163 lines
6.2 KiB
JavaScript
163 lines
6.2 KiB
JavaScript
import * as THREE from 'three';
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import { state } from '../state.js';
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import { screenVertexShader, screenFragmentShader } from '../shaders/screen-shaders.js';
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export function createMagicMirror(x, z, rotY) {
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// --- Materials ---
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const frameMaterial = new THREE.MeshPhongMaterial({ color: 0x8B4513, shininess: 40, specular: 0x333333 });
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const metalMaterial = new THREE.MeshPhongMaterial({ color: 0xd4af37, shininess: 100, specular: 0xeeeeff }); // Gold-like
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const mirrorGroup = new THREE.Group();
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// --- 1. Mirror Stand Base ---
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const baseWidth = 1.5;
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const baseHeight = 0.2;
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const baseDepth = 0.6;
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const baseGeo = new THREE.BoxGeometry(baseWidth, baseHeight, baseDepth);
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const base = new THREE.Mesh(baseGeo, frameMaterial);
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base.position.y = baseHeight / 2;
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base.castShadow = true;
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base.receiveShadow = true;
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mirrorGroup.add(base);
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// --- 2. Stand Uprights ---
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const uprightHeight = 2.4;
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const uprightWidth = 0.15;
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const uprightGeo = new THREE.BoxGeometry(uprightWidth, uprightHeight, uprightWidth);
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const createUpright = (posX) => {
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const upright = new THREE.Mesh(uprightGeo, frameMaterial);
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upright.position.set(posX, uprightHeight / 2, 0);
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upright.castShadow = true;
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upright.receiveShadow = true;
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return upright;
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};
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const uprightOffset = baseWidth / 2 - 0.3;
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mirrorGroup.add(createUpright(-uprightOffset));
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mirrorGroup.add(createUpright(uprightOffset));
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// --- 3. The Elliptical Mirror Surface (The "Screen") ---
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const mirrorRadius = 0.8; // Adjusted radius for scaling
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const mirrorGeo = new THREE.CircleGeometry(mirrorRadius, 64);
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// --- 3a. The permanent reflective mirror surface ---
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const mirrorBackMaterial = new THREE.MeshPhongMaterial({
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color: 0x051020, // Dark blue tint
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shininess: 100,
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specular: 0xcccccc,
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envMap: state.scene.background, // Reflect the room
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reflectivity: 0.9 // Increased reflectivity
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});
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const mirrorBack = new THREE.Mesh(mirrorGeo, mirrorBackMaterial);
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mirrorBack.position.y = 1.4; // Center height
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mirrorBack.position.z = 0.1; // Slightly forward in the frame
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mirrorBack.scale.set(1, 1.5, 1); // Scale Y to make it a tall ellipse
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mirrorGroup.add(mirrorBack);
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// --- 3b. The video surface that appears when playing ---
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// This is what state.tvScreen will now refer to
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state.tvScreen = new THREE.Mesh(mirrorGeo, new THREE.MeshBasicMaterial({ transparent: true, opacity: 0 }));
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state.tvScreen.position.copy(mirrorBack.position);
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state.tvScreen.position.z += 0.01; // Place it just in front of the reflective surface
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state.tvScreen.scale.copy(mirrorBack.scale);
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state.tvScreen.visible = false; // Start invisible
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mirrorGroup.add(state.tvScreen);
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// --- 4. Ornate Elliptical Mirror Frame (Torus) ---
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const frameRadius = mirrorRadius;
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const frameTubeRadius = 0.04; // Made the rim thinner
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const frameRingGeo = new THREE.TorusGeometry(frameRadius, frameTubeRadius, 16, 100);
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const frameRing = new THREE.Mesh(frameRingGeo, metalMaterial);
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frameRing.position.copy(state.tvScreen.position);
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frameRing.scale.copy(state.tvScreen.scale); // Apply the same scale to the frame
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frameRing.castShadow = true;
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mirrorGroup.add(frameRing);
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// --- 5. Light from the Mirror ---
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state.screenLight = new THREE.PointLight(0xffffff, 0, 10);
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state.screenLight.position.copy(state.tvScreen.position);
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state.screenLight.position.z += 0.3; // Position light in front of the mirror
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state.screenLight.castShadow = true;
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state.screenLight.shadow.mapSize.width = 1024;
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state.screenLight.shadow.mapSize.height = 1024;
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state.screenLight.shadow.camera.near = 0.2;
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state.screenLight.shadow.camera.far = 5;
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//mirrorGroup.add(state.screenLight);
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// Position and rotate the entire group
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mirrorGroup.position.set(x, 0, z);
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mirrorGroup.rotation.y = rotY;
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state.scene.add(mirrorGroup);
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}
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export function turnTvScreenOff() {
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if (state.tvScreenPowered) {
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state.tvScreenPowered = false;
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setScreenEffect(2, () => {
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state.tvScreen.visible = false; // Hide the video surface on completion
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state.screenLight.intensity = 0.0;
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}); // Trigger power down effect
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}
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}
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export function turnTvScreenOn() {
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if (state.tvScreen.material) {
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state.tvScreen.material.dispose();
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}
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state.tvScreen.visible = true; // Make the video surface visible
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// Use the shader material for video playback
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state.tvScreen.material = new THREE.ShaderMaterial({
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uniforms: {
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videoTexture: { value: state.videoTexture },
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u_effect_type: { value: 0.0 },
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u_effect_strength: { value: 0.0 },
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u_time: { value: 0.0 },
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},
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vertexShader: screenVertexShader,
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fragmentShader: screenFragmentShader,
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transparent: true,
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});
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state.tvScreen.material.needsUpdate = true;
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if (!state.tvScreenPowered) {
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state.tvScreenPowered = true;
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setScreenEffect(1); // Trigger power on effect
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}
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}
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export function setScreenEffect(effectType, onComplete) {
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const material = state.tvScreen.material;
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if (!material.uniforms) return;
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state.screenEffect.active = true;
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state.screenEffect.type = effectType;
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state.screenEffect.startTime = state.clock.getElapsedTime() * 1000;
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state.screenEffect.onComplete = onComplete;
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}
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export function updateScreenEffect() {
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if (!state.screenEffect.active) return;
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const material = state.tvScreen.material;
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if (!material.uniforms) return;
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const elapsedTime = (state.clock.getElapsedTime() * 1000) - state.screenEffect.startTime;
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const progress = Math.min(elapsedTime / state.screenEffect.duration, 1.0);
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const easedProgress = state.screenEffect.easing(progress);
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material.uniforms.u_effect_type.value = state.screenEffect.type;
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material.uniforms.u_effect_strength.value = easedProgress;
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if (progress >= 1.0) {
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state.screenEffect.active = false;
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material.uniforms.u_effect_strength.value = (state.screenEffect.type === 2) ? 1.0 : 0.0;
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if (state.screenEffect.onComplete) {
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state.screenEffect.onComplete();
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}
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material.uniforms.u_effect_type.value = 0.0;
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}
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} |