music-video-gen/party-cathedral/src/scene/magic-mirror.js
2025-11-21 19:32:22 +01:00

163 lines
6.2 KiB
JavaScript

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