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298
index1.html
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298
index1.html
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>Water-like Cursor Ripples — Strong Chromatic Dispersion</title>
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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body {
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width: 100%;
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height: 100%;
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font-family: Inter, system-ui, -apple-system, Segoe UI, Roboto, "Helvetica Neue", Arial;
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background: #000000; /* black background */
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color: #ffefcc; /* keep nav/footer readable */
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overflow: hidden;
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}
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nav {
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position: fixed; top: 0; left: 0; right: 0;
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display: flex; justify-content: space-between; align-items: center;
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padding: 16px 24px; z-index: 2; pointer-events: none;
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}
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.nav-left, .nav-right { display: flex; gap: 16px; align-items: center; pointer-events: auto; }
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.logo { font-weight: 700; letter-spacing: 0.5px; }
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.nav-right button {
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background: transparent; color: #ffefcc; border: 1px solid #ffefcc66;
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border-radius: 999px; padding: 8px 14px; cursor: pointer;
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}
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footer {
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position: fixed; bottom: 0; left: 0; right: 0;
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display: flex; justify-content: space-between; align-items: center;
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padding: 16px 24px; z-index: 2; pointer-events: none;
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}
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footer .title { width: 40%; font-size: clamp(24px, 6vw, 64px); line-height: 1.1; font-weight: 800; }
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footer .links { display: flex; gap: 20px; pointer-events: auto; }
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canvas.webgl { position: fixed; inset: 0; width: 100vw; height: 100vh; display: block; z-index: 0; }
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</style>
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</head>
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<body>
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<nav>
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<div class="nav-left">
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<div class="logo">YP</div>
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<p>Work</p><p>About</p><p>Contact</p>
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</div>
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<div class="nav-right"><button>Get Started</button></div>
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</nav>
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<footer>
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<div class="title">YP</div>
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<div class="links">
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<a href="#" style="color:#ffefcc;">Twitter</a>
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<a href="#" style="color:#ffefcc;">Instagram</a>
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<a href="#" style="color:#ffefcc;">Discord</a>
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</div>
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</footer>
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<canvas class="webgl"></canvas>
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<script type="module">
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import * as THREE from 'https://unpkg.com/three@0.160.0/build/three.module.js';
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// Config
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const DPR_MAX = 2;
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const BASE_TEXT = 'YOUNG PANDAS';
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const BG_COLOR = '#000000'; // black background on canvas texture
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const TEXT_COLOR = '#ffffff'; // white center text
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// Renderer
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const canvas = document.querySelector('canvas.webgl');
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
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renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, DPR_MAX));
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renderer.setSize(window.innerWidth, window.innerHeight);
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// Scenes & Camera
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const simScene = new THREE.Scene();
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const mainScene = new THREE.Scene();
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const camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
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// Render targets
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let width = Math.floor(window.innerWidth * renderer.getPixelRatio());
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let height = Math.floor(window.innerHeight * renderer.getPixelRatio());
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const rtOptions = {
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minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter,
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wrapS: THREE.ClampToEdgeWrapping, wrapT: THREE.ClampToEdgeWrapping,
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type: THREE.HalfFloatType ?? THREE.FloatType, format: THREE.RGBAFormat,
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depthBuffer: false, stencilBuffer: false
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};
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let rta = new THREE.WebGLRenderTarget(width, height, rtOptions);
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let rtb = new THREE.WebGLRenderTarget(width, height, rtOptions);
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// Text Canvas -> Texture
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let textCanvas, textCtx, textTexture;
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function makeTextTexture() {
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const dpr = renderer.getPixelRatio();
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width = Math.floor(window.innerWidth * dpr);
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height = Math.floor(window.innerHeight * dpr);
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textCanvas = document.createElement('canvas');
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textCanvas.width = width; textCanvas.height = height;
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textCtx = textCanvas.getContext('2d', { alpha: true });
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// Black background
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textCtx.fillStyle = BG_COLOR;
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textCtx.fillRect(0, 0, width, height);
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// Orange center text
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const fontPx = Math.floor(Math.min(width, height) * 0.18);
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textCtx.fillStyle = TEXT_COLOR;
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textCtx.textAlign = 'center'; textCtx.textBaseline = 'middle';
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textCtx.font = `800 ${fontPx}px Inter, system-ui, -apple-system, Segoe UI, Roboto, Arial`;
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textCtx.fillText(BASE_TEXT, width * 0.5, height * 0.5);
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if (textTexture) textTexture.dispose();
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textTexture = new THREE.CanvasTexture(textCanvas);
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textTexture.needsUpdate = true;
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textTexture.minFilter = THREE.LinearFilter;
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textTexture.magFilter = THREE.LinearFilter;
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textTexture.format = THREE.RGBAFormat;
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}
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makeTextTexture();
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// Geometry
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const quad = new THREE.PlaneGeometry(2, 2);
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// Shaders
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const passThroughVert = `
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varying vec2 vUv;
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void main(){ vUv = uv; gl_Position = vec4(position, 1.0); }
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`;
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// Ripple simulation (tight brush, fast decay)
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const simFrag = `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uTexture;
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uniform vec2 uResolution;
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uniform vec2 uMouse;
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uniform float uTime;
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void main(){
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vec2 texel = 1.0 / uResolution;
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vec2 data = texture2D(uTexture, vUv).xy;
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float h = data.x;
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float hPrev = data.y;
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float hL = texture2D(uTexture, vUv - vec2(texel.x, 0.0)).x;
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float hR = texture2D(uTexture, vUv + vec2(texel.x, 0.0)).x;
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float hT = texture2D(uTexture, vUv + vec2(0.0, texel.y)).x;
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float hB = texture2D(uTexture, vUv - vec2(0.0, texel.y)).x;
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float sum = hL + hR + hT + hB;
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float hNew = (sum * 0.5 - hPrev);
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hNew *= 0.985;
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vec2 frag = vUv * uResolution;
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float radius = 8.0;
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float dist = length(frag - uMouse);
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float impulse = exp(-dist*dist/(2.0*radius*radius));
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hNew += 0.25 * impulse;
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hNew = mix(hNew, 0.0, 0.01);
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gl_FragColor = vec4(hNew, h, 0.0, 1.0);
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}
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`;
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// Render with strong, masked chromatic dispersion (offsets in pixels)
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const renderFrag = `
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precision highp float;
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varying vec2 vUv;
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uniform sampler2D uSim;
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uniform sampler2D uText;
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uniform vec2 uResolution;
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uniform float uRefract;
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uniform float uCAPixels; // RGB shift in pixels (large for strong separation)
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uniform vec2 uCAMask; // gradient thresholds for where CA applies
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void main(){
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vec2 texel = 1.0 / uResolution;
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// Height gradients
