transition logic fixed
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331
src/main.js
331
src/main.js
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@ -1,8 +1,10 @@
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import './style.css'
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import './style.css';
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import * as THREE from 'three';
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import { SceneLoader } from './sceneLoader.js';
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import { createScene, setupLighting, setupControls } from './sceneSetup.js';
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import { createModelFromPreloaded } from './modelManager.js';
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import {
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currentModel,
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nextModel,
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@ -13,87 +15,77 @@ import {
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onMouseScroll,
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setCurrentModel,
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setMixer,
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setGLBRepulsionSystem
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setGLBRepulsionSystem,
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calculateTransitionVectors // ⬅ added
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} from './transitionManager.js';
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import {
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startBoldRoughnessAnimation,
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updateBoldRoughnessAnimation,
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updateInnovationGlassAnimation
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} from './animationManager.js';
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// Fluid distortion imports
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import { ShaderPass } from 'three/addons/postprocessing/ShaderPass.js';
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import { createFluidSimulation, FluidDistortionShader } from './fluidDistortion.js';
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// Starfield import
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import { createStarfield } from './starfield.js';
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// Initialize loader
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/* ------------------------------------------------------------------ */
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/* loader */
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const sceneLoader = new SceneLoader();
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sceneLoader.setLoadingMessage('Preparing Your Experience...');
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// Create scene components
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/* ------------------------------------------------------------------ */
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/* scene */
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const { scene, camera, renderer, composer } = createScene();
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setupLighting(scene, camera);
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const controls = setupControls(camera, renderer);
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// Create starfield
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/* realign transition vectors whenever user moves the camera */
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controls.addEventListener('change', () => calculateTransitionVectors(camera));
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/* ------------------------------------------------------------------ */
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/* starfield, turntable & global vars */
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const starfield = createStarfield(scene);
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// Turntable animation settings
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const turntableSpeed = 0.5;
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// Store preloaded models
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let preloadedModels = {};
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// Enhanced fluid simulation + distortion pass
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/* ------------------------------------------------------------------ */
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/* post-processing: fluid distortion */
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const dpr = renderer.getPixelRatio ? renderer.getPixelRatio() : Math.min(window.devicePixelRatio || 1, 2);
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const fluid = createFluidSimulation(renderer, dpr);
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const distortionPass = new ShaderPass(FluidDistortionShader);
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distortionPass.material.uniforms.tSim.value = fluid.getTexture();
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distortionPass.material.uniforms.iResolution.value.set(window.innerWidth * dpr, window.innerHeight * dpr);
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distortionPass.material.uniforms.amount.value = 0.005; // Stronger distortion
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distortionPass.material.uniforms.chromaticAmount.value = 0.002; // Enhanced chromatic aberration
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// Enhanced lighting parameters
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distortionPass.material.uniforms.amount.value = 0.005;
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distortionPass.material.uniforms.chromaticAmount.value = 0.002;
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distortionPass.material.uniforms.lightIntensity.value = 0;
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distortionPass.material.uniforms.lightColor.value.set(1, 1, 1);
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distortionPass.material.uniforms.normalStrength.value = 2.0;
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distortionPass.material.uniforms.ambientLight.value = 1;
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// New ripple whiteness parameters
