Refactoring: move out effects and VCR

This commit is contained in:
Dejvino 2025-11-13 20:39:04 +01:00
parent f2057836eb
commit 8ea8ad27ce
6 changed files with 921 additions and 921 deletions

View File

@ -48,6 +48,9 @@
<script src="./src/global-variables.js"></script> <script src="./src/global-variables.js"></script>
<script src="./src/utils.js"></script> <script src="./src/utils.js"></script>
<script src="./src/scene.js"></script> <script src="./src/scene.js"></script>
<script src="./src/effects_dust.js"></script>
<script src="./src/effects_flies.js"></script>
<script src="./src/vcr-display.js"></script>
<script src="./src/init.js"></script> <script src="./src/init.js"></script>
<!-- 3D Canvas will be injected here by Three.js --> <!-- 3D Canvas will be injected here by Three.js -->
@ -124,480 +127,6 @@
animate(); animate();
} }
function createBookshelf(x, z, rotationY, uniqueSeed) {
seed = uniqueSeed; // Reset seed for this specific shelf instance
const shelfHeight = 2.2;
const shelfDepth = 0.35;
const shelfWidth = 1.2;
const numShelves = 6;
const woodThickness = 0.04;
const woodColor = 0x5c4033; // Darker, richer wood
const shelfGroup = new THREE.Group();
shelfGroup.position.set(x, 0, z);
shelfGroup.rotation.y = rotationY;
const woodMaterial = new THREE.MeshPhongMaterial({ color: woodColor, shininess: 30 });
// 1. Build Frame (Hollow box)
// Back Panel
const backGeo = new THREE.BoxGeometry(shelfWidth, shelfHeight, woodThickness);
const backPanel = new THREE.Mesh(backGeo, woodMaterial);
backPanel.position.set(0, shelfHeight / 2, -shelfDepth / 2 + woodThickness / 2);
backPanel.castShadow = true;
backPanel.receiveShadow = true;
shelfGroup.add(backPanel);
// Side Panels (Left & Right)
const sideGeo = new THREE.BoxGeometry(woodThickness, shelfHeight, shelfDepth);
const leftSide = new THREE.Mesh(sideGeo, woodMaterial);
leftSide.position.set(-shelfWidth / 2 + woodThickness / 2, shelfHeight / 2, 0);
leftSide.castShadow = true;
leftSide.receiveShadow = true;
shelfGroup.add(leftSide);
const rightSide = new THREE.Mesh(sideGeo, woodMaterial);
rightSide.position.set(shelfWidth / 2 - woodThickness / 2, shelfHeight / 2, 0);
rightSide.castShadow = true;
rightSide.receiveShadow = true;
shelfGroup.add(rightSide);
// Top & Bottom Panels
const topBottomGeo = new THREE.BoxGeometry(shelfWidth, woodThickness, shelfDepth);
const bottomPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
bottomPanel.position.set(0, woodThickness / 2, 0);
bottomPanel.receiveShadow = true;
shelfGroup.add(bottomPanel);
const topPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
topPanel.position.set(0, shelfHeight - woodThickness / 2, 0);
topPanel.castShadow = true;
shelfGroup.add(topPanel);
landingSurfaces.push(topPanel);
// 2. Individual Shelves & Books
const internalHeight = shelfHeight - (2 * woodThickness);
const shelfSpacing = internalHeight / numShelves;
const internalWidth = shelfWidth - (2 * woodThickness);
for (let i = 0; i < numShelves; i++) {
const currentShelfY = woodThickness + (i * shelfSpacing);
// Shelf board (skip for the very bottom one as we have a bottom panel)
if (i > 0) {
const shelfBoard = new THREE.Mesh(
new THREE.BoxGeometry(internalWidth, woodThickness, shelfDepth - woodThickness), // Slightly shallower to fit inside back panel
woodMaterial
);
shelfBoard.position.set(0, currentShelfY, woodThickness / 2); // Offset forward slightly
shelfBoard.castShadow = true;
shelfBoard.receiveShadow = true;
shelfGroup.add(shelfBoard);
}
// 3. Procedural Books
let currentBookX = -internalWidth / 2 + 0.01; // Start at left inside edge
const shelfSurfaceY = currentShelfY + woodThickness / 2;
while (currentBookX < internalWidth / 2 - 0.05) {
// sizes vary
const bookWidth = 0.02 + seededRandom() * 0.05;
const bookHeight = (shelfSpacing * 0.6) + seededRandom() * (shelfSpacing * 0.1);
const bookDepth = 0.15 + seededRandom() * 0.03;
if (currentBookX + bookWidth > internalWidth / 2) break;
const bookColor = getRandomColor();
const bookMat = new THREE.MeshPhongMaterial({ color: bookColor, shininess: 60 });
const bookGeo = new THREE.BoxGeometry(bookWidth, bookHeight, bookDepth);
const book = new THREE.Mesh(bookGeo, bookMat);
// Position: Resting on shelf, pushed towards the back with slight random variation
const depthVariation = seededRandom() * 0.05;
book.position.set(
currentBookX + bookWidth / 2,
shelfSurfaceY + bookHeight / 2,
-shelfDepth / 2 + woodThickness + bookDepth / 2 + depthVariation
);
book.castShadow = true;
book.receiveShadow = true;
shelfGroup.add(book);
currentBookX += bookWidth + 0.002; // Tiny gap between books
if (seededRandom() > 0.92) {
currentBookX += bookWidth * 3; // random bigger gaps
}
}
}
scene.add(shelfGroup);
}
function createDoor(x, z, rotY) {
const doorGroup = new THREE.Group();
doorGroup.position.set(x, 1.1, z); // Centered vertically for a 2.2m door
doorGroup.rotation.set(0, rotY, 0);
// Door Frame
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x473e3a }); // Dark wood for frame
const frameTop = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.1, 0.15), frameMaterial);
frameTop.position.set(0, 1.15, 0);
frameTop.castShadow = true;
doorGroup.add(frameTop);
const frameLeft = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
frameLeft.position.set(-0.55, 0.05, 0);
frameLeft.castShadow = true;
doorGroup.add(frameLeft);
const frameRight = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
frameRight.position.set(0.55, 0.05, 0);
frameRight.castShadow = true;
doorGroup.add(frameRight);
// Main Door Panel
const doorMaterial = new THREE.MeshPhongMaterial({ color: 0x8b5a2b, shininess: 10 }); // Lighter wood for door
const door = new THREE.Mesh(new THREE.BoxGeometry(1.0, 2.2, 0.08), doorMaterial);
door.castShadow = true;
door.receiveShadow = true;
doorGroup.add(door);
// Door Knob
const knobMaterial = new THREE.MeshPhongMaterial({ color: 0xd4af37, shininess: 100 }); // Gold/Brass
const knob = new THREE.Mesh(new THREE.SphereGeometry(0.05, 16, 16), knobMaterial);
knob.position.set(0.4, 0, 0.06); // Position on the right side of the door
knob.castShadow = true;
doorGroup.add(knob);
scene.add(doorGroup);
}
function createTvSet(x, z, rotY) {
// --- Materials (MeshPhongMaterial) ---
const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
const darkMetal = new THREE.MeshPhongMaterial({
color: 0x6b6b6b,
shininess: 80,
specular: 0x888888
});
const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x4d4d4d, shininess: 30 });
const tvGroup = new THREE.Group();
// --- TV Table Dimensions & Material ---
const woodColor = 0x5a3e36; // Dark brown wood
const tableHeight = 0.7; // Height from floor to top surface
const tableWidth = 2.0;
const tableDepth = 1.0;
const legThickness = 0.05;
const shelfThickness = 0.03;
// Use standard material for realistic shadowing
const material = new THREE.MeshStandardMaterial({ color: woodColor, roughness: 0.8, metalness: 0.1 });
// VCR gap dimensions calculation
const shelfGap = 0.2; // Height of the VCR opening
const shelfY = tableHeight - shelfGap - (shelfThickness / 2); // Y position of the bottom shelf
// 2. Table Top
const topGeometry = new THREE.BoxGeometry(tableWidth, shelfThickness, tableDepth);
