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import os
import json
import time
from datetime import datetime
from uuid import uuid4

from flask import Flask, render_template_string, request, jsonify
from huggingface_hub import HfApi, hf_hub_download
from huggingface_hub.utils import RepositoryNotFoundError, HfHubHTTPError
from dotenv import load_dotenv
import requests

load_dotenv()

app = Flask(__name__)
app.secret_key = 'level_designer_secret_key_12345'

REPO_ID = "Kgshop/Testai"
HF_TOKEN_WRITE = os.getenv("HF_TOKEN")
HF_TOKEN_READ = os.getenv("HF_TOKEN_READ")

DOWNLOAD_RETRIES = 3
DOWNLOAD_DELAY = 5

def upload_project_to_hf(local_path, project_name):
    if not HF_TOKEN_WRITE:
        print("HF_TOKEN_WRITE is not set. Cannot upload.")
        return False
    try:
        api = HfApi()
        api.upload_file(
            path_or_fileobj=local_path,
            path_in_repo=f"projects/{project_name}.json",
            repo_id=REPO_ID,
            repo_type="dataset",
            token=HF_TOKEN_WRITE,
            commit_message=f"Save project {project_name} at {datetime.now()}"
        )
        return True
    except Exception as e:
        print(f"Error uploading {project_name} to HF: {e}")
        return False

def download_project_from_hf(project_name, retries=DOWNLOAD_RETRIES, delay=DOWNLOAD_DELAY):
    token_to_use = HF_TOKEN_READ if HF_TOKEN_READ else HF_TOKEN_WRITE
    if not token_to_use:
        print("No Hugging Face token found for reading.")
        return None

    for attempt in range(retries + 1):
        try:
            local_path = hf_hub_download(
                repo_id=REPO_ID,
                filename=f"projects/{project_name}.json",
                repo_type="dataset",
                token=token_to_use,
                local_dir=".",
                local_dir_use_symlinks=False,
                force_download=True
            )
            with open(local_path, 'r', encoding='utf-8') as f:
                data = json.load(f)
            if os.path.exists(local_path):
                 os.remove(local_path)
            return data
        except (HfHubHTTPError, RepositoryNotFoundError) as e:
            print(f"Project '{project_name}' not found on HF Hub on attempt {attempt + 1}: {e}")
            return None
        except Exception as e:
            print(f"An unexpected error occurred during download attempt {attempt + 1}: {e}")
            if attempt < retries:
                time.sleep(delay)
    return None

def list_projects_from_hf():
    token_to_use = HF_TOKEN_READ if HF_TOKEN_READ else HF_TOKEN_WRITE
    if not token_to_use:
        return []
    try:
        api = HfApi()
        repo_info = api.list_repo_files(repo_id=REPO_ID, repo_type="dataset", token=token_to_use)
        
        project_files = [f.split('/')[-1].replace('.json', '') for f in repo_info if f.startswith('projects/') and f.endswith('.json')]
        return sorted(project_files)
    except RepositoryNotFoundError:
        print("Repository not found, creating 'projects' directory might be needed on first save.")
        return []
    except Exception as e:
        print(f"Error listing projects from HF: {e}")
        return []

EDITOR_TEMPLATE = '''
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>3D Level Designer</title>
    <style>
        body { margin: 0; overflow: hidden; background-color: #000; color: white; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; }
        canvas { display: block; }
        #ui-container { position: absolute; top: 0; left: 0; height: 100%; z-index: 10; pointer-events: none;}
        #ui-panel {
            background: rgba(0, 0, 0, 0.75);
            padding: 15px;
            border-right: 1px solid #444;
            width: 300px;
            height: 100%;
            overflow-y: auto;
            box-sizing: border-box;
            transition: transform 0.3s ease-in-out;
            transform: translateX(0);
            pointer-events: auto;
        }
        .ui-group { margin-bottom: 15px; padding-bottom: 15px; border-bottom: 1px solid #333; }
        .ui-group:last-child { border-bottom: none; }
        h3 { margin-top: 0; font-size: 1.1em; color: #00aaff; }
        label { display: block; margin-bottom: 5px; font-size: 0.9em; }
        input[type="number"], input[type="text"], select, input[type="file"] {
            width: 100%; padding: 8px; box-sizing: border-box; background: #222; border: 1px solid #555; color: white; border-radius: 4px; margin-bottom: 5px;
        }
        button {
            width: 100%; padding: 10px; background: #0077cc; border: none; color: white; border-radius: 4px; cursor: pointer; font-weight: bold; margin-top: 10px;
        }
        button:hover { background: #0099ff; }
        button.play-button { background: #22aa22; }
        button.play-button:hover { background: #33cc33; }
        .slider-container { margin-top: 10px; }
        input[type="range"] { width: 100%; }
        .radio-group label { display: inline-block; margin-right: 10px; cursor: pointer; }
        .radio-group input { margin-right: 5px; }

        #loading-spinner {
            position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%);
            border: 8px solid #f3f3f3; border-top: 8px solid #3498db; border-radius: 50%;
            width: 60px; height: 60px; animation: spin 1s linear infinite; display: none; z-index: 100;
        }
        #blocker {
			position: absolute; width: 100%; height: 100%; background-color: rgba(0,0,0,0.5); display: none;
		}
		#instructions {
			width: 100%; height: 100%;
			display: flex; flex-direction: column; justify-content: center; align-items: center;
			text-align: center; font-size: 14px; cursor: pointer; color: white;
		}
        #burger-menu {
            position: absolute; top: 15px; left: 15px; z-index: 20;
            display: none; width: 30px; height: 22px; cursor: pointer; pointer-events: auto;
        }
        #burger-menu span {
            display: block; position: absolute; height: 4px; width: 100%;
            background: white; border-radius: 2px; opacity: 1; left: 0;
            transition: .25s ease-in-out;
        }
        #burger-menu span:nth-child(1) { top: 0px; }
        #burger-menu span:nth-child(2) { top: 9px; }
        #burger-menu span:nth-child(3) { top: 18px; }

        @keyframes spin { 0% { transform: rotate(0deg); } 100% { transform: rotate(360deg); } }

        @media (max-width: 800px) {
            #ui-panel { transform: translateX(-100%); padding-top: 60px; }
            #ui-panel.open { transform: translateX(0); }
            #burger-menu { display: block; }
        }
    </style>
</head>
<body>
    <div id="ui-container">
        <div id="burger-menu">
            <span></span><span></span><span></span>
        </div>
        <div id="ui-panel">
             <div class="ui-group">
                <h3>Режим</h3>
                <button id="play-mode-toggle" class="play-button" title="Переключиться в режим игры">Играть</button>
            </div>
            <div class="ui-group">
                <h3>Проект</h3>
                <label for="project-list" title="Выбрать существующий проект для загрузки">Загрузить проект:</label>
                <select id="project-list">
                    <option value="">Выберите проект...</option>
                    {% for project in projects %}
                    <option value="{{ project }}">{{ project }}</option>
                    {% endfor %}
                </select>
                <button id="load-project" title="Загрузить выбранный проект">Загрузить</button>
                <hr style="border-color: #333; margin: 15px 0;">
                <label for="project-name" title="Введите имя для нового или существующего проекта">Имя проекта:</label>
                <input type="text" id="project-name" placeholder="new-level-01">
                <button id="save-project" title="Сохранить текущий проект на сервере">Сохранить</button>
            </div>
            <div class="ui-group">
                <h3>Ландшафт</h3>
                <label for="terrain-width" title="Ширина ландшафта по оси X">Ширина:</label>
                <input type="number" id="terrain-width" value="100">
                <label for="terrain-height" title="Глубина ландшафта по оси Z">Глубина:</label>
                <input type="number" id="terrain-height" value="100">
                <button id="create-terrain" title="Создать новый ландшафт с указанными размерами">Создать новый ландшафт</button>
            </div>
            <div class="ui-group">
                <h3>Кисть</h3>
                <div class="radio-group">
                    <label title="Поднять ландшафт"><input type="radio" name="brush-mode" value="raise" checked> Поднять</label>
                    <label title="Опустить ландшафт"><input type="radio" name="brush-mode" value="lower"> Опустить</label>
                    <label title="Добавить шум"><input type="radio" name="brush-mode" value="roughen"> Шум</label>
                    <label title="Сгладить ландшафт"><input type="radio" name="brush-mode" value="smooth"> Сгладить</label>
                    <label title="Выровнять до определенной высоты"><input type="radio" name="brush-mode" value="flatten"> Выровнять</label>
                    <label title="Рисовать текстуру"><input type="radio" name="brush-mode" value="paint"> Текстура</label>
                    <label title="Разместить объект"><input type="radio" name="brush-mode" value="place"> Объект</label>
                </div>
                <div class="slider-container">
                    <label for="brush-size" title="Радиус кисти">Размер: <span id="brush-size-value">10</span></label>
                    <input type="range" id="brush-size" min="1" max="50" value="10">
                </div>
                <div class="slider-container">
                    <label for="brush-strength" title="Интенсивность кисти">Сила: <span id="brush-strength-value">0.5</span></label>
                    <input type="range" id="brush-strength" min="0.1" max="2" step="0.1" value="0.5">
                </div>
            </div>
             <div class="ui-group" id="texture-management-group">
                <h3>Управление текстурами</h3>
                <label for="texture-slot-select">Слот для изменения:</label>
                <select id="texture-slot-select">
                    <option value="grass">Трава</option>
                    <option value="rock">Скалы</option>
                    <option value="dirt">Грунт</option>
                    <option value="snow">Снег</option>
                    <option value="sand">Песок</option>
                </select>
                 <label for="texture-slot-name">Новое имя для слота:</label>
                <input type="text" id="texture-slot-name" placeholder="например, Лава">
                <button id="rename-texture-slot-btn">Переименовать</button>
                <hr style="border-color: #333; margin: 15px 0;">
                <label for="custom-texture-file">Текстура (Diffuse):</label>
                <input type="file" id="custom-texture-file" accept="image/*" title="Выберите изображение для основной текстуры">
                <label for="custom-normal-file">Карта нормалей (Normal):</label>
                <input type="file" id="custom-normal-file" accept="image/*" title="Выберите изображение для карты нормалей">
                <button id="update-texture-btn">Обновить текстуру</button>
            </div>
            <div class="ui-group">
                <h3>Текстуры ландшафта</h3>
                <div class="radio-group" id="texture-selector">
                    <label><input type="radio" name="texture-type" value="grass" checked> Трава</label>
                    <label><input type="radio" name="texture-type" value="rock"> Скалы</label>
                    <label><input type="radio" name="texture-type" value="dirt"> Грунт</label>
                    <label><input type="radio" name="texture-type" value="snow"> Снег</label>
                    <label><input type="radio" name="texture-type" value="sand"> Песок</label>
                </div>
            </div>
            <div class="ui-group">
                <h3>Объекты</h3>
                <div class="radio-group" id="object-selector">
                    <label><input type="radio" name="object-type" value="grass" checked> Трава</label>
                </div>
                <button id="clear-objects" title="Удалить всю растительность с ландшафта">Очистить объекты</button>
            </div>
        </div>
    </div>

    <div id="blocker">
		<div id="instructions">
			<p style="font-size:36px">Нажмите, чтобы играть</p>
			<p>
				Движение: WASD<br/>
				Прыжок: ПРОБЕЛ<br/>
				Осмотр: МЫШЬ
			</p>
            <p>Нажмите ESC для выхода</p>
		</div>
	</div>

    <div id="loading-spinner"></div>

    <script type="importmap">
    {
        "imports": {
            "three": "https://unpkg.com/three@0.160.0/build/three.module.js",
            "three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/",
            "simplex-noise": "https://unpkg.com/simplex-noise@4.0.1/dist/esm/simplex-noise.js"
        }
    }
    </script>

    <script type="module">
        import * as THREE from 'three';
        import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
        import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
        import { Sky } from 'three/addons/objects/Sky.js';
        import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
        import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
        import { SSAOPass } from 'three/addons/postprocessing/SSAOPass.js';
        import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
        import { createNoise2D } from 'simplex-noise';

        let scene, camera, renderer, orbitControls, pointerLockControls, composer, brushHelper, terrainMesh, sky, sun;
        let raycaster = new THREE.Raycaster();
        let mouse = new THREE.Vector2();
        let isEditing = false;
        const noise2D = createNoise2D();
        
        let grassInstances, grassMaterial;
        const MAX_GRASS_COUNT = 100000;
        const terrainDimensions = { width: 100, height: 100, segmentsX: 100, segmentsY: 100 };
        
        let isPlayMode = false;
        let player, playerVelocity = new THREE.Vector3(), playerOnGround = false;
        const playerHeight = 1.8;
        const playerColliderRadius = 0.5;
        const playerSpeed = 8.0;
        const playerJumpHeight = 8.0;
        const gravity = -30.0;
        const keyStates = {};
        const clock = new THREE.Clock();

        const textureLoader = new THREE.TextureLoader();
        let customTextures = {};
        let customNormalMaps = {};
        let flattenHeight = null;

        const loadTexture = (url) => {
            const tex = textureLoader.load(url);
            tex.wrapS = THREE.RepeatWrapping;
            tex.wrapT = THREE.RepeatWrapping;
            tex.anisotropy = 16;
            return tex;
        };
        
        const textures = {
            grass: loadTexture('https://cdn.jsdelivr.net/gh/mrdoob/three.js/examples/textures/terrain/grasslight-big.jpg'),
            rock: loadTexture('https://cdn.jsdelivr.net/gh/mrdoob/three.js/examples/textures/terrain/rock.jpg'),
            dirt: loadTexture('https://cdn.jsdelivr.net/gh/mrdoob/three.js/examples/textures/terrain/sand-512.jpg'),
            snow: loadTexture('https://cdn.jsdelivr.net/gh/mrdoob/three.js/examples/textures/snow.jpg'),
            sand: loadTexture('https://cdn.jsdelivr.net/gh/mrdoob/three.js/examples/textures/terrain/sand-512.jpg'),
            grassNormal: loadTexture('https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/terrain/grasslight-big-nm.jpg'),
            rockNormal: loadTexture('https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/terrain/rock-nm.jpg'),
            dirtNormal: new THREE.DataTexture(new Uint8Array([128, 128, 255, 255]), 1, 1),
            snowNormal: new THREE.DataTexture(new Uint8Array([128, 128, 255, 255]), 1, 1),
            sandNormal: new THREE.DataTexture(new Uint8Array([128, 128, 255, 255]), 1, 1)
        };
        
        Object.values(textures).forEach(tex => {
            if (tex.isDataTexture) {
                tex.needsUpdate = true;
            } else {
                tex.wrapS = tex.wrapT = THREE.RepeatWrapping;
            }
        });

        const terrainMaterial = new THREE.ShaderMaterial({
            uniforms: {
                grassTexture: { value: textures.grass },
                rockTexture: { value: textures.rock },
                dirtTexture: { value: textures.dirt },
                snowTexture: { value: textures.snow },
                sandTexture: { value: textures.sand },
                grassNormalMap: { value: textures.grassNormal },
                rockNormalMap: { value: textures.rockNormal },
                dirtNormalMap: { value: textures.dirtNormal },
                snowNormalMap: { value: textures.snowNormal },
                sandNormalMap: { value: textures.sandNormal },
                lightDirection: { value: new THREE.Vector3(0.5, 0.5, 0.5).normalize() }
            },
            vertexShader: `
                varying vec2 vUv;
                varying vec3 vNormal;
                varying vec3 vViewPosition;
                attribute vec4 color;
                varying vec4 vColor;
                attribute vec4 tangent;
                varying vec3 vTangent;
                varying vec3 vBitangent;

                void main() {
                    vUv = uv;
                    vColor = color;
                    vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
                    vViewPosition = -mvPosition.xyz;
                    vNormal = normalize(normalMatrix * normal);
                    vTangent = normalize(normalMatrix * tangent.xyz);
                    vBitangent = normalize(cross(vNormal, vTangent) * tangent.w);
                    gl_Position = projectionMatrix * mvPosition;
                }
            `,
            fragmentShader: `
                uniform sampler2D grassTexture;
                uniform sampler2D rockTexture;
                uniform sampler2D dirtTexture;
                uniform sampler2D snowTexture;
                uniform sampler2D sandTexture;
                uniform sampler2D grassNormalMap;
                uniform sampler2D rockNormalMap;
                uniform sampler2D dirtNormalMap;
                uniform sampler2D snowNormalMap;
                uniform sampler2D sandNormalMap;

                uniform vec3 lightDirection;

                varying vec2 vUv;
                varying vec4 vColor;
                varying vec3 vNormal;
                varying vec3 vViewPosition;
                varying vec3 vTangent;
                varying vec3 vBitangent;

                void main() {
                    vec2 uv_scaled = vUv * 30.0;
                    
                    vec4 grass = texture2D(grassTexture, uv_scaled);
                    vec4 rock = texture2D(rockTexture, uv_scaled);
                    vec4 dirt = texture2D(dirtTexture, uv_scaled);
                    vec4 snow = texture2D(snowTexture, uv_scaled);
                    vec4 sand = texture2D(sandTexture, uv_scaled);

                    vec3 finalColor = grass.rgb;
                    finalColor = mix(finalColor, rock.rgb, vColor.r);
                    finalColor = mix(finalColor, dirt.rgb, vColor.g);
                    finalColor = mix(finalColor, snow.rgb, vColor.b);
                    finalColor = mix(finalColor, sand.rgb, vColor.a);
                    
                    mat3 tbn = mat3(vTangent, vBitangent, vNormal);

                    vec3 grassNormal = texture2D(grassNormalMap, uv_scaled).xyz * 2.0 - 1.0;
                    vec3 rockNormal = texture2D(rockNormalMap, uv_scaled).xyz * 2.0 - 1.0;
                    vec3 dirtNormal = texture2D(dirtNormalMap, uv_scaled).xyz * 2.0 - 1.0;
                    vec3 snowNormal = texture2D(snowNormalMap, uv_scaled).xyz * 2.0 - 1.0;
                    vec3 sandNormal = texture2D(sandNormalMap, uv_scaled).xyz * 2.0 - 1.0;
                    
                    vec3 finalNormal = grassNormal;
                    finalNormal = mix(finalNormal, rockNormal, vColor.r);
                    finalNormal = mix(finalNormal, dirtNormal, vColor.g);
                    finalNormal = mix(finalNormal, snowNormal, vColor.b);
                    finalNormal = mix(finalNormal, sandNormal, vColor.a);
                    
                    vec3 normal = normalize(tbn * finalNormal);

                    float lighting = dot(normal, lightDirection) * 0.5 + 0.5;
                    gl_FragColor = vec4(finalColor * lighting, 1.0);
                }
            `
        });

        function init() {
            scene = new THREE.Scene();
            
            camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 2000);
            camera.position.set(50, 50, 50);

            renderer = new THREE.WebGLRenderer({ antialias: true });
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.setPixelRatio(window.devicePixelRatio);
            renderer.shadowMap.enabled = true;
            renderer.shadowMap.type = THREE.PCFSoftShadowMap; 
            renderer.toneMapping = THREE.ACESFilmicToneMapping;
            renderer.outputColorSpace = THREE.SRGBColorSpace;
            document.body.appendChild(renderer.domElement);

            orbitControls = new OrbitControls(camera, renderer.domElement);
            orbitControls.enableDamping = true;
            orbitControls.maxPolarAngle = Math.PI / 2.1;

            const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.5);
            scene.add(hemiLight);

            const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
            dirLight.position.set(100, 100, 50);
            dirLight.castShadow = true;
            dirLight.shadow.mapSize.width = 4096;
            dirLight.shadow.mapSize.height = 4096;
            dirLight.shadow.camera.top = 150;
            dirLight.shadow.camera.bottom = -150;
            dirLight.shadow.camera.left = -150;
            dirLight.shadow.camera.right = 150;
            dirLight.shadow.bias = -0.001;
            dirLight.shadow.normalBias = 0.05;
            scene.add(dirLight);
            terrainMaterial.uniforms.lightDirection.value = dirLight.position.clone().normalize();

            sky = new Sky();
            sky.scale.setScalar(450000);
            scene.add(sky);
            sun = new THREE.Vector3();
            const effectController = {
                turbidity: 10,
                rayleigh: 3,
                mieCoefficient: 0.005,
                mieDirectionalG: 0.7,
                elevation: 4,
                azimuth: 180,
            };
            const uniforms = sky.material.uniforms;
            uniforms[ 'turbidity' ].value = effectController.turbidity;
            uniforms[ 'rayleigh' ].value = effectController.rayleigh;
            uniforms[ 'mieCoefficient' ].value = effectController.mieCoefficient;
            uniforms[ 'mieDirectionalG' ].value = effectController.mieDirectionalG;
            const phi = THREE.MathUtils.degToRad( 90 - effectController.elevation );
            const theta = THREE.MathUtils.degToRad( effectController.azimuth );
            sun.setFromSphericalCoords( 1, phi, theta );
            uniforms[ 'sunPosition' ].value.copy( sun );
            dirLight.position.copy(sun).multiplyScalar(100);

            const brushGeometry = new THREE.CylinderGeometry(1, 1, 100, 32, 1, true);
            const brushMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00, wireframe: true, transparent: true, opacity: 0.5 });
            brushHelper = new THREE.Mesh(brushGeometry, brushMaterial);
            brushHelper.visible = false;
            scene.add(brushHelper);

            initFoliage();
            initPostprocessing();
            initPlayer();

            window.addEventListener('resize', onWindowResize);
            renderer.domElement.addEventListener('pointermove', onPointerMove);
            renderer.domElement.addEventListener('pointerdown', onPointerDown);
            renderer.domElement.addEventListener('pointerup', onPointerUp);
            renderer.domElement.addEventListener('pointerout', () => { brushHelper.visible = false; });
            
            setupUIListeners();
            animate();
        }

        function initPostprocessing() {
            composer = new EffectComposer(renderer);
            const renderPass = new RenderPass(scene, camera);
            composer.addPass(renderPass);

            const ssaoPass = new SSAOPass(scene, camera, window.innerWidth, window.innerHeight);
            ssaoPass.kernelRadius = 16;
            ssaoPass.minDistance = 0.005;
            ssaoPass.maxDistance = 0.1;
            composer.addPass(ssaoPass);

            const bloomPass = new UnrealBloomPass(new THREE.Vector2(window.innerWidth, window.innerHeight), 0.5, 0.4, 0.85);
            composer.addPass(bloomPass);
        }

        function initFoliage() {
            if (grassInstances) {
                scene.remove(grassInstances);
                grassInstances.geometry.dispose();
                grassMaterial.dispose();
            }
            const grassTexture = textureLoader.load('https://threejs.org/examples/textures/sprites/grass.png');
            grassMaterial = new THREE.ShaderMaterial({
                uniforms: {
                    time: { value: 0 },
                    map: { value: grassTexture }
                },
                vertexShader: `
                    uniform float time;
                    varying vec2 vUv;
                    
                    void main() {
                        vUv = uv;
                        vec3 pos = position;
                        
                        mat4 instanceMatrix_ = instanceMatrix;
                        vec3 instancePosition = vec3(instanceMatrix_[3][0], instanceMatrix_[3][1], instanceMatrix_[3][2]);
                        
                        float windStrength = 0.2;
                        float windSpeed = 2.0;
                        float noise = (sin(instancePosition.x * 0.5 + time * windSpeed) + cos(instancePosition.z * 0.5 + time * windSpeed)) * 0.5 + 0.5;
                        
                        if (pos.y > 0.1) {
                            pos.x += noise * windStrength;
                        }

                        gl_Position = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(pos, 1.0);
                    }
                `,
                fragmentShader: `
                    uniform sampler2D map;
                    varying vec2 vUv;

                    void main() {
                        vec4 texColor = texture2D(map, vUv);
                        if (texColor.a < 0.5) discard;
                        gl_FragColor = texColor;
                    }
                `,
                side: THREE.DoubleSide,
                transparent: true
            });

            const grassBlade = new THREE.PlaneGeometry(0.8, 1.8);
            grassBlade.translate(0, 0.9, 0);
            grassInstances = new THREE.InstancedMesh(grassBlade, grassMaterial, MAX_GRASS_COUNT);
            grassInstances.castShadow = true;
            grassInstances.count = 0;
            scene.add(grassInstances);
        }

        function initPlayer() {
            player = new THREE.Group();
            scene.add(player);

            pointerLockControls = new PointerLockControls(camera, document.body);
            const blocker = document.getElementById('blocker');
            const instructions = document.getElementById('instructions');
            instructions.addEventListener('click', () => pointerLockControls.lock());
            pointerLockControls.addEventListener('lock', () => { instructions.style.display = 'none'; blocker.style.display = 'none'; });
            pointerLockControls.addEventListener('unlock', () => { blocker.style.display = 'block'; instructions.style.display = ''; });
            
