first
This commit is contained in:
commit
b18d4c090b
24
.gitignore
vendored
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24
.gitignore
vendored
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@ -0,0 +1,24 @@
|
|||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
pnpm-debug.log*
|
||||
lerna-debug.log*
|
||||
|
||||
node_modules
|
||||
dist
|
||||
dist-ssr
|
||||
*.local
|
||||
|
||||
# Editor directories and files
|
||||
.vscode/*
|
||||
!.vscode/extensions.json
|
||||
.idea
|
||||
.DS_Store
|
||||
*.suo
|
||||
*.ntvs*
|
||||
*.njsproj
|
||||
*.sln
|
||||
*.sw?
|
13
index.html
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13
index.html
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@ -0,0 +1,13 @@
|
|||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<link rel="icon" type="image/svg+xml" href="/vite.svg" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>Young Pandas</title>
|
||||
</head>
|
||||
<body>
|
||||
<div id="app"></div>
|
||||
<script type="module" src="/src/main.js"></script>
|
||||
</body>
|
||||
</html>
|
1038
package-lock.json
generated
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1038
package-lock.json
generated
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Load diff
17
package.json
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17
package.json
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|
@ -0,0 +1,17 @@
|
|||
{
|
||||
"name": "young-pandas",
|
||||
"private": true,
|
||||
"version": "0.0.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite --host",
|
||||
"build": "vite build",
|
||||
"preview": "vite preview"
|
||||
},
|
||||
"devDependencies": {
|
||||
"vite": "^7.1.2"
|
||||
},
|
||||
"dependencies": {
|
||||
"three": "^0.179.1"
|
||||
}
|
||||
}
|
BIN
public/agility.glb
Normal file
BIN
public/agility.glb
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Binary file not shown.
245
public/agility.html
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245
public/agility.html
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@ -0,0 +1,245 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>3D Model Viewer</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background: #000;
|
||||
}
|
||||
canvas {
|
||||
display: block;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<script type="importmap">
|
||||
{
|
||||
"imports": {
|
||||
"three": "https://unpkg.com/three@0.160.0/build/three.module.js",
|
||||
"three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/"
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<script type="module">
|
||||
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';
|
||||
|
||||
// Scene setup
|
||||
const scene = new THREE.Scene();
|
||||
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
||||
const renderer = new THREE.WebGLRenderer({ antialias: true });
|
||||
|
||||
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.setClearColor(0x000000); // Black background
|
||||
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();
|
||||
// Lighting is authored below.
|
||||
|
||||
// Lighting
|
||||
const ambientLight = new THREE.AmbientLight(0x404040, 0.2);
|
||||
scene.add(ambientLight);
|
||||
|
||||
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.9);
|
||||
hemiLight.position.set(0, 20, 0);
|
||||
scene.add(hemiLight);
|
||||
|
||||
const keyLight = new THREE.DirectionalLight(0xffffff, 2.0);
|
||||
keyLight.position.set(8, 12, 10);
|
||||
keyLight.castShadow = true;
|
||||
keyLight.shadow.mapSize.width = 2048;
|
||||
keyLight.shadow.mapSize.height = 2048;
|
||||
scene.add(keyLight);
|
||||
|
||||
const fillLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
||||
fillLight.position.set(-8, 6, -10);
|
||||
scene.add(fillLight);
|
||||
|
||||
const cameraLight = new THREE.PointLight(0xffffff, 1.2, 0, 2);
|
||||
camera.add(cameraLight);
|
||||
scene.add(camera);
|
||||
|
||||
// Controls
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.25;
|
||||
|
||||
|
||||
// Load GLTF model
|
||||
const loader = new GLTFLoader();
|
||||
const dracoLoader = new DRACOLoader();
|
||||
dracoLoader.setDecoderPath('https://unpkg.com/three@0.160.0/examples/jsm/libs/draco/');
|
||||
loader.setDRACOLoader(dracoLoader);
|
||||
let mixer = null;
|
||||
let model = null;
|
||||
|
||||
loader.load('agility.glb', (gltf) => {
|
||||
model = gltf.scene;
|
||||
scene.add(model);
|
||||
|
||||
// --- Define and Apply Materials ---
|
||||
|
||||
const glassMaterial = 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
|
||||
});
|
||||
|
||||
// Create materials with normal maps for dpd, dblsc, and gemini
|
||||
|
||||
|
||||
// Apply different materials based on mesh names
|
||||
console.log('=== Material Assignment Debug ===');
|
||||
let meshCount = 0;
|
||||
|
||||
model.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
meshCount++;
|
||||
console.log(`Found mesh: "${object.name}"`);
|
||||
|
||||
const previousMaterial = object.material;
|
||||
|
||||
// Apply materials by mesh name pattern
|
||||
if (object.name.startsWith('base')) {
|
||||
console.log(` → Applying glass material to "${object.name}"`);
|
||||
object.material = glassMaterial.clone();
|
||||
}
|
||||
|
||||
// For any other meshes, use glass material as fallback
|
||||
else {
|
||||
console.log(` → Applying glass material (fallback) to "${object.name}"`);
|
||||
object.material = glassMaterial.clone();
|
||||
}
|
||||
|
||||
console.log(` Material properties:`, {
|
||||
name: object.material.name,
|
||||
normalMap: object.material.normalMap ? 'Loaded' : 'None',
|
||||
normalScale: object.material.normalScale,
|
||||
transmission: object.material.transmission,
|
||||
transparent: object.material.transparent
|
||||
});
|
||||
|
||||
object.material.needsUpdate = true;
|
||||
object.castShadow = true;
|
||||
object.receiveShadow = true;
|
||||
|
||||
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 ===');
|
||||
|
||||
// Set up animations
|
||||
if (gltf.animations && gltf.animations.length > 0) {
|
||||
mixer = new THREE.AnimationMixer(model);
|
||||
|
||||
gltf.animations.forEach((clip) => {
|
||||
mixer.clipAction(clip).play();
|
||||
});
|
||||
}
|
||||
|
||||
// Center model at origin and frame it with the camera
|
||||
const box = new THREE.Box3().setFromObject(model);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
model.position.sub(center);
|
||||
model.updateMatrixWorld(true);
|
||||
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
|
||||
camera.position.set(0, 0, maxDim * 2);
|
||||
controls.target.set(0, 0, 0);
|
||||
controls.update();
|
||||
|
||||
// Ground plane removed per request
|
||||
}, undefined, (error) => {
|
||||
console.error('Error loading model:', error);
|
||||
});
|
||||
|
||||
// Animation loop
|
||||
const clock = new THREE.Clock();
|
||||
let autoRotationAngle = 0;
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
const delta = clock.getDelta();
|
||||
if (mixer) mixer.update(delta);
|
||||
|
||||
// Auto-rotation (turntable effect)
|
||||
if (model) {
|
||||
autoRotationAngle += delta * 0.5; // Adjust speed here (0.5 = slow rotation)
|
||||
model.rotation.y = autoRotationAngle;
|
||||
}
|
||||
|
||||
controls.update();
|
||||
composer.render();
|
||||
}
|
||||
|
||||
animate();
|
||||
|
||||
// Handle window resize
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
composer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
BIN
public/innovation.glb
Normal file
BIN
public/innovation.glb
Normal file
Binary file not shown.