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float hX = texture2D(uSim, vUv + vec2(texel.x, 0.0)).x
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- texture2D(uSim, vUv - vec2(texel.x, 0.0)).x;
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float hY = texture2D(uSim, vUv + vec2(0.0, texel.y)).x
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- texture2D(uSim, vUv - vec2(0.0, texel.y)).x;
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// Normal and base refraction
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vec3 normal = normalize(vec3(-hX, -hY, 1.0));
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vec2 baseUV = vUv + normal.xy * uRefract;
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// Ripple strength mask (lower thresholds -> more CA on ripples)
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float g = length(vec2(hX, hY));
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float mask = smoothstep(uCAMask.x, uCAMask.y, g);
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// Direction along gradient and large pixel-based offsets
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vec2 dir = normalize(vec2(hX, hY) + 1e-6);
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vec2 px = texel * uCAPixels;
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// Exaggerated dispersion: push red/blue more than green
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// Red goes +dir, Blue goes -dir, Green slightly centered/offset
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vec2 rUV = baseUV + dir * (px * 1.30);
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vec2 gUV = baseUV + dir * (px * 0.20);
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vec2 bUV = baseUV - dir * (px * 1.35);
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float r = texture2D(uText, rUV).r;
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float gC = texture2D(uText, gUV).g;
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float b = texture2D(uText, bUV).b;
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vec4 caColor = vec4(r, gC, b, 1.0);
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vec4 base = texture2D(uText, baseUV);
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// Mix CA in only on ripples
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vec4 color = mix(base, caColor, mask);
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// Mild lighting accent
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float light = dot(normal, normalize(vec3(0.0, 0.0, 1.0)));
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color.rgb += 0.08 * light;
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gl_FragColor = color;
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}
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`;
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// Materials & meshes
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const simUniforms = {
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uTexture: { value: rta.texture },
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uResolution: { value: new THREE.Vector2(width, height) },
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uMouse: { value: new THREE.Vector2(-1.0, -1.0) },
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uTime: { value: 0 }
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};
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const simMat = new THREE.ShaderMaterial({ vertexShader: passThroughVert, fragmentShader: simFrag, uniforms: simUniforms });
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simScene.add(new THREE.Mesh(quad, simMat));
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const renderUniforms = {
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uSim: { value: rta.texture },
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uText: { value: textTexture },
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uResolution: { value: new THREE.Vector2(width, height) },
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uRefract: { value: 0.8 },
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uCAPixels: { value: 8.0 }, // big shift: increase to 10–14 for even more
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uCAMask: { value: new THREE.Vector2(0.00008, 0.0005) } // lower => CA engages more
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};
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const renderMat = new THREE.ShaderMaterial({
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vertexShader: passThroughVert, fragmentShader: renderFrag, uniforms: renderUniforms, transparent: true
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});
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mainScene.add(new THREE.Mesh(quad, renderMat));
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// Mouse input
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const mouse = new THREE.Vector2(-1, -1);
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function setMouseFromEvent(e){
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const dpr = renderer.getPixelRatio();
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const rect = renderer.domElement.getBoundingClientRect();
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const x = (e.clientX - rect.left) * dpr;
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const y = (e.clientY - rect.top) * dpr;
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mouse.set(x, (rect.height * dpr) - y);
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}
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renderer.domElement.addEventListener('mousemove', (e)=>{ setMouseFromEvent(e); simUniforms.uMouse.value.copy(mouse); });
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renderer.domElement.addEventListener('mouseleave', ()=>{ simUniforms.uMouse.value.set(-1.0, -1.0); });
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// Resize
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function onResize(){
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renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, DPR_MAX));
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renderer.setSize(window.innerWidth, window.innerHeight);
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const dpr = renderer.getPixelRatio();
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width = Math.floor(window.innerWidth * dpr);
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height = Math.floor(window.innerHeight * dpr);
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rta.dispose(); rtb.dispose();
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rta = new THREE.WebGLRenderTarget(width, height, rtOptions);
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rtb = new THREE.WebGLRenderTarget(width, height, rtOptions);
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simUniforms.uResolution.value.set(width, height);
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renderUniforms.uResolution.value.set(width, height);
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makeTextTexture();
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renderUniforms.uText.value = textTexture;
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}
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window.addEventListener('resize', onResize);
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// Animate
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const clock = new THREE.Clock();
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function animate(){
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simUniforms.uTime.value = clock.getElapsedTime();
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// Sim: rta -> rtb
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simUniforms.uTexture.value = rta.texture;
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renderer.setRenderTarget(rtb);
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renderer.render(simScene, camera);
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// Render with latest sim
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renderUniforms.uSim.value = rtb.texture;
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renderer.setRenderTarget(null);
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renderer.render(mainScene, camera);
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// Swap
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const tmp = rta; rta = rtb; rtb = tmp;
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requestAnimationFrame(animate);
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}
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animate();
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</script>
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</body>
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</html>
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106
src/animationManager.js
Normal file
106
src/animationManager.js
Normal file
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// Bold scene roughness animation state
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export let boldRoughnessAnimation = {
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isActive: false,
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startTime: 0,
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delayDuration: 1.0, // 1 second delay (will be dynamic)
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transitionDuration: 1.0, // 1 second transition
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startRoughness: 0.5,
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endRoughness: 0.05,
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materials: [] // Store references to bold materials
|
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};
|
||||
|
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// Innovation glass animation state
|
||||
export let innovationGlassAnimation = {
|
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isActive: false,
|
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startTime: 0,
|
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transitionDuration: 0.2,
|
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startIor: 1.0,
|
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endIor: 2.0,
|
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startThickness: 1.0,
|
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endThickness: 2.0,
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materials: [] // Store references to innovation glass materials
|
||||
};
|
||||
|
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// Start/restart bold roughness animation with optional delay control
|
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export function startBoldRoughnessAnimation(withDelay = true) {
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console.log('Starting/restarting bold roughness animation');
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// Reset all bold glass materials to starting roughness value
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boldRoughnessAnimation.materials.forEach(material => {
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material.roughness = boldRoughnessAnimation.startRoughness;
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material.needsUpdate = true;
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||||
});
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boldRoughnessAnimation.isActive = true;
|
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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);
|
||||
}
|
||||
|
||||
// Start innovation glass animation
|
||||
export 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();
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||||
console.log('Innovation glass animation started');
|
||||
}
|
||||
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||||
export function updateBoldRoughnessAnimation() {
|
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if (boldRoughnessAnimation.isActive) {
|
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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 0.5 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');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export function updateInnovationGlassAnimation() {
|
||||
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');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
289
src/fluidDistortion.js
Normal file
289
src/fluidDistortion.js
Normal file
|
@ -0,0 +1,289 @@
|
|||
import * as THREE from 'three';
|
||||
|
||||
// Enhanced ripple simulation with multiple trailing ripples and lighting
|
||||
|
||||
const FluidSimShader = {
|
||||
uniforms: {
|
||||
tPrev: { value: null },
|
||||
iResolution: { value: new THREE.Vector2() },
|
||||
iTime: { value: 0.0 },
|
||||
mouse: { value: new THREE.Vector3(-1, -1, 0.0) },
|
||||
dissipation: { value: 0.950 }, // Slightly more persistent for trails
|
||||
tension: { value: 2.2 }, // Higher tension for stronger ripples
