/falukant/CharacterModel3D.vue
Normal file
@@ -0,0 +1,225 @@
|
||||
<template>
|
||||
<div class="character-model-3d">
|
||||
<ThreeScene
|
||||
v-if="currentModelPath"
|
||||
:key="currentModelPath"
|
||||
:modelPath="currentModelPath"
|
||||
:autoRotate="autoRotate"
|
||||
:rotationSpeed="rotationSpeed"
|
||||
:cameraPosition="cameraPosition"
|
||||
:backgroundColor="backgroundColor"
|
||||
@model-loaded="onModelLoaded"
|
||||
@model-error="onModelError"
|
||||
@loading-progress="onLoadingProgress"
|
||||
/>
|
||||
<div v-if="loading" class="loading-overlay">
|
||||
<div class="loading-spinner"></div>
|
||||
<p v-if="loadingProgress > 0">{{ Math.round(loadingProgress) }}%</p>
|
||||
</div>
|
||||
<div v-if="error" class="error-overlay">
|
||||
<p>{{ error }}</p>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
import ThreeScene from './ThreeScene.vue';
|
||||
|
||||
export default {
|
||||
name: 'CharacterModel3D',
|
||||
components: {
|
||||
ThreeScene
|
||||
},
|
||||
props: {
|
||||
gender: {
|
||||
type: String,
|
||||
required: true,
|
||||
validator: (value) => ['male', 'female'].includes(value)
|
||||
},
|
||||
age: {
|
||||
type: Number,
|
||||
default: null
|
||||
},
|
||||
autoRotate: {
|
||||
type: Boolean,
|
||||
default: false
|
||||
},
|
||||
rotationSpeed: {
|
||||
type: Number,
|
||||
default: 0.5
|
||||
},
|
||||
cameraPosition: {
|
||||
type: Object,
|
||||
default: () => ({ x: 0, y: 1, z: 3 })
|
||||
},
|
||||
backgroundColor: {
|
||||
type: String,
|
||||
default: '#f0f0f0'
|
||||
}
|
||||
},
|
||||
data() {
|
||||
return {
|
||||
loading: true,
|
||||
loadingProgress: 0,
|
||||
error: null,
|
||||
currentModelPath: null
|
||||
};
|
||||
},
|
||||
computed: {
|
||||
baseModelPath() {
|
||||
const basePath = '/models/3d/falukant/characters';
|
||||
return `${basePath}/${this.gender}.glb`;
|
||||
},
|
||||
ageSpecificModelPath() {
|
||||
const ageRange = this.getAgeRange(this.age);
|
||||
if (!ageRange) return null;
|
||||
|
||||
const basePath = '/models/3d/falukant/characters';
|
||||
return `${basePath}/${this.gender}_${ageRange}.glb`;
|
||||
}
|
||||
},
|
||||
watch: {
|
||||
gender() {
|
||||
this.findAndLoadModel();
|
||||
},
|
||||
age() {
|
||||
this.findAndLoadModel();
|
||||
}
|
||||
},
|
||||
mounted() {
|
||||
this.findAndLoadModel();
|
||||
},
|
||||
methods: {
|
||||
getAgeRange(age) {
|
||||
if (age === null || age === undefined) return null;
|
||||
|
||||
// Verfügbare Altersbereiche: toddler, child, preteen, teen, adult
|
||||
// Alter ist in Tagen gespeichert (1 Tag = 1 Jahr)
|
||||
if (age < 4) return 'toddler'; // 0-3 Jahre
|
||||
if (age < 10) return 'child'; // 4-7 Jahre
|
||||
if (age < 13) return 'preteen'; // 8-12 Jahre
|
||||
if (age < 18) return 'teen'; // 13-17 Jahre
|
||||
return 'adult'; // 18+ Jahre
|
||||
},
|
||||
|
||||
async findAndLoadModel() {
|
||||
this.loading = true;
|
||||
this.error = null;
|
||||
|
||||
// Versuche zuerst altersspezifisches Modell, dann Basis-Modell
|
||||
const pathsToTry = [];
|
||||
if (this.ageSpecificModelPath) {
|
||||
pathsToTry.push(this.ageSpecificModelPath);
|
||||
}
|
||||
pathsToTry.push(this.baseModelPath);
|
||||
|
||||
// Prüfe welche Datei existiert
|
||||
for (const path of pathsToTry) {
|
||||
const exists = await this.checkFileExists(path);
|
||||
if (exists) {
|
||||
this.currentModelPath = path;
|
||||
console.log(`[CharacterModel3D] Using model: ${path}`);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback: Verwende Basis-Modell auch wenn Prüfung fehlschlägt
|
||||
this.currentModelPath = this.baseModelPath;
|
||||
console.warn(`[CharacterModel3D] Using fallback model: ${this.baseModelPath}`);
|
||||
},
|
||||
|
||||
async checkFileExists(path) {
|
||||
try {
|
||||
const response = await fetch(path, { method: 'HEAD' });
|
||||
if (!response.ok) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Prüfe Content-Type - sollte nicht HTML sein
|
||||
const contentType = response.headers.get('content-type') || '';
|
||||
const isHTML = contentType.includes('text/html') || contentType.includes('text/plain');
|
||||
|
||||
if (isHTML) {
|
||||
console.warn(`[CharacterModel3D] File ${path} returns HTML, probably doesn't exist`);
|
||||
return false;
|
||||
}
|
||||
|
||||
// GLB-Dateien können verschiedene Content-Types haben
|
||||
return true;
|
||||
} catch (error) {
|
||||
console.warn(`[CharacterModel3D] Error checking file ${path}:`, error);
|
||||
return false;
|
||||
}
|
||||
},
|
||||
|
||||
onModelLoaded(model) {
|
||||
this.loading = false;
|
||||
this.error = null;
|
||||
this.$emit('model-loaded', model);
|
||||
},
|
||||
|
||||
onModelError(error) {
|
||||
// Wenn ein Fehler auftritt und wir noch nicht das Basis-Modell verwenden
|
||||
if (this.currentModelPath !== this.baseModelPath) {
|
||||
console.warn('[CharacterModel3D] Model failed, trying fallback...');
|
||||
this.currentModelPath = this.baseModelPath;
|
||||
// Der Watch-Handler wird das Modell neu laden
|
||||
return;
|
||||
}
|
||||
|
||||
this.loading = false;
|
||||
this.error = 'Fehler beim Laden des 3D-Modells';
|
||||
console.error('Character model error:', error);
|
||||
this.$emit('model-error', error);
|
||||
},
|
||||
|
||||
onLoadingProgress(progress) {
|
||||
this.loadingProgress = progress;
|
||||
}
|
||||
}
|
||||
};
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.character-model-3d {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
position: relative;
|
||||
min-height: 400px;
|
||||
}
|
||||
|
||||
.loading-overlay,
|
||||
.error-overlay {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
right: 0;
|
||||
bottom: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
background: rgba(255, 255, 255, 0.9);
|
||||
z-index: 10;
|
||||
}
|
||||
|
||||
.loading-spinner {
|
||||
width: 40px;
|
||||
height: 40px;
|
||||
border: 4px solid #f3f3f3;
|
||||
border-top: 4px solid #F9A22C;
|
||||
border-radius: 50%;
|
||||
animation: spin 1s linear infinite;
|
||||
margin-bottom: 10px;
|
||||
}
|
||||
|
||||
@keyframes spin {
|
||||
0% { transform: rotate(0deg); }
|
||||
100% { transform: rotate(360deg); }
|
||||
}
|
||||
|
||||
.error-overlay p {
|
||||
color: #d32f2f;
|
||||
font-weight: bold;
|
||||
}
|
||||
</style>
|
||||
@@ -151,19 +151,6 @@ export default {
|
||||
|
||||
