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index.html
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<html lang="ru">
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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, user-scalable=no">
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<title
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<meta name="description" content="Демонстрация простого 3D-мира на Babylon.js в одном HTML файле.">
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<!-- Подключение Babylon.js и его зависимостей из CDN -->
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<script src="https://cdn.babylonjs.com/babylon.js"></script>
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<!-- <script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script> -->
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<!-- <script src="https://cdn.babylonjs.com/materialsLibrary/babylonjs.materials.min.js"></script> -->
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<style>
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html, body {
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overflow: hidden;
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#renderCanvas {
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width: 100%;
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height: 100%;
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touch-action: none; /* Важно для
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outline: none; /* Убирает рамку фокуса */
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}
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/* Стили для
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position: absolute;
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top:
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left:
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height: 100%;
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background-color: #222;
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color: white;
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}
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position: absolute;
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bottom: 20px;
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left: 20px;
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width: 150px;
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height: 150px;
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background: rgba(255, 255, 255, 0.2);
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border-radius: 50%;
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display: none; /* Скрыт по умолчанию, можно показать для мобильных */
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z-index: 10;
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border: 2px solid rgba(255, 255, 255, 0.4);
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}
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}
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position: absolute;
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bottom:
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border-radius: 50%;
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display: none; /* Скрыт по умолчанию */
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z-index: 10;
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color: white;
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cursor: pointer;
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}
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#
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</style>
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</head>
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<body>
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<canvas id="renderCanvas"></canvas>
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<div id="loadingScreen">Загрузка мира...</div>
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<div id="
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</div>
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<!--
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<div id="
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<script>
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// Получаем элементы DOM
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const canvas = document.getElementById('renderCanvas');
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const loadingScreen = document.getElementById('loadingScreen');
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const
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</script>
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<html lang="ru">
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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, maximum-scale=1.0, user-scalable=no">
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<title>Arctic Mineral Water - 3D Презентация</title>
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<style>
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html, body {
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overflow: hidden;
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#renderCanvas {
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width: 100%;
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height: 100%;
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touch-action: none; /* Важно для Babylon.js на мобильных */
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}
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/* Стили для информационных блоков */
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.info-overlay {
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position: absolute;
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top: 15%;
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left: 50%;
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transform: translateX(-50%);
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color: white;
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background-color: rgba(0, 20, 50, 0.7);
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padding: 15px 25px;
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border-radius: 10px;
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text-align: center;
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max-width: 80%;
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box-shadow: 0 0 15px rgba(100, 150, 255, 0.5);
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opacity: 0;
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transition: opacity 0.5s ease-in-out;
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pointer-events: none; /* Чтобы не мешать взаимодействию с canvas */
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}
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.info-overlay.visible {
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opacity: 1;
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}
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.info-overlay h2 {
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margin-top: 0;
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margin-bottom: 10px;
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font-size: 1.5em;
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color: #cceeff;
