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5 Commits

Author SHA1 Message Date
Dejvino
e6487de0a7 Feature: Wall curtain behind stage 2025-11-23 22:34:09 +01:00
Dejvino
6566416ebd Feature: beat detection and visualization 2025-11-23 22:06:53 +01:00
Dejvino
451d4ea261 Feature: Music playback 2025-11-23 20:33:32 +01:00
Dejvino
141b3acf72 Tweak: cleanup textures and improve dancers jumping 2025-11-22 17:40:57 +01:00
Dejvino
2613d152dd Tweak: camera FOVs 2025-11-22 17:10:48 +01:00
25 changed files with 411 additions and 67 deletions

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@ -22,6 +22,18 @@
</head>
<body>
<!-- 3D Canvas will be injected here by Three.js -->
<div id="ui-container" class="absolute top-0 left-0 w-full h-full flex justify-center items-center">
<div class="text-center">
<button id="loadMusicButton" class="px-8 py-4 bg-[#8B4513] text-white font-bold text-2xl uppercase tracking-wider rounded-lg shadow-lg hover:bg-[#A0522D] transition duration-150 active:translate-y-px">
START THE PARTY
</button>
<input type="file" id="musicFileInput" accept=".mp3,.flac" style="display: none;">
</div>
<div id="metadata-container" class="text-center text-white hidden">
<h1 id="song-title" class="text-4xl font-bold tracking-widest"></h1>
</div>
</div>
<audio id="audioPlayer" style="display: none;"></audio>
</body>
</html>
<!-- textures sourced from https://animalia-life.club/ -->

View File

@ -4,54 +4,33 @@ import { onResizePostprocessing } from './postprocessing.js';
import { updateScreenEffect } from '../scene/magic-mirror.js'
import sceneFeatureManager from '../scene/SceneFeatureManager.js';
function updateScreenLight() {
if (state.isVideoLoaded && state.screenLight.intensity > 0) {
const pulseTarget = state.originalScreenIntensity + (Math.random() - 0.5) * state.screenIntensityPulse;
state.screenLight.intensity = THREE.MathUtils.lerp(state.screenLight.intensity, pulseTarget, 0.1);
const lightTime = Date.now() * 0.0001;
const radius = 0.01;
const centerX = 0;
const centerY = 1.5;
state.screenLight.position.x = centerX + Math.cos(lightTime) * radius;
state.screenLight.position.y = centerY + Math.sin(lightTime * 1.5) * radius * 0.5; // Slightly different freq for Y
}
}
function updateShaderTime() {
if (state.tvScreen && state.tvScreen.material.uniforms && state.tvScreen.material.uniforms.u_time) {
state.tvScreen.material.uniforms.u_time.value = state.clock.getElapsedTime();
}
}
function updateVideo() {
if (state.videoTexture) {
state.videoTexture.needsUpdate = true;
}
}
// --- Animation Loop ---
let lastTime = -1;
export function animate() {
requestAnimationFrame(animate);
let deltaTime = 0;
if (lastTime !== -1) {
if (lastTime === -1) {
lastTime = state.clock.getElapsedTime();
deltaTime = 1;
} else {
const newTime = state.clock.getElapsedTime();
deltaTime = newTime - lastTime;
lastTime = newTime;
} else {
lastTime = state.clock.getElapsedTime();
}
sceneFeatureManager.update(deltaTime);
state.effectsManager.update();
updateScreenLight();
updateVideo();
updateShaderTime();
updateScreenEffect();
if (deltaTime > 0) {
sceneFeatureManager.update(deltaTime);
state.effectsManager.update(deltaTime);
updateShaderTime();
updateScreenEffect();
}
// RENDER!
if (state.composer) {

View File

@ -16,7 +16,7 @@ export class EffectsManager {
this.effects.push(effect);
}
update() {
this.effects.forEach(effect => effect.update());
update(deltaTime) {
this.effects.forEach(effect => effect.update(deltaTime));
}
}

View File

@ -7,15 +7,15 @@ export class DustEffect {
}
_create(scene) {
const particleCount = 2000;
const particleCount = 3000;
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
Math.random() * 8,
(Math.random() - 0.5) * 45
);
}
particlesGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
@ -32,11 +32,11 @@ export class DustEffect {
scene.add(this.dust);
}
update() {
if (this.dust) {
update(deltaTime) {
if (deltaTime && this.dust) {
const positions = this.dust.geometry.attributes.position.array;
for (let i = 1; i < positions.length; i += 3) {
positions[i] -= 0.001;
positions[i] -= deltaTime * 0.006;
if (positions[i] < -2) {
positions[i] = 8;
}

