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Author SHA1 Message Date
Anuj K 8390ac15b1 finalised, bold and innovation fixed 2025-08-30 16:07:42 +05:30
Anuj K ae39d5bbf4 bold change, transition change 2025-08-30 12:49:24 +05:30
3 changed files with 630 additions and 758 deletions

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@ -1,5 +1,4 @@
import './style.css'
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
@ -16,14 +15,12 @@ class SceneLoader {
this.loadingText = document.getElementById('loading-text');
this.loadingProgressBar = document.getElementById('loading-progress-bar');
this.loadingPercentage = document.getElementById('loading-percentage');
this.modelsToLoad = [
{ file: 'bold.glb', type: 'bold' },
{ file: 'innovation.glb', type: 'innovation' },
{ file: 'agility.glb', type: 'agility' },
{ file: 'storytelling.glb', type: 'storytelling' }
];
this.loadedModels = {};
this.loadedCount = 0;
this.totalModels = this.modelsToLoad.length;
@ -52,11 +49,8 @@ class SceneLoader {
const dracoLoader = new DRACOLoader();
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
loader.setDRACOLoader(dracoLoader);
this.modelsToLoad.forEach((modelInfo, index) => {
// this.setLoadingMessage(`Loading ${modelInfo.type}...`);
this.setLoadingMessage(`Loading experience...`);
loader.load(`/${modelInfo.file}`,
(gltf) => {
this.loadedModels[modelInfo.type] = {
@ -64,11 +58,9 @@ class SceneLoader {
animations: gltf.animations,
gltf: gltf
};
this.loadedCount++;
const progress = this.loadedCount / this.totalModels;
this.updateProgress(progress);
if (this.loadedCount === this.totalModels) {
this.setLoadingMessage('Initializing Experience...');
setTimeout(() => {
@ -78,7 +70,6 @@ class SceneLoader {
}
},
(progress) => {
// Individual file progress
const fileProgress = progress.loaded / progress.total;
const totalProgress = (this.loadedCount + fileProgress) / this.totalModels;
this.updateProgress(totalProgress);
@ -94,25 +85,18 @@ class SceneLoader {
// Initialize loader
const sceneLoader = new SceneLoader();
// You can customize the loading message here:
sceneLoader.setLoadingMessage('Preparing Your Experience...');
// Scene setup
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.setFocalLength(50);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
// Transition state management
let currentScene = 0; // 0: bold, 1: innovation, 2: agility, 3: storytelling
let isTransitioning = false;
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;
@ -121,6 +105,11 @@ const scrollThreshold = 10; // Changed to 10 as requested
let transitionStartTime = 0;
let transitionDirection = 1; // 1 for forward, -1 for backward
// Camera-relative transition vectors
let transitionUpVector = new THREE.Vector3();
let transitionDownVector = new THREE.Vector3();
const transitionDistance = 50; // Increased distance for more dramatic transitions
// Scene objects
let currentModel = null;
let nextModel = null;
@ -128,6 +117,9 @@ let mixer = null;
let nextMixer = null;
let autoRotationAngle = 0;
// Turntable animation settings
const turntableSpeed = 0.5; // Rotation speed (radians per second)
// Store preloaded models
let preloadedModels = {};
@ -135,9 +127,9 @@ let preloadedModels = {};
let boldRoughnessAnimation = {
isActive: false,
startTime: 0,
delayDuration: 1.0, // 1 second delay
delayDuration: 1.0, // 1 second delay (will be dynamic)
transitionDuration: 1.0, // 1 second transition
startRoughness: 0.25,
startRoughness: 0.5,
endRoughness: 0.05,
materials: [] // Store references to bold materials
};
@ -171,7 +163,6 @@ document.body.appendChild(renderer.domElement);
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
@ -188,7 +179,6 @@ 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;
@ -209,55 +199,52 @@ scene.environment = null; // This will make the renderer's clear color visible a
// 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
// Controls with zoom disabled and camera constraints
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.enableZoom = false; // Disable zoom
// Add camera constraints to prevent extreme angles
