LoFinity / frontend /main.js
eloigil6's picture
Refactor overlay behavior to improve user interaction during descent transition. The start button now has its pointer events disabled when the overlay is hidden, preventing click interference with underlying elements while maintaining a smooth fade-out effect.
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// LoFinity — entry point: renderer, camera, sky, intro choreography and the
// backend bridge. The world itself (vending machine, house, fields…) is
// built in world.js.
import * as THREE from "three";
import { mergeGeometries } from "https://cdn.jsdelivr.net/npm/three@0.180.0/examples/jsm/utils/BufferGeometryUtils.js";
import { buildWorld } from "/static/world.js";
import { initUI } from "/static/ui.js";
// ---------------------------------------------------------------------------
// Renderer / scene / camera
// ---------------------------------------------------------------------------
const canvas = document.getElementById("scene");
const renderer = new THREE.WebGLRenderer({
canvas,
antialias: true,
powerPreference: "low-power",
});
// 1.5x is visually identical to 2x at this flat-shaded art style, ~44% fewer pixels
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 1.5));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// nothing that casts shadows ever moves: bake the shadow map once
renderer.shadowMap.autoUpdate = false;
renderer.shadowMap.needsUpdate = true;
const scene = new THREE.Scene();
scene.fog = new THREE.Fog(0xbfe3ff, 90, 420);
const camera = new THREE.PerspectiveCamera(
55,
window.innerWidth / window.innerHeight,
0.1,
1000,
);
// The camera starts high in the sky gaze and dollies down/back during the
// descent for a touch of parallax.
const CAM_START = new THREE.Vector3(0, 7.4, 14.5);
const CAM_END = new THREE.Vector3(0, 4.8, 17);
const LOOK_SKY = new THREE.Vector3(0, 90, -60);
const LOOK_SCENE = new THREE.Vector3(-0.5, 2.8, -3);
camera.position.copy(CAM_START);
camera.lookAt(LOOK_SKY);
camera.layers.enable(1); // cloud layer
window.addEventListener("resize", () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
// ---------------------------------------------------------------------------
// Sky: big inverted dome with a vertical anime-blue gradient
// ---------------------------------------------------------------------------
const skyMaterial = new THREE.ShaderMaterial({
side: THREE.BackSide,
depthWrite: false,
uniforms: {
topColor: { value: new THREE.Color(0x1547a8) },
horizonColor: { value: new THREE.Color(0xbfe3ff) },
},
vertexShader: /* glsl */ `
varying vec3 vWorldPosition;
void main() {
vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform vec3 topColor;
uniform vec3 horizonColor;
varying vec3 vWorldPosition;
void main() {
float h = clamp(normalize(vWorldPosition).y, 0.0, 1.0);
vec3 color = mix(horizonColor, topColor, pow(h, 0.55));
gl_FragColor = vec4(color, 1.0);
}
`,
});
scene.add(new THREE.Mesh(new THREE.SphereGeometry(450, 32, 16), skyMaterial));
// ---------------------------------------------------------------------------
// Lights
// ---------------------------------------------------------------------------
const hemi = new THREE.HemisphereLight(0xcfe8ff, 0xa8b48a, 0.85);
scene.add(hemi);
// Clouds (layer 1) get their own bounce light: white from above, cool
// blue-gray from below — no green ground tint.
const cloudLight = new THREE.HemisphereLight(0xf2f8ff, 0xc9d9ec, 0.9);
cloudLight.layers.set(1);
scene.add(cloudLight);
const sun = new THREE.DirectionalLight(0xfff2dc, 1.6);
sun.layers.enable(1);
sun.position.set(30, 55, 20);
sun.castShadow = true;
sun.shadow.mapSize.set(2048, 2048);
sun.shadow.camera.left = -45;
sun.shadow.camera.right = 45;
sun.shadow.camera.top = 45;
sun.shadow.camera.bottom = -45;
sun.shadow.camera.near = 5;
sun.shadow.camera.far = 150;
sun.shadow.bias = -0.0005;
scene.add(sun);
// ---------------------------------------------------------------------------
// World
// ---------------------------------------------------------------------------
// Collapse the static background into one mesh per material. The scene is
// hundreds of tiny flat-shaded meshes (trees, fences, sunflowers, fields…)
// that never move, so bake each into world space and merge by material —
// cutting draw calls ~3-4x. Interactables (vending/bench/lamp + their hover
// outlines) and the animated bird/clouds are excluded so picking and
// animation keep working; textured/basic meshes (signs, poster, sky) are
// skipped automatically since they aren't plain opaque Lambert.
