New project: Party cathedral
This commit is contained in:
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import * as THREE from 'three';
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const FRAME_DEPTH = 0.05;
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const TRANSITION_DURATION = 5000;
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const IMAGE_CHANGE_CHANCE = 0.0001;
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export class PictureFrame {
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constructor(scene, { position, width, height, imageUrls, rotationY = 0 }) {
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if (!imageUrls || imageUrls.length === 0) {
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throw new Error('PictureFrame requires at least one image URL in the imageUrls array.');
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}
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this.scene = scene;
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this.mesh = this._createPictureFrame(width, height, imageUrls, 0.05);
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this.mesh.position.copy(position);
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this.mesh.rotation.y = rotationY;
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this.isTransitioning = false;
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this.transitionStartTime = 0;
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this.scene.add(this.mesh);
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}
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_createPictureFrame(width, height, imageUrls, frameThickness) {
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const paintingGroup = new THREE.Group();
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// 1. Create the wooden frame
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const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x8B4513 }); // SaddleBrown
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const topFrame = new THREE.Mesh(new THREE.BoxGeometry(width + 2 * frameThickness, frameThickness, FRAME_DEPTH), frameMaterial);
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topFrame.position.y = height / 2 + frameThickness / 2;
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topFrame.castShadow = true;
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topFrame.receiveShadow = true;
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paintingGroup.add(topFrame);
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const bottomFrame = new THREE.Mesh(new THREE.BoxGeometry(width + 2 * frameThickness, frameThickness, FRAME_DEPTH), frameMaterial);
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bottomFrame.position.y = -height / 2 - frameThickness / 2;
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bottomFrame.castShadow = true;
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bottomFrame.receiveShadow = true;
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paintingGroup.add(bottomFrame);
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const leftFrame = new THREE.Mesh(new THREE.BoxGeometry(frameThickness, height, FRAME_DEPTH), frameMaterial);
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leftFrame.position.x = -width / 2 - frameThickness / 2;
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leftFrame.castShadow = true;
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leftFrame.receiveShadow = true;
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paintingGroup.add(leftFrame);
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const rightFrame = new THREE.Mesh(new THREE.BoxGeometry(frameThickness, height, FRAME_DEPTH), frameMaterial);
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rightFrame.position.x = width / 2 + frameThickness / 2;
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rightFrame.castShadow = true;
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rightFrame.receiveShadow = true;
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paintingGroup.add(rightFrame);
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// 2. Create the picture canvases with textures
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const textureLoader = new THREE.TextureLoader();
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this.textures = imageUrls.map(url => textureLoader.load(url));
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this.currentTextureIndex = 0;
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const pictureGeometry = new THREE.PlaneGeometry(width, height);
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// Create two picture planes for cross-fading
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this.pictureBack = new THREE.Mesh(pictureGeometry, new THREE.MeshPhongMaterial({ map: this.textures[this.currentTextureIndex] }));
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this.pictureBack.position.z = 0.001;
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this.pictureBack.receiveShadow = true;
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paintingGroup.add(this.pictureBack);
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this.pictureFront = new THREE.Mesh(pictureGeometry, new THREE.MeshPhongMaterial({ map: this.textures[this.currentTextureIndex], transparent: true, opacity: 0 }));
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this.pictureFront.position.z = 0.003; // Place slightly in front to avoid z-fighting
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this.pictureFront.receiveShadow = true;
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paintingGroup.add(this.pictureFront);
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return paintingGroup;
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}
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setPicture(index) {
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if (this.isTransitioning || index === this.currentTextureIndex || index < 0 || index >= this.textures.length) {
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return;
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}
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this.isTransitioning = true;
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this.transitionStartTime = Date.now();
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// Front plane fades in with the new texture
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this.pictureFront.material.map = this.textures[index];
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this.pictureFront.material.opacity = 0;
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this.nextTextureIndex = index;
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}
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nextPicture() {
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this.setPicture((this.currentTextureIndex + 1) % this.textures.length);
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}
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update() {
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if (!this.isTransitioning) {
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if (Math.random() > 1.0 - IMAGE_CHANGE_CHANCE) {