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}
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.info-overlay p {
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margin-bottom: 0;
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font-size: 1em;
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}
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/* Стили для кнопок навигации */
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#navigation {
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position: absolute;
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bottom: 20px;
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left: 50%;
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transform: translateX(-50%);
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display: flex;
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gap: 15px;
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z-index: 10;
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}
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#navigation button {
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padding: 12px 20px;
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font-size: 1em;
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color: white;
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background-color: rgba(0, 50, 100, 0.8);
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border: 1px solid #cceeff;
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border-radius: 25px;
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cursor: pointer;
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transition: background-color 0.3s ease, transform 0.1s ease;
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box-shadow: 0 0 10px rgba(100, 150, 255, 0.4);
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}
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#navigation button:disabled {
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background-color: rgba(50, 50, 50, 0.6);
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color: #aaa;
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cursor: not-allowed;
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border-color: #777;
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}
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#navigation button:not(:disabled):active {
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transform: scale(0.95);
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}
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#loadingScreen {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background-color: #05101f;
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color: white;
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display: flex;
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justify-content: center;
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align-items: center;
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font-size: 1.5em;
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z-index: 100;
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transition: opacity 1s ease-out;
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}
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</style>
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<!-- Подключение Babylon.js -->
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<script src="https://cdn.babylonjs.com/babylon.js"></script>
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<!-- Опционально: для загрузки моделей GLTF/GLB -->
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<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
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<!-- Опционально: для удобных материалов -->
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<script src="https://cdn.babylonjs.com/materialsLibrary/babylonjs.materials.min.js"></script>
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</head>
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<body>
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<div id="loadingScreen">Загрузка арктической среды...</div>
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<canvas id="renderCanvas"></canvas>
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<!-- Информационные блоки (скрыты по умолчанию) -->
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<div id="info-welcome" class="info-overlay">
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<h2>Arctic</h2>
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<p>Чистота северных ледников в каждой капле.</p>
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</div>
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<div id="info-source" class="info-overlay">
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<h2>Источник</h2>
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<p>Добывается из реликтового подземного озера под вечной мерзлотой.</p>
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</div>
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<div id="info-purity" class="info-overlay">
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<h2>Кристальная Чистота</h2>
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<p>Многоступенчатая природная фильтрация сквозь горные породы.</p>
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</div>
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<div id="info-bottle" class="info-overlay">
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<h2>Уникальный Дизайн</h2>
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<p>Бутылка, вдохновленная формой айсберга.</p>
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</div>
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<!-- Кнопки навигации -->
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<div id="navigation">
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<button id="prevBtn" disabled>Назад</button>
|
| 143 |
+
<button id="nextBtn">Далее</button>
|
| 144 |
+
</div>
|
| 145 |
|
| 146 |
<script>
|
|
|
|
| 147 |
const canvas = document.getElementById('renderCanvas');
|
| 148 |
+
const engine = new BABYLON.Engine(canvas, true, { stencil: true, preserveDrawingBuffer: true }, true);
|
| 149 |
const loadingScreen = document.getElementById('loadingScreen');
|
| 150 |
+
const infoOverlays = {
|
| 151 |
+
welcome: document.getElementById('info-welcome'),
|
| 152 |
+
source: document.getElementById('info-source'),
|
| 153 |
+
purity: document.getElementById('info-purity'),
|
| 154 |
+
bottle: document.getElementById('info-bottle')
|
| 155 |
+
};
|
| 156 |
+
const prevBtn = document.getElementById('prevBtn');
|
| 157 |
+
const nextBtn = document.getElementById('nextBtn');
|
| 158 |
+
|
| 159 |
+
let currentStage = 0;
|
| 160 |
+
let scene = null;
|
| 161 |
+
let camera = null;
|
| 162 |
+
const animationDuration = 1.5; // Длительность анимации перехода (в секундах)
|
| 163 |
+
|
| 164 |
+
// Скрыть лоадер, когда сцена готова
|
| 165 |
+
engine.loadingScreen = {
|
| 166 |
+
displayLoadingUI: function() {
|
| 167 |
+
loadingScreen.style.opacity = '1';
|
| 168 |
+
},
|
| 169 |
+
hideLoadingUI: function() {
|
| 170 |
+
loadingScreen.style.opacity = '0';
|
| 171 |
+
// Скрыть после завершения анимации исчезновения
|
| 172 |
+
setTimeout(() => { loadingScreen.style.display = 'none'; }, 1000);
|
| 173 |
+
},
|
| 174 |
+
loadingUIBackgroundColor: "#05101f",
|
| 175 |
+
loadingUIText: "Загрузка арктической среды..."
