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7 Commits

Author SHA1 Message Date
Dejvino
2e1e6bddfa Feature: books start levitating 2025-11-16 16:32:13 +01:00
Dejvino
6e2a59ce77 Feature: door outside is glowing red 2025-11-16 15:59:23 +01:00
Dejvino
6d54f4b15a Feature: door randomly opens and closes 2025-11-16 14:07:06 +01:00
Dejvino
15cb69a120 Refactoring: split out objects in scene 2025-11-16 13:33:17 +01:00
Dejvino
1f3f5b372c Refactoring: split into directories 2025-11-16 13:25:42 +01:00
Dejvino
1c2a3c6d3a Refactoring: add Vite to serve JS modules 2025-11-16 13:20:33 +01:00
Dejvino
75c87c9d03 Refactoring: move effects to a manager, chunk animate loop contents 2025-11-13 21:45:11 +01:00
27 changed files with 2414 additions and 1115 deletions

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tv-player/.gitignore vendored Normal file
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node_modules

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<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Retro TV Player</title>
<!-- Load Tailwind CSS for styling --><script src="./vendor/tailwind-3.4.17.js" x-src="https://cdn.tailwindcss.com"></script>
<!-- Load Tailwind CSS for styling --><script src="/vendor/tailwind-3.4.17.js"></script>
<!-- Load Three.js for 3D rendering --><script src="./vendor/three.min.js" x-src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="./src/tailwind-config.js"></script>
<style>
/* Dark room aesthetic */
@ -45,15 +44,8 @@
</div>
</div>
<script src="./src/global-variables.js"></script>
<script src="./src/utils.js"></script>
<script src="./src/scene.js"></script>
<script src="./src/video-player.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/animate.js"></script>
<script src="./src/init.js"></script>
<!-- Main entry point for the application -->
<script type="module" src="/src/main.js"></script>
<!-- 3D Canvas will be injected here by Three.js -->
</body>

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tv-player/package-lock.json generated Normal file

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tv-player/package.json Normal file
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{
"name": "tv-player",
"version": "1.0.0",
"description": "",
"main": "index.js",
"scripts": {
"test": "echo \"Error: no test specified\" && exit 1"
},
"author": "",
"license": "ISC",
"devDependencies": {
"vite": "^7.2.2"
},
"dependencies": {
"three": "^0.181.1"
}
}

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// --- Animation Loop ---
function animate() {
requestAnimationFrame(animate);
// 1. Dust animation: slow downward drift
if (dust) {
const positions = dust.geometry.attributes.position.array;
for (let i = 1; i < positions.length; i += 3) {
positions[i] -= 0.001;
if (positions[i] < -2) {
positions[i] = 8;
}
}
dust.geometry.attributes.position.needsUpdate = true;
}
// 2. Camera movement (Gentle, random hovering)
const globalTime = Date.now() * 0.00005;
const lookAtTime = Date.now() * 0.00003;
const camAmplitude = 0.7;
const lookAmplitude = 0.05;
// Base Camera Position in front of the TV
const baseX = -0.5;
const baseY = 1.5;
const baseZ = 2.5;
// 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;
camera.position.x = baseX + camOffsetX;
camera.position.y = baseY + camOffsetY;
camera.position.z = baseZ + camOffsetZ;
// LookAt Target Offsets (Subtle Gaze Shift)
const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
// Apply lookAt to the subtly shifted target
camera.lookAt(
baseTargetX + lookOffsetX,
baseTargetY + lookOffsetY,
baseTargetZ
);
// 3. Lamp Flicker Effect
const flickerChance = 0.995;
const restoreRate = 0.15;
if (Math.random() > flickerChance) {
// Flickers quickly to a dimmer random value (between 0.3 and 1.05)
let lampLightIntensity = originalLampIntensity * (0.3 + Math.random() * 0.7);
lampLightSpot.intensity = lampLightIntensity;
lampLightPoint.intensity = lampLightIntensity;
} else if (lampLightPoint.intensity < originalLampIntensity) {
// Smoothly restore original intensity
let lampLightIntensity = THREE.MathUtils.lerp(lampLightPoint.intensity, originalLampIntensity, restoreRate);
lampLightSpot.intensity = lampLightIntensity;
lampLightPoint.intensity = lampLightIntensity;
}
// 4. Screen Light Pulse and Movement Effect (Updated)
if (isVideoLoaded && screenLight.intensity > 0) {
// A. Pulse Effect (Intensity Fluctuation)
// Generate a small random fluctuation for the pulse (Range: 1.35 to 1.65 around base 1.5)
const pulseTarget = originalScreenIntensity + (Math.random() - 0.5) * screenIntensityPulse;
// Smoothly interpolate towards the new target fluctuation
screenLight.intensity = THREE.MathUtils.lerp(screenLight.intensity, pulseTarget, 0.1);
// B. Movement Effect (Subtle circle around the screen center - circling the room area)
const lightTime = Date.now() * 0.0001;
const radius = 0.01;
const centerX = 0;
const centerY = 1.5;
//const centerZ = 1.2; // Use the updated Z position of the light source
// Move the light in a subtle, erratic circle
screenLight.position.x = centerX + Math.cos(lightTime) * radius;
screenLight.position.y = centerY + Math.sin(lightTime * 1.5) * radius * 0.5; // Slightly different freq for Y
//screenLight.position.z = centerZ; // Keep Z constant at the screen light plane
}
// 5. Update video texture (essential to grab the next frame)
if (videoTexture) {
videoTexture.needsUpdate = true;
// Update time display in the animation loop
if (isVideoLoaded && videoElement.readyState >= 3) {
const currentTime = formatTime(videoElement.currentTime);
const duration = formatTime(videoElement.duration);
console.info(`Tape ${currentVideoIndex + 1} of ${videoUrls.length}. Time: ${currentTime} / ${duration}`);
}
}
updateFlies();
const currentTime = baseTime + videoElement.currentTime;
// Simulate playback time
if (Math.abs(currentTime - lastUpdateTime) > 0.1) {
updateVcrDisplay(currentTime);
lastUpdateTime = currentTime;
}
// Blink the colon every second
if (currentTime - lastBlinkToggleTime > 0.5) { // Blink every 0.5 seconds
blinkState = !blinkState;
lastBlinkToggleTime = currentTime;
}
// RENDER!
renderer.render(scene, camera);
}
// --- Window Resize Handler ---
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}

