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192fc39461
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192fc39461 | ||
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a1992f899c | ||
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42d78e49eb |
@ -1,3 +1,3 @@
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#!/usr/bin/env bash
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nix-shell -p python3 --run "python3 -m http.server -b 127.0.0.1 8000"
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nix-shell -p nodejs --run "npx vite"
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@ -147,6 +147,12 @@ function updateBooks() {
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}
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}
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function updatePictureFrame() {
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state.pictureFrames.forEach((pictureFrame) => {
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pictureFrame.update();
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});
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}
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// --- Animation Loop ---
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export function animate() {
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requestAnimationFrame(animate);
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@ -159,6 +165,7 @@ export function animate() {
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updateVcr();
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updateBooks();
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updateDoor();
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updatePictureFrame();
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// RENDER!
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state.renderer.render(state.scene, state.camera);
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@ -1,5 +1,6 @@
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import { DustEffect } from './dust.js';
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import { FliesEffect } from './flies.js';
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import { SpiderEffect } from './spider.js';
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export class EffectsManager {
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constructor(scene) {
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@ -12,6 +13,7 @@ export class EffectsManager {
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// This is now the single place to manage which effects are active.
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this.addEffect(new DustEffect(scene));
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this.addEffect(new FliesEffect(scene));
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this.addEffect(new SpiderEffect(scene));
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}
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addEffect(effect) {
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131
tv-player/src/effects/spider.js
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131
tv-player/src/effects/spider.js
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@ -0,0 +1,131 @@
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import * as THREE from 'three';
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import { state } from '../state.js';
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const SPIDER_COUNT = 5;
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const SPIDER_SPEED = 0.0001;
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const SPIDER_TURN_SPEED = 0.02;
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const SPIDER_WAIT_MIN = 200; // frames
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const SPIDER_WAIT_MAX = 500; // frames
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export class SpiderEffect {
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constructor(scene) {
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this.spiders = [];
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this._setupSpiders(scene);
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}
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_getRandomPointOnWall(wall) {
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const position = new THREE.Vector3();
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const width = wall.geometry.parameters.width;
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const height = wall.geometry.parameters.height;
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position.x = (Math.random() - 0.5) * width;
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position.y = (Math.random() - 0.5) * height;
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position.z = 0; // Local z is 0 for a plane
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// Convert local position to world position
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return wall.localToWorld(position);
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}
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_createSpiderMesh() {
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const spiderGroup = new THREE.Group();
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const spiderMaterial = new THREE.MeshPhongMaterial({ color: 0x919191, shininess: 50 });
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// Body
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const bodyGeometry = new THREE.SphereGeometry(0.01, 6, 5);
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const body = new THREE.Mesh(bodyGeometry, spiderMaterial);
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body.scale.z = 0.6; // Flatten the sphere
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body.castShadow = true;
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spiderGroup.add(body);
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// Head
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const headGeometry = new THREE.SphereGeometry(0.005, 5, 4);
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const head = new THREE.Mesh(headGeometry, spiderMaterial);
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head.position.y = 0.015;
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head.castShadow = true;
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spiderGroup.add(head);
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spiderGroup.userData = {
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state: 'crawling', // 'crawling', 'waiting'
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waitTimer: 0,
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t: 0,
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curve: null,
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currentWall: null,
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};
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return spiderGroup;
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}
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_findNewTarget(spider) {
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if (!spider.userData.currentWall) {
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// First time, pick a random wall
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const walls = state.crawlSurfaces;
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if (walls.length === 0) return;
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spider.userData.currentWall = walls[Math.floor(Math.random() * walls.length)];
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spider.position.copy(this._getRandomPointOnWall(spider.userData.currentWall));
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}
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const startPoint = spider.position.clone();
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const endPoint = this._getRandomPointOnWall(spider.userData.currentWall);
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// Create a curved path on the wall
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const midPoint = new THREE.Vector3().lerpVectors(startPoint, endPoint, 0.5);
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const direction = new THREE.Vector3().subVectors(endPoint, startPoint).normalize();
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const wallNormal = spider.userData.currentWall.getWorldDirection(new THREE.Vector3()).negate();
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// Get a perpendicular vector on the plane of the wall
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const perpendicular = new THREE.Vector3().crossVectors(direction, wallNormal).normalize();
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const offsetMagnitude = startPoint.distanceTo(endPoint) * (Math.random() * 0.4 - 0.2); // Random offset left or right
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const controlPoint = midPoint.clone().add(perpendicular.multiplyScalar(offsetMagnitude));
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spider.userData.curve = new THREE.QuadraticBezierCurve3(startPoint, controlPoint, endPoint);
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spider.userData.t = 0;
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spider.userData.state = 'crawling';
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}
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_setupSpiders(scene) {