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distortionPass.material.uniforms.rippleWhiteness.value = 0.025; // Amount of white tint
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distortionPass.material.uniforms.rippleBrightness.value = 1; // Brightness boost for ripples
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distortionPass.material.uniforms.rippleWhiteness.value = 0.025;
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distortionPass.material.uniforms.rippleBrightness.value = 1;
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composer.addPass(distortionPass);
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// Enhanced pointer tracking
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const pointer = {
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x: -1,
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y: -1,
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strength: 0.0,
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prevX: -1,
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prevY: -1,
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trail: [], // Store trail positions for enhanced effect
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maxTrailLength: 5
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};
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// Mouse coordinates for starfield and GLB interaction
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/* ------------------------------------------------------------------ */
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/* pointer + mouse utilities */
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const pointer = { x: -1, y: -1, strength: 0, prevX: -1, prevY: -1 };
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const mouse = new THREE.Vector2();
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const raycaster = new THREE.Raycaster();
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// GLB cursor repulsion parameters
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/* ------------------------------------------------------------------ */
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/* GLB cursor repulsion system */
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const glbRepulsion = {
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radius: 30, // Repulsion radius
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maxDistance: 2, // Maximum distance GLB can move from original position
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strength: 8, // Repulsion strength
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originalPositions: new Map(), // Store original positions for each model
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currentTargets: new Map(), // Store current target positions
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interpolationSpeed: 3 // Speed of position interpolation
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radius: 30,
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maxDistance: 2,
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strength: 8,
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originalPositions: new Map(),
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currentTargets: new Map(),
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interpolationSpeed: 3
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};
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// Connect GLB repulsion system to transition manager
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setGLBRepulsionSystem(glbRepulsion);
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/* ------------------------------------------------------------------ */
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/* helper: convert DOM coords → simulation coords */
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function toSimPixels(e) {
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const rect = renderer.domElement.getBoundingClientRect();
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const x = (e.clientX - rect.left) * dpr;
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@ -101,236 +93,141 @@ function toSimPixels(e) {
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return { x, y };
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}
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/* ------------------------------------------------------------------ */
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/* pointer events */
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renderer.domElement.addEventListener('pointermove', (e) => {
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const { x, y } = toSimPixels(e);
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const dx = (pointer.prevX < 0) ? 0 : Math.abs(x - pointer.prevX);
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const dy = (pointer.prevY < 0) ? 0 : Math.abs(y - pointer.prevY);
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const speed = Math.min(Math.sqrt(dx * dx + dy * dy) / (6.0 * dpr), 1.0); // More sensitive
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pointer.x = x;
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pointer.y = y;
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pointer.strength = speed * 1.2; // Enhanced strength
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pointer.prevX = x;
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pointer.prevY = y;
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const dx = pointer.prevX < 0 ? 0 : Math.abs(x - pointer.prevX);
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const dy = pointer.prevY < 0 ? 0 : Math.abs(y - pointer.prevY);
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const speed = Math.min(Math.sqrt(dx * dx + dy * dy) / (6 * dpr), 1);
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pointer.x = x; pointer.y = y; pointer.strength = speed * 1.2;
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pointer.prevX = x; pointer.prevY = y;
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// Update light position to follow cursor
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const rect = renderer.domElement.getBoundingClientRect();
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const normalizedX = (e.clientX - rect.left) / rect.width;
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const normalizedY = 1.0 - (e.clientY - rect.top) / rect.height; // Flip Y
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distortionPass.material.uniforms.lightPosition.value.set(normalizedX, normalizedY, 1.0);