|
||||
radius: { value: 20.0 }, // Larger splat radius
|
||||
trailLength: { value: 5 }, // Number of trailing ripples
|
||||
},
|
||||
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = vec4(position.xy, 0.0, 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: `
|
||||
precision highp float;
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D tPrev;
|
||||
uniform vec2 iResolution;
|
||||
uniform float iTime;
|
||||
uniform vec3 mouse;
|
||||
uniform float dissipation;
|
||||
uniform float tension;
|
||||
uniform float radius;
|
||||
uniform float trailLength;
|
||||
|
||||
vec2 readRG(vec2 uv) {
|
||||
vec4 c = texture2D(tPrev, uv);
|
||||
return c.rg;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 texel = 1.0 / iResolution;
|
||||
vec2 currPrev = readRG(vUv);
|
||||
float curr = currPrev.r;
|
||||
float prev = currPrev.g;
|
||||
|
||||
// Enhanced 8-neighbor laplacian for stronger ripples
|
||||
float up = readRG(vUv + vec2(0.0, texel.y)).r;
|
||||
float down = readRG(vUv + vec2(0.0, -texel.y)).r;
|
||||
float right = readRG(vUv + vec2( texel.x, 0.0)).r;
|
||||
float left = readRG(vUv + vec2(-texel.x, 0.0)).r;
|
||||
|
||||
// Diagonal neighbors for smoother ripples
|
||||
float upLeft = readRG(vUv + vec2(-texel.x, texel.y)).r;
|
||||
float upRight = readRG(vUv + vec2( texel.x, texel.y)).r;
|
||||
float downLeft = readRG(vUv + vec2(-texel.x, -texel.y)).r;
|
||||
float downRight = readRG(vUv + vec2( texel.x, -texel.y)).r;
|
||||
|
||||
// Enhanced laplacian with diagonal weights
|
||||
float lap = (up + down + left + right) * 0.2 +
|
||||
(upLeft + upRight + downLeft + downRight) * 0.05 - curr;
|
||||
|
||||
// Wave equation with enhanced parameters
|
||||
float next = curr + (curr - prev) * dissipation + lap * tension;
|
||||
|
||||
// Multiple trailing ripples from mouse movement
|
||||
if (mouse.z > 0.0001) {
|
||||
vec2 uvPx = vUv * iResolution;
|
||||
vec2 d = uvPx - mouse.xy;
|
||||
float dist = length(d);
|
||||
|
||||
// Create multiple concentric ripples
|
||||
for (float i = 0.0; i < 4.0; i++) {
|
||||
if (i >= trailLength) break;
|
||||
|
||||
float offset = i * radius * 0.4; // Spacing between ripples
|
||||
float r = radius + offset;
|
||||
float timeOffset = i * 0.3; // Temporal offset for trailing effect
|
||||
|
||||
// Gaussian with sine wave for ripple pattern
|
||||
float g = exp(-pow(dist - offset, 2.0) / (r * r * 0.5));
|
||||
float ripple = sin(dist * 0.2 - iTime * 8.0 + timeOffset) * g;
|
||||
|
||||
// Diminishing strength for trailing ripples
|
||||
float strength = mouse.z * (1.0 - i * 0.2) * 0.8;
|
||||
next += ripple * strength;
|
||||
}
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(next, curr, 0.0, 1.0);
|
||||
}
|
||||
`
|
||||
};
|
||||
|
||||
// Enhanced distortion shader with dynamic lighting and ripple whiteness
|
||||
export const FluidDistortionShader = {
|
||||
uniforms: {
|
||||
tDiffuse: { value: null },
|
||||
tSim: { value: null },
|
||||
iResolution: { value: new THREE.Vector2() },
|
||||
amount: { value: 0.12 }, // Stronger base distortion
|
||||
chromaticAmount: { value: 0.015 }, // Enhanced chromatic aberration
|
||||
lightPosition: { value: new THREE.Vector3(0.5, 0.5, 1.0) }, // Light position
|
||||
lightIntensity: { value: 1.5 }, // Light brightness
|
||||
lightColor: { value: new THREE.Color(0.8, 0.9, 1.0) }, // Cool light color
|
||||
normalStrength: { value: 2.0 }, // How pronounced the lighting effect is
|
||||
ambientLight: { value: 0.15 }, // Base ambient lighting
|
||||
rippleWhiteness: { value: 0.15 }, // Amount of white tint for ripples
|
||||
rippleBrightness: { value: 1.8 }, // Brightness multiplier for ripple areas
|
||||
},
|
||||
|
||||
vertexShader: `
|
||||
varying vec2 vUv;
|
||||
void main() {
|
||||
vUv = uv;
|
||||
gl_Position = vec4(position.xy, 0.0, 1.0);
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: `
|
||||
precision highp float;
|
||||
varying vec2 vUv;
|
||||
uniform sampler2D tDiffuse;
|
||||
uniform sampler2D tSim;
|
||||
uniform vec2 iResolution;
|
||||
uniform float amount;
|
||||
uniform float chromaticAmount;
|
||||
uniform vec3 lightPosition;
|
||||
uniform float lightIntensity;
|
||||
uniform vec3 lightColor;
|
||||
uniform float normalStrength;
|
||||
uniform float ambientLight;
|
||||
uniform float rippleWhiteness;
|
||||
uniform float rippleBrightness;
|
||||
|
||||
void main() {
|
||||
vec2 texel = 1.0 / iResolution;
|
||||
|
||||
// Sample height field for normal calculation
|
||||
float hC = texture2D(tSim, vUv).r;
|
||||
float hL = texture2D(tSim, vUv - vec2(texel.x, 0.0)).r;
|
||||
float hR = texture2D(tSim, vUv + vec2(texel.x, 0.0)).r;
|
||||
float hD = texture2D(tSim, vUv - vec2(0.0, texel.y)).r;
|
||||
float hU = texture2D(tSim, vUv + vec2(0.0, texel.y)).r;
|
||||
|
||||
// Calculate gradient and normal
|
||||
vec2 grad = vec2(hR - hL, hU - hD) * normalStrength;
|
||||
vec3 normal = normalize(vec3(-grad.x, -grad.y, 1.0));
|
||||
|
||||
// Enhanced distortion with trailing effect
|
||||
vec2 baseOffset = grad * amount;
|
||||
|
||||
// Add subtle trailing distortion based on height
|
||||
vec2 trailOffset = grad * abs(hC) * amount * 0.3;
|
||||
vec2 totalOffset = baseOffset + trailOffset;
|
||||
|
||||
// Chromatic aberration with enhanced separation
|
||||
vec2 chromaticOffset = grad * chromaticAmount;
|
||||
vec2 uvR = vUv + totalOffset + chromaticOffset;
|
||||
vec2 uvG = vUv + totalOffset;
|
||||
vec2 uvB = vUv + totalOffset - chromaticOffset;
|
||||
|
||||
// Clamp UVs
|
||||
uvR = clamp(uvR, vec2(0.0), vec2(1.0));
|
||||
uvG = clamp(uvG, vec2(0.0), vec2(1.0));
|
||||
uvB = clamp(uvB, vec2(0.0), vec2(1.0));
|
||||
|
||||
// Sample distorted colors
|
||||
float r = texture2D(tDiffuse, uvR).r;
|
||||
float g = texture2D(tDiffuse, uvG).g;
|
||||
float b = texture2D(tDiffuse, uvB).b;
|
||||
vec3 distortedColor = vec3(r, g, b);
|
||||
|
||||
// Dynamic lighting calculation
|
||||
vec3 lightDir = normalize(vec3(lightPosition.xy - vUv, lightPosition.z));
|
||||
float NdotL = max(dot(normal, lightDir), 0.0);
|
||||
|
||||
// Create rim lighting effect for ripples
|
||||
float rimLight = pow(1.0 - abs(dot(normal, vec3(0.0, 0.0, 1.0))), 2.0);
|
||||
|
||||
// Combine lighting effects
|
||||
vec3 lighting = lightColor * (NdotL * lightIntensity + rimLight * 0.3) + ambientLight;
|
||||
|
||||
// Calculate ripple intensity for both lighting and whiteness
|
||||
float rippleIntensity = abs(hC) + length(grad) * 0.5;
|
||||
rippleIntensity = clamp(rippleIntensity, 0.0, 1.0);
|
||||
|
||||
// Apply lighting selectively - stronger where there are ripples
|
||||
vec3 litColor = mix(distortedColor, distortedColor * lighting, rippleIntensity);
|
||||
|
||||
// Add white tint to ripples for visibility over black areas
|
||||
vec3 whiteColor = vec3(1.0, 1.0, 1.0);
|
||||
|
||||
// Create a smooth falloff for the whiteness effect
|
||||
float whiteIntensity = smoothstep(0.0, 0.3, rippleIntensity) * rippleWhiteness;
|
||||
|
||||
// Blend in the white tint
|
||||
vec3 rippleColor = mix(litColor, whiteColor, whiteIntensity);
|
||||
|
||||
// Brighten areas with ripples
|
||||
rippleColor = mix(rippleColor, rippleColor * rippleBrightness, rippleIntensity * 0.5);
|
||||
|
||||
gl_FragColor = vec4(rippleColor, 1.0);
|
||||
}
|
||||
`
|
||||
};
|
||||
|
||||
// Enhanced fluid simulation factory
|
||||
export function createFluidSimulation(renderer, dpr = 1) {
|
||||
const simScene = new THREE.Scene();
|
||||
const simCamera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
|
||||
|
||||
const quad = new THREE.Mesh(
|
||||
new THREE.PlaneGeometry(2, 2),
|
||||
new THREE.ShaderMaterial({
|
||||
uniforms: THREE.UniformsUtils.clone(FluidSimShader.uniforms),
|
||||
vertexShader: FluidSimShader.vertexShader,
|
||||
fragmentShader: FluidSimShader.fragmentShader,
|
||||
depthTest: false,
|
||||
depthWrite: false
|
||||
})
|
||||
);
|
||||
|
||||
simScene.add(quad);
|
||||
|
||||
// Higher precision for better ripple quality
|
||||
const params = {
|
||||
minFilter: THREE.LinearFilter,
|
||||
magFilter: THREE.LinearFilter,
|
||||
format: THREE.RGBAFormat,
|
||||
type: THREE.FloatType, // Use float for better precision
|
||||
depthBuffer: false,
|
||||
stencilBuffer: false
|
||||
};
|
||||
|
||||
let width = Math.max(2, Math.floor(window.innerWidth * dpr));
|
||||
let height = Math.max(2, Math.floor(window.innerHeight * dpr));
|
||||
|
||||
let rtA = new THREE.WebGLRenderTarget(width, height, params);
|
||||
let rtB = new THREE.WebGLRenderTarget(width, height, params);
|
||||
|
||||
// Initialize
|
||||
renderer.setRenderTarget(rtA);
|
||||
renderer.clear();
|
||||
renderer.setRenderTarget(rtB);
|
||||
renderer.clear();
|
||||
renderer.setRenderTarget(null);
|
||||
|
||||
quad.material.uniforms.iResolution.value.set(width, height);
|
||||
quad.material.uniforms.tPrev.value = rtA.texture;
|
||||
|
||||
function swap() {
|
||||
const tmp = rtA; rtA = rtB; rtB = tmp;
|
||||
}
|
||||
|
||||
function update(mouseX, mouseY, strength, timeSec) {
|
||||
quad.material.uniforms.iTime.value = timeSec;
|
||||
|
||||
if (mouseX < 0.0 || mouseY < 0.0) {
|
||||
quad.material.uniforms.mouse.value.set(-1, -1, 0.0);
|
||||
} else {
|
||||
// Enhanced strength for better trailing effect
|
||||
const enhancedStrength = Math.max(0.0, Math.min(1.0, strength * 1.5));
|
||||
quad.material.uniforms.mouse.value.set(mouseX, mouseY, enhancedStrength);
|
||||
}
|
||||
|
||||
quad.material.uniforms.tPrev.value = rtA.texture;
|
||||
renderer.setRenderTarget(rtB);
|
||||
renderer.render(simScene, simCamera);
|
||||
renderer.setRenderTarget(null);
|
||||
|
||||
swap();
|
||||
}
|
||||
|
||||
function getTexture() {
|
||||
return rtA.texture;
|
||||
}
|
||||
|
||||
function resize(w, h, newDpr = dpr) {
|
||||
width = Math.max(2, Math.floor(w * newDpr));
|
||||
height = Math.max(2, Math.floor(h * newDpr));
|
||||
rtA.setSize(width, height);
|
||||
rtB.setSize(width, height);
|
||||
quad.material.uniforms.iResolution.value.set(width, height);
|
||||
}
|
||||
|
||||
return { update, getTexture, resize };
|
||||
}
|
|
@ -1,341 +0,0 @@
|
|||
import './style.css'
|
||||
|
||||
import * as THREE from 'three';
|
||||
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
||||
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
|
||||
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
|
||||
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
|
||||
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
|
||||
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
|
||||
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
|
||||
|
||||
// Scene setup
|
||||
const scene = new THREE.Scene();
|
||||
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
|
||||
camera.setFocalLength(50);
|
||||
|
||||
const raycaster = new THREE.Raycaster();
|
||||
const mouse = new THREE.Vector2();
|
||||
let isTwisting = false;
|
||||
let twistProgress = 0;
|
||||
const twistSpeed = 0.05; // Adjust speed
|
||||
const twistStrength = 0.3; // Adjust strength
|
||||
let scrollCount = 0;
|
||||
const scrollThreshold = 20; // Number of scroll events to trigger the animation
|
||||
|
||||
|
||||
// Renderer setup
|
||||
const renderer = new THREE.WebGLRenderer({ antialias: true });
|
||||
|
||||
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
renderer.setClearColor(0x000000);
|
||||
renderer.shadowMap.enabled = true;
|
||||
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
|
||||
renderer.toneMapping = THREE.ACESFilmicToneMapping;
|
||||
renderer.toneMappingExposure = 1.2;
|
||||
renderer.outputColorSpace = THREE.SRGBColorSpace;
|
||||
renderer.physicallyCorrectLights = true;
|
||||
|
||||
document.body.appendChild(renderer.domElement);
|
||||
|
||||
// Post-processing: Bloom
|
||||
const composer = new EffectComposer(renderer);
|
||||
const renderPass = new RenderPass(scene, camera);
|
||||
composer.addPass(renderPass);
|
||||
|
||||
const bloomPass = new UnrealBloomPass(
|
||||
new THREE.Vector2(window.innerWidth, window.innerHeight),
|
||||
1.0, // strength
|
||||
0.45, // radius
|
||||
0.85 // threshold
|
||||
);
|
||||
composer.addPass(bloomPass);
|
||||
|
||||
// Video texture for emissive "screen"-like effect on orange material
|
||||
const video = document.createElement('video');
|
||||
video.src = '/shader-flash.webm';
|
||||
video.muted = true;
|
||||
video.loop = true;
|
||||
video.playsInline = true;
|
||||
video.autoplay = true;
|
||||
video.preload = 'auto';
|
||||
|
||||
const videoTexture = new THREE.VideoTexture(video);
|
||||
videoTexture.colorSpace = THREE.SRGBColorSpace;
|
||||
videoTexture.generateMipmaps = false;
|
||||
videoTexture.minFilter = THREE.LinearFilter;
|
||||
videoTexture.magFilter = THREE.LinearFilter;
|
||||
|
||||
// Ensure autoplay starts (muted autoplay is commonly allowed)
|
||||
video.play().catch(() => {});
|
||||
|
||||
// Local procedural environment for better PBR response (no network)
|
||||
const pmrem = new THREE.PMREMGenerator(renderer);
|
||||
const roomEnv = new RoomEnvironment();
|
||||
scene.environment = pmrem.fromScene(roomEnv).texture;
|
||||
pmrem.dispose();
|
||||
roomEnv.dispose();
|
||||
scene.environment = null; // This will make the renderer's clear color visible again
|
||||
|
||||
// Lighting is authored below.
