Compare commits
2 commits
7c6a7df48b
...
8390ac15b1
Author | SHA1 | Date | |
---|---|---|---|
![]() |
8390ac15b1 | ||
![]() |
ae39d5bbf4 |
BIN
public/bold.glb
BIN
public/bold.glb
Binary file not shown.
Binary file not shown.
422
src/main.js
422
src/main.js
|
@ -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;
|
||||
|
@ -196,7 +186,7 @@ videoTexture.minFilter = THREE.LinearFilter;
|
|||
videoTexture.magFilter = THREE.LinearFilter;
|
||||
|
||||
// Ensure autoplay starts (muted autoplay is commonly allowed)
|
||||
video.play().catch(() => {});
|
||||
video.play().catch(() => { });
|
||||
|
||||
// Local procedural environment for better PBR response (no network)
|
||||
const pmrem = new THREE.PMREMGenerator(renderer);
|
||||
|
@ -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});
|
||||
|
||||
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);
|
||||
|
|
Loading…
Reference in a new issue