|
| 176 |
+
};
|
| 177 |
+
|
| 178 |
+
engine.displayLoadingUI(); // Показать лоадер сразу
|
| 179 |
+
|
| 180 |
+
function createScene() {
|
| 181 |
+
scene = new BABYLON.Scene(engine);
|
| 182 |
+
scene.clearColor = new BABYLON.Color3(0.1, 0.2, 0.35); // Темно-синий фон
|
| 183 |
+
|
| 184 |
+
// --- Камера ---
|
| 185 |
+
// Используем UniversalCamera для лучшего контроля над анимацией
|
| 186 |
+
camera = new BABYLON.UniversalCamera("camera", new BABYLON.Vector3(0, 5, -20), scene);
|
| 187 |
+
camera.setTarget(new BABYLON.Vector3(0, 2, 0));
|
| 188 |
+
// camera.attachControl(canvas, true); // Отключаем управление камерой по умолчанию
|
| 189 |
+
|
| 190 |
+
// --- Освещение ---
|
| 191 |
+
const light = new BABYLON.HemisphericLight("hemiLight", new BABYLON.Vector3(0, 1, 0), scene);
|
| 192 |
+
light.intensity = 0.8;
|
| 193 |
+
light.groundColor = new BABYLON.Color3(0.5, 0.7, 1); // Холодный цвет снизу
|
| 194 |
+
light.specular = BABYLON.Color3.Black(); // Убираем блики от этого света
|
| 195 |
+
|
| 196 |
+
const dirLight = new BABYLON.DirectionalLight("dirLight", new BABYLON.Vector3(-0.5, -1, -0.8), scene);
|
| 197 |
+
dirLight.position = new BABYLON.Vector3(20, 40, 30);
|
| 198 |
+
dirLight.intensity = 0.7;
|
| 199 |
+
dirLight.shadowMinZ = 1;
|
| 200 |
+
dirLight.shadowMaxZ = 150;
|
| 201 |
+
|
| 202 |
+
// --- Тень ---
|
| 203 |
+
const shadowGenerator = new BABYLON.ShadowGenerator(1024, dirLight);
|
| 204 |
+
shadowGenerator.useBlurExponentialShadowMap = true;
|
| 205 |
+
shadowGenerator.blurKernel = 32;
|
| 206 |
+
shadowGenerator.darkness = 0.5;
|
| 207 |
+
|
| 208 |
+
// --- Skybox (Арктическое небо) ---
|
| 209 |
+
const skybox = BABYLON.MeshBuilder.CreateBox("skyBox", { size: 1000.0 }, scene);
|
| 210 |
+
const skyboxMaterial = new BABYLON.StandardMaterial("skyBoxMat", scene);
|
| 211 |
+
skyboxMaterial.backFaceCulling = false;
|
| 212 |
+
// Используем кубическую текстуру. Замените пути на реальные URL текстур неба!
|
| 213 |
+
// Эти текстуры взяты из примеров BabylonJS Playground
|
| 214 |
+
skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("https://playground.babylonjs.com/textures/skybox_ice", scene);
|
| 215 |
+
// Старые версии использовали:
|
| 216 |
+
// skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("textures/TropicalSunnyDay", scene); // Заменить на арктическую!
|
| 217 |
+
skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
|
| 218 |
+
skyboxMaterial.diffuseColor = new BABYLON.Color3(0, 0, 0);
|
| 219 |
+
skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
|
| 220 |
+
skybox.material = skyboxMaterial;
|
| 221 |
+
skybox.infiniteDistance = true; // Фиксируем скайбокс
|
| 222 |
+
|
| 223 |
+
// --- Ландшафт (Земля/Снег) ---
|
| 224 |
+
const ground = BABYLON.MeshBuilder.CreateGround("ground", { width: 200, height: 200, subdivisions: 50 }, scene);
|
| 225 |
+
const groundMaterial = new BABYLON.StandardMaterial("groundMat", scene);
|
| 226 |
+
// Простая текстура снега из Playground для примера
|
| 227 |
+
groundMaterial.diffuseTexture = new BABYLON.Texture("https://playground.babylonjs.com/textures/snow.jpg", scene);
|
| 228 |
+
groundMaterial.diffuseTexture.uScale = 10;
|
| 229 |
+
groundMaterial.diffuseTexture.vScale = 10;
|
| 230 |
+
groundMaterial.specularColor = new BABYLON.Color3(0.1, 0.1, 0.1); // Небольшой блик
|
| 231 |
+
groundMaterial.freeze(); // Оптимизация
|
| 232 |
+
ground.material = groundMaterial;
|
| 233 |
+
ground.receiveShadows = true;
|
| 234 |
+
|
| 235 |
+
// --- Плейсхолдер бутылки ---
|
| 236 |
+
// !!! ЗАМЕНИТЬ НА РЕАЛЬНУЮ МОДЕЛЬ !!!
