1423 lines
61 KiB
HTML
1423 lines
61 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>Retro TV Player</title>
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<!-- Load Tailwind CSS for styling --><script src="./vendor/tailwind-3.4.17.js" x-src="https://cdn.tailwindcss.com"></script>
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<!-- Load Three.js for 3D rendering --><script src="./vendor/three.min.js" x-src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script src="./src/tailwind-config.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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/* Custom styles for the Load Tape button */
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.tape-button {
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transition: all 0.2s;
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box-shadow: 0 4px 6px rgba(0, 0, 0, 0.3), inset 0 1px 0 rgba(255, 255, 255, 0.1);
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}
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.tape-button:active {
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transform: translateY(1px);
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box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3), inset 0 1px 0 rgba(255, 255, 255, 0.1);
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}
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</style>
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</head>
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<body>
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<!-- Hidden Video Element --><video id="video" playsinline muted class="hidden"></video>
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<!-- Controls for loading video --><div id="controls" class="fixed bottom-4 left-1/2 transform -translate-x-1/2 z-20 flex flex-col items-center space-y-2">
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<!-- Hidden File Input that will be triggered by the button --><input type="file" id="fileInput" accept="video/mp4" class="hidden" multiple>
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<div class="flex space-x-4">
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<!-- Load Tapes Button --><button id="loadTapeButton" class="tape-button px-8 py-3 bg-tape-red text-white font-bold text-lg uppercase tracking-wider rounded-lg hover:bg-red-700 transition duration-150">
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Load tapes
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</button>
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</div>
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</div>
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<script src="./src/global-variables.js"></script>
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<!-- 3D Canvas will be injected here by Three.js --><script>
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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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/**
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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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// --- Seedable Random Number Generator (Mulberry32) ---
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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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// --- 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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const FOV = 65;
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camera = new THREE.PerspectiveCamera(FOV, 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(0x111111);
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scene.add(ambientLight);
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const roomLight = new THREE.PointLight(0xffaa55, 0.05, roomSize);
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roomLight.position.set(0, 1.8, 0);
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scene.add(roomLight);
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// 5. Build the entire scene with TV and surrounding objects
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createSceneObjects();
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// 6. Create the Dust Particle System
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createDust();
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// 7. Create the Room Walls and Ceiling
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createRoomWalls();
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// --- 8. Debug Visualization Helpers ---
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// Visual aids for the light source positions
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if (debugLight && THREE.PointLightHelper) {
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const screenHelper = new THREE.PointLightHelper(screenLight, 0.1, 0xff0000); // Red for screen
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scene.add(screenHelper);
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// Lamp Helper will now work since lampLight is added to the scene
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const lampHelperPoint = new THREE.PointLightHelper(lampLightPoint, 0.1, 0x00ff00); // Green for lamp
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scene.add(lampHelperPoint);
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}
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// 9. Event Listeners
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window.addEventListener('resize', onWindowResize, false);
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fileInput.addEventListener('change', loadVideoFile);
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// Button logic
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loadTapeButton.addEventListener('click', () => {
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fileInput.click();
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});
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// Auto-advance to the next video when the current one finishes.
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videoElement.addEventListener('ended', playNextVideo);
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// Start the animation loop
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animate();
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}
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// --- Room Walls Function ---
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function createRoomWalls() {
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const wallTexture = loader.load('./textures/wall.jpg');
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wallTexture.wrapS = THREE.RepeatWrapping;
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wallTexture.wrapT = THREE.RepeatWrapping;
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// USING MeshPhongMaterial for specular highlights on walls
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const wallMaterial = new THREE.MeshPhongMaterial({
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map: wallTexture,
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side: THREE.FrontSide,
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shininess: 5,
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specular: 0x111111 // Subtle reflection
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});
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// 1. Back Wall (behind the TV)
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const backWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
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backWall.position.set(0, roomHeight / 2, -roomSize / 2);
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backWall.receiveShadow = true;
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scene.add(backWall);
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// 2. Front Wall (behind the camera)
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const frontWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
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frontWall.position.set(0, roomHeight / 2, roomSize / 2);
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frontWall.rotation.y = Math.PI;
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frontWall.receiveShadow = true;
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scene.add(frontWall);
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// 3. Left Wall
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const leftWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
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leftWall.rotation.y = Math.PI / 2;
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leftWall.position.set(-roomSize / 2, roomHeight / 2, 0);
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leftWall.receiveShadow = true;
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scene.add(leftWall);
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// 4. Right Wall
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const rightWall = new THREE.Mesh(new THREE.PlaneGeometry(roomSize, roomHeight), wallMaterial);
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rightWall.rotation.y = -Math.PI / 2;
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rightWall.position.set(roomSize / 2, roomHeight / 2, 0);
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rightWall.receiveShadow = true;
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scene.add(rightWall);
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// 5. Ceiling
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const ceilingGeometry = new THREE.PlaneGeometry(roomSize, roomSize);
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const ceilingTexture = wallTexture;
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ceilingTexture.repeat.set(4, 4);
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// USING MeshPhongMaterial
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const ceilingMaterial = new THREE.MeshPhongMaterial({
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map: ceilingTexture,
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side: THREE.FrontSide,
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shininess: 5,
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specular: 0x111111
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});
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const ceiling = new THREE.Mesh(ceilingGeometry, ceilingMaterial);
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ceiling.rotation.x = Math.PI / 2;
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ceiling.position.set(0, roomHeight, 0);
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ceiling.receiveShadow = true;
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scene.add(ceiling);
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// --- 6. Add a Window to the Back Wall ---
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const windowWidth = 1.5;
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const windowHeight = 1.2;
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const windowGeometry = new THREE.PlaneGeometry(windowWidth, windowHeight);
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const nightSkyMaterial = new THREE.MeshBasicMaterial({
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color: 0x0a1a3a,
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emissive: 0x0a1a3a,