controls.maxPolarAngle = Math.PI * 0.8; // Prevent looking too far up
controls.minPolarAngle = Math.PI * 0.2; // Prevent looking too far down
console.log('Orbit controls initialized with camera constraints');
// Material definitions
// Bold glass material (starts rough, will transition to clear)
const boldGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xFFA500,
color: 0xffffff,
metalness: 0.2,
roughness: 0.25, // Start with rough glass
roughness: 0.5, // Start with rough glass
transmission: 1,
ior: 2,
thickness: 2,
@ -273,6 +260,13 @@ const boldGlassMaterial = new THREE.MeshPhysicalMaterial({
alphaTest: 0
});
// Orange wireframe material for bold Cubewire mesh
const boldWireframeMaterial = new THREE.MeshStandardMaterial({
color: 0xff8600,
metalness: 0.05,
roughness: 0.5
});
// Clear thick glass for innovation (starts with animated values)
const innovationGlassMaterial = new THREE.MeshPhysicalMaterial({
color: 0xffffff,
@ -324,11 +318,41 @@ const lightOrangeMaterial = new THREE.MeshStandardMaterial({
emissiveIntensity: 2.25
});
// Calculate camera-relative transition vectors for diagonal movement
function calculateTransitionVectors() {
// Get camera's world direction
const cameraDirection = new THREE.Vector3();
camera.getWorldDirection(cameraDirection);
// Get world up vector
const worldUp = new THREE.Vector3(0, 1, 0);
// Calculate camera's left vector - BACK TO ORIGINAL (this gave correct left direction)
const cameraLeft = new THREE.Vector3();
cameraLeft.crossVectors(worldUp, cameraDirection).normalize();
// Calculate camera's local up vector
const cameraUp = new THREE.Vector3();
cameraUp.crossVectors(cameraLeft, cameraDirection).normalize();
// Blend camera up with world up - BUT NEGATE to flip up/down direction
const blendedUp = new THREE.Vector3();
blendedUp.addVectors(
cameraUp.clone().multiplyScalar(0.5),
worldUp.clone().multiplyScalar(0.5)
).normalize().negate(); // ADD .negate() here to flip up to down
// Create diagonal vector (up-left)
const diagonalUpLeft = new THREE.Vector3();
diagonalUpLeft.addVectors(
blendedUp.clone().multiplyScalar(0.5),
cameraLeft.clone().multiplyScalar(0.5)
).normalize();
// Set transition vectors
transitionUpVector = diagonalUpLeft.clone().multiplyScalar(transitionDistance);
transitionDownVector = diagonalUpLeft.clone().multiplyScalar(-transitionDistance);
console.log('Diagonal transition vectors calculated with distance:', transitionDistance);
}
// Apply materials based on model type
function applyMaterials(model, modelType) {
console.log(`=== Material Assignment Debug for ${modelType} ===`);
let meshCount = 0;
model.traverse((object) => {
if (object.isMesh) {
meshCount++;
@ -336,9 +360,8 @@ function applyMaterials(model, modelType) {
const previousMaterial = object.material;
object.castShadow = true;
object.receiveShadow = true;
if (modelType === 'bold') {
// Bold-specific material logic - apply bold glass material to Cube mesh
// Bold-specific material logic
if (object.name === 'Cube') {
console.log(` → Applying bold glass material to "${object.name}"`);
object.material = boldGlassMaterial.clone();
@ -347,6 +370,10 @@ function applyMaterials(model, modelType) {
object.renderOrder = 2;
// Store material reference for roughness animation
boldRoughnessAnimation.materials.push(object.material);
} else if (object.name === 'Cubewire') {
console.log(` → Applying wireframe material to "${object.name}"`);
object.material = boldWireframeMaterial.clone();
object.renderOrder = 1;
} else {
console.log(` → Applying bold glass material (fallback) to "${object.name}"`);
object.material = boldGlassMaterial.clone();
@ -357,7 +384,6 @@ function applyMaterials(model, modelType) {
// 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);
@ -366,17 +392,14 @@ function applyMaterials(model, modelType) {
return clean === ct || clean.includes(ct) || ct.includes(clean);
});
};
if (nameMatches(object.name, targetGlassNames)) {
// Create outer glass shell with innovation-specific material
object.material = innovationGlassMaterial.clone();
object.material.side = THREE.DoubleSide;
object.material.depthWrite = false;
