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4784d5ee26
...
9f91635569
@ -1,108 +0,0 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Retro TV Video Player (3D)</title>
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<!-- Load Tailwind CSS for styling --><script src="https://cdn.tailwindcss.com"></script>
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<!-- Load Three.js for 3D rendering --><script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<style>
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/* Dark room aesthetic */
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body {
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background-color: #0d0d10;
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margin: 0;
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overflow: hidden;
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font-family: 'Inter', sans-serif;
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}
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canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<!-- 3D Canvas will be injected here by Three.js --><script>
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// --- Global Variables ---
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let scene, camera, renderer;
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const container = document.body;
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// --- Initialization ---
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function init() {
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// 1. Scene Setup (Dark, Ambient)
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x000000);
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// 2. Camera Setup
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 1.5, 4);
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// 3. Renderer Setup
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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// Enable shadows on the renderer
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap; // Softer shadows
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container.appendChild(renderer.domElement);
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// 4. Lighting (Minimal and focused)
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const ambientLight = new THREE.AmbientLight(0x444444);
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scene.add(ambientLight);
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// 5. Build the entire scene
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createSceneObjects();
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// 6. Event Listeners
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window.addEventListener('resize', onWindowResize, false);
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// Start the animation loop
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animate();
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}
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// --- Scene Modeling Function (omitted for brevity, assume content is stable) ---
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function createSceneObjects() {
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// 1. Floor
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const floorGeometry = new THREE.PlaneGeometry(20, 20);
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const floorMaterial = new THREE.MeshPhongMaterial({ color: 0x1a1a1a, shininess: 5 });
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const floor = new THREE.Mesh(floorGeometry, floorMaterial);
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floor.rotation.x = -Math.PI / 2;
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floor.position.y = 0;
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floor.receiveShadow = true;
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scene.add(floor);
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}
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// --- Animation Loop ---
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function animate() {
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requestAnimationFrame(animate);
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// 1. Camera movement (omitted for brevity)
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const globalTime = Date.now() * 0.00005;
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const lookAtTime = Date.now() * 0.00003;
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const camAmplitude = 0.6; const lookAmplitude = 0.05;
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const baseX = 0; const baseY = 1.5; const baseZ = 4;
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const baseTargetX = 0; const baseTargetY = 1.7; const baseTargetZ = 0.96;
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const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude;
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const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude * 0.4;
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camera.position.x = baseX + camOffsetX;
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camera.position.y = baseY + camOffsetY;
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camera.position.z = baseZ;
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const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
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const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
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camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ);
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renderer.render(scene, camera);
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}
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// --- Window Resize Handler ---
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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// Start everything on window load
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window.onload = init;
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</script>
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</body>
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</html>
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@ -1,423 +0,0 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Fully Furnished Bookshelf Room (3D)</title>
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<!-- Load Tailwind CSS for styling --><script src="https://cdn.tailwindcss.com"></script>
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<!-- Load Three.js for 3D rendering --><script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<style>
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/* Light room aesthetic */
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body {
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background-color: #f0f0f5; /* Light grey background */
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margin: 0;
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overflow: hidden;
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font-family: 'Inter', sans-serif;
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}
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canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<!-- 3D Canvas will be injected here by Three.js --><script>
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// --- Global Variables ---
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let scene, camera, renderer;
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let fanPropeller; // Reference for the rotating fan blades
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// --- Seedable Random Number Generator (Mulberry32) ---
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let seed = 12345; // Default seed, will be overridden per shelf
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function seededRandom() {
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let t = seed += 0x6D2B79F5;
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t = Math.imul(t ^ t >>> 15, t | 1);
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t ^= t + Math.imul(t ^ t >>> 7, t | 61);
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return ((t ^ t >>> 14) >>> 0) / 4294967296;
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}
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const container = document.body;
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// --- Initialization ---
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function init() {
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// 1. Scene Setup (White Room)
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0xf0f0f0);
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// 2. Camera Setup
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.set(0, 1.7, 5);
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// 3. Renderer Setup
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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container.appendChild(renderer.domElement);
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// 4. Lighting
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const ambientLight = new THREE.AmbientLight(0xaaaaaa, 0.8);
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
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directionalLight.position.set(10, 15, 10);
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directionalLight.castShadow = true;
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directionalLight.shadow.mapSize.width = 2048; // Increased shadow map for sharper book shadows
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directionalLight.shadow.mapSize.height = 2048;
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scene.add(directionalLight);
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// 5. Build scene
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createSceneObjects();
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// 6. Events
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window.addEventListener('resize', onWindowResize, false);
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animate();
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}
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// --- Utility: Random Color (seeded) ---
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function getRandomColor() {
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const hue = seededRandom();
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const saturation = 0.6 + seededRandom() * 0.4;
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const lightness = 0.3 + seededRandom() * 0.4;
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return new THREE.Color().setHSL(hue, saturation, lightness).getHex();
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}
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// --- REVISED Procedural Bookshelf Generator ---
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function createBookshelf(x, z, rotationY, uniqueSeed) {
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seed = uniqueSeed; // Reset seed for this specific shelf instance
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const shelfHeight = 2.2;
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const shelfDepth = 0.35;
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const shelfWidth = 1.2;
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const numShelves = 6;
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const woodThickness = 0.04;
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const woodColor = 0x5c4033; // Darker, richer wood
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const shelfGroup = new THREE.Group();
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shelfGroup.position.set(x, 0, z);
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shelfGroup.rotation.y = rotationY;
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const woodMaterial = new THREE.MeshPhongMaterial({ color: woodColor, shininess: 30 });
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// 1. Build Frame (Hollow box)
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// Back Panel
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const backGeo = new THREE.BoxGeometry(shelfWidth, shelfHeight, woodThickness);
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const backPanel = new THREE.Mesh(backGeo, woodMaterial);
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backPanel.position.set(0, shelfHeight / 2, -shelfDepth / 2 + woodThickness / 2);
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backPanel.castShadow = true;
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backPanel.receiveShadow = true;
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shelfGroup.add(backPanel);
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// Side Panels (Left & Right)
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const sideGeo = new THREE.BoxGeometry(woodThickness, shelfHeight, shelfDepth);
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const leftSide = new THREE.Mesh(sideGeo, woodMaterial);
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leftSide.position.set(-shelfWidth / 2 + woodThickness / 2, shelfHeight / 2, 0);
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leftSide.castShadow = true;
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leftSide.receiveShadow = true;
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shelfGroup.add(leftSide);
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const rightSide = new THREE.Mesh(sideGeo, woodMaterial);
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rightSide.position.set(shelfWidth / 2 - woodThickness / 2, shelfHeight / 2, 0);
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rightSide.castShadow = true;
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rightSide.receiveShadow = true;
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shelfGroup.add(rightSide);
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// Top & Bottom Panels
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const topBottomGeo = new THREE.BoxGeometry(shelfWidth, woodThickness, shelfDepth);
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const bottomPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
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bottomPanel.position.set(0, woodThickness / 2, 0);
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bottomPanel.receiveShadow = true;
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shelfGroup.add(bottomPanel);
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const topPanel = new THREE.Mesh(topBottomGeo, woodMaterial);
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topPanel.position.set(0, shelfHeight - woodThickness / 2, 0);
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topPanel.castShadow = true;
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shelfGroup.add(topPanel);
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// 2. Individual Shelves & Books
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const internalHeight = shelfHeight - (2 * woodThickness);
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const shelfSpacing = internalHeight / numShelves;
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const internalWidth = shelfWidth - (2 * woodThickness);
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for (let i = 0; i < numShelves; i++) {
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const currentShelfY = woodThickness + (i * shelfSpacing);
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// Shelf board (skip for the very bottom one as we have a bottom panel)
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if (i > 0) {
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const shelfBoard = new THREE.Mesh(
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new THREE.BoxGeometry(internalWidth, woodThickness, shelfDepth - woodThickness), // Slightly shallower to fit inside back panel
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woodMaterial
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);
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shelfBoard.position.set(0, currentShelfY, woodThickness / 2); // Offset forward slightly
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shelfBoard.castShadow = true;
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shelfBoard.receiveShadow = true;
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shelfGroup.add(shelfBoard);
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}
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// 3. Procedural Books
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let currentBookX = -internalWidth / 2 + 0.01; // Start at left inside edge
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const shelfSurfaceY = currentShelfY + woodThickness / 2;
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while (currentBookX < internalWidth / 2 - 0.05) {
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const bookWidth = 0.02 + seededRandom() * 0.05; // 2cm to 7cm wide
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const bookHeight = (shelfSpacing * 0.6) + seededRandom() * (shelfSpacing * 0.3); // Vary height within shelf limits
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const bookDepth = 0.15 + seededRandom() * 0.1; // Vary depth
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if (currentBookX + bookWidth > internalWidth / 2) break;
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const bookColor = getRandomColor();
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const bookMat = new THREE.MeshPhongMaterial({ color: bookColor, shininess: 60 });
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const bookGeo = new THREE.BoxGeometry(bookWidth, bookHeight, bookDepth);
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const book = new THREE.Mesh(bookGeo, bookMat);
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// Position: Resting on shelf, pushed towards the back with slight random variation
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const depthVariation = seededRandom() * 0.05;
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book.position.set(
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currentBookX + bookWidth / 2,
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shelfSurfaceY + bookHeight / 2,
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-shelfDepth / 2 + woodThickness + bookDepth / 2 + depthVariation
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);
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book.castShadow = true;
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book.receiveShadow = true;
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shelfGroup.add(book);
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currentBookX += bookWidth + 0.002; // Tiny gap between books
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}
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}
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scene.add(shelfGroup);
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}
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function createDoor(x, z) {
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const doorGroup = new THREE.Group();
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doorGroup.position.set(x, 1.1, z); // Centered vertically for a 2.2m door
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// Door Frame
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const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x473e3a }); // Dark wood for frame
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const frameTop = new THREE.Mesh(new THREE.BoxGeometry(1.2, 0.1, 0.15), frameMaterial);
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frameTop.position.set(0, 1.15, 0);
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frameTop.castShadow = true;
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doorGroup.add(frameTop);
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const frameLeft = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
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frameLeft.position.set(-0.55, 0.05, 0);
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frameLeft.castShadow = true;
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doorGroup.add(frameLeft);
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const frameRight = new THREE.Mesh(new THREE.BoxGeometry(0.1, 2.3, 0.15), frameMaterial);
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frameRight.position.set(0.55, 0.05, 0);
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frameRight.castShadow = true;
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doorGroup.add(frameRight);
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// Main Door Panel
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const doorMaterial = new THREE.MeshPhongMaterial({ color: 0x8b5a2b, shininess: 10 }); // Lighter wood for door
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const door = new THREE.Mesh(new THREE.BoxGeometry(1.0, 2.2, 0.08), doorMaterial);
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door.castShadow = true;
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door.receiveShadow = true;
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doorGroup.add(door);
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// Door Knob
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const knobMaterial = new THREE.MeshPhongMaterial({ color: 0xd4af37, shininess: 100 }); // Gold/Brass
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const knob = new THREE.Mesh(new THREE.SphereGeometry(0.05, 16, 16), knobMaterial);
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knob.position.set(0.4, 0, 0.06); // Position on the right side of the door
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knob.castShadow = true;
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doorGroup.add(knob);
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scene.add(doorGroup);
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}
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function createDeskAndChair(x, z, rotationY) {
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const group = new THREE.Group();
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const woodMaterial = new THREE.MeshPhongMaterial({ color: 0x8b4513, shininess: 20 });
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const metalMaterial = new THREE.MeshPhongMaterial({ color: 0x777777, shininess: 50 });
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const fabricMaterial = new THREE.MeshPhongMaterial({ color: 0x2c3e50, shininess: 10 });
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// Desk
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const deskTop = new THREE.Mesh(new THREE.BoxGeometry(1.5, 0.05, 0.6), woodMaterial);
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deskTop.position.set(0, 0.75, 0);
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deskTop.castShadow = true;
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group.add(deskTop);
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const legGeo = new THREE.BoxGeometry(0.05, 0.75, 0.05);
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const leg1 = new THREE.Mesh(legGeo, metalMaterial); leg1.position.set(0.7, 0.375, 0.25); leg1.castShadow = true; group.add(leg1);
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const leg2 = new THREE.Mesh(legGeo, metalMaterial); leg2.position.set(-0.7, 0.375, 0.25); leg2.castShadow = true; group.add(leg2);
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||||
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||||
// Chair
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const chairSeat = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.05, 0.5), fabricMaterial);
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||||
chairSeat.position.set(0, 0.45, 1.0); chairSeat.castShadow = true; group.add(chairSeat);
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const chairBack = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.5, 0.05), fabricMaterial);
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||||
chairBack.position.set(0, 0.7, 0.75); chairBack.castShadow = true; group.add(chairBack);
|
||||
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||||
const cLegGeo = new THREE.CylinderGeometry(0.02, 0.02, 0.45, 8);
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||||
const cLeg1 = new THREE.Mesh(cLegGeo, metalMaterial); cLeg1.position.set(0.2, 0.225, 1.2); cLeg1.castShadow = true; group.add(cLeg1);
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||||
const cLeg2 = new THREE.Mesh(cLegGeo, metalMaterial); cLeg2.position.set(-0.2, 0.225, 1.2); cLeg2.castShadow = true; group.add(cLeg2);
|
||||
|
||||
group.position.set(x, 0, z);
|
||||
group.rotation.y = rotationY;
|
||||
scene.add(group);
|
||||
}
|
||||
|
||||
function createWallDecor() {
|
||||
// 1. Purple Image on Left Wall
|
||||
const imagePlane = new THREE.Mesh(new THREE.PlaneGeometry(1.0, 0.7), new THREE.MeshPhongMaterial({ color: 0x9c27b0 }));
|
||||
imagePlane.rotation.y = Math.PI / 2;
|
||||
imagePlane.position.set(-4.95, 2.0, -3.0);
|
||||
scene.add(imagePlane);
|
||||
|
||||
const frame = new THREE.Mesh(new THREE.BoxGeometry(1.05, 0.75, 0.05), new THREE.MeshPhongMaterial({ color: 0x444444 }));
|
||||
frame.rotation.y = Math.PI / 2;
|
||||
frame.position.set(-4.98, 2.0, -3.0);
|
||||
scene.add(frame);
|
||||
|
||||
// 2. Calendar (Generated via Canvas Texture)
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.width = 512;
|
||||
canvas.height = 768;
|
||||
const ctx = canvas.getContext('2d');
|
||||
|
||||
// Paper background
|
||||
ctx.fillStyle = '#fdfdfd';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
// Red Header
|
||||
ctx.fillStyle = '#d32f2f';
|
||||
ctx.fillRect(0, 0, canvas.width, 150);
|
||||
|
||||
// Month Text
|
||||
ctx.fillStyle = '#ffffff';
|
||||
ctx.font = 'bold 80px Inter, sans-serif';
|
||||
ctx.textAlign = 'center';
|
||||
ctx.textBaseline = 'middle';
|
||||
ctx.fillText('JANUARY', canvas.width / 2, 75);
|
||||
|
||||
// YEAR
|
||||
ctx.fillStyle = '#222222';
|
||||
ctx.font = 'bold 160px Inter, sans-serif';
|
||||
ctx.fillText('1987', canvas.width / 2, 280);
|
||||
|
||||
// Grid (simple representation of days)
|
||||
ctx.strokeStyle = '#999999';
|
||||
ctx.lineWidth = 4;
|
||||
const startY = 400;
|
||||
const endY = 720;
|
||||
const startX = 40;
|
||||
const endX = 472;
|
||||
const rows = 5;
|
||||
const cols = 7;
|
||||
|
||||
// Horizontal lines
|
||||
for (let i = 0; i <= rows; i++) {
|
||||
const y = startY + (i * (endY - startY) / rows);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(startX, y);
|
||||
ctx.lineTo(endX, y);
|
||||
ctx.stroke();
|
||||
}
|
||||
// Vertical lines
|
||||
for (let i = 0; i <= cols; i++) {
|
||||
const x = startX + (i * (endX - startX) / cols);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x, startY);
|
||||
ctx.lineTo(x, endY);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
const calendarTexture = new THREE.CanvasTexture(canvas);
|
||||
// Use MeshBasicMaterial so it's bright and legible regardless of lighting angles,
|
||||
// or MeshPhongMaterial with low shininess for a matte paper look.
|
||||
const calendarMat = new THREE.MeshPhongMaterial({
|
||||
map: calendarTexture,
|
||||
shininess: 5,
|
||||
color: 0xffffff // Ensure white tint doesn't darken texture
|
||||
});
|
||||
|
||||
const calendarGeo = new THREE.PlaneGeometry(1.5, 2.25); // Large size
|
||||
const calendar = new THREE.Mesh(calendarGeo, calendarMat);
|
||||
calendar.rotation.y = Math.PI / 2;
|
||||
// Positioned on the left wall, further forward so it's visible
|
||||
calendar.position.set(-4.95, 2.5, 2.0);
|
||||
scene.add(calendar);
|
||||
}
|
||||
|
||||
function createCeilingFan() {
|
||||
const fanGroup = new THREE.Group();
|
||||
const pole = new THREE.Mesh(new THREE.CylinderGeometry(0.02, 0.02, 0.5, 8), new THREE.MeshPhongMaterial({ color: 0xaaaaaa }));
|
||||
pole.position.set(0, 4.75, 0); fanGroup.add(pole);
|
||||
|
||||
fanPropeller = new THREE.Group();
|
||||
const bladeGeo = new THREE.BoxGeometry(0.8, 0.02, 0.15);
|
||||
const bladeMat = new THREE.MeshPhongMaterial({ color: 0x555555 });
|
||||
for (let i = 0; i < 3; i++) {
|
||||
const blade = new THREE.Mesh(bladeGeo, bladeMat);
|
||||
blade.position.set(0.4, 0, 0); blade.castShadow = true;
|
||||
const pivot = new THREE.Group(); pivot.add(blade); pivot.rotation.y = (i * Math.PI * 2) / 3;
|
||||
fanPropeller.add(pivot);
|
||||
}
|
||||
fanPropeller.position.set(0, 4.5, 0); fanGroup.add(fanPropeller);
|
||||
scene.add(fanGroup);
|
||||
}
|
||||
|
||||
// --- Main Scene ---
|
||||
function createSceneObjects() {
|
||||
// Room shell
|
||||
const wallMat = new THREE.MeshPhongMaterial({ color: 0xfcfcfc, side: THREE.DoubleSide });
|
||||
const floorMat = new THREE.MeshPhongMaterial({ color: 0xe0e0e0 });
|
||||
|
||||
const floor = new THREE.Mesh(new THREE.PlaneGeometry(10, 10), floorMat);
|
||||
floor.rotation.x = -Math.PI / 2; floor.receiveShadow = true; scene.add(floor);
|
||||
|
||||
const backWall = new THREE.Mesh(new THREE.PlaneGeometry(10, 5), wallMat);
|
||||
backWall.position.set(0, 2.5, -5); backWall.receiveShadow = true; scene.add(backWall);
|
||||
|
||||
const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(10, 5), wallMat);
|
||||
rightWall.rotation.y = -Math.PI / 2; rightWall.position.set(5, 2.5, 0); rightWall.receiveShadow = true; scene.add(rightWall);
|
||||
|
||||
const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(10, 5), wallMat);
|
||||
leftWall.rotation.y = Math.PI / 2; leftWall.position.set(-5, 2.5, 0); leftWall.receiveShadow = true; scene.add(leftWall);
|
||||
|
||||
const ceiling = new THREE.Mesh(new THREE.PlaneGeometry(10, 10), wallMat);
|
||||
ceiling.rotation.x = Math.PI / 2; ceiling.position.set(0, 5, 0); scene.add(ceiling);
|
||||
|
||||
// Placed Objects
|
||||
// Back Wall: Door on the left, shelves shifted right
|
||||
createDoor(-3.0, -4.95); // New door position
|
||||
|
||||
// Adjusted shelf positions to make room for the door
|
||||
createBookshelf(-1.2, -4.8, 0, 101);
|
||||
createBookshelf(0.6, -4.8, 0, 102);
|
||||
createBookshelf(2.4, -4.8, 0, 103);
|
||||
|
||||
// Right wall shelves (Seeds: 201, 202, 203)
|
||||
createBookshelf(4.8, -2.0, -Math.PI / 2, 201);
|
||||
createBookshelf(4.8, 0, -Math.PI / 2, 202);
|
||||
createBookshelf(4.8, 2.0, -Math.PI / 2, 203);
|
||||
|
||||
createDeskAndChair(-3.0, 2.5, -Math.PI * 0.15);
|
||||
createWallDecor();
|
||||
createCeilingFan();
|
||||
}
|
||||
|
||||
function animate() {
|
||||
requestAnimationFrame(animate);
|
||||
if (fanPropeller) fanPropeller.rotation.y += 0.05;
|
||||
|
||||
// Camera sway
|
||||
const time = Date.now() * 0.0005;
|
||||
camera.position.x = Math.sin(time * 0.3) * 0.2;
|
||||
camera.position.y = 1.7 + Math.cos(time * 0.2) * 0.1;
|
||||
camera.lookAt(0, 1.7, 0);
|
||||
|
||||
renderer.render(scene, camera);
|
||||
}
|
||||
|
||||
function onWindowResize() {
|
||||
camera.aspect = window.innerWidth / window.innerHeight;
|
||||
camera.updateProjectionMatrix();
|
||||
renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
}
|
||||
|
||||
window.onload = init;
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
1082
tv-player/index.html
1082
tv-player/index.html
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Reference in New Issue
Block a user