|
||||
|
||||
// Lighting
|
||||
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
|
||||
scene.add(ambientLight);
|
||||
|
||||
const hemiLight = new THREE.HemisphereLight(0xffffff, 0x666666, 1.5);
|
||||
hemiLight.position.set(0, 20, 0);
|
||||
scene.add(hemiLight);
|
||||
|
||||
// // Key light (main directional) - angled to avoid direct reflection
|
||||
// const keyLight = new THREE.DirectionalLight(0xffffff, 2.0);
|
||||
// keyLight.position.set(12, 8, 8);
|
||||
// keyLight.castShadow = true;
|
||||
// keyLight.shadow.mapSize.width = 2048;
|
||||
// keyLight.shadow.mapSize.height = 2048;
|
||||
// scene.add(keyLight);
|
||||
|
||||
// Fill light (opposite side) - angled
|
||||
const fillLight = new THREE.DirectionalLight(0xffffff, 1.2);
|
||||
fillLight.position.set(-12, 6, -8);
|
||||
scene.add(fillLight);
|
||||
|
||||
// Top light - angled to avoid direct downward reflection
|
||||
const topLight = new THREE.DirectionalLight(0xffffff, 1.5);
|
||||
topLight.position.set(5, 15, 5);
|
||||
scene.add(topLight);
|
||||
|
||||
// Bottom light - angled upward
|
||||
const bottomLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
||||
bottomLight.position.set(-3, -8, 3);
|
||||
scene.add(bottomLight);
|
||||
|
||||
// Side lights for even illumination - angled
|
||||
const leftLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
||||
leftLight.position.set(-12, 2, 5);
|
||||
scene.add(leftLight);
|
||||
|
||||
const rightLight = new THREE.DirectionalLight(0xffffff, 1.0);
|
||||
rightLight.position.set(12, 2, -5);
|
||||
scene.add(rightLight);
|
||||
|
||||
// Front and back lights - angled to avoid direct camera reflection
|
||||
const frontLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
||||
frontLight.position.set(8, 4, 12);
|
||||
scene.add(frontLight);
|
||||
|
||||
const backLight = new THREE.DirectionalLight(0xffffff, 0.8);
|
||||
backLight.position.set(-8, 4, -12);
|
||||
scene.add(backLight);
|
||||
|
||||
// Reduced camera light
|
||||
const cameraLight = new THREE.PointLight(0xffffff, 0.8, 0, 2);
|
||||
camera.add(cameraLight);
|
||||
scene.add(camera);
|
||||
|
||||
// Controls
|
||||
const controls = new OrbitControls(camera, renderer.domElement);
|
||||
controls.enableDamping = true;
|
||||
controls.dampingFactor = 0.25;
|
||||
|
||||
const loader = new GLTFLoader();
|
||||
const dracoLoader = new DRACOLoader();
|
||||
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
|
||||
loader.setDRACOLoader(dracoLoader);
|
||||
let mixer = null;
|
||||
|
||||
loader.load('/innovation.glb', (gltf) => {
|
||||
const model = gltf.scene;
|
||||
scene.add(model);
|
||||
|
||||
// --- Define and Apply Materials ---
|
||||
const glassMaterial = new THREE.MeshPhysicalMaterial({
|
||||
color: 0xffffff,
|
||||
metalness: 0.2,
|
||||
roughness: 0.05,
|
||||
transmission: 1,
|
||||
ior: 2,
|
||||
thickness: 2,
|
||||
clearcoat: 1.0,
|
||||
clearcoatRoughness: 0.1,
|
||||
attenuationColor: new THREE.Color(0xffffff),
|
||||
attenuationDistance: 0.8,
|
||||
envMapIntensity: 0,
|
||||
specularIntensity: 1.0,
|
||||
specularColor: new THREE.Color(0x000000),
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
alphaTest: 0
|
||||
});
|
||||
|
||||
const lightOrangeMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0xff8600, metalness: 0.05, roughness: 0.4,
|
||||
envMapIntensity: 0, emissive: new THREE.Color(0xffad47),
|
||||
emissiveMap: videoTexture, emissiveIntensity: 2.25
|
||||
});
|
||||
|
||||
const orangeMeshes = ['dblsc', 'ec', 'gemini', 'infinity', 'star', 'dpd'];
|
||||
const targetGlassNames = ['Cube.alt90.df'];
|
||||
const sanitize = (s) => s.toLowerCase().replace(/[^a-z0-9]/g, '');
|
||||
const nameMatches = (name, targets) => {
|
||||
const clean = sanitize(name);
|
||||
return targets.some((t) => {
|
||||
const ct = sanitize(t);
|
||||
return clean === ct || clean.includes(ct) || ct.includes(clean);
|
||||
});
|
||||
};
|
||||
|
||||
model.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
object.castShadow = true;
|
||||
object.receiveShadow = true;
|
||||
if (nameMatches(object.name, targetGlassNames)) {
|
||||
// Create outer glass shell
|
||||
object.material = glassMaterial.clone();
|
||||
object.material.side = THREE.DoubleSide;
|
||||
object.material.depthWrite = false;
|
||||
object.renderOrder = 2; // Render outer glass last
|
||||
|
||||
// Create inner glass shell for better depth perception
|
||||
const innerShell = object.clone();
|
||||
innerShell.material = glassMaterial.clone();
|
||||
innerShell.material.side = THREE.DoubleSide;
|
||||
innerShell.material.depthWrite = false;
|
||||
innerShell.material.thickness = 4; // Thinner inner layer
|
||||
innerShell.material.transmission = 0.8; // More transparent inner layer
|
||||
innerShell.renderOrder = 1; // Render inner glass before outer
|
||||
|
||||
// Scale inner shell slightly smaller
|
||||
innerShell.scale.multiplyScalar(0.95);
|
||||
object.parent.add(innerShell);
|
||||
|
||||
} else if (nameMatches(object.name, orangeMeshes)) {
|
||||
object.material = lightOrangeMaterial.clone();
|
||||
object.renderOrder = 0; // Render orange objects first
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Compute bounds for camera framing
|
||||
const box = new THREE.Box3().setFromObject(model);
|
||||
const size = box.getSize(new THREE.Vector3());
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
|
||||
// Set up animations
|
||||
if (gltf.animations && gltf.animations.length > 0) {
|
||||
mixer = new THREE.AnimationMixer(model);
|
||||
gltf.animations.forEach((clip) => {
|
||||
mixer.clipAction(clip).play();
|
||||
});
|
||||
mixer.timeScale = 3.0;
|
||||
}
|
||||
|
||||
// Position camera
|
||||
const maxDim = Math.max(size.x, size.y, size.z);
|
||||
camera.position.set(center.x, center.y, center.z + maxDim * 2);
|
||||
controls.target.copy(center);
|
||||
controls.update();
|
||||
}, undefined, (error) => {
|
||||
console.error('Error loading model:', error);
|
||||
});
|
||||
const clock = new THREE.Clock();
|
||||
|
||||
function onMouseScroll(event) {
|
||||
// Only count scrolls if the animation is not already running
|
||||
if (!isTwisting) {
|
||||
// You can check event.deltaY to determine scroll direction
|
||||
if (event.deltaY !== 0) {
|
||||
scrollCount++;
|
||||
console.log(`Scroll count: ${scrollCount}`); // For debugging
|
||||
}
|
||||
|
||||
if (scrollCount >= scrollThreshold) {
|
||||
isTwisting = true;
|
||||
twistProgress = 0;
|
||||
scrollCount = 0; // Reset the counter
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function twistMesh(mesh, progress) {
|
||||
if (!mesh || !mesh.geometry || !mesh.geometry.attributes.position) {
|
||||
return;
|
||||
}
|
||||
|
||||
const positions = mesh.geometry.attributes.position;
|
||||
|
||||
// Store original positions on the first run
|
||||
if (!mesh.geometry.userData.originalPositions) {
|
||||
mesh.geometry.userData.originalPositions = new Float32Array(positions.array);
|
||||
|
||||
// Also store bounding box data
|
||||
const box = new THREE.Box3().setFromObject(mesh);
|
||||
mesh.geometry.userData.bounds = {
|
||||
size: box.getSize(new THREE.Vector3()),
|
||||
center: box.getCenter(new THREE.Vector3())
|
||||
};
|
||||
}
|
||||
|
||||
const original = mesh.geometry.userData.originalPositions;
|
||||
const { size, center } = mesh.geometry.userData.bounds;
|
||||
const totalHeight = size.y; // Use Y-size for the twist axis
|
||||
|
||||
for (let i = 0; i < positions.count; i++) {
|
||||
const x = original[i * 3];
|
||||
const y = original[i * 3 + 1];
|
||||
const z = original[i * 3 + 2];
|
||||
|
||||
// Normalize the y-position from 0 to 1 based on the mesh's height
|
||||
const normalizedY = (y - center.y + totalHeight / 2) / totalHeight;
|
||||
|
||||
// Calculate the twist angle based on normalized y and progress
|
||||
const twistAngle = normalizedY * progress * twistStrength * 2 * Math.PI;
|
||||
|
||||
// Apply rotation to the X and Z coordinates
|
||||
positions.setX(i, x * Math.cos(twistAngle) - z * Math.sin(twistAngle));
|
||||
positions.setY(i, y); // Y remains unchanged as it's the axis of rotation
|
||||
positions.setZ(i, x * Math.sin(twistAngle) + z * Math.cos(twistAngle));
|
||||
}
|
||||
|
||||
positions.needsUpdate = true;
|
||||
mesh.geometry.computeVertexNormals();
|
||||
}
|
||||
|
||||
// Attach the click event listener
|
||||
window.addEventListener('wheel', onMouseScroll, {passive: true});