object.renderOrder = 2;
// Store material reference for animation
innovationGlassAnimation.materials.push(object.material);
// Create inner glass shell
const innerShell = object.clone();
innerShell.material = innovationGlassMaterial.clone();
@ -385,10 +408,8 @@ function applyMaterials(model, modelType) {
innerShell.material.transmission = 0.8;
innerShell.renderOrder = 1;
innerShell.scale.multiplyScalar(0.95);
// Store inner shell material reference for animation too
innovationGlassAnimation.materials.push(innerShell.material);
object.parent.add(innerShell);
} else if (nameMatches(object.name, orangeMeshes)) {
object.material = lightOrangeMaterial.clone();
@ -404,9 +425,7 @@ function applyMaterials(model, modelType) {
object.material = frostedGlassMaterial.clone();
}
}
object.material.needsUpdate = true;
// Cleanup previous materials
if (Array.isArray(previousMaterial)) {
previousMaterial.forEach((mat) => mat && mat.dispose && mat.dispose());
@ -415,7 +434,6 @@ function applyMaterials(model, modelType) {
}
}
});
console.log(`Total meshes processed: ${meshCount}`);
console.log(`=== End Material Assignment Debug for ${modelType} ===`);
}
@ -426,7 +444,6 @@ function centerAndFrameModel(model, targetCamera = camera) {
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
model.updateMatrixWorld(true);
// Only set camera position if it's not already positioned (avoid reset during transitions)
// Use fixed camera distance that's further away from the origin
if (!isTransitioning) {
@ -439,11 +456,11 @@ function centerAndFrameModel(model, targetCamera = camera) {
const z = fixedCameraDistance * cosAngle;
targetCamera.position.set(x, y, z);
controls.target.set(0, 0, 0);
// Set distance limits to lock the camera at this distance
controls.minDistance = fixedCameraDistance;
controls.maxDistance = fixedCameraDistance;
controls.update();
console.log(`Camera positioned at: x=${x}, y=${y}, z=${z}, distance=${fixedCameraDistance}`);
}
}
@ -451,7 +468,6 @@ function centerAndFrameModel(model, targetCamera = camera) {
function setupAnimations(model, gltf, modelType) {
if (gltf.animations && gltf.animations.length > 0) {
const animMixer = new THREE.AnimationMixer(model);
gltf.animations.forEach((clip) => {
const action = animMixer.clipAction(clip);
if (modelType === 'bold') {
@ -459,29 +475,31 @@ function setupAnimations(model, gltf, modelType) {
action.loop = THREE.LoopOnce;
action.clampWhenFinished = true;
action.play();
console.log(`Bold animation started: ${clip.name}`);
} else if (modelType === 'innovation') {
// PingPong loop for innovation
action.loop = THREE.LoopPingPong;
action.play();
console.log(`Innovation animation started: ${clip.name} (PingPong)`);
} else if (modelType === 'agility') {
// Regular loop for agility
action.loop = THREE.LoopRepeat;
action.play();
console.log(`Agility animation started: ${clip.name} (Loop)`);
} else if (modelType === 'storytelling') {
// Play once for storytelling
action.loop = THREE.LoopOnce;
action.clampWhenFinished = true;
action.play();
console.log(`Storytelling animation started: ${clip.name}`);
}
});
if (modelType === 'innovation') {
animMixer.timeScale = 3.0; // Keep existing timeScale for innovation
console.log('Innovation animation timeScale set to 3.0');
}
return animMixer;
}
return null;
}
@ -492,142 +510,82 @@ function createModelFromPreloaded(modelType) {
console.error(`Preloaded model not found: ${modelType}`);
return { model: null, animMixer: null };
}
console.log(`Creating model from preloaded data: ${modelType}`);
// Clear animation materials arrays when creating new models
if (modelType === 'bold') {
boldRoughnessAnimation.materials = [];
} else if (modelType === 'innovation') {
innovationGlassAnimation.materials = [];
}
// Clone the scene deeply to ensure fresh geometry
const model = preloadedData.scene.clone(true);
// IMPORTANT: Clone all geometries to ensure they're independent
model.traverse((object) => {
if (object.isMesh && object.geometry) {
object.geometry = object.geometry.clone();
// Clear any previous twist data
delete object.geometry.userData.originalPositions;