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emissiveIntensity: 0.5,
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side: THREE.FrontSide
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});
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const windowPane = new THREE.Mesh(windowGeometry, nightSkyMaterial);
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const windowZ = -roomSize / 2 + 0.001;
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windowPane.position.set(-3.5, roomHeight * 0.5 + 1.5, windowZ);
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scene.add(windowPane);
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// USING MeshPhongMaterial for the frame
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const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x4d3934, shininess: 10 });
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// Horizontal bar
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const hBarGeometry = new THREE.BoxGeometry(windowWidth + 0.1, 0.05, 0.05);
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const hBar = new THREE.Mesh(hBarGeometry, frameMaterial);
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hBar.position.set(windowPane.position.x, windowPane.position.y, windowZ);
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hBar.castShadow = true;
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scene.add(hBar);
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// Vertical bar
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const vBarGeometry = new THREE.BoxGeometry(0.05, windowHeight + 0.1, 0.05);
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const vBar = new THREE.Mesh(vBarGeometry, frameMaterial);
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vBar.position.set(windowPane.position.x, windowPane.position.y, windowZ);
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vBar.castShadow = true;
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scene.add(vBar);
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}
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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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landingSurfaces.push(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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// sizes vary
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const bookWidth = 0.02 + seededRandom() * 0.05;
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const bookHeight = (shelfSpacing * 0.6) + seededRandom() * (shelfSpacing * 0.1);
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const bookDepth = 0.15 + seededRandom() * 0.03;
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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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if (seededRandom() > 0.92) {
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currentBookX += bookWidth * 3; // random bigger gaps
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}
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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, rotY) {
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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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doorGroup.rotation.set(0, rotY, 0);
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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 createTvSet(x, z, rotY) {
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// --- Materials (MeshPhongMaterial) ---
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const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
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const darkMetal = new THREE.MeshPhongMaterial({
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color: 0x6b6b6b,
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shininess: 80,
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specular: 0x888888
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});
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const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x4d4d4d, shininess: 30 });
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const tvGroup = new THREE.Group();
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// --- TV Table Dimensions & Material ---
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const woodColor = 0x5a3e36; // Dark brown wood
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const tableHeight = 0.7; // Height from floor to top surface
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const tableWidth = 2.0;
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const tableDepth = 1.0;
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const legThickness = 0.05;
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const shelfThickness = 0.03;
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// Use standard material for realistic shadowing
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const material = new THREE.MeshStandardMaterial({ color: woodColor, roughness: 0.8, metalness: 0.1 });
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// VCR gap dimensions calculation
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const shelfGap = 0.2; // Height of the VCR opening
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const shelfY = tableHeight - shelfGap - (shelfThickness / 2); // Y position of the bottom shelf
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// 2. Table Top
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const topGeometry = new THREE.BoxGeometry(tableWidth, shelfThickness, tableDepth);
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const tableTop = new THREE.Mesh(topGeometry, material);
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tableTop.position.set(0, tableHeight, 0);
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tableTop.castShadow = true;
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tableTop.receiveShadow = true;
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tvGroup.add(tableTop);
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// 3. VCR Shelf (Middle Shelf)
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const shelfGeometry = new THREE.BoxGeometry(tableWidth, shelfThickness, tableDepth);
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const vcrShelf = new THREE.Mesh(shelfGeometry, material);
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vcrShelf.position.set(0, shelfY, 0);
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vcrShelf.castShadow = true;
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vcrShelf.receiveShadow = true;
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tvGroup.add(vcrShelf);
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// 4. Side Walls for VCR Compartment (NEW CODE)
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const wallHeight = shelfGap; // Height is the gap itself
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const wallThickness = shelfThickness; // Reuse the shelf thickness for the wall width/depth
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const wallGeometry = new THREE.BoxGeometry(wallThickness, wallHeight, tableDepth);
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// Calculate the Y center position for the wall
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const wallYCenter = tableHeight - (shelfThickness / 2) - (wallHeight / 2);
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// Calculate the X position to be flush with the table sides
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const wallXPosition = (tableWidth / 2) - (wallThickness / 2);
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// Left Wall
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const sideWallLeft = new THREE.Mesh(wallGeometry, material);
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sideWallLeft.position.set(-wallXPosition, wallYCenter, 0);
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sideWallLeft.castShadow = true;
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sideWallLeft.receiveShadow = true;
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tvGroup.add(sideWallLeft);
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// Right Wall
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const sideWallRight = new THREE.Mesh(wallGeometry, material);
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sideWallRight.position.set(wallXPosition, wallYCenter, 0);
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sideWallRight.castShadow = true;
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sideWallRight.receiveShadow = true;
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tvGroup.add(sideWallRight);
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// 5. Legs
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const legHeight = shelfY; // Legs go from the floor (y=0) to the shelf (y=shelfY)
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const legGeometry = new THREE.BoxGeometry(legThickness, legHeight, legThickness);
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// Utility function to create and position a leg
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const createLeg = (x, z) => {
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const leg = new THREE.Mesh(legGeometry, material);
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// Position the leg so the center is at half its height
|
|
leg.position.set(x, legHeight / 2, z);
|
|
leg.castShadow = true;
|
|
leg.receiveShadow = true;
|
|
return leg;
|
|
};
|
|
|
|
// Calculate offsets for positioning the legs near the corners
|
|
const offset = (tableWidth / 2) - (legThickness * 2);
|
|
const depthOffset = (tableDepth / 2) - (legThickness * 2);
|
|
|
|
// Front Left
|
|
tvGroup.add(createLeg(-offset, depthOffset));
|
|
// Front Right
|
|
tvGroup.add(createLeg(offset, depthOffset));
|
|
// Back Left
|
|
tvGroup.add(createLeg(-offset, -depthOffset));
|
|
// Back Right
|
|
tvGroup.add(createLeg(offset, -depthOffset));
|
|
|
|
// --- 2. The TV box ---
|
|
const cabinetGeometry = new THREE.BoxGeometry(1.75, 1.5, 1.0);
|
|
const cabinet = new THREE.Mesh(cabinetGeometry, tvPlastic);
|
|
cabinet.position.y = 1.51;
|
|
cabinet.castShadow = true;
|
|
cabinet.receiveShadow = true;
|
|
tvGroup.add(cabinet);
|
|
|
|
// --- 3. Screen Frame ---
|
|
const frameGeometry = new THREE.BoxGeometry(1.5, 1.3, 0.1);
|
|
const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x111111, shininess: 20 });
|
|
const frame = new THREE.Mesh(frameGeometry, frameMaterial);
|
|
frame.position.set(0, 1.5, 0.68);
|
|
frame.castShadow = true;
|
|
frame.receiveShadow = true;
|
|
tvGroup.add(frame);
|
|
|
|
// --- 4. Curved Screen (CRT Effect) ---
|
|
const screenRadius = 3.0; // Radius for the subtle curve
|
|
const screenWidth = 1.4;
|
|
const screenHeight = 1.2;
|
|
const thetaLength = screenWidth / screenRadius; // Calculate angle needed for the arc
|
|
|
|
// Use CylinderGeometry as a segment
|
|
const screenGeometry = new THREE.CylinderGeometry(
|
|
screenRadius, screenRadius,
|
|
screenHeight, // Cylinder height is the vertical dimension of the screen
|
|
32,
|
|
1,
|
|
true,
|
|
(Math.PI / 2) - (thetaLength / 2), // Start angle to center the arc
|
|
thetaLength // Arc length (width)
|
|
);
|
|
|
|
// Rotate the cylinder segment:
|
|
// 1. Rotate around X-axis by 90 degrees to lay the height (Y) along Z (depth).
|
|
//screenGeometry.rotateX(Math.PI / 2);
|
|
// 2. Rotate around Y-axis by 90 degrees to align the segment's arc across the X-axis (width).