BIN
public/shader-flash.webm
Normal file
BIN
public/shader-flash.webm
Normal file
Binary file not shown.
BIN
public/storytelling.glb
Normal file
BIN
public/storytelling.glb
Normal file
Binary file not shown.
249
public/storytelling.html
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249
public/storytelling.html
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|
@ -0,0 +1,249 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>3D Model Viewer</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
background: #000;
|
||||
}
|
||||
canvas {
|
||||
display: block;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<script type="importmap">
|
||||
{
|
||||
"imports": {
|
||||
"three": "https://unpkg.com/three@0.160.0/build/three.module.js",
|
||||
"three/addons/": "https://unpkg.com/three@0.160.0/examples/jsm/"
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<script type="module">
|
||||
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';
|
||||
|
||||
// Scene setup
|
||||
const scene = new THREE.Scene();
|
||||
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
||||
const renderer = new THREE.WebGLRenderer({ antialias: true });
|
||||
|
||||
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.setClearColor(0x000000); // Black background
|
||||
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();
|
||||
// Lighting is authored below.
|
||||
|
||||
// Lighting
|
||||
const ambientLight = new THREE.AmbientLight(0x404040, 0.2);
|
||||
scene.add(ambientLight);
|
||||
|
||||
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.9);
|
||||
hemiLight.position.set(0, 20, 0);
|
||||
scene.add(hemiLight);
|
||||
|
||||
const keyLight = new THREE.DirectionalLight(0xffffff, 2.0);
|
||||
keyLight.position.set(8, 12, 10);
|
||||
keyLight.castShadow = true;
|
||||
keyLight.shadow.mapSize.width = 2048;
|
||||
keyLight.shadow.mapSize.height = 2048;
|
||||
scene.add(keyLight);
|
||||
|
||||
const fillLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
||||
fillLight.position.set(-8, 6, -10);
|
||||
scene.add(fillLight);
|
||||
|
||||
const cameraLight = new THREE.PointLight(0xffffff, 1.2, 0, 2);
|
||||
camera.add(cameraLight);
|
||||
scene.add(camera);
|
||||
|
||||
// Controls
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.25;
|
||||
|
||||
|
||||
// Load GLTF model
|
||||
const loader = new GLTFLoader();
|
||||
const dracoLoader = new DRACOLoader();
|
||||
dracoLoader.setDecoderPath('https://unpkg.com/three@0.160.0/examples/jsm/libs/draco/');
|
||||
loader.setDRACOLoader(dracoLoader);
|
||||
let mixer = null;
|
||||
let model = null;
|
||||
|
||||
loader.load('storytelling.glb', (gltf) => {
|
||||
model = gltf.scene;
|
||||
scene.add(model);
|
||||
|
||||
// --- Define and Apply Materials ---
|
||||
|
||||
const glassMaterial = 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
|
||||
});
|
||||
|
||||
// Create materials with normal maps for dpd, dblsc, and gemini
|
||||
|
||||
|
||||
// Apply different materials based on mesh names
|
||||
console.log('=== Material Assignment Debug ===');
|
||||
let meshCount = 0;
|
||||
|
||||
model.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
meshCount++;
|
||||
console.log(`Found mesh: "${object.name}"`);
|
||||
|
||||
const previousMaterial = object.material;
|
||||
|
||||
// Apply materials by mesh name pattern
|
||||
if (object.name.startsWith('base')) {
|
||||
console.log(` → Applying glass material to "${object.name}"`);
|
||||
object.material = glassMaterial.clone();
|
||||
}
|
||||
|
||||
// For any other meshes, use glass material as fallback
|
||||
else {
|
||||
console.log(` → Applying glass material (fallback) to "${object.name}"`);
|
||||
object.material = glassMaterial.clone();
|
||||
}
|
||||
|
||||
console.log(` Material properties:`, {
|
||||
name: object.material.name,
|
||||
normalMap: object.material.normalMap ? 'Loaded' : 'None',
|
||||
normalScale: object.material.normalScale,
|
||||
transmission: object.material.transmission,
|
||||
transparent: object.material.transparent
|
||||
});
|
||||
|
||||
object.material.needsUpdate = true;
|
||||
object.castShadow = true;
|
||||
object.receiveShadow = true;
|
||||
|
||||
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 ===');
|
||||
|
||||
// Set up animations
|
||||
if (gltf.animations && gltf.animations.length > 0) {
|
||||
mixer = new THREE.AnimationMixer(model);
|
||||
|
||||
gltf.animations.forEach((clip) => {
|
||||
const action = mixer.clipAction(clip);
|
||||
// Set the animation to play once and stop at the last frame
|
||||
action.loop = THREE.LoopOnce;
|
||||
action.clampWhenFinished = true;
|
||||
action.play();
|
||||
});
|
||||
}
|
||||
|
||||
// Center model at origin and frame it with the camera
|
||||
const box = new THREE.Box3().setFromObject(model);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
model.position.sub(center);
|
||||
model.updateMatrixWorld(true);
|
||||
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
|
||||
camera.position.set(0, 0, maxDim * 2);
|
||||
controls.target.set(0, 0, 0);
|
||||
controls.update();
|
||||
|
||||
// Ground plane removed per request
|
||||
}, undefined, (error) => {
|
||||
console.error('Error loading model:', error);
|
||||
});
|
||||
|
||||
// Animation loop
|
||||
const clock = new THREE.Clock();
|
||||
let autoRotationAngle = 0;
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