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import * as THREE from 'three';
import { updateVcrDisplay } from '../scene/vcr-display.js';
import { updateDoor } from '../scene/door.js';
import { state } from '../state.js';
function updateCamera() {
const globalTime = Date.now() * 0.00005;
const lookAtTime = Date.now() * 0.00003;
const camAmplitude = 0.5;
const lookAmplitude = 0.05;
// Base Camera Position in front of the TV
const baseX = -0.5;
const baseY = 1.5;
const baseZ = 2.5;
// 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;
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 (Math.random() > flickerChance) {
// Flickers quickly to a dimmer random value (between 0.3 and 1.05)
let lampLightIntensity = state.originalLampIntensity * (0.3 + Math.random() * 0.7);
state.lampLightSpot.intensity = lampLightIntensity;
state.lampLightPoint.intensity = lampLightIntensity;
} else if (state.lampLightPoint.intensity < state.originalLampIntensity) {
// Smoothly restore original intensity
let lampLightIntensity = THREE.MathUtils.lerp(state.lampLightPoint.intensity, state.originalLampIntensity, restoreRate);
state.lampLightSpot.intensity = lampLightIntensity;
state.lampLightPoint.intensity = lampLightIntensity;
}
}
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 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 = 0.001; // 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';
}
}
// --- Animation Loop ---
export function animate() {
requestAnimationFrame(animate);
state.effectsManager.update();
updateCamera();
updateLampFlicker();
updateScreenLight();
updateVideo();
updateVcr();
updateBooks();
updateDoor();
// 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';
// --- 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.');
state.screenLight.intensity = 0.0;
state.tvScreen.material.dispose();
state.tvScreen.material = new THREE.MeshPhongMaterial({
color: 0x0a0a0a, // Deep black
shininess: 5,
specular: 0x111111
});
state.tvScreen.material.needsUpdate = true;
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
state.tvScreen.material.dispose();
state.tvScreen.material = new THREE.MeshBasicMaterial({ map: state.videoTexture });
state.tvScreen.material.needsUpdate = true;
// 3. Start playback
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);
}

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import { DustEffect } from './dust.js';
import { FliesEffect } from './flies.js';
export class EffectsManager {
constructor(scene) {
this.effects = [];
this._initializeEffects(scene);
}
_initializeEffects(scene) {
// Add all desired effects here.
// This is now the single place to manage which effects are active.
this.addEffect(new DustEffect(scene));
this.addEffect(new FliesEffect(scene));
}
addEffect(effect) {
this.effects.push(effect);
}
update() {
this.effects.forEach(effect => effect.update());
}
}

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import * as THREE from 'three';
export class DustEffect {
constructor(scene) {
this.dust = null;
this._create(scene);
}
_create(scene) {
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
);
}
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
});
this.dust = new THREE.Points(particlesGeometry, particleMaterial);
scene.add(this.dust);
}
update() {
if (this.dust) {
const positions = this.dust.geometry.attributes.position.array;
for (let i = 1; i < positions.length; i += 3) {
positions[i] -= 0.001;
if (positions[i] < -2) {
positions[i] = 8;
}
}
this.dust.geometry.attributes.position.needsUpdate = true;
}
}
}

