Refactoring: add Vite to serve JS modules
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { updateVcrDisplay } from '../vcr-display.js';
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function updateCamera() {
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const globalTime = Date.now() * 0.00005;
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const lookAtTime = Date.now() * 0.00003;
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const camAmplitude = 0.7;
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const lookAmplitude = 0.05;
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// Base Camera Position in front of the TV
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const baseX = -0.5;
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const baseY = 1.5;
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const baseZ = 2.5;
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// Base LookAt target (Center of the screen)
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const baseTargetX = -0.7;
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const baseTargetY = 1.7;
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const baseTargetZ = -0.3;
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// Camera Position Offsets (Drift)
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const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude;
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const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude * 0.4;
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const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude * 1.4;
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state.camera.position.x = baseX + camOffsetX;
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state.camera.position.y = baseY + camOffsetY;
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state.camera.position.z = baseZ + camOffsetZ;
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// LookAt Target Offsets (Subtle Gaze Shift)
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const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
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const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
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// Apply lookAt to the subtly shifted target
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state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ);
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}
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function updateLampFlicker() {
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const flickerChance = 0.995;
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const restoreRate = 0.15;
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if (Math.random() > flickerChance) {
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// Flickers quickly to a dimmer random value (between 0.3 and 1.05)
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let lampLightIntensity = state.originalLampIntensity * (0.3 + Math.random() * 0.7);
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state.lampLightSpot.intensity = lampLightIntensity;
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state.lampLightPoint.intensity = lampLightIntensity;
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} else if (state.lampLightPoint.intensity < state.originalLampIntensity) {
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// Smoothly restore original intensity
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let lampLightIntensity = THREE.MathUtils.lerp(state.lampLightPoint.intensity, state.originalLampIntensity, restoreRate);
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state.lampLightSpot.intensity = lampLightIntensity;
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state.lampLightPoint.intensity = lampLightIntensity;
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}
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}
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function updateScreenLight() {
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if (state.isVideoLoaded && state.screenLight.intensity > 0) {
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const pulseTarget = state.originalScreenIntensity + (Math.random() - 0.5) * state.screenIntensityPulse;
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state.screenLight.intensity = THREE.MathUtils.lerp(state.screenLight.intensity, pulseTarget, 0.1);
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const lightTime = Date.now() * 0.0001;
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const radius = 0.01;
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const centerX = 0;
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const centerY = 1.5;
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state.screenLight.position.x = centerX + Math.cos(lightTime) * radius;
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state.screenLight.position.y = centerY + Math.sin(lightTime * 1.5) * radius * 0.5; // Slightly different freq for Y
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}
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}
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function updateVideo() {
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if (state.videoTexture) {
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state.videoTexture.needsUpdate = true;
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}
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}
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function updateVcr() {
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const currentTime = state.baseTime + state.videoElement.currentTime;
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if (Math.abs(currentTime - state.lastUpdateTime) > 0.1) {
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updateVcrDisplay(currentTime);
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state.lastUpdateTime = currentTime;
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}
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if (currentTime - state.lastBlinkToggleTime > 0.5) { // Blink every 0.5 seconds
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state.blinkState = !state.blinkState;
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state.lastBlinkToggleTime = currentTime;
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}
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}
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// --- Animation Loop ---
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export function animate() {
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requestAnimationFrame(animate);
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state.effectsManager.update();
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updateCamera();
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updateLampFlicker();
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updateScreenLight();
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updateVideo();
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updateVcr();
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// RENDER!
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state.renderer.render(state.scene, state.camera);
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}
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// --- Window Resize Handler ---
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export function onWindowResize() {
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state.camera.aspect = window.innerWidth / window.innerHeight;
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state.camera.updateProjectionMatrix();
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state.renderer.setSize(window.innerWidth, window.innerHeight);
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}
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@@ -0,0 +1,62 @@
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import * as THREE from 'three';
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import { state, initState } from '../state.js';
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import { EffectsManager } from '../EffectsManager.js';
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import { createSceneObjects } from '../scene.js';
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import { animate, onWindowResize } from './animate.js';
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import { loadVideoFile, playNextVideo } from '../video-player.js';
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// --- Initialization ---
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export function init() {
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initState();
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// 1. Scene Setup (Dark, Ambient)
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state.scene = new THREE.Scene();
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state.scene.background = new THREE.Color(0x000000);
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// 2. Camera Setup
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const FOV = 65;
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state.camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 1000);
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state.camera.position.set(0, 1.5, 4);
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// 3. Renderer Setup
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state.renderer = new THREE.WebGLRenderer({ antialias: true });
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state.renderer.setSize(window.innerWidth, window.innerHeight);
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state.renderer.setPixelRatio(window.devicePixelRatio);
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// Enable shadows on the renderer
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state.renderer.shadowMap.enabled = true;
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state.renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
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state.container.appendChild(state.renderer.domElement);
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// 5. Build the entire scene with TV and surrounding objects
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createSceneObjects();
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// 6. Initialize all visual effects via the manager
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state.effectsManager = new EffectsManager(state.scene);
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// --- 8. Debug Visualization Helpers ---
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// Visual aids for the light source positions
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if (state.debugLight && THREE.PointLightHelper) {
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const screenHelper = new THREE.PointLightHelper(state.screenLight, 0.1, 0xff0000); // Red for screen
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state.scene.add(screenHelper);
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// Lamp Helper will now work since lampLight is added to the scene
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const lampHelperPoint = new THREE.PointLightHelper(state.lampLightPoint, 0.1, 0x00ff00); // Green for lamp
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state.scene.add(lampHelperPoint);
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}
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// 9. Event Listeners
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window.addEventListener('resize', onWindowResize, false);
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state.fileInput.addEventListener('change', loadVideoFile);
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// Button logic
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state.loadTapeButton.addEventListener('click', () => {
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state.fileInput.click();
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});
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// Auto-advance to the next video when the current one finishes.
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state.videoElement.addEventListener('ended', playNextVideo);
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// Start the animation loop
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animate();
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}
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