delete object.geometry.userData.originalWorldPositions;
delete object.geometry.userData.inverseWorldMatrix;
}
});
// Apply materials
applyMaterials(model, modelType);
// Setup animations
const animMixer = setupAnimations(model, preloadedData.gltf, modelType);
// Center and frame model
centerAndFrameModel(model);
console.log(`Model created successfully: ${modelType}`);
return { model, animMixer };
}
// Start/restart bold roughness animation with optional delay control
function startBoldRoughnessAnimation(withDelay = true) {
console.log('Starting/restarting bold roughness animation');
// Reset all bold glass materials to starting roughness value
boldRoughnessAnimation.materials.forEach(material => {
material.roughness = boldRoughnessAnimation.startRoughness;
material.needsUpdate = true;
});
boldRoughnessAnimation.isActive = true;
boldRoughnessAnimation.startTime = performance.now();
// Set delayDuration based on withDelay parameter
boldRoughnessAnimation.delayDuration = withDelay ? 1.0 : 0.0;
console.log('Bold roughness animation started with delay:', withDelay);
}
// Initialize first scene after all models are loaded
function initializeScene() {
console.log('Initializing first scene (bold)');
const { model, animMixer } = createModelFromPreloaded('bold');
currentModel = model;
mixer = animMixer;
scene.add(currentModel);
// Start the roughness animation for bold scene
boldRoughnessAnimation.isActive = true;
boldRoughnessAnimation.startTime = performance.now();
// Start the roughness animation for bold scene with delay
startBoldRoughnessAnimation(true);
console.log('Bold scene initialized');
}
// Start innovation glass animation
function startInnovationGlassAnimation() {
console.log('Starting innovation glass animation');
// Reset all innovation glass materials to starting values
innovationGlassAnimation.materials.forEach(material => {
material.ior = innovationGlassAnimation.startIor;
material.thickness = innovationGlassAnimation.startThickness;
material.needsUpdate = true;
});
innovationGlassAnimation.isActive = true;
innovationGlassAnimation.startTime = performance.now();
console.log('Innovation glass animation started');
}
// 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();
}
@ -635,7 +593,6 @@ function resetMeshGeometry(mesh) {
// FIXED: Clean up geometry data completely
function cleanupGeometryData(model) {
if (!model) return;
model.traverse((object) => {
if (object.isMesh && object.geometry && object.geometry.userData) {
delete object.geometry.userData.originalPositions;
@ -648,20 +605,17 @@ function cleanupGeometryData(model) {
// Start transition to next or previous scene
function startTransition(direction = 1) {
if (isTransitioning) return;
// Check bounds - now 4 scenes (0-3)
if (direction > 0 && currentScene >= 3) return; // Can't go forward from storytelling
if (direction < 0 && currentScene <= 0) return; // Can't go backward from bold
console.log(`Starting diagonal transition: direction=${direction}, currentScene=${currentScene}`);
// Calculate camera-relative diagonal transition vectors
calculateTransitionVectors();
isTransitioning = true;
isTwisting = true;
twistProgress = 0;
transitionStartTime = performance.now();
transitionDirection = direction;
// Determine next model based on direction and current scene
let nextModelType = '';
if (direction > 0) {
// Moving forward
if (currentScene === 0) {
@ -681,27 +635,22 @@ function startTransition(direction = 1) {
nextModelType = 'agility';
}
}
console.log(`Next model type: ${nextModelType}`);
if (nextModelType) {
const { model, animMixer } = createModelFromPreloaded(nextModelType);
nextModel = model;
nextMixer = animMixer;
// Start next model as invisible but in normal position (no vertical offset)
nextModel.position.y = 0;
nextModel.traverse((obj) => {
if (obj.material) {
if (Array.isArray(obj.material)) {
obj.material.forEach(mat => {
mat.transparent = true;
mat.opacity = 0;
});
// Position next model based on transition direction
if (transitionDirection === 1) {
// Forward: next model starts from diagonal down position (bottom-right)