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import * as THREE from 'three';
import { state } from '../state.js';
import { degToRad } from '../utils.js';
const FLIES_COUNT = 2;
// --- Configuration ---
const FLIGHT_HEIGHT_MIN = 0.5; // Min height for flying
const FLIGHT_HEIGHT_MAX = 2;//state.roomHeight * 0.9; // Max height for flying
const FLY_FLIGHT_SPEED_FACTOR = 0.01; // How quickly 't' increases per frame
const FLY_WAIT_BASE = 1000;
const FLY_LAND_CHANCE = 0.3;
export class FliesEffect {
constructor(scene) {
this.flies = [];
this._setupFlies(scene);
}
_randomFlyTarget() {
return new THREE.Vector3(
(Math.random() - 0.5) * (state.roomSize - 1),
FLIGHT_HEIGHT_MIN + Math.random() * (FLIGHT_HEIGHT_MAX - FLIGHT_HEIGHT_MIN),
(Math.random() - 0.5) * (state.roomSize - 1)
);
}
_createFlyMesh() {
const flyGroup = new THREE.Group();
const flyMaterial = new THREE.MeshPhongMaterial({ color: 0x111111, shininess: 50 });
const bodyGeometry = new THREE.ConeGeometry(0.01, 0.02, 3);
const body = new THREE.Mesh(bodyGeometry, flyMaterial);
body.rotation.x = degToRad(90);
body.castShadow = true;
body.receiveShadow = true;
flyGroup.add(body);
flyGroup.userData = {
state: 'flying',
landTimer: 0,
t: 0,
speed: FLY_FLIGHT_SPEED_FACTOR + Math.random() * 0.01,
curve: null,
landCheckTimer: 0,
oscillationTime: Math.random() * 100,
};
flyGroup.position.copy(this._randomFlyTarget());
return flyGroup;
}
_createFlyCurve(fly, endPoint) {
const startPoint = fly.position.clone();
const midPoint = new THREE.Vector3().lerpVectors(startPoint, endPoint, 0.5);
const offsetMagnitude = startPoint.distanceTo(endPoint) * 0.5;
const offsetAngle = Math.random() * Math.PI * 2;
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;
fly.userData.landCheckTimer = 50 + Math.random() * 50;
}
_setupFlies(scene) {
for (let i = 0; i < FLIES_COUNT; i++) {
const fly = this._createFlyMesh();
scene.add(fly);
this.flies.push(fly);
}
}
update() {
this.flies.forEach(fly => {
const data = fly.userData;
if (data.state === 'flying' || data.state === 'landing') {
if (!data.curve) {
const newTargetPos = this._randomFlyTarget();
this._createFlyCurve(fly, newTargetPos);
data.t = 0;
}
data.t += data.speed;
data.landCheckTimer--;
if (data.t >= 1) {
if (data.state === 'landing') {
data.state = 'landed';
data.landTimer = FLY_WAIT_BASE + Math.random() * 1000;
data.t = 0;
return;
}
if (data.landCheckTimer <= 0 && Math.random() > FLY_LAND_CHANCE) {
state.raycaster.set(fly.position, new THREE.Vector3(0, -1, 0));
const intersects = state.raycaster.intersectObjects(state.landingSurfaces, false);
if (intersects.length > 0) {
const intersect = intersects[0];
data.state = 'landing';
let newTargetPos = new THREE.Vector3(
intersect.point.x,
intersect.point.y + 0.05,
intersect.point.z
);
this._createFlyCurve(fly, newTargetPos);
data.t = 0;
}
}
if (data.state !== 'landing') {
const newTargetPos = this._randomFlyTarget();
this._createFlyCurve(fly, newTargetPos);
data.t = 0;
}
}
fly.position.copy(data.curve.getPoint(Math.min(data.t, 1)));
const tangent = data.curve.getTangent(Math.min(data.t, 1)).normalize();
fly.rotation.y = Math.atan2(tangent.x, tangent.z);
data.oscillationTime += 0.1;
fly.position.y += Math.sin(data.oscillationTime * 4) * 0.01;
} else if (data.state === 'landed') {
data.landTimer--;
if (data.landTimer <= 0) {
data.state = 'flying';
const newTargetPos = this._randomFlyTarget();
this._createFlyCurve(fly, newTargetPos);
data.t = 0;
}
}
});
}
}

View File

@ -1,28 +0,0 @@
// --- 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

@ -1,174 +0,0 @@
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;
}
}
});
}

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@ -1,5 +1,5 @@
// --- Global Variables ---
let scene, camera, renderer, tvScreen, videoTexture, dust, screenLight, lampLightPoint, lampLightSpot;
let scene, camera, renderer, tvScreen, videoTexture, screenLight, lampLightPoint, lampLightSpot, effectsManager;
// VCR Display related variables
let simulatedPlaybackTime = 0;
@ -23,9 +23,6 @@ const loadTapeButton = document.getElementById('loadTapeButton');
const loader = new THREE.TextureLoader();
const debugLight = false;
const FLIES_COUNT = 2; // Flies
const flies = [];
let landingSurfaces = []; // Array to hold floor and table for fly landings
const raycaster = new THREE.Raycaster();