// Extrahiere Parameter aus value und effects
|
||||
params = this.extractParamsFromValue(value, n);
|
||||
|
||||
// Wenn value eine einfache Zahl ist (z.B. für overproduction), als value-Parameter verwenden
|
||||
if (typeof parsed.value === 'number') {
|
||||
params.value = parsed.value;
|
||||
}
|
||||
|
||||
// Weitere Parameter aus parsed extrahieren (z.B. branch_id)
|
||||
if (parsed.branch_id !== undefined) {
|
||||
params.branch_id = parsed.branch_id;
|
||||
}
|
||||
if (parsed.region_id !== undefined) {
|
||||
params.region_id = parsed.region_id;
|
||||
}
|
||||
}
|
||||
} catch (e) {
|
||||
// Bei Parse-Fehler: Alte Struktur unterstützen
|
||||
@@ -185,12 +172,9 @@ export default {
|
||||
if (value && value.title && value.description) {
|
||||
// Parameter aus effects extrahieren und formatieren
|
||||
const formattedParams = this.formatParams(params);
|
||||
// Zuerst Description interpolieren (für {amount} etc.), dann Effects hinzufügen
|
||||
let description = this.interpolateString(value.description, formattedParams);
|
||||
description = this.formatDescriptionWithEffects(description, value.effects || [], formattedParams);
|
||||
return {
|
||||
title: this.interpolateString(value.title, formattedParams),
|
||||
description: description
|
||||
description: this.formatDescriptionWithEffects(value.description, value.effects || [], formattedParams)
|
||||
};
|
||||
}
|
||||
|
||||
@@ -228,10 +212,6 @@ export default {
|
||||
const title = this.$t(titleKey, formattedParams);
|
||||
let description = this.$t(descKey, formattedParams);
|
||||
|
||||
// Stelle sicher, dass auch hier die Parameter interpoliert werden (für {amount} etc.)
|
||||
// Vue i18n interpoliert bereits, aber wir müssen sicherstellen, dass formatParams korrekt formatiert
|
||||
description = this.interpolateString(description, formattedParams);
|
||||
|
||||
// Füge Effect-Details hinzu, falls vorhanden
|
||||
if (value && value.effects) {
|
||||
description = this.formatDescriptionWithEffects(description, value.effects, formattedParams);
|
||||
@@ -254,27 +234,15 @@ export default {
|
||||
|
||||
// Geldbeträge formatieren
|
||||
if (params.amount !== undefined && params.amount !== null) {
|
||||
formatted.amount = this.formatMoney(Number(params.amount));
|
||||
formatted.amount = this.formatMoney(params.amount);
|
||||
}
|
||||
if (params.absolute !== undefined && params.absolute !== null) {
|
||||
formatted.amount = this.formatMoney(Number(params.absolute));
|
||||
formatted.amount = this.formatMoney(params.absolute);
|
||||
}
|
||||
if (params.percent !== undefined && params.percent !== null) {
|
||||
formatted.percent = `${params.percent > 0 ? '+' : ''}${params.percent.toFixed(1)}%`;
|
||||
}
|
||||
|
||||
// Einfache Werte (z.B. für overproduction)
|
||||
if (params.value !== undefined && params.value !== null) {
|
||||
formatted.value = Number(params.value);
|
||||
}
|
||||
|
||||
// Filiale-Information
|
||||
if (params.branch_id !== undefined && params.branch_id !== null) {
|
||||
formatted.branch_info = ` (Filiale #${params.branch_id})`;
|
||||
} else {
|
||||
formatted.branch_info = '';
|
||||
}
|
||||
|
||||
// Gesundheit formatieren
|
||||
if (params.change !== undefined && params.change !== null) {
|
||||
formatted.healthChange = params.change > 0 ? `+${params.change}` : `${params.change}`;
|
||||
|
||||
441
frontend/src/components/falukant/ThreeScene.vue
Normal file
441
frontend/src/components/falukant/ThreeScene.vue
Normal file
@@ -0,0 +1,441 @@
|
||||
<template>
|
||||
<div ref="container" class="three-scene-container"></div>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
import { markRaw } from 'vue';
|
||||
import * as THREE from 'three';
|
||||
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
|
||||
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
|
||||
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
|
||||
|
||||
export default {
|
||||
name: 'ThreeScene',
|
||||
props: {
|
||||
modelPath: {
|
||||
type: String,
|
||||
required: true
|
||||
},
|
||||
autoRotate: {
|
||||
type: Boolean,
|
||||
default: true
|
||||
},
|
||||
rotationSpeed: {
|
||||
type: Number,
|
||||
default: 0.5
|
||||
},
|
||||
cameraPosition: {
|
||||
type: Object,
|
||||
default: () => ({ x: 0, y: 1, z: 3 })
|
||||
},
|
||||
backgroundColor: {
|
||||
type: String,
|
||||
default: '#f0f0f0'
|
||||
}
|
||||
},
|
||||
data() {
|
||||
return {
|
||||
scene: null,
|
||||
camera: null,
|
||||
renderer: null,
|
||||
controls: null,
|
||||
model: null,
|
||||
animationId: null,
|
||||
mixer: null,
|
||||
clock: null,
|
||||
animationStartTime: 0,
|
||||
baseY: 0, // Basis-Y-Position für Bewegungsanimation
|
||||
bones: [] // Gespeicherte Bones für manuelle Animation
|
||||
};
|
||||
},
|
||||
mounted() {
|
||||
this.initScene();
|
||||
this.loadModel();
|
||||
this.animate();
|
||||
window.addEventListener('resize', this.onWindowResize);
|
||||
},
|
||||
beforeUnmount() {
|
||||
window.removeEventListener('resize', this.onWindowResize);
|
||||
if (this.animationId) {
|
||||
cancelAnimationFrame(this.animationId);
|
||||
}
|
||||
if (this.mixer) {
|
||||
this.mixer.stopAllAction();
|
||||
}
|
||||
if (this.renderer) {
|
||||
this.renderer.dispose();
|
||||
}
|
||||
if (this.model) {
|
||||
this.disposeModel(this.model);
|
||||
}
|
||||
},
|
||||
watch: {
|
||||
modelPath() {
|
||||
if (this.model) {
|
||||
this.disposeModel(this.model);
|
||||
this.model = null;
|
||||
}
|
||||
this.loadModel();
|
||||
},
|
||||
autoRotate(newVal) {
|
||||
if (this.controls) {
|
||||
this.controls.autoRotate = newVal;
|
||||
}
|
||||
}
|
||||
},
|
||||
methods: {
|
||||
initScene() {
|
||||
// Szene erstellen - markRaw verhindert Vue-Reaktivität
|
||||
this.scene = markRaw(new THREE.Scene());
|
||||
this.scene.background = new THREE.Color(this.backgroundColor);
|
||||
|
||||
// Kamera erstellen - markRaw verhindert Vue-Reaktivität
|
||||
this.camera = markRaw(new THREE.PerspectiveCamera(
|
||||
50,
|
||||
this.$refs.container.clientWidth / this.$refs.container.clientHeight,
|
||||
0.1,
|
||||
1000
|
||||
));
|
||||
this.camera.position.set(
|
||||
this.cameraPosition.x,
|
||||
this.cameraPosition.y,
|
||||
this.cameraPosition.z
|
||||
);
|
||||
|
||||
// Renderer erstellen - markRaw verhindert Vue-Reaktivität