const delta = clock.getDelta();
|
||||
if (mixer) mixer.update(delta);
|
||||
|
||||
// Auto-rotation (turntable effect)
|
||||
if (model) {
|
||||
autoRotationAngle += delta * 0.5; // Adjust speed here (0.5 = slow rotation)
|
||||
model.rotation.y = autoRotationAngle;
|
||||
}
|
||||
|
||||
controls.update();
|
||||
composer.render();
|
||||
}
|
||||
|
||||
animate();
|
||||
|
||||
// Handle window resize
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
composer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
341
src/innovation.js
Normal file
341
src/innovation.js
Normal file
|
@ -0,0 +1,341 @@
|
|||
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';
|
||||
|
||||
// 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();
|
||||
let isTwisting = false;
|
||||
let twistProgress = 0;
|
||||
const twistSpeed = 0.05; // Adjust speed
|
||||
const twistStrength = 0.3; // Adjust strength
|
||||
let scrollCount = 0;
|
||||
const scrollThreshold = 20; // Number of scroll events to trigger the animation
|
||||
|
||||
|
||||
// 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
|
||||
|
||||
// Lighting is authored below.
|
||||
|
||||
// Lighting
|
||||
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);
|
||||
|
||||
// // Key light (main directional) - angled to avoid direct reflection
|
||||
// const keyLight = new THREE.DirectionalLight(0xffffff, 2.0);
|
||||
// keyLight.position.set(12, 8, 8);
|
||||
// keyLight.castShadow = true;
|
||||
// keyLight.shadow.mapSize.width = 2048;
|
||||
// keyLight.shadow.mapSize.height = 2048;
|
||||
// scene.add(keyLight);
|
||||
|
||||
// Fill light (opposite side) - angled
|
||||
const fillLight = new THREE.DirectionalLight(0xffffff, 1.2);
|
||||
fillLight.position.set(-12, 6, -8);
|
||||
scene.add(fillLight);
|
||||
|
||||
// Top light - angled to avoid direct downward reflection
|
||||
const topLight = new THREE.DirectionalLight(0xffffff, 1.5);
|
||||
topLight.position.set(5, 15, 5);
|
||||
scene.add(topLight);
|
||||
|
||||
// Bottom light - angled upward
|
||||
const bottomLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
||||
bottomLight.position.set(-3, -8, 3);
|
||||
scene.add(bottomLight);
|
||||
|
||||
// Side lights for even illumination - angled
|
||||
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);
|
||||
|
||||
// Front and back lights - angled to avoid direct camera reflection
|
||||
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);
|
||||
|
||||
// Reduced camera light
|
||||
const cameraLight = new THREE.PointLight(0xffffff, 0.8, 0, 2);
|
||||
camera.add(cameraLight);
|
||||
scene.add(camera);
|
||||
|
||||
// Controls
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.25;
|
||||
|
||||
const loader = new GLTFLoader();
|
||||
const dracoLoader = new DRACOLoader();
|
||||
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
|
||||
loader.setDRACOLoader(dracoLoader);
|
||||
let mixer = null;
|
||||
|
||||
loader.load('/innovation.glb', (gltf) => {
|
||||
const model = gltf.scene;
|
||||
scene.add(model);
|
||||
|
||||
// --- Define and Apply Materials ---
|
||||
const glassMaterial = new THREE.MeshPhysicalMaterial({
|
||||
color: 0xffffff,
|
||||
metalness: 0.2,
|
||||
roughness: 0.05,
|
||||
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(0x000000),
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
alphaTest: 0
|
||||
});
|
||||
|
||||
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
|
||||
});
|
||||
|
||||
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);
|
||||
});
|
||||
};
|
||||
|
||||
model.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
object.castShadow = true;
|
||||
object.receiveShadow = true;
|
||||
if (nameMatches(object.name, targetGlassNames)) {
|
||||
// Create outer glass shell
|
||||
object.material = glassMaterial.clone();
|
||||
object.material.side = THREE.DoubleSide;
|
||||
object.material.depthWrite = false;
|
||||
object.renderOrder = 2; // Render outer glass last
|
||||
|
||||
// Create inner glass shell for better depth perception
|
||||
const innerShell = object.clone();
|
||||
innerShell.material = glassMaterial.clone();
|
||||
innerShell.material.side = THREE.DoubleSide;
|
||||
innerShell.material.depthWrite = false;
|
||||
innerShell.material.thickness = 4; // Thinner inner layer
|
||||
innerShell.material.transmission = 0.8; // More transparent inner layer
|
||||
innerShell.renderOrder = 1; // Render inner glass before outer
|
||||
|
||||
// Scale inner shell slightly smaller
|
||||
innerShell.scale.multiplyScalar(0.95);
|
||||
object.parent.add(innerShell);
|
||||
|
||||
} else if (nameMatches(object.name, orangeMeshes)) {
|
||||
object.material = lightOrangeMaterial.clone();
|
||||
object.renderOrder = 0; // Render orange objects first
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Compute bounds for camera framing
|
||||
const box = new THREE.Box3().setFromObject(model);
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
|
||||
// Set up animations
|
||||
if (gltf.animations && gltf.animations.length > 0) {
|
||||
mixer = new THREE.AnimationMixer(model);
|
||||
gltf.animations.forEach((clip) => {
|
||||
mixer.clipAction(clip).play();
|
||||
});
|
||||
mixer.timeScale = 3.0;
|
||||
}
|
||||
|
||||
// Position camera
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
camera.position.set(center.x, center.y, center.z + maxDim * 2);