const tableTop = new THREE.Mesh(topGeometry, material);
tableTop.position.set(0, tableHeight, 0);
tableTop.castShadow = true;
tableTop.receiveShadow = true;
tvGroup.add(tableTop);
// 3. VCR Shelf (Middle Shelf)
const shelfGeometry = new THREE.BoxGeometry(tableWidth, shelfThickness, tableDepth);
const vcrShelf = new THREE.Mesh(shelfGeometry, material);
vcrShelf.position.set(0, shelfY, 0);
vcrShelf.castShadow = true;
vcrShelf.receiveShadow = true;
tvGroup.add(vcrShelf);
// 4. Side Walls for VCR Compartment (NEW CODE)
const wallHeight = shelfGap; // Height is the gap itself
const wallThickness = shelfThickness; // Reuse the shelf thickness for the wall width/depth
const wallGeometry = new THREE.BoxGeometry(wallThickness, wallHeight, tableDepth);
// Calculate the Y center position for the wall
const wallYCenter = tableHeight - (shelfThickness / 2) - (wallHeight / 2);
// Calculate the X position to be flush with the table sides
const wallXPosition = (tableWidth / 2) - (wallThickness / 2);
// Left Wall
const sideWallLeft = new THREE.Mesh(wallGeometry, material);
sideWallLeft.position.set(-wallXPosition, wallYCenter, 0);
sideWallLeft.castShadow = true;
sideWallLeft.receiveShadow = true;
tvGroup.add(sideWallLeft);
// Right Wall
const sideWallRight = new THREE.Mesh(wallGeometry, material);
sideWallRight.position.set(wallXPosition, wallYCenter, 0);
sideWallRight.castShadow = true;
sideWallRight.receiveShadow = true;
tvGroup.add(sideWallRight);
// 5. Legs
const legHeight = shelfY; // Legs go from the floor (y=0) to the shelf (y=shelfY)
const legGeometry = new THREE.BoxGeometry(legThickness, legHeight, legThickness);
// Utility function to create and position a leg
const createLeg = (x, z) => {
const leg = new THREE.Mesh(legGeometry, material);
// Position the leg so the center is at half its height
leg.position.set(x, legHeight / 2, z);
leg.castShadow = true;
leg.receiveShadow = true;
return leg;
};
// Calculate offsets for positioning the legs near the corners
const offset = (tableWidth / 2) - (legThickness * 2);
const depthOffset = (tableDepth / 2) - (legThickness * 2);
// Front Left
tvGroup.add(createLeg(-offset, depthOffset));
// Front Right
tvGroup.add(createLeg(offset, depthOffset));
// Back Left
tvGroup.add(createLeg(-offset, -depthOffset));
// Back Right
tvGroup.add(createLeg(offset, -depthOffset));
// --- 2. The TV box ---
const cabinetGeometry = new THREE.BoxGeometry(1.75, 1.5, 1.0);
const cabinet = new THREE.Mesh(cabinetGeometry, tvPlastic);
cabinet.position.y = 1.51;
cabinet.castShadow = true;
cabinet.receiveShadow = true;
tvGroup.add(cabinet);
// --- 3. Screen Frame ---
const frameGeometry = new THREE.BoxGeometry(1.5, 1.3, 0.1);
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x111111, shininess: 20 });
const frame = new THREE.Mesh(frameGeometry, frameMaterial);
frame.position.set(0, 1.5, 0.68);
frame.castShadow = true;
frame.receiveShadow = true;
tvGroup.add(frame);
// --- 4. Curved Screen (CRT Effect) ---
const screenRadius = 3.0; // Radius for the subtle curve
const screenWidth = 1.4;
const screenHeight = 1.2;
const thetaLength = screenWidth / screenRadius; // Calculate angle needed for the arc
// Use CylinderGeometry as a segment
const screenGeometry = new THREE.CylinderGeometry(
screenRadius, screenRadius,
screenHeight, // Cylinder height is the vertical dimension of the screen
32,
1,
true,
(Math.PI / 2) - (thetaLength / 2), // Start angle to center the arc
thetaLength // Arc length (width)
);
// Rotate the cylinder segment:
// 1. Rotate around X-axis by 90 degrees to lay the height (Y) along Z (depth).
//screenGeometry.rotateX(Math.PI / 2);
// 2. Rotate around Y-axis by 90 degrees to align the segment's arc across the X-axis (width).
screenGeometry.rotateY(-Math.PI/2);
const screenMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
tvScreen = new THREE.Mesh(screenGeometry, screenMaterial);
// Position the curved screen
tvScreen.position.set(0.0, 1.5, -2.1);
tvScreen.material = new THREE.MeshPhongMaterial({
color: 0x0a0a0a, // Deep black
shininess: 5,
specular: 0x111111
});
tvScreen.material.needsUpdate = true;
tvGroup.add(tvScreen);
tvGroup.position.set(x, 0, z);
tvGroup.rotation.y = rotY;
// Light from the screen (initially low intensity, will increase when video loads)
screenLight = new THREE.PointLight(0xffffff, 0, 10);
screenLight.position.set(0, 1.5, 1.0);
// Screen light casts shadows
screenLight.castShadow = true;
screenLight.shadow.mapSize.width = 1024;
screenLight.shadow.mapSize.height = 1024;
screenLight.shadow.camera.near = 0.2;
screenLight.shadow.camera.far = 5;
tvGroup.add(screenLight);
// -- VCR --
const vcr = createVcr();
vcr.position.set(-0.3, 0.6, 0.05);
tvGroup.add(vcr);
scene.add(tvGroup);
}
// --- Scene Modeling Function ---
function createSceneObjects() {
// --- Materials (MeshPhongMaterial) ---
const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
const darkMetal = new THREE.MeshPhongMaterial({
color: 0x6b6b6b,
shininess: 80,
specular: 0x888888
});
const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x2d251e, shininess: 10 });
// --- 1. Floor ---
const floorGeometry = new THREE.PlaneGeometry(20, 20);
const floorTexture = loader.load('./textures/floor.jpg');
floorTexture.wrapS = THREE.RepeatWrapping;
floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set(roomSize, roomSize);
const floorMaterial = new THREE.MeshPhongMaterial({ map: floorTexture, color: 0x555555, shininess: 5 });
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.position.y = 0;
floor.receiveShadow = true;
scene.add(floor);
landingSurfaces.push(floor);
createTvSet(-roomSize/2 + 1.2, -roomSize/2 + 0.8, Math.PI * 0.1);
// --- 5. Lamp (On the table, right side) ---
const lampBase = new THREE.CylinderGeometry(0.05, 0.2, 0.1, 12);
const lampPole = new THREE.CylinderGeometry(0.02, 0.02, 1.5, 8);
const lampShade = new THREE.ConeGeometry(0.2, 0.4, 16);
const baseMesh = new THREE.Mesh(lampBase, darkMetal);
const poleMesh = new THREE.Mesh(lampPole, darkMetal);
const shadeMesh = new THREE.Mesh(lampShade, darkMetal);
// Ensure lamp parts cast shadows
baseMesh.castShadow = true; baseMesh.receiveShadow = true;
poleMesh.castShadow = true; poleMesh.receiveShadow = true;
//shadeMesh.castShadow = true; shadeMesh.receiveShadow = true;
baseMesh.position.y = -0.6;
poleMesh.position.y = 0.0;
shadeMesh.position.y = 0.8 + 0.1;
shadeMesh.rotation.x = Math.PI;
// Lamp Light (Warm Glow) - Configured to cast shadows
lampLightPoint = new THREE.PointLight(0xffaa00, originalLampIntensity, 4);
lampLightPoint.position.set(-0.01, roomHeight-0.9, 0.01);
lampLightPoint.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
lampLightPoint.shadow.mapSize.width = 512;
lampLightPoint.shadow.mapSize.height = 512;
lampLightPoint.shadow.camera.near = 0.1;
lampLightPoint.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
lampLightPoint.penumbra = 0.5;
lampLightSpot = new THREE.SpotLight(0xffaa00, originalLampIntensity, 4);
lampLightSpot.position.set(-0.01, 1.0, 0.01);
lampLightSpot.target.position.set(0, 5, 0);
lampLightSpot.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
