381 lines
15 KiB
HTML
381 lines
15 KiB
HTML
<!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>Gloomy Room Shadow Scene</title>
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<!-- Load Tailwind CSS for utility styling -->
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<script src="https://cdn.tailwindcss.com"></script>
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<!-- Load Three.js library -->
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<style>
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/* Custom styles for the 3D canvas */
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body {
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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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background-color: #0d0d10; /* Very dark background */
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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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<div id="info" class="absolute top-4 left-1/2 transform -translate-x-1/2 p-2 bg-gray-900 bg-opacity-70 text-white rounded-lg shadow-xl text-xs sm:text-sm z-10">
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Spiders scattering in a gloomy, shadow-casting room. (Use mouse to look around)
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</div>
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<script>
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// --- Global Variables ---
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let scene, camera, renderer;
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let ambientLight, lampLight, lampMesh;
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let pointer = new THREE.Vector2();
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let targetRotation = { x: 0, y: 0 };
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const BUGS_COUNT = 30;
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const bugs = [];
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const floorHeight = 0;
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// --- Configuration ---
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const ROOM_SIZE = 15;
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const LAMP_HEIGHT = 4;
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const BUG_SPEED = 0.007; // Slightly faster for the larger bugs
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const DAMPING_FACTOR = 0.05;
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// --- Utility Functions ---
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/**
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* Converts degrees to radians.
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* @param {number} degrees
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* @returns {number}
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*/
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function degToRad(degrees) {
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return degrees * (Math.PI / 180);
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}
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/**
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* Initializes the Three.js scene, camera, and renderer.
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*/
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function init() {
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// 1. Scene Setup
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x101015);
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// 2. Renderer Setup (Enable Shadows)
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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; // Softer shadows
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document.body.appendChild(renderer.domElement);
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// 3. Camera Setup (First-person perspective near the floor)
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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, 5); // Stand a bit above the floor, facing into the room
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camera.lookAt(0, 1.5, 0);
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// 4. Lighting Setup
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setupLighting();
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// 5. Environment Setup
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setupRoom();
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setupTable();
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// 6. Bugs Setup
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setupBugs();
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// 7. Event Listeners
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window.addEventListener('resize', onWindowResize);
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document.addEventListener('mousemove', onMouseMove);
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console.log("Three.js Scene Initialized.");
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animate();
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}
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/**
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* Sets up the lighting: Ambient and the central PointLight (lamp).
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*/
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function setupLighting() {
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// Very dim ambient light for general visibility
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ambientLight = new THREE.AmbientLight(0x444444, 0.5);
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scene.add(ambientLight);
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// Point Light (The Lamp)
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const lampColor = 0xffe9a0; // Warm, dim color
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const lampIntensity = 1.8;
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const lampDistance = 15;
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lampLight = new THREE.PointLight(lampColor, lampIntensity, lampDistance);
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lampLight.position.set(0, LAMP_HEIGHT, 0);
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// Enable shadow casting for the lamp
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lampLight.castShadow = true;
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// Configure shadow camera properties for better shadow quality
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lampLight.shadow.mapSize.width = 1024;
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lampLight.shadow.mapSize.height = 1024;
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lampLight.shadow.camera.near = 0.5;
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lampLight.shadow.camera.far = 10;
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lampLight.shadow.bias = -0.0001; // Tiny bias to prevent shadow artifacts
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scene.add(lampLight);
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// Visual mesh for the light source (the bulb)
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const bulbGeometry = new THREE.SphereGeometry(0.1, 8, 8);
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const bulbMaterial = new THREE.MeshBasicMaterial({ color: lampColor });
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lampMesh = new THREE.Mesh(bulbGeometry, bulbMaterial);
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lampMesh.position.copy(lampLight.position);
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scene.add(lampMesh);
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}
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/**
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* Sets up the room (walls and floor).
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*/
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function setupRoom() {
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const wallMaterial = new THREE.MeshPhongMaterial({
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color: 0x333333,
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side: THREE.BackSide, // Render walls from the inside
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shininess: 5,
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});
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// Floor
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const floorGeometry = new THREE.PlaneGeometry(ROOM_SIZE * 2, ROOM_SIZE * 2);
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const floorMesh = new THREE.Mesh(floorGeometry, wallMaterial);
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floorMesh.rotation.x = degToRad(-90);
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floorMesh.position.y = floorHeight;
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floorMesh.receiveShadow = true;
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scene.add(floorMesh);
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// Walls (Simple box around the camera position)
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const wallGeometry = new THREE.BoxGeometry(ROOM_SIZE * 2, ROOM_SIZE * 2, ROOM_SIZE * 2);
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const wallsMesh = new THREE.Mesh(wallGeometry, wallMaterial);
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wallsMesh.position.y = ROOM_SIZE; // Center the box vertically
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wallsMesh.receiveShadow = true;
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scene.add(wallsMesh);
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}
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/**
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* Adds a simple table object for more complex shadows.
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*/
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function setupTable() {
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const tableMaterial = new THREE.MeshPhongMaterial({
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color: 0x5a3d2b, // Dark wood color
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shininess: 10,
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});
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// Table top
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const tableTop = new THREE.Mesh(
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new THREE.BoxGeometry(3, 0.1, 1.5),
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tableMaterial
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);
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tableTop.position.set(2, 1.5 + 0.05, 0);
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tableTop.castShadow = true;
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tableTop.receiveShadow = true;
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scene.add(tableTop);
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// Table legs (using a loop for simplicity)
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const legGeometry = new THREE.BoxGeometry(0.1, 1.5, 0.1);
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const positions = [
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[3.4, 0.75, 0.65], [-0.4, 0.75, 0.65],
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[3.4, 0.75, -0.65], [-0.4, 0.75, -0.65]
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];
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positions.forEach(pos => {
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const leg = new THREE.Mesh(legGeometry, tableMaterial);
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leg.position.set(pos[0], pos[1], pos[2]);
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leg.castShadow = true;
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leg.receiveShadow = true;
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scene.add(leg);
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});
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}
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/**
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* Creates a single, more detailed spider mesh (sphere body and 8 legs).
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* @returns {THREE.Group}
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*/
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function createBugMesh() {
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const bugGroup = new THREE.Group();
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// Material for all parts
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const bugMaterial = new THREE.MeshPhongMaterial({
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color: 0x0a0a0a, // Almost black
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shininess: 30,
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});
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// --- 1. Body (Sphere) ---
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const bodyRadius = 0.15;
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const bodyGeometry = new THREE.SphereGeometry(bodyRadius, 16, 16);
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const body = new THREE.Mesh(bodyGeometry, bugMaterial);
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// Center the sphere body vertically (half its height)
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body.position.y = bodyRadius;
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body.castShadow = true;
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body.receiveShadow = true;
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bugGroup.add(body);
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// --- 2. Legs (8 thin cylinders) ---
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const legLength = 0.3; // Made longer for spider look
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const legWidth = 0.005;
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const legGeometry = new THREE.CylinderGeometry(legWidth, legWidth, legLength, 4);
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const numLegs = 8;
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// Slightly offset starting angle so legs aren't perfectly aligned with world axes
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const legAngleStart = degToRad(45 / 2);
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// Radial distance from the center (0, 0) where the legs pivot on the sphere's base
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const legRadialPivot = 0.08;
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const legTiltDown = degToRad(15); // Tilt angle for a natural spider stance
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for (let i = 0; i < numLegs; i++) {
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const leg = new THREE.Mesh(legGeometry, bugMaterial);
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// Calculate the angle for this leg
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const angle = legAngleStart + (i * degToRad(360 / numLegs));
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// 1. Calculate the pivot point on the sphere's base surface (X/Z plane)
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const pivotX = legRadialPivot * Math.sin(angle);
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const pivotZ = legRadialPivot * Math.cos(angle);
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// 2. Set the initial position to the attachment point near the base of the sphere
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leg.position.set(pivotX, bodyRadius - 0.03, pivotZ);
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// 3. Offset the leg center so the end point (pivot point) rests at the calculated position
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const halfLength = legLength / 2;
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// Move the center of the leg (halfLength distance) along its rotation angle
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leg.position.x += halfLength * Math.sin(angle);
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leg.position.z += halfLength * Math.cos(angle);
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// --- Rotation Calculation ---
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// Rotation 1: Align the vertical cylinder horizontally
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leg.rotation.x = degToRad(90);
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// Rotation 2: Orient the leg outward (around Y axis)
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leg.rotation.y = angle;
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// Rotation 3: Tilt the leg downwards on its local axis (Z) for a crawling look
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if (i % 2 === 0) {
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leg.rotation.z = legTiltDown; // Inward tilt
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} else {
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leg.rotation.z = -legTiltDown; // Outward tilt
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}
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leg.castShadow = true;
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leg.receiveShadow = true;
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bugGroup.add(leg);
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}
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bugGroup.position.y = floorHeight; // Group origin is on the floor
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return bugGroup;
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}
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/**
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* Creates and places the 'bugs' meshes.
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*/
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function setupBugs() {
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for (let i = 0; i < BUGS_COUNT; i++) {
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// Use the new detailed bug mesh
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const bug = createBugMesh();
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// Random position within the room limits
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bug.position.x = (Math.random() - 0.5) * (ROOM_SIZE - 2);
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bug.position.z = (Math.random() - 0.5) * (ROOM_SIZE - 2);
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// Random initial rotation
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bug.rotation.y = Math.random() * Math.PI * 2;
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// Add velocity/state data to the bug object
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bug.velocity = new THREE.Vector3(
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(Math.random() - 0.5) * BUG_SPEED,
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0,
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(Math.random() - 0.5) * BUG_SPEED
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);
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scene.add(bug);
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bugs.push(bug);
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}
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}
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/**
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* Main animation loop.
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*/
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function animate() {
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requestAnimationFrame(animate);
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// Update bug positions and rotation
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bugs.forEach(bug => {
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// Apply current velocity
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bug.position.add(bug.velocity);
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// Simple collision detection with room boundaries (bounce back)
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const limit = ROOM_SIZE / 2 - 0.2;
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if (bug.position.x > limit || bug.position.x < -limit) {
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bug.velocity.x *= -1;
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// Adjust bug rotation to face the new direction
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bug.rotation.y = Math.atan2(bug.velocity.x, bug.velocity.z);
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}
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if (bug.position.z > limit || bug.position.z < -limit) {
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bug.velocity.z *= -1;
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// Adjust bug rotation to face the new direction
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bug.rotation.y = Math.atan2(bug.velocity.x, bug.velocity.z);
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}
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// Small random change in direction for erratic movement (like a real bug)
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bug.velocity.x += (Math.random() - 0.5) * 0.0005;
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bug.velocity.z += (Math.random() - 0.5) * 0.0005;
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// Clamp velocity to prevent running too fast
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bug.velocity.clampLength(0, BUG_SPEED * 1.5);
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// Smooth rotation towards the direction of travel
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const targetYRotation = Math.atan2(bug.velocity.x, bug.velocity.z);
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bug.rotation.y += (targetYRotation - bug.rotation.y) * 0.1;
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});
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// Camera Look Around (Dampened rotation)
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camera.rotation.y += (targetRotation.y - camera.rotation.y) * DAMPING_FACTOR;
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renderer.render(scene, camera);
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}
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// --- Event Handlers ---
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/**
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* Handles window resize to maintain aspect ratio and prevent distortion.
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*/
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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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/**
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* Handles mouse movement to control the camera's rotation (look around).
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* @param {MouseEvent} event
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*/
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function onMouseMove(event) {
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// Calculate normalized device coordinates (-1 to +1)
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pointer.x = (event.clientX / window.innerWidth) * 2 - 1;
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pointer.y = - (event.clientY / window.innerHeight) * 2 + 1;
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// Simple map of mouse position to target rotation angles
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targetRotation.y = -pointer.x * degToRad(30);
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// targetRotation.x = -pointer.y * degToRad(10); // Disabled X rotation for a simpler floor-view
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}
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// Wait for the window to load before initializing the 3D scene
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window.onload = function() {
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try {
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init();
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} catch (e) {
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console.error("Three.js initialization failed:", e);
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document.body.innerHTML = `
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<div class="flex items-center justify-center h-screen bg-gray-900 text-white">
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<p class="text-xl p-4 bg-red-700 rounded-lg">Error loading 3D scene. Console has more details.</p>
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</div>
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`;
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}
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};
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</script>
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</body>
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</html> |