|
||||
controls.target.copy(center);
|
||||
controls.update();
|
||||
}, undefined, (error) => {
|
||||
console.error('Error loading model:', error);
|
||||
});
|
||||
const clock = new THREE.Clock();
|
||||
|
||||
function onMouseScroll(event) {
|
||||
// Only count scrolls if the animation is not already running
|
||||
if (!isTwisting) {
|
||||
// You can check event.deltaY to determine scroll direction
|
||||
if (event.deltaY !== 0) {
|
||||
scrollCount++;
|
||||
console.log(`Scroll count: ${scrollCount}`); // For debugging
|
||||
}
|
||||
|
||||
if (scrollCount >= scrollThreshold) {
|
||||
isTwisting = true;
|
||||
twistProgress = 0;
|
||||
scrollCount = 0; // Reset the counter
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function twistMesh(mesh, progress) {
|
||||
if (!mesh || !mesh.geometry || !mesh.geometry.attributes.position) {
|
||||
return;
|
||||
}
|
||||
|
||||
const positions = mesh.geometry.attributes.position;
|
||||
|
||||
// Store original positions on the first run
|
||||
if (!mesh.geometry.userData.originalPositions) {
|
||||
mesh.geometry.userData.originalPositions = new Float32Array(positions.array);
|
||||
|
||||
// Also store bounding box data
|
||||
const box = new THREE.Box3().setFromObject(mesh);
|
||||
mesh.geometry.userData.bounds = {
|
||||
size: box.getSize(new THREE.Vector3()),
|
||||
center: box.getCenter(new THREE.Vector3())
|
||||
};
|
||||
}
|
||||
|
||||
const original = mesh.geometry.userData.originalPositions;
|
||||
const { size, center } = mesh.geometry.userData.bounds;
|
||||
const totalHeight = size.y; // Use Y-size for the twist axis
|
||||
|
||||
for (let i = 0; i < positions.count; i++) {
|
||||
const x = original[i * 3];
|
||||
const y = original[i * 3 + 1];
|
||||
const z = original[i * 3 + 2];
|
||||
|
||||
// Normalize the y-position from 0 to 1 based on the mesh's height
|
||||
const normalizedY = (y - center.y + totalHeight / 2) / totalHeight;
|
||||
|
||||
// Calculate the twist angle based on normalized y and progress
|
||||
const twistAngle = normalizedY * progress * twistStrength * 2 * Math.PI;
|
||||
|
||||
// Apply rotation to the X and Z coordinates
|
||||
positions.setX(i, x * Math.cos(twistAngle) - z * Math.sin(twistAngle));
|
||||
positions.setY(i, y); // Y remains unchanged as it's the axis of rotation
|
||||
positions.setZ(i, x * Math.sin(twistAngle) + z * Math.cos(twistAngle));
|
||||
}
|
||||
|
||||
positions.needsUpdate = true;
|
||||
mesh.geometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
// Attach the click event listener
|
||||
window.addEventListener('wheel', onMouseScroll, {passive: true});
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
const delta = clock.getDelta();
|
||||
if (mixer) mixer.update(delta);
|
||||
|
||||
controls.update();
|
||||
|
||||
// The main loop for the twisting animation
|
||||
if (isTwisting) {
|
||||
twistProgress += twistSpeed;
|
||||
if (twistProgress > 1.0) {
|
||||
twistProgress = 1.0;
|
||||
isTwisting = false;
|
||||
}
|
||||
|
||||
// Traverse the entire scene to find all meshes to twist
|
||||
scene.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
twistMesh(object, twistProgress);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
composer.render();
|
||||
}
|
||||
animate();
|
||||
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
composer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
643
src/main copy.js
Normal file
643
src/main copy.js
Normal file
|
@ -0,0 +1,643 @@
|
|||
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';
|
||||
|
||||
// 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: innovation, 1: agility, 2: storytelling
|
||||
let isTransitioning = false;
|
||||
let isTwisting = false;
|
||||
let twistProgress = 0;
|
||||
const twistSpeed = 0.02; // Easily adjustable twist speed
|
||||
const twistStrength = 0.3;
|
||||
const fadeSpeed = 1; // Easily adjustable fade speed
|
||||
const transitionDuration = 1; // Easily adjustable transition duration (seconds)
|
||||
let scrollCount = 0;
|
||||
const scrollThreshold = 10; // Changed to 10 as requested
|
||||
let transitionStartTime = 0;
|
||||
|
||||
// Scene objects
|
||||
let currentModel = null;
|
||||
let nextModel = null;
|
||||
let mixer = null;
|
||||
let nextMixer = null;
|
||||
let autoRotationAngle = 0;
|
||||
|
||||
// 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
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.25;
|
||||
|
||||
// Material definitions
|
||||
// Clear thick glass for innovation
|
||||
const innovationGlassMaterial = new THREE.MeshPhysicalMaterial({
|
||||
color: 0xffffff,
|
||||
metalness: 0.2,
|
||||
roughness: 0.05,
|
||||
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(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
|
||||
});
|
||||
|
||||
const loader = new GLTFLoader();
|
||||
const dracoLoader = new DRACOLoader();
|
||||
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
|
||||
loader.setDRACOLoader(dracoLoader);
|
||||
|
||||
// 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 === '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;
|
||||
|
||||
// Create inner glass shell
|
||||
const innerShell = object.clone();
|
||||
innerShell.material = innovationGlassMaterial.clone();
|
||||
innerShell.material.side = THREE.DoubleSide;
|
||||
innerShell.material.depthWrite = false;
|
||||
