music-video-gen/party-cathedral/src/scene/camera-manager.js
2025-11-23 20:33:32 +01:00

156 lines
5.5 KiB
JavaScript

import * as THREE from 'three';
import { state } from '../state.js';
import { SceneFeature } from './SceneFeature.js';
import sceneFeatureManager from './SceneFeatureManager.js';
const minSwitchInterval = 2;
const maxSwitchInterval = 10;
export class CameraManager extends SceneFeature {
constructor() {
super();
this.cameras = [];
this.activeCameraIndex = 0;
this.switchInterval = 10; // seconds
this.lastSwitchTime = 0;
sceneFeatureManager.register(this);
}
init() {
// The main camera from init.js is our first camera
const mainCamera = state.camera;
mainCamera.fov = 20;
const mainCameraSetup = {
camera: mainCamera,
type: 'dynamic',
name: 'MainDynamicCamera',
update: this.updateDynamicCamera, // Assign its update function
};
this.cameras.push(mainCameraSetup);
// --- Static Camera 1: Left Aisle View ---
const staticCam1 = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam1.position.set(-5, 3, -13);
staticCam1.lookAt(0, 2, -18); // Look at the stage
this.cameras.push({
camera: staticCam1,
type: 'static',
name: 'LeftAisleCam'
});
// --- Static Camera 2: Right Aisle View ---
const staticCam2 = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam2.position.set(5, 4, -6);
staticCam2.lookAt(0, 1.5, -18); // Look at the stage
this.cameras.push({
camera: staticCam2,
type: 'static',
name: 'RightAisleCam'
});
// --- Static Camera 3: Far-Back view ---
const staticCam3 = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam3.position.set(0, 3, 12);
staticCam3.lookAt(0, 1.5, -20); // Look at the stage
this.cameras.push({
camera: staticCam3,
type: 'static',
name: 'BackCam'
});
// --- Static Camera 3: Back view ---
const staticCam4 = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 0.1, 100);
staticCam4.position.set(0, 4, 0);
staticCam4.lookAt(0, 1.5, -20); // Look at the stage
this.cameras.push({
camera: staticCam4,
type: 'static',
name: 'BackCam'
});
// make the main camera come up more often
this.cameras.push(mainCameraSetup);
// --- Add Debug Helpers ---
if (state.debugCamera) {
this.cameras.forEach(camData => {
const helper = new THREE.CameraHelper(camData.camera);
state.scene.add(helper);
});
}
this.lastSwitchTime = state.clock.getElapsedTime();
this.switchCamera(4);
}
// This is the logic moved from animate.js
updateDynamicCamera(timeDiff) {
if (!state.partyStarted) return;
const globalTime = Date.now() * 0.0001;
const lookAtTime = Date.now() * 0.0002;
const baseX = 0, baseY = 3.6, baseZ = -5.0;
const camAmplitude = new THREE.Vector3(1.0, 1.0, 6.0);
const baseTargetX = 0, baseTargetY = 1.6, baseTargetZ = -30.0;
const lookAmplitude = 8.0;
const camOffsetX = Math.sin(globalTime * 3.1) * camAmplitude.x;
const camOffsetY = Math.cos(globalTime * 2.5) * camAmplitude.y;
const camOffsetZ = Math.cos(globalTime * 3.2) * camAmplitude.z;
state.camera.position.x = baseX + camOffsetX;
state.camera.position.y = baseY + camOffsetY;
state.camera.position.z = baseZ + camOffsetZ;
const lookOffsetX = Math.sin(lookAtTime * 1.5) * lookAmplitude;
const lookOffsetZ = Math.cos(lookAtTime * 2.5) * lookAmplitude;
const lookOffsetY = Math.cos(lookAtTime * 1.2) * lookAmplitude * 0.5;
state.camera.lookAt(baseTargetX + lookOffsetX, baseTargetY + lookOffsetY, baseTargetZ + lookOffsetZ);
}
switchCamera(index) {
if (index >= this.cameras.length || index < 0) return;
this.activeCameraIndex = index;
const newCam = this.cameras[this.activeCameraIndex].camera;
// Copy properties from the new camera to the main state camera
state.camera.position.copy(newCam.position);
state.camera.rotation.copy(newCam.rotation);
state.camera.fov = newCam.fov;
state.camera.aspect = newCam.aspect;
state.camera.near = newCam.near;
state.camera.far = newCam.far;
state.camera.updateProjectionMatrix();
}
update(deltaTime) {
const time = state.clock.getElapsedTime();
// Handle camera switching
if (state.partyStarted) {
if (time > this.lastSwitchTime + this.switchInterval) {
const newIndex = Math.floor(Math.random() * this.cameras.length);
this.switchCamera(newIndex);
this.lastSwitchTime = time;
this.switchInterval = minSwitchInterval + Math.random() * (maxSwitchInterval - minSwitchInterval);
}
}
// Update the currently active camera if it has an update function
const activeCamData = this.cameras[this.activeCameraIndex];
if (activeCamData.update) {
activeCamData.update();
}
}
onPartyStart() {
// Start the camera switching timer only when the party starts
this.lastSwitchTime = state.clock.getElapsedTime();
}
}
new CameraManager();