|
| 237 |
+
const bottlePlaceholder = BABYLON.MeshBuilder.CreateCylinder("bottle", { height: 4, diameterTop: 0.8, diameterBottom: 1, tessellation: 24 }, scene);
|
| 238 |
+
bottlePlaceholder.position = new BABYLON.Vector3(0, 2, 0); // Позиция в центре
|
| 239 |
+
const bottleMaterial = new BABYLON.StandardMaterial("bottleMat", scene);
|
| 240 |
+
bottleMaterial.diffuseColor = new BABYLON.Color3(0.6, 0.8, 1.0); // Голубоватый цвет
|
| 241 |
+
bottleMaterial.alpha = 0.7; // Полупрозрачность
|
| 242 |
+
bottleMaterial.specularColor = new BABYLON.Color3(0.8, 0.9, 1);
|
| 243 |
+
bottleMaterial.specularPower = 64;
|
| 244 |
+
// Добавляем отражение окружения для эффекта стекла/льда
|
| 245 |
+
bottleMaterial.reflectionTexture = skyboxMaterial.reflectionTexture;
|
| 246 |
+
bottleMaterial.reflectionFresnelParameters = new BABYLON.FresnelParameters();
|
| 247 |
+
bottleMaterial.reflectionFresnelParameters.bias = 0.1;
|
| 248 |
+
bottleMaterial.reflectionFresnelParameters.power = 2;
|
| 249 |
+
bottlePlaceholder.material = bottleMaterial;
|
| 250 |
+
shadowGenerator.addShadowCaster(bottlePlaceholder); // Бутылка отбрасывает тень
|
| 251 |
+
|
| 252 |
+
// --- Простые элементы окружения (Ледяные глыбы/Горы) ---
|
| 253 |
+
const iceMaterial = new BABYLON.StandardMaterial("iceMat", scene);
|
| 254 |
+
iceMaterial.diffuseColor = new BABYLON.Color3(0.8, 0.9, 1.0);
|
| 255 |
+
iceMaterial.alpha = 0.85;
|
| 256 |
+
iceMaterial.specularColor = new BABYLON.Color3(1, 1, 1);
|
| 257 |
+
iceMaterial.reflectionTexture = skyboxMaterial.reflectionTexture; // Отражения
|
| 258 |
+
iceMaterial.reflectionFresnelParameters = new BABYLON.FresnelParameters();
|
| 259 |
+
iceMaterial.reflectionFresnelParameters.bias = 0.3;
|
| 260 |
+
iceMaterial.reflectionFresnelParameters.power = 1.5;
|
| 261 |
+
|
| 262 |
+
const mountainPositions = [
|
| 263 |
+
new BABYLON.Vector3(-40, 0, 50),
|
| 264 |
+
new BABYLON.Vector3(50, 0, 30),
|
| 265 |
+
new BABYLON.Vector3(0, 0, 70),
|
| 266 |
+
new BABYLON.Vector3(-60, 0, -20),
|
| 267 |
+
new BABYLON.Vector3(30, 0, -50),
|
| 268 |
+
];
|
| 269 |
+
|
| 270 |
+
mountainPositions.forEach((pos, i) => {
|
| 271 |
+
const size = 20 + Math.random() * 30;
|
| 272 |
+
const mountain = BABYLON.MeshBuilder.CreateSphere(`ice_${i}`, {diameter: size}, scene);
|
| 273 |
+
mountain.position = pos;
|
| 274 |
+
mountain.scaling.y = 0.8 + Math.random() * 1.2; // Приплюснуть или вытянуть
|
| 275 |
+
mountain.scaling.x = 1 + Math.random() * 0.5;
|
| 276 |
+
mountain.scaling.z = 1 + Math.random() * 0.5;
|
| 277 |
+
mountain.material = iceMaterial;
|
| 278 |
+
shadowGenerator.addShadowCaster(mountain);
|
| 279 |
+
mountain.receiveShadows = true;
|
| 280 |
+
});
|
| 281 |
+
|
| 282 |
+
// --- Добавить эффект легкого тумана/дымки ---