innerShell.material.thickness = 4;
|
||||
innerShell.material.transmission = 0.8;
|
||||
innerShell.renderOrder = 1;
|
||||
innerShell.scale.multiplyScalar(0.95);
|
||||
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 ${modelType} ===`);
|
||||
}
|
||||
|
||||
// Center and frame model with camera
|
||||
function centerAndFrameModel(model, targetCamera = camera) {
|
||||
const box = new THREE.Box3().setFromObject(model);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
model.position.sub(center);
|
||||
model.updateMatrixWorld(true);
|
||||
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
|
||||
// Only set camera position if it's not already positioned (avoid reset during transitions)
|
||||
if (!isTransitioning) {
|
||||
targetCamera.position.set(0, 0, maxDim * 2);
|
||||
controls.target.set(0, 0, 0);
|
||||
controls.update();
|
||||
}
|
||||
}
|
||||
|
||||
// Setup animations based on model type
|
||||
function setupAnimations(model, gltf, modelType) {
|
||||
if (gltf.animations && gltf.animations.length > 0) {
|
||||
const animMixer = new THREE.AnimationMixer(model);
|
||||
|
||||
gltf.animations.forEach((clip) => {
|
||||
const action = animMixer.clipAction(clip);
|
||||
|
||||
if (modelType === 'innovation') {
|
||||
// PingPong loop for innovation
|
||||
action.loop = THREE.LoopPingPong;
|
||||
action.play();
|
||||
} else if (modelType === 'agility') {
|
||||
// Regular loop for agility
|
||||
action.loop = THREE.LoopRepeat;
|
||||
action.play();
|
||||
} else if (modelType === 'storytelling') {
|
||||
// Play once for storytelling
|
||||
action.loop = THREE.LoopOnce;
|
||||
action.clampWhenFinished = true;
|
||||
action.play();
|
||||
}
|
||||
});
|
||||
|
||||
if (modelType === 'innovation') {
|
||||
animMixer.timeScale = 3.0; // Keep existing timeScale for innovation
|
||||
}
|
||||
|
||||
return animMixer;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Load model function
|
||||
function loadModel(filename, modelType, onLoadCallback) {
|
||||
loader.load(`/${filename}`, (gltf) => {
|
||||
const model = gltf.scene;
|
||||
|
||||
// Apply materials
|
||||
applyMaterials(model, modelType);
|
||||
|
||||
// Setup animations
|
||||
const animMixer = setupAnimations(model, gltf, modelType);
|
||||
|
||||
// Center and frame model
|
||||
centerAndFrameModel(model);
|
||||
|
||||
if (onLoadCallback) {
|
||||
onLoadCallback(model, animMixer);
|
||||
}
|
||||
}, undefined, (error) => {
|
||||
console.error(`Error loading ${filename}:`, error);
|
||||
});
|
||||
}
|
||||
|
||||
// Load initial innovation model
|
||||
loadModel('innovation.glb', 'innovation', (model, animMixer) => {
|
||||
currentModel = model;
|
||||
mixer = animMixer;
|
||||
scene.add(currentModel);
|
||||
});
|
||||
|
||||
// Twist animation function
|
||||
function twistMesh(mesh, progress) {
|
||||
if (!mesh || !mesh.geometry || !mesh.geometry.attributes.position) {
|
||||
return;
|
||||
}
|
||||
|
||||
const positions = mesh.geometry.attributes.position;
|
||||
|
||||
// Store original positions on the first run
|
||||
if (!mesh.geometry.userData.originalPositions) {
|
||||
mesh.geometry.userData.originalPositions = new Float32Array(positions.array);
|
||||
|
||||
// Also store bounding box data
|
||||
const box = new THREE.Box3().setFromObject(mesh);
|
||||
mesh.geometry.userData.bounds = {
|
||||
size: box.getSize(new THREE.Vector3()),
|
||||
center: box.getCenter(new THREE.Vector3())
|
||||
};
|
||||
}
|
||||
|
||||
const original = mesh.geometry.userData.originalPositions;
|
||||
const { size, center } = mesh.geometry.userData.bounds;
|
||||
const totalHeight = size.y; // Use Y-size for the twist axis
|
||||
|
||||
for (let i = 0; i < positions.count; i++) {
|
||||
const x = original[i * 3];
|
||||
const y = original[i * 3 + 1];
|
||||
const z = original[i * 3 + 2];
|
||||
|
||||
// Normalize the y-position from 0 to 1 based on the mesh's height
|
||||
const normalizedY = (y - center.y + totalHeight / 2) / totalHeight;
|
||||
|
||||
// Calculate the twist angle based on normalized y and progress
|
||||
const twistAngle = normalizedY * progress * twistStrength * 2 * Math.PI;
|
||||
|
||||
// Apply rotation to the X and Z coordinates
|
||||
positions.setX(i, x * Math.cos(twistAngle) - z * Math.sin(twistAngle));
|
||||
positions.setY(i, y); // Y remains unchanged as it's the axis of rotation
|
||||
positions.setZ(i, x * Math.sin(twistAngle) + z * Math.cos(twistAngle));
|
||||
}
|
||||
|
||||
positions.needsUpdate = true;
|
||||
mesh.geometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
||||
// Start transition to next scene
|
||||
function startTransition() {
|
||||
if (isTransitioning || currentScene >= 2) return;
|
||||
|
||||
isTransitioning = true;
|
||||
isTwisting = true;
|
||||
twistProgress = 0;
|
||||
transitionStartTime = performance.now();
|
||||
|
||||
// Load next model
|
||||
let nextModelFile = '';
|
||||
let nextModelType = '';
|
||||
|
||||
if (currentScene === 0) {
|
||||
nextModelFile = 'agility.glb';
|
||||
nextModelType = 'agility';
|
||||
} else if (currentScene === 1) {
|
||||
nextModelFile = 'storytelling.glb';
|
||||
nextModelType = 'storytelling';
|
||||
}
|
||||
|
||||
if (nextModelFile) {
|
||||
loadModel(nextModelFile, nextModelType, (model, animMixer) => {
|
||||
nextModel = model;
|
||||
nextMixer = animMixer;
|
||||
|
||||
// Start next model as invisible and positioned below