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const nx = (e.clientX - rect.left) / rect.width;
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const ny = 1 - (e.clientY - rect.top) / rect.height;
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distortionPass.material.uniforms.lightPosition.value.set(nx, ny, 1);
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// Update mouse coordinates for starfield and GLB interaction
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mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
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mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
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mouse.x = nx * 2 - 1;
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mouse.y = -ny * 2 + 1;
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}, { passive: true });
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renderer.domElement.addEventListener('pointerleave', () => {
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pointer.x = -1;
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pointer.y = -1;
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pointer.strength = 0.0;
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mouse.x = -999;
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mouse.y = -999;
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// Reset light to center when mouse leaves
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distortionPass.material.uniforms.lightPosition.value.set(0.5, 0.5, 1.0);
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Object.assign(pointer, { x: -1, y: -1, strength: 0 });
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mouse.set(-999, -999);
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distortionPass.material.uniforms.lightPosition.value.set(0.5, 0.5, 1);
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}, { passive: true });
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// GLB cursor repulsion function
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function updateGLBRepulsion(camera, mouse, deltaTime) {
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if (!mouse || mouse.x === -999 || mouse.y === -999) {
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// Mouse is not active, return models to original positions
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if (currentModel) {
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const originalPos = glbRepulsion.originalPositions.get(currentModel);
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if (originalPos) {
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const currentTarget = glbRepulsion.currentTargets.get(currentModel) || new THREE.Vector3();
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currentTarget.copy(originalPos);
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glbRepulsion.currentTargets.set(currentModel, currentTarget);
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// Interpolate to original position
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const lerpFactor = Math.min(glbRepulsion.interpolationSpeed * deltaTime, 1.0);
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currentModel.position.lerp(currentTarget, lerpFactor);
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}
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}
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if (nextModel) {
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const originalPos = glbRepulsion.originalPositions.get(nextModel);
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if (originalPos) {
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const currentTarget = glbRepulsion.currentTargets.get(nextModel) || new THREE.Vector3();
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currentTarget.copy(originalPos);
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glbRepulsion.currentTargets.set(nextModel, currentTarget);
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// Interpolate to original position
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const lerpFactor = Math.min(glbRepulsion.interpolationSpeed * deltaTime, 1.0);
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nextModel.position.lerp(currentTarget, lerpFactor);
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}
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}
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/* ------------------------------------------------------------------ */
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/* GLB repulsion update */
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function updateGLBRepulsion(camera, mouse, dt) {
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if (mouse.x === -999) {
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// return objects to original pos
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[currentModel, nextModel].forEach(m => {
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if (!m) return;
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const orig = glbRepulsion.originalPositions.get(m);
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if (!orig) return;
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const tgt = glbRepulsion.currentTargets.get(m) || orig.clone();
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tgt.copy(orig);
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glbRepulsion.currentTargets.set(m, tgt);
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m.position.lerp(tgt, Math.min(glbRepulsion.interpolationSpeed * dt, 1));
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});
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return;
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}
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// Get mouse position in 3D world space
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raycaster.setFromCamera(mouse, camera);
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const distance = 50; // Project to a plane at fixed distance
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const mouseWorldPos = raycaster.ray.direction.clone().multiplyScalar(distance).add(raycaster.ray.origin);
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const mouseWorld = raycaster.ray.direction.clone().multiplyScalar(50).add(raycaster.ray.origin);
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// Handle current model repulsion
