New project: Magic mirror

This commit is contained in:
Dejvino
2025-11-19 22:11:10 +01:00
parent 65ddd80f1d
commit da94aa0aa3
37 changed files with 3618 additions and 0 deletions
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import * as THREE from 'three';
import { updateDoor } from '../scene/door.js';
import { updateVcrDisplay } from '../scene/vcr-display.js';
import { state } from '../state.js';
import { updateScreenEffect } from '../scene/magic-mirror.js'
function updateCamera() {
const globalTime = Date.now() * 0.00003;
const lookAtTime = Date.now() * 0.0002;
const camAmplitude = 0.2;
const lookAmplitude = 0.1;
// Base Camera Position in front of the TV
const baseX = -0.5;
const baseY = 1.5;
const baseZ = 2.2;
// Base LookAt target (Center of the screen)
const baseTargetX = -0.7;
const baseTargetY = 1.7;
const baseTargetZ = -0.3;
// Camera Position Offsets (Drift)
const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude;
const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude * 0.4;
const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude * 1.4;
state.camera.position.x = baseX + camOffsetX;
state.camera.position.y = baseY + camOffsetY;
state.camera.position.z = baseZ + camOffsetZ;
// LookAt Target Offsets (Subtle Gaze Shift)
const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude * 3;
const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
// Apply lookAt to the subtly shifted target
state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ);
}
function updateLampFlicker() {
const flickerChance = 0.995;
const restoreRate = 0.15;
if (state.candleLight) {
const elapsedTime = state.clock.getElapsedTime();
const flickerSpeed = 20;
const flickerAmount = 0.05;
// Make the candle flicker
state.candleLight.intensity = state.originalLampIntensity + Math.sin(elapsedTime * flickerSpeed) * flickerAmount;
}
}
function updateScreenLight() {
if (state.isVideoLoaded && state.screenLight.intensity > 0) {
const pulseTarget = state.originalScreenIntensity + (Math.random() - 0.5) * state.screenIntensityPulse;
state.screenLight.intensity = THREE.MathUtils.lerp(state.screenLight.intensity, pulseTarget, 0.1);
const lightTime = Date.now() * 0.0001;
const radius = 0.01;
const centerX = 0;
const centerY = 1.5;
state.screenLight.position.x = centerX + Math.cos(lightTime) * radius;
state.screenLight.position.y = centerY + Math.sin(lightTime * 1.5) * radius * 0.5; // Slightly different freq for Y
}
}
function updateShaderTime() {
if (state.tvScreen && state.tvScreen.material.uniforms && state.tvScreen.material.uniforms.u_time) {
if (state.tvScreenPowered) {
state.tvScreen.material.uniforms.u_time.value = state.clock.getElapsedTime();
}
}
}
function updateVideo() {
if (state.videoTexture) {
state.videoTexture.needsUpdate = true;
}
}
function updateVcr() {
const currentTime = state.baseTime + state.videoElement.currentTime;
if (Math.abs(currentTime - state.lastUpdateTime) > 0.1) {
updateVcrDisplay(currentTime);
state.lastUpdateTime = currentTime;
}
if (currentTime - state.lastBlinkToggleTime > 0.5) { // Blink every 0.5 seconds
state.blinkState = !state.blinkState;
state.lastBlinkToggleTime = currentTime;
}
}
function updateBooks() {
const LEVITATE_CHANCE = 0.0003; // Chance for a resting book to start levitating per frame
const LEVITATE_DURATION_MIN = 100; // frames
const LEVITATE_DURATION_MAX = 300; // frames
const LEVITATE_AMPLITUDE = 0.02; // Max vertical displacement
const LEVITATE_SPEED_FACTOR = 0.03; // Speed of oscillation
const START_RATE = 0.05; // How quickly a book starts to levitate
const RETURN_RATE = 0.1; // How quickly a book returns to original position
const START_DURATION = 120; // frames for the starting transition
const levitation = state.bookLevitation;
// Manage the global levitation state
if (levitation.state === 'resting') {
if (Math.random() < LEVITATE_CHANCE) {
levitation.state = 'starting';
levitation.timer = START_DURATION;
}
} else if (levitation.state === 'starting') {
levitation.timer--;
if (levitation.timer <= 0) {
