js files separated

This commit is contained in:
Anuj K 2025-09-01 12:27:13 +05:30
parent 8390ac15b1
commit 1391d2b5cf
7 changed files with 939 additions and 826 deletions

106
src/animationManager.js Normal file
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// Bold scene roughness animation state
export let boldRoughnessAnimation = {
isActive: false,
startTime: 0,
delayDuration: 1.0, // 1 second delay (will be dynamic)
transitionDuration: 1.0, // 1 second transition
startRoughness: 0.5,
endRoughness: 0.05,
materials: [] // Store references to bold materials
};
// Innovation glass animation state
export let innovationGlassAnimation = {
isActive: false,
startTime: 0,
transitionDuration: 0.2,
startIor: 1.0,
endIor: 2.0,
startThickness: 1.0,
endThickness: 2.0,
materials: [] // Store references to innovation glass materials
};
// Start/restart bold roughness animation with optional delay control
export function startBoldRoughnessAnimation(withDelay = true) {
console.log('Starting/restarting bold roughness animation');
// Reset all bold glass materials to starting roughness value
boldRoughnessAnimation.materials.forEach(material => {
material.roughness = boldRoughnessAnimation.startRoughness;
material.needsUpdate = true;
});
boldRoughnessAnimation.isActive = true;
boldRoughnessAnimation.startTime = performance.now();
// Set delayDuration based on withDelay parameter
boldRoughnessAnimation.delayDuration = withDelay ? 1.0 : 0.0;
console.log('Bold roughness animation started with delay:', withDelay);
}
// Start innovation glass animation
export function startInnovationGlassAnimation() {
console.log('Starting innovation glass animation');
// Reset all innovation glass materials to starting values
innovationGlassAnimation.materials.forEach(material => {
material.ior = innovationGlassAnimation.startIor;
material.thickness = innovationGlassAnimation.startThickness;
material.needsUpdate = true;
});
innovationGlassAnimation.isActive = true;
innovationGlassAnimation.startTime = performance.now();
console.log('Innovation glass animation started');
}
export function updateBoldRoughnessAnimation() {
if (boldRoughnessAnimation.isActive) {
const elapsed = (performance.now() - boldRoughnessAnimation.startTime) / 1000;
if (elapsed >= boldRoughnessAnimation.delayDuration) {
// Delay period is over, start roughness transition
const transitionElapsed = elapsed - boldRoughnessAnimation.delayDuration;
const transitionProgress = Math.min(transitionElapsed / boldRoughnessAnimation.transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
// Interpolate roughness from 0.5 to 0.05
const currentRoughness = boldRoughnessAnimation.startRoughness +
(boldRoughnessAnimation.endRoughness - boldRoughnessAnimation.startRoughness) * easedProgress;
// Apply to all bold materials
boldRoughnessAnimation.materials.forEach(material => {
material.roughness = currentRoughness;
material.needsUpdate = true;
});
// End animation when complete
if (transitionProgress >= 1) {
boldRoughnessAnimation.isActive = false;
console.log('Bold roughness animation completed');
}
}
}
}
export function updateInnovationGlassAnimation() {
if (innovationGlassAnimation.isActive) {
const elapsed = (performance.now() - innovationGlassAnimation.startTime) / 1000;
const transitionProgress = Math.min(elapsed / innovationGlassAnimation.transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
// Interpolate IOR from 1.0 to 2.0
const currentIor = innovationGlassAnimation.startIor +
(innovationGlassAnimation.endIor - innovationGlassAnimation.startIor) * easedProgress;
// Interpolate thickness from 1.0 to 2.0
const currentThickness = innovationGlassAnimation.startThickness +
(innovationGlassAnimation.endThickness - innovationGlassAnimation.startThickness) * easedProgress;
// Apply to all innovation glass materials
innovationGlassAnimation.materials.forEach(material => {
material.ior = currentIor;
material.thickness = currentThickness;
material.needsUpdate = true;
});
// End animation when complete
if (transitionProgress >= 1) {
innovationGlassAnimation.isActive = false;
console.log('Innovation glass animation completed');
}
}
}

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@ -1,121 +1,34 @@
import './style.css'
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
// Loading Manager
class SceneLoader {
constructor() {
this.loadingScreen = document.getElementById('loading-screen');
this.loadingText = document.getElementById('loading-text');
this.loadingProgressBar = document.getElementById('loading-progress-bar');
this.loadingPercentage = document.getElementById('loading-percentage');
this.modelsToLoad = [
{ file: 'bold.glb', type: 'bold' },
{ file: 'innovation.glb', type: 'innovation' },
{ file: 'agility.glb', type: 'agility' },
{ file: 'storytelling.glb', type: 'storytelling' }
];
this.loadedModels = {};
this.loadedCount = 0;
this.totalModels = this.modelsToLoad.length;
}
setLoadingMessage(message) {
this.loadingText.textContent = message;
}
updateProgress(progress) {
const percentage = Math.round(progress * 100);
this.loadingProgressBar.style.width = `${percentage}%`;
this.loadingPercentage.textContent = `${percentage}%`;
}
hideLoadingScreen() {
this.loadingScreen.classList.add('hidden');
setTimeout(() => {
this.loadingScreen.style.display = 'none';
}, 800);
}
async loadAllModels() {
return new Promise((resolve) => {
const loader = new GLTFLoader();
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
loader.setDRACOLoader(dracoLoader);
this.modelsToLoad.forEach((modelInfo, index) => {
this.setLoadingMessage(`Loading experience...`);
loader.load(`/${modelInfo.file}`,
(gltf) => {
this.loadedModels[modelInfo.type] = {
scene: gltf.scene,
animations: gltf.animations,
gltf: gltf
};
this.loadedCount++;
const progress = this.loadedCount / this.totalModels;
this.updateProgress(progress);
if (this.loadedCount === this.totalModels) {
this.setLoadingMessage('Initializing Experience...');
setTimeout(() => {
this.hideLoadingScreen();
resolve(this.loadedModels);
}, 500);
}
},
(progress) => {
const fileProgress = progress.loaded / progress.total;
const totalProgress = (this.loadedCount + fileProgress) / this.totalModels;
this.updateProgress(totalProgress);
},
(error) => {
console.error(`Error loading ${modelInfo.file}:`, error);
}
);
});
});
}
}
import { SceneLoader } from './sceneLoader.js';
import { createScene, setupLighting, setupControls } from './sceneSetup.js';
import { createModelFromPreloaded } from './modelManager.js';
import {
currentModel,
nextModel,
mixer,
nextMixer,
isTransitioning,
updateTransition,
onMouseScroll,
setCurrentModel,
setMixer
} from './transitionManager.js';
import {
startBoldRoughnessAnimation,
updateBoldRoughnessAnimation,
updateInnovationGlassAnimation
} from './animationManager.js';
// Initialize loader
const sceneLoader = new SceneLoader();
sceneLoader.setLoadingMessage('Preparing Your Experience...');
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.setFocalLength(50);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
// Transition state management
let currentScene = 0; // 0: bold, 1: innovation, 2: agility, 3: storytelling
let isTransitioning = false;
const fadeSpeed = 1; // Easily adjustable fade speed
const transitionDuration = 1; // Easily adjustable transition duration (seconds)