nextModel.position.copy(transitionDownVector);
console.log(`Next model positioned at diagonal down vector (bottom-right): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
} else {
obj.material.transparent = true;
obj.material.opacity = 0;
// Backward: next model starts from diagonal up position (top-left)
nextModel.position.copy(transitionUpVector);
console.log(`Next model positioned at diagonal up vector (top-left): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
}
}
});
// Add next model to scene without opacity changes - it will appear instantly when it enters the camera view
scene.add(nextModel);
}
}
@ -709,54 +658,42 @@ function startTransition(direction = 1) {
// 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;
});
// Move current model along diagonal vector based on transition direction
let moveVector;
if (transitionDirection === 1) {
// Forward: current model moves top-left
moveVector = transitionUpVector.clone().multiplyScalar(easedProgress);
console.log('Current model moving top-left (forward transition)');
} else {
obj.material.transparent = true;
obj.material.opacity = targetOpacity;
// Backward: current model moves bottom-right
moveVector = transitionDownVector.clone().multiplyScalar(easedProgress);
console.log('Current model moving bottom-right (backward transition)');
}
currentModel.position.copy(moveVector);
}
});
}
if (nextModel) {
// 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;
});
// Move next model from diagonal vector to center based on transition direction
let moveVector;
if (transitionDirection === 1) {
// Forward: next model moves from bottom-right to center
moveVector = transitionDownVector.clone().multiplyScalar(1 - easedProgress);
console.log('Next model moving from bottom-right to center (forward transition)');
} else {
obj.material.transparent = true;
obj.material.opacity = targetOpacity;
// Backward: next model moves from top-left to center
moveVector = transitionUpVector.clone().multiplyScalar(1 - easedProgress);
console.log('Next model moving from top-left to center (backward transition)');
}
nextModel.position.copy(moveVector);
}
});
}
// Complete transition
if (transitionProgress >= 1) {
console.log('Diagonal transition animation complete');
// FIXED: Reset geometry before removing the model
if (currentModel) {
// Reset all geometry to original state before removal
@ -765,71 +702,43 @@ function updateTransition(deltaTime) {
resetMeshGeometry(object);
}
});
// Clean up geometry user data completely
cleanupGeometryData(currentModel);
scene.remove(currentModel);
console.log('Previous model removed from scene');
}
// Switch to next model
if (nextModel) {
currentModel = nextModel;
mixer = nextMixer;
// Reset position 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 + transitionDirection === 3) { // Keep transparency for storytelling glass
mat.transparent = mat.transmission > 0;
} else {
mat.transparent = mat.transmission > 0;
// Reset position to center
currentModel.position.set(0, 0, 0);
}
});
} else {
obj.material.opacity = 1;
if (currentScene + transitionDirection === 3) { // Keep transparency for storytelling glass
obj.material.transparent = obj.material.transmission > 0;
} else {
obj.material.transparent = obj.material.transmission > 0;
}
}
}
});
}
nextModel = null;
nextMixer = null;
isTransitioning = false;
isTwisting = false;
twistProgress = 0;
currentScene += transitionDirection; // Update scene based on direction
scrollDownCount = 0;
scrollUpCount = 0;
// Start innovation glass animation if we're now in the innovation scene
if (currentScene === 1) {
// Start animations based on current scene
if (currentScene === 0) {
// Restart bold roughness animation when returning to bold section WITHOUT delay
startBoldRoughnessAnimation(false);
} else if (currentScene === 1) {
startInnovationGlassAnimation();
}
console.log(`Transition complete. Current scene: ${currentScene}`);
console.log(`Diagonal transition complete. Current scene: ${currentScene}`);
}
}
// Scroll event handler
function onMouseScroll(event) {
if (isTransitioning) return;
if (event.deltaY > 0) {