levitation.state = 'levitating';
levitation.timer = LEVITATE_DURATION_MIN + Math.random() * (LEVITATE_DURATION_MAX - LEVITATE_DURATION_MIN);
}
} else if (levitation.state === 'levitating') {
levitation.timer--;
if (levitation.timer <= 0) {
levitation.state = 'returning';
}
}
// Animate books based on the global state
let allBooksReturned = true;
state.books.forEach(book => {
const data = book.userData;
if (levitation.state === 'starting') {
allBooksReturned = false;
book.position.y = THREE.MathUtils.lerp(book.position.y, data.originalY + LEVITATE_AMPLITUDE/2, START_RATE);
data.oscillationTime = 0;
} else if (levitation.state === 'levitating') {
allBooksReturned = false;
data.oscillationTime += LEVITATE_SPEED_FACTOR;
data.levitateOffset = Math.sin(data.oscillationTime) * LEVITATE_AMPLITUDE;
book.position.y = data.originalY + data.levitateOffset + LEVITATE_AMPLITUDE/2;
} else if (levitation.state === 'returning') {
book.position.y = THREE.MathUtils.lerp(book.position.y, data.originalY, RETURN_RATE);
data.levitateOffset = book.position.y - data.originalY;
if (Math.abs(data.levitateOffset) > 0.001) {
allBooksReturned = false;
}
}
});
if (levitation.state === 'returning' && allBooksReturned) {
levitation.state = 'resting';
}
}
function updatePictureFrame() {
state.pictureFrames.forEach((pictureFrame) => {
pictureFrame.update();
});
}
// --- Animation Loop ---
export function animate() {
requestAnimationFrame(animate);
state.effectsManager.update();
updateCamera();
updateLampFlicker();
updateScreenLight();
updateVideo();
updateShaderTime();
// updateVcr();
updateBooks();
// updateDoor();
// updatePictureFrame();
updateScreenEffect();
// RENDER!
state.renderer.render(state.scene, state.camera);
}
// --- Window Resize Handler ---
export function onWindowResize() {
state.camera.aspect = window.innerWidth / window.innerHeight;
state.camera.updateProjectionMatrix();
state.renderer.setSize(window.innerWidth, window.innerHeight);
}
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import * as THREE from 'three';
import { state, initState } from '../state.js';
import { EffectsManager } from '../effects/EffectsManager.js';
import { createSceneObjects } from '../scene/root.js';
import { animate, onWindowResize } from './animate.js';
import { loadVideoFile, playNextVideo } from './video-player.js';
// --- Initialization ---
export function init() {
initState();
// 1. Scene Setup (Dark, Ambient)
state.scene = new THREE.Scene();
state.scene.background = new THREE.Color(0x000000);
// 2. Camera Setup
const FOV = 65;
state.camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 1000);
state.camera.position.set(0, 1.5, 4);
// 3. Renderer Setup
state.renderer = new THREE.WebGLRenderer({ antialias: true });
state.renderer.setSize(window.innerWidth, window.innerHeight);
state.renderer.setPixelRatio(window.devicePixelRatio);
// Enable shadows on the renderer
state.renderer.shadowMap.enabled = true;
state.renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
state.container.appendChild(state.renderer.domElement);
// 5. Build the entire scene with TV and surrounding objects
createSceneObjects();
// 6. Initialize all visual effects via the manager
state.effectsManager = new EffectsManager(state.scene);
// --- 8. Debug Visualization Helpers ---
// Visual aids for the light source positions
if (state.debugLight && THREE.PointLightHelper) {
const screenHelper = new THREE.PointLightHelper(state.screenLight, 0.1, 0xff0000); // Red for screen
state.scene.add(screenHelper);
// Lamp Helper will now work since lampLight is added to the scene
const lampHelperPoint = new THREE.PointLightHelper(state.lampLightPoint, 0.1, 0x00ff00); // Green for lamp
state.scene.add(lampHelperPoint);
}
// 9. Event Listeners
window.addEventListener('resize', onWindowResize, false);
state.fileInput.addEventListener('change', loadVideoFile);
// Button logic
state.loadTapeButton.addEventListener('click', () => {
state.fileInput.click();
});
// Auto-advance to the next video when the current one finishes.