lampLightSpot.shadow.mapSize.width = 512;
lampLightSpot.shadow.mapSize.height = 512;
lampLightSpot.shadow.camera.near = 0.1;
lampLightSpot.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
lampLightSpot.penumbra = 0.5;
const lampGroup = new THREE.Group();
lampGroup.add(baseMesh, poleMesh, shadeMesh, lampLightSpot, lampLightSpot.target, lampLightPoint);
lampGroup.position.set(0.8, 0.7, -roomSize/2+0.5);
scene.add(lampGroup);
landingSurfaces.push(shadeMesh);
// --- 7. Old Camera (On the table) ---
const cameraBody = new THREE.BoxGeometry(0.4, 0.3, 0.15);
const cameraLens = new THREE.CylinderGeometry(0.08, 0.08, 0.05, 12);
const cameraMaterial = new THREE.MeshPhongMaterial({
color: 0x333333,
shininess: 50,
specular: 0x444444
});
const cameraMesh = new THREE.Mesh(cameraBody, cameraMaterial);
const lensMesh = new THREE.Mesh(cameraLens, cameraMaterial);
lensMesh.position.z = 0.15;
lensMesh.rotation.x = Math.PI/2;
cameraMesh.add(lensMesh);
cameraMesh.position.set(-1.7, 0.15, 0.4);
cameraMesh.rotation.y = -Math.PI / 10;
cameraMesh.castShadow = true; cameraMesh.receiveShadow = true;
scene.add(cameraMesh);
// --- 8. Pizza Box ---
const boxGeometry = new THREE.BoxGeometry(0.5, 0.05, 0.5);
const boxMaterial = new THREE.MeshPhongMaterial({ color: 0xe0c896, shininess: 5 });
const pizzaBox = new THREE.Mesh(boxGeometry, boxMaterial);
pizzaBox.position.set(-1.8, 0.025, -0.8);
pizzaBox.rotation.y = Math.PI / 5;
pizzaBox.castShadow = true; pizzaBox.receiveShadow = true;
scene.add(pizzaBox);
// --- 8. Cassette ---
const cassetteGeometry = new THREE.BoxGeometry(0.2, 0.05, 0.45);
const cassetteMaterial = new THREE.MeshPhongMaterial({ color: 0xe0c896, shininess: 5 });
const cassette = new THREE.Mesh(cassetteGeometry, cassetteMaterial);
cassette.position.set(-0.5, 0.025, -1.4);
cassette.rotation.y = Math.PI / 3;
cassette.castShadow = true; cassette.receiveShadow = true;
scene.add(cassette);
createDoor(roomSize/2, -roomSize/2 * 0.5, -Math.PI/2);
createBookshelf(-roomSize/2 + 0.2, roomSize/2*0.2, Math.PI/2, 0);
createBookshelf(-roomSize/2 + 0.2, roomSize/2*0.7, Math.PI/2, 0);
createBookshelf(roomSize/2 * 0.7, -roomSize/2+0.3, 0, 1);
setupFlies();
}
// --- Dust Particle System Function ---
function createDust() {
const particleCount = 2000;
const particlesGeometry = new THREE.BufferGeometry();
const positions = [];
for (let i = 0; i < particleCount; i++) {
positions.push(
(Math.random() - 0.5) * 15,
Math.random() * 10,
(Math.random() - 0.5) * 15
);
}
// Use THREE.Float32BufferAttribute to correctly set the position attribute
particlesGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
const particleMaterial = new THREE.PointsMaterial({
color: 0xffffff,
size: 0.015,
transparent: true,
opacity: 0.08,
blending: THREE.AdditiveBlending
});
dust = new THREE.Points(particlesGeometry, particleMaterial);
// Dust particles generally don't cast or receive shadows in this context
scene.add(dust);
}
// --- Helper function to format seconds into MM:SS --- // --- Helper function to format seconds into MM:SS ---
function formatTime(seconds) { function formatTime(seconds) {
if (isNaN(seconds) || seconds === Infinity || seconds < 0) return '--:--'; if (isNaN(seconds) || seconds === Infinity || seconds < 0) return '--:--';
@ -721,453 +250,6 @@
setTimeout(() => { playVideoByIndex(0); }, startDelay * 1000); setTimeout(() => { playVideoByIndex(0); }, startDelay * 1000);
} }
let vcrDisplayLight;
let simulatedPlaybackTime = 0;
let lastUpdateTime = -1;
let baseTime = 0;
let blinkState = false; // For blinking colon
let lastBlinkToggleTime = 0;
// --- Segment Display Definitions ---
// Define which segments (indexed 0-6: A, B, C, D, E, F, G) are active for each digit
// A=Top, B=TR, C=BR, D=Bottom, E=BL, F=TL, G=Middle
const SEGMENTS = {
'0': [1, 1, 1, 1, 1, 1, 0],
'1': [0, 1, 1, 0, 0, 0, 0],
'2': [1, 1, 0, 1, 1, 0, 1],
'3': [1, 1, 1, 1, 0, 0, 1],
'4': [0, 1, 1, 0, 0, 1, 1],
'5': [1, 0, 1, 1, 0, 1, 1],
'6': [1, 0, 1, 1, 1, 1, 1],
'7': [1, 1, 1, 0, 0, 0, 0],
'8': [1, 1, 1, 1, 1, 1, 1],
'9': [1, 1, 1, 1, 0, 1, 1],
' ': [0, 0, 0, 0, 0, 0, 0]
};
const SEG_THICKNESS = 3; // Thickness of the segment line in canvas pixels
const SEG_PADDING = 2; // Padding within a digit segment's box
// Colors for active and inactive segments
const COLOR_ACTIVE = '#00ff44'; // Bright Fluorescent Green
const COLOR_INACTIVE = '#1a1a1a'; // Dim dark gray for 'ghost' segments
/**
* Draws a single 7-segment digit by drawing active segments.
* Now includes drawing of inactive (ghost) segments for better readability.
* @param {CanvasRenderingContext2D} ctx
* @param {string} digit The digit character (0-9).
* @param {number} x Left position of the digit area.
* @param {number} y Top position of the digit area.
* @param {number} H Total height of the digit area.
*/
function drawSegmentDigit(ctx, digit, x, y, H) {
const segments = SEGMENTS[digit] || SEGMENTS[' '];
const W = H / 2; // Width is half the height for standard aspect ratio
// Segment dimensions relative to W and H
const hLength = W - 2 * SEG_PADDING;
// Vertical length calculation: (Total height - 2 paddings - 3 horizontal thicknesses) / 2
const vLength = (H - (2 * SEG_PADDING) - (3 * SEG_THICKNESS)) / 2;
// Helper to draw horizontal segment (A, G, D)
const drawH = (index, x_start, y_start) => {
ctx.fillStyle = segments[index] ? COLOR_ACTIVE : COLOR_INACTIVE;
ctx.fillRect(x_start + SEG_PADDING, y_start, hLength, SEG_THICKNESS);
};
// Helper to draw vertical segment (F, B, E, C)
const drawV = (index, x_start, y_start) => {
ctx.fillStyle = segments[index] ? COLOR_ACTIVE : COLOR_INACTIVE;
ctx.fillRect(x_start, y_start, SEG_THICKNESS, vLength);
};
// Define segment positions
// Horizontal segments
// A (Top) - index 0
drawH(0, x, y + SEG_PADDING);
// G (Middle) - index 6
drawH(6, x, y + H/2 - SEG_THICKNESS/2);
// D (Bottom) - index 3
drawH(3, x, y + H - SEG_PADDING - SEG_THICKNESS);
// Vertical segments (Top Half)
const topVStart = y + SEG_PADDING + SEG_THICKNESS;
const rightVStart = x + W - SEG_PADDING - SEG_THICKNESS;
// F (Top-Left) - index 5
drawV(5, x + SEG_PADDING, topVStart);
// B (Top-Right) - index 1
drawV(1, rightVStart, topVStart);
// Vertical segments (Bottom Half)
const bottomVStart = y + H/2 + SEG_THICKNESS/2;
// E (Bottom-Left) - index 4
drawV(4, x + SEG_PADDING, bottomVStart);
// C (Bottom-Right) - index 2
drawV(2, rightVStart, bottomVStart);
}
// Function to draw the colon (two dots), now with blinking logic
function drawColon(ctx, x, y, H, isVisible) {
const dotSize = 4;
ctx.fillStyle = COLOR_ACTIVE;
if (isVisible) {
// Top dot
ctx.fillRect(x, y + H * 0.3 - dotSize / 2, dotSize, dotSize);
// Bottom dot
ctx.fillRect(x, y + H * 0.7 - dotSize / 2, dotSize, dotSize);
} else {
// Draw inactive colon if not visible, for consistency
ctx.fillStyle = COLOR_INACTIVE;
ctx.fillRect(x, y + H * 0.3 - dotSize / 2, dotSize, dotSize);
ctx.fillRect(x, y + H * 0.7 - dotSize / 2, dotSize, dotSize);
}
}
/**
* Draws a simple playback arrow (triangle)
* @param {CanvasRenderingContext2D} ctx
* @param {number} x Left position of the arrow area.
* @param {number} y Top position of the arrow area.
* @param {number} H Total height of the arrow area.