|
||||
this.renderer = markRaw(new THREE.WebGLRenderer({
|
||||
antialias: true,
|
||||
alpha: true,
|
||||
powerPreference: 'high-performance'
|
||||
}));
|
||||
this.renderer.setSize(
|
||||
this.$refs.container.clientWidth,
|
||||
this.$refs.container.clientHeight
|
||||
);
|
||||
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2)); // Begrenzt für Performance
|
||||
this.renderer.shadowMap.enabled = true;
|
||||
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
||||
this.renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
||||
this.renderer.toneMappingExposure = 1.2; // Leicht erhöhte Helligkeit
|
||||
this.$refs.container.appendChild(this.renderer.domElement);
|
||||
|
||||
// Controls erstellen - markRaw verhindert Vue-Reaktivität
|
||||
this.controls = markRaw(new OrbitControls(this.camera, this.renderer.domElement));
|
||||
this.controls.enableDamping = true;
|
||||
this.controls.dampingFactor = 0.05;
|
||||
this.controls.autoRotate = false; // Rotation deaktiviert
|
||||
this.controls.enableRotate = false; // Manuelle Rotation deaktiviert
|
||||
this.controls.enableZoom = true;
|
||||
this.controls.enablePan = false;
|
||||
this.controls.minDistance = 2;
|
||||
this.controls.maxDistance = 5;
|
||||
|
||||
// Clock für Animationen
|
||||
this.clock = markRaw(new THREE.Clock());
|
||||
|
||||
// Verbesserte Beleuchtung
|
||||
// Umgebungslicht - heller für bessere Sichtbarkeit
|
||||
const ambientLight = markRaw(new THREE.AmbientLight(0xffffff, 1.0));
|
||||
this.scene.add(ambientLight);
|
||||
|
||||
// Hauptlicht von vorne oben (Key Light)
|
||||
const mainLight = markRaw(new THREE.DirectionalLight(0xffffff, 1.2));
|
||||
mainLight.position.set(3, 8, 4);
|
||||
mainLight.castShadow = true;
|
||||
mainLight.shadow.mapSize.width = 2048;
|
||||
mainLight.shadow.mapSize.height = 2048;
|
||||
mainLight.shadow.camera.near = 0.5;
|
||||
mainLight.shadow.camera.far = 50;
|
||||
this.scene.add(mainLight);
|
||||
|
||||
// Fülllicht von links (Fill Light)
|
||||
const fillLight = markRaw(new THREE.DirectionalLight(0xffffff, 0.6));
|
||||
fillLight.position.set(-4, 5, 3);
|
||||
this.scene.add(fillLight);
|
||||
|
||||
// Zusätzliches Licht von rechts (Rim Light)
|
||||
const rimLight = markRaw(new THREE.DirectionalLight(0xffffff, 0.5));
|
||||
rimLight.position.set(4, 3, -3);
|
||||
this.scene.add(rimLight);
|
||||
|
||||
// Punktlicht von oben für zusätzliche Helligkeit
|
||||
const pointLight = markRaw(new THREE.PointLight(0xffffff, 0.8, 20));
|
||||
pointLight.position.set(0, 6, 0);
|
||||
this.scene.add(pointLight);
|
||||
},
|
||||
|
||||
loadModel() {
|
||||
const loader = new GLTFLoader();
|
||||
|
||||
// Optional: DRACO-Loader für komprimierte Modelle
|
||||
// const dracoLoader = new DRACOLoader();
|
||||
// dracoLoader.setDecoderPath('https://www.gstatic.com/draco/v1/decoders/');
|
||||
// loader.setDRACOLoader(dracoLoader);
|
||||
|
||||
console.log('[ThreeScene] Loading model from:', this.modelPath);
|
||||
console.log('[ThreeScene] Full URL:', window.location.origin + this.modelPath);
|
||||
|
||||
loader.load(
|
||||
this.modelPath,
|
||||
(gltf) => {
|
||||
console.log('[ThreeScene] Model loaded successfully:', gltf);
|
||||
|
||||
// Altes Modell entfernen
|
||||
if (this.model) {
|
||||
this.scene.remove(this.model);
|
||||
this.disposeModel(this.model);
|
||||
}
|
||||
|
||||
// Modell als nicht-reaktiv markieren - verhindert Vue-Proxy-Konflikte
|
||||
this.model = markRaw(gltf.scene);
|
||||
|
||||
// Modell zentrieren und skalieren
|
||||
const box = new THREE.Box3().setFromObject(this.model);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
|
||||
console.log('[ThreeScene] Model bounds:', { center, size });
|
||||
|
||||
// Modell zentrieren (X und Z)
|
||||
this.model.position.x = -center.x;
|
||||
this.model.position.z = -center.z;
|
||||
|
||||
// Modell skalieren (größer für bessere Sichtbarkeit)
|
||||
const maxSize = Math.max(size.x, size.y, size.z);
|
||||
const scale = maxSize > 0 ? 3.0 / maxSize : 1;
|
||||
this.model.scale.multiplyScalar(scale);
|
||||
|
||||
// Modell auf Boden setzen und Basis-Y-Position speichern
|
||||
this.baseY = -size.y * scale / 2;
|
||||
this.model.position.y = this.baseY;
|
||||
|
||||
// Schatten aktivieren
|
||||
this.model.traverse((child) => {
|
||||
if (child.isMesh) {
|
||||
child.castShadow = true;
|
||||
child.receiveShadow = true;
|
||||
}
|
||||
});
|
||||
|
||||
this.scene.add(this.model);
|
||||
|
||||
// Kamera auf Modell ausrichten
|
||||
this.centerCameraOnModel();
|
||||
|
||||
// Bones für manuelle Animation finden
|
||||
this.findAndStoreBones(this.model);
|
||||
|
||||
// Falls keine Bones gefunden, Hinweis in der Konsole
|
||||
if (this.bones.length === 0) {
|
||||
console.warn('[ThreeScene] No bones found in model. To enable limb animations, add bones in Blender. See docs/BLENDER_RIGGING_GUIDE.md');
|
||||
}
|
||||
|
||||
// Animationen aus GLTF laden (falls vorhanden)
|
||||
if (gltf.animations && gltf.animations.length > 0) {
|
||||
console.log(`[ThreeScene] Found ${gltf.animations.length} animation(s):`, gltf.animations.map(a => a.name));
|
||||
this.mixer = markRaw(new THREE.AnimationMixer(this.model));
|
||||
gltf.animations.forEach((clip) => {
|
||||
const action = this.mixer.clipAction(clip);
|
||||
action.play();
|
||||
console.log(`[ThreeScene] Playing animation: "${clip.name}" (duration: ${clip.duration.toFixed(2)}s)`);
|
||||
});
|
||||
} else {
|
||||
console.log('[ThreeScene] No animations found in model');
|
||||
}
|
||||
|
||||
this.animationStartTime = this.clock.getElapsedTime();
|
||||
this.$emit('model-loaded', this.model);
|
||||
},
|
||||
(progress) => {
|
||||
// Loading-Progress
|
||||
if (progress.lengthComputable) {
|
||||
const percent = (progress.loaded / progress.total) * 100;
|
||||
this.$emit('loading-progress', percent);
|
||||
} else {
|
||||
// Fallback für nicht-computable progress
|
||||
this.$emit('loading-progress', 50);
|
||||
}
|
||||
},
|
||||
(error) => {
|
||||
console.error('[ThreeScene] Error loading model:', error);
|
||||
console.error('[ThreeScene] Model path was:', this.modelPath);
|
||||
console.error('[ThreeScene] Full URL:', window.location.origin + this.modelPath);
|
||||
console.error('[ThreeScene] Error details:', {
|