View File

@ -1,67 +0,0 @@
// --- Initialization ---
function init() {
// 1. Scene Setup (Dark, Ambient)
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
// 2. Camera Setup
const FOV = 65;
camera = new THREE.PerspectiveCamera(FOV, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.5, 4);
// 3. Renderer Setup
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
// Enable shadows on the renderer
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
container.appendChild(renderer.domElement);
// 4. Lighting (Minimal and focused)
const ambientLight = new THREE.AmbientLight(0x111111);
scene.add(ambientLight);
const roomLight = new THREE.PointLight(0xffaa55, 0.05, roomSize);
roomLight.position.set(0, 1.8, 0);
scene.add(roomLight);
// 5. Build the entire scene with TV and surrounding objects
createSceneObjects();
// 6. Create the Dust Particle System
createDust();
// 7. Create the Room Walls and Ceiling
createRoomWalls();
// --- 8. Debug Visualization Helpers ---
// Visual aids for the light source positions
if (debugLight && THREE.PointLightHelper) {
const screenHelper = new THREE.PointLightHelper(screenLight, 0.1, 0xff0000); // Red for screen
scene.add(screenHelper);
// Lamp Helper will now work since lampLight is added to the scene
const lampHelperPoint = new THREE.PointLightHelper(lampLightPoint, 0.1, 0x00ff00); // Green for lamp
scene.add(lampHelperPoint);
}
// 9. Event Listeners
window.addEventListener('resize', onWindowResize, false);
fileInput.addEventListener('change', loadVideoFile);
// Button logic
loadTapeButton.addEventListener('click', () => {
fileInput.click();
});
// Auto-advance to the next video when the current one finishes.
videoElement.addEventListener('ended', playNextVideo);
// Start the animation loop
animate();
}
// Start everything on window load
window.onload = init;

6
tv-player/src/main.js Normal file
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@ -0,0 +1,6 @@
import * as THREE from 'three';
import './tailwind-config.js';
import { init } from './core/init.js';
// Start everything
init();

View File

@ -1,571 +0,0 @@
// --- Room Walls Function ---
function createRoomWalls() {
const wallTexture = loader.load('./textures/wall.jpg');
wallTexture.wrapS = THREE.RepeatWrapping;
wallTexture.wrapT = THREE.RepeatWrapping;
// USING MeshPhongMaterial for specular highlights on walls
const wallMaterial = new THREE.MeshPhongMaterial({
map: wallTexture,
side: THREE.FrontSide,
shininess: 5,
specular: 0x111111 // Subtle reflection
});
// 1. Back Wall (behind the TV)
const backWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
backWall.position.set(0, roomHeight / 2, -roomSize / 2);
backWall.receiveShadow = true;
scene.add(backWall);
// 2. Front Wall (behind the camera)
const frontWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
frontWall.position.set(0, roomHeight / 2, roomSize / 2);
frontWall.rotation.y = Math.PI;
frontWall.receiveShadow = true;
scene.add(frontWall);
// 3. Left Wall
const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
leftWall.rotation.y = Math.PI / 2;
leftWall.position.set(-roomSize / 2, roomHeight / 2, 0);
leftWall.receiveShadow = true;
scene.add(leftWall);
// 4. Right Wall
const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
rightWall.rotation.y = -Math.PI / 2;
rightWall.position.set(roomSize / 2, roomHeight / 2, 0);
rightWall.receiveShadow = true;
scene.add(rightWall);
// 5. Ceiling
const ceilingGeometry = new THREE.PlaneGeometry(roomSize, roomSize);
const ceilingTexture = wallTexture;
ceilingTexture.repeat.set(4, 4);
// USING MeshPhongMaterial
const ceilingMaterial = new THREE.MeshPhongMaterial({
map: ceilingTexture,
side: THREE.FrontSide,
shininess: 5,
specular: 0x111111
});
const ceiling = new THREE.Mesh(ceilingGeometry, ceilingMaterial);
ceiling.rotation.x = Math.PI / 2;
ceiling.position.set(0, roomHeight, 0);
ceiling.receiveShadow = true;
scene.add(ceiling);
// --- 6. Add a Window to the Back Wall ---
const windowWidth = 1.5;
const windowHeight = 1.2;
const windowGeometry = new THREE.PlaneGeometry(windowWidth, windowHeight);
const nightSkyMaterial = new THREE.MeshBasicMaterial({
color: 0x0a1a3a,
emissive: 0x0a1a3a,
emissiveIntensity: 0.5,
side: THREE.FrontSide
});
const windowPane = new THREE.Mesh(windowGeometry, nightSkyMaterial);
const windowZ = -roomSize / 2 + 0.001;
windowPane.position.set(-3.5, roomHeight * 0.5 + 1.5, windowZ);
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();
}

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import * as THREE from 'three';
import { state } from '../state.js';
import { getRandomColor, seededRandom } from '../utils.js';
export function createBookshelf(x, z, rotationY, uniqueSeed) {
state.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);
state.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;
// Store original Y position and animation data
book.userData.originalY = book.position.y;
book.userData.levitateOffset = 0;
book.userData.oscillationTime = Math.random() * Math.PI * 2; // Start at random phase
shelfGroup.add(book);
if (Math.random() > 0.8) {
state.books.push(book);
}
currentBookX += bookWidth + 0.002; // Tiny gap between books
if (seededRandom() > 0.92) {
currentBookX += bookWidth * 3; // random bigger gaps
}
}
}
state.scene.add(shelfGroup);
}