*/
function drawPlaybackArrow(ctx, x, y, H) {
const arrowWidth = H * 0.4; // Arrow width relative to digit height
const arrowHeight = H * 0.4; // Arrow height relative to digit height
ctx.fillStyle = COLOR_ACTIVE;
ctx.beginPath();
ctx.moveTo(x, y + H * 0.5 - arrowHeight / 2); // Top point
ctx.lineTo(x + arrowWidth, y + H * 0.5); // Right point (center)
ctx.lineTo(x, y + H * 0.5 + arrowHeight / 2); // Bottom point
ctx.closePath();
ctx.fill();
}
// Main function to render the entire time string using segments
function drawSegmentDisplay(ctx, timeString) {
const canvasWidth = ctx.canvas.width;
const canvasHeight = ctx.canvas.height;
const timeStringLength = timeString.length;
// Clear display to dark background
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
// Constants for layout
const charSpacing = 8; // Spacing between digits
const digitHeight = canvasHeight - 2 * SEG_PADDING;
const digitWidth = digitHeight / 2 + SEG_PADDING; // Total width slot for one digit
const colonWidth = 6;
const arrowWidth = digitHeight * 0.7; // Approx width for the arrow
const arrowPadding = 10; // Space between arrow and first digit
// Calculate total display width including arrow and spaces
const totalDisplayWidth = arrowWidth + arrowPadding + (4 * digitWidth) + colonWidth + ((timeStringLength - 1) * charSpacing);
// Calculate starting X to center the display
let currentX = (canvasWidth - totalDisplayWidth) / 2;
const currentY = SEG_PADDING;
// Draw Playback Arrow
if (isVideoLoaded && videoElement.readyState >= 3) {
drawPlaybackArrow(ctx, currentX, currentY, digitHeight);
}
currentX += arrowWidth + arrowPadding; // Move X after arrow and its padding
for (let i = 0; i < timeStringLength; i++) {
const char = timeString[i];
if (char === ':') {
drawColon(ctx, currentX, currentY, digitHeight, blinkState); // Pass blinkState
currentX += colonWidth;
} else if (char >= '0' && char <= '9') {
drawSegmentDigit(ctx, char, currentX, currentY, digitHeight);
currentX += digitWidth;
}
// Add spacing only if it's not the last element
if (i < timeStringLength - 1) {
currentX += charSpacing;
}
}
}
// --- VCR Display Functions ---
function createVcrDisplay() {
const canvas = document.createElement('canvas');
canvas.width = 160; // Increased width for arrow and better spacing
canvas.height = 32;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
vcrDisplayTexture = new THREE.CanvasTexture(canvas);
vcrDisplayTexture.needsUpdate = true;
const displayGeometry = new THREE.PlaneGeometry(0.45, 0.1); // Adjust geometry width for new canvas size
const displayMaterial = new THREE.MeshBasicMaterial({
map: vcrDisplayTexture,
side: THREE.FrontSide,
color: 0xffffff,
transparent: true,
emissive: 0x00ff44,
emissiveIntensity: 0.1
});
const displayMesh = new THREE.Mesh(displayGeometry, displayMaterial);
return displayMesh;
}
function updateVcrDisplay(time) {
if (!vcrDisplayTexture) return;
const canvas = vcrDisplayTexture.image;
const ctx = canvas.getContext('2d');
const timeString = formatTime(time);
// Uses the new segment drawing function with ghosting, including blinkState for colon
drawSegmentDisplay(ctx, timeString);
vcrDisplayTexture.needsUpdate = true;
}
// --- VCR Model Function ---
function createVcr() {
// Materials
const vcrBodyMaterial = new THREE.MeshPhongMaterial({
color: 0x222222, // Dark metallic gray
shininess: 70,
specular: 0x444444
});
const slotMaterial = new THREE.MeshPhongMaterial({
color: 0x0a0a0a, // Deep black
shininess: 5,
specular: 0x111111
});
const floorMaterial = new THREE.MeshPhongMaterial({ color: 0x1a1a1a, shininess: 5 });
// VCR Body
const vcrBodyGeometry = new THREE.BoxGeometry(1.0, 0.2, 0.7);
const vcrBody = new THREE.Mesh(vcrBodyGeometry, vcrBodyMaterial);
vcrBody.position.y = 0; // Centered
vcrBody.castShadow = true;
vcrBody.receiveShadow = true;
// Cassette Slot / Front Face
const slotGeometry = new THREE.BoxGeometry(0.9, 0.05, 0.01);
const slotMesh = new THREE.Mesh(slotGeometry, slotMaterial);
slotMesh.position.set(0, -0.05, 0.35 + 0.005);
slotMesh.castShadow = true;
slotMesh.receiveShadow = true;
// VCR Display
const displayMesh = createVcrDisplay();
displayMesh.position.z = 0.35 + 0.005;
displayMesh.position.x = 0.2; // Adjusted X for arrow
displayMesh.position.y = 0.03;
// VCR Group
const vcrGroup = new THREE.Group();
vcrGroup.add(vcrBody, slotMesh, displayMesh);
vcrGroup.position.set(0, 0.1, 0); // Position the whole VCR slightly above the floor
// Light from the VCR display itself
vcrDisplayLight = new THREE.PointLight(0x00ff44, 0.5, 1);
vcrDisplayLight.position.set(0.3, 0.03, 0.35 + 0.05); // Move light slightly closer to VCR surface
vcrDisplayLight.castShadow = true;
vcrDisplayLight.shadow.mapSize.width = 256;
vcrDisplayLight.shadow.mapSize.height = 256;
vcrGroup.add(vcrDisplayLight);
return vcrGroup;
}
function randomFlyTarget() {
return new THREE.Vector3(
(Math.random() - 0.5) * (ROOM_SIZE - 1),
FLIGHT_HEIGHT_MIN + Math.random() * (FLIGHT_HEIGHT_MAX - FLIGHT_HEIGHT_MIN),
(Math.random() - 0.5) * (ROOM_SIZE - 1));
}
/**
* Creates a single fly mesh (small cone/tetrahedron).
* @returns {THREE.Group}
*/
function createFlyMesh() {
const flyGroup = new THREE.Group();
const flyMaterial = new THREE.MeshPhongMaterial({
color: 0x111111, // Dark fly color
shininess: 50,
});
// Small Cone/Tetrahedron for a simple shape
const bodyGeometry = new THREE.ConeGeometry(0.01, 0.02, 3);
const body = new THREE.Mesh(bodyGeometry, flyMaterial);
body.rotation.x = degToRad(90); // Point nose in Z direction
body.castShadow = true;
body.receiveShadow = true;
flyGroup.add(body);
// Initial state and parameters for the fly
flyGroup.userData = {
state: 'flying', // 'flying' or 'landed'
landTimer: 0,
t: 0, // Curve progression t parameter (0 to 1)
speed: FLY_FLIGHT_SPEED_FACTOR + Math.random() * 0.01,
curve: null,
landCheckTimer: 0,
oscillationTime: Math.random() * 100, // For smooth y-axis buzzing
};
// Initial random position
flyGroup.position = randomFlyTarget();
return flyGroup;
}
/**
* Creates a new Quadratic Bezier curve for a fly's flight path.
* @param {THREE.Group} fly - The fly mesh group.
* @param {THREE.Vector3} endPoint - The target position for the end of the curve.
*/
function createFlyCurve(fly, endPoint) {
const startPoint = fly.position.clone();
// Calculate the midpoint
const midPoint = new THREE.Vector3().lerpVectors(startPoint, endPoint, 0.5);
// Calculate a random offset for the control point to create curvature
const offsetMagnitude = startPoint.distanceTo(endPoint) * 0.5;
const offsetAngle = Math.random() * Math.PI * 2;
// Displace the control point randomly to create a swooping path.
// Control point y is usually higher than start/end for a nice arc.
const controlPoint = new THREE.Vector3(
midPoint.x + Math.cos(offsetAngle) * offsetMagnitude * 0.5,
midPoint.y + Math.random() * 0.5 + 0.5,
midPoint.z + Math.sin(offsetAngle) * offsetMagnitude * 0.5
);
fly.userData.curve = new THREE.QuadraticBezierCurve3(
startPoint,
controlPoint,
endPoint
);
fly.userData.t = 0; // Reset progression
fly.userData.landCheckTimer = 50 + Math.random() * 50; // New landing decision window
}
/**
* Creates and places the 'flies' meshes.
*/
function setupFlies() {
for (let i = 0; i < FLIES_COUNT; i++) {
const fly = createFlyMesh();
scene.add(fly);
flies.push(fly);
}
}
/**
* Updates the position and state of the flies using Bezier curves.
*/
function updateFlies() {
flies.forEach(fly => {
const data = fly.userData;
if (data.state === 'flying' || data.state === 'landing') {
if (!data.curve) {
// Initialize the first curve
const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0;
}
// Advance curve progression
data.t += data.speed;
// Check for landing readiness during the flight path
data.landCheckTimer--;
if (data.t >= 1) {
// Path finished
if (data.state === 'landing') {
data.state = 'landed';
data.landTimer = FLY_WAIT_BASE + Math.random() * 1000; // Land for a random duration
data.t = 0;
return; // Stop updates for this fly
}
// 1. Check for landing decision
if (data.landCheckTimer <= 0 && Math.random() > FLY_LAND_CHANCE) {
// Raycast down from the current position to find a landing spot
raycaster.set(fly.position, new THREE.Vector3(0, -1, 0));
const intersects = raycaster.intersectObjects(landingSurfaces, false);
if (intersects.length > 0) {
const intersect = intersects[0];
data.state = 'landing';
// Land slightly above the surface
let newTargetPos = new THREE.Vector3(intersect.point.x,
intersect.point.y + 0.05,
intersect.point.z);
// const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0;
}
}
if (data.state !== 'landing') {
// 2. If not landing, generate a new random flight path
const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0; // Reset T for the new curve
}
}
// Set position along the curve
fly.position.copy(data.curve.getPoint(Math.min(data.t, 1)));
// Set rotation tangent to the curve
const tangent = data.curve.getTangent(Math.min(data.t, 1)).normalize();
fly.rotation.y = Math.atan2(tangent.x, tangent.z);
// Add slight Y oscillation for buzzing feel (on top of curve)
data.oscillationTime += 0.1;
fly.position.y += Math.sin(data.oscillationTime * 4) * 0.01;
} else if (data.state === 'landed') {
// --- Landed State ---
data.landTimer--;
if (data.landTimer <= 0) {
// Take off: Generate new flight curve from current landed position
data.state = 'flying';
const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0;
}
}
});
}
// --- Animation Loop --- // --- Animation Loop ---
function animate() { function animate() {
requestAnimationFrame(animate); requestAnimationFrame(animate);

View File

@ -0,0 +1,28 @@
// --- Dust Particle System Function ---
function createDust() {
const particleCount = 2000;
const particlesGeometry = new THREE.BufferGeometry();
const positions = [];
for (let i = 0; i < particleCount; i++) {
positions.push(
(Math.random() - 0.5) * 15,
Math.random() * 10,
(Math.random() - 0.5) * 15
);
}
// Use THREE.Float32BufferAttribute to correctly set the position attribute
particlesGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
const particleMaterial = new THREE.PointsMaterial({
color: 0xffffff,
size: 0.015,
transparent: true,
opacity: 0.08,
blending: THREE.AdditiveBlending
});
dust = new THREE.Points(particlesGeometry, particleMaterial);
// Dust particles generally don't cast or receive shadows in this context
scene.add(dust);
}

View File

@ -0,0 +1,174 @@
function randomFlyTarget() {
return new THREE.Vector3(
(Math.random() - 0.5) * (ROOM_SIZE - 1),
FLIGHT_HEIGHT_MIN + Math.random() * (FLIGHT_HEIGHT_MAX - FLIGHT_HEIGHT_MIN),
(Math.random() - 0.5) * (ROOM_SIZE - 1));
}
/**
* Creates a single fly mesh (small cone/tetrahedron).