||||
message: error?.message,
|
||||
stack: error?.stack,
|
||||
type: error?.constructor?.name
|
||||
});
|
||||
|
||||
// Prüfe ob es ein 404-Fehler ist (JSON-Parse-Fehler deutet auf HTML-Fehlerseite hin)
|
||||
if (error?.message && (error.message.includes('JSON') || error.message.includes('Unexpected'))) {
|
||||
console.error('[ThreeScene] Possible 404 error - file not found or wrong path');
|
||||
console.error('[ThreeScene] Please check:');
|
||||
console.error(' 1. File exists at:', this.modelPath);
|
||||
console.error(' 2. Vite dev server is running');
|
||||
console.error(' 3. File is in public/ directory');
|
||||
|
||||
// Versuche die Datei direkt zu fetchen um den Fehler zu sehen
|
||||
fetch(this.modelPath)
|
||||
.then(response => {
|
||||
console.error('[ThreeScene] Fetch response:', {
|
||||
status: response.status,
|
||||
statusText: response.statusText,
|
||||
headers: Object.fromEntries(response.headers.entries())
|
||||
});
|
||||
return response.text();
|
||||
})
|
||||
.then(text => {
|
||||
console.error('[ThreeScene] Response preview:', text.substring(0, 200));
|
||||
})
|
||||
.catch(fetchError => {
|
||||
console.error('[ThreeScene] Fetch error:', fetchError);
|
||||
});
|
||||
}
|
||||
|
||||
this.$emit('model-error', error);
|
||||
}
|
||||
);
|
||||
},
|
||||
|
||||
disposeModel(model) {
|
||||
model.traverse((child) => {
|
||||
if (child.isMesh) {
|
||||
if (child.geometry) child.geometry.dispose();
|
||||
if (child.material) {
|
||||
if (Array.isArray(child.material)) {
|
||||
child.material.forEach((mat) => mat.dispose());
|
||||
} else {
|
||||
child.material.dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
findAndStoreBones(object) {
|
||||
this.bones = [];
|
||||
|
||||
object.traverse((child) => {
|
||||
if (child.isBone || (child.type === 'Bone')) {
|
||||
// Speichere Bones mit ihren Namen für einfachen Zugriff
|
||||
const boneName = child.name.toLowerCase();
|
||||
|
||||
// Typische Bone-Namen für Gliedmaßen
|
||||
if (boneName.includes('arm') ||
|
||||
boneName.includes('hand') ||
|
||||
boneName.includes('leg') ||
|
||||
boneName.includes('foot') ||
|
||||
boneName.includes('shoulder') ||
|
||||
boneName.includes('elbow') ||
|
||||
boneName.includes('knee') ||
|
||||
boneName.includes('wrist') ||
|
||||
boneName.includes('ankle')) {
|
||||
this.bones.push({
|
||||
bone: child,
|
||||
name: boneName,
|
||||
originalRotation: child.rotation.clone()
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
console.log(`[ThreeScene] Found ${this.bones.length} bones for animation`);
|
||||
},
|
||||
|
||||
animateLimbs(time) {
|
||||
// Sanfte Idle-Animation für Gliedmaßen
|
||||
const animationSpeed = 1.5; // Geschwindigkeit
|
||||
const maxRotation = 0.15; // Maximale Rotation in Radianten (ca. 8.6 Grad)
|
||||
|
||||
this.bones.forEach((boneData, index) => {
|
||||
const bone = boneData.bone;
|
||||
const boneName = boneData.name;
|
||||
|
||||
// Unterschiedliche Animationen basierend auf Bone-Typ
|
||||
if (boneName.includes('arm') || boneName.includes('shoulder')) {
|
||||
// Arme: Sanftes Vor- und Zurückschwingen
|
||||
const phase = time * animationSpeed + (index * 0.5);
|
||||
bone.rotation.x = boneData.originalRotation.x + Math.sin(phase) * maxRotation * 0.3;
|
||||
bone.rotation.z = boneData.originalRotation.z + Math.cos(phase * 0.7) * maxRotation * 0.2;
|
||||
} else if (boneName.includes('hand') || boneName.includes('wrist')) {
|
||||
// Hände: Leichtes Wackeln
|
||||
const phase = time * animationSpeed * 1.5 + (index * 0.3);
|
||||
bone.rotation.y = boneData.originalRotation.y + Math.sin(phase) * maxRotation * 0.4;
|
||||
} else if (boneName.includes('leg') || boneName.includes('knee')) {
|
||||
// Beine: Leichtes Vor- und Zurückbewegen
|
||||
const phase = time * animationSpeed * 0.8 + (index * 0.4);
|
||||
bone.rotation.x = boneData.originalRotation.x + Math.sin(phase) * maxRotation * 0.2;
|
||||
} else if (boneName.includes('foot') || boneName.includes('ankle')) {
|
||||
// Füße: Minimales Wackeln
|
||||
const phase = time * animationSpeed * 1.2 + (index * 0.2);
|
||||
bone.rotation.x = boneData.originalRotation.x + Math.sin(phase) * maxRotation * 0.15;
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
centerCameraOnModel() {
|
||||
if (!this.model || !this.camera) return;
|
||||
|
||||
// Kamera-Position für gute Ansicht des zentrierten Modells
|
||||
this.camera.position.set(0, this.baseY + 1, 3);
|
||||
this.camera.lookAt(0, this.baseY + 0.5, 0);
|
||||
|
||||
if (this.controls) {
|
||||
this.controls.target.set(0, this.baseY + 0.5, 0);
|
||||
this.controls.update();
|
||||
}
|
||||
},
|
||||
|
||||
animate() {
|
||||
this.animationId = requestAnimationFrame(this.animate);
|
||||
|
||||
const delta = this.clock ? this.clock.getDelta() : 0;
|
||||
|
||||
// GLTF-Animationen aktualisieren (falls vorhanden)
|
||||
if (this.mixer) {
|
||||
this.mixer.update(delta);
|
||||
}
|
||||
|
||||
// Gliedmaßen-Animationen
|
||||
if (this.bones.length > 0) {
|
||||
const time = this.clock ? this.clock.getElapsedTime() : 0;
|
||||
this.animateLimbs(time);
|
||||
}
|
||||
|
||||
if (this.controls) {
|
||||
this.controls.update();
|
||||
}
|
||||
|
||||
if (this.renderer && this.scene && this.camera) {
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
},
|
||||
|
||||
onWindowResize() {
|
||||
if (!this.$refs.container || !this.camera || !this.renderer) return;
|
||||
|
||||
const width = this.$refs.container.clientWidth;
|
||||
const height = this.$refs.container.clientHeight;
|
||||
|
||||
this.camera.aspect = width / height;
|
||||
this.camera.updateProjectionMatrix();
|
||||
this.renderer.setSize(width, height);
|
||||
}
|
||||
}
|
||||
};
|
||||
</script>
|
||||
|
||||
<style scoped>
|
||||
.three-scene-container {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
position: relative;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.three-scene-container canvas {
|
||||
display: block;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
</style>
|
||||
@@ -33,7 +33,7 @@
|
||||
"notifications": {
|
||||
"notify_election_created": "Es wurde eine neue Wahl ausgeschrieben.",
|
||||
"production": {
|
||||
"overproduction": "Überproduktion: Deine Produktion liegt {value} Einheiten über dem Bedarf{branch_info}."