let scrollDownCount = 0;
let scrollUpCount = 0;
const scrollThreshold = 10; // Changed to 10 as requested
let transitionStartTime = 0;
let transitionDirection = 1; // 1 for forward, -1 for backward
// Camera-relative transition vectors
let transitionUpVector = new THREE.Vector3();
let transitionDownVector = new THREE.Vector3();
const transitionDistance = 50; // Increased distance for more dramatic transitions
// Scene objects
let currentModel = null;
let nextModel = null;
let mixer = null;
let nextMixer = null;
let autoRotationAngle = 0;
// Create scene components
const { scene, camera, renderer, composer } = createScene();
setupLighting(scene, camera);
const controls = setupControls(camera, renderer);
// Turntable animation settings
const turntableSpeed = 0.5; // Rotation speed (radians per second)
@ -123,737 +36,80 @@ const turntableSpeed = 0.5; // Rotation speed (radians per second)
// Store preloaded models
let preloadedModels = {};
// Bold scene roughness animation state
let boldRoughnessAnimation = {
isActive: false,
startTime: 0,
delayDuration: 1.0, // 1 second delay (will be dynamic)
transitionDuration: 1.0, // 1 second transition
startRoughness: 0.5,
endRoughness: 0.05,
materials: [] // Store references to bold materials
};
// Innovation glass animation state
let innovationGlassAnimation = {
isActive: false,
startTime: 0,
transitionDuration: 0.2,
startIor: 1.0,
endIor: 2.0,
startThickness: 1.0,
endThickness: 2.0,
materials: [] // Store references to innovation glass materials
};
// Renderer setup
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.physicallyCorrectLights = true;
document.body.appendChild(renderer.domElement);
// Post-processing: Bloom
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.0, // strength
0.45, // radius
0.85 // threshold
);
composer.addPass(bloomPass);
// Video texture for emissive "screen"-like effect on orange material
const video = document.createElement('video');
video.src = '/shader-flash.webm';
video.muted = true;
video.loop = true;
video.playsInline = true;
video.autoplay = true;
video.preload = 'auto';
const videoTexture = new THREE.VideoTexture(video);
videoTexture.colorSpace = THREE.SRGBColorSpace;
videoTexture.generateMipmaps = false;
videoTexture.minFilter = THREE.LinearFilter;
videoTexture.magFilter = THREE.LinearFilter;
// Ensure autoplay starts (muted autoplay is commonly allowed)
video.play().catch(() => { });
// Local procedural environment for better PBR response (no network)
const pmrem = new THREE.PMREMGenerator(renderer);
const roomEnv = new RoomEnvironment();
scene.environment = pmrem.fromScene(roomEnv).texture;
pmrem.dispose();
roomEnv.dispose();
scene.environment = null; // This will make the renderer's clear color visible again
// Consistent Lighting Setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x666666, 1.5);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const fillLight = new THREE.DirectionalLight(0xffffff, 1.2);
fillLight.position.set(-12, 6, -8);
scene.add(fillLight);
const topLight = new THREE.DirectionalLight(0xffffff, 1.5);
topLight.position.set(5, 15, 5);
scene.add(topLight);
const bottomLight = new THREE.DirectionalLight(0xffffff, 0.8);
bottomLight.position.set(-3, -8, 3);
scene.add(bottomLight);
const leftLight = new THREE.DirectionalLight(0xffffff, 1.0);
leftLight.position.set(-12, 2, 5);
scene.add(leftLight);
const rightLight = new THREE.DirectionalLight(0xffffff, 1.0);
rightLight.position.set(12, 2, -5);
scene.add(rightLight);
const frontLight = new THREE.DirectionalLight(0xffffff, 0.8);
frontLight.position.set(8, 4, 12);
scene.add(frontLight);
const backLight = new THREE.DirectionalLight(0xffffff, 0.8);
backLight.position.set(-8, 4, -12);
scene.add(backLight);
const cameraLight = new THREE.PointLight(0xffffff, 0.8, 0, 2);
camera.add(cameraLight);
scene.add(camera);
// Controls with zoom disabled and camera constraints
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false; // Disable zoom
// Add camera constraints to prevent extreme angles
controls.maxPolarAngle = Math.PI * 0.8; // Prevent looking too far up
controls.minPolarAngle = Math.PI * 0.2; // Prevent looking too far down
console.log('Orbit controls initialized with camera constraints');
// Material definitions
// Bold glass material (starts rough, will transition to clear)
const boldGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0.2,
roughness: 0.5, // Start with rough glass
transmission: 1,
ior: 2,
thickness: 2,
clearcoat: 1.0,
clearcoatRoughness: 0.1,
attenuationColor: new THREE.Color(0xffffff),
attenuationDistance: 0.8,
envMapIntensity: 0,
specularIntensity: 1.0,
specularColor: new THREE.Color(0xffffff),
transparent: true,
depthWrite: false,
alphaTest: 0
});
// Orange wireframe material for bold Cubewire mesh
const boldWireframeMaterial = new THREE.MeshStandardMaterial({
color: 0xff8600,
metalness: 0.05,
roughness: 0.5
});
// Clear thick glass for innovation (starts with animated values)
const innovationGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0.2,
roughness: 0.05,
transmission: 1,
ior: 1.0, // Will animate from 1 to 2
thickness: 1.0, // Will animate from 1 to 2
clearcoat: 1.0,
clearcoatRoughness: 0.1,
attenuationColor: new THREE.Color(0xffffff),
attenuationDistance: 0.8,
envMapIntensity: 0,
specularIntensity: 1.0,
specularColor: new THREE.Color(0x000000),
transparent: true,
depthWrite: false,
alphaTest: 0
});
// Slightly frosted glass for agility and storytelling
const frostedGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0.0,
roughness: 0.25,
transmission: 1.0,
ior: 1.5,
thickness: 2.0,
clearcoat: 0.75,
clearcoatRoughness: 0.25,
attenuationColor: new THREE.Color(0xffffff),
attenuationDistance: 1.5,
envMapIntensity: 1.25,
specularIntensity: 1.0,
specularColor: new THREE.Color(0xffffff),
transparent: true,
depthWrite: false,
side: THREE.DoubleSide
});
// Orange material with video shader for innovation
const lightOrangeMaterial = new THREE.MeshStandardMaterial({
color: 0xff8600,
metalness: 0.05,
roughness: 0.4,
envMapIntensity: 0,
emissive: new THREE.Color(0xffad47),
emissiveMap: videoTexture,
emissiveIntensity: 2.25
});
// Calculate camera-relative transition vectors for diagonal movement
function calculateTransitionVectors() {
// Get camera's world direction
const cameraDirection = new THREE.Vector3();
camera.getWorldDirection(cameraDirection);
// Get world up vector
const worldUp = new THREE.Vector3(0, 1, 0);
// Calculate camera's left vector - BACK TO ORIGINAL (this gave correct left direction)
const cameraLeft = new THREE.Vector3();
cameraLeft.crossVectors(worldUp, cameraDirection).normalize();
// Calculate camera's local up vector
const cameraUp = new THREE.Vector3();
cameraUp.crossVectors(cameraLeft, cameraDirection).normalize();
// Blend camera up with world up - BUT NEGATE to flip up/down direction
const blendedUp = new THREE.Vector3();
blendedUp.addVectors(
cameraUp.clone().multiplyScalar(0.5),
worldUp.clone().multiplyScalar(0.5)
).normalize().negate(); // ADD .negate() here to flip up to down
// Create diagonal vector (up-left)
const diagonalUpLeft = new THREE.Vector3();
diagonalUpLeft.addVectors(
blendedUp.clone().multiplyScalar(0.5),
cameraLeft.clone().multiplyScalar(0.5)
).normalize();