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if (currentModel) {
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let originalPos = glbRepulsion.originalPositions.get(currentModel);
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if (!originalPos) {
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originalPos = currentModel.position.clone();
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glbRepulsion.originalPositions.set(currentModel, originalPos);
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}
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[currentModel, nextModel].forEach(m => {
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if (!m) return;
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if (!glbRepulsion.originalPositions.has(m))
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glbRepulsion.originalPositions.set(m, m.position.clone());
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// Calculate repulsion
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const modelPos = currentModel.position.clone();
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const dx = modelPos.x - mouseWorldPos.x;
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const dy = modelPos.y - mouseWorldPos.y;
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const dz = modelPos.z - mouseWorldPos.z;
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const orig = glbRepulsion.originalPositions.get(m);
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const dx = m.position.x - mouseWorld.x;
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const dy = m.position.y - mouseWorld.y;
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const dz = m.position.z - mouseWorld.z;
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const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
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let target = orig.clone();
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let targetPos = originalPos.clone();
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if (dist < glbRepulsion.radius && dist > 0) {
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const force = (1 - dist / glbRepulsion.radius) * glbRepulsion.strength;
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const nx = dx / dist;
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const ny = dy / dist;
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const nz = dz / dist;
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const repulsionVector = new THREE.Vector3(nx * force, ny * force, nz * force);
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targetPos.add(repulsionVector);
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// Limit maximum distance from original position
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const offsetFromOriginal = targetPos.clone().sub(originalPos);
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if (offsetFromOriginal.length() > glbRepulsion.maxDistance) {
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offsetFromOriginal.normalize().multiplyScalar(glbRepulsion.maxDistance);
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targetPos = originalPos.clone().add(offsetFromOriginal);
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}
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target.add(new THREE.Vector3(dx, dy, dz).normalize().multiplyScalar(force));
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const offset = target.clone().sub(orig);
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if (offset.length() > glbRepulsion.maxDistance)
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target = orig.clone().add(offset.normalize().multiplyScalar(glbRepulsion.maxDistance));
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}
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// Store and interpolate to target position
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glbRepulsion.currentTargets.set(currentModel, targetPos);
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const lerpFactor = Math.min(glbRepulsion.interpolationSpeed * deltaTime, 1.0);
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currentModel.position.lerp(targetPos, lerpFactor);
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}
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// Handle next model repulsion during transitions
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if (nextModel) {
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let originalPos = glbRepulsion.originalPositions.get(nextModel);
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if (!originalPos) {
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originalPos = nextModel.position.clone();
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glbRepulsion.originalPositions.set(nextModel, originalPos);
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}
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// Calculate repulsion
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const modelPos = nextModel.position.clone();
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const dx = modelPos.x - mouseWorldPos.x;
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const dy = modelPos.y - mouseWorldPos.y;
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const dz = modelPos.z - mouseWorldPos.z;
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const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
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let targetPos = originalPos.clone();
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if (dist < glbRepulsion.radius && dist > 0) {
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const force = (1 - dist / glbRepulsion.radius) * glbRepulsion.strength;
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const nx = dx / dist;
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const ny = dy / dist;
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const nz = dz / dist;
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const repulsionVector = new THREE.Vector3(nx * force, ny * force, nz * force);
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targetPos.add(repulsionVector);
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// Limit maximum distance from original position
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const offsetFromOriginal = targetPos.clone().sub(originalPos);
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if (offsetFromOriginal.length() > glbRepulsion.maxDistance) {