* @returns {THREE.Group}
*/
function createFlyMesh() {
const flyGroup = new THREE.Group();
const flyMaterial = new THREE.MeshPhongMaterial({
color: 0x111111, // Dark fly color
shininess: 50,
});
// Small Cone/Tetrahedron for a simple shape
const bodyGeometry = new THREE.ConeGeometry(0.01, 0.02, 3);
const body = new THREE.Mesh(bodyGeometry, flyMaterial);
body.rotation.x = degToRad(90); // Point nose in Z direction
body.castShadow = true;
body.receiveShadow = true;
flyGroup.add(body);
// Initial state and parameters for the fly
flyGroup.userData = {
state: 'flying', // 'flying' or 'landed'
landTimer: 0,
t: 0, // Curve progression t parameter (0 to 1)
speed: FLY_FLIGHT_SPEED_FACTOR + Math.random() * 0.01,
curve: null,
landCheckTimer: 0,
oscillationTime: Math.random() * 100, // For smooth y-axis buzzing
};
// Initial random position
flyGroup.position = randomFlyTarget();
return flyGroup;
}
/**
* Creates a new Quadratic Bezier curve for a fly's flight path.
* @param {THREE.Group} fly - The fly mesh group.
* @param {THREE.Vector3} endPoint - The target position for the end of the curve.
*/
function createFlyCurve(fly, endPoint) {
const startPoint = fly.position.clone();
// Calculate the midpoint
const midPoint = new THREE.Vector3().lerpVectors(startPoint, endPoint, 0.5);
// Calculate a random offset for the control point to create curvature
const offsetMagnitude = startPoint.distanceTo(endPoint) * 0.5;
const offsetAngle = Math.random() * Math.PI * 2;
// Displace the control point randomly to create a swooping path.
// Control point y is usually higher than start/end for a nice arc.
const controlPoint = new THREE.Vector3(
midPoint.x + Math.cos(offsetAngle) * offsetMagnitude * 0.5,
midPoint.y + Math.random() * 0.5 + 0.5,
midPoint.z + Math.sin(offsetAngle) * offsetMagnitude * 0.5
);
fly.userData.curve = new THREE.QuadraticBezierCurve3(
startPoint,
controlPoint,
endPoint
);
fly.userData.t = 0; // Reset progression
fly.userData.landCheckTimer = 50 + Math.random() * 50; // New landing decision window
}
/**
* Creates and places the 'flies' meshes.
*/
function setupFlies() {
for (let i = 0; i < FLIES_COUNT; i++) {
const fly = createFlyMesh();
scene.add(fly);
flies.push(fly);
}
}
/**
* Updates the position and state of the flies using Bezier curves.
*/
function updateFlies() {
flies.forEach(fly => {
const data = fly.userData;
if (data.state === 'flying' || data.state === 'landing') {
if (!data.curve) {
// Initialize the first curve
const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0;
}
// Advance curve progression
data.t += data.speed;
// Check for landing readiness during the flight path
data.landCheckTimer--;
if (data.t >= 1) {
// Path finished
if (data.state === 'landing') {
data.state = 'landed';
data.landTimer = FLY_WAIT_BASE + Math.random() * 1000; // Land for a random duration
data.t = 0;
return; // Stop updates for this fly
}
// 1. Check for landing decision
if (data.landCheckTimer <= 0 && Math.random() > FLY_LAND_CHANCE) {
// Raycast down from the current position to find a landing spot
raycaster.set(fly.position, new THREE.Vector3(0, -1, 0));
const intersects = raycaster.intersectObjects(landingSurfaces, false);
if (intersects.length > 0) {
const intersect = intersects[0];
data.state = 'landing';
// Land slightly above the surface
let newTargetPos = new THREE.Vector3(intersect.point.x,
intersect.point.y + 0.05,
intersect.point.z);
// const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0;
}
}
if (data.state !== 'landing') {
// 2. If not landing, generate a new random flight path
const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0; // Reset T for the new curve
}
}
// Set position along the curve
fly.position.copy(data.curve.getPoint(Math.min(data.t, 1)));
// Set rotation tangent to the curve
const tangent = data.curve.getTangent(Math.min(data.t, 1)).normalize();
fly.rotation.y = Math.atan2(tangent.x, tangent.z);
// Add slight Y oscillation for buzzing feel (on top of curve)
data.oscillationTime += 0.1;
fly.position.y += Math.sin(data.oscillationTime * 4) * 0.01;
} else if (data.state === 'landed') {
// --- Landed State ---
data.landTimer--;
if (data.landTimer <= 0) {
// Take off: Generate new flight curve from current landed position
data.state = 'flying';
const newTargetPos = randomFlyTarget();
createFlyCurve(fly, newTargetPos);
data.t = 0;
}
}
});
}

View File

@ -1,5 +1,10 @@
// --- Global Variables --- // --- Global Variables ---
let scene, camera, renderer, tvScreen, videoTexture, dust, screenLight, lampLightPoint, lampLightSpot; let scene, camera, renderer, tvScreen, videoTexture, dust, screenLight, lampLightPoint, lampLightSpot;
// VCR Display related variables
let simulatedPlaybackTime = 0;
let lastUpdateTime = -1;
let baseTime = 0;
let isVideoLoaded = false; let isVideoLoaded = false;
let videoUrls = []; // Array to hold all video URLs let videoUrls = []; // Array to hold all video URLs
let currentVideoIndex = -1; // Index of the currently playing video let currentVideoIndex = -1; // Index of the currently playing video

View File

@ -74,3 +74,498 @@ function createRoomWalls() {
windowPane.position.set(-3.5, roomHeight * 0.5 + 1.5, windowZ); windowPane.position.set(-3.5, roomHeight * 0.5 + 1.5, windowZ);
scene.add(windowPane); scene.add(windowPane);
} }
function createBookshelf(x, z, rotationY, uniqueSeed) {
seed = uniqueSeed; // Reset seed for this specific shelf instance
const shelfHeight = 2.2;
const shelfDepth = 0.35;
const shelfWidth = 1.2;
const numShelves = 6;
const woodThickness = 0.04;
const woodColor = 0x5c4033; // Darker, richer wood
const shelfGroup = new THREE.Group();
shelfGroup.position.set(x, 0, z);
shelfGroup.rotation.y = rotationY;
const woodMaterial = new THREE.MeshPhongMaterial({ color: woodColor, shininess: 30 });
// 1. Build Frame (Hollow box)
// Back Panel
const backGeo = new THREE.BoxGeometry(shelfWidth, shelfHeight, woodThickness);
const backPanel = new THREE.Mesh(backGeo, woodMaterial);
backPanel.position.set(0, shelfHeight / 2, -shelfDepth / 2 + woodThickness / 2);
backPanel.castShadow = true;
backPanel.receiveShadow = true;
shelfGroup.add(backPanel);
// Side Panels (Left & Right)
const sideGeo = new THREE.BoxGeometry(woodThickness, shelfHeight, shelfDepth);
const leftSide = new THREE.Mesh(sideGeo, woodMaterial);
leftSide.position.set(-shelfWidth / 2 + woodThickness / 2, shelfHeight / 2, 0);
leftSide.castShadow = true;
leftSide.receiveShadow = true;
shelfGroup.add(leftSide);
const rightSide = new THREE.Mesh(sideGeo, woodMaterial);
rightSide.position.set(shelfWidth / 2 - woodThickness / 2, shelfHeight / 2, 0);
rightSide.castShadow = true;
rightSide.receiveShadow = true;
shelfGroup.add(rightSide);
// Top & Bottom Panels
const topBottomGeo = new THREE.BoxGeometry(shelfWidth, woodThickness, shelfDepth);
const bottomPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
bottomPanel.position.set(0, woodThickness / 2, 0);
bottomPanel.receiveShadow = true;
shelfGroup.add(bottomPanel);
const topPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
topPanel.position.set(0, shelfHeight - woodThickness / 2, 0);
topPanel.castShadow = true;
shelfGroup.add(topPanel);
landingSurfaces.push(topPanel);
// 2. Individual Shelves & Books
const internalHeight = shelfHeight - (2 * woodThickness);
const shelfSpacing = internalHeight / numShelves;
const internalWidth = shelfWidth - (2 * woodThickness);
for (let i = 0; i < numShelves; i++) {
const currentShelfY = woodThickness + (i * shelfSpacing);
// Shelf board (skip for the very bottom one as we have a bottom panel)
if (i > 0) {
const shelfBoard = new THREE.Mesh(
new THREE.BoxGeometry(internalWidth, woodThickness, shelfDepth - woodThickness), // Slightly shallower to fit inside back panel
woodMaterial
);
shelfBoard.position.set(0, currentShelfY, woodThickness / 2); // Offset forward slightly
shelfBoard.castShadow = true;
shelfBoard.receiveShadow = true;
shelfGroup.add(shelfBoard);
}
// 3. Procedural Books
let currentBookX = -internalWidth / 2 + 0.01; // Start at left inside edge
const shelfSurfaceY = currentShelfY + woodThickness / 2;
while (currentBookX < internalWidth / 2 - 0.05) {
// sizes vary
const bookWidth = 0.02 + seededRandom() * 0.05;
const bookHeight = (shelfSpacing * 0.6) + seededRandom() * (shelfSpacing * 0.1);
const bookDepth = 0.15 + seededRandom() * 0.03;
if (currentBookX + bookWidth > internalWidth / 2) break;