// Set transition vectors
transitionUpVector = diagonalUpLeft.clone().multiplyScalar(transitionDistance);
transitionDownVector = diagonalUpLeft.clone().multiplyScalar(-transitionDistance);
console.log('Diagonal transition vectors calculated with distance:', transitionDistance);
}
// Apply materials based on model type
function applyMaterials(model, modelType) {
console.log(`=== Material Assignment Debug for ${modelType} ===`);
let meshCount = 0;
model.traverse((object) => {
if (object.isMesh) {
meshCount++;
console.log(`Found mesh: "${object.name}"`);
const previousMaterial = object.material;
object.castShadow = true;
object.receiveShadow = true;
if (modelType === 'bold') {
// Bold-specific material logic
if (object.name === 'Cube') {
console.log(` → Applying bold glass material to "${object.name}"`);
object.material = boldGlassMaterial.clone();
object.material.side = THREE.DoubleSide;
object.material.depthWrite = false;
object.renderOrder = 2;
// Store material reference for roughness animation
boldRoughnessAnimation.materials.push(object.material);
} else if (object.name === 'Cubewire') {
console.log(` → Applying wireframe material to "${object.name}"`);
object.material = boldWireframeMaterial.clone();
object.renderOrder = 1;
} else {
console.log(` → Applying bold glass material (fallback) to "${object.name}"`);
object.material = boldGlassMaterial.clone();
// Store material reference for roughness animation
boldRoughnessAnimation.materials.push(object.material);
}
} else if (modelType === 'innovation') {
// Innovation-specific material logic
const orangeMeshes = ['dblsc', 'ec', 'gemini', 'infinity', 'star', 'dpd'];
const targetGlassNames = ['Cube.alt90.df'];
const sanitize = (s) => s.toLowerCase().replace(/[^a-z0-9]/g, '');
const nameMatches = (name, targets) => {
const clean = sanitize(name);
return targets.some((t) => {
const ct = sanitize(t);
return clean === ct || clean.includes(ct) || ct.includes(clean);
});
};
if (nameMatches(object.name, targetGlassNames)) {
// Create outer glass shell with innovation-specific material
object.material = innovationGlassMaterial.clone();
object.material.side = THREE.DoubleSide;
object.material.depthWrite = false;
object.renderOrder = 2;
// Store material reference for animation
innovationGlassAnimation.materials.push(object.material);
// Create inner glass shell
const innerShell = object.clone();
innerShell.material = innovationGlassMaterial.clone();
innerShell.material.side = THREE.DoubleSide;
innerShell.material.depthWrite = false;
innerShell.material.transmission = 0.8;
innerShell.renderOrder = 1;
innerShell.scale.multiplyScalar(0.95);
// Store inner shell material reference for animation too
innovationGlassAnimation.materials.push(innerShell.material);
object.parent.add(innerShell);
} else if (nameMatches(object.name, orangeMeshes)) {
object.material = lightOrangeMaterial.clone();
object.renderOrder = 0;
}
} else {
// Agility and Storytelling use frosted glass material for all meshes
if (object.name.startsWith('base')) {
console.log(` → Applying frosted glass material to "${object.name}"`);
object.material = frostedGlassMaterial.clone();
} else {
console.log(` → Applying frosted glass material (fallback) to "${object.name}"`);
object.material = frostedGlassMaterial.clone();
}
}
object.material.needsUpdate = true;
// Cleanup previous materials
if (Array.isArray(previousMaterial)) {
previousMaterial.forEach((mat) => mat && mat.dispose && mat.dispose());
} else if (previousMaterial && previousMaterial.dispose) {
previousMaterial.dispose();
}
}
});
console.log(`Total meshes processed: ${meshCount}`);
console.log(`=== End Material Assignment Debug for ${modelType} ===`);
}
// Center and frame model with camera
function centerAndFrameModel(model, targetCamera = camera) {
const box = new THREE.Box3().setFromObject(model);
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
model.updateMatrixWorld(true);
// Only set camera position if it's not already positioned (avoid reset during transitions)
// Use fixed camera distance that's further away from the origin
if (!isTransitioning) {
const fixedCameraDistance = 50; // Fixed distance, much further than before
// Calculate isometric-like position with 35-degree angles
const angle = 35 * Math.PI / 180; // Convert 35 degrees to radians
const cosAngle = Math.cos(angle);
const x = fixedCameraDistance * cosAngle;
const y = fixedCameraDistance * cosAngle;
const z = fixedCameraDistance * cosAngle;
targetCamera.position.set(x, y, z);
controls.target.set(0, 0, 0);
// Set distance limits to lock the camera at this distance
controls.minDistance = fixedCameraDistance;
controls.maxDistance = fixedCameraDistance;
controls.update();
console.log(`Camera positioned at: x=${x}, y=${y}, z=${z}, distance=${fixedCameraDistance}`);
}
}
// Setup animations based on model type
function setupAnimations(model, gltf, modelType) {
if (gltf.animations && gltf.animations.length > 0) {
const animMixer = new THREE.AnimationMixer(model);
gltf.animations.forEach((clip) => {
const action = animMixer.clipAction(clip);
if (modelType === 'bold') {
// Play once for bold
action.loop = THREE.LoopOnce;
action.clampWhenFinished = true;
action.play();
console.log(`Bold animation started: ${clip.name}`);
} else if (modelType === 'innovation') {
// PingPong loop for innovation
action.loop = THREE.LoopPingPong;
action.play();
console.log(`Innovation animation started: ${clip.name} (PingPong)`);
} else if (modelType === 'agility') {
// Regular loop for agility
action.loop = THREE.LoopRepeat;
action.play();
console.log(`Agility animation started: ${clip.name} (Loop)`);
} else if (modelType === 'storytelling') {
// Play once for storytelling
action.loop = THREE.LoopOnce;
action.clampWhenFinished = true;
action.play();
console.log(`Storytelling animation started: ${clip.name}`);
}
});
if (modelType === 'innovation') {
animMixer.timeScale = 3.0; // Keep existing timeScale for innovation
console.log('Innovation animation timeScale set to 3.0');
}
return animMixer;
}
return null;
}
// Create model from preloaded data - FIXED: Always create fresh geometry
function createModelFromPreloaded(modelType) {
const preloadedData = preloadedModels[modelType];
if (!preloadedData) {
console.error(`Preloaded model not found: ${modelType}`);
return { model: null, animMixer: null };
}
console.log(`Creating model from preloaded data: ${modelType}`);
// Clear animation materials arrays when creating new models
if (modelType === 'bold') {
boldRoughnessAnimation.materials = [];
} else if (modelType === 'innovation') {
innovationGlassAnimation.materials = [];
}
// Clone the scene deeply to ensure fresh geometry
const model = preloadedData.scene.clone(true);
// IMPORTANT: Clone all geometries to ensure they're independent
model.traverse((object) => {
if (object.isMesh && object.geometry) {
object.geometry = object.geometry.clone();
}
});
// Apply materials
applyMaterials(model, modelType);
// Setup animations
const animMixer = setupAnimations(model, preloadedData.gltf, modelType);
// Center and frame model
centerAndFrameModel(model);
console.log(`Model created successfully: ${modelType}`);
return { model, animMixer };
}
// Start/restart bold roughness animation with optional delay control
function startBoldRoughnessAnimation(withDelay = true) {