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import * as THREE from 'three';
import { state } from '../state.js';
let doorGroupPanel;
let outsideMaterial; // Declare outsideMaterial globally
let glowIntensity = 0.0;
let glowDirection = 1; // 1 for increasing, -1 for decreasing
const DOOR_STATES = {
RESTING: 'resting',
OPENING: 'opening',
CLOSING: 'closing',
};
let doorState = DOOR_STATES.RESTING;
let stateTimer = 0;
export function createDoor(x, z, rotY) {
const doorWidth = 1;
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);
// Outside darkness
outsideMaterial = new THREE.MeshPhongMaterial({ color: 0x150505, emissive: 0x000000, shininess: 50 });
const outside = new THREE.Mesh(new THREE.BoxGeometry(doorWidth, 2.2, 0.04), outsideMaterial);
outside.position.set(0, 0, 0);
doorGroup.add(outside);
// Door group
doorGroupPanel = new THREE.Group();
// Main Door Panel
const doorMaterial = new THREE.MeshPhongMaterial({ color: 0x8b5a2b, shininess: 10 }); // Lighter wood for door
const door = new THREE.Mesh(new THREE.BoxGeometry(doorWidth, 2.2, 0.08), doorMaterial);
door.position.set(doorWidth/2, 0, 0);
door.castShadow = true;
door.receiveShadow = true;
doorGroupPanel.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(doorWidth/2 + 0.4, 0, 0.06); // Position on the right side of the door
knob.castShadow = true;
doorGroupPanel.add(knob);
doorGroupPanel.position.x = -doorWidth/2;
doorGroupPanel.rotation.y = 0;
doorGroup.add(doorGroupPanel);
state.scene.add(doorGroup);
}
export function updateDoor() {
const speed = 0.0002;
const minAngle = 0;
const maxAngle = -0.7;
stateTimer -= 1 / 60; // Assuming 60fps
if (stateTimer <= 0) {
const nextState = Math.random();
if (nextState < 0.4) {
doorState = DOOR_STATES.RESTING;
stateTimer = 2 + Math.random() * 5;
} else if (nextState < 0.7) {
doorState = DOOR_STATES.OPENING;
stateTimer = 2 + Math.random() * 4;
} else {
doorState = DOOR_STATES.CLOSING;
stateTimer = 3 + Math.random() * 3;
}
}
switch (doorState) {
case DOOR_STATES.OPENING:
if (doorGroupPanel.rotation.y > maxAngle) {
doorGroupPanel.rotation.y -= speed;
}
break;
case DOOR_STATES.CLOSING:
if (doorGroupPanel.rotation.y < minAngle) {
doorGroupPanel.rotation.y += speed;
}
break;
}
// Outside material pulsating glow
if (outsideMaterial) {
const glowMin = 0.001;
const glowMax = 0.01;
const glowSpeed = 0.0001; // Speed of the pulsation
glowIntensity += glowDirection * glowSpeed;
if (glowIntensity >= glowMax) {
glowIntensity = glowMax;
glowDirection = -1;
} else if (glowIntensity <= glowMin) {
glowIntensity = glowMin;
glowDirection = 1;
}
outsideMaterial.emissive.setRGB(glowIntensity, 0, 0);
}
}

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import * as THREE from 'three';
import { state } from '../state.js';
export function createRoomWalls() {
const wallTexture = state.loader.load('/textures/wall.jpg');
wallTexture.wrapS = THREE.RepeatWrapping;
wallTexture.wrapT = THREE.RepeatWrapping;
// USING MeshPhongMaterial for specular highlights on walls
const wallMaterial = new THREE.MeshPhongMaterial({
map: wallTexture,
side: THREE.FrontSide,
shininess: 5,
specular: 0x111111 // Subtle reflection
});
// 1. Back Wall (behind the TV)
const backWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
backWall.position.set(0, state.roomHeight / 2, -state.roomSize / 2);
backWall.receiveShadow = true;
state.scene.add(backWall);
// 2. Front Wall (behind the camera)
const frontWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
frontWall.position.set(0, state.roomHeight / 2, state.roomSize / 2);
frontWall.rotation.y = Math.PI;
frontWall.receiveShadow = true;
state.scene.add(frontWall);
// 3. Left Wall
const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
leftWall.rotation.y = Math.PI / 2;
leftWall.position.set(-state.roomSize / 2, state.roomHeight / 2, 0);
leftWall.receiveShadow = true;
state.scene.add(leftWall);
// 4. Right Wall
const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
rightWall.rotation.y = -Math.PI / 2;
rightWall.position.set(state.roomSize / 2, state.roomHeight / 2, 0);
rightWall.receiveShadow = true;
state.scene.add(rightWall);
// 5. Ceiling
const ceilingGeometry = new THREE.PlaneGeometry(state.roomSize, state.roomSize);
const ceilingTexture = wallTexture;
ceilingTexture.repeat.set(4, 4);
// USING MeshPhongMaterial
const ceilingMaterial = new THREE.MeshPhongMaterial({
map: ceilingTexture,
side: THREE.FrontSide,
shininess: 5,
specular: 0x111111
});
const ceiling = new THREE.Mesh(ceilingGeometry, ceilingMaterial);
ceiling.rotation.x = Math.PI / 2;
ceiling.position.set(0, state.roomHeight, 0);
ceiling.receiveShadow = true;
state.scene.add(ceiling);
// --- 6. Add a Window to the Back Wall ---
const windowWidth = 1.5;
const windowHeight = 1.2;
const windowGeometry = new THREE.PlaneGeometry(windowWidth, windowHeight);
const nightSkyMaterial = new THREE.MeshPhongMaterial({
color: 0x0a1a3a,
emissive: 0x0a1a3a,
emissiveIntensity: 0.5,
side: THREE.FrontSide
});
const windowPane = new THREE.Mesh(windowGeometry, nightSkyMaterial);
const windowZ = -state.roomSize / 2 + 0.001;
windowPane.position.set(-3.5, state.roomHeight * 0.5 + 1.5, windowZ);
state.scene.add(windowPane);
}