const bookColor = getRandomColor();
const bookMat = new THREE.MeshPhongMaterial({ color: bookColor, shininess: 60 });
const bookGeo = new THREE.BoxGeometry(bookWidth, bookHeight, bookDepth);
const book = new THREE.Mesh(bookGeo, bookMat);
// Position: Resting on shelf, pushed towards the back with slight random variation
const depthVariation = seededRandom() * 0.05;
book.position.set(
currentBookX + bookWidth / 2,
shelfSurfaceY + bookHeight / 2,
-shelfDepth / 2 + woodThickness + bookDepth / 2 + depthVariation
);
book.castShadow = true;
book.receiveShadow = true;
shelfGroup.add(book);
currentBookX += bookWidth + 0.002; // Tiny gap between books
if (seededRandom() > 0.92) {
currentBookX += bookWidth * 3; // random bigger gaps
}
}
}
scene.add(shelfGroup);
}
function createDoor(x, z, rotY) {
const doorGroup = new THREE.Group();
doorGroup.position.set(x, 1.1, z); // Centered vertically for a 2.2m door
doorGroup.rotation.set(0, rotY, 0);
// Door Frame
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x473e3a }); // Dark wood for frame
const frameTop = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.1, 0.15), frameMaterial);
frameTop.position.set(0, 1.15, 0);
frameTop.castShadow = true;
doorGroup.add(frameTop);
const frameLeft = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
frameLeft.position.set(-0.55, 0.05, 0);
frameLeft.castShadow = true;
doorGroup.add(frameLeft);
const frameRight = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
frameRight.position.set(0.55, 0.05, 0);
frameRight.castShadow = true;
doorGroup.add(frameRight);
// Main Door Panel
const doorMaterial = new THREE.MeshPhongMaterial({ color: 0x8b5a2b, shininess: 10 }); // Lighter wood for door
const door = new THREE.Mesh(new THREE.BoxGeometry(1.0, 2.2, 0.08), doorMaterial);
door.castShadow = true;
door.receiveShadow = true;
doorGroup.add(door);
// Door Knob
const knobMaterial = new THREE.MeshPhongMaterial({ color: 0xd4af37, shininess: 100 }); // Gold/Brass
const knob = new THREE.Mesh(new THREE.SphereGeometry(0.05, 16, 16), knobMaterial);
knob.position.set(0.4, 0, 0.06); // Position on the right side of the door
knob.castShadow = true;
doorGroup.add(knob);
scene.add(doorGroup);
}
// --- VCR Model Function ---
function createVcr() {
// Materials
const vcrBodyMaterial = new THREE.MeshPhongMaterial({
color: 0x222222, // Dark metallic gray
shininess: 70,
specular: 0x444444
});
const slotMaterial = new THREE.MeshPhongMaterial({
color: 0x0a0a0a, // Deep black
shininess: 5,
specular: 0x111111
});
// VCR Body
const vcrBodyGeometry = new THREE.BoxGeometry(1.0, 0.2, 0.7);
const vcrBody = new THREE.Mesh(vcrBodyGeometry, vcrBodyMaterial);
vcrBody.position.y = 0; // Centered
vcrBody.castShadow = true;
vcrBody.receiveShadow = true;
// Cassette Slot / Front Face
const slotGeometry = new THREE.BoxGeometry(0.9, 0.05, 0.01);
const slotMesh = new THREE.Mesh(slotGeometry, slotMaterial);
slotMesh.position.set(0, -0.05, 0.35 + 0.005);
slotMesh.castShadow = true;
slotMesh.receiveShadow = true;
// VCR Display
const displayMesh = createVcrDisplay();
displayMesh.position.z = 0.35 + 0.005;
displayMesh.position.x = 0.2; // Adjusted X for arrow
displayMesh.position.y = 0.03;
// VCR Group
const vcrGroup = new THREE.Group();
vcrGroup.add(vcrBody, slotMesh, displayMesh);
vcrGroup.position.set(0, 0.1, 0); // Position the whole VCR slightly above the floor
// Light from the VCR display itself
vcrDisplayLight = new THREE.PointLight(0x00ff44, 0.5, 1);
vcrDisplayLight.position.set(0.3, 0.03, 0.35 + 0.05); // Move light slightly closer to VCR surface
vcrDisplayLight.castShadow = true;
vcrDisplayLight.shadow.mapSize.width = 256;
vcrDisplayLight.shadow.mapSize.height = 256;
vcrGroup.add(vcrDisplayLight);
return vcrGroup;
}
function createTvSet(x, z, rotY) {
// --- Materials (MeshPhongMaterial) ---
const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
const darkMetal = new THREE.MeshPhongMaterial({
color: 0x6b6b6b,
shininess: 80,
specular: 0x888888
});
const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x4d4d4d, shininess: 30 });
const tvGroup = new THREE.Group();
// --- TV Table Dimensions & Material ---
const woodColor = 0x5a3e36; // Dark brown wood
const tableHeight = 0.7; // Height from floor to top surface
const tableWidth = 2.0;
const tableDepth = 1.0;
const legThickness = 0.05;
const shelfThickness = 0.03;
// Use standard material for realistic shadowing
const material = new THREE.MeshStandardMaterial({ color: woodColor, roughness: 0.8, metalness: 0.1 });
// VCR gap dimensions calculation
const shelfGap = 0.2; // Height of the VCR opening
const shelfY = tableHeight - shelfGap - (shelfThickness / 2); // Y position of the bottom shelf
// 2. Table Top
const topGeometry = new THREE.BoxGeometry(tableWidth, shelfThickness, tableDepth);
const tableTop = new THREE.Mesh(topGeometry, material);
tableTop.position.set(0, tableHeight, 0);
tableTop.castShadow = true;
tableTop.receiveShadow = true;
tvGroup.add(tableTop);
// 3. VCR Shelf (Middle Shelf)
const shelfGeometry = new THREE.BoxGeometry(tableWidth, shelfThickness, tableDepth);
const vcrShelf = new THREE.Mesh(shelfGeometry, material);
vcrShelf.position.set(0, shelfY, 0);
vcrShelf.castShadow = true;
vcrShelf.receiveShadow = true;
tvGroup.add(vcrShelf);
// 4. Side Walls for VCR Compartment (NEW CODE)
const wallHeight = shelfGap; // Height is the gap itself
const wallThickness = shelfThickness; // Reuse the shelf thickness for the wall width/depth
const wallGeometry = new THREE.BoxGeometry(wallThickness, wallHeight, tableDepth);
// Calculate the Y center position for the wall
const wallYCenter = tableHeight - (shelfThickness / 2) - (wallHeight / 2);
// Calculate the X position to be flush with the table sides
const wallXPosition = (tableWidth / 2) - (wallThickness / 2);
// Left Wall
const sideWallLeft = new THREE.Mesh(wallGeometry, material);
sideWallLeft.position.set(-wallXPosition, wallYCenter, 0);
sideWallLeft.castShadow = true;
sideWallLeft.receiveShadow = true;
tvGroup.add(sideWallLeft);
// Right Wall
const sideWallRight = new THREE.Mesh(wallGeometry, material);
sideWallRight.position.set(wallXPosition, wallYCenter, 0);
sideWallRight.castShadow = true;
sideWallRight.receiveShadow = true;
tvGroup.add(sideWallRight);
// 5. Legs
const legHeight = shelfY; // Legs go from the floor (y=0) to the shelf (y=shelfY)
const legGeometry = new THREE.BoxGeometry(legThickness, legHeight, legThickness);
// Utility function to create and position a leg
const createLeg = (x, z) => {
const leg = new THREE.Mesh(legGeometry, material);
// Position the leg so the center is at half its height
leg.position.set(x, legHeight / 2, z);
leg.castShadow = true;
leg.receiveShadow = true;
return leg;
};
// Calculate offsets for positioning the legs near the corners
const offset = (tableWidth / 2) - (legThickness * 2);
const depthOffset = (tableDepth / 2) - (legThickness * 2);
// Front Left
tvGroup.add(createLeg(-offset, depthOffset));
// Front Right
tvGroup.add(createLeg(offset, depthOffset));
// Back Left
tvGroup.add(createLeg(-offset, -depthOffset));
// Back Right
tvGroup.add(createLeg(offset, -depthOffset));
// --- 2. The TV box ---
const cabinetGeometry = new THREE.BoxGeometry(1.75, 1.5, 1.0);
const cabinet = new THREE.Mesh(cabinetGeometry, tvPlastic);
cabinet.position.y = 1.51;
cabinet.castShadow = true;
cabinet.receiveShadow = true;
tvGroup.add(cabinet);
// --- 3. Screen Frame ---
const frameGeometry = new THREE.BoxGeometry(1.5, 1.3, 0.1);
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x111111, shininess: 20 });
const frame = new THREE.Mesh(frameGeometry, frameMaterial);
frame.position.set(0, 1.5, 0.68);
frame.castShadow = true;
frame.receiveShadow = true;
tvGroup.add(frame);
// --- 4. Curved Screen (CRT Effect) ---
const screenRadius = 3.0; // Radius for the subtle curve
const screenWidth = 1.4;
const screenHeight = 1.2;
const thetaLength = screenWidth / screenRadius; // Calculate angle needed for the arc
// Use CylinderGeometry as a segment
const screenGeometry = new THREE.CylinderGeometry(
screenRadius, screenRadius,
screenHeight, // Cylinder height is the vertical dimension of the screen
32,
1,
true,
(Math.PI / 2) - (thetaLength / 2), // Start angle to center the arc
thetaLength // Arc length (width)
);
// Rotate the cylinder segment:
// 1. Rotate around X-axis by 90 degrees to lay the height (Y) along Z (depth).