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this.nextPicture();
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}
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return;
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}
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const elapsedTime = Date.now() - this.transitionStartTime;
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const progress = Math.min(elapsedTime / TRANSITION_DURATION, 1.0);
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this.pictureFront.material.opacity = progress;
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if (progress >= 1.0) {
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this.isTransitioning = false;
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this.currentTextureIndex = this.nextTextureIndex;
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// Reset for next transition
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this.pictureBack.material.map = this.textures[this.currentTextureIndex];
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this.pictureFront.material.opacity = 0;
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}
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}
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}
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { screenVertexShader, screenFragmentShader } from '../shaders/screen-shaders.js';
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export function createMagicMirror(x, z, rotY) {
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// --- Materials ---
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const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x8B4513, shininess: 40, specular: 0x333333 });
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const metalMaterial = new THREE.MeshPhongMaterial({ color: 0xd4af37, shininess: 100, specular: 0xeeeeff }); // Gold-like
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const mirrorGroup = new THREE.Group();
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// --- 1. Mirror Stand Base ---
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const baseWidth = 1.5;
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const baseHeight = 0.2;
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const baseDepth = 0.6;
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const baseGeo = new THREE.BoxGeometry(baseWidth, baseHeight, baseDepth);
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const base = new THREE.Mesh(baseGeo, frameMaterial);
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base.position.y = baseHeight / 2;
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base.castShadow = true;
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base.receiveShadow = true;
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mirrorGroup.add(base);
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// --- 2. Stand Uprights ---
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const uprightHeight = 2.4;
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const uprightWidth = 0.15;
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const uprightGeo = new THREE.BoxGeometry(uprightWidth, uprightHeight, uprightWidth);
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const createUpright = (posX) => {
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const upright = new THREE.Mesh(uprightGeo, frameMaterial);
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upright.position.set(posX, uprightHeight / 2, 0);
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upright.castShadow = true;
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upright.receiveShadow = true;
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return upright;
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};
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const uprightOffset = baseWidth / 2 - 0.3;
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mirrorGroup.add(createUpright(-uprightOffset));
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mirrorGroup.add(createUpright(uprightOffset));
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// --- 3. The Elliptical Mirror Surface (The "Screen") ---
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const mirrorRadius = 0.8; // Adjusted radius for scaling
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const mirrorGeo = new THREE.CircleGeometry(mirrorRadius, 64);
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// --- 3a. The permanent reflective mirror surface ---
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const mirrorBackMaterial = new THREE.MeshPhongMaterial({
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color: 0x051020, // Dark blue tint
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shininess: 100,
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specular: 0xcccccc,
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envMap: state.scene.background, // Reflect the room
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reflectivity: 0.9 // Increased reflectivity
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});
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const mirrorBack = new THREE.Mesh(mirrorGeo, mirrorBackMaterial);
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mirrorBack.position.y = 1.4; // Center height
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mirrorBack.position.z = 0.1; // Slightly forward in the frame
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mirrorBack.scale.set(1, 1.5, 1); // Scale Y to make it a tall ellipse
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mirrorGroup.add(mirrorBack);
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// --- 3b. The video surface that appears when playing ---
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// This is what state.tvScreen will now refer to
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state.tvScreen = new THREE.Mesh(mirrorGeo, new THREE.MeshBasicMaterial({ transparent: true, opacity: 0 }));
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state.tvScreen.position.copy(mirrorBack.position);
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state.tvScreen.position.z += 0.01; // Place it just in front of the reflective surface
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state.tvScreen.scale.copy(mirrorBack.scale);
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state.tvScreen.visible = false; // Start invisible
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mirrorGroup.add(state.tvScreen);
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// --- 4. Ornate Elliptical Mirror Frame (Torus) ---
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const frameRadius = mirrorRadius;
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const frameTubeRadius = 0.04; // Made the rim thinner
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const frameRingGeo = new THREE.TorusGeometry(frameRadius, frameTubeRadius, 16, 100);
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const frameRing = new THREE.Mesh(frameRingGeo, metalMaterial);
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frameRing.position.copy(state.tvScreen.position);