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import * as THREE from 'three';
import { state } from '../state.js';
import { createRoomWalls } from './room-walls.js';
import { createBookshelf } from './bookshelf.js';
import { createDoor } from './door.js';
import { createTvSet } from './tv-set.js';
// --- Scene Modeling Function ---
export function createSceneObjects() {
// --- Materials (MeshPhongMaterial) ---
const darkMetal = new THREE.MeshPhongMaterial({
color: 0x6b6b6b,
shininess: 80,
specular: 0x888888
});
// --- 1. Floor ---
const floorGeometry = new THREE.PlaneGeometry(20, 20);
const floorTexture = state.loader.load('/textures/floor.jpg');
floorTexture.wrapS = THREE.RepeatWrapping;
floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set(state.roomSize, state.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;
state.scene.add(floor);
state.landingSurfaces.push(floor);
createRoomWalls();
// 3. Lighting (Minimal and focused)
const ambientLight = new THREE.AmbientLight(0x111111, 1);
state.scene.add(ambientLight);
const roomLight = new THREE.PointLight(0xffaa55, 0.8, state.roomSize);
roomLight.position.set(0, 1.8, 0);
state.scene.add(roomLight);
createTvSet(-state.roomSize/2 + 1.2, -state.roomSize/2 + 0.8, Math.PI * 0.1);
// --- 5. Standing Lamp ---
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
state.lampLightPoint = new THREE.PointLight(0xffaa00, state.originalLampIntensity, 4);
state.lampLightPoint.position.set(-0.01, state.roomHeight-0.9, 0.01);
state.lampLightPoint.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
state.lampLightPoint.shadow.mapSize.width = 512;
state.lampLightPoint.shadow.mapSize.height = 512;
state.lampLightPoint.shadow.camera.near = 0.1;
state.lampLightPoint.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
state.lampLightPoint.penumbra = 0.5;
state.lampLightSpot = new THREE.SpotLight(0xffaa00, state.originalLampIntensity, 4);
state.lampLightSpot.position.set(-0.01, 1.0, 0.01);
state.lampLightSpot.target.position.set(0, 5, 0);
state.lampLightSpot.castShadow = true;
// Optimization: Reduced map size and far plane to ease resource burden
state.lampLightSpot.shadow.mapSize.width = 512;
state.lampLightSpot.shadow.mapSize.height = 512;
state.lampLightSpot.shadow.camera.near = 0.1;
state.lampLightSpot.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
state.lampLightSpot.penumbra = 1;
const lampGroup = new THREE.Group();
lampGroup.add(baseMesh, poleMesh, shadeMesh, state.lampLightSpot, state.lampLightSpot.target, state.lampLightPoint);
lampGroup.position.set(0.8, 0.7, -state.roomSize/2+0.5);
state.scene.add(lampGroup);
state.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;
state.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;
state.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;
state.scene.add(cassette);
createDoor(state.roomSize/2, -state.roomSize/2 * 0.5, -Math.PI/2);
createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.2, Math.PI/2, 0);
createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.7, Math.PI/2, 0);
createBookshelf(state.roomSize/2 * 0.7, -state.roomSize/2+0.3, 0, 1);
}

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import * as THREE from 'three';
import { state } from '../state.js';
import { createVcr } from './vcr.js';
export function createTvSet(x, z, rotY) {
// --- Materials (MeshPhongMaterial) ---
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 });
state.tvScreen = new THREE.Mesh(screenGeometry, screenMaterial);
// Position the curved screen
state.tvScreen.position.set(0.0, 1.5, -2.1);
state.tvScreen.material = new THREE.MeshPhongMaterial({
color: 0x0a0a0a, // Deep black
shininess: 5,
specular: 0x111111
});
state.tvScreen.material.needsUpdate = true;
tvGroup.add(state.tvScreen);
tvGroup.position.set(x, 0, z);
tvGroup.rotation.y = rotY;
// Light from the screen (initially low intensity, will increase when video loads)
state.screenLight = new THREE.PointLight(0xffffff, 0, 10);
state.screenLight.position.set(0, 1.5, 1.0);
// Screen light casts shadows
state.screenLight.castShadow = true;
state.screenLight.shadow.mapSize.width = 1024;
state.screenLight.shadow.mapSize.height = 1024;
state.screenLight.shadow.camera.near = 0.2;
state.screenLight.shadow.camera.far = 5;
tvGroup.add(state.screenLight);
// -- VCR --
const vcr = createVcr();
vcr.position.set(-0.3, 0.6, 0.05);
tvGroup.add(vcr);
state.scene.add(tvGroup);
}