|
||||
"overproduction": "Überproduktion: Deine Produktion liegt {value}% über dem Bedarf."
|
||||
},
|
||||
"transport": {
|
||||
"waiting": "Transport wartet"
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
"notifications": {
|
||||
"notify_election_created": "A new election has been scheduled.",
|
||||
"production": {
|
||||
"overproduction": "Overproduction: your production is {value} units above demand{branch_info}."
|
||||
"overproduction": "Overproduction: your production is {value}% above demand."
|
||||
},
|
||||
"transport": {
|
||||
"waiting": "Transport waiting"
|
||||
|
||||
@@ -188,29 +188,18 @@ const store = createStore({
|
||||
socketIoUrl = 'http://localhost:3001';
|
||||
}
|
||||
|
||||
// Direkte Verbindung zu Socket.io (ohne Apache-Proxy)
|
||||
// In Produktion: direkte Verbindung zu Port 4443 (verschlüsselt)
|
||||
const hostname = window.location.hostname;
|
||||
const isProduction = hostname === 'www.your-part.de' || hostname.includes('your-part.de');
|
||||
|
||||
if (isProduction) {
|
||||
// Produktion: direkte Verbindung zu Port 4443 (verschlüsselt)
|
||||
const protocol = window.location.protocol === 'https:' ? 'https:' : 'http:';
|
||||
socketIoUrl = `${protocol}//${hostname}:4443`;
|
||||
} else {
|
||||
// Lokale Entwicklung: direkte Backend-Verbindung
|
||||
if (!socketIoUrl && (import.meta.env.DEV || hostname === 'localhost' || hostname === '127.0.0.1')) {
|
||||
socketIoUrl = 'http://localhost:3001';
|
||||
} else if (socketIoUrl) {
|
||||
try {
|
||||
const parsed = new URL(socketIoUrl, window.location.origin);
|
||||
socketIoUrl = parsed.origin;
|
||||
} catch (e) {
|
||||
socketIoUrl = window.location.origin;
|
||||
}
|
||||
} else {
|
||||
socketIoUrl = window.location.origin;
|
||||
// Normalisiere URL (Env-Variablen enthalten teils Pfade wie /api; Port kann absichtlich gesetzt sein, z.B. :4443)
|
||||
try {
|
||||
if (socketIoUrl) {
|
||||
const parsed = new URL(socketIoUrl, window.location.origin);
|
||||
// Falls /api oder ähnliche Pfade enthalten sind → auf Origin reduzieren (inkl. Port!)
|
||||
socketIoUrl = parsed.origin;
|
||||
}
|
||||
} catch (e) {
|
||||
// Wenn Parsing fehlschlägt: letzte Rettung ist der aktuelle Origin
|
||||
try {
|
||||
socketIoUrl = window.location.origin;
|
||||
} catch (_) {}
|
||||
}
|
||||
|
||||
const socket = io(socketIoUrl, {
|
||||
@@ -295,13 +284,12 @@ const store = createStore({
|
||||
|
||||
// Wenn Umgebungsvariable nicht gesetzt ist oder leer, verwende Fallback-Logik
|
||||
if (!daemonUrl || (typeof daemonUrl === 'string' && daemonUrl.trim() === '')) {
|
||||
// Immer direkte Verbindung zum Daemon-Port 4551 (verschlüsselt)
|
||||
// Fallback: direkte Verbindung zum Daemon-Port 4551 (ohne Apache-Proxy)
|
||||
const protocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:';
|
||||
daemonUrl = `${protocol}//${hostname}:4551/`;
|
||||
console.log('[Daemon] Verwende direkte Verbindung zu Port 4551');
|
||||
console.log('[Daemon] Verwende Fallback basierend auf Hostname, Protokoll und Port 4551');
|
||||
} else {
|
||||
// Wenn Umgebungsvariable gesetzt ist, verwende sie direkt
|
||||
console.log('[Daemon] Verwende Umgebungsvariable:', daemonUrl);
|
||||
console.log('[Daemon] Verwende Umgebungsvariable');
|
||||
}
|
||||
|
||||
console.log('[Daemon] Finale Daemon-URL:', daemonUrl);
|
||||
|
||||
@@ -468,10 +468,14 @@ export default {
|
||||
},
|
||||
|
||||
watch: {
|
||||
activeTab(newVal) {
|
||||
if (newVal === 'taxes') {
|
||||
this.loadBranchTaxes();
|
||||
}
|
||||
activeTab(newVal, oldVal) {
|
||||
// Nur neu laden, wenn der Tab wirklich gewechselt wurde und ein Branch ausgewählt ist
|
||||
if (!this.selectedBranch || newVal === oldVal) return;
|
||||
|
||||
// Alle Tabs neu laden, wenn gewechselt wird
|
||||
this.$nextTick(() => {
|
||||
this.refreshActiveTab();
|
||||
});
|
||||
},
|
||||
selectedBranch: {
|
||||
handler(newBranch) {
|
||||
@@ -537,6 +541,33 @@ export default {
|
||||
}
|
||||
},
|
||||
|
||||
refreshActiveTab() {
|
||||
// Lade die Daten für den aktiven Tab neu
|
||||
switch (this.activeTab) {
|
||||
case 'director':
|
||||
this.$refs.directorInfo?.refresh();
|
||||
break;
|
||||
case 'inventory':
|
||||
this.$refs.saleSection?.loadInventory();
|
||||
this.$refs.saleSection?.loadTransports();
|
||||
break;
|
||||
case 'production':
|
||||
this.$refs.productionSection?.loadProductions();
|
||||
this.$refs.productionSection?.loadStorage();
|
||||
this.$refs.revenueSection?.refresh && this.$refs.revenueSection.refresh();
|
||||
break;
|
||||
case 'taxes':
|
||||
this.loadBranchTaxes();
|
||||
break;
|
||||
case 'storage':
|
||||
this.$refs.storageSection?.loadStorageData();
|
||||
break;
|
||||
case 'transport':
|
||||
this.loadVehicles();
|
||||
break;
|
||||
}
|
||||
},
|
||||
|
||||
async onBranchSelected(newBranch) {
|
||||
this.selectedBranch = newBranch;
|
||||
// Branches neu laden, um das Wetter zu aktualisieren
|
||||
@@ -549,13 +580,8 @@ export default {
|
||||
await this.loadVehicles();
|
||||
await this.loadProductPricesForCurrentBranch();
|
||||
this.$nextTick(() => {
|
||||
this.$refs.directorInfo?.refresh();
|
||||
this.$refs.saleSection?.loadInventory();
|
||||
this.$refs.saleSection?.loadTransports();