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offsetFromOriginal.normalize().multiplyScalar(glbRepulsion.maxDistance);
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targetPos = originalPos.clone().add(offsetFromOriginal);
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}
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}
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// Store and interpolate to target position
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glbRepulsion.currentTargets.set(nextModel, targetPos);
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const lerpFactor = Math.min(glbRepulsion.interpolationSpeed * deltaTime, 1.0);
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nextModel.position.lerp(targetPos, lerpFactor);
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}
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glbRepulsion.currentTargets.set(m, target);
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m.position.lerp(target, Math.min(glbRepulsion.interpolationSpeed * dt, 1));
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});
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}
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// Initialize first scene
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/* ------------------------------------------------------------------ */
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/* first scene setup */
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function initializeScene() {
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console.log('Initializing first scene (bold)');
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const { model, animMixer } = createModelFromPreloaded('bold', preloadedModels, camera, controls);
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setCurrentModel(model);
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setMixer(animMixer);
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scene.add(currentModel);
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// Store original position for repulsion
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glbRepulsion.originalPositions.set(currentModel, currentModel.position.clone());
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startBoldRoughnessAnimation(true);
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console.log('Bold scene initialized');
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}
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// Animation loop
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/* ------------------------------------------------------------------ */
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/* animation loop */
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const clock = new THREE.Clock();
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function animate() {
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requestAnimationFrame(animate);
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const delta = clock.getDelta();
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const dt = clock.getDelta();
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// Update mixers
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if (mixer) mixer.update(delta);
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if (nextMixer) nextMixer.update(delta);
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if (mixer) mixer.update(dt);
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if (nextMixer) nextMixer.update(dt);
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// Update transition
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if (isTransitioning) {
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updateTransition(delta, scene);
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}
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if (isTransitioning) updateTransition(dt, scene);
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else updateGLBRepulsion(camera, mouse, dt);
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// GLB cursor repulsion (only when not transitioning to avoid conflicts)
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if (!isTransitioning) {
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updateGLBRepulsion(camera, mouse, delta);
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}
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// turntable
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if (currentModel) currentModel.rotation.y += turntableSpeed * dt;
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if (nextModel) nextModel.rotation.y += turntableSpeed * dt;
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// Turntable rotation
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if (currentModel) {
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currentModel.rotation.y += turntableSpeed * delta;
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}
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if (nextModel) {
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nextModel.rotation.y += turntableSpeed * delta;
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}
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// Update material animations
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// material anims
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updateBoldRoughnessAnimation();
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updateInnovationGlassAnimation();
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// Animate stars with cursor interaction
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starfield.animateStars(camera, mouse, delta);
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// Update enhanced fluid sim
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const nowSec = performance.now() / 1000;
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fluid.update(pointer.x, pointer.y, pointer.strength, nowSec);
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// stars + fluid
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starfield.animateStars(camera, mouse, dt);
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fluid.update(pointer.x, pointer.y, pointer.strength, performance.now() / 1000);
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distortionPass.material.uniforms.tSim.value = fluid.getTexture();
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controls.update();
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composer.render();