//screenGeometry.rotateX(Math.PI / 2);
// 2. Rotate around Y-axis by 90 degrees to align the segment's arc across the X-axis (width).
screenGeometry.rotateY(-Math.PI/2);
const screenMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
tvScreen = new THREE.Mesh(screenGeometry, screenMaterial);
// Position the curved screen
tvScreen.position.set(0.0, 1.5, -2.1);
tvScreen.material = new THREE.MeshPhongMaterial({
color: 0x0a0a0a, // Deep black
shininess: 5,
specular: 0x111111
});
tvScreen.material.needsUpdate = true;
tvGroup.add(tvScreen);
tvGroup.position.set(x, 0, z);
tvGroup.rotation.y = rotY;
// Light from the screen (initially low intensity, will increase when video loads)
screenLight = new THREE.PointLight(0xffffff, 0, 10);
screenLight.position.set(0, 1.5, 1.0);
// Screen light casts shadows
screenLight.castShadow = true;
screenLight.shadow.mapSize.width = 1024;
screenLight.shadow.mapSize.height = 1024;
screenLight.shadow.camera.near = 0.2;
screenLight.shadow.camera.far = 5;
tvGroup.add(screenLight);
// -- VCR --
const vcr = createVcr();
vcr.position.set(-0.3, 0.6, 0.05);
tvGroup.add(vcr);
scene.add(tvGroup);
}
// --- Scene Modeling Function ---
function createSceneObjects() {
// --- Materials (MeshPhongMaterial) ---
const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
const darkMetal = new THREE.MeshPhongMaterial({
color: 0x6b6b6b,
shininess: 80,
specular: 0x888888
});
const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x2d251e, shininess: 10 });
// --- 1. Floor ---
const floorGeometry = new THREE.PlaneGeometry(20, 20);
const floorTexture = loader.load('./textures/floor.jpg');
floorTexture.wrapS = THREE.RepeatWrapping;
floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set(roomSize, roomSize);
const floorMaterial = new THREE.MeshPhongMaterial({ map: floorTexture, color: 0x555555, shininess: 5 });
const floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = -Math.PI / 2;
floor.position.y = 0;
floor.receiveShadow = true;
scene.add(floor);
landingSurfaces.push(floor);
createTvSet(-roomSize/2 + 1.2, -roomSize/2 + 0.8, Math.PI * 0.1);
// --- 5. Lamp (On the table, right side) ---
const lampBase = new THREE.CylinderGeometry(0.05, 0.2, 0.1, 12);
const lampPole = new THREE.CylinderGeometry(0.02, 0.02, 1.5, 8);
const lampShade = new THREE.ConeGeometry(0.2, 0.4, 16);
const baseMesh = new THREE.Mesh(lampBase, darkMetal);
const poleMesh = new THREE.Mesh(lampPole, darkMetal);
const shadeMesh = new THREE.Mesh(lampShade, darkMetal);
// Ensure lamp parts cast shadows
baseMesh.castShadow = true; baseMesh.receiveShadow = true;
poleMesh.castShadow = true; poleMesh.receiveShadow = true;
//shadeMesh.castShadow = true; shadeMesh.receiveShadow = true;
baseMesh.position.y = -0.6;
poleMesh.position.y = 0.0;
shadeMesh.position.y = 0.8 + 0.1;
shadeMesh.rotation.x = Math.PI;
// Lamp Light (Warm Glow) - Configured to cast shadows
lampLightPoint = new THREE.PointLight(0xffaa00, originalLampIntensity, 4);
lampLightPoint.position.set(-0.01, roomHeight-0.9, 0.01);
lampLightPoint.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
lampLightPoint.shadow.mapSize.width = 512;
lampLightPoint.shadow.mapSize.height = 512;
lampLightPoint.shadow.camera.near = 0.1;
lampLightPoint.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
lampLightPoint.penumbra = 0.5;
lampLightSpot = new THREE.SpotLight(0xffaa00, originalLampIntensity, 4);
lampLightSpot.position.set(-0.01, 1.0, 0.01);
lampLightSpot.target.position.set(0, 5, 0);
lampLightSpot.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
lampLightSpot.shadow.mapSize.width = 512;
lampLightSpot.shadow.mapSize.height = 512;
lampLightSpot.shadow.camera.near = 0.1;
lampLightSpot.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
lampLightSpot.penumbra = 0.5;
const lampGroup = new THREE.Group();
lampGroup.add(baseMesh, poleMesh, shadeMesh, lampLightSpot, lampLightSpot.target, lampLightPoint);
lampGroup.position.set(0.8, 0.7, -roomSize/2+0.5);
scene.add(lampGroup);
landingSurfaces.push(shadeMesh);
// --- 7. Old Camera (On the table) ---
const cameraBody = new THREE.BoxGeometry(0.4, 0.3, 0.15);
const cameraLens = new THREE.CylinderGeometry(0.08, 0.08, 0.05, 12);
const cameraMaterial = new THREE.MeshPhongMaterial({
color: 0x333333,
shininess: 50,
specular: 0x444444
});
const cameraMesh = new THREE.Mesh(cameraBody, cameraMaterial);
const lensMesh = new THREE.Mesh(cameraLens, cameraMaterial);
lensMesh.position.z = 0.15;
lensMesh.rotation.x = Math.PI/2;
cameraMesh.add(lensMesh);
cameraMesh.position.set(-1.7, 0.15, 0.4);
cameraMesh.rotation.y = -Math.PI / 10;
cameraMesh.castShadow = true; cameraMesh.receiveShadow = true;
scene.add(cameraMesh);
// --- 8. Pizza Box ---
const boxGeometry = new THREE.BoxGeometry(0.5, 0.05, 0.5);
const boxMaterial = new THREE.MeshPhongMaterial({ color: 0xe0c896, shininess: 5 });
const pizzaBox = new THREE.Mesh(boxGeometry, boxMaterial);
pizzaBox.position.set(-1.8, 0.025, -0.8);
pizzaBox.rotation.y = Math.PI / 5;
pizzaBox.castShadow = true; pizzaBox.receiveShadow = true;
scene.add(pizzaBox);
// --- 8. Cassette ---
const cassetteGeometry = new THREE.BoxGeometry(0.2, 0.05, 0.45);
const cassetteMaterial = new THREE.MeshPhongMaterial({ color: 0xe0c896, shininess: 5 });
const cassette = new THREE.Mesh(cassetteGeometry, cassetteMaterial);
cassette.position.set(-0.5, 0.025, -1.4);
cassette.rotation.y = Math.PI / 3;
cassette.castShadow = true; cassette.receiveShadow = true;
scene.add(cassette);
createDoor(roomSize/2, -roomSize/2 * 0.5, -Math.PI/2);
createBookshelf(-roomSize/2 + 0.2, roomSize/2*0.2, Math.PI/2, 0);
createBookshelf(-roomSize/2 + 0.2, roomSize/2*0.7, Math.PI/2, 0);
createBookshelf(roomSize/2 * 0.7, -roomSize/2+0.3, 0, 1);
setupFlies();
}

View File

@ -0,0 +1,216 @@
let vcrDisplayTexture;
let blinkState = false;
let lastBlinkToggleTime = 0;
// --- Segment Display Definitions ---
// Define which segments (indexed 0-6: A, B, C, D, E, F, G) are active for each digit
// A=Top, B=TR, C=BR, D=Bottom, E=BL, F=TL, G=Middle
const SEGMENTS = {
'0': [1, 1, 1, 1, 1, 1, 0],
'1': [0, 1, 1, 0, 0, 0, 0],
'2': [1, 1, 0, 1, 1, 0, 1],
'3': [1, 1, 1, 1, 0, 0, 1],
'4': [0, 1, 1, 0, 0, 1, 1],
'5': [1, 0, 1, 1, 0, 1, 1],
'6': [1, 0, 1, 1, 1, 1, 1],
'7': [1, 1, 1, 0, 0, 0, 0],
'8': [1, 1, 1, 1, 1, 1, 1],
'9': [1, 1, 1, 1, 0, 1, 1],
' ': [0, 0, 0, 0, 0, 0, 0]
};
const SEG_THICKNESS = 3; // Thickness of the segment line in canvas pixels
const SEG_PADDING = 2; // Padding within a digit segment's box
// Colors for active and inactive segments
const COLOR_ACTIVE = '#00ff44'; // Bright Fluorescent Green
const COLOR_INACTIVE = '#1a1a1a'; // Dim dark gray for 'ghost' segments
/**
* Draws a single 7-segment digit by drawing active segments.