View File

@ -19,12 +19,14 @@ export class CameraManager extends SceneFeature {
init() {
// The main camera from init.js is our first camera
const mainCamera = state.camera;
this.cameras.push({
mainCamera.fov = 20;
const mainCameraSetup = {
camera: mainCamera,
type: 'dynamic',
name: 'MainDynamicCamera',
update: this.updateDynamicCamera, // Assign its update function
});
};
this.cameras.push(mainCameraSetup);
// --- Static Camera 1: Left Aisle View ---
const staticCam1 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
@ -37,8 +39,8 @@ export class CameraManager extends SceneFeature {
});
// --- Static Camera 2: Right Aisle View ---
const staticCam2 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam2.position.set(5, 4, -12);
const staticCam2 = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam2.position.set(5, 4, -6);
staticCam2.lookAt(0, 1.5, -18); // Look at the stage
this.cameras.push({
camera: staticCam2,
@ -47,7 +49,7 @@ export class CameraManager extends SceneFeature {
});
// --- Static Camera 3: Far-Back view ---
const staticCam3 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
const staticCam3 = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam3.position.set(0, 3, 12);
staticCam3.lookAt(0, 1.5, -20); // Look at the stage
this.cameras.push({
@ -57,7 +59,7 @@ export class CameraManager extends SceneFeature {
});
// --- Static Camera 3: Back view ---
const staticCam4 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
const staticCam4 = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam4.position.set(0, 4, 0);
staticCam4.lookAt(0, 1.5, -20); // Look at the stage
this.cameras.push({
@ -66,6 +68,9 @@ export class CameraManager extends SceneFeature {
name: 'BackCam'
});
// make the main camera come up more often
this.cameras.push(mainCameraSetup);
// --- Add Debug Helpers ---
if (state.debugCamera) {
this.cameras.forEach(camData => {
@ -79,7 +84,9 @@ export class CameraManager extends SceneFeature {
}
// This is the logic moved from animate.js
updateDynamicCamera() {
updateDynamicCamera(timeDiff) {
if (!state.partyStarted) return;
const globalTime = Date.now() * 0.0001;
const lookAtTime = Date.now() * 0.0002;
@ -124,11 +131,13 @@ export class CameraManager extends SceneFeature {
const time = state.clock.getElapsedTime();
// Handle camera switching
if (time > this.lastSwitchTime + this.switchInterval) {
const newIndex = Math.floor(Math.random() * this.cameras.length);
this.switchCamera(newIndex);
this.lastSwitchTime = time;
this.switchInterval = minSwitchInterval + Math.random() * (maxSwitchInterval - minSwitchInterval);
if (state.partyStarted) {
if (time > this.lastSwitchTime + this.switchInterval) {
const newIndex = Math.floor(Math.random() * this.cameras.length);
this.switchCamera(newIndex);
this.lastSwitchTime = time;
this.switchInterval = minSwitchInterval + Math.random() * (maxSwitchInterval - minSwitchInterval);
}
}
// Update the currently active camera if it has an update function
@ -137,6 +146,11 @@ export class CameraManager extends SceneFeature {
activeCamData.update();
}
}
onPartyStart() {
// Start the camera switching timer only when the party starts
this.lastSwitchTime = state.clock.getElapsedTime();
}
}
new CameraManager();

View File

@ -67,13 +67,15 @@ export class Dancers extends SceneFeature {
const geometry = new THREE.PlaneGeometry(dancerWidth, dancerHeight);
const dancerPositions = [
new THREE.Vector3(-4, stageHeight + dancerHeight / 2, -length / 2 + stageDepth / 2 - 2),
new THREE.Vector3(4.5, stageHeight + dancerHeight / 2, -length / 2 + stageDepth / 2 - 1.8),
new THREE.Vector3(0, stageHeight + dancerHeight / 2, -length / 2 + stageDepth / 2 - 1.8),
new THREE.Vector3(4, stageHeight + dancerHeight / 2, -length / 2 + stageDepth / 2 - 2.2),
];
dancerPositions.forEach((pos, index) => {
const material = materials[index % materials.length];
const dancer = new THREE.Mesh(geometry, material);
dancer.position.copy(pos);
dancer.visible = false; // Start invisible
state.scene.add(dancer);
this.dancers.push({
@ -91,6 +93,7 @@ export class Dancers extends SceneFeature {
// --- Jumping State ---
isJumping: false,
jumpStartTime: 0,
});
});
};
@ -99,7 +102,7 @@ export class Dancers extends SceneFeature {
}
update(deltaTime) {
if (this.dancers.length === 0) return;
if (this.dancers.length === 0 || !state.partyStarted) return;
const cameraPosition = new THREE.Vector3();
state.camera.getWorldPosition(cameraPosition);
@ -173,13 +176,32 @@ export class Dancers extends SceneFeature {
}
} else {
const musicTime = state.clock.getElapsedTime();
if (state.music && state.music.beatIntensity > 0.8 && Math.random() < 0.2 && musicTime > 10) {
if (state.music && state.music.isLoudEnough && state.music.beatIntensity > 0.8 && Math.random() < 0.5 && musicTime > 10) {
dancerObj.isJumping = true;
dancerObj.jumpStartTime = time;
}
}
});
}
onPartyStart() {
this.dancers.forEach(dancerObj => {
dancerObj.mesh.visible = true;
// Teleport to stage
dancerObj.state = 'WAITING';
dancerObj.mesh.position.y = dancerObj.baseY;
dancerObj.waitStartTime = state.clock.getElapsedTime();
});
}
onPartyEnd() {
this.dancers.forEach(dancerObj => {
dancerObj.isJumping = false;
//dancerObj.mesh.visible = false;
dancerObj.state = 'WAITING';
dancerObj.waitStartTime = state.clock.getElapsedTime();
});
}
}
new Dancers();

View File

@ -28,9 +28,11 @@ export class LightBall extends SceneFeature {
const ball = new THREE.Mesh(ballGeometry, ballMaterial);
ball.castShadow = false;
ball.receiveShadow = false;
ball.visible = false; // Start invisible
// --- Create the Light ---
const light = new THREE.PointLight(color, lightIntensity, length / 1.5);
light.visible = false; // Start invisible
// --- Initial Position ---
ball.position.set(
@ -40,7 +42,7 @@ export class LightBall extends SceneFeature {
);
light.position.copy(ball.position);
//state.scene.add(ball);
//state.scene.add(ball); // no need to show the ball
state.scene.add(light);
this.lightBalls.push({
@ -54,6 +56,8 @@ export class LightBall extends SceneFeature {
}
update(deltaTime) {
if (!state.partyStarted) return;
const time = state.clock.getElapsedTime();
this.lightBalls.forEach(lb => {
const { mesh, light, driftSpeed, offset } = lb;
@ -72,6 +76,20 @@ export class LightBall extends SceneFeature {
}
});
}
onPartyStart() {
this.lightBalls.forEach(lb => {
//lb.mesh.visible = true; // no visible ball
lb.light.visible = true;
});
}
onPartyEnd() {
this.lightBalls.forEach(lb => {
lb.mesh.visible = false;
lb.light.visible = false;
});
}
}
new LightBall();

View File

@ -92,6 +92,7 @@ export class MedievalMusicians extends SceneFeature {
// Randomly pick one of the created materials
const material = materials[Math.floor(index % materials.length)];
const musician = new THREE.Mesh(geometry, material);
musician.visible = false; // Start invisible
musician.position.copy(pos);
state.scene.add(musician);
@ -122,7 +123,7 @@ export class MedievalMusicians extends SceneFeature {
update(deltaTime) {
// Billboard effect: make each musician face the camera
if (this.musicians.length > 0) {
if (this.musicians.length > 0 && state.partyStarted) {
const cameraPosition = new THREE.Vector3();
state.camera.getWorldPosition(cameraPosition);
@ -244,7 +245,7 @@ export class MedievalMusicians extends SceneFeature {
} else {
let currentJumpChance = jumpChance * deltaTime; // Base chance over time
const musicTime = state.clock.getElapsedTime();
if (state.music && state.music.beatIntensity > 0.8 && musicTime > 15) {
if (state.music && state.music.isLoudEnough && state.music.beatIntensity > 0.8 && musicTime > 15) {
currentJumpChance = 0.1; // High, fixed chance on the beat
}
@ -257,6 +258,24 @@ export class MedievalMusicians extends SceneFeature {
});
}
}
onPartyStart() {
this.musicians.forEach(musicianObj => {
musicianObj.mesh.visible = true;
// Teleport to stage
musicianObj.state = 'WAITING';
musicianObj.waitStartTime = state.clock.getElapsedTime();
});
}
onPartyEnd() {
this.musicians.forEach(musicianObj => {
musicianObj.isJumping = false;
musicianObj.state = 'WAITING';
musicianObj.waitStartTime = state.clock.getElapsedTime();
//musicianObj.mesh.visible = false;
});
}
}
new MedievalMusicians();

View File

@ -0,0 +1,131 @@
import { state } from '../state.js';
import { SceneFeature } from './SceneFeature.js';
import sceneFeatureManager from './SceneFeatureManager.js';
export class MusicPlayer extends SceneFeature {
constructor() {
super();
this.audioContext = null;
this.analyser = null;
this.source = null;
this.dataArray = null;
this.loudnessHistory = [];
sceneFeatureManager.register(this);
}
init() {
state.music.player = document.getElementById('audioPlayer');
state.music.loudness = 0;
state.music.isLoudEnough = false;
const loadButton = document.getElementById('loadMusicButton');
const fileInput = document.getElementById('musicFileInput');
const uiContainer = document.getElementById('ui-container');
const metadataContainer = document.getElementById('metadata-container');
const songTitleElement = document.getElementById('song-title');
loadButton.addEventListener('click', () => {
fileInput.click();
});
fileInput.addEventListener('change', (event) => {
const file = event.target.files[0];
if (file) {
// Setup Web Audio API if not already done
if (!this.audioContext) {
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
this.analyser = this.audioContext.createAnalyser();
this.analyser.fftSize = 128; // Lower resolution is fine for loudness
this.source = this.audioContext.createMediaElementSource(state.music.player);
this.source.connect(this.analyser);
this.analyser.connect(this.audioContext.destination);
this.dataArray = new Uint8Array(this.analyser.frequencyBinCount);
}
// Hide the main button
loadButton.style.display = 'none';
// Show metadata
songTitleElement.textContent = file.name.replace(/\.[^/.]+$/, ""); // Show filename without extension
metadataContainer.classList.remove('hidden');
const url = URL.createObjectURL(file);
state.music.player.src = url;
// Wait 5 seconds, then start the party
setTimeout(() => {
metadataContainer.classList.add('hidden');
this.startParty();
}, 5000);
}
});
state.music.player.addEventListener('ended', () => {
this.stopParty();
uiContainer.style.display = 'flex'; // Show the button again
});
state.clock.stop();
}
startParty() {
state.clock.start();
state.music.player.play();
document.getElementById('ui-container').style.display = 'none';
state.partyStarted = true;
// You could add BPM detection here in the future
// For now, we use the fixed BPM
// Trigger 'start' event for other features
this.notifyFeatures('onPartyStart');
}
stopParty() {
state.clock.stop();
state.partyStarted = false;
setTimeout(() => {
const startButton = document.getElementById('loadMusicButton');
startButton.style.display = 'block';
startButton.textContent = "Party some more?"
}, 5000);
// Trigger 'end' event for other features
this.notifyFeatures('onPartyEnd');
}
notifyFeatures(methodName) {
sceneFeatureManager.features.forEach(feature => {
if (typeof feature[methodName] === 'function') {
feature[methodName]();
}
});
}
update(deltaTime) {
if (!state.partyStarted || !this.analyser) return;
this.analyser.getByteFrequencyData(this.dataArray);
// --- Calculate current loudness ---
let sum = 0;
for (let i = 0; i < this.dataArray.length; i++) {
sum += this.dataArray[i];
}
const average = sum / this.dataArray.length;
state.music.loudness = average / 255; // Normalize to 0-1 range
// --- Track loudness over the last 2 seconds ---
this.loudnessHistory.push(state.music.loudness);
if (this.loudnessHistory.length > 120) { // Assuming ~60fps, 2 seconds of history
this.loudnessHistory.shift();
}
// --- Determine if it's loud enough to jump ---
const avgLoudness = this.loudnessHistory.reduce((a, b) => a + b, 0) / this.loudnessHistory.length;
const quietThreshold = 0.1; // Adjust this value based on testing
state.music.isLoudEnough = avgLoudness > quietThreshold;
}
}
new MusicPlayer();

View File

@ -16,11 +16,12 @@ export class MusicVisualizer extends SceneFeature {
measureDuration: (60 / 120) * 4,
beatIntensity: 0,
measurePulse: 0,
isLoudEnough: false,
};
}
update(deltaTime) {
if (!state.music) return;
if (!state.music || !state.partyStarted) return;
const time = state.clock.getElapsedTime();

View File

@ -71,6 +71,7 @@ export class PartyGuests extends SceneFeature {
guestHeight / 2,
(Math.random() * 20) - 2 // Position them in the main hall
);
guest.visible = false; // Start invisible
guest.position.copy(pos);
state.scene.add(guest);
@ -92,14 +93,14 @@ export class PartyGuests extends SceneFeature {
}
update(deltaTime) {
if (this.guests.length === 0) return;
if (this.guests.length === 0 || !state.partyStarted) return;
const cameraPosition = new THREE.Vector3();
state.camera.getWorldPosition(cameraPosition);
const time = state.clock.getElapsedTime();
const moveSpeed = 1.0; // Move slower
const movementArea = { x: 10, z: 30, y: 0, centerZ: 2 };
const movementArea = { x: 10, z: 20, y: 0, centerZ: -4 };
const jumpChance = 0.05; // Jump way more
const jumpDuration = 0.5;
const jumpHeight = 0.1;
@ -154,7 +155,7 @@ export class PartyGuests extends SceneFeature {
}
} else {
let currentJumpChance = jumpChance * deltaTime; // Base chance over time
if (state.music && state.music.beatIntensity > 0.8) {
if (state.music && state.music.isLoudEnough && state.music.beatIntensity > 0.8) {
currentJumpChance = 0.1; // High, fixed chance on the beat
}
@ -166,6 +167,25 @@ export class PartyGuests extends SceneFeature {
}
});
}
onPartyStart() {
const stageFrontZ = -40 / 2 + 5 + 5; // In front of the stage
this.guests.forEach((guestObj, index) => {
guestObj.mesh.visible = true;
// Rush to the stage
guestObj.state = 'MOVING';
if (index % 2 === 0) {
guestObj.targetPosition.z = stageFrontZ + (Math.random() - 0.5) * 5;
}
});
}
onPartyEnd() {
this.guests.forEach(guestObj => {
guestObj.isJumping = false;
guestObj.state = 'WAITING';
});
}
}
new PartyGuests();

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@ -16,6 +16,8 @@ import { MusicVisualizer } from './music-visualizer.js';
import { RoseWindowLight } from './rose-window-light.js';
import { RoseWindowLightshafts } from './rose-window-lightshafts.js';
import { StainedGlass } from './stained-glass-window.js';
import { MusicPlayer } from './music-player.js';
import { WallCurtain } from './wall-curtain.js';
// Scene Features ^^^
// --- Scene Modeling Function ---

View File

@ -38,6 +38,7 @@ export class StageTorches extends SceneFeature {
createTorch(position) {
const torchGroup = new THREE.Group();
torchGroup.position.copy(position);
torchGroup.visible = false; // Start invisible
// --- Torch Holder ---
const holderMaterial = new THREE.MeshStandardMaterial({ color: 0x333333, roughness: 0.6, metalness: 0.5 });
@ -57,7 +58,7 @@ export class StageTorches extends SceneFeature {
torchGroup.add(pointLight);
// --- Particle System for Fire ---
const particleCount = 50;
const particleCount = 100;
const particles = new THREE.BufferGeometry();
const positions = [];
const particleData = [];
@ -86,11 +87,30 @@ export class StageTorches extends SceneFeature {
return { group: torchGroup, light: pointLight, particles: particleSystem, particleData: particleData };
}
resetParticles(torch) {
const positions = torch.particles.geometry.attributes.position.array;
for (let i = 0; i < torch.particleData.length; i++) {
const data = torch.particleData[i];
// Reset particle
positions[i * 3] = 0;
positions[i * 3 + 1] = 1;
positions[i * 3 + 2] = 0;
data.life = Math.random() * 1.0;
data.velocity.y = Math.random() * 1.5;
}
torch.particles.geometry.attributes.position.needsUpdate = true;
}
update(deltaTime) {
if (!state.partyStarted) return;
this.torches.forEach(torch => {
let measurePulse = 0;
if (state.music) {
measurePulse = state.music.measurePulse * 4.0; // Make flames jump higher
measurePulse = state.music.measurePulse * 2.0; // Make flames jump higher
}
if (state.music.isLoudEnough) {
measurePulse += 2;
}
// --- Animate Particles ---
@ -100,13 +120,13 @@ export class StageTorches extends SceneFeature {
const data = torch.particleData[i];
data.life -= deltaTime;
const yVelocity = data.velocity.y;
if (data.life <= 0) {
if (data.life <= 0 || positions[i * 3 + 1] < 0) {
// Reset particle
positions[i * 3] = 0;
positions[i * 3] = (Math.random() - 0.5) * 0.2;
positions[i * 3 + 1] = 1;
positions[i * 3 + 2] = 0;
positions[i * 3 + 2] = (Math.random() - 0.5) * 0.2;
data.life = Math.random() * 1.0;
data.velocity.y = Math.random() * 1.5 + measurePulse;
data.velocity.y = Math.random() * 1.2 + measurePulse;
} else {
// Update position
positions[i * 3] += data.velocity.x * deltaTime;
@ -124,12 +144,27 @@ export class StageTorches extends SceneFeature {
let beatPulse = 0;
if (state.music) {
beatPulse = state.music.beatIntensity * 1.5;
if (state.music.isLoudEnough) {
beatPulse += 2;
}
}
torch.light.intensity = baseIntensity + flicker + beatPulse;
torch.light.position.y = lightPositionBaseY + averageY;
});
}
onPartyStart() {
this.torches.forEach(torch => {
torch.group.visible = true;
this.resetParticles(torch);
});
}
onPartyEnd() {
this.torches.forEach(torch => {
});
}
}
new StageTorches();

View File

@ -0,0 +1,90 @@
import * as THREE from 'three';
import { state } from '../state.js';
import { SceneFeature } from './SceneFeature.js';
import sceneFeatureManager from './SceneFeatureManager.js';
import curtainTextureUrl from '/textures/tapestry.png';
export class WallCurtain extends SceneFeature {
constructor() {
super();
this.curtains = [];
sceneFeatureManager.register(this);
}
init() {
// --- Curtain Properties ---
const naveWidth = 12;
const naveHeight = 7;
const stageHeight = 1.5;
const curtainWidth = naveWidth; // Span the width of the nave
const curtainHeight = naveHeight - stageHeight; // Hang from the ceiling down to the stage
const segmentsX = 50; // More segments for a smoother wave
const segmentsY = 50;
// --- Texture ---
const texture = state.loader.load(curtainTextureUrl);
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(5, 1); // Repeat the texture 5 times horizontally
// --- Material ---
const material = new THREE.MeshStandardMaterial({
map: texture,
side: THREE.DoubleSide,
roughness: 0.9,
metalness: 0.1,
});
// --- Create and Place Curtains ---
const createAndPlaceCurtain = (position, rotationY) => {
const geometry = new THREE.PlaneGeometry(curtainWidth, curtainHeight, segmentsX, segmentsY);
const originalPositions = geometry.attributes.position.clone();
const curtainMesh = new THREE.Mesh(geometry, material);
curtainMesh.position.copy(position);
curtainMesh.rotation.y = rotationY;
curtainMesh.castShadow = true;
curtainMesh.receiveShadow = true;
state.scene.add(curtainMesh);
this.curtains.push({
mesh: curtainMesh,
originalPositions: originalPositions,
});
};
// Place a single large curtain behind the stage
const backWallZ = -20;
const curtainY = stageHeight + curtainHeight / 2;
const curtainPosition = new THREE.Vector3(0, curtainY, backWallZ + 0.1);
createAndPlaceCurtain(curtainPosition, 0); // No rotation needed
}
update(deltaTime) {
if (!this.waving) { return; }
const time = state.clock.getElapsedTime();
const waveSpeed = 1.5;
const waveFrequency = 0.5;
const waveAmplitude = 0.2;
this.curtains.forEach(curtain => {
const positions = curtain.mesh.geometry.attributes.position;
const originalPos = curtain.originalPositions;
for (let i = 0; i < positions.count; i++) {
const originalX = originalPos.getX(i);
// The wave now moves horizontally across the curtain
const zOffset = Math.sin(originalX * waveFrequency + time * waveSpeed) * waveAmplitude;
positions.setZ(i, originalPos.getZ(i) + zOffset);
}
// Mark positions as needing an update
positions.needsUpdate = true;
// Recalculate normals for correct lighting on the waving surface
curtain.mesh.geometry.computeVertexNormals();
});
}
}
new WallCurtain();

View File

@ -40,6 +40,7 @@ export function initState() {
roomHeight: 3,
debugLight: false, // Turn on light helpers
debugCamera: false, // Turn on camera helpers
partyStarted: false,
// DOM Elements
container: document.body,

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