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}
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// Initialize the scene
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/* ------------------------------------------------------------------ */
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/* init workflow */
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async function init() {
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try {
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console.log('Starting application initialization');
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preloadedModels = await sceneLoader.loadAllModels();
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console.log('All models loaded successfully');
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initializeScene();
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animate();
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console.log('Animation loop started');
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window.addEventListener('wheel', (event) => {
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onMouseScroll(event, preloadedModels, scene, camera, controls);
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}, { passive: true });
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console.log('Scroll event listener attached');
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} catch (error) {
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console.error('Failed to initialize scene:', error);
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window.addEventListener('wheel', (e) => onMouseScroll(e, preloadedModels, scene, camera, controls), { passive: true });
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window.addEventListener('resize', () => {
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const w = window.innerWidth, h = window.innerHeight;
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camera.aspect = w / h; camera.updateProjectionMatrix();
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renderer.setSize(w, h);
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composer.setSize(w, h);
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const pr = renderer.getPixelRatio ? renderer.getPixelRatio() : Math.min(window.devicePixelRatio || 1, 2);
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distortionPass.material.uniforms.iResolution.value.set(w * pr, h * pr);
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fluid.resize(w, h, pr);
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});
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} catch (err) {
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console.error('Failed to initialise:', err);
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sceneLoader.setLoadingMessage('Error loading experience. Please refresh.');
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}
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}
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// Handle window resize
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window.addEventListener('resize', () => {
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console.log('Window resized');
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const w = window.innerWidth;
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const h = window.innerHeight;
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camera.aspect = w / h;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(w, h);
|
||||
composer.setSize(w, h);
|
||||
const pixelRatio = renderer.getPixelRatio ? renderer.getPixelRatio() : Math.min(window.devicePixelRatio || 1, 2);
|
||||
distortionPass.material.uniforms.iResolution.value.set(w * pixelRatio, h * pixelRatio);
|
||||
fluid.resize(w, h, pixelRatio);
|
||||
});
|
||||
|
||||
// Start the application
|
||||
init();
|
||||
/* ------------------------------------------------------------------ */
|
||||
init();
|
||||
|
|
|
@ -2,262 +2,145 @@ 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
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* state */
|
||||
export let currentScene = 0; // 0-bold | 1-innovation | 2-agility | 3-storytelling
|
||||
let pendingScene = 0; // target index during a transition
|
||||
export let isTransitioning = false;
|
||||
|
||||
// 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
|
||||
export const transitionDuration = 1; // seconds
|
||||
export const scrollThreshold = 10;
|
||||
export const transitionDistance = 50;
|
||||
|
||||
// Scene objects
|
||||
let scrollDownCount = 0;
|
||||
let scrollUpCount = 0;
|
||||
let transitionStartTime = 0;
|
||||
let transitionDirection = 1; // 1 forward | -1 back
|
||||
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* scene objects */
|
||||
export let currentModel = null;
|
||||
export let nextModel = null;
|
||||
export let mixer = null;
|
||||
export let nextMixer = null;
|
||||
export let autoRotationAngle = 0;
|
||||
|
||||
// GLB repulsion system reference (will be set by main.js)
|
||||
export let nextModel = null;
|
||||
export let mixer = null;
|
||||
export let nextMixer = null;
|
||||
export let glbRepulsionSystem = null;
|
||||
|
||||
// Setter functions to modify exported variables safely
|
||||
export function setCurrentModel(model) {
|
||||
currentModel = model;
|
||||
/* camera-aligned vectors */
|
||||
let transitionUpVector = new THREE.Vector3();
|
||||
let transitionDownVector = new THREE.Vector3();
|
||||
|
||||
/* setters ----------------------------------------------------------- */
|
||||
export const setCurrentModel = m => currentModel = m;
|
||||
export const setMixer = m => mixer = m;
|
||||
export const setGLBRepulsionSystem = s => glbRepulsionSystem = s;
|
||||
|
||||
/* utilities --------------------------------------------------------- */
|
||||
const sceneKey = idx => ['bold','innovation','agility','storytelling'][idx];
|
||||
|
||||
/* compute camera-relative diagonal vectors */
|
||||
export function calculateTransitionVectors(camera){
|
||||
const fwd = new THREE.Vector3(); camera.getWorldDirection(fwd).normalize();
|
||||
const up = new THREE.Vector3(0,1,0);
|
||||
const right = new THREE.Vector3().crossVectors(fwd, up).normalize();
|
||||
const camUp = new THREE.Vector3().crossVectors(right, fwd).normalize();
|
||||
|
||||
const diag = new THREE.Vector3()
|
||||
.addScaledVector(camUp, 0.5)
|
||||
.addScaledVector(right, -0.5)
|
||||
.normalize();
|
||||
|
||||
transitionUpVector .copy(diag).multiplyScalar( transitionDistance);
|
||||