|
|
screenGeometry.rotateY(-Math.PI/2);
|
|
|
|
const screenMaterial = new THREE.MeshBasicMaterial({ color: 0x000000 });
|
|
tvScreen = new THREE.Mesh(screenGeometry, screenMaterial);
|
|
|
|
// Position the curved screen
|
|
tvScreen.position.set(0.0, 1.5, -2.1);
|
|
tvScreen.material = new THREE.MeshPhongMaterial({
|
|
color: 0x0a0a0a, // Deep black
|
|
shininess: 5,
|
|
specular: 0x111111
|
|
});
|
|
tvScreen.material.needsUpdate = true;
|
|
tvGroup.add(tvScreen);
|
|
|
|
tvGroup.position.set(x, 0, z);
|
|
tvGroup.rotation.y = rotY;
|
|
|
|
// Light from the screen (initially low intensity, will increase when video loads)
|
|
screenLight = new THREE.PointLight(0xffffff, 0, 10);
|
|
screenLight.position.set(0, 1.5, 1.0);
|
|
// Screen light casts shadows
|
|
screenLight.castShadow = true;
|
|
screenLight.shadow.mapSize.width = 1024;
|
|
screenLight.shadow.mapSize.height = 1024;
|
|
screenLight.shadow.camera.near = 0.2;
|
|
screenLight.shadow.camera.far = 5;
|
|
tvGroup.add(screenLight);
|
|
|
|
// -- VCR --
|
|
const vcr = createVcr();
|
|
vcr.position.set(-0.3, 0.6, 0.05);
|
|
tvGroup.add(vcr);
|
|
|
|
scene.add(tvGroup);
|
|
}
|
|
|
|
// --- Scene Modeling Function ---
|
|
function createSceneObjects() {
|
|
// --- Materials (MeshPhongMaterial) ---
|
|
const darkWood = new THREE.MeshPhongMaterial({ color: 0x3d352e, shininess: 10 });
|
|
const darkMetal = new THREE.MeshPhongMaterial({
|
|
color: 0x6b6b6b,
|
|
shininess: 80,
|
|
specular: 0x888888
|
|
});
|
|
const tvPlastic = new THREE.MeshPhongMaterial({ color: 0x2d251e, shininess: 10 });
|
|
|
|
// --- 1. Floor ---
|
|
const floorGeometry = new THREE.PlaneGeometry(20, 20);
|
|
const floorTexture = loader.load('./textures/floor.jpg');
|
|
floorTexture.wrapS = THREE.RepeatWrapping;
|
|
floorTexture.wrapT = THREE.RepeatWrapping;
|
|
floorTexture.repeat.set(roomSize, roomSize);
|
|
const floorMaterial = new THREE.MeshPhongMaterial({ map: floorTexture, color: 0x555555, 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);
|
|
|
|
landingSurfaces.push(floor);
|
|
|
|
createTvSet(-roomSize/2 + 1.2, -roomSize/2 + 0.8, Math.PI * 0.1);
|
|
|
|
// --- 5. Lamp (On the table, right side) ---
|
|
const lampBase = new THREE.CylinderGeometry(0.05, 0.2, 0.1, 12);
|
|
const lampPole = new THREE.CylinderGeometry(0.02, 0.02, 1.5, 8);
|
|
const lampShade = new THREE.ConeGeometry(0.2, 0.4, 16);
|
|
|
|
const baseMesh = new THREE.Mesh(lampBase, darkMetal);
|
|
const poleMesh = new THREE.Mesh(lampPole, darkMetal);
|
|
const shadeMesh = new THREE.Mesh(lampShade, darkMetal);
|
|
|
|
// Ensure lamp parts cast shadows
|
|
baseMesh.castShadow = true; baseMesh.receiveShadow = true;
|
|
poleMesh.castShadow = true; poleMesh.receiveShadow = true;
|
|
//shadeMesh.castShadow = true; shadeMesh.receiveShadow = true;
|
|
|
|
baseMesh.position.y = -0.6;
|
|
poleMesh.position.y = 0.0;
|
|
shadeMesh.position.y = 0.8 + 0.1;
|
|
shadeMesh.rotation.x = Math.PI;
|
|
|
|
// Lamp Light (Warm Glow) - Configured to cast shadows
|
|
lampLightPoint = new THREE.PointLight(0xffaa00, originalLampIntensity, 4);
|
|
lampLightPoint.position.set(-0.01, roomHeight-0.9, 0.01);
|
|
lampLightPoint.castShadow = true;
|
|
// Optimization: Reduced map size and far plane to ease resource burden
|
|
lampLightPoint.shadow.mapSize.width = 512;
|
|
lampLightPoint.shadow.mapSize.height = 512;
|
|
lampLightPoint.shadow.camera.near = 0.1;
|
|
lampLightPoint.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
|
|
lampLightPoint.penumbra = 0.5;
|
|
|
|
lampLightSpot = new THREE.SpotLight(0xffaa00, originalLampIntensity, 4);
|
|
lampLightSpot.position.set(-0.01, 1.0, 0.01);
|
|
lampLightSpot.target.position.set(0, 5, 0);
|
|
lampLightSpot.castShadow = true;
|
|
// Optimization: Reduced map size and far plane to ease resource burden
|
|
lampLightSpot.shadow.mapSize.width = 512;
|
|
lampLightSpot.shadow.mapSize.height = 512;
|
|
lampLightSpot.shadow.camera.near = 0.1;
|
|
lampLightSpot.shadow.camera.far = 4; // Matches the light's attenuation distance (4)
|
|
lampLightSpot.penumbra = 0.5;
|
|
|
|
const lampGroup = new THREE.Group();
|
|
lampGroup.add(baseMesh, poleMesh, shadeMesh, lampLightSpot, lampLightSpot.target, lampLightPoint);
|
|
lampGroup.position.set(0.8, 0.7, -roomSize/2+0.5);
|
|
|
|
scene.add(lampGroup);
|
|
|
|
landingSurfaces.push(shadeMesh);
|
|
|
|
// --- 7. Old Camera (On the table) ---
|
|
const cameraBody = new THREE.BoxGeometry(0.4, 0.3, 0.15);
|
|
const cameraLens = new THREE.CylinderGeometry(0.08, 0.08, 0.05, 12);
|
|
const cameraMaterial = new THREE.MeshPhongMaterial({
|
|
color: 0x333333,
|
|
shininess: 50,
|
|
specular: 0x444444
|
|
});
|
|
|
|
const cameraMesh = new THREE.Mesh(cameraBody, cameraMaterial);
|
|
const lensMesh = new THREE.Mesh(cameraLens, cameraMaterial);
|
|
lensMesh.position.z = 0.15;
|
|
lensMesh.rotation.x = Math.PI/2;
|
|
|
|
cameraMesh.add(lensMesh);
|
|
cameraMesh.position.set(-1.7, 0.15, 0.4);
|
|
cameraMesh.rotation.y = -Math.PI / 10;
|
|
cameraMesh.castShadow = true; cameraMesh.receiveShadow = true;
|
|
scene.add(cameraMesh);
|
|
|
|
// --- 8. Pizza Box ---
|
|
const boxGeometry = new THREE.BoxGeometry(0.5, 0.05, 0.5);
|
|
const boxMaterial = new THREE.MeshPhongMaterial({ color: 0xe0c896, shininess: 5 });
|
|
const pizzaBox = new THREE.Mesh(boxGeometry, boxMaterial);
|
|
pizzaBox.position.set(-1.8, 0.025, -0.8);
|
|
pizzaBox.rotation.y = Math.PI / 5;
|
|
pizzaBox.castShadow = true; pizzaBox.receiveShadow = true;
|
|
scene.add(pizzaBox);
|
|
|
|
// --- 8. Cassette ---
|
|
const cassetteGeometry = new THREE.BoxGeometry(0.2, 0.05, 0.45);
|
|
const cassetteMaterial = new THREE.MeshPhongMaterial({ color: 0xe0c896, shininess: 5 });
|
|
const cassette = new THREE.Mesh(cassetteGeometry, cassetteMaterial);
|
|
cassette.position.set(-0.5, 0.025, -1.4);
|
|
cassette.rotation.y = Math.PI / 3;
|
|
cassette.castShadow = true; cassette.receiveShadow = true;
|
|
scene.add(cassette);
|
|
|
|
createDoor(roomSize/2, -roomSize/2 * 0.5, -Math.PI/2);
|
|
createBookshelf(-roomSize/2 + 0.2, roomSize/2*0.2, Math.PI/2, 0);
|
|
createBookshelf(-roomSize/2 + 0.2, roomSize/2*0.7, Math.PI/2, 0);
|
|
createBookshelf(roomSize/2 * 0.7, -roomSize/2+0.3, 0, 1);
|
|
|
|
setupFlies();
|
|
}
|
|
|
|
// --- Dust Particle System Function ---
|
|
function createDust() {
|
|
const particleCount = 2000;
|
|
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
|
|
);
|
|
}
|
|
// Use THREE.Float32BufferAttribute to correctly set the position attribute
|
|
particlesGeometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
|
|
|
|
const particleMaterial = new THREE.PointsMaterial({
|
|
color: 0xffffff,
|
|
size: 0.015,
|
|
transparent: true,
|
|
opacity: 0.08,
|
|
blending: THREE.AdditiveBlending
|
|
});
|
|
|
|
dust = new THREE.Points(particlesGeometry, particleMaterial);
|
|
// Dust particles generally don't cast or receive shadows in this context
|
|
scene.add(dust);
|
|
}
|
|
|
|
// --- Helper function to format seconds into MM:SS ---
|
|
function formatTime(seconds) {
|
|
if (isNaN(seconds) || seconds === Infinity || seconds < 0) return '--:--';
|
|
const minutes = Math.floor(seconds / 60);
|
|
const remainingSeconds = Math.floor(seconds % 60);
|
|
const paddedMinutes = String(minutes).padStart(2, '0');
|
|
const paddedSeconds = String(remainingSeconds).padStart(2, '0');
|
|
return `${paddedMinutes}:${paddedSeconds}`;
|
|
}
|
|
|
|
// --- Play video by index ---
|
|
function playVideoByIndex(index) {
|
|
currentVideoIndex = index;
|
|
const url = videoUrls[index];
|
|
|
|
// Dispose of previous texture to free resources
|
|
if (videoTexture) {
|
|
videoTexture.dispose();
|
|
videoTexture = null;
|
|
}
|
|
|
|
if (index < 0 || index >= videoUrls.length) {
|
|
console.info('End of playlist reached. Reload tapes to start again.');
|
|
screenLight.intensity = 0.0;
|
|
tvScreen.material.dispose();
|
|
tvScreen.material = new THREE.MeshPhongMaterial({
|
|
color: 0x0a0a0a, // Deep black
|
|
shininess: 5,
|
|
specular: 0x111111
|
|
});
|
|
tvScreen.material.needsUpdate = true;
|
|
isVideoLoaded = false;
|
|
lastUpdateTime = -1; // force VCR to redraw
|
|
return;
|
|
}
|
|
|
|
videoElement.src = url;
|
|
videoElement.muted = true;
|
|
videoElement.load();
|
|
|
|
// Set loop property: only loop if it's the only video loaded
|
|
videoElement.loop = false; //videoUrls.length === 1;
|
|
|
|
|
|
videoElement.onloadeddata = () => {
|
|
// 1. Create the Three.js texture
|
|
videoTexture = new THREE.VideoTexture(videoElement);
|
|
videoTexture.minFilter = THREE.LinearFilter;
|
|
videoTexture.magFilter = THREE.LinearFilter;
|
|
videoTexture.format = THREE.RGBAFormat;
|
|
videoTexture.needsUpdate = true;
|
|
|
|
// 2. Apply the video texture to the screen mesh
|
|
tvScreen.material.dispose();
|
|
tvScreen.material = new THREE.MeshBasicMaterial({ map: videoTexture });
|
|
tvScreen.material.needsUpdate = true;
|
|
|
|
// 3. Start playback
|
|
videoElement.play().then(() => {
|
|
isVideoLoaded = true;
|
|
// Use the defined base intensity for screen glow
|
|
screenLight.intensity = originalScreenIntensity;
|
|
// Initial status message with tape count
|
|
console.info(`Playing tape ${currentVideoIndex + 1} of ${videoUrls.length}.`);
|
|
}).catch(error => {
|
|
screenLight.intensity = originalScreenIntensity * 0.5; // Dim the light if playback fails
|
|
console.error(`Playback blocked for tape ${currentVideoIndex + 1}. Click Next Tape to try again.`);
|
|
console.error('Playback Error: Could not start video playback.', error);
|
|
});
|
|
};
|
|
|
|
videoElement.onerror = (e) => {
|
|
screenLight.intensity = 0.1; // Keep minimum intensity for shadow map
|
|
console.error(`Error loading tape ${currentVideoIndex + 1}.`);
|
|
console.error('Video Load Error:', e);
|
|
};
|
|
}
|
|
|
|
// --- Cycle to the next video ---
|
|
function playNextVideo() {
|
|
// Determine the next index, cycling back to 0 if we reach the end
|
|
let nextIndex = currentVideoIndex + 1;
|
|
if (nextIndex < videoUrls.length) {
|
|
baseTime += videoElement.duration;
|
|
}
|
|
playVideoByIndex(nextIndex);
|
|
}
|
|
|
|
|
|
// --- Video Loading Logic (handles multiple files) ---
|
|
function loadVideoFile(event) {
|
|
const files = event.target.files;
|
|
if (files.length === 0) {
|
|
console.info('File selection cancelled.');
|
|
return;
|
|
}
|
|
|
|
// 1. Clear previous URLs and revoke object URLs to prevent memory leaks
|
|
videoUrls.forEach(url => URL.revokeObjectURL(url));
|
|
videoUrls = [];
|
|
|
|
// 2. Populate the new videoUrls array
|
|
for (let i = 0; i < files.length; i++) {
|
|
const file = files[i];
|
|
if (file.type.startsWith('video/')) {
|
|
videoUrls.push(URL.createObjectURL(file));
|
|
}
|
|
}
|
|
|
|
if (videoUrls.length === 0) {
|
|
console.info('No valid video files selected.');
|
|
return;
|
|
}
|
|
|
|
// 3. Start playback of the first video
|
|
console.info(`Loaded ${videoUrls.length} tapes. Starting playback...`);
|
|
loadTapeButton.classList.add("hidden");
|
|
|
|
const startDelay = 5;
|
|
console.info(`Video will start in ${startDelay} seconds.`);
|
|
setTimeout(() => { playVideoByIndex(0); }, startDelay * 1000);
|
|
}
|
|
|
|
let vcrDisplayLight;
|
|
let simulatedPlaybackTime = 0;
|
|
let lastUpdateTime = -1;
|
|
let baseTime = 0;
|
|
let blinkState = false; // For blinking colon
|
|
let lastBlinkToggleTime = 0;
|
|
|
|
// --- Segment Display Definitions ---
|
|
|
|
// Define which segments (indexed 0-6: A, B, C, D, E, F, G) are active for each digit
|
|
// A=Top, B=TR, C=BR, D=Bottom, E=BL, F=TL, G=Middle
|
|
const SEGMENTS = {
|
|
'0': [1, 1, 1, 1, 1, 1, 0],
|
|
'1': [0, 1, 1, 0, 0, 0, 0],
|
|
'2': [1, 1, 0, 1, 1, 0, 1],
|
|
'3': [1, 1, 1, 1, 0, 0, 1],
|
|
'4': [0, 1, 1, 0, 0, 1, 1],
|
|
'5': [1, 0, 1, 1, 0, 1, 1],
|
|
'6': [1, 0, 1, 1, 1, 1, 1],
|
|
'7': [1, 1, 1, 0, 0, 0, 0],
|
|
'8': [1, 1, 1, 1, 1, 1, 1],
|
|
'9': [1, 1, 1, 1, 0, 1, 1],
|
|
' ': [0, 0, 0, 0, 0, 0, 0]
|
|
};
|
|
|
|
const SEG_THICKNESS = 3; // Thickness of the segment line in canvas pixels
|
|
const SEG_PADDING = 2; // Padding within a digit segment's box
|
|
|
|
// Colors for active and inactive segments
|
|
const COLOR_ACTIVE = '#00ff44'; // Bright Fluorescent Green
|
|
const COLOR_INACTIVE = '#1a1a1a'; // Dim dark gray for 'ghost' segments
|
|
|
|
/**
|
|
* Draws a single 7-segment digit by drawing active segments.
|
|
* Now includes drawing of inactive (ghost) segments for better readability.
|
|
* @param {CanvasRenderingContext2D} ctx
|
|
* @param {string} digit The digit character (0-9).
|
|
* @param {number} x Left position of the digit area.
|
|
* @param {number} y Top position of the digit area.
|
|
* @param {number} H Total height of the digit area.
|
|
*/
|
|
function drawSegmentDigit(ctx, digit, x, y, H) {
|
|
const segments = SEGMENTS[digit] || SEGMENTS[' '];
|
|
const W = H / 2; // Width is half the height for standard aspect ratio
|
|
|
|
// Segment dimensions relative to W and H
|
|
const hLength = W - 2 * SEG_PADDING;
|
|
// Vertical length calculation: (Total height - 2 paddings - 3 horizontal thicknesses) / 2
|
|
const vLength = (H - (2 * SEG_PADDING) - (3 * SEG_THICKNESS)) / 2;
|
|
|
|
// Helper to draw horizontal segment (A, G, D)
|
|
const drawH = (index, x_start, y_start) => {
|
|
ctx.fillStyle = segments[index] ? COLOR_ACTIVE : COLOR_INACTIVE;
|
|
ctx.fillRect(x_start + SEG_PADDING, y_start, hLength, SEG_THICKNESS);
|
|
};
|
|
|
|
// Helper to draw vertical segment (F, B, E, C)
|
|
const drawV = (index, x_start, y_start) => {
|
|
ctx.fillStyle = segments[index] ? COLOR_ACTIVE : COLOR_INACTIVE;
|
|
ctx.fillRect(x_start, y_start, SEG_THICKNESS, vLength);
|
|
};
|
|
|
|
// Define segment positions
|
|
|
|
// Horizontal segments
|
|
// A (Top) - index 0
|
|
drawH(0, x, y + SEG_PADDING);
|
|
// G (Middle) - index 6
|
|
drawH(6, x, y + H/2 - SEG_THICKNESS/2);
|
|
// D (Bottom) - index 3
|
|
drawH(3, x, y + H - SEG_PADDING - SEG_THICKNESS);
|
|
|
|
// Vertical segments (Top Half)
|
|
const topVStart = y + SEG_PADDING + SEG_THICKNESS;
|
|
const rightVStart = x + W - SEG_PADDING - SEG_THICKNESS;
|
|
|
|
// F (Top-Left) - index 5
|
|
drawV(5, x + SEG_PADDING, topVStart);
|
|
|
|
// B (Top-Right) - index 1
|
|
drawV(1, rightVStart, topVStart);
|
|
|
|
// Vertical segments (Bottom Half)
|
|
const bottomVStart = y + H/2 + SEG_THICKNESS/2;
|
|
|
|
// E (Bottom-Left) - index 4
|
|
drawV(4, x + SEG_PADDING, bottomVStart);
|
|
|
|
// C (Bottom-Right) - index 2
|
|
drawV(2, rightVStart, bottomVStart);
|
|
}
|
|
|
|
// Function to draw the colon (two dots), now with blinking logic
|
|
function drawColon(ctx, x, y, H, isVisible) {
|
|
const dotSize = 4;
|
|
ctx.fillStyle = COLOR_ACTIVE;
|
|
|
|
if (isVisible) {
|
|
// Top dot
|
|
ctx.fillRect(x, y + H * 0.3 - dotSize / 2, dotSize, dotSize);
|
|
// Bottom dot
|
|
ctx.fillRect(x, y + H * 0.7 - dotSize / 2, dotSize, dotSize);
|
|
} else {
|
|
// Draw inactive colon if not visible, for consistency
|
|
ctx.fillStyle = COLOR_INACTIVE;
|
|
ctx.fillRect(x, y + H * 0.3 - dotSize / 2, dotSize, dotSize);
|
|
ctx.fillRect(x, y + H * 0.7 - dotSize / 2, dotSize, dotSize);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Draws a simple playback arrow (triangle)
|
|
* @param {CanvasRenderingContext2D} ctx
|
|
* @param {number} x Left position of the arrow area.
|
|
* @param {number} y Top position of the arrow area.
|
|
* @param {number} H Total height of the arrow area.
|
|
*/
|
|
function drawPlaybackArrow(ctx, x, y, H) {
|
|
const arrowWidth = H * 0.4; // Arrow width relative to digit height
|
|
const arrowHeight = H * 0.4; // Arrow height relative to digit height
|
|
|
|
ctx.fillStyle = COLOR_ACTIVE;
|
|
ctx.beginPath();
|
|
ctx.moveTo(x, y + H * 0.5 - arrowHeight / 2); // Top point
|
|
ctx.lineTo(x + arrowWidth, y + H * 0.5); // Right point (center)
|
|
ctx.lineTo(x, y + H * 0.5 + arrowHeight / 2); // Bottom point
|
|
ctx.closePath();
|
|
ctx.fill();
|
|
}
|
|
|
|
|
|
// Main function to render the entire time string using segments
|
|
function drawSegmentDisplay(ctx, timeString) {
|
|
const canvasWidth = ctx.canvas.width;
|
|
const canvasHeight = ctx.canvas.height;
|
|
const timeStringLength = timeString.length;
|
|
|
|
// Clear display to dark background
|
|
ctx.fillStyle = '#0a0a0a';
|
|
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
|
|
|
|
// Constants for layout
|
|
const charSpacing = 8; // Spacing between digits
|
|
const digitHeight = canvasHeight - 2 * SEG_PADDING;
|
|
const digitWidth = digitHeight / 2 + SEG_PADDING; // Total width slot for one digit
|
|
const colonWidth = 6;
|
|
const arrowWidth = digitHeight * 0.7; // Approx width for the arrow
|
|
const arrowPadding = 10; // Space between arrow and first digit
|
|
|
|
// Calculate total display width including arrow and spaces
|
|
const totalDisplayWidth = arrowWidth + arrowPadding + (4 * digitWidth) + colonWidth + ((timeStringLength - 1) * charSpacing);
|
|
|
|
// Calculate starting X to center the display
|
|
let currentX = (canvasWidth - totalDisplayWidth) / 2;
|
|
const currentY = SEG_PADDING;
|
|
|
|
// Draw Playback Arrow
|
|
if (isVideoLoaded && videoElement.readyState >= 3) {
|
|
drawPlaybackArrow(ctx, currentX, currentY, digitHeight);
|
|
}
|
|
currentX += arrowWidth + arrowPadding; // Move X after arrow and its padding
|
|
|
|
for (let i = 0; i < timeStringLength; i++) {
|
|
const char = timeString[i];
|
|
|
|
if (char === ':') {
|
|
drawColon(ctx, currentX, currentY, digitHeight, blinkState); // Pass blinkState
|
|
currentX += colonWidth;
|
|
} else if (char >= '0' && char <= '9') {
|
|
drawSegmentDigit(ctx, char, currentX, currentY, digitHeight);
|
|
currentX += digitWidth;
|
|
}
|
|
|
|
// Add spacing only if it's not the last element
|
|
if (i < timeStringLength - 1) {
|
|
currentX += charSpacing;
|
|
}
|
|
}
|
|
}
|
|
|
|
// --- VCR Display Functions ---
|
|
function createVcrDisplay() {
|
|
const canvas = document.createElement('canvas');
|
|
canvas.width = 160; // Increased width for arrow and better spacing
|
|
canvas.height = 32;
|
|
const ctx = canvas.getContext('2d');
|
|
|
|
ctx.fillStyle = '#0a0a0a';
|
|
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
|
|
|
vcrDisplayTexture = new THREE.CanvasTexture(canvas);
|
|
vcrDisplayTexture.needsUpdate = true;
|
|
|
|
const displayGeometry = new THREE.PlaneGeometry(0.45, 0.1); // Adjust geometry width for new canvas size
|
|
const displayMaterial = new THREE.MeshBasicMaterial({
|
|
map: vcrDisplayTexture,
|
|
side: THREE.FrontSide,
|
|
color: 0xffffff,
|
|
transparent: true,
|
|
emissive: 0x00ff44,
|
|
emissiveIntensity: 0.1
|
|
});
|
|
|
|
const displayMesh = new THREE.Mesh(displayGeometry, displayMaterial);
|
|
return displayMesh;
|
|
}
|
|
|
|
function updateVcrDisplay(time) {
|
|
if (!vcrDisplayTexture) return;
|
|
|
|
const canvas = vcrDisplayTexture.image;
|
|
const ctx = canvas.getContext('2d');
|
|
|
|
const timeString = formatTime(time);
|
|
|
|
// Uses the new segment drawing function with ghosting, including blinkState for colon
|
|
drawSegmentDisplay(ctx, timeString);
|
|
|
|
vcrDisplayTexture.needsUpdate = true;
|
|
}
|
|
|
|
// --- VCR Model Function ---
|
|
function createVcr() {
|
|
// Materials
|
|
const vcrBodyMaterial = new THREE.MeshPhongMaterial({
|
|
color: 0x222222, // Dark metallic gray
|
|
shininess: 70,
|
|
specular: 0x444444
|
|
});
|
|
const slotMaterial = new THREE.MeshPhongMaterial({
|
|
color: 0x0a0a0a, // Deep black
|
|
shininess: 5,
|
|
specular: 0x111111
|
|
});
|
|
const floorMaterial = new THREE.MeshPhongMaterial({ color: 0x1a1a1a, shininess: 5 });
|
|
|
|
// VCR Body
|
|
const vcrBodyGeometry = new THREE.BoxGeometry(1.0, 0.2, 0.7);
|
|
const vcrBody = new THREE.Mesh(vcrBodyGeometry, vcrBodyMaterial);
|
|
vcrBody.position.y = 0; // Centered
|
|
vcrBody.castShadow = true;
|
|
vcrBody.receiveShadow = true;
|
|
|
|
// Cassette Slot / Front Face
|
|
const slotGeometry = new THREE.BoxGeometry(0.9, 0.05, 0.01);
|
|
const slotMesh = new THREE.Mesh(slotGeometry, slotMaterial);
|
|
slotMesh.position.set(0, -0.05, 0.35 + 0.005);
|
|
slotMesh.castShadow = true;
|
|
slotMesh.receiveShadow = true;
|
|
|
|
// VCR Display
|
|
const displayMesh = createVcrDisplay();
|
|
displayMesh.position.z = 0.35 + 0.005;
|
|
displayMesh.position.x = 0.2; // Adjusted X for arrow
|
|
displayMesh.position.y = 0.03;
|
|
|
|
// VCR Group
|
|
const vcrGroup = new THREE.Group();
|
|
vcrGroup.add(vcrBody, slotMesh, displayMesh);
|
|
vcrGroup.position.set(0, 0.1, 0); // Position the whole VCR slightly above the floor
|
|
|
|
// Light from the VCR display itself
|
|
vcrDisplayLight = new THREE.PointLight(0x00ff44, 0.5, 1);
|
|
vcrDisplayLight.position.set(0.3, 0.03, 0.35 + 0.05); // Move light slightly closer to VCR surface
|
|
vcrDisplayLight.castShadow = true;
|
|
vcrDisplayLight.shadow.mapSize.width = 256;
|
|
vcrDisplayLight.shadow.mapSize.height = 256;
|
|
vcrGroup.add(vcrDisplayLight);
|
|
|
|
return vcrGroup;
|
|
}
|
|
|
|
// --- Helper function to format seconds into MM:SS ---
|
|
function formatTime(seconds) {
|
|
if (isNaN(seconds) || seconds < 0) return '00:00';
|
|
const totalSeconds = Math.floor(seconds);
|
|
const minutes = Math.floor(totalSeconds / 60);
|
|
const remainingSeconds = totalSeconds % 60;
|
|
const paddedMinutes = String(minutes).padStart(2, '0');
|
|
const paddedSeconds = String(remainingSeconds).padStart(2, '0');
|
|
return `${paddedMinutes}:${paddedSeconds}`;
|
|
}
|
|
|
|
function randomFlyTarget() {
|
|
return new THREE.Vector3(
|
|
(Math.random() - 0.5) * (ROOM_SIZE - 1),
|
|
FLIGHT_HEIGHT_MIN + Math.random() * (FLIGHT_HEIGHT_MAX - FLIGHT_HEIGHT_MIN),
|
|
(Math.random() - 0.5) * (ROOM_SIZE - 1));
|
|
}
|
|
|
|
/**
|
|
* Creates a single fly mesh (small cone/tetrahedron).
|
|
* @returns {THREE.Group}
|
|
*/
|
|
function createFlyMesh() {
|
|
const flyGroup = new THREE.Group();
|
|
|
|
const flyMaterial = new THREE.MeshPhongMaterial({
|
|
color: 0x111111, // Dark fly color
|
|
shininess: 50,
|
|
});
|
|
|
|
// Small Cone/Tetrahedron for a simple shape
|
|
const bodyGeometry = new THREE.ConeGeometry(0.01, 0.02, 3);
|
|
const body = new THREE.Mesh(bodyGeometry, flyMaterial);
|
|
body.rotation.x = degToRad(90); // Point nose in Z direction
|
|
|
|
body.castShadow = true;
|
|
body.receiveShadow = true;
|
|
flyGroup.add(body);
|
|
|
|
// Initial state and parameters for the fly
|
|
flyGroup.userData = {
|
|
state: 'flying', // 'flying' or 'landed'
|
|
landTimer: 0,
|
|
t: 0, // Curve progression t parameter (0 to 1)
|
|
speed: FLY_FLIGHT_SPEED_FACTOR + Math.random() * 0.01,
|
|
curve: null,
|
|
landCheckTimer: 0,
|
|
oscillationTime: Math.random() * 100, // For smooth y-axis buzzing
|
|
};
|
|
|
|
// Initial random position
|
|
flyGroup.position = randomFlyTarget();
|
|
|
|
return flyGroup;
|
|
}
|
|
|
|
|
|
/**
|
|
* Creates a new Quadratic Bezier curve for a fly's flight path.
|
|
* @param {THREE.Group} fly - The fly mesh group.
|
|
* @param {THREE.Vector3} endPoint - The target position for the end of the curve.
|
|
*/
|
|
function createFlyCurve(fly, endPoint) {
|
|
const startPoint = fly.position.clone();
|
|
|
|
// Calculate the midpoint
|
|
const midPoint = new THREE.Vector3().lerpVectors(startPoint, endPoint, 0.5);
|
|
|
|
// Calculate a random offset for the control point to create curvature
|
|
const offsetMagnitude = startPoint.distanceTo(endPoint) * 0.5;
|
|
const offsetAngle = Math.random() * Math.PI * 2;
|
|
|
|
// Displace the control point randomly to create a swooping path.
|
|
// Control point y is usually higher than start/end for a nice arc.
|
|
const controlPoint = new THREE.Vector3(
|
|
midPoint.x + Math.cos(offsetAngle) * offsetMagnitude * 0.5,
|
|
midPoint.y + Math.random() * 0.5 + 0.5,
|
|
midPoint.z + Math.sin(offsetAngle) * offsetMagnitude * 0.5
|
|
);
|
|
|
|
fly.userData.curve = new THREE.QuadraticBezierCurve3(
|
|
startPoint,
|
|
controlPoint,
|
|
endPoint
|
|
);
|
|
fly.userData.t = 0; // Reset progression
|
|
fly.userData.landCheckTimer = 50 + Math.random() * 50; // New landing decision window
|
|
}
|
|
|
|
/**
|
|
* Creates and places the 'flies' meshes.
|
|
*/
|
|
function setupFlies() {
|
|
for (let i = 0; i < FLIES_COUNT; i++) {
|
|
const fly = createFlyMesh();
|
|
scene.add(fly);
|
|
flies.push(fly);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Updates the position and state of the flies using Bezier curves.
|
|
*/
|
|
function updateFlies() {
|
|
flies.forEach(fly => {
|
|
const data = fly.userData;
|
|
|
|
if (data.state === 'flying' || data.state === 'landing') {
|
|
|
|
if (!data.curve) {
|
|
// Initialize the first curve
|
|
const newTargetPos = randomFlyTarget();
|
|
createFlyCurve(fly, newTargetPos);
|
|
data.t = 0;
|
|
}
|
|
|
|
// Advance curve progression
|
|
data.t += data.speed;
|
|
|
|
// Check for landing readiness during the flight path
|
|
data.landCheckTimer--;
|
|
|
|
if (data.t >= 1) {
|
|
// Path finished
|
|
|
|
if (data.state === 'landing') {
|
|
data.state = 'landed';
|
|
data.landTimer = FLY_WAIT_BASE + Math.random() * 1000; // Land for a random duration
|
|
data.t = 0;
|
|
return; // Stop updates for this fly
|
|
}
|
|
|
|
// 1. Check for landing decision
|
|
if (data.landCheckTimer <= 0 && Math.random() > FLY_LAND_CHANCE) {
|
|
|
|
// Raycast down from the current position to find a landing spot
|
|
raycaster.set(fly.position, new THREE.Vector3(0, -1, 0));
|
|
const intersects = raycaster.intersectObjects(landingSurfaces, false);
|
|
|
|
if (intersects.length > 0) {
|
|
const intersect = intersects[0];
|
|
data.state = 'landing';
|
|
// Land slightly above the surface
|
|
let newTargetPos = new THREE.Vector3(intersect.point.x,
|
|
intersect.point.y + 0.05,
|
|
intersect.point.z);
|
|
// const newTargetPos = randomFlyTarget();
|
|
createFlyCurve(fly, newTargetPos);
|
|
data.t = 0;
|
|
}
|
|
}
|
|
|
|
if (data.state !== 'landing') {
|
|
// 2. If not landing, generate a new random flight path
|
|
const newTargetPos = randomFlyTarget();
|
|
createFlyCurve(fly, newTargetPos);
|
|
data.t = 0; // Reset T for the new curve
|
|
}
|
|
}
|
|
|
|
// Set position along the curve
|
|
fly.position.copy(data.curve.getPoint(Math.min(data.t, 1)));
|
|
|
|
// Set rotation tangent to the curve
|
|
const tangent = data.curve.getTangent(Math.min(data.t, 1)).normalize();
|
|
fly.rotation.y = Math.atan2(tangent.x, tangent.z);
|
|
|
|
// Add slight Y oscillation for buzzing feel (on top of curve)
|
|
data.oscillationTime += 0.1;
|
|
fly.position.y += Math.sin(data.oscillationTime * 4) * 0.01;
|
|
|
|
} else if (data.state === 'landed') {
|
|
// --- Landed State ---
|
|
data.landTimer--;
|
|
if (data.landTimer <= 0) {
|
|
// Take off: Generate new flight curve from current landed position
|
|
data.state = 'flying';
|
|
|
|
const newTargetPos = randomFlyTarget();
|
|
createFlyCurve(fly, newTargetPos);
|
|
data.t = 0;
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
// --- Animation Loop ---
|
|
function animate() {
|
|
requestAnimationFrame(animate);
|
|
|
|
// 1. Dust animation: slow downward drift
|
|
if (dust) {
|
|
const positions = dust.geometry.attributes.position.array;
|
|
for (let i = 1; i < positions.length; i += 3) {
|
|
positions[i] -= 0.001;
|
|
if (positions[i] < -2) {
|
|
positions[i] = 8;
|
|
}
|
|
}
|
|
dust.geometry.attributes.position.needsUpdate = true;
|
|
}
|
|
|
|
// 2. Camera movement (Gentle, random hovering)
|
|
const globalTime = Date.now() * 0.00005;
|
|
const lookAtTime = Date.now() * 0.00003;
|
|
|
|
const camAmplitude = 0.7;
|
|
const lookAmplitude = 0.05;
|
|
|
|
// Base Camera Position in front of the TV
|
|
const baseX = -0.5;
|
|
const baseY = 1.5;
|
|
const baseZ = 2.5;
|
|
|
|
// Base LookAt target (Center of the screen)
|
|
const baseTargetX = -0.7;
|
|
const baseTargetY = 1.7;
|
|
const baseTargetZ = -0.3;
|
|
|
|
// Camera Position Offsets (Drift)
|
|
const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude;
|
|
const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude * 0.4;
|
|
const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude * 1.4;
|
|
|
|
camera.position.x = baseX + camOffsetX;
|
|
camera.position.y = baseY + camOffsetY;
|
|
camera.position.z = baseZ + camOffsetZ;
|
|
|
|
// LookAt Target Offsets (Subtle Gaze Shift)
|
|
const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
|
|
const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude;
|
|
|
|
// Apply lookAt to the subtly shifted target
|
|
camera.lookAt(
|
|
baseTargetX + lookOffsetX,
|
|
baseTargetY + lookOffsetY,
|
|
baseTargetZ
|
|
);
|
|
|
|
// 3. Lamp Flicker Effect
|
|
const flickerChance = 0.995;
|
|
const restoreRate = 0.15;
|
|
|
|
if (Math.random() > flickerChance) {
|
|
// Flickers quickly to a dimmer random value (between 0.3 and 1.05)
|
|
let lampLightIntensity = originalLampIntensity * (0.3 + Math.random() * 0.7);
|
|
lampLightSpot.intensity = lampLightIntensity;
|
|
lampLightPoint.intensity = lampLightIntensity;
|
|
} else if (lampLightPoint.intensity < originalLampIntensity) {
|
|
// Smoothly restore original intensity
|
|
let lampLightIntensity = THREE.MathUtils.lerp(lampLightPoint.intensity, originalLampIntensity, restoreRate);
|
|
lampLightSpot.intensity = lampLightIntensity;
|
|
lampLightPoint.intensity = lampLightIntensity;
|
|
}
|
|
|
|
// 4. Screen Light Pulse and Movement Effect (Updated)
|
|
if (isVideoLoaded && screenLight.intensity > 0) {
|
|
// A. Pulse Effect (Intensity Fluctuation)
|
|
// Generate a small random fluctuation for the pulse (Range: 1.35 to 1.65 around base 1.5)
|
|
const pulseTarget = originalScreenIntensity + (Math.random() - 0.5) * screenIntensityPulse;
|
|
// Smoothly interpolate towards the new target fluctuation
|
|
screenLight.intensity = THREE.MathUtils.lerp(screenLight.intensity, pulseTarget, 0.1);
|
|
|
|
// B. Movement Effect (Subtle circle around the screen center - circling the room area)
|
|
const lightTime = Date.now() * 0.0001;
|
|
const radius = 0.01;
|
|
const centerX = 0;
|
|
const centerY = 1.5;
|
|
//const centerZ = 1.2; // Use the updated Z position of the light source
|
|
|
|
// Move the light in a subtle, erratic circle
|
|
screenLight.position.x = centerX + Math.cos(lightTime) * radius;
|
|
screenLight.position.y = centerY + Math.sin(lightTime * 1.5) * radius * 0.5; // Slightly different freq for Y
|
|
//screenLight.position.z = centerZ; // Keep Z constant at the screen light plane
|
|
}
|
|
|
|
// 5. Update video texture (essential to grab the next frame)
|
|
if (videoTexture) {
|
|
videoTexture.needsUpdate = true;
|
|
|
|
// Update time display in the animation loop
|
|
if (isVideoLoaded && videoElement.readyState >= 3) {
|
|
const currentTime = formatTime(videoElement.currentTime);
|
|
const duration = formatTime(videoElement.duration);
|
|
console.info(`Tape ${currentVideoIndex + 1} of ${videoUrls.length}. Time: ${currentTime} / ${duration}`);
|
|
}
|
|
}
|
|
|
|
updateFlies();
|
|
|
|
const currentTime = baseTime + videoElement.currentTime;
|
|
|
|
// Simulate playback time
|
|
if (Math.abs(currentTime - lastUpdateTime) > 0.1) {
|
|
updateVcrDisplay(currentTime);
|
|
lastUpdateTime = currentTime;
|
|
}
|
|
|
|
// Blink the colon every second
|
|
if (currentTime - lastBlinkToggleTime > 0.5) { // Blink every 0.5 seconds
|
|
blinkState = !blinkState;
|
|
lastBlinkToggleTime = currentTime;
|
|
}
|
|
|
|
// RENDER!
|
|
renderer.render(scene, camera);
|
|
}
|
|
|
|
// --- Window Resize Handler ---
|
|
function onWindowResize() {
|
|
camera.aspect = window.innerWidth / window.innerHeight;
|
|
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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<!-- textures sourced from https://animalia-life.club/ -->
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