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for (let i = 0; i < SPIDER_COUNT; i++) {
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const spider = this._createSpiderMesh();
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scene.add(spider);
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this.spiders.push(spider);
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this._findNewTarget(spider); // Initial placement
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}
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}
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update() {
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this.spiders.forEach(spider => {
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const data = spider.userData;
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if (data.state === 'crawling') {
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if (!data.curve) {
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this._findNewTarget(spider);
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return;
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}
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data.t += SPIDER_SPEED;
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if (data.t >= 1) {
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spider.position.copy(data.curve.v2);
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data.state = 'waiting';
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data.waitTimer = SPIDER_WAIT_MIN + Math.random() * (SPIDER_WAIT_MAX - SPIDER_WAIT_MIN);
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} else {
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spider.position.copy(data.curve.getPoint(data.t));
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// Smoothly turn the spider towards the tangent of the curve
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const tangent = data.curve.getTangent(data.t);
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const up = data.currentWall.getWorldDirection(new THREE.Vector3()).negate();
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const targetQuaternion = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 1, 0), tangent).multiply(
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new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 0, 1), up)
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);
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spider.quaternion.slerp(targetQuaternion, SPIDER_TURN_SPEED);
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}
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} else if (data.state === 'waiting') {
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data.waitTimer--;
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if (data.waitTimer <= 0) {
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this._findNewTarget(spider);
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}
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}
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});
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}
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}
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115
tv-player/src/scene/PictureFrame.js
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115
tv-player/src/scene/PictureFrame.js
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@ -0,0 +1,115 @@
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import * as THREE from 'three';
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const FRAME_DEPTH = 0.05;
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const TRANSITION_DURATION = 5000;
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const IMAGE_CHANGE_CHANCE = 0.0001;
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export class PictureFrame {
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constructor(scene, { position, width, height, imageUrls, rotationY = 0 }) {
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if (!imageUrls || imageUrls.length === 0) {
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throw new Error('PictureFrame requires at least one image URL in the imageUrls array.');
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}
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this.scene = scene;
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this.mesh = this._createPictureFrame(width, height, imageUrls, 0.05);
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this.mesh.position.copy(position);
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this.mesh.rotation.y = rotationY;
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this.isTransitioning = false;
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this.transitionStartTime = 0;
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this.scene.add(this.mesh);
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}
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_createPictureFrame(width, height, imageUrls, frameThickness) {
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const paintingGroup = new THREE.Group();
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// 1. Create the wooden frame
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const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x8B4513 }); // SaddleBrown
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const topFrame = new THREE.Mesh(new THREE.BoxGeometry(width + 2 * frameThickness, frameThickness, FRAME_DEPTH), frameMaterial);
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topFrame.position.y = height / 2 + frameThickness / 2;
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topFrame.castShadow = true;
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topFrame.receiveShadow = true;
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paintingGroup.add(topFrame);
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const bottomFrame = new THREE.Mesh(new THREE.BoxGeometry(width + 2 * frameThickness, frameThickness, FRAME_DEPTH), frameMaterial);
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bottomFrame.position.y = -height / 2 - frameThickness / 2;
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bottomFrame.castShadow = true;
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bottomFrame.receiveShadow = true;
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paintingGroup.add(bottomFrame);
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const leftFrame = new THREE.Mesh(new THREE.BoxGeometry(frameThickness, height, FRAME_DEPTH), frameMaterial);
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leftFrame.position.x = -width / 2 - frameThickness / 2;
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leftFrame.castShadow = true;
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leftFrame.receiveShadow = true;
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paintingGroup.add(leftFrame);
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const rightFrame = new THREE.Mesh(new THREE.BoxGeometry(frameThickness, height, FRAME_DEPTH), frameMaterial);
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rightFrame.position.x = width / 2 + frameThickness / 2;
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rightFrame.castShadow = true;
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rightFrame.receiveShadow = true;
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paintingGroup.add(rightFrame);
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// 2. Create the picture canvases with textures
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const textureLoader = new THREE.TextureLoader();
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this.textures = imageUrls.map(url => textureLoader.load(url));
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this.currentTextureIndex = 0;
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const pictureGeometry = new THREE.PlaneGeometry(width, height);
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// Create two picture planes for cross-fading
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this.pictureBack = new THREE.Mesh(pictureGeometry, new THREE.MeshPhongMaterial({ map: this.textures[this.currentTextureIndex] }));
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this.pictureBack.receiveShadow = true;
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paintingGroup.add(this.pictureBack);
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this.pictureFront = new THREE.Mesh(pictureGeometry, new THREE.MeshPhongMaterial({ map: this.textures[this.currentTextureIndex], transparent: true, opacity: 0 }));
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this.pictureFront.position.z = 0.001; // Place slightly in front to avoid z-fighting
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this.pictureFront.receiveShadow = true;
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paintingGroup.add(this.pictureFront);
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return paintingGroup;
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}
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setPicture(index) {
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if (this.isTransitioning || index === this.currentTextureIndex || index < 0 || index >= this.textures.length) {
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return;
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}
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this.isTransitioning = true;
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this.transitionStartTime = Date.now();