|
| 283 |
+
scene.fogMode = BABYLON.Scene.FOGMODE_EXP;
|
| 284 |
+
scene.fogDensity = 0.006;
|
| 285 |
+
scene.fogColor = new BABYLON.Color3(0.5, 0.7, 0.9);
|
| 286 |
+
|
| 287 |
+
return scene;
|
| 288 |
+
}
|
| 289 |
+
|
| 290 |
+
// --- Логика навигации и анимации ---
|
| 291 |
+
|
| 292 |
+
// Определяем точки (стадии) обзора
|
| 293 |
+
const stages = [
|
| 294 |
+
{ // 0: Начальный вид издалека
|
| 295 |
+
cameraPos: new BABYLON.Vector3(0, 8, -25),
|
| 296 |
+
cameraTarget: new BABYLON.Vector3(0, 2, 0),
|
| 297 |
+
infoId: 'welcome'
|
| 298 |
+
},
|
| 299 |
+
{ // 1: Ближе к источнику (условному)
|
| 300 |
+
cameraPos: new BABYLON.Vector3(-15, 6, 15),
|
| 301 |
+
cameraTarget: new BABYLON.Vector3(-5, 1, 5), // Смотрим чуть в сторону
|
| 302 |
+
infoId: 'source'
|
| 303 |
+
},
|
| 304 |
+
{ // 2: Вид на "чистоту" ландшафта
|
| 305 |
+
cameraPos: new BABYLON.Vector3(20, 10, 20),
|
| 306 |
+
cameraTarget: new BABYLON.Vector3(0, 0, 0), // Смотрим на центр
|
| 307 |
+
infoId: 'purity'
|
| 308 |
+
},
|
| 309 |
+
{ // 3: Крупный план бутылки
|
| 310 |
+
cameraPos: new BABYLON.Vector3(0, 3.5, -6),
|
| 311 |
+
cameraTarget: new BABYLON.Vector3(0, 2, 0), // Смотрим на бутылку
|
| 312 |
+
infoId: 'bottle'
|
| 313 |
+
}
|
| 314 |
+
];
|
| 315 |
+
|
| 316 |
+
function updateUI(stageIndex) {
|
| 317 |
+
// Сначала скрыть все инфо-блоки
|
| 318 |
+
Object.values(infoOverlays).forEach(el => el.classList.remove('visible'));
|
| 319 |
+
|
| 320 |
+
// Показать нужный блок
|
| 321 |
+
const currentInfoId = stages[stageIndex]?.infoId;
|
| 322 |
+
if (currentInfoId && infoOverlays[currentInfoId]) {
|
| 323 |
+
infoOverlays[currentInfoId].classList.add('visible');
|
| 324 |
+
}
|
| 325 |
+
|
| 326 |
+
// Обновить состояние кнопок
|
| 327 |
+
prevBtn.disabled = stageIndex === 0;
|
| 328 |
+
nextBtn.disabled = stageIndex === stages.length - 1;
|
| 329 |
+
}
|
| 330 |
+
|
| 331 |
+
function animateCameraToStage(stageIndex) {
|
| 332 |
+
const targetStage = stages[stageIndex];
|
| 333 |
+
if (!targetStage || !camera) return;
|
| 334 |
+
|
| 335 |
+
const frameRate = 60;
|
| 336 |
+
const totalFrames = animationDuration * frameRate;
|
| 337 |
+
|
| 338 |
+
// Анимация позиции камеры
|
| 339 |
+
const camPosAnimation = new BABYLON.Animation(
|
| 340 |
+
"camPosAnim",
|
| 341 |
+
"position",
|
| 342 |
+
frameRate,
|
| 343 |
+
BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
| 344 |
+
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
|
| 345 |
+
);
|
| 346 |
+
const keysPos = [];
|
| 347 |
+
keysPos.push({ frame: 0, value: camera.position });
|
| 348 |
+
keysPos.push({ frame: totalFrames, value: targetStage.cameraPos });
|
| 349 |
+
camPosAnimation.setKeys(keysPos);
|
| 350 |
+
|
| 351 |
+
// Добавляем Easing Function для плавности