View File

@ -1,6 +1,7 @@
let vcrDisplayTexture;
let blinkState = false;
let lastBlinkToggleTime = 0;
import * as THREE from 'three';
import { state } from '../state.js';
import { formatTime } from '../utils.js';
// --- Segment Display Definitions ---
// Define which segments (indexed 0-6: A, B, C, D, E, F, G) are active for each digit
@ -151,7 +152,7 @@ function drawSegmentDisplay(ctx, timeString) {
const currentY = SEG_PADDING;
// Draw Playback Arrow
if (isVideoLoaded && videoElement.readyState >= 3) {
if (state.isVideoLoaded && state.videoElement.readyState >= 3) {
drawPlaybackArrow(ctx, currentX, currentY, digitHeight);
}
currentX += arrowWidth + arrowPadding; // Move X after arrow and its padding
@ -160,7 +161,7 @@ function drawSegmentDisplay(ctx, timeString) {
const char = timeString[i];
if (char === ':') {
drawColon(ctx, currentX, currentY, digitHeight, blinkState); // Pass blinkState
drawColon(ctx, currentX, currentY, digitHeight, state.blinkState); // Pass blinkState
currentX += colonWidth;
} else if (char >= '0' && char <= '9') {
drawSegmentDigit(ctx, char, currentX, currentY, digitHeight);
@ -175,7 +176,7 @@ function drawSegmentDisplay(ctx, timeString) {
}
// --- VCR Display Functions ---
function createVcrDisplay() {
export function createVcrDisplay() {
const canvas = document.createElement('canvas');
canvas.width = 160; // Increased width for arrow and better spacing
canvas.height = 32;
@ -184,27 +185,28 @@ function createVcrDisplay() {
ctx.fillStyle = '#0a0a0a';
ctx.fillRect(0, 0, canvas.width, canvas.height);
vcrDisplayTexture = new THREE.CanvasTexture(canvas);
vcrDisplayTexture.needsUpdate = true;
state.vcrDisplayTexture = new THREE.CanvasTexture(canvas);
state.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,
const displayMaterial = new THREE.MeshPhongMaterial({
map: state.vcrDisplayTexture,
side: THREE.FrontSide,
color: 0xffffff,
transparent: true,
emissive: 0x00ff44,
emissiveIntensity: 0.1
emissiveIntensity: 0.05,
shininess: 0
});
const displayMesh = new THREE.Mesh(displayGeometry, displayMaterial);
return displayMesh;
}
function updateVcrDisplay(time) {
if (!vcrDisplayTexture) return;
export function updateVcrDisplay(time) {
if (!state.vcrDisplayTexture) return;
const canvas = vcrDisplayTexture.image;
const canvas = state.vcrDisplayTexture.image;
const ctx = canvas.getContext('2d');
const timeString = formatTime(time);
@ -212,5 +214,5 @@ function updateVcrDisplay(time) {
// Uses the new segment drawing function with ghosting, including blinkState for colon
drawSegmentDisplay(ctx, timeString);
vcrDisplayTexture.needsUpdate = true;
state.vcrDisplayTexture.needsUpdate = true;
}

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@ -0,0 +1,51 @@
import * as THREE from 'three';
import { createVcrDisplay } from './vcr-display.js';
export 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
const vcrDisplayLight = new THREE.PointLight(0x00ff44, 0.03, 1.8);
vcrDisplayLight.position.set(0.23, 0.03, 0.35 + 0.03);
vcrDisplayLight.castShadow = true;
vcrDisplayLight.shadow.mapSize.width = 256;
vcrDisplayLight.shadow.mapSize.height = 256;
vcrGroup.add(vcrDisplayLight);
return vcrGroup;
}

55
tv-player/src/state.js Normal file
View File

@ -0,0 +1,55 @@
import * as THREE from 'three';
export let state = undefined;
export function initState() {
state = {
// Core Three.js components
scene: null,
camera: null,
renderer: null,
tvScreen: null,
videoTexture: null,
screenLight: null,
lampLightPoint: null,
lampLightSpot: null,
effectsManager: null,
// VCR Display
lastUpdateTime: -1,
baseTime: 0,
blinkState: false,
lastBlinkToggleTime: 0,
vcrDisplayTexture: null,
// Video Playback
isVideoLoaded: false,
videoUrls: [],
currentVideoIndex: -1,
// Scene constants
originalLampIntensity: 0.3,
originalScreenIntensity: 0.2,
screenIntensityPulse: 0.2,
roomSize: 5,
roomHeight: 3,
debugLight: false,
// DOM Elements
container: document.body,
videoElement: document.getElementById('video'),
fileInput: document.getElementById('fileInput'),
loadTapeButton: document.getElementById('loadTapeButton'),
// Utilities
loader: new THREE.TextureLoader(),
landingSurfaces: [],
bookLevitation: {
state: 'resting', // 'resting', 'levitating', 'returning'
timer: 0,
},
books: [], // Array to hold all individual book meshes for animation
raycaster: new THREE.Raycaster(),
seed: 12345,
};
}