console.log('Starting/restarting bold roughness animation');
// Reset all bold glass materials to starting roughness value
boldRoughnessAnimation.materials.forEach(material => {
material.roughness = boldRoughnessAnimation.startRoughness;
material.needsUpdate = true;
});
boldRoughnessAnimation.isActive = true;
boldRoughnessAnimation.startTime = performance.now();
// Set delayDuration based on withDelay parameter
boldRoughnessAnimation.delayDuration = withDelay ? 1.0 : 0.0;
console.log('Bold roughness animation started with delay:', withDelay);
}
// Initialize first scene after all models are loaded
function initializeScene() {
console.log('Initializing first scene (bold)');
const { model, animMixer } = createModelFromPreloaded('bold');
currentModel = model;
mixer = animMixer;
scene.add(currentModel);
// Start the roughness animation for bold scene with delay
startBoldRoughnessAnimation(true);
console.log('Bold scene initialized');
}
// Start innovation glass animation
function startInnovationGlassAnimation() {
console.log('Starting innovation glass animation');
// Reset all innovation glass materials to starting values
innovationGlassAnimation.materials.forEach(material => {
material.ior = innovationGlassAnimation.startIor;
material.thickness = innovationGlassAnimation.startThickness;
material.needsUpdate = true;
});
innovationGlassAnimation.isActive = true;
innovationGlassAnimation.startTime = performance.now();
console.log('Innovation glass animation started');
}
// Reset mesh geometry to original state
function resetMeshGeometry(mesh) {
if (!mesh || !mesh.geometry || !mesh.geometry.userData.originalPositions) {
return;
}
const positions = mesh.geometry.attributes.position;
const original = mesh.geometry.userData.originalPositions;
for (let i = 0; i < positions.count; i++) {
positions.setXYZ(i, original[i * 3], original[i * 3 + 1], original[i * 3 + 2]);
}
positions.needsUpdate = true;
mesh.geometry.computeVertexNormals();
}
// FIXED: Clean up geometry data completely
function cleanupGeometryData(model) {
if (!model) return;
model.traverse((object) => {
if (object.isMesh && object.geometry && object.geometry.userData) {
delete object.geometry.userData.originalPositions;
delete object.geometry.userData.originalWorldPositions;
delete object.geometry.userData.inverseWorldMatrix;
}
});
}
// Start transition to next or previous scene
function startTransition(direction = 1) {
if (isTransitioning) return;
// Check bounds - now 4 scenes (0-3)
if (direction > 0 && currentScene >= 3) return; // Can't go forward from storytelling
if (direction < 0 && currentScene <= 0) return; // Can't go backward from bold
console.log(`Starting diagonal transition: direction=${direction}, currentScene=${currentScene}`);
// Calculate camera-relative diagonal transition vectors
calculateTransitionVectors();
isTransitioning = true;
transitionStartTime = performance.now();
transitionDirection = direction;
// Determine next model based on direction and current scene
let nextModelType = '';
if (direction > 0) {
// Moving forward
if (currentScene === 0) {
nextModelType = 'innovation';
} else if (currentScene === 1) {
nextModelType = 'agility';
} else if (currentScene === 2) {
nextModelType = 'storytelling';
}
} else {
// Moving backward
if (currentScene === 1) {
nextModelType = 'bold';
} else if (currentScene === 2) {
nextModelType = 'innovation';
} else if (currentScene === 3) {
nextModelType = 'agility';
}
}
console.log(`Next model type: ${nextModelType}`);
if (nextModelType) {
const { model, animMixer } = createModelFromPreloaded(nextModelType);
nextModel = model;
nextMixer = animMixer;
// Position next model based on transition direction
if (transitionDirection === 1) {
// Forward: next model starts from diagonal down position (bottom-right)
nextModel.position.copy(transitionDownVector);
console.log(`Next model positioned at diagonal down vector (bottom-right): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
} else {
// Backward: next model starts from diagonal up position (top-left)
nextModel.position.copy(transitionUpVector);
console.log(`Next model positioned at diagonal up vector (top-left): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
}
// Add next model to scene without opacity changes - it will appear instantly when it enters the camera view
scene.add(nextModel);
}
}
// Update transition animation
function updateTransition(deltaTime) {
if (!isTransitioning) return;
const elapsed = (performance.now() - transitionStartTime) / 1000;
const transitionProgress = Math.min(elapsed / transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
if (currentModel) {
// Move current model along diagonal vector based on transition direction
let moveVector;
if (transitionDirection === 1) {
// Forward: current model moves top-left
moveVector = transitionUpVector.clone().multiplyScalar(easedProgress);
console.log('Current model moving top-left (forward transition)');
} else {
// Backward: current model moves bottom-right
moveVector = transitionDownVector.clone().multiplyScalar(easedProgress);
console.log('Current model moving bottom-right (backward transition)');
}
currentModel.position.copy(moveVector);
}
if (nextModel) {
// Move next model from diagonal vector to center based on transition direction
let moveVector;
if (transitionDirection === 1) {
// Forward: next model moves from bottom-right to center
moveVector = transitionDownVector.clone().multiplyScalar(1 - easedProgress);
console.log('Next model moving from bottom-right to center (forward transition)');
} else {
// Backward: next model moves from top-left to center
moveVector = transitionUpVector.clone().multiplyScalar(1 - easedProgress);
console.log('Next model moving from top-left to center (backward transition)');
}
nextModel.position.copy(moveVector);
}
// Complete transition
if (transitionProgress >= 1) {
console.log('Diagonal transition animation complete');
// FIXED: Reset geometry before removing the model
if (currentModel) {
// Reset all geometry to original state before removal
currentModel.traverse((object) => {
if (object.isMesh) {
resetMeshGeometry(object);
}
});
// Clean up geometry user data completely
cleanupGeometryData(currentModel);
scene.remove(currentModel);
console.log('Previous model removed from scene');
}
// Switch to next model
if (nextModel) {
currentModel = nextModel;
mixer = nextMixer;
// Reset position to center
currentModel.position.set(0, 0, 0);
}
nextModel = null;
nextMixer = null;
isTransitioning = false;
currentScene += transitionDirection; // Update scene based on direction
scrollDownCount = 0;
scrollUpCount = 0;
// Start animations based on current scene
if (currentScene === 0) {
// Restart bold roughness animation when returning to bold section WITHOUT delay
startBoldRoughnessAnimation(false);
} else if (currentScene === 1) {
startInnovationGlassAnimation();
}
console.log(`Diagonal transition complete. Current scene: ${currentScene}`);
}
}
// Scroll event handler
function onMouseScroll(event) {
if (isTransitioning) return;
if (event.deltaY > 0) {
// Scrolling down - move forward
scrollDownCount++;
scrollUpCount = 0; // Reset up count
console.log(`Scroll down count: ${scrollDownCount}`);
if (scrollDownCount >= scrollThreshold) {