* Now includes drawing of inactive (ghost) segments for better readability.
* @param {CanvasRenderingContext2D} ctx
* @param {string} digit The digit character (0-9).
* @param {number} x Left position of the digit area.
* @param {number} y Top position of the digit area.
* @param {number} H Total height of the digit area.
*/
function drawSegmentDigit(ctx, digit, x, y, H) {
const segments = SEGMENTS[digit] || SEGMENTS[' '];
const W = H / 2; // Width is half the height for standard aspect ratio
// Segment dimensions relative to W and H
const hLength = W - 2 * SEG_PADDING;
// Vertical length calculation: (Total height - 2 paddings - 3 horizontal thicknesses) / 2
const vLength = (H - (2 * SEG_PADDING) - (3 * SEG_THICKNESS)) / 2;
// Helper to draw horizontal segment (A, G, D)
const drawH = (index, x_start, y_start) => {
ctx.fillStyle = segments[index] ? COLOR_ACTIVE : COLOR_INACTIVE;
ctx.fillRect(x_start + SEG_PADDING, y_start, hLength, SEG_THICKNESS);
};
// Helper to draw vertical segment (F, B, E, C)
const drawV = (index, x_start, y_start) => {
ctx.fillStyle = segments[index] ? COLOR_ACTIVE : COLOR_INACTIVE;
ctx.fillRect(x_start, y_start, SEG_THICKNESS, vLength);
};
// Define segment positions
// Horizontal segments
// A (Top) - index 0
drawH(0, x, y + SEG_PADDING);
// G (Middle) - index 6
drawH(6, x, y + H/2 - SEG_THICKNESS/2);
// D (Bottom) - index 3
drawH(3, x, y + H - SEG_PADDING - SEG_THICKNESS);
// Vertical segments (Top Half)
const topVStart = y + SEG_PADDING + SEG_THICKNESS;
const rightVStart = x + W - SEG_PADDING - SEG_THICKNESS;
// F (Top-Left) - index 5
drawV(5, x + SEG_PADDING, topVStart);
// B (Top-Right) - index 1
drawV(1, rightVStart, topVStart);
// Vertical segments (Bottom Half)
const bottomVStart = y + H/2 + SEG_THICKNESS/2;
// E (Bottom-Left) - index 4
drawV(4, x + SEG_PADDING, bottomVStart);
// C (Bottom-Right) - index 2
drawV(2, rightVStart, bottomVStart);
}
// Function to draw the colon (two dots), now with blinking logic
function drawColon(ctx, x, y, H, isVisible) {
const dotSize = 4;
ctx.fillStyle = COLOR_ACTIVE;
if (isVisible) {
// Top dot
ctx.fillRect(x, y + H * 0.3 - dotSize / 2, dotSize, dotSize);
// Bottom dot
ctx.fillRect(x, y + H * 0.7 - dotSize / 2, dotSize, dotSize);
} else {
// Draw inactive colon if not visible, for consistency
ctx.fillStyle = COLOR_INACTIVE;
ctx.fillRect(x, y + H * 0.3 - dotSize / 2, dotSize, dotSize);
ctx.fillRect(x, y + H * 0.7 - dotSize / 2, dotSize, dotSize);
}
}
/**
* Draws a simple playback arrow (triangle)
* @param {CanvasRenderingContext2D} ctx
* @param {number} x Left position of the arrow area.
* @param {number} y Top position of the arrow area.
* @param {number} H Total height of the arrow area.
*/
function drawPlaybackArrow(ctx, x, y, H) {
const arrowWidth = H * 0.4; // Arrow width relative to digit height
const arrowHeight = H * 0.4; // Arrow height relative to digit height
ctx.fillStyle = COLOR_ACTIVE;
ctx.beginPath();
ctx.moveTo(x, y + H * 0.5 - arrowHeight / 2); // Top point
ctx.lineTo(x + arrowWidth, y + H * 0.5); // Right point (center)
ctx.lineTo(x, y + H * 0.5 + arrowHeight / 2); // Bottom point
ctx.closePath();
ctx.fill();
}
// Main function to render the entire time string using segments
function drawSegmentDisplay(ctx, timeString) {
const canvasWidth = ctx.canvas.width;
const canvasHeight = ctx.canvas.height;
const timeStringLength = timeString.length;
// Clear display to dark background
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
// Constants for layout
const charSpacing = 8; // Spacing between digits
const digitHeight = canvasHeight - 2 * SEG_PADDING;
const digitWidth = digitHeight / 2 + SEG_PADDING; // Total width slot for one digit
const colonWidth = 6;
const arrowWidth = digitHeight * 0.7; // Approx width for the arrow
const arrowPadding = 10; // Space between arrow and first digit
// Calculate total display width including arrow and spaces
const totalDisplayWidth = arrowWidth + arrowPadding + (4 * digitWidth) + colonWidth + ((timeStringLength - 1) * charSpacing);
// Calculate starting X to center the display
let currentX = (canvasWidth - totalDisplayWidth) / 2;
const currentY = SEG_PADDING;
// Draw Playback Arrow
if (isVideoLoaded && videoElement.readyState >= 3) {
drawPlaybackArrow(ctx, currentX, currentY, digitHeight);
}
currentX += arrowWidth + arrowPadding; // Move X after arrow and its padding
for (let i = 0; i < timeStringLength; i++) {
const char = timeString[i];
if (char === ':') {
drawColon(ctx, currentX, currentY, digitHeight, blinkState); // Pass blinkState
currentX += colonWidth;
} else if (char >= '0' && char <= '9') {
drawSegmentDigit(ctx, char, currentX, currentY, digitHeight);
currentX += digitWidth;
}
// Add spacing only if it's not the last element
if (i < timeStringLength - 1) {
currentX += charSpacing;
}
}
}
// --- VCR Display Functions ---
function createVcrDisplay() {
const canvas = document.createElement('canvas');
canvas.width = 160; // Increased width for arrow and better spacing
canvas.height = 32;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
vcrDisplayTexture = new THREE.CanvasTexture(canvas);
vcrDisplayTexture.needsUpdate = true;
const displayGeometry = new THREE.PlaneGeometry(0.45, 0.1); // Adjust geometry width for new canvas size
const displayMaterial = new THREE.MeshBasicMaterial({
map: vcrDisplayTexture,
side: THREE.FrontSide,
color: 0xffffff,
transparent: true,
emissive: 0x00ff44,
emissiveIntensity: 0.1
});
const displayMesh = new THREE.Mesh(displayGeometry, displayMaterial);
return displayMesh;
}
function updateVcrDisplay(time) {
if (!vcrDisplayTexture) return;
const canvas = vcrDisplayTexture.image;
const ctx = canvas.getContext('2d');
const timeString = formatTime(time);
// Uses the new segment drawing function with ghosting, including blinkState for colon
drawSegmentDisplay(ctx, timeString);
vcrDisplayTexture.needsUpdate = true;
}