|
||||
nextModel.position.y = -10;
|
||||
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;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
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 up and fade out
|
||||
currentModel.position.y = easedProgress * 10;
|
||||
|
||||
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 to center and fade in
|
||||
nextModel.position.y = -10 + (easedProgress * 10);
|
||||
|
||||
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) {
|
||||
// Remove current model
|
||||
if (currentModel) {
|
||||
scene.remove(currentModel);
|
||||
|
||||
// Clean up geometry user data
|
||||
currentModel.traverse((obj) => {
|
||||
if (obj.geometry && obj.geometry.userData.originalPositions) {
|
||||
delete obj.geometry.userData.originalPositions;
|
||||
delete obj.geometry.userData.bounds;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Switch to next model
|
||||
if (nextModel) {
|
||||
currentModel = nextModel;
|
||||
mixer = nextMixer;
|
||||
|
||||
// Reset position and opacity
|
||||
currentModel.position.y = 0;
|
||||
currentModel.traverse((obj) => {
|
||||
if (obj.material) {
|
||||
if (Array.isArray(obj.material)) {
|
||||
obj.material.forEach(mat => {
|
||||
mat.opacity = 1;
|
||||
if (currentScene === 2) { // Keep transparency for storytelling glass
|
||||
mat.transparent = mat.transmission > 0;
|
||||
} else {
|
||||
mat.transparent = mat.transmission > 0;
|
||||
}
|
||||
});
|
||||
} else {
|
||||
obj.material.opacity = 1;
|
||||
if (currentScene === 2) { // Keep transparency for storytelling glass
|
||||
obj.material.transparent = obj.material.transmission > 0;
|
||||
} else {
|
||||
obj.material.transparent = obj.material.transmission > 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
nextModel = null;
|
||||
nextMixer = null;
|
||||
isTransitioning = false;
|
||||
isTwisting = false;
|
||||
twistProgress = 0;
|
||||
currentScene++;
|
||||
scrollCount = 0;
|
||||
|
||||
console.log(`Transition complete. Current scene: ${currentScene}`);
|
||||
}
|
||||
}
|
||||
|
||||
// Scroll event handler
|
||||
function onMouseScroll(event) {
|
||||
// Only count downward scrolls and if not currently transitioning
|
||||
if (!isTransitioning && event.deltaY > 0) {
|
||||
scrollCount++;
|
||||
console.log(`Scroll count: ${scrollCount}`);
|
||||
|
||||
if (scrollCount >= scrollThreshold) {
|
||||
startTransition();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Attach scroll event listener
|
||||
window.addEventListener('wheel', onMouseScroll, {passive: true});
|
||||
|
||||
// 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);
|
||||
|
||||
// Apply twist during transition
|
||||
if (isTwisting && currentModel) {
|
||||
twistProgress += twistSpeed;
|
||||
if (twistProgress > 1.0) {
|
||||
twistProgress = 1.0;
|
||||
|
||||
// Reset geometry after twist completes
|
||||
// currentModel.traverse((object) => {
|
||||
// if (object.isMesh) {
|
||||
// resetMeshGeometry(object);
|
||||
// }
|
||||
// });
|
||||
|
||||
isTwisting = false;
|
||||
} else {
|
||||
// Apply twist to current model
|
||||
currentModel.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
twistMesh(object, twistProgress);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Turntable rotation for current model
|
||||
if (currentModel && !isTransitioning) {
|
||||
autoRotationAngle += delta * 0.5;
|
||||
currentModel.rotation.y = autoRotationAngle;
|
||||
}
|
||||
|
||||
controls.update();
|
||||
composer.render();
|
||||
}
|
||||
|
||||
animate();
|
||||
|
||||
// Handle window resize
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
composer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
701
src/main.js
Normal file
701
src/main.js
Normal file
|
@ -0,0 +1,701 @@
|
|||
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';
|
||||
|
||||
// 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: innovation, 1: agility, 2: storytelling
|
||||
let isTransitioning = false;
|
||||
let isTwisting = false;
|
||||
let twistProgress = 0;
|
||||
const twistSpeed = 0.02; // Easily adjustable twist speed
|
||||
const twistStrength = 0.3;
|
||||
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
|
||||
|
||||
// Scene objects
|
||||
let currentModel = null;
|
||||
let nextModel = null;
|
||||
let mixer = null;
|
||||
let nextMixer = null;
|
||||
let autoRotationAngle = 0;
|
||||
|
||||
// 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
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.25;
|
||||
controls.enableZoom = false; // Disable zoom
|
||||
|
||||
// Material definitions
|
||||
// Clear thick glass for innovation
|
||||
const innovationGlassMaterial = new THREE.MeshPhysicalMaterial({
|
||||
color: 0xffffff,
|
||||
metalness: 0.2,
|
||||
roughness: 0.05,
|
||||
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(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
|
||||
});
|
||||
|
||||
const loader = new GLTFLoader();
|
||||
const dracoLoader = new DRACOLoader();
|
||||
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
|
||||
loader.setDRACOLoader(dracoLoader);
|
||||
|
||||
// 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 === '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;
|
||||
|
||||
// Create inner glass shell
|
||||
const innerShell = object.clone();
|
||||
innerShell.material = innovationGlassMaterial.clone();
|