View File

@ -1,5 +1,8 @@
import * as THREE from 'three';
import { state } from './state.js';
// --- Utility: Random Color (seeded) ---
function getRandomColor() {
export function getRandomColor() {
const hue = seededRandom();
const saturation = 0.6 + seededRandom() * 0.4;
const lightness = 0.3 + seededRandom() * 0.4;
@ -11,20 +14,20 @@ function getRandomColor() {
* @param {number} degrees
* @returns {number}
*/
function degToRad(degrees) {
export function degToRad(degrees) {
return degrees * (Math.PI / 180);
}
// --- Seedable Random Number Generator (Mulberry32) ---
function seededRandom() {
let t = seed += 0x6D2B79F5;
export function seededRandom() {
let t = state.seed += 0x6D2B79F5;
t = Math.imul(t ^ t >>> 15, t | 1);
t ^= t + Math.imul(t ^ t >>> 7, t | 61);
return ((t ^ t >>> 14) >>> 0) / 4294967296;
}
// --- Helper function to format seconds into MM:SS ---
function formatTime(seconds) {
export function formatTime(seconds) {
if (isNaN(seconds) || seconds === Infinity || seconds < 0) return '--:--';
const minutes = Math.floor(seconds / 60);
const remainingSeconds = Math.floor(seconds % 60);

View File

@ -1,112 +0,0 @@
// --- Play video by index ---
function playVideoByIndex(index) {
currentVideoIndex = index;
const url = videoUrls[index];
// Dispose of previous texture to free resources
if (videoTexture) {
videoTexture.dispose();
videoTexture = null;
}
if (index < 0 || index >= videoUrls.length) {
console.info('End of playlist reached. Reload tapes to start again.');
screenLight.intensity = 0.0;
tvScreen.material.dispose();
tvScreen.material = new THREE.MeshPhongMaterial({
color: 0x0a0a0a, // Deep black
shininess: 5,
specular: 0x111111
});
tvScreen.material.needsUpdate = true;
isVideoLoaded = false;
lastUpdateTime = -1; // force VCR to redraw
return;
}
videoElement.src = url;
videoElement.muted = true;
videoElement.load();
// Set loop property: only loop if it's the only video loaded
videoElement.loop = false; //videoUrls.length === 1;
videoElement.onloadeddata = () => {
// 1. Create the Three.js texture
videoTexture = new THREE.VideoTexture(videoElement);
videoTexture.minFilter = THREE.LinearFilter;
videoTexture.magFilter = THREE.LinearFilter;
videoTexture.format = THREE.RGBAFormat;
videoTexture.needsUpdate = true;
// 2. Apply the video texture to the screen mesh
tvScreen.material.dispose();
tvScreen.material = new THREE.MeshBasicMaterial({ map: videoTexture });
tvScreen.material.needsUpdate = true;
// 3. Start playback
videoElement.play().then(() => {
isVideoLoaded = true;
// Use the defined base intensity for screen glow
screenLight.intensity = originalScreenIntensity;
// Initial status message with tape count
console.info(`Playing tape ${currentVideoIndex + 1} of ${videoUrls.length}.`);
}).catch(error => {
screenLight.intensity = originalScreenIntensity * 0.5; // Dim the light if playback fails
console.error(`Playback blocked for tape ${currentVideoIndex + 1}. Click Next Tape to try again.`);
console.error('Playback Error: Could not start video playback.', error);
});
};
videoElement.onerror = (e) => {
screenLight.intensity = 0.1; // Keep minimum intensity for shadow map
console.error(`Error loading tape ${currentVideoIndex + 1}.`);
console.error('Video Load Error:', e);
};
}
// --- Cycle to the next video ---
function playNextVideo() {
// Determine the next index, cycling back to 0 if we reach the end
let nextIndex = currentVideoIndex + 1;
if (nextIndex < videoUrls.length) {
baseTime += videoElement.duration;
}
playVideoByIndex(nextIndex);
}
// --- Video Loading Logic (handles multiple files) ---
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
videoUrls.forEach(url => URL.revokeObjectURL(url));
videoUrls = [];
// 2. Populate the new videoUrls array
for (let i = 0; i < files.length; i++) {
const file = files[i];
if (file.type.startsWith('video/')) {
videoUrls.push(URL.createObjectURL(file));
}
}
if (videoUrls.length === 0) {
console.info('No valid video files selected.');
return;
}
// 3. Start playback of the first video
console.info(`Loaded ${videoUrls.length} tapes. Starting playback...`);
loadTapeButton.classList.add("hidden");
const startDelay = 5;
console.info(`Video will start in ${startDelay} seconds.`);
setTimeout(() => { playVideoByIndex(0); }, startDelay * 1000);
}