sandeep85's picture
Add five 3D assets written by Qwen3.5-4B-3D-Coder-OptiQ-4bit, as GLB plus source HTML
01f0f49 verified
Raw History Blame Contribute Delete
18.5 kB
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Medieval Castle Guard Tower</title>
<style>
* {
box-sizing: border-box;
}
html,
body {
width: 100%;
height: 100%;
margin: 0;
overflow: hidden;
background: #b8ad98;
font-family: Georgia, "Times New Roman", serif;
}
canvas {
display: block;
width: 100%;
height: 100%;
cursor: grab;
touch-action: none;
}
canvas.dragging {
cursor: grabbing;
}
.title-card {
position: fixed;
top: 24px;
left: 26px;
z-index: 10;
max-width: min(390px, calc(100vw - 52px));
padding: 15px 18px;
color: #f4ead6;
background: linear-gradient(145deg, rgba(38, 31, 25, 0.88), rgba(65, 48, 34, 0.72));
border: 1px solid rgba(218, 184, 120, 0.55);
border-radius: 8px;
box-shadow: 0 12px 35px rgba(35, 26, 18, 0.25);
backdrop-filter: blur(8px);
pointer-events: none;
}
.title-card h1 {
margin: 0 0 5px;
font-size: 20px;
font-weight: 600;
letter-spacing: 0.04em;
}
.title-card p {
margin: 0;
color: #d8c7a8;
font-size: 12px;
line-height: 1.45;
}
.controls {
position: fixed;
right: 22px;
bottom: 22px;
z-index: 10;
display: flex;
align-items: center;
gap: 12px;
padding: 10px 12px;
color: #f4ead6;
background: rgba(38, 31, 25, 0.78);
border: 1px solid rgba(218, 184, 120, 0.45);
border-radius: 7px;
box-shadow: 0 8px 24px rgba(35, 26, 18, 0.2);
backdrop-filter: blur(8px);
font: 12px/1.35 Georgia, "Times New Roman", serif;
}
button {
appearance: none;
padding: 7px 10px;
color: #f4ead6;
background: rgba(218, 184, 120, 0.15);
border: 1px solid rgba(218, 184, 120, 0.55);
border-radius: 4px;
font: inherit;
cursor: pointer;
}
button:hover {
background: rgba(218, 184, 120, 0.28);
}
button:active {
transform: translateY(1px);
}
.hint {
color: #d8c7a8;
}
@media (max-width: 600px) {
.title-card {
top: 14px;
left: 14px;
padding: 11px 13px;
}
.title-card h1 {
font-size: 17px;
}
.controls {
right: 12px;
bottom: 12px;
}
.hint {
display: none;
}
}
</style>
</head>
<body>
<canvas id="scene" aria-label="Interactive 3D medieval castle guard tower"></canvas>
<div class="title-card">
<h1>Castle Guard Tower</h1>
<p>A stone watchtower with crenellations, an arched oak door, and a waving banner.</p>
</div>
<div class="controls">
<span class="hint">Drag to orbit · Scroll to zoom · Double-click to reset</span>
<button id="turntableButton" type="button" aria-pressed="false">Pause turntable</button>
</div>
<script type="module">
import * as THREE from "https://cdnjs.cloudflare.com/ajax/libs/three.js/0.160.0/three.module.min.js";
const canvas = document.querySelector("#scene");
const turntableButton = document.querySelector("#turntableButton");
// Renderer
const renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
powerPreference: "high-performance"
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.05;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0xb8ad98);
scene.fog = new THREE.Fog(0xb8ad98, 18, 42);
const camera = new THREE.PerspectiveCamera(
42,
window.innerWidth / window.innerHeight,
0.1,
100
);
// Lighting
scene.add(new THREE.HemisphereLight(0xdde4dc, 0x69533e, 2.1));
const sun = new THREE.DirectionalLight(0xffe5b5, 3.2);
sun.position.set(-7, 11, 8);
sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);
sun.shadow.camera.left = -10;
sun.shadow.camera.right = 10;
sun.shadow.camera.top = 12;
sun.shadow.camera.bottom = -8;
sun.shadow.camera.near = 1;
sun.shadow.camera.far = 30;
sun.shadow.bias = -0.00035;
scene.add(sun);
const fill = new THREE.DirectionalLight(0x9fb8c7, 0.75);
fill.position.set(7, 5, -8);
scene.add(fill);
// Materials
const materials = {
stone: new THREE.MeshStandardMaterial({
color: 0x8d816d,
roughness: 0.96
}),
stoneLight: new THREE.MeshStandardMaterial({
color: 0xa5977c,
roughness: 0.94
}),
stoneDark: new THREE.MeshStandardMaterial({
color: 0x685f4e,
roughness: 1
}),
wood: new THREE.MeshStandardMaterial({
color: 0x5b321d,
roughness: 0.88
}),
darkWood: new THREE.MeshStandardMaterial({
color: 0x2d170d,
roughness: 0.96
}),
iron: new THREE.MeshStandardMaterial({
color: 0x303438,
roughness: 0.55,
metalness: 0.72
}),
gold: new THREE.MeshStandardMaterial({
color: 0xd6a74c,
roughness: 0.42,
metalness: 0.65
}),
cloth: new THREE.MeshStandardMaterial({
color: 0xc75332,
roughness: 0.8,
side: THREE.DoubleSide
}),
ground: new THREE.MeshStandardMaterial({
color: 0xb6aa91,
roughness: 1
})
};
// Helper for adding named, shadowed meshes
function addMesh(geometry, material, position, parent, name) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(position[0], position[1], position[2]);
mesh.name = name;
mesh.castShadow = true;
mesh.receiveShadow = true;
parent.add(mesh);
return mesh;
}
// Ground plane, kept stationary while the tower rotates on its turntable
const ground = addMesh(
new THREE.PlaneGeometry(80, 80),
materials.ground,
[0, -0.045, 0],
scene,
"Plain ground plane"
);
ground.rotation.x = -Math.PI / 2;
ground.castShadow = false;
// Turntable and tower assembly
const turntable = new THREE.Group();
turntable.name = "Rotating turntable";
scene.add(turntable);
// Stone turntable base
addMesh(
new THREE.BoxGeometry(4.7, 0.18, 4.7),
materials.stoneDark,
[0, 0.09, 0],
turntable,
"Stone turntable base"
);
const tower = new THREE.Group();
turntable.add(tower);
// Foundation
addMesh(
new THREE.BoxGeometry(3.15, 0.55, 3.15),
materials.stoneLight,
[0, 0.43, 0],
tower,
"Tower foundation"
);
// Main tower body with a true arched opening
const towerShape = new THREE.Shape();
towerShape.moveTo(-1.35, 0);
towerShape.lineTo(1.35, 0);
towerShape.lineTo(1.35, 3.8);
towerShape.lineTo(-1.35, 3.8);
towerShape.closePath();
const doorOpening = new THREE.Path();
doorOpening.moveTo(-0.48, 0);
doorOpening.lineTo(0.48, 0);
doorOpening.lineTo(0.48, 1.45);
doorOpening.absarc(0, 1.45, 0.48, 0, Math.PI, false);
doorOpening.lineTo(-0.48, 0);
doorOpening.closePath();
towerShape.holes.push(doorOpening);
const towerBodyGeometry = new THREE.ExtrudeGeometry(towerShape, {
depth: 2.4,
bevelEnabled: false,
curveSegments: 16,
steps: 1
});
addMesh(
towerBodyGeometry,
materials.stone,
[0, 0.78, -1.2],
tower,
"Arched stone tower body"
);
// Dark interior visible through the opening
const interiorShape = new THREE.Shape();
interiorShape.moveTo(-0.47, 0);
interiorShape.lineTo(0.47, 0);
interiorShape.lineTo(0.47, 1.45);
interiorShape.absarc(0, 1.45, 0.47, 0, Math.PI, false);
interiorShape.lineTo(-0.47, 0);
interiorShape.closePath();
const interior = addMesh(
new THREE.ShapeGeometry(interiorShape, 16),
materials.darkWood,
[0, 0.78, -1.185],
tower,
"Dark tower interior"
);
interior.castShadow = false;
// Wooden arched door
const doorShape = new THREE.Shape();
doorShape.moveTo(-0.47, 0);
doorShape.lineTo(0.47, 0);
doorShape.lineTo(0.47, 1.45);
doorShape.absarc(0, 1.45, 0.47, 0, Math.PI, false);
doorShape.lineTo(-0.47, 0);
doorShape.closePath();
addMesh(
new THREE.ShapeGeometry(doorShape, 16),
materials.wood,
[0, 0.79, 1.205],
tower,
"Arched wooden door"
);
// Door frame
addMesh(
new THREE.BoxGeometry(0.13, 2.0, 0.14),
materials.stoneLight,
[-0.56, 1.78, 1.245],
tower,
"Left door jamb"
);
addMesh(
new THREE.BoxGeometry(0.13, 2.0, 0.14),
materials.stoneLight,
[0.56, 1.78, 1.245],
tower,
"Right door jamb"
);
const archFrame = addMesh(
new THREE.TorusGeometry(0.55, 0.075, 8, 24, Math.PI),
materials.stoneLight,
[0, 1.45, 1.27],
tower,
"Arched door frame"
);
addMesh(
new THREE.BoxGeometry(0.16, 0.28, 0.16),
materials.stoneLight,
[0, 2.02, 1.27],
tower,
"Door keystone"
);
// Iron door hardware
addMesh(
new THREE.BoxGeometry(0.045, 0.72, 0.035),
materials.iron,
[-0.31, 1.08, 1.235],
tower,
"Left iron door strap"
);
addMesh(
new THREE.BoxGeometry(0.045, 0.72, 0.035),
materials.iron,
[0.31, 1.08, 1.235],
tower,
"Right iron door strap"
);
addMesh(
new THREE.BoxGeometry(0.66, 0.045, 0.035),
materials.iron,
[0, 1.27, 1.235],
tower,
"Iron crossbar"
);
const handle = addMesh(
new THREE.SphereGeometry(0.055, 12, 8),
materials.iron,
[0.25, 1.35, 1.28],
tower,
"Door handle"
);
// Alternating corner quoins
for (const x of [-1.24, 1.24]) {
for (const z of [-1.02, 1.02]) {
for (let row = 0; row < 6; row++) {
const material = (row + (x > 0 ? 1 : 0)) % 2 === 0
? materials.stoneLight
: materials.stone;
addMesh(
new THREE.BoxGeometry(0.3, 0.36, 0.3),
material,
[x, 1.08 + row * 0.42, z],
tower,
`Corner quoin ${x > 0 ? "right" : "left"}`
);
}
}
}
// Side buttresses
for (const x of [-1.45, 1.45]) {
addMesh(
new THREE.BoxGeometry(0.28, 2.9, 2.45),
materials.stoneDark,
[x, 2.55, 0],
tower,
"Side buttress"
);
}
// Parapet walkway
addMesh(
new THREE.BoxGeometry(2.8, 0.24, 2.5),
materials.stoneLight,
[0, 4.72, 0],
tower,
"Top parapet walkway"
);
// Front and back crenellations
for (const z of [-1.18, 1.18]) {
for (let i = 0; i < 5; i++) {
const x = -1.05 + i * 0.42;
addMesh(
new THREE.BoxGeometry(0.68, 0.7, 0.46),
materials.stone,
[x, 5.12, z],
tower,
`Front/back crenellation ${i + 1}`
);
}
}
// Side crenellations
for (const x of [-1.35, 1.35]) {
for (let i = 0; i < 3; i++) {
const z = -0.72 + i * 0.72;
addMesh(
new THREE.BoxGeometry(0.46, 0.7, 0.68),
materials.stone,
[x, 5.12, z],
tower,
`Side crenellation ${i + 1}`
);
}
}
// Four small corner turrets
for (const x of [-1.2, 1.2]) {
for (const z of [-1.02, 1.02]) {
addMesh(
new THREE.BoxGeometry(0.55, 1.05, 0.55),
materials.stoneDark,
[x, 5.455, z],
tower,
"Corner turret"
);
for (let i = 0; i < 3; i++) {
addMesh(
new THREE.BoxGeometry(0.62, 0.55, 0.62),
materials.stone,
[x, 6.1 + i * 0.18, z],
tower,
"Corner turret crenellation"
);
}
}
}
// Flagpole
const poleBase = 5.89;
const poleHeight = 1.15;
addMesh(
new THREE.CylinderGeometry(0.035, 0.045, poleHeight, 10),
materials.iron,
[0, poleBase + poleHeight / 2, 0],
tower,
"Flagpole"
);
addMesh(
new THREE.SphereGeometry(0.065, 12, 8),
materials.gold,
[0, poleBase + poleHeight + 0.02, 0],
tower,
"Pole finial"
);
// Animated flag geometry
const flagWidth = 1.35;
const flagHeight = 1.06;
const flagColumns = 16;
const flagRows = 8;
const flagVertexCount = (flagColumns + 1) * (flagRows + 1);
const flagPositions = new Float32Array(flagVertexCount * 3);
const flagUVs = new Float32Array(flagVertexCount * 2);
const flagIndices = [];
for (let row = 0; row <= flagRows; row++) {
for (let column = 0; column <= flagColumns; column++) {
const vertex = row * (flagColumns + 1) + column;
const u = column / flagColumns;
const v = row / flagRows;
flagPositions[vertex * 3] = u * flagWidth;
flagPositions[vertex * 3 + 1] = v * flagHeight;
flagPositions[vertex * 3 + 2] = 0;
flagUVs[vertex * 2] = u;
flagUVs[vertex * 2 + 1] = v;
}
}
for (let row = 0; row < flagRows; row++) {
for (let column = 0; column < flagColumns; column++) {
const a = row * (flagColumns + 1) + column;
const b = a + 1;
const c = a + flagColumns + 1;
const d = c + 1;
flagIndices.push(a, c, b, b, c, d);
}
}
const flagGeometry = new THREE.BufferGeometry();
flagGeometry.setAttribute(
"position",
new THREE.BufferAttribute(flagPositions, 3)
);
flagGeometry.setAttribute(
"uv",
new THREE.BufferAttribute(flagUVs, 2)
);
flagGeometry.setIndex(flagIndices);
flagGeometry.computeVertexNormals();
const flag = addMesh(
flagGeometry,
materials.cloth,
[0, 5.98, 0],
tower,
"Waving banner flag"
);
flag.castShadow = true;
// Small gold emblem attached to the flag
const emblem = addMesh(
new THREE.CircleGeometry(0.115, 20),
materials.gold,
[0.27, 0.63, 0.115],
tower,
"Golden flag emblem"
);
emblem.castShadow = false;
// Custom orbit camera controls
const target = new THREE.Vector3(0, 3.2, 0);
const spherical = new THREE.Spherical(10.8, 1.24, 0.72);
let dragging = false;
let previousX = 0;
let previousY = 0;
function updateCamera() {
spherical.phi = THREE.MathUtils.clamp(spherical.phi, 0.45, 1.52);
spherical.radius = THREE.MathUtils.clamp(spherical.radius, 6.5, 18);
camera.position.setFromSpherical(spherical).add(target);
camera.lookAt(target);
}
function resetCamera() {
spherical.set(10.8, 1.24, 0.72);
target.set(0, 3.2, 0);
updateCamera();
}
canvas.addEventListener("pointerdown", (event) => {
dragging = true;
previousX = event.clientX;
previousY = event.clientY;
canvas.setPointerCapture(event.pointerId);
canvas.classList.add("dragging");
});
canvas.addEventListener("pointermove", (event) => {
if (!dragging) return;
const deltaX = event.clientX - previousX;
const deltaY = event.clientY - previousY;
previousX = event.clientX;
previousY = event.clientY;
spherical.theta -= deltaX * 0.006;
spherical.phi -= deltaY * 0.005;
updateCamera();
});
function stopDragging(event) {
dragging = false;
canvas.classList.remove("dragging");
if (event && canvas.hasPointerCapture(event.pointerId)) {
canvas.releasePointerCapture(event.pointerId);
}
}
canvas.addEventListener("pointerup", stopDragging);
canvas.addEventListener("pointercancel", stopDragging);
canvas.addEventListener("contextmenu", (event) => event.preventDefault());
canvas.addEventListener("wheel", (event) => {
event.preventDefault();
spherical.radius *= Math.exp(event.deltaY * 0.001);
updateCamera();
}, { passive: false });
canvas.addEventListener("dblclick", resetCamera);
// Turntable and pause controls
let autoRotate = true;
function toggleTurntable() {
autoRotate = !autoRotate;
turntableButton.textContent = autoRotate ? "Pause turntable" : "Resume turntable";
turntableButton.setAttribute("aria-pressed", String(!autoRotate));
}
turntableButton.addEventListener("click", toggleTurntable);
window.addEventListener("keydown", (event) => {
if (event.code === "Space") {
event.preventDefault();
toggleTurntable();
}
if (event.code === "KeyR") {
resetCamera();
}
});
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
});
// Animation
const clock = new THREE.Clock();
let elapsed = 0;
renderer.setAnimationLoop(() => {
const delta = Math.min(clock.getDelta(), 0.05);
elapsed += delta;
if (autoRotate) {
turntable.rotation.y += delta * 0.105;
}
// Update the flag's vertices each frame
const positions = flagGeometry.attributes.position;
for (let vertex = 0; vertex < flagVertexCount; vertex++) {
const x = positions.getX(vertex);
const y = positions.getY(vertex);
const normalizedY = y / flagHeight;
const wave =
Math.sin(x * 4.2 - elapsed * 2.35) * 0.21 * normalizedY +
Math.sin((x + flagWidth / 2) * 6.0 - elapsed * 3.1) *
0.075 *
normalizedY;
positions.setZ(vertex, wave);
}
positions.needsUpdate = true;
flagGeometry.computeVertexNormals();
renderer.render(scene, camera);
});
resetCamera();
</script>
</body>
</html>