||||
innerShell.material.side = THREE.DoubleSide;
|
||||
innerShell.material.depthWrite = false;
|
||||
innerShell.material.thickness = 4;
|
||||
innerShell.material.transmission = 0.8;
|
||||
innerShell.renderOrder = 1;
|
||||
innerShell.scale.multiplyScalar(0.95);
|
||||
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);
|
||||
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
|
||||
// Only set camera position if it's not already positioned (avoid reset during transitions)
|
||||
// Increased distance multiplier from 2 to 2.5 for further camera position
|
||||
if (!isTransitioning) {
|
||||
const cameraDistance = maxDim * 2.5;
|
||||
targetCamera.position.set(0, 0, cameraDistance);
|
||||
controls.target.set(0, 0, 0);
|
||||
|
||||
// Set distance limits to lock the camera at this distance
|
||||
controls.minDistance = cameraDistance;
|
||||
controls.maxDistance = cameraDistance;
|
||||
|
||||
controls.update();
|
||||
}
|
||||
}
|
||||
|
||||
// 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 === 'innovation') {
|
||||
// PingPong loop for innovation
|
||||
action.loop = THREE.LoopPingPong;
|
||||
action.play();
|
||||
} else if (modelType === 'agility') {
|
||||
// Regular loop for agility
|
||||
action.loop = THREE.LoopRepeat;
|
||||
action.play();
|
||||
} else if (modelType === 'storytelling') {
|
||||
// Play once for storytelling
|
||||
action.loop = THREE.LoopOnce;
|
||||
action.clampWhenFinished = true;
|
||||
action.play();
|
||||
}
|
||||
});
|
||||
|
||||
if (modelType === 'innovation') {
|
||||
animMixer.timeScale = 3.0; // Keep existing timeScale for innovation
|
||||
}
|
||||
|
||||
return animMixer;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Load model function
|
||||
function loadModel(filename, modelType, onLoadCallback) {
|
||||
loader.load(`/${filename}`, (gltf) => {
|
||||
const model = gltf.scene;
|
||||
|
||||
// Apply materials
|
||||
applyMaterials(model, modelType);
|
||||
|
||||
// Setup animations
|
||||
const animMixer = setupAnimations(model, gltf, modelType);
|
||||
|
||||
// Center and frame model
|
||||
centerAndFrameModel(model);
|
||||
|
||||
if (onLoadCallback) {
|
||||
onLoadCallback(model, animMixer);
|
||||
}
|
||||
}, undefined, (error) => {
|
||||
console.error(`Error loading ${filename}:`, error);
|
||||
});
|
||||
}
|
||||
|
||||
// Load initial innovation model
|
||||
loadModel('innovation.glb', 'innovation', (model, animMixer) => {
|
||||
currentModel = model;
|
||||
mixer = animMixer;
|
||||
scene.add(currentModel);
|
||||
});
|
||||
|
||||
// Twist animation function - Updated to twist around world center (0,0,0)
|
||||
function twistMesh(mesh, progress) {
|
||||
if (!mesh || !mesh.geometry || !mesh.geometry.attributes.position) {
|
||||
return;
|
||||
}
|
||||
|
||||
const positions = mesh.geometry.attributes.position;
|
||||
|
||||
// Store original positions on the first run
|
||||
if (!mesh.geometry.userData.originalPositions) {
|
||||
mesh.geometry.userData.originalPositions = new Float32Array(positions.array);
|
||||
|
||||
// Store original world positions for each vertex
|
||||
mesh.geometry.userData.originalWorldPositions = [];
|
||||
|
||||
// Update world matrix to get accurate world positions
|
||||
mesh.updateMatrixWorld(true);
|
||||
|
||||
const tempVector = new THREE.Vector3();
|
||||
for (let i = 0; i < positions.count; i++) {
|
||||
tempVector.fromBufferAttribute(positions, i);
|
||||
tempVector.applyMatrix4(mesh.matrixWorld);
|
||||
mesh.geometry.userData.originalWorldPositions.push({
|
||||
x: tempVector.x,
|
||||
y: tempVector.y,
|
||||
z: tempVector.z
|
||||
});
|
||||
}
|
||||
|
||||
// Store the inverse of the current world matrix for transforming back to local space
|
||||
mesh.geometry.userData.inverseWorldMatrix = mesh.matrixWorld.clone().invert();
|
||||
}
|
||||
|
||||
const originalWorldPositions = mesh.geometry.userData.originalWorldPositions;
|
||||
const inverseWorldMatrix = mesh.geometry.userData.inverseWorldMatrix;
|
||||
|
||||
for (let i = 0; i < positions.count; i++) {
|
||||
const worldPos = originalWorldPositions[i];
|
||||
|
||||
// Use world Y position for consistent twisting around world Y-axis
|
||||
const worldY = worldPos.y;
|
||||
|
||||
// Calculate twist angle based on world Y position
|
||||
// Normalize Y based on a reasonable range (adjust as needed)
|
||||
const normalizedY = (worldY + 5) / 10; // Assuming meshes are roughly within -5 to +5 world units in Y
|
||||
const twistAngle = normalizedY * progress * twistStrength * 2 * Math.PI;
|
||||
|
||||
// Apply twist in world coordinates around world Y-axis
|
||||
const twistedWorldX = worldPos.x * Math.cos(twistAngle) - worldPos.z * Math.sin(twistAngle);
|
||||
const twistedWorldY = worldPos.y; // Y remains unchanged
|
||||
const twistedWorldZ = worldPos.x * Math.sin(twistAngle) + worldPos.z * Math.cos(twistAngle);
|
||||
|
||||
// Convert twisted world position back to local coordinates
|
||||
const twistedWorldVector = new THREE.Vector3(twistedWorldX, twistedWorldY, twistedWorldZ);
|
||||
twistedWorldVector.applyMatrix4(inverseWorldMatrix);
|
||||
|
||||
positions.setXYZ(i, twistedWorldVector.x, twistedWorldVector.y, twistedWorldVector.z);
|
||||
}
|
||||
|
||||
positions.needsUpdate = true;
|
||||
mesh.geometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
||||
// Start transition to next or previous scene
|
||||
function startTransition(direction = 1) {
|
||||
if (isTransitioning) return;
|
||||
|
||||
// Check bounds
|
||||
if (direction > 0 && currentScene >= 2) return; // Can't go forward from storytelling
|
||||
if (direction < 0 && currentScene <= 0) return; // Can't go backward from innovation
|
||||
|
||||
isTransitioning = true;
|
||||
isTwisting = true;
|
||||
twistProgress = 0;
|
||||
transitionStartTime = performance.now();
|
||||
transitionDirection = direction;
|
||||
|
||||
// Determine next model based on direction
|
||||
let nextModelFile = '';
|
||||
let nextModelType = '';
|
||||
|
||||
if (direction > 0) {
|
||||
// Moving forward
|
||||
if (currentScene === 0) {
|
||||
nextModelFile = 'agility.glb';
|
||||
nextModelType = 'agility';
|
||||
} else if (currentScene === 1) {
|
||||
nextModelFile = 'storytelling.glb';
|
||||
nextModelType = 'storytelling';
|
||||
}
|
||||
} else {
|
||||
// Moving backward
|
||||
if (currentScene === 1) {
|
||||
nextModelFile = 'innovation.glb';
|
||||
nextModelType = 'innovation';
|
||||
} else if (currentScene === 2) {
|
||||
nextModelFile = 'agility.glb';
|
||||
nextModelType = 'agility';
|
||||
}
|
||||
}
|
||||
|
||||
if (nextModelFile) {
|
||||
loadModel(nextModelFile, nextModelType, (model, animMixer) => {
|
||||
nextModel = model;
|
||||
nextMixer = animMixer;
|
||||
|
||||
// Start next model as invisible but in normal position (no vertical offset)
|
||||
nextModel.position.y = 0;
|
||||
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;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
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 up and fade out
|
||||
currentModel.position.y = easedProgress * 10;
|
||||
|
||||
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) {
|
||||
// Keep next model in place and just fade in (no vertical movement)
|
||||
nextModel.position.y = 0;
|
||||
|
||||
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) {
|
||||
// Remove current model
|
||||
if (currentModel) {
|
||||
scene.remove(currentModel);
|
||||
|
||||
// Clean up geometry user data
|
||||
currentModel.traverse((obj) => {
|
||||
if (obj.geometry && obj.geometry.userData.originalPositions) {
|
||||
delete obj.geometry.userData.originalPositions;
|
||||
delete obj.geometry.userData.bounds;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Switch to next model
|
||||
if (nextModel) {
|
||||
currentModel = nextModel;
|
||||
mixer = nextMixer;
|
||||
|
||||
// Reset position and opacity
|
||||
currentModel.position.y = 0;
|
||||
currentModel.traverse((obj) => {
|
||||
if (obj.material) {
|
||||
if (Array.isArray(obj.material)) {
|
||||
obj.material.forEach(mat => {
|
||||
mat.opacity = 1;
|
||||
if (currentScene === 2) { // Keep transparency for storytelling glass
|
||||
mat.transparent = mat.transmission > 0;
|
||||
} else {
|
||||
mat.transparent = mat.transmission > 0;
|
||||
}
|
||||
});
|
||||
} else {
|
||||
obj.material.opacity = 1;
|
||||
if (currentScene === 2) { // Keep transparency for storytelling glass
|
||||
obj.material.transparent = obj.material.transmission > 0;
|
||||
} else {
|
||||
obj.material.transparent = obj.material.transmission > 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
nextModel = null;
|
||||
nextMixer = null;
|
||||
isTransitioning = false;
|
||||
isTwisting = false;
|
||||
twistProgress = 0;
|
||||
currentScene += transitionDirection; // Update scene based on direction
|
||||
scrollDownCount = 0;
|
||||
scrollUpCount = 0;
|
||||
|
||||
console.log(`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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Attach scroll event listener
|
||||
window.addEventListener('wheel', onMouseScroll, {passive: true});
|
||||
|
||||
// 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);
|
||||
|
||||
// Apply twist during transition
|
||||
if (isTwisting && currentModel) {
|
||||
twistProgress += twistSpeed;
|
||||
if (twistProgress > 1.0) {
|
||||
twistProgress = 1.0;
|
||||
|
||||
// Reset geometry after twist completes
|
||||
// currentModel.traverse((object) => {
|
||||
// if (object.isMesh) {
|
||||
// resetMeshGeometry(object);
|
||||
// }
|
||||
// });
|
||||
|
||||
isTwisting = false;
|
||||
} else {
|
||||
// Apply twist to current model
|
||||
currentModel.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
twistMesh(object, twistProgress);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Turntable rotation for current model
|
||||
if (currentModel && !isTransitioning) {
|
||||
autoRotationAngle += delta * 0.5;
|
||||
currentModel.rotation.y = autoRotationAngle;
|
||||
}
|
||||
|
||||
controls.update();
|
||||
composer.render();
|
||||
}
|
||||
|
||||
animate();
|
||||
|
||||
// Handle window resize
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
composer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
8
src/style.css
Normal file
8
src/style.css
Normal file
|
@ -0,0 +1,8 @@
|
|||
body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
overflow: hidden;
|
||||
}
|
||||
canvas {
|
||||
display: block;
|
||||
}
|
10
vite.config.js
Normal file
10
vite.config.js
Normal file
|
@ -0,0 +1,10 @@
|
|||
import { defineConfig } from 'vite';
|
||||
|
||||
export default defineConfig({
|
||||
server: {
|
||||
host: true,
|
||||
allowedHosts: [
|
||||
'dlozi.aiquiral.me'
|
||||
]
|
||||
}
|
||||
});
|
Loading…
Reference in a new issue