            document.addEventListener('keydown', (event) => { keyStates[event.code] = true; });
            document.addEventListener('keyup', (event) => { keyStates[event.code] = false; });
            document.addEventListener('keydown', (event) => {
                if (isPlayMode && event.code === 'Escape') {
                    togglePlayMode();
                }
            });
        }
        
        function setupUIListeners() {
            document.getElementById('create-terrain').addEventListener('click', () => {
                const width = parseInt(document.getElementById('terrain-width').value);
                const height = parseInt(document.getElementById('terrain-height').value);
                createTerrain(width, height);
            });
            document.getElementById('save-project').addEventListener('click', saveProject);
            document.getElementById('load-project').addEventListener('click', loadProject);
            document.getElementById('brush-size').addEventListener('input', (e) => {
                document.getElementById('brush-size-value').textContent = e.target.value;
                updateBrushHelper();
            });
            document.getElementById('brush-strength').addEventListener('input', (e) => {
                document.getElementById('brush-strength-value').textContent = e.target.value;
            });
            document.getElementById('project-list').addEventListener('change', (e) => {
                document.getElementById('project-name').value = e.target.value;
            });
            document.getElementById('burger-menu').addEventListener('click', () => {
                document.getElementById('ui-panel').classList.toggle('open');
            });
            document.getElementById('clear-objects').addEventListener('click', () => {
                if (confirm('Вы уверены, что хотите удалить все объекты?')) {
                    grassInstances.count = 0;
                    grassInstances.instanceMatrix.needsUpdate = true;
                }
            });
            document.getElementById('play-mode-toggle').addEventListener('click', togglePlayMode);
            document.getElementById('update-texture-btn').addEventListener('click', updateCustomTexture);
            document.getElementById('rename-texture-slot-btn').addEventListener('click', renameTextureSlot);
            document.getElementById('texture-slot-select').addEventListener('change', (e) => {
                 const slotName = e.target.value;
                 const textureSelector = document.getElementById('texture-selector');
                 const label = textureSelector.querySelector(`label input[value="${slotName}"]`).parentElement;
                 document.getElementById('texture-slot-name').value = label.innerText.trim();
            });
        }
        
        function updateCustomTexture() {
            const textureFileInput = document.getElementById('custom-texture-file');
            const normalFileInput = document.getElementById('custom-normal-file');
            const textureSlot = document.getElementById('texture-slot-select').value;

            const textureFile = textureFileInput.files[0];
            const normalFile = normalFileInput.files[0];

            if (!textureFile && !normalFile) {
                alert('Пожалуйста, выберите файл текстуры или карты нормалей.');
                return;
            }

            const updateTexture = (file, isNormalMap) => {
                if (!file) return;
                const reader = new FileReader();
                reader.onload = (event) => {
                    const dataUrl = event.target.result;
                    
                    if (isNormalMap) {
                        customNormalMaps[textureSlot] = dataUrl;
                    } else {
                        customTextures[textureSlot] = dataUrl;
                    }

                    const newTexture = loadTexture(dataUrl);
                    const uniformName = textureSlot + (isNormalMap ? 'NormalMap' : 'Texture');

                    if (terrainMaterial.uniforms[uniformName]) {
                        if (terrainMaterial.uniforms[uniformName].value) {
                            terrainMaterial.uniforms[uniformName].value.dispose();
                        }
                        terrainMaterial.uniforms[uniformName].value = newTexture;
                        terrainMaterial.needsUpdate = true;
                        alert(`Карта ${isNormalMap ? 'нормалей' : 'текстуры'} для слота "${textureSlot}" успешно обновлена.`);
                    }
                };
                reader.readAsDataURL(file);
            };

            updateTexture(textureFile, false);
            updateTexture(normalFile, true);
        }


        function renameTextureSlot() {
            const slotValue = document.getElementById('texture-slot-select').value;
            const newName = document.getElementById('texture-slot-name').value.trim();

            if (!newName) {
                alert("Имя слота не может быть пустым.");
                return;
            }
            
            const textureSelector = document.getElementById('texture-selector');
            const label = textureSelector.querySelector(`label input[value="${slotValue}"]`).parentElement;
            
            label.childNodes[1].nodeValue = " " + newName;
            
            const option = document.querySelector(`#texture-slot-select option[value="${slotValue}"]`);
            option.textContent = newName;
            
            alert(`Слот "${slotValue}" переименован в "${newName}".`);
        }

        function updateTextureUIAfterLoad(projectData) {
            if (!projectData.textureNames) return;

            const textureSelector = document.getElementById('texture-selector');
            const slotSelect = document.getElementById('texture-slot-select');

            Object.entries(projectData.textureNames).forEach(([slotValue, newName]) => {
                const label = textureSelector.querySelector(`label input[value="${slotValue}"]`).parentElement;
                if (label) {
                    label.childNodes[1].nodeValue = " " + newName;
                }
                const option = slotSelect.querySelector(`option[value="${slotValue}"]`);
                if (option) {
                    option.textContent = newName;
                }
            });
        }


        function togglePlayMode() {
            isPlayMode = !isPlayMode;
            const toggleButton = document.getElementById('play-mode-toggle');
            const uiPanel = document.getElementById('ui-container');

            if (isPlayMode) {
                toggleButton.textContent = "Редактор";
                toggleButton.classList.remove('play-button');
                uiPanel.style.display = 'none';
                brushHelper.visible = false;
                orbitControls.enabled = false;
                
                const spawnRaycaster = new THREE.Raycaster(new THREE.Vector3(0, 100, 0), new THREE.Vector3(0, -1, 0));
                const intersects = spawnRaycaster.intersectObject(terrainMesh);
                if (intersects.length > 0) {
                    player.position.copy(intersects[0].point);
                } else {
                    player.position.set(0, 0, 0);
                }
                player.position.y += playerHeight;
                playerVelocity.set(0,0,0);
                
                pointerLockControls.lock();