// Scrolling down - move forward
scrollDownCount++;
scrollUpCount = 0; // Reset up count
console.log(`Scroll down count: ${scrollDownCount}`);
if (scrollDownCount >= scrollThreshold) {
startTransition(1); // Forward direction
}
@ -838,7 +747,6 @@ function onMouseScroll(event) {
scrollUpCount++;
scrollDownCount = 0; // Reset down count
console.log(`Scroll up count: ${scrollUpCount}`);
if (scrollUpCount >= scrollThreshold) {
startTransition(-1); // Backward direction
}
@ -847,110 +755,73 @@ function onMouseScroll(event) {
// 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;
// FIXED: 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 animation
if (currentModel) {
currentModel.rotation.y += turntableSpeed * delta;
}
});
if (nextModel) {
nextModel.rotation.y += turntableSpeed * delta;
}
}
}
// Update bold roughness animation
if (boldRoughnessAnimation.isActive) {
const elapsed = (performance.now() - boldRoughnessAnimation.startTime) / 1000;
if (elapsed >= boldRoughnessAnimation.delayDuration) {
// Delay period is over, start roughness transition
const transitionElapsed = elapsed - boldRoughnessAnimation.delayDuration;
const transitionProgress = Math.min(transitionElapsed / boldRoughnessAnimation.transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
// Interpolate roughness from 0.25 to 0.05
// Interpolate roughness from 0.5 to 0.05
const currentRoughness = boldRoughnessAnimation.startRoughness +
(boldRoughnessAnimation.endRoughness - boldRoughnessAnimation.startRoughness) * easedProgress;
// Apply to all bold materials
boldRoughnessAnimation.materials.forEach(material => {
material.roughness = currentRoughness;
material.needsUpdate = true;
});
// End animation when complete
if (transitionProgress >= 1) {
boldRoughnessAnimation.isActive = false;
console.log('Bold roughness animation completed');
}
}
}
// Update innovation glass animation
if (innovationGlassAnimation.isActive) {
const elapsed = (performance.now() - innovationGlassAnimation.startTime) / 1000;
const transitionProgress = Math.min(elapsed / innovationGlassAnimation.transitionDuration, 1);
// Smooth easing function (ease-in-out)
const easeInOut = (t) => t * t * (3 - 2 * t);
const easedProgress = easeInOut(transitionProgress);
// Interpolate IOR from 1.0 to 2.0
const currentIor = innovationGlassAnimation.startIor +
(innovationGlassAnimation.endIor - innovationGlassAnimation.startIor) * easedProgress;
// Interpolate thickness from 1.0 to 2.0
const currentThickness = innovationGlassAnimation.startThickness +
(innovationGlassAnimation.endThickness - innovationGlassAnimation.startThickness) * easedProgress;
// Apply to all innovation glass materials
innovationGlassAnimation.materials.forEach(material => {
material.ior = currentIor;
material.thickness = currentThickness;
material.needsUpdate = true;
});
// End animation when complete
if (transitionProgress >= 1) {
innovationGlassAnimation.isActive = false;
console.log('Innovation glass animation completed');
}
}
// Turntable rotation for current model
// if (currentModel && !isTransitioning) {
// autoRotationAngle += delta * 0.5;
// currentModel.rotation.y = autoRotationAngle;
// }
controls.update();
composer.render();
}
@ -958,18 +829,18 @@ function animate() {
// Initialize the scene
async function init() {
try {
console.log('Starting application initialization');
// Load all models first
preloadedModels = await sceneLoader.loadAllModels();
console.log('All models loaded successfully');
// Initialize the first scene
initializeScene();
// Start the animation loop
animate();
console.log('Animation loop started');
// Attach scroll event listener
window.addEventListener('wheel', onMouseScroll, { passive: true });
console.log('Scroll event listener attached');
} catch (error) {
console.error('Failed to initialize scene:', error);
sceneLoader.setLoadingMessage('Error loading experience. Please refresh.');
@ -978,6 +849,7 @@ async function init() {
// Handle window resize
window.addEventListener('resize', () => {
console.log('Window resized');
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);