startTransition(1); // Forward direction
}
} else if (event.deltaY < 0) {
// Scrolling up - move backward
scrollUpCount++;
scrollDownCount = 0; // Reset down count
console.log(`Scroll up count: ${scrollUpCount}`);
if (scrollUpCount >= scrollThreshold) {
startTransition(-1); // Backward direction
}
}
console.log('Initializing first scene (bold)');
const { model, animMixer } = createModelFromPreloaded('bold', preloadedModels, camera, controls);
// Use setter functions instead of direct assignment
setCurrentModel(model);
setMixer(animMixer);
scene.add(currentModel);
// Start the roughness animation for bold scene with delay
startBoldRoughnessAnimation(true);
console.log('Bold scene initialized');
}
// Animation loop
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
// Update mixers
if (mixer) mixer.update(delta);
if (nextMixer) nextMixer.update(delta);
// Update transition
if (isTransitioning) {
updateTransition(delta);
}
// Turntable rotation animation
if (currentModel) {
currentModel.rotation.y += turntableSpeed * delta;
}
if (nextModel) {
nextModel.rotation.y += turntableSpeed * delta;
}
// Update bold roughness animation
if (boldRoughnessAnimation.isActive) {
const elapsed = (performance.now() - boldRoughnessAnimation.startTime) / 1000;
if (elapsed >= boldRoughnessAnimation.delayDuration) {
// Delay period is over, start roughness transition
const transitionElapsed = elapsed - boldRoughnessAnimation.delayDuration;
const transitionProgress = Math.min(transitionElapsed / boldRoughnessAnimation.transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
// Interpolate roughness from 0.5 to 0.05
const currentRoughness = boldRoughnessAnimation.startRoughness +
(boldRoughnessAnimation.endRoughness - boldRoughnessAnimation.startRoughness) * easedProgress;
// Apply to all bold materials
boldRoughnessAnimation.materials.forEach(material => {
material.roughness = currentRoughness;
material.needsUpdate = true;
});
// End animation when complete
if (transitionProgress >= 1) {
boldRoughnessAnimation.isActive = false;
console.log('Bold roughness animation completed');
}
}
}
// Update innovation glass animation
if (innovationGlassAnimation.isActive) {
const elapsed = (performance.now() - innovationGlassAnimation.startTime) / 1000;
const transitionProgress = Math.min(elapsed / innovationGlassAnimation.transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
// Interpolate IOR from 1.0 to 2.0
const currentIor = innovationGlassAnimation.startIor +
(innovationGlassAnimation.endIor - innovationGlassAnimation.startIor) * easedProgress;
// Interpolate thickness from 1.0 to 2.0
const currentThickness = innovationGlassAnimation.startThickness +
(innovationGlassAnimation.endThickness - innovationGlassAnimation.startThickness) * easedProgress;
// Apply to all innovation glass materials
innovationGlassAnimation.materials.forEach(material => {
material.ior = currentIor;
material.thickness = currentThickness;
material.needsUpdate = true;
});
// End animation when complete
if (transitionProgress >= 1) {
innovationGlassAnimation.isActive = false;
console.log('Innovation glass animation completed');
}
}
controls.update();
composer.render();
requestAnimationFrame(animate);
const delta = clock.getDelta();
// Update mixers
if (mixer) mixer.update(delta);
if (nextMixer) nextMixer.update(delta);
// Update transition
if (isTransitioning) {
updateTransition(delta, scene);
}
// Turntable rotation animation
if (currentModel) {
currentModel.rotation.y += turntableSpeed * delta;
}
if (nextModel) {
nextModel.rotation.y += turntableSpeed * delta;
}
// Update animations
updateBoldRoughnessAnimation();
updateInnovationGlassAnimation();
controls.update();
composer.render();
}
// Initialize the scene
async function init() {
try {
console.log('Starting application initialization');
// Load all models first
preloadedModels = await sceneLoader.loadAllModels();
console.log('All models loaded successfully');
// Initialize the first scene
initializeScene();
// Start the animation loop
animate();
console.log('Animation loop started');
// Attach scroll event listener
window.addEventListener('wheel', onMouseScroll, { passive: true });
console.log('Scroll event listener attached');
} catch (error) {
console.error('Failed to initialize scene:', error);
sceneLoader.setLoadingMessage('Error loading experience. Please refresh.');
}
try {
console.log('Starting application initialization');
// Load all models first
preloadedModels = await sceneLoader.loadAllModels();
console.log('All models loaded successfully');
// Initialize the first scene
initializeScene();
// Start the animation loop
animate();
console.log('Animation loop started');
// Attach scroll event listener
window.addEventListener('wheel', (event) => {
onMouseScroll(event, preloadedModels, scene, camera, controls);
}, { passive: true });
console.log('Scroll event listener attached');
} catch (error) {
console.error('Failed to initialize scene:', error);
sceneLoader.setLoadingMessage('Error loading experience. Please refresh.');
}
}
// Handle window resize
window.addEventListener('resize', () => {
console.log('Window resized');
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
console.log('Window resized');
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
});
// Start the application

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import * as THREE from 'three';
// Video texture for emissive "screen"-like effect on orange material
export const video = document.createElement('video');
video.src = '/shader-flash.webm';
video.muted = true;
video.loop = true;
video.playsInline = true;
video.autoplay = true;
video.preload = 'auto';
export const videoTexture = new THREE.VideoTexture(video);
videoTexture.colorSpace = THREE.SRGBColorSpace;
videoTexture.generateMipmaps = false;
videoTexture.minFilter = THREE.LinearFilter;
videoTexture.magFilter = THREE.LinearFilter;
// Ensure autoplay starts (muted autoplay is commonly allowed)
video.play().catch(() => { });
// Bold glass material (starts rough, will transition to clear)
export const boldGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0.2,
roughness: 0.5,
transmission: 1,
ior: 2,
thickness: 2,
clearcoat: 1.0,
clearcoatRoughness: 0.1,
attenuationColor: new THREE.Color(0xffffff),
attenuationDistance: 0.8,
envMapIntensity: 0,
specularIntensity: 1.0,
specularColor: new THREE.Color(0xffffff),
transparent: true,
depthWrite: false,
alphaTest: 0
});
// Orange wireframe material for bold Cubewire mesh
export const boldWireframeMaterial = new THREE.MeshStandardMaterial({
color: 0xff8600,
metalness: 0.05,
roughness: 0.5
});
// Clear thick glass for innovation (starts with animated values)
export const innovationGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0.2,
roughness: 0.05,
transmission: 1,
ior: 1.0,
thickness: 1.0,
clearcoat: 1.0,
clearcoatRoughness: 0.1,
attenuationColor: new THREE.Color(0xffffff),
attenuationDistance: 0.8,
envMapIntensity: 0,
specularIntensity: 1.0,
specularColor: new THREE.Color(0x000000),
transparent: true,
depthWrite: false,
alphaTest: 0
});
// Slightly frosted glass for agility and storytelling
export const frostedGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
metalness: 0.0,
roughness: 0.25,
transmission: 1.0,
ior: 1.5,
thickness: 2.0,