transitionDownVector.copy(diag).multiplyScalar(-transitionDistance);
|
||||
}
|
||||
|
||||
export function setMixer(animMixer) {
|
||||
mixer = animMixer;
|
||||
}
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* transition start */
|
||||
export function startTransition(dir, preload, scene, camera, controls){
|
||||
if(isTransitioning) return;
|
||||
|
||||
export function setNextModel(model) {
|
||||
nextModel = model;
|
||||
}
|
||||
const nextIdx = currentScene + dir;
|
||||
if(nextIdx < 0 || nextIdx > 3) return; // out-of-range
|
||||
|
||||
export function setNextMixer(animMixer) {
|
||||
nextMixer = animMixer;
|
||||
}
|
||||
isTransitioning = true;
|
||||
pendingScene = nextIdx;
|
||||
transitionDirection = dir;
|
||||
transitionStartTime = performance.now();
|
||||
|
||||
export function setGLBRepulsionSystem(system) {
|
||||
glbRepulsionSystem = system;
|
||||
}
|
||||
|
||||
// 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;
|
||||
const { model, animMixer } =
|
||||
createModelFromPreloaded(sceneKey(nextIdx), preload, camera, controls);
|
||||
|
||||
// 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';
|
||||
}
|
||||
}
|
||||
nextModel = model;
|
||||
nextMixer = animMixer;
|
||||
nextModel.position.copy(dir > 0 ? transitionDownVector : transitionUpVector);
|
||||
|
||||
console.log(`Next model type: ${nextModelType}`);
|
||||
if (nextModelType) {
|
||||
const { model, animMixer } = createModelFromPreloaded(nextModelType, preloadedModels, camera, controls);
|
||||
nextModel = model;
|
||||
nextMixer = animMixer;
|
||||
if(glbRepulsionSystem)
|
||||
glbRepulsionSystem.originalPositions.set(nextModel, nextModel.position.clone());
|
||||
|
||||
// Position next model based on transition direction
|
||||
if (transitionDirection === 1) {
|
||||
// Forward: next model starts from diagonal down position (bottom-right)
|
||||
nextModel.position.copy(transitionDownVector);
|
||||
console.log(`Next model positioned at diagonal down vector (bottom-right): x=${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}`);
|
||||
}
|
||||
|
||||
// Register next model with GLB repulsion system
|
||||
if (glbRepulsionSystem) {
|
||||
glbRepulsionSystem.originalPositions.set(nextModel, nextModel.position.clone());
|
||||
}
|
||||
|
||||
// Add next model to scene without opacity changes - it will appear instantly when it enters the camera view
|
||||
scene.add(nextModel);
|
||||
}
|
||||
scene.add(nextModel);
|
||||
}
|
||||
|
||||
// Update transition animation
|
||||
export function updateTransition(deltaTime, scene) {
|
||||
if (!isTransitioning) return;
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* transition update */
|
||||
export function updateTransition(_dt, scene){
|
||||
if(!isTransitioning) return;
|
||||
|
||||
const elapsed = (performance.now() - transitionStartTime) / 1000;
|
||||
const transitionProgress = Math.min(elapsed / transitionDuration, 1);
|
||||
const t = Math.min((performance.now() - transitionStartTime)/1000 / transitionDuration, 1);
|
||||
const e = t*t*(3-2*t); // smoothstep easing
|
||||
|
||||
// Smooth easing function (ease-in-out)
|
||||
const easeInOut = (t) => t * t * (3 - 2 * t);
|
||||
const easedProgress = easeInOut(transitionProgress);
|
||||
if(currentModel)
|
||||
currentModel.position.copy(
|
||||
(transitionDirection>0 ? transitionUpVector : transitionDownVector).clone().multiplyScalar(e)
|
||||
);
|
||||
|
||||
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)');
|
||||
if(nextModel)
|
||||
nextModel.position.copy(
|
||||
(transitionDirection>0 ? transitionDownVector : transitionUpVector).clone().multiplyScalar(1-e)
|
||||
);
|
||||
|
||||
if(t < 1) return; // still animating
|
||||
|
||||
/* ----- complete transition -------------------------------------- */
|
||||
if(currentModel){
|
||||
currentModel.traverse(o => o.isMesh && resetMeshGeometry(o));
|
||||
cleanupGeometryData(currentModel);
|
||||
if(glbRepulsionSystem){
|
||||
glbRepulsionSystem.originalPositions.delete(currentModel);
|
||||
glbRepulsionSystem.currentTargets.delete(currentModel);
|
||||
}
|
||||
currentModel.position.copy(moveVector);
|
||||
scene.remove(currentModel);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
currentModel = nextModel;
|
||||
mixer = nextMixer;
|
||||
currentModel.position.set(0,0,0);
|
||||
|
||||
// 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);
|
||||
// Remove from GLB repulsion system
|
||||
if (glbRepulsionSystem) {
|
||||
glbRepulsionSystem.originalPositions.delete(currentModel);
|
||||
glbRepulsionSystem.currentTargets.delete(currentModel);
|
||||
}
|
||||
scene.remove(currentModel);
|
||||
console.log('Previous model removed from scene');
|
||||
}
|
||||
if(glbRepulsionSystem)
|
||||
glbRepulsionSystem.originalPositions.set(currentModel, currentModel.position.clone());
|
||||
|
||||
// Switch to next model
|
||||
if (nextModel) {
|
||||
currentModel = nextModel;
|
||||
mixer = nextMixer;
|
||||
// Reset position to center
|
||||
currentModel.position.set(0, 0, 0);
|
||||
// Update GLB repulsion system with new center position
|
||||
if (glbRepulsionSystem) {
|
||||
glbRepulsionSystem.originalPositions.set(currentModel, currentModel.position.clone());
|
||||
}
|
||||
}
|
||||
nextModel = nextMixer = null;
|
||||
|
||||
nextModel = null;
|
||||
nextMixer = null;
|
||||
isTransitioning = false;
|
||||
currentScene += transitionDirection; // Update scene based on direction
|
||||
scrollDownCount = 0;
|
||||
scrollUpCount = 0;
|
||||
currentScene = pendingScene; // now official
|
||||
isTransitioning = false;
|
||||
scrollDownCount = 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}`);
|
||||
}
|
||||
if(currentScene === 0) startBoldRoughnessAnimation(false);
|
||||
if(currentScene === 1) startInnovationGlassAnimation();
|
||||
}
|
||||
|
||||
// Scroll event handler
|
||||
export function onMouseScroll(event, preloadedModels, scene, camera, controls) {
|
||||
if (isTransitioning) return;
|
||||
/* ------------------------------------------------------------------ */
|
||||
/* scroll handler */
|
||||
export function onMouseScroll(ev, preload, 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
|
||||
}
|
||||
if(ev.deltaY > 0){
|
||||
scrollDownCount++; scrollUpCount = 0;
|
||||
if(scrollDownCount >= scrollThreshold)
|
||||
startTransition(+1, preload, scene, camera, controls);
|
||||
}else if(ev.deltaY < 0){
|
||||
scrollUpCount++; scrollDownCount = 0;
|
||||
if(scrollUpCount >= scrollThreshold)
|
||||
startTransition(-1, preload, scene, camera, controls);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue