Compare commits

...

6 Commits

Author SHA1 Message Date
Dejvino
4784d5ee26 One-time play through and VCR timing 2025-11-08 23:56:40 +01:00
Dejvino
c870b7e5f3 TV table with a gap for VCR 2025-11-08 22:52:09 +01:00
Dejvino
022e5633dd Add flies 2025-11-08 21:05:47 +01:00
Dejvino
a7cd8f5546 Tweak room lighting. Add floor texture. 2025-11-08 19:59:04 +01:00
Dejvino
6a505f0af1 Tweaked scene - tall lamp 2025-11-08 19:33:49 +01:00
Dejvino
dc864ca24e Base file for LLM generating 2025-11-08 16:37:21 +01:00
4 changed files with 1454 additions and 157 deletions

108
tv-player/base.html Normal file
View File

@ -0,0 +1,108 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Retro TV Video Player (3D)</title>
<!-- Load Tailwind CSS for styling --><script src="https://cdn.tailwindcss.com"></script>
<!-- Load Three.js for 3D rendering --><script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<style>
/* Dark room aesthetic */
body {
background-color: #0d0d10;
margin: 0;
overflow: hidden;
font-family: 'Inter', sans-serif;
}
canvas {
display: block;
}
</style>
</head>
<body>
<!-- 3D Canvas will be injected here by Three.js --><script>
// --- Global Variables ---
let scene, camera, renderer;
const container = document.body;
// --- Initialization ---
function init() {
// 1. Scene Setup (Dark, Ambient)
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
// 2. Camera Setup
camera = new THREE.PerspectiveCamera(75, 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(0x444444);
scene.add(ambientLight);
// 5. Build the entire scene
createSceneObjects();
// 6. Event Listeners
window.addEventListener('resize', onWindowResize, false);
// Start the animation loop
animate();
}
// --- Scene Modeling Function (omitted for brevity, assume content is stable) ---
function createSceneObjects() {
// 1. Floor
const floorGeometry = new THREE.PlaneGeometry(20, 20);
const floorMaterial = new THREE.MeshPhongMaterial({ color: 0x1a1a1a, 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);
}
// --- Animation Loop ---
function animate() {
requestAnimationFrame(animate);
// 1. Camera movement (omitted for brevity)
const globalTime = Date.now() * 0.00005;
const lookAtTime = Date.now() * 0.00003;
const camAmplitude = 0.6; const lookAmplitude = 0.05;
const baseX = 0; const baseY = 1.5; const baseZ = 4;
const baseTargetX = 0; const baseTargetY = 1.7; const baseTargetZ = 0.96;
const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude;
const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude * 0.4;
camera.position.x = baseX + camOffsetX;
camera.position.y = baseY + camOffsetY;
camera.position.z = baseZ;
const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ);
renderer.render(scene, camera);
}
// --- Window Resize Handler ---
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Start everything on window load
window.onload = init;
</script>
</body>
</html>

423
tv-player/bookshelves.html Normal file
View File

@ -0,0 +1,423 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Fully Furnished Bookshelf Room (3D)</title>
<!-- Load Tailwind CSS for styling --><script src="https://cdn.tailwindcss.com"></script>
<!-- Load Three.js for 3D rendering --><script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<style>
/* Light room aesthetic */
body {
background-color: #f0f0f5; /* Light grey background */
margin: 0;
overflow: hidden;
font-family: 'Inter', sans-serif;
}
canvas {
display: block;
}
</style>
</head>
<body>
<!-- 3D Canvas will be injected here by Three.js --><script>
// --- Global Variables ---
let scene, camera, renderer;
let fanPropeller; // Reference for the rotating fan blades
// --- Seedable Random Number Generator (Mulberry32) ---
let seed = 12345; // Default seed, will be overridden per shelf
function seededRandom() {
let t = 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;
}
const container = document.body;
// --- Initialization ---
function init() {
// 1. Scene Setup (White Room)
scene = new THREE.Scene();
scene.background = new THREE.Color(0xf0f0f0);
// 2. Camera Setup
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 1.7, 5);
// 3. Renderer Setup
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
container.appendChild(renderer.domElement);
// 4. Lighting
const ambientLight = new THREE.AmbientLight(0xaaaaaa, 0.8);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
directionalLight.position.set(10, 15, 10);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048; // Increased shadow map for sharper book shadows
directionalLight.shadow.mapSize.height = 2048;
scene.add(directionalLight);
// 5. Build scene
createSceneObjects();
// 6. Events
window.addEventListener('resize', onWindowResize, false);
animate();
}
// --- Utility: Random Color (seeded) ---
function getRandomColor() {
const hue = seededRandom();
const saturation = 0.6 + seededRandom() * 0.4;
const lightness = 0.3 + seededRandom() * 0.4;
return new THREE.Color().setHSL(hue, saturation, lightness).getHex();
}
// --- REVISED Procedural Bookshelf Generator ---
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);
// 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) {
const bookWidth = 0.02 + seededRandom() * 0.05; // 2cm to 7cm wide
const bookHeight = (shelfSpacing * 0.6) + seededRandom() * (shelfSpacing * 0.3); // Vary height within shelf limits
const bookDepth = 0.15 + seededRandom() * 0.1; // Vary depth
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
}
}
scene.add(shelfGroup);
}
function createDoor(x, z) {
const doorGroup = new THREE.Group();
doorGroup.position.set(x, 1.1, z); // Centered vertically for a 2.2m door
// 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);
}
function createDeskAndChair(x, z, rotationY) {
const group = new THREE.Group();
const woodMaterial = new THREE.MeshPhongMaterial({ color: 0x8b4513, shininess: 20 });
const metalMaterial = new THREE.MeshPhongMaterial({ color: 0x777777, shininess: 50 });
const fabricMaterial = new THREE.MeshPhongMaterial({ color: 0x2c3e50, shininess: 10 });
// Desk
const deskTop = new THREE.Mesh(new THREE.BoxGeometry(1.5, 0.05, 0.6), woodMaterial);
deskTop.position.set(0, 0.75, 0);
deskTop.castShadow = true;
group.add(deskTop);
const legGeo = new THREE.BoxGeometry(0.05, 0.75, 0.05);
const leg1 = new THREE.Mesh(legGeo, metalMaterial); leg1.position.set(0.7, 0.375, 0.25); leg1.castShadow = true; group.add(leg1);
const leg2 = new THREE.Mesh(legGeo, metalMaterial); leg2.position.set(-0.7, 0.375, 0.25); leg2.castShadow = true; group.add(leg2);
// Chair
const chairSeat = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.05, 0.5), fabricMaterial);
chairSeat.position.set(0, 0.45, 1.0); chairSeat.castShadow = true; group.add(chairSeat);
const chairBack = new THREE.Mesh(new THREE.BoxGeometry(0.5, 0.5, 0.05), fabricMaterial);
chairBack.position.set(0, 0.7, 0.75); chairBack.castShadow = true; group.add(chairBack);
const cLegGeo = new THREE.CylinderGeometry(0.02, 0.02, 0.45, 8);
const cLeg1 = new THREE.Mesh(cLegGeo, metalMaterial); cLeg1.position.set(0.2, 0.225, 1.2); cLeg1.castShadow = true; group.add(cLeg1);
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>

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.0 MiB