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// Front plane fades in with the new texture
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this.pictureFront.material.map = this.textures[index];
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this.pictureFront.material.opacity = 0;
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this.nextTextureIndex = index;
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}
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nextPicture() {
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this.setPicture((this.currentTextureIndex + 1) % this.textures.length);
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}
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update() {
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if (!this.isTransitioning) {
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if (Math.random() > 1.0 - IMAGE_CHANGE_CHANCE) {
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this.nextPicture();
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}
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return;
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}
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const elapsedTime = Date.now() - this.transitionStartTime;
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const progress = Math.min(elapsedTime / TRANSITION_DURATION, 1.0);
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this.pictureFront.material.opacity = progress;
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if (progress >= 1.0) {
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this.isTransitioning = false;
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this.currentTextureIndex = this.nextTextureIndex;
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// Reset for next transition
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this.pictureBack.material.map = this.textures[this.currentTextureIndex];
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this.pictureFront.material.opacity = 0;
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}
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}
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}
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@ -18,24 +18,28 @@ export function createRoomWalls() {
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const backWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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backWall.position.set(0, state.roomHeight / 2, -state.roomSize / 2);
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backWall.receiveShadow = true;
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backWall.name = 'backWall';
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state.scene.add(backWall);
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// 2. Front Wall (behind the camera)
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const frontWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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frontWall.position.set(0, state.roomHeight / 2, state.roomSize / 2);
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frontWall.rotation.y = Math.PI;
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frontWall.name = 'frontWall';
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frontWall.receiveShadow = true;
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state.scene.add(frontWall);
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// 3. Left Wall
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const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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leftWall.rotation.y = Math.PI / 2;
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leftWall.name = 'leftWall';
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leftWall.position.set(-state.roomSize / 2, state.roomHeight / 2, 0);
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leftWall.receiveShadow = true;
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state.scene.add(leftWall);
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// 4. Right Wall
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const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(state.roomSize, state.roomHeight), wallMaterial);
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rightWall.name = 'rightWall';
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rightWall.rotation.y = -Math.PI / 2;
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rightWall.position.set(state.roomSize / 2, state.roomHeight / 2, 0);
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rightWall.receiveShadow = true;
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@ -59,6 +63,8 @@ export function createRoomWalls() {
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ceiling.receiveShadow = true;
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state.scene.add(ceiling);
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state.crawlSurfaces.push(backWall, frontWall, leftWall, rightWall);
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// --- 6. Add a Window to the Back Wall ---
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const windowWidth = 1.5;
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const windowHeight = 1.2;
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@ -4,6 +4,7 @@ import { createRoomWalls } from './room-walls.js';
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import { createBookshelf } from './bookshelf.js';
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import { createDoor } from './door.js';
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import { createTvSet } from './tv-set.js';
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import { PictureFrame } from './PictureFrame.js';
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// --- Scene Modeling Function ---
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export function createSceneObjects() {
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@ -134,4 +135,21 @@ export function createSceneObjects() {
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createBookshelf(-state.roomSize/2 + 0.2, state.roomSize/2*0.7, Math.PI/2, 0);
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createBookshelf(state.roomSize/2 * 0.7, -state.roomSize/2+0.3, 0, 1);
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const pictureFrame = new PictureFrame(state.scene, {
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position: new THREE.Vector3(-state.roomSize/2 + 0.1, 2.0, -state.roomSize/2 + 1.5),
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width: 1.5,
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height: 1,
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imageUrls: ['/textures/painting1.jpg', '/textures/painting2.jpg'],
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rotationY: Math.PI / 2
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});
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state.pictureFrames.push(pictureFrame);
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const pictureFrame2 = new PictureFrame(state.scene, {
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position: new THREE.Vector3(state.roomSize/2 - 0.1, 2.0, 0.5),
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width: 1.5,
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height: 1,
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imageUrls: ['/textures/painting2.jpg', '/textures/painting1.jpg'],
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rotationY: -Math.PI / 2
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});
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state.pictureFrames.push(pictureFrame2);
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}
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@ -44,12 +44,15 @@ export function initState() {
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// Utilities
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loader: new THREE.TextureLoader(),
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landingSurfaces: [],
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crawlSurfaces: [], // Surfaces for spiders to crawl on
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bookLevitation: {
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state: 'resting', // 'resting', 'levitating', 'returning'
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timer: 0,
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},
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books: [], // Array to hold all individual book meshes for animation
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pictureFrames: [],
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raycaster: new THREE.Raycaster(),
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seed: 12345,
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};
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}
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BIN
tv-player/textures/painting1.jpg
Normal file
BIN
tv-player/textures/painting1.jpg
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Binary file not shown.
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After Width: | Height: | Size: 76 KiB |
BIN
tv-player/textures/painting2.jpg
Normal file
BIN
tv-player/textures/painting2.jpg
Normal file
Binary file not shown.
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After Width: | Height: | Size: 56 KiB |
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Block a user