finalised, bold and innovation fixed

This commit is contained in:
Anuj K 2025-08-30 16:07:42 +05:30
parent ae39d5bbf4
commit 8390ac15b1
2 changed files with 94 additions and 107 deletions

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@ -25,20 +25,24 @@ class SceneLoader {
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();
@ -113,6 +117,9 @@ let mixer = null;
let nextMixer = null;
let autoRotationAngle = 0;
// Turntable animation settings
const turntableSpeed = 0.5; // Rotation speed (radians per second)
// Store preloaded models
let preloadedModels = {};
@ -120,7 +127,7 @@ let preloadedModels = {};
let boldRoughnessAnimation = {
isActive: false,
startTime: 0,
delayDuration: 1.0, // 1 second delay
delayDuration: 1.0, // 1 second delay (will be dynamic)
transitionDuration: 1.0, // 1 second transition
startRoughness: 0.5,
endRoughness: 0.05,
@ -225,12 +232,14 @@ 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,
@ -314,36 +323,29 @@ 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)
// 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);
}
@ -359,27 +361,24 @@ function applyMaterials(model, modelType) {
object.castShadow = true;
object.receiveShadow = true;
if (modelType === 'bold') {
// Bold-specific material logic - apply bold glass material to Cube mesh
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 "${object.name}"`);
object.material = boldGlassMaterial.clone();
// Store material reference for roughness animation
boldRoughnessAnimation.materials.push(object.material);
}
// Bold-specific material logic
if (object.name === 'Cube') {
console.log(` → Applying bold glass material to "${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
@ -536,6 +535,21 @@ function createModelFromPreloaded(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)');
@ -543,10 +557,9 @@ function initializeScene() {
currentModel = model;
mixer = animMixer;
scene.add(currentModel);
// Start the roughness animation for bold scene
boldRoughnessAnimation.isActive = true;
boldRoughnessAnimation.startTime = performance.now();
console.log('Bold scene initialized and roughness animation started');
// Start the roughness animation for bold scene with delay
startBoldRoughnessAnimation(true);
console.log('Bold scene initialized');
}
// Start innovation glass animation
@ -627,23 +640,18 @@ function startTransition(direction = 1) {
const { model, animMixer } = createModelFromPreloaded(nextModelType);
nextModel = model;
nextMixer = animMixer;
// Start next model at the diagonal down position (camera-relative)
nextModel.position.copy(transitionDownVector);
nextModel.traverse((obj) => {
if (obj.material) {
if (Array.isArray(obj.material)) {
obj.material.forEach(mat => {
mat.transparent = true;
mat.opacity = 0;
});
} else {
obj.material.transparent = true;
obj.material.opacity = 0;
}
}
});
// 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);
console.log(`Next model positioned at diagonal down vector: x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
}
}
@ -656,42 +664,32 @@ function updateTransition(deltaTime) {
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
if (currentModel) {
// Move current model along diagonal up-left vector
const moveVector = transitionUpVector.clone().multiplyScalar(easedProgress);
// 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);
currentModel.traverse((obj) => {
if (obj.material) {
const targetOpacity = 1 - easedProgress;
if (Array.isArray(obj.material)) {
obj.material.forEach(mat => {
mat.transparent = true;
mat.opacity = targetOpacity;
});
} else {
obj.material.transparent = true;
obj.material.opacity = targetOpacity;
}
}
});
}
if (nextModel) {
// Move next model from diagonal down-left vector to center (0,0,0)
const moveVector = transitionDownVector.clone().multiplyScalar(1 - easedProgress);
// 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);
nextModel.traverse((obj) => {
if (obj.material) {
const targetOpacity = easedProgress;
if (Array.isArray(obj.material)) {
obj.material.forEach(mat => {
mat.transparent = true;
mat.opacity = targetOpacity;
});
} else {
obj.material.transparent = true;
obj.material.opacity = targetOpacity;
}
}
});
}
// Complete transition
if (transitionProgress >= 1) {
@ -713,29 +711,8 @@ function updateTransition(deltaTime) {
if (nextModel) {
currentModel = nextModel;
mixer = nextMixer;
// Reset position and opacity
// Reset position to center
currentModel.position.set(0, 0, 0);
currentModel.traverse((obj) => {
if (obj.material) {
if (Array.isArray(obj.material)) {
obj.material.forEach(mat => {
mat.opacity = 1;
if (currentScene + transitionDirection === 3) { // Keep transparency for storytelling glass
mat.transparent = mat.transmission > 0;
} else {
mat.transparent = mat.transmission > 0;
}
});
} else {
obj.material.opacity = 1;
if (currentScene + transitionDirection === 3) { // Keep transparency for storytelling glass
obj.material.transparent = obj.material.transmission > 0;
} else {
obj.material.transparent = obj.material.transmission > 0;
}
}
}
});
}
nextModel = null;
nextMixer = null;
@ -743,8 +720,11 @@ function updateTransition(deltaTime) {
currentScene += transitionDirection; // Update scene based on direction
scrollDownCount = 0;
scrollUpCount = 0;
// Start innovation glass animation if we're now in the innovation scene
if (currentScene === 1) {
// 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}`);
@ -785,6 +765,13 @@ function animate() {
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;
@ -795,7 +782,7 @@ function animate() {
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
// Interpolate roughness from 0.25 to 0.05
// Interpolate roughness from 0.5 to 0.05
const currentRoughness = boldRoughnessAnimation.startRoughness +
(boldRoughnessAnimation.endRoughness - boldRoughnessAnimation.startRoughness) * easedProgress;
// Apply to all bold materials