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
|
||||
const delta = clock.getDelta();
|
||||
if (mixer) mixer.update(delta);
|
||||
|
||||
controls.update();
|
||||
|
||||
// The main loop for the twisting animation
|
||||
if (isTwisting) {
|
||||
twistProgress += twistSpeed;
|
||||
if (twistProgress > 1.0) {
|
||||
twistProgress = 1.0;
|
||||
isTwisting = false;
|
||||
}
|
||||
|
||||
// Traverse the entire scene to find all meshes to twist
|
||||
scene.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
twistMesh(object, twistProgress);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
composer.render();
|
||||
}
|
||||
animate();
|
||||
|
||||
window.addEventListener('resize', () => {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
composer.setSize(window.innerWidth, window.innerHeight);
|
||||
});
|
643
src/main copy.js
643
src/main copy.js
|
@ -1,643 +0,0 @@
|
|||
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);
|
||||
});
|
987
src/main.js
987
src/main.js
File diff suppressed because it is too large
Load diff
97
src/materialDefinitions.js
Normal file
97
src/materialDefinitions.js
Normal file
|
@ -0,0 +1,97 @@
|
|||
import * as THREE from 'three';
|
||||
|
||||
// Video texture for emissive "screen"-like effect on orange material
|
||||
export 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';
|
||||
|
||||
export 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(() => { });
|
||||
|
||||
// Bold glass material (starts rough, will transition to clear)
|
||||
export const boldGlassMaterial = new THREE.MeshPhysicalMaterial({
|
||||
color: 0xffffff,
|
||||
metalness: 0.2,
|
||||
roughness: 0.5,
|
||||
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(0xffffff),
|
||||
transparent: true,
|
||||
depthWrite: false,
|
||||
alphaTest: 0
|
||||
});
|
||||
|
||||
// Orange wireframe material for bold Cubewire mesh
|
||||
export const boldWireframeMaterial = new THREE.MeshStandardMaterial({
|
||||
color: 0xff8600,
|
||||
metalness: 0.05,
|
||||
roughness: 0.5
|
||||
});
|
||||
|
||||
// Clear thick glass for innovation (starts with animated values)
|
||||
export const innovationGlassMaterial = new THREE.MeshPhysicalMaterial({
|
||||
color: 0xffffff,
|
||||
metalness: 0.2,
|
||||
roughness: 0.05,
|
||||
transmission: 1,
|
||||
ior: 1.0,
|
||||
thickness: 1.0,
|
||||
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
|
||||
export 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
|
||||
export 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
|
||||
});
|
229
src/modelManager.js
Normal file
229
src/modelManager.js
Normal file
|
@ -0,0 +1,229 @@
|
|||
import * as THREE from 'three';
|
||||
import {
|
||||
boldGlassMaterial,
|
||||
boldWireframeMaterial,
|
||||
innovationGlassMaterial,
|
||||
frostedGlassMaterial,
|
||||
lightOrangeMaterial
|
||||
} from './materialDefinitions.js';
|
||||
import { boldRoughnessAnimation, innovationGlassAnimation } from './animationManager.js';
|
||||
|
||||
// Apply materials based on model type
|
||||
export 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 === 'bold') {
|
||||
// Bold-specific material logic
|
||||
if (object.name === 'Cube') {
|
||||
console.log(` → Applying bold glass material to "${object.name}"`);
|
||||
object.material = boldGlassMaterial.clone();
|
||||
object.material.side = THREE.DoubleSide;
|
||||
object.material.depthWrite = false;
|
||||
object.renderOrder = 2;
|
||||
// Store material reference for roughness animation
|
||||
boldRoughnessAnimation.materials.push(object.material);
|
||||
} else if (object.name === 'Cubewire') {
|
||||
console.log(` → Applying wireframe material to "${object.name}"`);
|
||||
object.material = boldWireframeMaterial.clone();
|
||||
object.renderOrder = 1;
|
||||
} else {
|
||||
console.log(` → Applying bold glass material (fallback) to "${object.name}"`);
|
||||
object.material = boldGlassMaterial.clone();
|
||||
// Store material reference for roughness animation
|
||||
boldRoughnessAnimation.materials.push(object.material);
|
||||
}
|
||||
} else 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;
|
||||
// Store material reference for animation
|
||||
innovationGlassAnimation.materials.push(object.material);
|
||||
// Create inner glass shell
|
||||
const innerShell = object.clone();
|
||||
innerShell.material = innovationGlassMaterial.clone();
|
||||
innerShell.material.side = THREE.DoubleSide;
|
||||
innerShell.material.depthWrite = false;
|
||||
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();
|
||||
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 ${modelType} ===`);
|
||||
}
|
||||
|
||||
// Center and frame model with camera
|
||||
export function centerAndFrameModel(model, targetCamera, controls) {
|
||||
const box = new THREE.Box3().setFromObject(model);
|
||||
const center = box.getCenter(new THREE.Vector3());
|
||||
model.position.sub(center);
|
||||
model.updateMatrixWorld(true);
|
||||
|
||||
// Only set camera position if it's not already positioned (avoid reset during transitions)
|
||||
// Use fixed camera distance that's further away from the origin
|
||||
const fixedCameraDistance = 50; // Fixed distance, much further than before
|
||||
// Calculate isometric-like position with 35-degree angles
|
||||
const angle = 35 * Math.PI / 180; // Convert 35 degrees to radians
|
||||
const cosAngle = Math.cos(angle);
|
||||
const x = fixedCameraDistance * cosAngle;
|
||||
const y = fixedCameraDistance * cosAngle;
|
||||
const z = fixedCameraDistance * cosAngle;
|
||||
|
||||
targetCamera.position.set(x, y, z);
|
||||
controls.target.set(0, 0, 0);
|
||||
// Set distance limits to lock the camera at this distance
|
||||
controls.minDistance = fixedCameraDistance;
|
||||
controls.maxDistance = fixedCameraDistance;
|
||||
controls.update();
|
||||
|
||||
console.log(`Camera positioned at: x=${x}, y=${y}, z=${z}, distance=${fixedCameraDistance}`);
|
||||
}
|
||||
|
||||
// Setup animations based on model type
|
||||
export 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') {
|
||||
// Play once for bold
|
||||
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;
|
||||
}
|
||||
|
||||
// Reset mesh geometry to original state
|
||||
export 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();
|
||||
}
|
||||
|
||||
// FIXED: Clean up geometry data completely
|
||||
export function cleanupGeometryData(model) {
|
||||
if (!model) return;
|
||||
model.traverse((object) => {
|
||||
if (object.isMesh && object.geometry && object.geometry.userData) {
|
||||
delete object.geometry.userData.originalPositions;
|
||||
delete object.geometry.userData.originalWorldPositions;
|
||||
delete object.geometry.userData.inverseWorldMatrix;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Create model from preloaded data - FIXED: Always create fresh geometry
|
||||
export function createModelFromPreloaded(modelType, preloadedModels, camera, controls) {
|
||||
const preloadedData = preloadedModels[modelType];
|
||||
if (!preloadedData) {
|
||||
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();
|
||||
}
|
||||
});
|
||||
|
||||
// Apply materials
|
||||
applyMaterials(model, modelType);
|
||||
// Setup animations
|
||||
const animMixer = setupAnimations(model, preloadedData.gltf, modelType);
|
||||
// Center and frame model
|
||||
centerAndFrameModel(model, camera, controls);
|
||||
|
||||
console.log(`Model created successfully: ${modelType}`);
|
||||
return { model, animMixer };
|
||||
}
|
78
src/sceneLoader.js
Normal file
78
src/sceneLoader.js
Normal file
|
@ -0,0 +1,78 @@
|
|||
import * as THREE from 'three';
|
||||
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
||||
import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
|
||||
|
||||
export class SceneLoader {
|
||||
constructor() {
|
||||
this.loadingScreen = document.getElementById('loading-screen');
|
||||
this.loadingText = document.getElementById('loading-text');
|
||||
this.loadingProgressBar = document.getElementById('loading-progress-bar');
|
||||
this.loadingPercentage = document.getElementById('loading-percentage');
|
||||
this.modelsToLoad = [
|
||||
{ file: 'bold.glb', type: 'bold' },
|
||||
{ file: 'innovation.glb', type: 'innovation' },
|
||||
{ file: 'agility.glb', type: 'agility' },
|
||||
{ file: 'storytelling.glb', type: 'storytelling' }
|
||||
];
|
||||
this.loadedModels = {};
|
||||
this.loadedCount = 0;
|
||||