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frameRing.scale.copy(state.tvScreen.scale); // Apply the same scale to the frame
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frameRing.castShadow = true;
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mirrorGroup.add(frameRing);
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// --- 5. Light from the Mirror ---
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state.screenLight = new THREE.PointLight(0xffffff, 0, 10);
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state.screenLight.position.copy(state.tvScreen.position);
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state.screenLight.position.z += 0.3; // Position light in front of the mirror
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state.screenLight.castShadow = true;
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state.screenLight.shadow.mapSize.width = 1024;
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state.screenLight.shadow.mapSize.height = 1024;
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state.screenLight.shadow.camera.near = 0.2;
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state.screenLight.shadow.camera.far = 5;
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//mirrorGroup.add(state.screenLight);
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// Position and rotate the entire group
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mirrorGroup.position.set(x, 0, z);
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mirrorGroup.rotation.y = rotY;
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state.scene.add(mirrorGroup);
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}
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export function turnTvScreenOff() {
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if (state.tvScreenPowered) {
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state.tvScreenPowered = false;
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setScreenEffect(2, () => {
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state.tvScreen.visible = false; // Hide the video surface on completion
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state.screenLight.intensity = 0.0;
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}); // Trigger power down effect
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}
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}
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export function turnTvScreenOn() {
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if (state.tvScreen.material) {
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state.tvScreen.material.dispose();
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}
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state.tvScreen.visible = true; // Make the video surface visible
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// Use the shader material for video playback
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state.tvScreen.material = new THREE.ShaderMaterial({
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uniforms: {
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videoTexture: { value: state.videoTexture },
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u_effect_type: { value: 0.0 },
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u_effect_strength: { value: 0.0 },
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u_time: { value: 0.0 },
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},
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vertexShader: screenVertexShader,
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fragmentShader: screenFragmentShader,
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transparent: true,
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});
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state.tvScreen.material.needsUpdate = true;
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if (!state.tvScreenPowered) {
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state.tvScreenPowered = true;
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setScreenEffect(1); // Trigger power on effect
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}
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}
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export function setScreenEffect(effectType, onComplete) {
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const material = state.tvScreen.material;
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if (!material.uniforms) return;
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state.screenEffect.active = true;
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state.screenEffect.type = effectType;
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state.screenEffect.startTime = state.clock.getElapsedTime() * 1000;
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state.screenEffect.onComplete = onComplete;
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}
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export function updateScreenEffect() {
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if (!state.screenEffect.active) return;
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const material = state.tvScreen.material;
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if (!material.uniforms) return;
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const elapsedTime = (state.clock.getElapsedTime() * 1000) - state.screenEffect.startTime;
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const progress = Math.min(elapsedTime / state.screenEffect.duration, 1.0);
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const easedProgress = state.screenEffect.easing(progress);
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material.uniforms.u_effect_type.value = state.screenEffect.type;
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material.uniforms.u_effect_strength.value = easedProgress;
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if (progress >= 1.0) {
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state.screenEffect.active = false;
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material.uniforms.u_effect_strength.value = (state.screenEffect.type === 2) ? 1.0 : 0.0;
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if (state.screenEffect.onComplete) {
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state.screenEffect.onComplete();
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}
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material.uniforms.u_effect_type.value = 0.0;
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}
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}
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@@ -0,0 +1 @@
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// This file will contain the Three.js code for creating and animating the medieval musicians on the stage.
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@@ -0,0 +1 @@
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// This file will contain the Three.js code for creating rows of pews (seats) on the sides of the cathedral.
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import * as THREE from 'three';
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import { state } from '../state.js';
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import wallTextureUrl from '/textures/stone_wall.png';
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export function createRoomWalls() {
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// --- Cathedral Dimensions ---
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const length = 40;
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const naveWidth = 12;
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const aisleWidth = 6;
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const totalWidth = naveWidth + 2 * aisleWidth;
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const aisleHeight = 8;
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const naveHeight = 15;
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const roofPeakHeight = 6; // Additional height for the nave's vaulted roof peak
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// --- Pillar and Arch Dimensions ---
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const pillarSize = 1.0;
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const pillarHeight = aisleHeight;
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const numPillars = 5; // Number of pillars along each side
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const pillarSpacing = length / (numPillars + 1);
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// --- Materials and Textures ---
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const wallTexture = state.loader.load(wallTextureUrl);
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wallTexture.wrapS = THREE.RepeatWrapping;
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wallTexture.wrapT = THREE.RepeatWrapping;
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const wallMaterial = new THREE.MeshPhongMaterial({
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map: wallTexture,
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side: THREE.DoubleSide,
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shininess: 5,
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specular: 0x111111
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});
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// --- Geometry Definitions ---
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const pillarGeo = new THREE.BoxGeometry(pillarSize, pillarHeight, pillarSize);
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// --- Object Creation Functions ---
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const createMesh = (geometry, material, position, rotation = new THREE.Euler()) => {
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const mesh = new THREE.Mesh(geometry, material);
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mesh.position.copy(position);
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mesh.rotation.copy(rotation);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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state.scene.add(mesh);
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return mesh;
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};
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// --- Build the Cathedral ---
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// 1. Back Wall
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const backWallGeo = new THREE.PlaneGeometry(totalWidth, aisleHeight);
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const backWallMat = wallMaterial.clone();
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backWallMat.map = wallTexture.clone();
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backWallMat.map.repeat.set(totalWidth / 4, aisleHeight / 4);
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createMesh(backWallGeo, backWallMat, new THREE.Vector3(0, aisleHeight / 2, -length / 2));
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// 2. Outer Aisle Walls
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const outerWallGeo = new THREE.PlaneGeometry(length, aisleHeight);
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const outerWallMat = wallMaterial.clone();
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outerWallMat.map = wallTexture.clone();
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outerWallMat.map.repeat.set(length / 4, aisleHeight / 4);
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createMesh(outerWallGeo, outerWallMat, new THREE.Vector3(-totalWidth / 2, aisleHeight / 2, 0), new THREE.Euler(0, Math.PI / 2, 0));
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createMesh(outerWallGeo, outerWallMat, new THREE.Vector3(totalWidth / 2, aisleHeight / 2, 0), new THREE.Euler(0, -Math.PI / 2, 0));
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// 3. Aisle Roofs (Flat)
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const aisleRoofGeo = new THREE.PlaneGeometry(aisleWidth, length);
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const aisleRoofMat = wallMaterial.clone();
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aisleRoofMat.map = wallTexture.clone();
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aisleRoofMat.map.repeat.set(aisleWidth / 4, length / 4);
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createMesh(aisleRoofGeo, aisleRoofMat, new THREE.Vector3(-naveWidth / 2 - aisleWidth / 2, aisleHeight, 0), new THREE.Euler(-Math.PI / 2, 0, 0));
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createMesh(aisleRoofGeo, aisleRoofMat, new THREE.Vector3(naveWidth / 2 + aisleWidth / 2, aisleHeight, 0), new THREE.Euler(-Math.PI / 2, 0, 0));
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// 4. Pillars and Arcades
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const arcadeWallHeight = aisleHeight - pillarHeight;
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const arcadeWallGeo = new THREE.PlaneGeometry(pillarSpacing - pillarSize, arcadeWallHeight);
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const arcadeWallMat = wallMaterial.clone();
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arcadeWallMat.map = wallTexture.clone();
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arcadeWallMat.map.repeat.set((pillarSpacing - pillarSize) / 4, arcadeWallHeight / 4);
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for (let i = 0; i <= numPillars; i++) {
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const z = -length / 2 + pillarSpacing * (i + 0.5);
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// Add wall sections between pillars
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if (i < numPillars) {
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createMesh(arcadeWallGeo, arcadeWallMat, new THREE.Vector3(-naveWidth / 2, pillarHeight + arcadeWallHeight / 2, z));
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createMesh(arcadeWallGeo, arcadeWallMat, new THREE.Vector3(naveWidth / 2, pillarHeight + arcadeWallHeight / 2, z));
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}
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const pillarZ = -length / 2 + pillarSpacing * (i + 1) - pillarSize / 2;
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// Left side pillars
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createMesh(pillarGeo, wallMaterial, new THREE.Vector3(-naveWidth / 2 - pillarSize, pillarHeight / 2, pillarZ));
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// Right side pillars
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createMesh(pillarGeo, wallMaterial, new THREE.Vector3(naveWidth / 2 + pillarSize, pillarHeight / 2, pillarZ));
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}
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// 5. Clerestory (Upper Nave Walls)
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const clerestoryHeight = naveHeight - aisleHeight;
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const clerestoryGeo = new THREE.PlaneGeometry(length, clerestoryHeight);
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const clerestoryMat = wallMaterial.clone();
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clerestoryMat.map = wallTexture.clone();
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clerestoryMat.map.repeat.set(length / 4, clerestoryHeight / 4);
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// Left and Right Clerestory walls
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createMesh(clerestoryGeo, clerestoryMat, new THREE.Vector3(-naveWidth / 2, aisleHeight + clerestoryHeight / 2, 0), new THREE.Euler(0, -Math.PI/2, 0));
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createMesh(clerestoryGeo, clerestoryMat, new THREE.Vector3(naveWidth / 2, aisleHeight + clerestoryHeight / 2, 0), new THREE.Euler(0, Math.PI/2, 0));
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// Upper part of the back wall (for the nave)
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const backClerestoryGeo = new THREE.PlaneGeometry(naveWidth, clerestoryHeight);
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const backClerestoryMat = wallMaterial.clone();
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backClerestoryMat.map = wallTexture.clone();
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backClerestoryMat.map.repeat.set(naveWidth / 4, clerestoryHeight / 4);
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createMesh(backClerestoryGeo, backClerestoryMat, new THREE.Vector3(0, aisleHeight + clerestoryHeight / 2, -length / 2));
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// 6. Nave's Vaulted Roof
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const roofPanelWidth = Math.sqrt(Math.pow(naveWidth / 2, 2) + Math.pow(roofPeakHeight, 2));
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const roofAngle = Math.atan2(roofPeakHeight, naveWidth / 2);
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const roofGeo = new THREE.PlaneGeometry(roofPanelWidth, length); // Swapped width and length
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const roofMat = wallMaterial.clone();
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roofMat.map = wallTexture.clone();
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roofMat.map.repeat.set(roofPanelWidth / 4, length / 4);
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// Left and Right roof panels
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createMesh(roofGeo, roofMat,
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new THREE.Vector3(-naveWidth / 4, naveHeight + roofPeakHeight / 2, 0),
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new THREE.Euler(Math.PI / 2, roofAngle, 0) // Flipped the roof right side up
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);
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createMesh(roofGeo, roofMat,
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new THREE.Vector3(naveWidth / 4, naveHeight + roofPeakHeight / 2, 0),
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new THREE.Euler(Math.PI / 2, -roofAngle, 0) // Flipped the roof right side up
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);
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// 7. Back gable wall (triangle part)
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const gableShape = new THREE.Shape();
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gableShape.moveTo(-naveWidth / 2, naveHeight);
|
||||
gableShape.lineTo(naveWidth / 2, naveHeight);
|
||||
gableShape.lineTo(0, naveHeight + roofPeakHeight);
|
||||
const gableGeo = new THREE.ShapeGeometry(gableShape);
|
||||
const gableMat = wallMaterial.clone();
|
||||
gableMat.map = wallTexture.clone();
|
||||
gableMat.map.repeat.set(naveWidth / 8, roofPeakHeight / 8);
|
||||
createMesh(gableGeo, gableMat, new THREE.Vector3(0, 0, -length / 2));
|
||||
|
||||
// Note: crawlSurfaces and landingSurfaces might need to be updated if spiders/rats are used.
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
import * as THREE from 'three';
|
||||
import { state } from '../state.js';
|
||||
import { createRoomWalls } from './room-walls.js';
|
||||
import floorTextureUrl from '/textures/stone_floor.png';
|
||||
|
||||
// --- Scene Modeling Function ---
|
||||
export function createSceneObjects() {
|
||||
// --- Materials (MeshPhongMaterial) ---
|
||||
|
||||
// --- 1. Floor --- (Resized to match the new cathedral dimensions)
|
||||
const floorWidth = 24;
|
||||
const floorLength = 40;
|
||||
const floorGeometry = new THREE.PlaneGeometry(floorWidth, floorLength);
|
||||
const floorTexture = state.loader.load(floorTextureUrl);
|
||||
floorTexture.wrapS = THREE.RepeatWrapping;
|
||||
floorTexture.wrapT = THREE.RepeatWrapping;
|
||||
floorTexture.repeat.set(floorWidth / 2, floorLength / 2); // Adjust texture repeat for new size
|
||||
const floorMaterial = new THREE.MeshPhongMaterial({ map: floorTexture, color: 0xaaaaaa, shininess: 5 });
|
||||
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
|
||||
floor.rotation.x = -Math.PI / 2;
|
||||
floor.position.y = 0;
|
||||
floor.receiveShadow = true;
|
||||
state.scene.add(floor);
|
||||
|
||||
createRoomWalls(); // This will need to be updated to create cathedral walls.
|
||||
|
||||
// 3. Lighting (Minimal and focused)
|
||||
const ambientLight = new THREE.AmbientLight(0x606060, 1.5); // Increased ambient light for a larger space
|
||||
state.scene.add(ambientLight);
|
||||
|
||||
// Add a HemisphereLight for more natural, general illumination in a large space.
|
||||
const hemisphereLight = new THREE.HemisphereLight(0xffffff, 0x444444, 0.7);
|
||||
state.scene.add(hemisphereLight);
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
// This file will contain the Three.js code for creating the stage at the front of the cathedral.
|
||||
@@ -0,0 +1 @@
|
||||
// This file will contain the Three.js code for creating colorful stained glass windows with light effects.
|
||||
@@ -0,0 +1,47 @@
|
||||
import * as THREE from 'three';
|
||||
import { state } from '../state.js';
|
||||
import tableTextureUrl from '/textures/wood.png';
|
||||
|
||||
export function createTable(x, y, z, rotY) {
|
||||
const woodMaterial = new THREE.MeshPhongMaterial({
|
||||
map: state.loader.load(tableTextureUrl),
|
||||
shininess: 10,
|
||||
specular: 0x222222
|
||||
});
|
||||
|
||||
const tableTopGeo = new THREE.BoxGeometry(1.5, 0.1, 0.8);
|
||||
const tableTop = new THREE.Mesh(tableTopGeo, woodMaterial);
|
||||
tableTop.position.y = 0.5;
|
||||
tableTop.castShadow = true;
|
||||
tableTop.receiveShadow = true;
|
||||
|
||||
// Table Legs
|
||||
const legThickness = 0.1;
|
||||
const legHeight = 0.5; // Same height as tableTop.position.y
|
||||
const legGeometry = new THREE.BoxGeometry(legThickness, legHeight, legThickness);
|
||||
|
||||
const legOffset = (1.5 / 2) - (legThickness * 1.5); // Half table width - some margin
|
||||
const depthOffset = (0.8 / 2) - (legThickness * 1.5); // Half table depth - some margin
|
||||
|
||||
const createLeg = (lx, lz) => {
|
||||
const leg = new THREE.Mesh(legGeometry, woodMaterial);
|
||||
leg.position.set(lx, legHeight / 2, lz);
|
||||
leg.castShadow = true;
|
||||
leg.receiveShadow = true;
|
||||
return leg;
|
||||
};
|
||||
|
||||
const table = new THREE.Group();
|
||||
table.add(tableTop);
|
||||
// Add the four legs
|
||||
table.add(createLeg(-legOffset, depthOffset));
|
||||
table.add(createLeg(legOffset, depthOffset));
|
||||
table.add(createLeg(-legOffset, -depthOffset));
|
||||
table.add(createLeg(legOffset, -depthOffset));
|
||||
|
||||
table.position.set(x, y, z);
|
||||
table.rotation.y = rotY;
|
||||
state.scene.add(table);
|
||||
|
||||
return table;
|
||||
}
|
||||
Reference in New Issue
Block a user