            } else {
                toggleButton.textContent = "Играть";
                toggleButton.classList.add('play-button');
                uiPanel.style.display = 'block';
                orbitControls.enabled = true;
                pointerLockControls.unlock();
            }
        }

        function showSpinner(show) {
            document.getElementById('loading-spinner').style.display = show ? 'block' : 'none';
        }

        function createTerrain(width, height, terrainData = null) {
            if (terrainMesh) {
                scene.remove(terrainMesh);
                terrainMesh.geometry.dispose();
            }
            initFoliage();

            terrainDimensions.width = width;
            terrainDimensions.height = height;
            terrainDimensions.segmentsX = Math.max(1, Math.round(width));
            terrainDimensions.segmentsY = Math.max(1, Math.round(height));

            const geometry = new THREE.PlaneGeometry(
                terrainDimensions.width, terrainDimensions.height,
                terrainDimensions.segmentsX, terrainDimensions.segmentsY
            );
            geometry.rotateX(-Math.PI / 2);

            const colors = new Float32Array(geometry.attributes.position.count * 4);
            geometry.setAttribute('color', new THREE.BufferAttribute(colors, 4));
            
            if (terrainData) {
                const positions = geometry.attributes.position;
                for (let i = 0; i < positions.count; i++) {
                    positions.setY(i, terrainData.heights[i]);
                }
                if (terrainData.colors) {
                    geometry.attributes.color.array.set(terrainData.colors);
                }
                if (terrainData.foliage && terrainData.foliage.grass) {
                    const matrices = terrainData.foliage.grass;
                    grassInstances.count = matrices.length / 16;
                    for (let i = 0; i < grassInstances.count; i++) {
                        const matrix = new THREE.Matrix4();
                        matrix.fromArray(matrices, i * 16);
                        grassInstances.setMatrixAt(i, matrix);
                    }
                    grassInstances.instanceMatrix.needsUpdate = true;
                }
                 if (terrainData.customTextures) {
                    customTextures = terrainData.customTextures;
                    Object.entries(customTextures).forEach(([slot, dataUrl]) => {
                        const newTexture = loadTexture(dataUrl);
                        const uniformName = slot + 'Texture';
                        if (terrainMaterial.uniforms[uniformName]) {
                            if (terrainMaterial.uniforms[uniformName].value) {
                                terrainMaterial.uniforms[uniformName].value.dispose();
                            }
                            terrainMaterial.uniforms[uniformName].value = newTexture;
                        }
                    });
                }
                if (terrainData.customNormalMaps) {
                    customNormalMaps = terrainData.customNormalMaps;
                    Object.entries(customNormalMaps).forEach(([slot, dataUrl]) => {
                        const newNormalMap = loadTexture(dataUrl);
                        const uniformName = slot + 'NormalMap';
                        if (terrainMaterial.uniforms[uniformName]) {
                            if (terrainMaterial.uniforms[uniformName].value) {
                                terrainMaterial.uniforms[uniformName].value.dispose();
                            }
                            terrainMaterial.uniforms[uniformName].value = newNormalMap;
                        }
                    });
                }
                terrainMaterial.needsUpdate = true;
                updateTextureUIAfterLoad(terrainData);
            }
            
            geometry.computeTangents();
            geometry.computeVertexNormals();

            terrainMesh = new THREE.Mesh(geometry, terrainMaterial);
            terrainMesh.castShadow = true;
            terrainMesh.receiveShadow = true;
            scene.add(terrainMesh);
        }

        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
            composer.setSize(window.innerWidth, window.innerHeight);
        }
        
        function getBrushMode() {
            return document.querySelector('input[name="brush-mode"]:checked').value;
        }

        function onPointerMove(event) {
            if (isPlayMode) return;
            mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
            mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;

            raycaster.setFromCamera(mouse, camera);
            if (!terrainMesh) return;

            const intersects = raycaster.intersectObject(terrainMesh);

            if (intersects.length > 0) {
                const intersectionPoint = intersects[0].point;
                brushHelper.position.copy(intersectionPoint);
                brushHelper.position.y = 0;
                brushHelper.visible = true;
                updateBrushHelper();
                orbitControls.enabled = !isEditing;

                if (isEditing) {
                    applyBrush(intersects[0]);
                }
            } else {
                brushHelper.visible = false;
                orbitControls.enabled = true;
            }
        }
        
        function updateBrushHelper() {
            const brushSize = parseFloat(document.getElementById('brush-size').value);
            brushHelper.scale.set(brushSize, 1, brushSize);
        }

        function onPointerDown(event) {
            if (isPlayMode) return;
            if (event.button === 0 && mouse.x > -0.9) {
                 if (window.innerWidth < 800 && !document.getElementById('ui-panel').contains(event.target)) {
                     document.getElementById('ui-panel').classList.remove('open');
                 }
                isEditing = true;
                orbitControls.enabled = false;
                
                if (getBrushMode() === 'flatten') {
                    raycaster.setFromCamera(mouse, camera);
                    const intersects = raycaster.intersectObject(terrainMesh);
                    if (intersects.length > 0) {
                        flattenHeight = intersects[0].point.y;
                    }
                }
            }
        }

        function onPointerUp(event) {
            if (isPlayMode) return;
            if (event.button === 0) {
                isEditing = false;
                orbitControls.enabled = true;
                flattenHeight = null;
            }
        }
        
        function applyBrush(intersection) {
             if (!terrainMesh) return;
            const brushMode = getBrushMode();
            switch(brushMode) {
                case 'raise': case 'lower': sculptTerrain(intersection.point, brushMode); break;
                case 'roughen': roughenTerrain(intersection.point); break;
                case 'smooth': smoothTerrain(intersection.point); break;
                case 'flatten': flattenTerrain(intersection.point); break;
                case 'paint': paintTexture(intersection.point); break;
                case 'place': placeObject(intersection); break;
            }
        }

        function sculptTerrain(center, mode) {
            const positions = terrainMesh.geometry.attributes.position;
            const brushSize = parseFloat(document.getElementById('brush-size').value);
            const brushStrength = parseFloat(document.getElementById('brush-strength').value);
            const direction = (mode === 'raise') ? 1 : -1;
            const vertex = new THREE.Vector3();

            for (let i = 0; i < positions.count; i++) {
                vertex.fromBufferAttribute(positions, i);
                const distance = vertex.distanceTo(center);
                if (distance < brushSize) {
                    const falloff = Math.pow(1 - (distance / brushSize), 2);
                    let currentY = positions.getY(i);
                    let newY = currentY + direction * falloff * brushStrength;
                    positions.setY(i, newY);
                }
            }
            positions.needsUpdate = true;
            terrainMesh.geometry.computeVertexNormals();
            terrainMesh.geometry.computeTangents();
        }

        function roughenTerrain(center) {
            const positions = terrainMesh.geometry.attributes.position;
            const brushSize = parseFloat(document.getElementById('brush-size').value);
            const brushStrength = parseFloat(document.getElementById('brush-strength').value);
            const vertex = new THREE.Vector3();
            const noiseFrequency = 1.5;

            for (let i = 0; i < positions.count; i++) {
                vertex.fromBufferAttribute(positions, i);
                const distance = vertex.distanceTo(center);
                if (distance < brushSize) {
                    const falloff = Math.pow(1 - (distance / brushSize), 2);
                    let noiseVal = noise2D(vertex.x * noiseFrequency, vertex.z * noiseFrequency);
                    let currentY = positions.getY(i);
                    let newY = currentY + noiseVal * falloff * brushStrength;
                    positions.setY(i, newY);
                }
            }
            positions.needsUpdate = true;
            terrainMesh.geometry.computeVertexNormals();
            terrainMesh.geometry.computeTangents();
        }

        function smoothTerrain(center) {
            const positions = terrainMesh.geometry.attributes.position;
            const brushSize = parseFloat(document.getElementById('brush-size').value);
            const brushStrength = parseFloat(document.getElementById('brush-strength').value) * 0.1;
            const vertex = new THREE.Vector3();
            
            const verticesInBrush = [];
            let totalHeight = 0;

            for (let i = 0; i < positions.count; i++) {
                vertex.fromBufferAttribute(positions, i);
                const distance = vertex.distanceTo(center);
                if (distance < brushSize) {
                    verticesInBrush.push({ index: i, position: vertex.clone() });
                    totalHeight += vertex.y;
                }
            }
            if (verticesInBrush.length === 0) return;

            const averageHeight = totalHeight / verticesInBrush.length;

            verticesInBrush.forEach(v => {
                const distance = v.position.distanceTo(center);
                const falloff = Math.pow(1 - (distance / brushSize), 2);
                const currentY = positions.getY(v.index);
                const newY = THREE.MathUtils.lerp(currentY, averageHeight, falloff * brushStrength);
                positions.setY(v.index, newY);
            });

            positions.needsUpdate = true;
            terrainMesh.geometry.computeVertexNormals();
            terrainMesh.geometry.computeTangents();
        }
        
        function flattenTerrain(center) {
            if (flattenHeight === null) return;
            const positions = terrainMesh.geometry.attributes.position;
            const brushSize = parseFloat(document.getElementById('brush-size').value);
            const brushStrength = parseFloat(document.getElementById('brush-strength').value) * 0.1;
            const vertex = new THREE.Vector3();

            for (let i = 0; i < positions.count; i++) {
                vertex.fromBufferAttribute(positions, i);
                const distance = vertex.distanceTo(center);
                if (distance < brushSize) {
                    const falloff = Math.pow(1 - (distance / brushSize), 2);
                    const currentY = positions.getY(i);
                    const newY = THREE.MathUtils.lerp(currentY, flattenHeight, falloff * brushStrength);
                    positions.setY(i, newY);
                }
            }
            positions.needsUpdate = true;
            terrainMesh.geometry.computeVertexNormals();
            terrainMesh.geometry.computeTangents();
        }
        
        function paintTexture(center) {
            const colors = terrainMesh.geometry.attributes.color;
            const positions = terrainMesh.geometry.attributes.position;
            const brushSize = parseFloat(document.getElementById('brush-size').value);
            const brushStrength = parseFloat(document.getElementById('brush-strength').value) * 0.1;
            const textureType = document.querySelector('input[name="texture-type"]:checked').value;
            
            const targetColor = new THREE.Vector4(0,0,0,0);
            if(textureType === 'rock')      targetColor.x = 1;
            else if (textureType === 'dirt')   targetColor.y = 1;
            else if (textureType === 'snow')   targetColor.z = 1;
            else if (textureType === 'sand')   targetColor.w = 1;

            const vertex = new THREE.Vector3();
            const currentColor = new THREE.Vector4();

            for (let i = 0; i < positions.count; i++) {
                vertex.fromBufferAttribute(positions, i);
                const distance = vertex.distanceTo(center);
                if (distance < brushSize) {
                    const falloff = Math.pow(1 - (distance / brushSize), 2);
                    currentColor.fromBufferAttribute(colors, i);
                    
                    if (textureType === 'grass') {
                         currentColor.x = Math.max(0, currentColor.x - falloff * brushStrength);
                         currentColor.y = Math.max(0, currentColor.y - falloff * brushStrength);
                         currentColor.z = Math.max(0, currentColor.z - falloff * brushStrength);
                         currentColor.w = Math.max(0, currentColor.w - falloff * brushStrength);
                    } else {
                        currentColor.lerp(targetColor, falloff * brushStrength);
                    }
                    
                    let sum = currentColor.x + currentColor.y + currentColor.z + currentColor.w;
                    if (sum > 1.0) {
                        currentColor.divideScalar(sum);
                    }
                    colors.setXYZW(i, currentColor.x, currentColor.y, currentColor.z, currentColor.w);
                }
            }
            colors.needsUpdate = true;
        }

        function placeObject(intersection) {
            const brushSize = parseFloat(document.getElementById('brush-size').value);
            const density = parseFloat(document.getElementById('brush-strength').value) * 2;
            const dummy = new THREE.Object3D();
            
            for (let i = 0; i < density; i++) {
                if (grassInstances.count >= MAX_GRASS_COUNT) break;

                const randomPoint = new THREE.Vector2(
                    (Math.random() - 0.5) * brushSize * 2,
                    (Math.random() - 0.5) * brushSize * 2
                );
                
                dummy.position.set(
                    intersection.point.x + randomPoint.x,
                    intersection.point.y,
                    intersection.point.z + randomPoint.y
                );
                
                const placementRaycaster = new THREE.Raycaster(
                    new THREE.Vector3(dummy.position.x, 100, dummy.position.z),
                    new THREE.Vector3(0, -1, 0)
                );
                const placementIntersects = placementRaycaster.intersectObject(terrainMesh);
                
                if (placementIntersects.length > 0) {
                    dummy.position.copy(placementIntersects[0].point);
                    dummy.rotation.y = Math.random() * Math.PI * 2;
                    dummy.scale.set(1, Math.random() * 0.5 + 0.75, 1);
                    dummy.updateMatrix();
                    grassInstances.setMatrixAt(grassInstances.count++, dummy.matrix);
                }
            }
             grassInstances.instanceMatrix.needsUpdate = true;
        }

        async function saveProject() {
            const projectName = document.getElementById('project-name').value.trim();
            if (!projectName) { alert("Пожалуйста, введите имя проекта."); return; }
            if (!terrainMesh) { alert("Сначала создайте ландшафт для сохранения."); return; }
            showSpinner(true);

            const grassMatrices = [];
            for (let i = 0; i < grassInstances.count; i++) {
                const matrix = new THREE.Matrix4();
                grassInstances.getMatrixAt(i, matrix);
                grassMatrices.push(...matrix.elements);
            }

            const textureNames = {};
            document.querySelectorAll('#texture-selector label').forEach(label => {
                const input = label.querySelector('input');
                const slotValue = input.value;
                const name = label.innerText.trim();
                textureNames[slotValue] = name;
            });
            
            const projectData = {
                name: projectName,
                width: terrainDimensions.width,
                height: terrainDimensions.height,
                heights: Array.from(terrainMesh.geometry.attributes.position.array.filter((_, i) => i % 3 === 1)),
                colors: Array.from(terrainMesh.geometry.attributes.color.array),
                foliage: {
                    grass: grassMatrices
                },
                customTextures: customTextures,
                customNormalMaps: customNormalMaps,
                textureNames: textureNames
            };
            
            try {
                const response = await fetch('/api/project', {
                    method: 'POST',
                    headers: { 'Content-Type': 'application/json' },
                    body: JSON.stringify(projectData)
                });
                const result = await response.json();
                if (!response.ok) throw new Error(result.error || 'Ошибка при сохранении проекта.');
                alert(`Проект '${projectName}' успешно сохранен!`);

                const projectList = document.getElementById('project-list');
                if (!Array.from(projectList.options).some(opt => opt.value === projectName)) {
                    const newOption = document.createElement('option');
                    newOption.value = newOption.textContent = projectName;
                    projectList.appendChild(newOption);
                }
            } catch (error) {
                alert(`Не удалось сохранить проект: ${error.message}`);
            } finally {
                showSpinner(false);
            }
        }
        
        async function loadProject() {
            const projectName = document.getElementById('project-list').value;
            if (!projectName) { alert("Пожалуйста, выберите проект для загрузки."); return; }
            showSpinner(true);

            try {
                const response = await fetch(`/api/project/${projectName}`);
                const result = await response.json();
                if (!response.ok) throw new Error(result.error || 'Ошибка при загрузке проекта.');
                
                createTerrain(result.width, result.height, result);
                document.getElementById('project-name').value = projectName;
                document.getElementById('terrain-width').value = result.width;
                document.getElementById('terrain-height').value = result.height;
            } catch (error) {
                alert(`Не удалось загрузить проект: ${error.message}`);
            } finally {
                showSpinner(false);
            }
        }

        function updatePlayer(deltaTime) {
            if (!terrainMesh) return;
        
            let speedDelta = deltaTime * playerSpeed;
            const moveVector = new THREE.Vector3(0, 0, 0);

            if (keyStates['KeyW']) moveVector.z -= 1;
            if (keyStates['KeyS']) moveVector.z += 1;
            if (keyStates['KeyA']) moveVector.x -= 1;
            if (keyStates['KeyD']) moveVector.x += 1;
            
            if (playerOnGround && keyStates['Space']) {
                playerVelocity.y = playerJumpHeight;
            }
            
            playerVelocity.y += gravity * deltaTime;

            if (moveVector.length() > 0) {
                moveVector.normalize().applyQuaternion(camera.quaternion).multiplyScalar(speedDelta);
                
                const collisionRay = new THREE.Raycaster(player.position, moveVector.clone().normalize());
                const collisionResults = collisionRay.intersectObject(terrainMesh);

                if (collisionResults.length === 0 || collisionResults[0].distance > playerColliderRadius) {
                    player.position.x += moveVector.x;
                    player.position.z += moveVector.z;
                }
            }
            
            player.position.y += playerVelocity.y * deltaTime;
            
            raycaster.set(player.position, new THREE.Vector3(0, -1, 0));
            const intersects = raycaster.intersectObject(terrainMesh);
            if (intersects.length > 0) {
                const groundHeight = intersects[0].point.y;
                if (player.position.y < groundHeight + playerHeight) {
                    player.position.y = groundHeight + playerHeight;
                    playerVelocity.y = 0;
                    playerOnGround = true;
                } else {
                    playerOnGround = false;
                }
            }

            camera.position.copy(player.position);
        }


        function animate() {
            requestAnimationFrame(animate);
            const deltaTime = clock.getDelta();
            const elapsedTime = clock.getElapsedTime();
            
            if(grassMaterial) {
                grassMaterial.uniforms.time.value = elapsedTime;
            }
            
            if (isPlayMode && pointerLockControls.isLocked) {
                updatePlayer(deltaTime);
            } else {
                orbitControls.update();
            }
            composer.render();
        }

        init();
        createTerrain(100, 100);
    </script>
</body>
</html>
'''

@app.route('/')
def editor():
    projects = list_projects_from_hf()
    return render_template_string(EDITOR_TEMPLATE, projects=projects)

@app.route('/api/project', methods=['POST'])
def save_project_api():
    data = request.get_json()
    project_name = data.get('name')
    if not project_name:
        return jsonify({"error": "Project name is required"}), 400

    local_filename = f"{uuid4().hex}.json"
    with open(local_filename, 'w', encoding='utf-8') as f:
        json.dump(data, f)
    
    success = upload_project_to_hf(local_filename, project_name)

    if os.path.exists(local_filename):
        os.remove(local_filename)
        
    if success:
        return jsonify({"message": "Project saved successfully"}), 201
    else:
        return jsonify({"error": "Failed to upload project to Hugging Face Hub"}), 500

@app.route('/api/project/<project_name>', methods=['GET'])
def load_project_api(project_name):
    project_data = download_project_from_hf(project_name)
    if project_data:
        return jsonify(project_data)
    else:
        return jsonify({"error": "Project not found or failed to download"}), 404

if __name__ == '__main__':
    port = int(os.environ.get('PORT', 7860))
    app.run(debug=False, host='0.0.0.0', port=port)