this.totalModels = this.modelsToLoad.length;
|
||||
}
|
||||
|
||||
setLoadingMessage(message) {
|
||||
this.loadingText.textContent = message;
|
||||
}
|
||||
|
||||
updateProgress(progress) {
|
||||
const percentage = Math.round(progress * 100);
|
||||
this.loadingProgressBar.style.width = `${percentage}%`;
|
||||
this.loadingPercentage.textContent = `${percentage}%`;
|
||||
}
|
||||
|
||||
hideLoadingScreen() {
|
||||
this.loadingScreen.classList.add('hidden');
|
||||
setTimeout(() => {
|
||||
this.loadingScreen.style.display = 'none';
|
||||
}, 800);
|
||||
}
|
||||
|
||||
async loadAllModels() {
|
||||
return new Promise((resolve) => {
|
||||
const loader = new GLTFLoader();
|
||||
const dracoLoader = new DRACOLoader();
|
||||
dracoLoader.setDecoderPath('node_modules/three/examples/jsm/libs/draco/');
|
||||
loader.setDRACOLoader(dracoLoader);
|
||||
|
||||
this.modelsToLoad.forEach((modelInfo, index) => {
|
||||
this.setLoadingMessage(`Loading experience...`);
|
||||
loader.load(`/${modelInfo.file}`,
|
||||
(gltf) => {
|
||||
this.loadedModels[modelInfo.type] = {
|
||||
scene: gltf.scene,
|
||||
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(() => {
|
||||
this.hideLoadingScreen();
|
||||
resolve(this.loadedModels);
|
||||
}, 500);
|
||||
}
|
||||
},
|
||||
(progress) => {
|
||||
const fileProgress = progress.loaded / progress.total;
|
||||
const totalProgress = (this.loadedCount + fileProgress) / this.totalModels;
|
||||
this.updateProgress(totalProgress);
|
||||
},
|
||||
(error) => {
|
||||
console.error(`Error loading ${modelInfo.file}:`, error);
|
||||
}
|
||||
);
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
108
src/sceneSetup.js
Normal file
108
src/sceneSetup.js
Normal file
|
@ -0,0 +1,108 @@
|
|||
import * as THREE from 'three';
|
||||
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';
|
||||
|
||||
export function createScene() {
|
||||
// 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();
|
||||
|
||||
// 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);
|
||||
|
||||
// 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
|
||||
|
||||
return { scene, camera, renderer, composer, raycaster, mouse };
|
||||
}
|
||||
|
||||
export function setupLighting(scene, camera) {
|
||||
// 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);
|
||||
}
|
||||
|
||||
export function setupControls(camera, renderer) {
|
||||
// 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');
|
||||
return controls;
|
||||
}
|
328
src/starfield.js
Normal file
328
src/starfield.js
Normal file
|
@ -0,0 +1,328 @@
|
|||
import * as THREE from 'three';
|
||||
|
||||
export function createStarfield(scene) {
|
||||
const starCount = 12000;
|
||||
const starDistance = 300;
|
||||
|
||||
// Create geometry for stars
|
||||
const starGeometry = new THREE.BufferGeometry();
|
||||
const starPositions = new Float32Array(starCount * 3);
|
||||
const starSizes = new Float32Array(starCount);
|
||||
|
||||
// Store original positions, current positions, and sizes
|
||||
const originalPositions = new Float32Array(starCount * 3);
|
||||
const currentPositions = new Float32Array(starCount * 3);
|
||||
const originalSizes = new Float32Array(starCount);
|
||||
const currentSizes = new Float32Array(starCount);
|
||||
|
||||
// Generate random positions in a sphere around the scene
|
||||
for (let i = 0; i < starCount; i++) {
|
||||
const i3 = i * 3;
|
||||
|
||||
const radius = Math.random() * starDistance + 50;
|
||||
const theta = Math.random() * Math.PI * 2;
|
||||
const phi = Math.acos(2 * Math.random() - 1);
|
||||
|
||||
const x = radius * Math.sin(phi) * Math.cos(theta);
|
||||
const y = radius * Math.sin(phi) * Math.sin(theta);
|
||||
const z = radius * Math.cos(phi);
|
||||
|
||||
// Store both original and current positions
|
||||
originalPositions[i3] = x;
|
||||
originalPositions[i3 + 1] = y;
|
||||
originalPositions[i3 + 2] = z;
|
||||
|
||||
currentPositions[i3] = x;
|
||||
currentPositions[i3 + 1] = y;
|
||||
currentPositions[i3 + 2] = z;
|
||||
|
||||
starPositions[i3] = x;
|
||||
starPositions[i3 + 1] = y;
|
||||
starPositions[i3 + 2] = z;
|
||||
|
||||
// Store original and current sizes
|
||||
const baseSize = Math.random() * 0.2 + 0.1;
|
||||
originalSizes[i] = baseSize;
|
||||
currentSizes[i] = baseSize;
|
||||
starSizes[i] = baseSize;
|
||||
}
|
||||
|
||||
starGeometry.setAttribute('position', new THREE.BufferAttribute(starPositions, 3));
|
||||
starGeometry.setAttribute('size', new THREE.BufferAttribute(starSizes, 1));
|
||||
|
||||
// Star material with size attenuation
|
||||
const starMaterial = new THREE.PointsMaterial({
|
||||
color: 0xffffff,
|
||||
size: 0.3,
|
||||
sizeAttenuation: true,
|
||||
transparent: true,
|
||||
opacity: 0.8,
|
||||
vertexColors: false
|
||||
});
|
||||
|
||||
const stars = new THREE.Points(starGeometry, starMaterial);
|
||||
scene.add(stars);
|
||||
|
||||
// Distant stars layer
|
||||
const distantStarCount = 4000;
|
||||
const distantStarGeometry = new THREE.BufferGeometry();
|
||||
const distantStarPositions = new Float32Array(distantStarCount * 3);
|
||||
const distantStarSizes = new Float32Array(distantStarCount);
|
||||
const distantOriginalPositions = new Float32Array(distantStarCount * 3);
|
||||
const distantCurrentPositions = new Float32Array(distantStarCount * 3);
|
||||
const distantOriginalSizes = new Float32Array(distantStarCount);
|
||||
const distantCurrentSizes = new Float32Array(distantStarCount);
|
||||
|
||||
for (let i = 0; i < distantStarCount; i++) {
|
||||
const i3 = i * 3;
|
||||
|
||||
const radius = Math.random() * 200 + starDistance;
|
||||
const theta = Math.random() * Math.PI * 2;
|
||||
const phi = Math.acos(2 * Math.random() - 1);
|
||||
|
||||
const x = radius * Math.sin(phi) * Math.cos(theta);
|
||||
const y = radius * Math.sin(phi) * Math.sin(theta);
|
||||
const z = radius * Math.cos(phi);
|
||||
|
||||
distantOriginalPositions[i3] = x;
|
||||
distantOriginalPositions[i3 + 1] = y;
|
||||
distantOriginalPositions[i3 + 2] = z;
|
||||
|
||||
distantCurrentPositions[i3] = x;
|
||||
distantCurrentPositions[i3 + 1] = y;
|
||||
distantCurrentPositions[i3 + 2] = z;
|
||||
|
||||
distantStarPositions[i3] = x;
|
||||
distantStarPositions[i3 + 1] = y;
|
||||
distantStarPositions[i3 + 2] = z;
|
||||
|
||||
// Store original and current sizes for distant stars
|
||||
const baseSize = Math.random() * 0.1 + 0.05;
|
||||
distantOriginalSizes[i] = baseSize;
|
||||
distantCurrentSizes[i] = baseSize;
|
||||
distantStarSizes[i] = baseSize;
|
||||
}
|
||||
|
||||
distantStarGeometry.setAttribute('position', new THREE.BufferAttribute(distantStarPositions, 3));
|
||||
distantStarGeometry.setAttribute('size', new THREE.BufferAttribute(distantStarSizes, 1));
|
||||
|
||||
const distantStarMaterial = new THREE.PointsMaterial({
|
||||
color: 0xccccff,
|
||||
size: 0.15,
|
||||
sizeAttenuation: true,
|
||||
transparent: true,
|
||||
opacity: 0.4
|
||||
});
|
||||
|
||||
const distantStars = new THREE.Points(distantStarGeometry, distantStarMaterial);
|
||||
scene.add(distantStars);
|
||||
|
||||
// Animation parameters
|
||||
const movementAmplitude = 2;
|
||||
const repulsionRadius = 400;
|
||||
const repulsionStrength = 5;
|
||||
const interpolationSpeed = 5;
|
||||
|
||||
// NEW: Cursor brightness parameters
|
||||
const brightnessRadius = 600; // Radius for size increase effect
|
||||
const maxSizeMultiplier = 400.0; // Maximum size increase (4x original size)
|
||||
const sizeInterpolationSpeed = 100.0; // Speed of size changes
|
||||
|
||||
// Raycaster for mouse position in 3D space
|
||||
const raycaster = new THREE.Raycaster();
|
||||
const mouseWorldPos = new THREE.Vector3();
|
||||
|
||||
function animateStars(camera, mouse, deltaTime) {
|
||||
const time = Date.now() * 0.0003;
|
||||
|
||||
// Get mouse position in world space
|
||||
if (mouse && camera) {
|
||||
raycaster.setFromCamera(mouse, camera);
|
||||
// Project mouse to a plane at distance 0 from camera
|
||||
const distance = 100;
|
||||
mouseWorldPos.copy(raycaster.ray.direction).multiplyScalar(distance).add(raycaster.ray.origin);
|
||||
}
|
||||
|
||||
// Update close stars
|
||||
const positions = starGeometry.attributes.position.array;
|
||||
const sizes = starGeometry.attributes.size.array;
|
||||
|
||||
for (let i = 0; i < starCount; i++) {
|
||||
const i3 = i * 3;
|
||||
|
||||
// Get original position
|
||||
const origX = originalPositions[i3];
