Feature: Picture frame with changing images

This commit is contained in:
Dejvino 2025-11-16 22:31:50 +01:00
parent a1992f899c
commit 192fc39461
6 changed files with 142 additions and 0 deletions

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@ -147,6 +147,12 @@ function updateBooks() {
} }
} }
function updatePictureFrame() {
state.pictureFrames.forEach((pictureFrame) => {
pictureFrame.update();
});
}
// --- Animation Loop --- // --- Animation Loop ---
export function animate() { export function animate() {
requestAnimationFrame(animate); requestAnimationFrame(animate);
@ -159,6 +165,7 @@ export function animate() {
updateVcr(); updateVcr();
updateBooks(); updateBooks();
updateDoor(); updateDoor();
updatePictureFrame();
// RENDER! // RENDER!
state.renderer.render(state.scene, state.camera); state.renderer.render(state.scene, state.camera);

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@ -0,0 +1,115 @@
import * as THREE from 'three';
const FRAME_DEPTH = 0.05;
const TRANSITION_DURATION = 5000;
const IMAGE_CHANGE_CHANCE = 0.0001;
export class PictureFrame {
constructor(scene, { position, width, height, imageUrls, rotationY = 0 }) {
if (!imageUrls || imageUrls.length === 0) {
throw new Error('PictureFrame requires at least one image URL in the imageUrls array.');
}
this.scene = scene;
this.mesh = this._createPictureFrame(width, height, imageUrls, 0.05);
this.mesh.position.copy(position);
this.mesh.rotation.y = rotationY;
this.isTransitioning = false;
this.transitionStartTime = 0;
this.scene.add(this.mesh);
}
_createPictureFrame(width, height, imageUrls, frameThickness) {
const paintingGroup = new THREE.Group();
// 1. Create the wooden frame
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x8B4513 }); // SaddleBrown
const topFrame = new THREE.Mesh(new THREE.BoxGeometry(width + 2 * frameThickness, frameThickness, FRAME_DEPTH), frameMaterial);
topFrame.position.y = height / 2 + frameThickness / 2;
topFrame.castShadow = true;
topFrame.receiveShadow = true;
paintingGroup.add(topFrame);
const bottomFrame = new THREE.Mesh(new THREE.BoxGeometry(width + 2 * frameThickness, frameThickness, FRAME_DEPTH), frameMaterial);
bottomFrame.position.y = -height / 2 - frameThickness / 2;
bottomFrame.castShadow = true;
bottomFrame.receiveShadow = true;
paintingGroup.add(bottomFrame);
const leftFrame = new THREE.Mesh(new THREE.BoxGeometry(frameThickness, height, FRAME_DEPTH), frameMaterial);
leftFrame.position.x = -width / 2 - frameThickness / 2;
leftFrame.castShadow = true;
leftFrame.receiveShadow = true;
paintingGroup.add(leftFrame);
const rightFrame = new THREE.Mesh(new THREE.BoxGeometry(frameThickness, height, FRAME_DEPTH), frameMaterial);
rightFrame.position.x = width / 2 + frameThickness / 2;
rightFrame.castShadow = true;
rightFrame.receiveShadow = true;
paintingGroup.add(rightFrame);
// 2. Create the picture canvases with textures
const textureLoader = new THREE.TextureLoader();
this.textures = imageUrls.map(url => textureLoader.load(url));
this.currentTextureIndex = 0;
const pictureGeometry = new THREE.PlaneGeometry(width, height);
// Create two picture planes for cross-fading
this.pictureBack = new THREE.Mesh(pictureGeometry, new THREE.MeshPhongMaterial({ map: this.textures[this.currentTextureIndex] }));
this.pictureBack.receiveShadow = true;
paintingGroup.add(this.pictureBack);
this.pictureFront = new THREE.Mesh(pictureGeometry, new THREE.MeshPhongMaterial({ map: this.textures[this.currentTextureIndex], transparent: true, opacity: 0 }));
this.pictureFront.position.z = 0.001; // Place slightly in front to avoid z-fighting
this.pictureFront.receiveShadow = true;
paintingGroup.add(this.pictureFront);
return paintingGroup;
}
setPicture(index) {
if (this.isTransitioning || index === this.currentTextureIndex || index < 0 || index >= this.textures.length) {
return;
}
this.isTransitioning = true;
this.transitionStartTime = Date.now();
// Front plane fades in with the new texture
this.pictureFront.material.map = this.textures[index];
this.pictureFront.material.opacity = 0;
this.nextTextureIndex = index;
}
nextPicture() {
this.setPicture((this.currentTextureIndex + 1) % this.textures.length);
}
update() {
if (!this.isTransitioning) {
if (Math.random() > 1.0 - IMAGE_CHANGE_CHANCE) {
this.nextPicture();
}
return;
}
const elapsedTime = Date.now() - this.transitionStartTime;
const progress = Math.min(elapsedTime / TRANSITION_DURATION, 1.0);
this.pictureFront.material.opacity = progress;
if (progress >= 1.0) {
this.isTransitioning = false;
this.currentTextureIndex = this.nextTextureIndex;
// Reset for next transition
this.pictureBack.material.map = this.textures[this.currentTextureIndex];
this.pictureFront.material.opacity = 0;
}
}
}

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@ -4,6 +4,7 @@ import { createRoomWalls } from './room-walls.js';
import { createBookshelf } from './bookshelf.js'; import { createBookshelf } from './bookshelf.js';
import { createDoor } from './door.js'; import { createDoor } from './door.js';
import { createTvSet } from './tv-set.js'; import { createTvSet } from './tv-set.js';
import { PictureFrame } from './PictureFrame.js';
// --- Scene Modeling Function --- // --- Scene Modeling Function ---
export function createSceneObjects() { export function createSceneObjects() {
@ -133,5 +134,22 @@ export function createSceneObjects() {
createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.2, Math.PI/2, 0); createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.2, Math.PI/2, 0);
createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.7, Math.PI/2, 0); createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.7, Math.PI/2, 0);
createBookshelf(state.roomSize/2 * 0.7, -state.roomSize/2+0.3, 0, 1); createBookshelf(state.roomSize/2 * 0.7, -state.roomSize/2+0.3, 0, 1);
const pictureFrame = new PictureFrame(state.scene, {
position: new THREE.Vector3(-state.roomSize/2 + 0.1, 2.0, -state.roomSize/2 + 1.5),
width: 1.5,
height: 1,
imageUrls: ['/textures/painting1.jpg', '/textures/painting2.jpg'],
rotationY: Math.PI / 2
});
state.pictureFrames.push(pictureFrame);
const pictureFrame2 = new PictureFrame(state.scene, {
position: new THREE.Vector3(state.roomSize/2 - 0.1, 2.0, 0.5),
width: 1.5,
height: 1,
imageUrls: ['/textures/painting2.jpg', '/textures/painting1.jpg'],
rotationY: -Math.PI / 2
});
state.pictureFrames.push(pictureFrame2);
} }

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@ -50,7 +50,9 @@ export function initState() {
timer: 0, timer: 0,
}, },
books: [], // Array to hold all individual book meshes for animation books: [], // Array to hold all individual book meshes for animation
pictureFrames: [],
raycaster: new THREE.Raycaster(), raycaster: new THREE.Raycaster(),
seed: 12345, seed: 12345,
}; };
} }

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