|
||||
this.$refs.productionSection?.loadProductions();
|
||||
this.$refs.productionSection?.loadStorage();
|
||||
this.$refs.storageSection?.loadStorageData();
|
||||
this.$refs.revenueSection?.refresh && this.$refs.revenueSection.refresh();
|
||||
// Alle Tabs neu laden
|
||||
this.refreshActiveTab();
|
||||
});
|
||||
|
||||
// load tax info for this branch
|
||||
@@ -572,49 +598,27 @@ export default {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!this.products || this.products.length === 0) {
|
||||
this.productPricesCache = {};
|
||||
return;
|
||||
}
|
||||
|
||||
// OPTIMIERUNG: Lade alle Preise in einem Batch-Request
|
||||
try {
|
||||
const productIds = this.products.map(p => p.id).join(',');
|
||||
const { data } = await apiClient.get('/api/falukant/products/prices-in-region-batch', {
|
||||
params: {
|
||||
productIds: productIds,
|
||||
regionId: this.selectedBranch.regionId
|
||||
}
|
||||
});
|
||||
this.productPricesCache = data || {};
|
||||
} catch (error) {
|
||||
console.error('Error loading prices in batch:', error);
|
||||
// Fallback: Lade Preise einzeln (aber parallel)
|
||||
const pricePromises = this.products.map(async (product) => {
|
||||
try {
|
||||
const { data } = await apiClient.get('/api/falukant/products/price-in-region', {
|
||||
params: {
|
||||
productId: product.id,
|
||||
regionId: this.selectedBranch.regionId
|
||||
}
|
||||
});
|
||||
return { productId: product.id, price: data.price };
|
||||
} catch (err) {
|
||||
console.error(`Error loading price for product ${product.id}:`, err);
|
||||
// Fallback auf Standard-Berechnung
|
||||
const knowledgeFactor = product.knowledges?.[0]?.knowledge || 0;
|
||||
const maxPrice = product.sellCost;
|
||||
const minPrice = maxPrice * 0.6;
|
||||
return { productId: product.id, price: minPrice + (maxPrice - minPrice) * (knowledgeFactor / 100) };
|
||||
}
|
||||
});
|
||||
|
||||
const results = await Promise.all(pricePromises);
|
||||
this.productPricesCache = {};
|
||||
results.forEach(({ productId, price }) => {
|
||||
this.productPricesCache[productId] = price;
|
||||
});
|
||||
// Lade Preise für alle Produkte in der aktuellen Region
|
||||
const prices = {};
|
||||
for (const product of this.products) {
|
||||
try {
|
||||
const { data } = await apiClient.get('/api/falukant/products/price-in-region', {
|
||||
params: {
|
||||
productId: product.id,
|
||||
regionId: this.selectedBranch.regionId
|
||||
}
|
||||
});
|
||||
prices[product.id] = data.price;
|
||||
} catch (error) {
|
||||
console.error(`Error loading price for product ${product.id}:`, error);
|
||||
// Fallback auf Standard-Berechnung
|
||||
const knowledgeFactor = product.knowledges?.[0]?.knowledge || 0;
|
||||
const maxPrice = product.sellCost;
|
||||
const minPrice = maxPrice * 0.6;
|
||||
prices[product.id] = minPrice + (maxPrice - minPrice) * (knowledgeFactor / 100);
|
||||
}
|
||||
}
|
||||
this.productPricesCache = prices;
|
||||
},
|
||||
|
||||
formatPercent(value) {
|
||||
|
||||
@@ -274,16 +274,12 @@ export default {
|
||||
|
||||
getEffect(gift) {
|
||||
const relationship = this.relationships[0];
|
||||
if (!relationship || !relationship.character2) {
|
||||
return 0;
|
||||
}
|
||||
const partner = relationship.character2;
|
||||
const currentMoodId = partner.moodId;
|
||||
const currentMoodId = partner.mood?.id ?? partner.mood_id;
|
||||
const moodEntry = gift.moodsAffects.find(ma => ma.mood_id === currentMoodId);
|
||||
const moodValue = moodEntry ? moodEntry.suitability : 0;
|
||||
let highestCharacterValue = 0;
|
||||
// traits ist ein Array von Trait-Objekten mit id und tr
|
||||
for (const trait of partner.traits || []) {
|
||||
for (const trait of partner.characterTrait) {
|
||||
const charEntry = gift.charactersAffects.find(ca => ca.trait_id === trait.id);
|
||||
if (charEntry && charEntry.suitability > highestCharacterValue) {
|
||||
highestCharacterValue = charEntry.suitability;
|
||||
|
||||
@@ -116,15 +116,26 @@
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
<div v-if="falukantUser?.character" class="imagecontainer">
|
||||
<div :style="getAvatarStyle" class="avatar"></div>
|
||||
<div :style="getHouseStyle" class="house"></div>
|
||||
<div v-if="falukantUser?.character" class="overview-visualization">
|
||||
<div class="character-3d-container">
|
||||
<CharacterModel3D
|
||||
:gender="falukantUser.character.gender"
|
||||
:age="falukantUser.character.age"
|
||||
:autoRotate="true"
|
||||
:rotationSpeed="0.5"
|
||||
/>
|
||||
</div>
|
||||
<div class="imagecontainer">
|
||||
<div :style="getAvatarStyle" class="avatar"></div>
|
||||
<div :style="getHouseStyle" class="house"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<script>
|
||||
import StatusBar from '@/components/falukant/StatusBar.vue';
|
||||
import CharacterModel3D from '@/components/falukant/CharacterModel3D.vue';
|
||||
import apiClient from '@/utils/axios.js';
|
||||
import { mapState } from 'vuex';
|
||||
|
||||
@@ -169,6 +180,7 @@ export default {
|
||||
name: 'FalukantOverviewView',
|
||||
components: {
|
||||
StatusBar,
|
||||
CharacterModel3D,
|
||||
},
|
||||
data() {
|
||||
return {
|
||||
@@ -481,4 +493,27 @@ h2 {
|
||||
padding: 20px;
|
||||
color: #666;
|
||||
}
|
||||
|
||||
.overview-visualization {
|
||||
display: flex;
|
||||
gap: 20px;
|
||||
margin-top: 20px;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.character-3d-container {
|
||||
flex: 1;
|
||||
min-width: 300px;
|
||||
max-width: 500px;
|
||||
height: 400px;
|
||||
border: 1px solid #ddd;
|
||||
border-radius: 8px;
|
||||
overflow: hidden;
|
||||
background: #f9f9f9;
|
||||
}
|
||||
|
||||
.imagecontainer {
|
||||
flex: 1;
|
||||
min-width: 300px;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -50,5 +50,13 @@ export default defineConfig(({ mode }) => {
|
||||
assert: 'assert',
|
||||
}
|
||||
},
|
||||
server: {
|
||||
fs: {
|
||||
// Erlaube Zugriff auf Dateien außerhalb des Projektverzeichnisses
|
||||
strict: false
|
||||
}
|
||||
},
|
||||
// Stelle sicher, dass GLB/GLTF-Dateien als Assets behandelt werden
|
||||
assetsInclude: ['**/*.glb', '**/*.gltf']
|
||||
};
|
||||
});
|
||||
|
||||
@@ -1,43 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
echo "=== WebSocket-Konfiguration testen ==="
|
||||
echo ""
|
||||
|
||||
# Prüfe Apache-Module
|
||||
echo "1. Prüfe Apache-Module:"
|
||||
REQUIRED_MODULES=("proxy" "proxy_http" "proxy_wstunnel" "rewrite" "ssl" "headers")
|
||||
for module in "${REQUIRED_MODULES[@]}"; do
|
||||
if apache2ctl -M 2>/dev/null | grep -q "${module}_module"; then
|
||||
echo " ✅ $module ist aktiviert"
|
||||
else
|
||||
echo " ❌ $module ist NICHT aktiviert"
|
||||
fi
|
||||
done
|
||||
|
||||
echo ""
|
||||
echo "2. Prüfe Apache-Konfiguration:"
|
||||
if sudo apache2ctl configtest 2>&1 | grep -q "Syntax OK"; then
|
||||
echo " ✅ Konfiguration ist gültig"
|
||||
else
|
||||
echo " ❌ Konfiguration hat Fehler:"
|
||||
sudo apache2ctl configtest 2>&1
|
||||
fi
|
||||
|
||||
echo ""
|
||||
echo "3. Prüfe aktive VirtualHosts:"
|
||||
apache2ctl -S 2>/dev/null | grep -E "(443|4443|4551)" || echo " Keine relevanten VirtualHosts gefunden"
|
||||
|
||||
echo ""
|
||||
echo "4. Prüfe Apache-Logs (letzte 20 Zeilen):"
|
||||
echo " Error-Log:"
|
||||
sudo tail -20 /var/log/apache2/yourpart.error.log 2>/dev/null || echo " Keine Fehler gefunden"
|
||||
echo ""
|
||||
echo " Access-Log (letzte 10 Zeilen mit /ws/ oder /socket.io/):"
|
||||
sudo tail -100 /var/log/apache2/yourpart.access.log 2>/dev/null | grep -E "(/ws/|/socket.io/)" | tail -10 || echo " Keine relevanten Einträge gefunden"
|
||||
|
||||
echo ""
|
||||
echo "5. Teste WebSocket-Verbindungen:"
|
||||
echo " Socket.io: wss://www.your-part.de/socket.io/"
|
||||
echo " Daemon: wss://www.your-part.de/ws/"
|
||||
echo ""
|
||||
echo " Bitte im Browser testen und dann die Logs prüfen."
|
||||
@@ -1,74 +0,0 @@
|
||||
<IfModule mod_ssl.c>
|
||||
<VirtualHost your-part.de:443>
|
||||
ServerAdmin webmaster@your-part.de
|
||||
ServerName your-part.de
|
||||
ServerAlias www.your-part.de
|
||||
|
||||
DocumentRoot /opt/yourpart/frontend/dist
|
||||
|
||||
DirectoryIndex index.html
|
||||
|
||||
# Frontend statische Dateien
|
||||
<Directory "/opt/yourpart/frontend/dist">
|
||||
AllowOverride None
|
||||
Options -Indexes +FollowSymLinks
|
||||
Require all granted
|
||||
|
||||
# Fallback für Vue Router
|
||||
FallbackResource /index.html
|
||||
</Directory>
|
||||
|
||||
# www Redirect (muss zuerst kommen)
|
||||
RewriteEngine on
|
||||
RewriteCond %{SERVER_NAME} =your-part.de
|
||||
RewriteRule ^ https://www.%{SERVER_NAME}%{REQUEST_URI} [END,NE,R=permanent]
|
||||
|
||||
# Proxy-Einstellungen
|
||||
ProxyPreserveHost On
|
||||
ProxyRequests Off
|
||||
RequestHeader set X-Forwarded-Proto "https"
|
||||
AllowEncodedSlashes NoDecode
|
||||
|
||||
# API-Requests an Backend weiterleiten
|
||||
ProxyPass "/api/" "http://localhost:2020/api/"
|
||||
ProxyPassReverse "/api/" "http://localhost:2020/api/"
|
||||
|
||||
# Socket.io: WebSocket und HTTP-Polling mit Location-Blöcken
|
||||
<LocationMatch "^/socket.io/">
|
||||
# WebSocket-Upgrade
|
||||
RewriteEngine on
|
||||
RewriteCond %{HTTP:Upgrade} websocket [NC]
|
||||
RewriteCond %{HTTP:Connection} upgrade [NC]
|
||||
RewriteRule .* "ws://localhost:2020%{REQUEST_URI}" [P,L]
|
||||
|
||||
# HTTP-Fallback für Polling
|
||||
ProxyPass "http://localhost:2020/socket.io/"
|
||||
ProxyPassReverse "http://localhost:2020/socket.io/"
|
||||
</LocationMatch>
|
||||
|
||||
# Daemon: WebSocket mit Location-Block
|
||||
<LocationMatch "^/ws/">
|
||||
# WebSocket-Upgrade
|
||||
RewriteEngine on
|
||||
RewriteCond %{HTTP:Upgrade} websocket [NC]
|
||||
RewriteCond %{HTTP:Connection} upgrade [NC]
|
||||
RewriteRule .* "ws://localhost:4551%{REQUEST_URI}" [P,L]
|
||||
|
||||
# HTTP-Fallback (sollte eigentlich nicht benötigt werden)
|
||||
ProxyPass "http://localhost:4551/"
|
||||
ProxyPassReverse "http://localhost:4551/"
|
||||
</LocationMatch>
|
||||
|
||||
ErrorLog /var/log/apache2/yourpart.error.log
|
||||
CustomLog /var/log/apache2/yourpart.access.log combined
|
||||
|
||||
HostnameLookups Off
|
||||
UseCanonicalName Off
|
||||
ServerSignature On
|
||||
|
||||
# SSL-Konfiguration
|
||||
Include /etc/letsencrypt/options-ssl-apache.conf
|
||||
SSLCertificateFile /etc/letsencrypt/live/www.your-part.de/fullchain.pem
|
||||
SSLCertificateKeyFile /etc/letsencrypt/live/www.your-part.de/privkey.pem
|
||||
</VirtualHost>
|
||||
</IfModule>
|
||||
@@ -18,23 +18,28 @@
|
||||
FallbackResource /index.html
|
||||
</Directory>
|
||||
|
||||
# Proxy-Einstellungen
|
||||
ProxyPreserveHost On
|
||||
ProxyRequests Off
|
||||
RequestHeader set X-Forwarded-Proto "https"
|
||||
AllowEncodedSlashes NoDecode
|
||||
# API-Requests an Backend weiterleiten
|
||||
ProxyPass "/api/" "http://localhost:2020/api/"
|
||||
ProxyPassReverse "/api/" "http://localhost:2020/api/"
|
||||
|
||||
# www Redirect (muss zuerst kommen, aber nicht für API-Pfade)
|
||||
# WebSocket-Requests an Backend weiterleiten
|
||||
ProxyPass "/socket.io/" "http://localhost:2020/socket.io/"
|
||||
ProxyPassReverse "/socket.io/" "http://localhost:2020/socket.io/"
|
||||
|
||||
# WebSocket-Upgrade-Header für Socket.io
|
||||
RewriteEngine on
|
||||
RewriteCond %{SERVER_NAME} =your-part.de
|
||||
RewriteCond %{REQUEST_URI} !^/api/
|
||||
RewriteRule ^ https://www.%{SERVER_NAME}%{REQUEST_URI} [END,NE,R=permanent]
|
||||
RewriteCond %{HTTP:Upgrade} websocket [NC]
|
||||
RewriteCond %{HTTP:Connection} upgrade [NC]
|
||||
RewriteRule ^/socket.io/(.*)$ "ws://localhost:2020/socket.io/$1" [P,L]
|
||||
|
||||
# API-Requests an Backend weiterleiten (Location-Block hat höhere Priorität)
|
||||
<Location "/api/">
|
||||
ProxyPass "http://localhost:2020/api/"
|
||||
ProxyPassReverse "http://localhost:2020/api/"
|
||||
</Location>
|
||||
# WebSocket-Upgrade-Header für Daemon-Verbindungen
|
||||
RewriteCond %{HTTP:Upgrade} websocket [NC]
|
||||
RewriteCond %{HTTP:Connection} upgrade [NC]
|
||||
RewriteRule ^/ws/(.*)$ "ws://localhost:4551/$1" [P,L]
|
||||
|
||||
# WebSocket-Proxy für Daemon-Verbindungen mit benutzerdefiniertem Protokoll
|
||||
ProxyPass "/ws/" "ws://localhost:4551/" upgrade=websocket
|
||||
ProxyPassReverse "/ws/" "ws://localhost:4551/"
|
||||
|
||||
ErrorLog /var/log/apache2/yourpart.error.log
|
||||
CustomLog /var/log/apache2/yourpart.access.log combined
|
||||
@@ -47,5 +52,9 @@
|
||||
Include /etc/letsencrypt/options-ssl-apache.conf
|
||||
SSLCertificateFile /etc/letsencrypt/live/www.your-part.de/fullchain.pem
|
||||
SSLCertificateKeyFile /etc/letsencrypt/live/www.your-part.de/privkey.pem
|
||||
|
||||
# www Redirect
|
||||
RewriteCond %{SERVER_NAME} =your-part.de
|
||||
RewriteRule ^ https://www.%{SERVER_NAME}%{REQUEST_URI} [END,NE,R=permanent]
|
||||
</VirtualHost>
|
||||
</IfModule>
|
||||
|
||||
@@ -1,39 +0,0 @@
|
||||
# /etc/apache2/sites-available/yourpart-websocket.conf
|
||||
<IfModule mod_ssl.c>
|
||||
<VirtualHost *:4551>
|
||||
ServerName www.your-part.de
|
||||
|
||||
# SSL aktivieren
|
||||
SSLEngine on
|
||||
Protocols http/1.1
|
||||
|
||||
# SSL-Konfiguration
|
||||
Include /etc/letsencrypt/options-ssl-apache.conf
|
||||
SSLCertificateFile /etc/letsencrypt/live/www.your-part.de/fullchain.pem
|
||||
SSLCertificateKeyFile /etc/letsencrypt/live/www.your-part.de/privkey.pem
|
||||
|
||||
# Proxy-Einstellungen
|
||||
ProxyPreserveHost On
|
||||
ProxyRequests Off
|
||||
AllowEncodedSlashes NoDecode
|
||||
|
||||
# WebSocket-Upgrade (muss VOR ProxyPass stehen)
|
||||
# Apache lauscht auf Port 4551 (extern, verschlüsselt) und leitet an Daemon auf Port 4551 weiter (intern, unverschlüsselt)
|
||||
RewriteEngine On
|
||||
RewriteCond %{HTTP:Upgrade} websocket [NC]
|
||||
RewriteCond %{HTTP:Connection} upgrade [NC]
|
||||
RewriteRule ^/?(.*) "ws://localhost:4551/$1" [P,L]
|
||||
|
||||
# Fallback für normale HTTP-Requests (falls nötig)
|
||||
ProxyPass / http://localhost:4551/
|
||||
ProxyPassReverse / http://localhost:4551/
|
||||
|
||||
# CORS-Headers
|
||||
Header always set Access-Control-Allow-Origin "https://www.your-part.de"
|
||||
Header always set Access-Control-Allow-Methods "GET, POST, OPTIONS"
|
||||
Header always set Access-Control-Allow-Headers "Origin, X-Requested-With, Content-Type, Accept, Authorization"
|
||||
|
||||
ErrorLog /var/log/apache2/yourpart-websocket.error.log
|
||||
CustomLog /var/log/apache2/yourpart-websocket.access.log combined
|
||||
</VirtualHost>
|
||||
</IfModule>
|
||||
@@ -1,29 +0,0 @@
|
||||
<IfModule mod_ssl.c>
|
||||
<VirtualHost *:4443>
|
||||
ServerName www.your-part.de
|
||||
|
||||
SSLEngine on
|
||||
Protocols http/1.1
|
||||
|
||||
Include /etc/letsencrypt/options-ssl-apache.conf
|
||||
SSLCertificateFile /etc/letsencrypt/live/www.your-part.de/fullchain.pem
|
||||
SSLCertificateKeyFile /etc/letsencrypt/live/www.your-part.de/privkey.pem
|
||||
|
||||
ProxyPreserveHost On
|
||||
RequestHeader set X-Forwarded-Proto "https"
|
||||
AllowEncodedSlashes NoDecode
|
||||
|
||||
# WebSocket-Upgrade für Socket.io (muss VOR ProxyPass stehen)
|
||||
RewriteEngine on
|
||||
RewriteCond %{HTTP:Upgrade} websocket [NC]
|
||||
RewriteCond %{HTTP:Connection} upgrade [NC]
|
||||
RewriteRule ^/socket.io/(.*)$ "ws://127.0.0.1:2020/socket.io/$1" [P,L]
|
||||
|
||||
# HTTP-Proxy für Socket.io (Fallback für Polling)
|
||||
ProxyPass "/socket.io/" "http://127.0.0.1:2020/socket.io/" retry=0
|
||||
ProxyPassReverse "/socket.io/" "http://127.0.0.1:2020/socket.io/"
|
||||
|
||||
ErrorLog /var/log/apache2/yourpart-ws.error.log
|
||||
CustomLog /var/log/apache2/yourpart-ws.access.log combined
|
||||
</VirtualHost>
|
||||
</IfModule>
|
||||
Reference in New Issue
Block a user