|
||||
const origY = originalPositions[i3 + 1];
|
||||
const origZ = originalPositions[i3 + 2];
|
||||
|
||||
// Add gentle oscillating movement
|
||||
const offsetX = Math.sin(time + i * 0.01) * movementAmplitude;
|
||||
const offsetY = Math.cos(time * 0.7 + i * 0.02) * movementAmplitude;
|
||||
const offsetZ = Math.sin(time * 0.5 + i * 0.015) * movementAmplitude;
|
||||
|
||||
let targetX = origX + offsetX;
|
||||
let targetY = origY + offsetY;
|
||||
let targetZ = origZ + offsetZ;
|
||||
|
||||
// Cursor repulsion
|
||||
if (mouse) {
|
||||
const dx = targetX - mouseWorldPos.x;
|
||||
const dy = targetY - mouseWorldPos.y;
|
||||
const dz = targetZ - mouseWorldPos.z;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
|
||||
if (distance < repulsionRadius && distance > 0) {
|
||||
const force = (1 - distance / repulsionRadius) * repulsionStrength;
|
||||
const nx = dx / distance;
|
||||
const ny = dy / distance;
|
||||
const nz = dz / distance;
|
||||
|
||||
targetX += nx * force;
|
||||
targetY += ny * force;
|
||||
targetZ += nz * force;
|
||||
}
|
||||
}
|
||||
|
||||
// Smooth interpolation to target position
|
||||
const currentX = currentPositions[i3];
|
||||
const currentY = currentPositions[i3 + 1];
|
||||
const currentZ = currentPositions[i3 + 2];
|
||||
|
||||
const lerpFactor = Math.min(interpolationSpeed * deltaTime, 1.0);
|
||||
|
||||
currentPositions[i3] = THREE.MathUtils.lerp(currentX, targetX, lerpFactor);
|
||||
currentPositions[i3 + 1] = THREE.MathUtils.lerp(currentY, targetY, lerpFactor);
|
||||
currentPositions[i3 + 2] = THREE.MathUtils.lerp(currentZ, targetZ, lerpFactor);
|
||||
|
||||
// Update geometry positions
|
||||
positions[i3] = currentPositions[i3];
|
||||
positions[i3 + 1] = currentPositions[i3 + 1];
|
||||
positions[i3 + 2] = currentPositions[i3 + 2];
|
||||
|
||||
// NEW: Calculate size based on cursor proximity
|
||||
let targetSize = originalSizes[i];
|
||||
|
||||
if (mouse) {
|
||||
const finalX = currentPositions[i3];
|
||||
const finalY = currentPositions[i3 + 1];
|
||||
const finalZ = currentPositions[i3 + 2];
|
||||
|
||||
const dx = finalX - mouseWorldPos.x;
|
||||
const dy = finalY - mouseWorldPos.y;
|
||||
const dz = finalZ - mouseWorldPos.z;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
|
||||
if (distance < brightnessRadius) {
|
||||
// Calculate size multiplier based on distance (closer = bigger)
|
||||
const proximityFactor = 1 - (distance / brightnessRadius);
|
||||
const sizeMultiplier = 1 + (proximityFactor * (maxSizeMultiplier - 1));
|
||||
targetSize = originalSizes[i] * sizeMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
// Smooth interpolation for size changes
|
||||
const sizeLerpFactor = Math.min(sizeInterpolationSpeed * deltaTime, 1.0);
|
||||
currentSizes[i] = THREE.MathUtils.lerp(currentSizes[i], targetSize, sizeLerpFactor);
|
||||
sizes[i] = currentSizes[i];
|
||||
}
|
||||
|
||||
// Update distant stars (less affected by cursor)
|
||||
const distantPositions = distantStarGeometry.attributes.position.array;
|
||||
const distantSizes = distantStarGeometry.attributes.size.array;
|
||||
|
||||
for (let i = 0; i < distantStarCount; i++) {
|
||||
const i3 = i * 3;
|
||||
|
||||
const origX = distantOriginalPositions[i3];
|
||||
const origY = distantOriginalPositions[i3 + 1];
|
||||
const origZ = distantOriginalPositions[i3 + 2];
|
||||
|
||||
// Gentler movement for distant stars
|
||||
const offsetX = Math.sin(time * 0.5 + i * 0.005) * movementAmplitude * 0.3;
|
||||
const offsetY = Math.cos(time * 0.3 + i * 0.008) * movementAmplitude * 0.3;
|
||||
const offsetZ = Math.sin(time * 0.4 + i * 0.006) * movementAmplitude * 0.3;
|
||||
|
||||
let targetX = origX + offsetX;
|
||||
let targetY = origY + offsetY;
|
||||
let targetZ = origZ + offsetZ;
|
||||
|
||||
// Weaker cursor repulsion for distant stars
|
||||
if (mouse) {
|
||||
const dx = targetX - mouseWorldPos.x;
|
||||
const dy = targetY - mouseWorldPos.y;
|
||||
const dz = targetZ - mouseWorldPos.z;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
|
||||
if (distance < repulsionRadius * 1.5 && distance > 0) {
|
||||
const force = (1 - distance / (repulsionRadius * 1.5)) * repulsionStrength * 0.3;
|
||||
const nx = dx / distance;
|
||||
const ny = dy / distance;
|
||||
const nz = dz / distance;
|
||||
|
||||
targetX += nx * force;
|
||||
targetY += ny * force;
|
||||
targetZ += nz * force;
|
||||
}
|
||||
}
|
||||
|
||||
// Smooth interpolation for positions
|
||||
const currentX = distantCurrentPositions[i3];
|
||||
const currentY = distantCurrentPositions[i3 + 1];
|
||||
const currentZ = distantCurrentPositions[i3 + 2];
|
||||
|
||||
const lerpFactor = Math.min(interpolationSpeed * deltaTime * 0.7, 1.0);
|
||||
|
||||
distantCurrentPositions[i3] = THREE.MathUtils.lerp(currentX, targetX, lerpFactor);
|
||||
distantCurrentPositions[i3 + 1] = THREE.MathUtils.lerp(currentY, targetY, lerpFactor);
|
||||
distantCurrentPositions[i3 + 2] = THREE.MathUtils.lerp(currentZ, targetZ, lerpFactor);
|
||||
|
||||
distantPositions[i3] = distantCurrentPositions[i3];
|
||||
distantPositions[i3 + 1] = distantCurrentPositions[i3 + 1];
|
||||
distantPositions[i3 + 2] = distantCurrentPositions[i3 + 2];
|
||||
|
||||
// NEW: Size effect for distant stars (weaker)
|
||||
let targetSize = distantOriginalSizes[i];
|
||||
|
||||
if (mouse) {
|
||||
const finalX = distantCurrentPositions[i3];
|
||||
const finalY = distantCurrentPositions[i3 + 1];
|
||||
const finalZ = distantCurrentPositions[i3 + 2];
|
||||
|
||||
const dx = finalX - mouseWorldPos.x;
|
||||
const dy = finalY - mouseWorldPos.y;
|
||||
const dz = finalZ - mouseWorldPos.z;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
|
||||
if (distance < brightnessRadius * 1.2) {
|
||||
// Weaker effect for distant stars
|
||||
const proximityFactor = 1 - (distance / (brightnessRadius * 1.2));
|
||||
const sizeMultiplier = 1 + (proximityFactor * (maxSizeMultiplier * 0.5 - 1));
|
||||
targetSize = distantOriginalSizes[i] * sizeMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
// Smooth interpolation for distant star sizes
|
||||
const sizeLerpFactor = Math.min(sizeInterpolationSpeed * deltaTime * 0.8, 1.0);
|
||||
distantCurrentSizes[i] = THREE.MathUtils.lerp(distantCurrentSizes[i], targetSize, sizeLerpFactor);
|
||||
distantSizes[i] = distantCurrentSizes[i];
|
||||
}
|
||||
|
||||
// Mark geometry for update
|
||||
starGeometry.attributes.position.needsUpdate = true;
|
||||
starGeometry.attributes.size.needsUpdate = true;
|
||||
distantStarGeometry.attributes.position.needsUpdate = true;
|
||||
distantStarGeometry.attributes.size.needsUpdate = true;
|
||||
|
||||
// Subtle twinkling
|
||||
starMaterial.opacity = 0.6 + Math.sin(time * 2) * 0.2;
|
||||
distantStarMaterial.opacity = 0.3 + Math.sin(time * 1.5 + 1) * 0.1;
|
||||
}
|
||||
|
||||
return {
|
||||
stars,
|
||||
distantStars,
|
||||
animateStars,
|
||||
starMaterial,
|
||||
distantStarMaterial
|
||||
};
|
||||
}
|
239
src/transitionManager.js
Normal file
239
src/transitionManager.js
Normal file
|
@ -0,0 +1,239 @@
|
|||
import * as THREE from 'three';
|
||||
import { createModelFromPreloaded, resetMeshGeometry, cleanupGeometryData } from './modelManager.js';
|
||||
import { startBoldRoughnessAnimation, startInnovationGlassAnimation } from './animationManager.js';
|
||||
|
||||
// Transition state management
|
||||
export let currentScene = 0; // 0: bold, 1: innovation, 2: agility, 3: storytelling
|
||||
export let isTransitioning = false;
|
||||
export const fadeSpeed = 1; // Easily adjustable fade speed
|
||||
export const transitionDuration = 1; // Easily adjustable transition duration (seconds)
|
||||
export let scrollDownCount = 0;
|
||||
export let scrollUpCount = 0;
|
||||
export const scrollThreshold = 10; // Changed to 10 as requested
|
||||
export let transitionStartTime = 0;
|
||||
export let transitionDirection = 1; // 1 for forward, -1 for backward
|
||||
|
||||
// Camera-relative transition vectors
|
||||
export let transitionUpVector = new THREE.Vector3();
|
||||
export let transitionDownVector = new THREE.Vector3();
|
||||
export const transitionDistance = 50; // Increased distance for more dramatic transitions
|
||||
|
||||
// Scene objects
|
||||
export let currentModel = null;
|
||||
export let nextModel = null;
|
||||
export let mixer = null;
|
||||
export let nextMixer = null;
|
||||
export let autoRotationAngle = 0;
|
||||
|
||||