clearcoat: 0.75,
clearcoatRoughness: 0.25,
attenuationColor: new THREE.Color(0xffffff),
attenuationDistance: 1.5,
envMapIntensity: 1.25,
specularIntensity: 1.0,
specularColor: new THREE.Color(0xffffff),
transparent: true,
depthWrite: false,
side: THREE.DoubleSide
});
// Orange material with video shader for innovation
export const lightOrangeMaterial = new THREE.MeshStandardMaterial({
color: 0xff8600,
metalness: 0.05,
roughness: 0.4,
envMapIntensity: 0,
emissive: new THREE.Color(0xffad47),
emissiveMap: videoTexture,
emissiveIntensity: 2.25
});

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import * as THREE from 'three';
import {
boldGlassMaterial,
boldWireframeMaterial,
innovationGlassMaterial,
frostedGlassMaterial,
lightOrangeMaterial
} from './materialDefinitions.js';
import { boldRoughnessAnimation, innovationGlassAnimation } from './animationManager.js';
// Apply materials based on model type
export function applyMaterials(model, modelType) {
console.log(`=== Material Assignment Debug for ${modelType} ===`);
let meshCount = 0;
model.traverse((object) => {
if (object.isMesh) {
meshCount++;
console.log(`Found mesh: "${object.name}"`);
const previousMaterial = object.material;
object.castShadow = true;
object.receiveShadow = true;
if (modelType === 'bold') {
// Bold-specific material logic
if (object.name === 'Cube') {
console.log(` → Applying bold glass material to "${object.name}"`);
object.material = boldGlassMaterial.clone();
object.material.side = THREE.DoubleSide;
object.material.depthWrite = false;
object.renderOrder = 2;
// Store material reference for roughness animation
boldRoughnessAnimation.materials.push(object.material);
} else if (object.name === 'Cubewire') {
console.log(` → Applying wireframe material to "${object.name}"`);
object.material = boldWireframeMaterial.clone();
object.renderOrder = 1;
} else {
console.log(` → Applying bold glass material (fallback) to "${object.name}"`);
object.material = boldGlassMaterial.clone();
// Store material reference for roughness animation
boldRoughnessAnimation.materials.push(object.material);
}
} else if (modelType === 'innovation') {
// Innovation-specific material logic
const orangeMeshes = ['dblsc', 'ec', 'gemini', 'infinity', 'star', 'dpd'];
const targetGlassNames = ['Cube.alt90.df'];
const sanitize = (s) => s.toLowerCase().replace(/[^a-z0-9]/g, '');
const nameMatches = (name, targets) => {
const clean = sanitize(name);
return targets.some((t) => {
const ct = sanitize(t);
return clean === ct || clean.includes(ct) || ct.includes(clean);
});
};
if (nameMatches(object.name, targetGlassNames)) {
// Create outer glass shell with innovation-specific material
object.material = innovationGlassMaterial.clone();
object.material.side = THREE.DoubleSide;
object.material.depthWrite = false;
object.renderOrder = 2;
// Store material reference for animation
innovationGlassAnimation.materials.push(object.material);
// Create inner glass shell
const innerShell = object.clone();
innerShell.material = innovationGlassMaterial.clone();
innerShell.material.side = THREE.DoubleSide;
innerShell.material.depthWrite = false;
innerShell.material.transmission = 0.8;
innerShell.renderOrder = 1;
innerShell.scale.multiplyScalar(0.95);
// Store inner shell material reference for animation too
innovationGlassAnimation.materials.push(innerShell.material);
object.parent.add(innerShell);
} else if (nameMatches(object.name, orangeMeshes)) {
object.material = lightOrangeMaterial.clone();
object.renderOrder = 0;
}
} else {
// Agility and Storytelling use frosted glass material for all meshes
if (object.name.startsWith('base')) {
console.log(` → Applying frosted glass material to "${object.name}"`);
object.material = frostedGlassMaterial.clone();
} else {
console.log(` → Applying frosted glass material (fallback) to "${object.name}"`);
object.material = frostedGlassMaterial.clone();
}
}
object.material.needsUpdate = true;
// Cleanup previous materials
if (Array.isArray(previousMaterial)) {
previousMaterial.forEach((mat) => mat && mat.dispose && mat.dispose());
} else if (previousMaterial && previousMaterial.dispose) {
previousMaterial.dispose();
}
}
});
console.log(`Total meshes processed: ${meshCount}`);
console.log(`=== End Material Assignment Debug for ${modelType} ===`);
}
// Center and frame model with camera
export function centerAndFrameModel(model, targetCamera, controls) {
const box = new THREE.Box3().setFromObject(model);
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
model.updateMatrixWorld(true);
// Only set camera position if it's not already positioned (avoid reset during transitions)
// Use fixed camera distance that's further away from the origin
const fixedCameraDistance = 50; // Fixed distance, much further than before
// Calculate isometric-like position with 35-degree angles
const angle = 35 * Math.PI / 180; // Convert 35 degrees to radians
const cosAngle = Math.cos(angle);
const x = fixedCameraDistance * cosAngle;
const y = fixedCameraDistance * cosAngle;
const z = fixedCameraDistance * cosAngle;
targetCamera.position.set(x, y, z);
controls.target.set(0, 0, 0);
// Set distance limits to lock the camera at this distance
controls.minDistance = fixedCameraDistance;
controls.maxDistance = fixedCameraDistance;
controls.update();
console.log(`Camera positioned at: x=${x}, y=${y}, z=${z}, distance=${fixedCameraDistance}`);
}
// Setup animations based on model type
export function setupAnimations(model, gltf, modelType) {
if (gltf.animations && gltf.animations.length > 0) {
const animMixer = new THREE.AnimationMixer(model);
gltf.animations.forEach((clip) => {
const action = animMixer.clipAction(clip);
if (modelType === 'bold') {
// Play once for bold
action.loop = THREE.LoopOnce;
action.clampWhenFinished = true;
action.play();
console.log(`Bold animation started: ${clip.name}`);
} else if (modelType === 'innovation') {
// PingPong loop for innovation
action.loop = THREE.LoopPingPong;
action.play();
console.log(`Innovation animation started: ${clip.name} (PingPong)`);
} else if (modelType === 'agility') {
// Regular loop for agility
action.loop = THREE.LoopRepeat;
action.play();
console.log(`Agility animation started: ${clip.name} (Loop)`);
} else if (modelType === 'storytelling') {
// Play once for storytelling
action.loop = THREE.LoopOnce;
action.clampWhenFinished = true;
action.play();
console.log(`Storytelling animation started: ${clip.name}`);
}
});
if (modelType === 'innovation') {
animMixer.timeScale = 3.0; // Keep existing timeScale for innovation
console.log('Innovation animation timeScale set to 3.0');
}
return animMixer;
}
return null;
}
// Reset mesh geometry to original state
export function resetMeshGeometry(mesh) {
if (!mesh || !mesh.geometry || !mesh.geometry.userData.originalPositions) {
return;
}
const positions = mesh.geometry.attributes.position;
const original = mesh.geometry.userData.originalPositions;
for (let i = 0; i < positions.count; i++) {
positions.setXYZ(i, original[i * 3], original[i * 3 + 1], original[i * 3 + 2]);
}
positions.needsUpdate = true;
mesh.geometry.computeVertexNormals();
}
// FIXED: Clean up geometry data completely
export function cleanupGeometryData(model) {
if (!model) return;
model.traverse((object) => {
if (object.isMesh && object.geometry && object.geometry.userData) {
delete object.geometry.userData.originalPositions;
delete object.geometry.userData.originalWorldPositions;
delete object.geometry.userData.inverseWorldMatrix;
}
});
}
// Create model from preloaded data - FIXED: Always create fresh geometry
export function createModelFromPreloaded(modelType, preloadedModels, camera, controls) {
const preloadedData = preloadedModels[modelType];
if (!preloadedData) {
console.error(`Preloaded model not found: ${modelType}`);
return { model: null, animMixer: null };
}
console.log(`Creating model from preloaded data: ${modelType}`);
// Clear animation materials arrays when creating new models
if (modelType === 'bold') {
boldRoughnessAnimation.materials = [];
} else if (modelType === 'innovation') {
innovationGlassAnimation.materials = [];
}
// Clone the scene deeply to ensure fresh geometry
const model = preloadedData.scene.clone(true);
// IMPORTANT: Clone all geometries to ensure they're independent
model.traverse((object) => {
if (object.isMesh && object.geometry) {
object.geometry = object.geometry.clone();
}
});
// Apply materials
applyMaterials(model, modelType);
// Setup animations
const animMixer = setupAnimations(model, preloadedData.gltf, modelType);
// Center and frame model
centerAndFrameModel(model, camera, controls);
console.log(`Model created successfully: ${modelType}`);
return { model, animMixer };
}

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import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
export class SceneLoader {
constructor() {
this.loadingScreen = document.getElementById('loading-screen');
this.loadingText = document.getElementById('loading-text');
this.loadingProgressBar = document.getElementById('loading-progress-bar');
this.loadingPercentage = document.getElementById('loading-percentage');
this.modelsToLoad = [
{ file: 'bold.glb', type: 'bold' },
{ file: 'innovation.glb', type: 'innovation' },
{ file: 'agility.glb', type: 'agility' },
{ file: 'storytelling.glb', type: 'storytelling' }
];
this.loadedModels = {};
this.loadedCount = 0;
this.totalModels = this.modelsToLoad.length;
}
setLoadingMessage(message) {
this.loadingText.textContent = message;
}
updateProgress(progress) {
const percentage = Math.round(progress * 100);
this.loadingProgressBar.style.width = `${percentage}%`;
this.loadingPercentage.textContent = `${percentage}%`;
}
hideLoadingScreen() {
this.loadingScreen.classList.add('hidden');
setTimeout(() => {
this.loadingScreen.style.display = 'none';
}, 800);
}
async loadAllModels() {
return new Promise((resolve) => {
const loader = new GLTFLoader();
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
loader.setDRACOLoader(dracoLoader);
this.modelsToLoad.forEach((modelInfo, index) => {
this.setLoadingMessage(`Loading experience...`);
loader.load(`/${modelInfo.file}`,
(gltf) => {
this.loadedModels[modelInfo.type] = {
scene: gltf.scene,
animations: gltf.animations,
gltf: gltf
};
this.loadedCount++;
const progress = this.loadedCount / this.totalModels;
this.updateProgress(progress);
if (this.loadedCount === this.totalModels) {
this.setLoadingMessage('Initializing Experience...');
setTimeout(() => {
this.hideLoadingScreen();
resolve(this.loadedModels);
}, 500);
}
},
(progress) => {
const fileProgress = progress.loaded / progress.total;
const totalProgress = (this.loadedCount + fileProgress) / this.totalModels;
this.updateProgress(totalProgress);
},
(error) => {
console.error(`Error loading ${modelInfo.file}:`, error);
}
);
});
});
}
}

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import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
export function createScene() {
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.setFocalLength(50);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
// Renderer setup
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.2;
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.physicallyCorrectLights = true;
document.body.appendChild(renderer.domElement);
// Post-processing: Bloom
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.0, // strength
0.45, // radius
0.85 // threshold
);
composer.addPass(bloomPass);
// Local procedural environment for better PBR response (no network)
const pmrem = new THREE.PMREMGenerator(renderer);
const roomEnv = new RoomEnvironment();
scene.environment = pmrem.fromScene(roomEnv).texture;
pmrem.dispose();
roomEnv.dispose();
scene.environment = null; // This will make the renderer's clear color visible again
return { scene, camera, renderer, composer, raycaster, mouse };
}
export function setupLighting(scene, camera) {
// Consistent Lighting Setup
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x666666, 1.5);
hemiLight.position.set(0, 20, 0);
scene.add(hemiLight);
const fillLight = new THREE.DirectionalLight(0xffffff, 1.2);
fillLight.position.set(-12, 6, -8);
scene.add(fillLight);
const topLight = new THREE.DirectionalLight(0xffffff, 1.5);
topLight.position.set(5, 15, 5);
scene.add(topLight);
const bottomLight = new THREE.DirectionalLight(0xffffff, 0.8);
bottomLight.position.set(-3, -8, 3);
scene.add(bottomLight);
const leftLight = new THREE.DirectionalLight(0xffffff, 1.0);
leftLight.position.set(-12, 2, 5);
scene.add(leftLight);
const rightLight = new THREE.DirectionalLight(0xffffff, 1.0);
rightLight.position.set(12, 2, -5);
scene.add(rightLight);
const frontLight = new THREE.DirectionalLight(0xffffff, 0.8);
frontLight.position.set(8, 4, 12);
scene.add(frontLight);
const backLight = new THREE.DirectionalLight(0xffffff, 0.8);
backLight.position.set(-8, 4, -12);
scene.add(backLight);
const cameraLight = new THREE.PointLight(0xffffff, 0.8, 0, 2);
camera.add(cameraLight);
scene.add(camera);
}
export function setupControls(camera, renderer) {
// Controls with zoom disabled and camera constraints
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false; // Disable zoom
// Add camera constraints to prevent extreme angles
controls.maxPolarAngle = Math.PI * 0.8; // Prevent looking too far up
controls.minPolarAngle = Math.PI * 0.2; // Prevent looking too far down
console.log('Orbit controls initialized with camera constraints');
return controls;
}

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import * as THREE from 'three';
import { createModelFromPreloaded, resetMeshGeometry, cleanupGeometryData } from './modelManager.js';
import { startBoldRoughnessAnimation, startInnovationGlassAnimation } from './animationManager.js';
// Transition state management
export let currentScene = 0; // 0: bold, 1: innovation, 2: agility, 3: storytelling
export let isTransitioning = false;
export const fadeSpeed = 1; // Easily adjustable fade speed
export const transitionDuration = 1; // Easily adjustable transition duration (seconds)
export let scrollDownCount = 0;
export let scrollUpCount = 0;
export const scrollThreshold = 10; // Changed to 10 as requested
export let transitionStartTime = 0;
export let transitionDirection = 1; // 1 for forward, -1 for backward
// Camera-relative transition vectors
export let transitionUpVector = new THREE.Vector3();
export let transitionDownVector = new THREE.Vector3();
export const transitionDistance = 50; // Increased distance for more dramatic transitions
// Scene objects
export let currentModel = null;
export let nextModel = null;
export let mixer = null;
export let nextMixer = null;
export let autoRotationAngle = 0;
// Setter functions to modify exported variables safely
export function setCurrentModel(model) {
currentModel = model;
}
export function setMixer(animMixer) {
mixer = animMixer;
}
export function setNextModel(model) {
nextModel = model;
}
export function setNextMixer(animMixer) {
nextMixer = animMixer;
}
// Calculate camera-relative transition vectors for diagonal movement
export function calculateTransitionVectors(camera) {
// Get camera's world direction
const cameraDirection = new THREE.Vector3();
camera.getWorldDirection(cameraDirection);
// Get world up vector
const worldUp = new THREE.Vector3(0, 1, 0);
// Calculate camera's left vector - BACK TO ORIGINAL (this gave correct left direction)
const cameraLeft = new THREE.Vector3();
cameraLeft.crossVectors(worldUp, cameraDirection).normalize();
// Calculate camera's local up vector
const cameraUp = new THREE.Vector3();
cameraUp.crossVectors(cameraLeft, cameraDirection).normalize();
// Blend camera up with world up - BUT NEGATE to flip up/down direction
const blendedUp = new THREE.Vector3();
blendedUp.addVectors(
cameraUp.clone().multiplyScalar(0.5),
worldUp.clone().multiplyScalar(0.5)
).normalize().negate(); // ADD .negate() here to flip up to down
// Create diagonal vector (up-left)
const diagonalUpLeft = new THREE.Vector3();
diagonalUpLeft.addVectors(
blendedUp.clone().multiplyScalar(0.5),
cameraLeft.clone().multiplyScalar(0.5)
).normalize();
// Set transition vectors
transitionUpVector = diagonalUpLeft.clone().multiplyScalar(transitionDistance);
transitionDownVector = diagonalUpLeft.clone().multiplyScalar(-transitionDistance);
console.log('Diagonal transition vectors calculated with distance:', transitionDistance);
}
// Start transition to next or previous scene
export function startTransition(direction = 1, preloadedModels, scene, camera, controls) {
if (isTransitioning) return;
// Check bounds - now 4 scenes (0-3)
if (direction > 0 && currentScene >= 3) return; // Can't go forward from storytelling
if (direction < 0 && currentScene <= 0) return; // Can't go backward from bold
console.log(`Starting diagonal transition: direction=${direction}, currentScene=${currentScene}`);
// Calculate camera-relative diagonal transition vectors
calculateTransitionVectors(camera);
isTransitioning = true;
transitionStartTime = performance.now();
transitionDirection = direction;
// Determine next model based on direction and current scene
let nextModelType = '';
if (direction > 0) {
// Moving forward
if (currentScene === 0) {
nextModelType = 'innovation';
} else if (currentScene === 1) {
nextModelType = 'agility';
} else if (currentScene === 2) {
nextModelType = 'storytelling';
}
} else {
// Moving backward
if (currentScene === 1) {
nextModelType = 'bold';
} else if (currentScene === 2) {
nextModelType = 'innovation';
} else if (currentScene === 3) {
nextModelType = 'agility';
}
}
console.log(`Next model type: ${nextModelType}`);
if (nextModelType) {
const { model, animMixer } = createModelFromPreloaded(nextModelType, preloadedModels, camera, controls);
nextModel = model;
nextMixer = animMixer;
// Position next model based on transition direction
if (transitionDirection === 1) {
// Forward: next model starts from diagonal down position (bottom-right)
nextModel.position.copy(transitionDownVector);
console.log(`Next model positioned at diagonal down vector (bottom-right): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
} else {
// Backward: next model starts from diagonal up position (top-left)
nextModel.position.copy(transitionUpVector);
console.log(`Next model positioned at diagonal up vector (top-left): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
}
// Add next model to scene without opacity changes - it will appear instantly when it enters the camera view
scene.add(nextModel);
}
}
// Update transition animation
export function updateTransition(deltaTime, scene) {
if (!isTransitioning) return;
const elapsed = (performance.now() - transitionStartTime) / 1000;
const transitionProgress = Math.min(elapsed / transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
if (currentModel) {
// Move current model along diagonal vector based on transition direction
let moveVector;
if (transitionDirection === 1) {
// Forward: current model moves top-left
moveVector = transitionUpVector.clone().multiplyScalar(easedProgress);
console.log('Current model moving top-left (forward transition)');
} else {
// Backward: current model moves bottom-right
moveVector = transitionDownVector.clone().multiplyScalar(easedProgress);
console.log('Current model moving bottom-right (backward transition)');
}
currentModel.position.copy(moveVector);
}
if (nextModel) {
// Move next model from diagonal vector to center based on transition direction
let moveVector;
if (transitionDirection === 1) {
// Forward: next model moves from bottom-right to center
moveVector = transitionDownVector.clone().multiplyScalar(1 - easedProgress);
console.log('Next model moving from bottom-right to center (forward transition)');
} else {
// Backward: next model moves from top-left to center
moveVector = transitionUpVector.clone().multiplyScalar(1 - easedProgress);
console.log('Next model moving from top-left to center (backward transition)');
}
nextModel.position.copy(moveVector);
}
// Complete transition
if (transitionProgress >= 1) {
console.log('Diagonal transition animation complete');
// FIXED: Reset geometry before removing the model
if (currentModel) {
// Reset all geometry to original state before removal
currentModel.traverse((object) => {
if (object.isMesh) {
resetMeshGeometry(object);
}
});
// Clean up geometry user data completely
cleanupGeometryData(currentModel);
scene.remove(currentModel);
console.log('Previous model removed from scene');
}
// Switch to next model
if (nextModel) {
currentModel = nextModel;
mixer = nextMixer;
// Reset position to center
currentModel.position.set(0, 0, 0);
}
nextModel = null;
nextMixer = null;
isTransitioning = false;
currentScene += transitionDirection; // Update scene based on direction
scrollDownCount = 0;
scrollUpCount = 0;
// Start animations based on current scene
if (currentScene === 0) {
// Restart bold roughness animation when returning to bold section WITHOUT delay
startBoldRoughnessAnimation(false);
} else if (currentScene === 1) {
startInnovationGlassAnimation();
}
console.log(`Diagonal transition complete. Current scene: ${currentScene}`);
}
}
// Scroll event handler
export function onMouseScroll(event, preloadedModels, scene, camera, controls) {
if (isTransitioning) return;
if (event.deltaY > 0) {
// Scrolling down - move forward
scrollDownCount++;
scrollUpCount = 0; // Reset up count
console.log(`Scroll down count: ${scrollDownCount}`);
if (scrollDownCount >= scrollThreshold) {
startTransition(1, preloadedModels, scene, camera, controls); // Forward direction
}
} else if (event.deltaY < 0) {
// Scrolling up - move backward
scrollUpCount++;
scrollDownCount = 0; // Reset down count
console.log(`Scroll up count: ${scrollUpCount}`);
if (scrollUpCount >= scrollThreshold) {
startTransition(-1, preloadedModels, scene, camera, controls); // Backward direction
}
}
}