|
| 352 |
+
const easingFunction = new BABYLON.QuadraticEase();
|
| 353 |
+
easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
|
| 354 |
+
camPosAnimation.setEasingFunction(easingFunction);
|
| 355 |
+
|
| 356 |
+
|
| 357 |
+
// Анимация цели (точки, куда смотрит камера)
|
| 358 |
+
const camTargetAnimation = new BABYLON.Animation(
|
| 359 |
+
"camTargetAnim",
|
| 360 |
+
"target", // Используем setTarget для UniversalCamera
|
| 361 |
+
frameRate,
|
| 362 |
+
BABYLON.Animation.ANIMATIONTYPE_VECTOR3,
|
| 363 |
+
BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT
|
| 364 |
+
);
|
| 365 |
+
const keysTarget = [];
|
| 366 |
+
keysTarget.push({ frame: 0, value: camera.getTarget() }); // Текущая цель
|
| 367 |
+
keysTarget.push({ frame: totalFrames, value: targetStage.cameraTarget });
|
| 368 |
+
camTargetAnimation.setKeys(keysTarget);
|
| 369 |
+
camTargetAnimation.setEasingFunction(easingFunction); // Та же плавность
|
| 370 |
+
|
| 371 |
+
// Запускаем обе анимации
|
| 372 |
+
scene.beginDirectAnimation(camera, [camPosAnimation, camTargetAnimation], 0, totalFrames, false, 1, () => {
|
| 373 |
+
// Коллбэк после завершения анимации
|
| 374 |
+
camera.setTarget(targetStage.cameraTarget); // Убедимся, что цель установлена точно
|
| 375 |
+
updateUI(stageIndex); // Показать UI после завершения перехода
|
| 376 |
+
});
|
| 377 |
+
}
|
| 378 |
+
|
| 379 |
+
// --- Инициализация и обработчики событий ---
|
| 380 |
+
scene = createScene();
|
| 381 |
+
|
| 382 |
+
// Начать рендеринг
|
| 383 |
+
engine.runRenderLoop(function () {
|
| 384 |
+
if (scene && scene.activeCamera) {
|
| 385 |
+
scene.render();
|
| 386 |
+
}
|
| 387 |
+
});
|
| 388 |
+
|
| 389 |
+
// Обработка изменения размера окна
|
| 390 |
+
window.addEventListener('resize', function () {
|
| 391 |
+
engine.resize();
|
| 392 |
+
});
|
| 393 |
+
|
| 394 |
+
// Обработчики кнопок
|
| 395 |
+
nextBtn.addEventListener('click', () => {
|
| 396 |
+
if (currentStage < stages.length - 1) {
|
| 397 |
+
currentStage++;
|
| 398 |
+
animateCameraToStage(currentStage);
|
| 399 |
+
updateUI(currentStage); // Можно обновить кнопки сразу, не дожидаясь конца анимации
|
| 400 |
+
}
|
| 401 |
+
});
|
| 402 |
+
|
| 403 |
+
prevBtn.addEventListener('click', () => {
|
| 404 |
+
if (currentStage > 0) {
|
| 405 |
+
currentStage--;
|
| 406 |
+
animateCameraToStage(currentStage);
|
| 407 |
+
updateUI(currentStage);
|
| 408 |
+
}
|
| 409 |
+
});
|
| 410 |
+
|
| 411 |
+
// Показать начальный UI после небольшой задержки (когда сцена уже видна)
|
| 412 |
+
scene.executeWhenReady(() => {
|
| 413 |
+
engine.hideLoadingUI(); // Скрыть экран загрузки
|
| 414 |
+
updateUI(currentStage); // Показать первый блок информации
|
| 415 |
+
});
|
| 416 |
|
| 417 |
</script>
|
| 418 |
|