// Setter functions to modify exported variables safely
|
||||
export function setCurrentModel(model) {
|
||||
currentModel = model;
|
||||
}
|
||||
|
||||
export function setMixer(animMixer) {
|
||||
mixer = animMixer;
|
||||
}
|
||||
|
||||
export function setNextModel(model) {
|
||||
nextModel = model;
|
||||
}
|
||||
|
||||
export function setNextMixer(animMixer) {
|
||||
nextMixer = animMixer;
|
||||
}
|
||||
|
||||
// Calculate camera-relative transition vectors for diagonal movement
|
||||
export function calculateTransitionVectors(camera) {
|
||||
// Get camera's world direction
|
||||
const cameraDirection = new THREE.Vector3();
|
||||
camera.getWorldDirection(cameraDirection);
|
||||
// Get world up vector
|
||||
const worldUp = new THREE.Vector3(0, 1, 0);
|
||||
// Calculate camera's left vector - BACK TO ORIGINAL (this gave correct left direction)
|
||||
const cameraLeft = new THREE.Vector3();
|
||||
cameraLeft.crossVectors(worldUp, cameraDirection).normalize();
|
||||
// Calculate camera's local up vector
|
||||
const cameraUp = new THREE.Vector3();
|
||||
cameraUp.crossVectors(cameraLeft, cameraDirection).normalize();
|
||||
// Blend camera up with world up - BUT NEGATE to flip up/down direction
|
||||
const blendedUp = new THREE.Vector3();
|
||||
blendedUp.addVectors(
|
||||
cameraUp.clone().multiplyScalar(0.5),
|
||||
worldUp.clone().multiplyScalar(0.5)
|
||||
).normalize().negate(); // ADD .negate() here to flip up to down
|
||||
// Create diagonal vector (up-left)
|
||||
const diagonalUpLeft = new THREE.Vector3();
|
||||
diagonalUpLeft.addVectors(
|
||||
blendedUp.clone().multiplyScalar(0.5),
|
||||
cameraLeft.clone().multiplyScalar(0.5)
|
||||
).normalize();
|
||||
// Set transition vectors
|
||||
transitionUpVector = diagonalUpLeft.clone().multiplyScalar(transitionDistance);
|
||||
transitionDownVector = diagonalUpLeft.clone().multiplyScalar(-transitionDistance);
|
||||
console.log('Diagonal transition vectors calculated with distance:', transitionDistance);
|
||||
}
|
||||
|
||||
// Start transition to next or previous scene
|
||||
export function startTransition(direction = 1, preloadedModels, scene, camera, controls) {
|
||||
if (isTransitioning) return;
|
||||
// Check bounds - now 4 scenes (0-3)
|
||||
if (direction > 0 && currentScene >= 3) return; // Can't go forward from storytelling
|
||||
if (direction < 0 && currentScene <= 0) return; // Can't go backward from bold
|
||||
|
||||
console.log(`Starting diagonal transition: direction=${direction}, currentScene=${currentScene}`);
|
||||
// Calculate camera-relative diagonal transition vectors
|
||||
calculateTransitionVectors(camera);
|
||||
|
||||
isTransitioning = true;
|
||||
transitionStartTime = performance.now();
|
||||
transitionDirection = direction;
|
||||
|
||||
// Determine next model based on direction and current scene
|
||||
let nextModelType = '';
|
||||
if (direction > 0) {
|
||||
// Moving forward
|
||||
if (currentScene === 0) {
|
||||
nextModelType = 'innovation';
|
||||
} else if (currentScene === 1) {
|
||||
nextModelType = 'agility';
|
||||
} else if (currentScene === 2) {
|
||||
nextModelType = 'storytelling';
|
||||
}
|
||||
} else {
|
||||
// Moving backward
|
||||
if (currentScene === 1) {
|
||||
nextModelType = 'bold';
|
||||
} else if (currentScene === 2) {
|
||||
nextModelType = 'innovation';
|
||||
} else if (currentScene === 3) {
|
||||
nextModelType = 'agility';
|
||||
}
|
||||
}
|
||||
|
||||
console.log(`Next model type: ${nextModelType}`);
|
||||
if (nextModelType) {
|
||||
const { model, animMixer } = createModelFromPreloaded(nextModelType, preloadedModels, camera, controls);
|
||||
nextModel = model;
|
||||
nextMixer = animMixer;
|
||||
|
||||
// Position next model based on transition direction
|
||||
if (transitionDirection === 1) {
|
||||
// Forward: next model starts from diagonal down position (bottom-right)
|
||||
nextModel.position.copy(transitionDownVector);
|
||||
console.log(`Next model positioned at diagonal down vector (bottom-right): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
|
||||
} else {
|
||||
// Backward: next model starts from diagonal up position (top-left)
|
||||
nextModel.position.copy(transitionUpVector);
|
||||
console.log(`Next model positioned at diagonal up vector (top-left): x=${nextModel.position.x}, y=${nextModel.position.y}, z=${nextModel.position.z}`);
|
||||
}
|
||||
// Add next model to scene without opacity changes - it will appear instantly when it enters the camera view
|
||||
scene.add(nextModel);
|
||||
}
|
||||
}
|
||||
|
||||
// Update transition animation
|
||||
export function updateTransition(deltaTime, scene) {
|
||||
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 along diagonal vector based on transition direction
|
||||
let moveVector;
|
||||
if (transitionDirection === 1) {
|
||||
// Forward: current model moves top-left
|
||||
moveVector = transitionUpVector.clone().multiplyScalar(easedProgress);
|
||||
console.log('Current model moving top-left (forward transition)');
|
||||
} else {
|
||||
// Backward: current model moves bottom-right
|
||||
moveVector = transitionDownVector.clone().multiplyScalar(easedProgress);
|
||||
console.log('Current model moving bottom-right (backward transition)');
|
||||
}
|
||||
currentModel.position.copy(moveVector);
|
||||
}
|
||||
|
||||
if (nextModel) {
|
||||
// Move next model from diagonal vector to center based on transition direction
|
||||
let moveVector;
|
||||
if (transitionDirection === 1) {
|
||||
// Forward: next model moves from bottom-right to center
|
||||
moveVector = transitionDownVector.clone().multiplyScalar(1 - easedProgress);
|
||||
console.log('Next model moving from bottom-right to center (forward transition)');
|
||||
} else {
|
||||
// Backward: next model moves from top-left to center
|
||||
moveVector = transitionUpVector.clone().multiplyScalar(1 - easedProgress);
|
||||
console.log('Next model moving from top-left to center (backward transition)');
|
||||
}
|
||||
nextModel.position.copy(moveVector);
|
||||
}
|
||||
|
||||
// Complete transition
|
||||
if (transitionProgress >= 1) {
|
||||
console.log('Diagonal transition animation complete');
|
||||
// FIXED: Reset geometry before removing the model
|
||||
if (currentModel) {
|
||||
// Reset all geometry to original state before removal
|
||||
currentModel.traverse((object) => {
|
||||
if (object.isMesh) {
|
||||
resetMeshGeometry(object);
|
||||
}
|
||||
});
|
||||
// Clean up geometry user data completely
|
||||
cleanupGeometryData(currentModel);
|
||||
scene.remove(currentModel);
|
||||
console.log('Previous model removed from scene');
|
||||
}
|
||||
|
||||
// Switch to next model
|
||||
if (nextModel) {
|
||||
currentModel = nextModel;
|
||||
mixer = nextMixer;
|
||||
// Reset position to center
|
||||
currentModel.position.set(0, 0, 0);
|
||||
}
|
||||
|
||||
nextModel = null;
|
||||
nextMixer = null;
|
||||
isTransitioning = false;
|
||||
currentScene += transitionDirection; // Update scene based on direction
|
||||
scrollDownCount = 0;
|
||||
scrollUpCount = 0;
|
||||
|
||||
// Start animations based on current scene
|
||||
if (currentScene === 0) {
|
||||
// Restart bold roughness animation when returning to bold section WITHOUT delay
|
||||
startBoldRoughnessAnimation(false);
|
||||
} else if (currentScene === 1) {
|
||||
startInnovationGlassAnimation();
|
||||
}
|
||||
|
||||
console.log(`Diagonal transition complete. Current scene: ${currentScene}`);
|
||||
}
|
||||
}
|
||||
|
||||
// Scroll event handler
|
||||
export function onMouseScroll(event, preloadedModels, scene, camera, controls) {
|
||||
if (isTransitioning) return;
|
||||
|
||||
if (event.deltaY > 0) {
|
||||
// Scrolling down - move forward
|
||||
scrollDownCount++;
|
||||
scrollUpCount = 0; // Reset up count
|
||||
console.log(`Scroll down count: ${scrollDownCount}`);
|
||||
if (scrollDownCount >= scrollThreshold) {
|
||||
startTransition(1, preloadedModels, scene, camera, controls); // Forward direction
|
||||
}
|
||||
} else if (event.deltaY < 0) {
|
||||
// Scrolling up - move backward
|
||||
scrollUpCount++;
|
||||
scrollDownCount = 0; // Reset down count
|
||||
console.log(`Scroll up count: ${scrollUpCount}`);
|
||||
if (scrollUpCount >= scrollThreshold) {
|
||||
startTransition(-1, preloadedModels, scene, camera, controls); // Backward direction
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue