157 lines
6.1 KiB
JavaScript
157 lines
6.1 KiB
JavaScript
import * as THREE from 'three';
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import { state } from '../state.js';
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import { SceneFeature } from './SceneFeature.js';
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import sceneFeatureManager from './SceneFeatureManager.js';
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const guestTextureUrls = [
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'/textures/guest1.png',
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'/textures/guest2.png',
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'/textures/guest3.png',
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'/textures/guest4.png',
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];
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// --- Scene dimensions for positioning ---
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const stageHeight = 1.5;
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const stageDepth = 5;
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const length = 44;
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// --- Billboard Properties ---
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const guestHeight = 2.5;
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const guestWidth = 2.5;
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export class PartyGuests extends SceneFeature {
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constructor() {
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super();
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this.guests = [];
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sceneFeatureManager.register(this);
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}
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async init() {
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const processTexture = (texture) => {
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const image = texture.image;
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const canvas = document.createElement('canvas');
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canvas.width = image.width;
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canvas.height = image.height;
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const context = canvas.getContext('2d');
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context.drawImage(image, 0, 0);
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const keyPixelData = context.getImageData(0, 0, 1, 1).data;
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const keyColor = { r: keyPixelData[0], g: keyPixelData[1], b: keyPixelData[2] };
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const imageData = context.getImageData(0, 0, canvas.width, canvas.height);
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const data = imageData.data;
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const threshold = 20;
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for (let i = 0; i < data.length; i += 4) {
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const r = data[i], g = data[i + 1], b = data[i + 2];
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const distance = Math.sqrt(Math.pow(r - keyColor.r, 2) + Math.pow(g - keyColor.g, 2) + Math.pow(b - keyColor.b, 2));
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if (distance < threshold) data[i + 3] = 0;
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}
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context.putImageData(imageData, 0, 0);
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return new THREE.CanvasTexture(canvas);
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};
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const materials = await Promise.all(guestTextureUrls.map(async (url) => {
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const texture = await state.loader.loadAsync(url);
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const processedTexture = processTexture(texture);
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return new THREE.MeshStandardMaterial({
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map: processedTexture,
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side: THREE.DoubleSide,
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alphaTest: 0.5,
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roughness: 0.7,
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metalness: 0.1,
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});
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}));
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const createGuests = () => {
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const geometry = new THREE.PlaneGeometry(guestWidth, guestHeight);
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const numGuests = 80;
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for (let i = 0; i < numGuests; i++) {
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const material = materials[i % materials.length];
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const guest = new THREE.Mesh(geometry, material);
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const pos = new THREE.Vector3(
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(Math.random() - 0.5) * 10,
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guestHeight / 2,
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(Math.random() * 20) - 6 // Position them in the main hall
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);
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guest.position.copy(pos);
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state.scene.add(guest);
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this.guests.push({
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mesh: guest,
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state: 'WAITING',
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targetPosition: pos.clone(),
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waitStartTime: 0,
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waitTime: 3 + Math.random() * 4, // Wait longer: 3-7 seconds
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isJumping: false,
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jumpStartTime: 0,
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});
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}
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};
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createGuests();
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}
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update(deltaTime) {
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if (this.guests.length === 0) return;
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const cameraPosition = new THREE.Vector3();
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state.camera.getWorldPosition(cameraPosition);
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const time = state.clock.getElapsedTime();
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const moveSpeed = 1.0; // Move slower
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const movementArea = { x: 10, z: 30, y: 0, centerZ: 5 };
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const jumpChance = 0.05; // Jump way more
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const jumpDuration = 0.5;
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const jumpHeight = 0.1;
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const jumpVariance = 0.5;
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this.guests.forEach(guestObj => {
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const { mesh } = guestObj;
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mesh.lookAt(cameraPosition.x, mesh.position.y, cameraPosition.z);
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if (guestObj.state === 'WAITING') {
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if (time > guestObj.waitStartTime + guestObj.waitTime) {
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const newTarget = new THREE.Vector3(
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(Math.random() - 0.5) * movementArea.x,
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movementArea.y + guestHeight / 2,
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movementArea.centerZ + (Math.random() - 0.5) * movementArea.z
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);
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guestObj.targetPosition = newTarget;
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guestObj.state = 'MOVING';
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}
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} else if (guestObj.state === 'MOVING') {
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const distance = mesh.position.distanceTo(guestObj.targetPosition);
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if (distance > 0.1) {
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const direction = guestObj.targetPosition.clone().sub(mesh.position).normalize();
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mesh.position.add(direction.multiplyScalar(moveSpeed * deltaTime));
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} else {
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guestObj.state = 'WAITING';
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guestObj.waitStartTime = time;
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guestObj.waitTime = 3 + Math.random() * 4;
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}
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}
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if (guestObj.isJumping) {
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const jumpProgress = (time - guestObj.jumpStartTime) / jumpDuration;
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if (jumpProgress < 1) {
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const baseHeight = movementArea.y + guestHeight / 2;
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mesh.position.y = baseHeight + Math.sin(jumpProgress * Math.PI) * guestObj.jumpHeight;
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} else {
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guestObj.isJumping = false;
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mesh.position.y = movementArea.y + guestHeight / 2;
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}
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} else {
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let currentJumpChance = jumpChance * deltaTime; // Base chance over time
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if (state.music && state.music.beatIntensity > 0.8) {
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currentJumpChance = 0.1; // High, fixed chance on the beat
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}
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if (Math.random() < currentJumpChance) {
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guestObj.isJumping = true;
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guestObj.jumpHeight = jumpHeight + Math.random() * jumpVariance;
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guestObj.jumpStartTime = time;
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}
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}
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});
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}
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}
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new PartyGuests(); |