This commit is contained in:
Anuj K 2025-08-28 13:57:09 +05:30
commit b18d4c090b
15 changed files with 3289 additions and 0 deletions

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# 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?

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<!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>

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{
"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"
}
}

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<!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>

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<!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>

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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);
});

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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);
});

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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
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body {
margin: 0;
padding: 0;
overflow: hidden;
}
canvas {
display: block;
}

10
vite.config.js Normal file
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import { defineConfig } from 'vite';
export default defineConfig({
server: {
host: true,
allowedHosts: [
'dlozi.aiquiral.me'
]
}
});