state.videoElement.addEventListener('ended', playNextVideo);
// Start the animation loop
animate();
}
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import * as THREE from 'three';
import { state } from '../state.js';
import { turnTvScreenOff, turnTvScreenOn, setScreenEffect } from '../scene/tv-set.js';
// --- Play video by index ---
export function playVideoByIndex(index) {
state.currentVideoIndex = index;
const url = state.videoUrls[index];
// Dispose of previous texture to free resources
if (state.videoTexture) {
state.videoTexture.dispose();
state.videoTexture = null;
}
if (index < 0 || index >= state.videoUrls.length) {
console.info('End of playlist reached. Reload tapes to start again.');
turnTvScreenOff();
state.isVideoLoaded = false;
state.lastUpdateTime = -1; // force VCR to redraw
return;
}
state.videoElement.src = url;
state.videoElement.muted = true;
state.videoElement.load();
// Set loop property: only loop if it's the only video loaded
state.videoElement.loop = false; //state.videoUrls.length === 1;
state.videoElement.onloadeddata = () => {
// 1. Create the Three.js texture
state.videoTexture = new THREE.VideoTexture(state.videoElement);
state.videoTexture.minFilter = THREE.LinearFilter;
state.videoTexture.magFilter = THREE.LinearFilter;
state.videoTexture.format = THREE.RGBAFormat;
state.videoTexture.needsUpdate = true;
// 2. Apply the video texture to the screen mesh
turnTvScreenOn();
// 3. Start playback and trigger the warm-up effect simultaneously
state.videoElement.play().then(() => {
state.isVideoLoaded = true;
// Use the defined base intensity for screen glow
state.screenLight.intensity = state.originalScreenIntensity;
// Initial status message with tape count
console.info(`Playing tape ${state.currentVideoIndex + 1} of ${state.videoUrls.length}.`);
}).catch(error => {
state.screenLight.intensity = state.originalScreenIntensity * 0.5; // Dim the light if playback fails
console.error(`Playback blocked for tape ${state.currentVideoIndex + 1}. Click Next Tape to try again.`);
console.error('Playback Error: Could not start video playback.', error);
});
};
state.videoElement.onerror = (e) => {
state.screenLight.intensity = 0.1; // Keep minimum intensity for shadow map
console.error(`Error loading tape ${state.currentVideoIndex + 1}.`);
console.error('Video Load Error:', e);
};
}
// --- Cycle to the next video ---
export function playNextVideo() {
// Determine the next index, cycling back to 0 if we reach the end
let nextIndex = state.currentVideoIndex + 1;
if (nextIndex < state.videoUrls.length) {
state.baseTime += state.videoElement.duration;
}
playVideoByIndex(nextIndex);
}
// --- Video Loading Logic (handles multiple files) ---
export function loadVideoFile(event) {
const files = event.target.files;
if (files.length === 0) {
console.info('File selection cancelled.');
return;
}
// 1. Clear previous URLs and revoke object URLs to prevent memory leaks
state.videoUrls.forEach(url => URL.revokeObjectURL(url));
state.videoUrls = [];
// 2. Populate the new videoUrls array
for (let i = 0; i < files.length; i++) {
const file = files[i];
if (file.type.startsWith('video/')) {
state.videoUrls.push(URL.createObjectURL(file));
}
}
if (state.videoUrls.length === 0) {
console.info('No valid video files selected.');
return;
}
// 3. Start playback of the first video
console.info(`Loaded ${state.videoUrls.length} tapes. Starting playback...`);
state.loadTapeButton.classList.add("hidden");
const startDelay = 5;
console.info(`Video will start in ${startDelay} seconds.`);
setTimeout(() => { playVideoByIndex(0); }, startDelay * 1000);
}