function mergeStaticWorld(scene, world) {
scene.updateMatrixWorld(true);
const excludedRoots = [world.vending, world.bench, world.lamp, world.gameboy, ...world.clouds];
const isExcluded = (obj) => {
for (let o = obj; o; o = o.parent) if (excludedRoots.includes(o)) return true;
return false;
};
const buckets = new Map(); // material signature -> meshes sharing it
scene.traverse((obj) => {
if (!obj.isMesh || isExcluded(obj)) return;
const m = obj.material;
if (Array.isArray(m) || !m.isMeshLambertMaterial) return;
if (m.map || m.transparent || m.opacity < 1) return;
const key = [
m.color.getHexString(),
m.emissive.getHexString(),
m.flatShading ? 1 : 0,
m.side,
obj.castShadow ? 1 : 0,
obj.receiveShadow ? 1 : 0,
].join(":");
let b = buckets.get(key);
if (!b)
buckets.set(
key,
(b = { material: m, cast: obj.castShadow, receive: obj.receiveShadow, meshes: [] }),
);
b.meshes.push(obj);
});
let saved = 0;
for (const b of buckets.values()) {
if (b.meshes.length < 2) continue; // a lone mesh has nothing to merge with
const geoms = b.meshes.map((mesh) => {
// bake the world transform in, then strip everything but position/normal
// so every geometry in the bucket has identical attributes to merge
const g = mesh.geometry.index
? mesh.geometry.toNonIndexed()
: mesh.geometry.clone();
g.applyMatrix4(mesh.matrixWorld);
for (const name of Object.keys(g.attributes))
if (name !== "position" && name !== "normal") g.deleteAttribute(name);
return g;
});
const merged = mergeGeometries(geoms, false);
geoms.forEach((g) => g.dispose());
if (!merged) continue;
const mesh = new THREE.Mesh(merged, b.material);
mesh.castShadow = b.cast;
mesh.receiveShadow = b.receive;
scene.add(mesh);
for (const old of b.meshes) {
old.geometry.dispose();
old.parent?.remove(old);
}
saved += b.meshes.length - 1;
}
return saved;
}
const world = buildWorld(scene);
mergeStaticWorld(scene, world);
// Lamp pool light: dark by day, ramps up in night mode. Sits at the bulb
// (lamp group origin + the bulb's local offset). No shadows — the shadow map
// is baked once, and this only lights up at night anyway.
const lampLight = new THREE.PointLight(0xffd9a0, 0, 24, 2);
lampLight.position.set(
world.lamp.position.x - 1.85,
world.lamp.position.y + 8.73,
world.lamp.position.z,
);
scene.add(lampLight);
// Freeze transform recomputation for the (almost entirely) static scene;
// only the clouds and the camera move.
scene.traverse((obj) => {
obj.updateMatrix();
obj.matrixAutoUpdate = false;
});
for (const cloud of world.clouds) cloud.matrixAutoUpdate = true;
world.bird.matrixAutoUpdate = true;
world.bird.userData.tail.matrixAutoUpdate = true;
// ---------------------------------------------------------------------------
// Interactables: hover outline + floating label, click hook
// ---------------------------------------------------------------------------
const raycaster = new THREE.Raycaster();
const pointerNDC = new THREE.Vector2(-2, -2); // offscreen until first move
let pointerActive = false;
let hoveredItem = null;
const labelAnchor = new THREE.Vector3();
// anchors are precomputed: nothing interactable ever moves
const collectionAnchor = world.collection.getWorldPosition(new THREE.Vector3());
const interactables = [
{
object: world.vending,
outlines: [world.vending.userData.outline],
label: document.getElementById("vending-label"),
anchor: world.vending.position.clone(),
labelOffsetY: 5.6, // above the machine top
onClick: () => zoomToMachine(),
},
{
object: world.collection,
outlines: world.collection.userData.outlines,
label: document.getElementById("collection-label"),
anchor: collectionAnchor,
labelOffsetY: 1.15, // above the bench backrest
onClick: () => zoomToBench(),
},
{
object: world.lamp,
outlines: [world.lamp.userData.outline],
label: document.getElementById("lamp-label"),
anchor: world.lamp.position.clone(),
labelOffsetY: 5.5, // pole mid-height; CSS sits the bubble to its left
labelOffsetX: -0.3, // left of the bubble
onClick: () => toggleNight(),
},
{
object: world.gameboy,
outlines: [world.gameboy.userData.outline],
label: document.getElementById("gameboy-label"),
anchor: world.gameboy.position.clone(),
labelOffsetY: 1.3, // floats just above the handheld on the ground
onClick: () => zoomToGameboy(),
},
];
window.addEventListener("pointermove", (e) => {
pointerNDC.set(
(e.clientX / window.innerWidth) * 2 - 1,
-(e.clientY / window.innerHeight) * 2 + 1,
);
pointerActive = true;
});
document.addEventListener("pointerleave", () => {
pointerActive = false;
});
function setHoveredItem(item) {
if (item === hoveredItem) return;
if (hoveredItem) {
for (const outline of hoveredItem.outlines) outline.visible = false;
hoveredItem.label.classList.remove("visible");
}
hoveredItem = item;
if (item) {
for (const outline of item.outlines) outline.visible = true;
item.label.classList.add("visible");
}
canvas.style.cursor = item ? "pointer" : "";
}
function updateHover() {
if (intro.phase !== "idle" || view.mode !== "scene" || !pointerActive) {
setHoveredItem(null);
return;
}
raycaster.setFromCamera(pointerNDC, camera);
setHoveredItem(
interactables.find(
(item) => raycaster.intersectObject(item.object, true).length > 0,
) ?? null,
);
if (hoveredItem) {
labelAnchor.copy(hoveredItem.anchor);
labelAnchor.y += hoveredItem.labelOffsetY;
labelAnchor.x += hoveredItem.labelOffsetX || 0;
labelAnchor.project(camera);
hoveredItem.label.style.left = `${((labelAnchor.x + 1) / 2) * window.innerWidth}px`;
hoveredItem.label.style.top = `${((1 - labelAnchor.y) / 2) * window.innerHeight}px`;
}
}
// ---------------------------------------------------------------------------
// Zoom views: machine (modal while zoomed) and bench (a close look at the
// tapes). Click zooms in, close/Esc/click zooms back out.
// ---------------------------------------------------------------------------
// Frames the machine on the left so the modal card sits beside it.
const MACHINE_CAM = new THREE.Vector3(-2.3, 3.0, 10.8);
const MACHINE_LOOK = new THREE.Vector3(-2.9, 2.6, 4.2);
// Leans over the bench seat where the tapes and walkman rest.
const BENCH_CAM = new THREE.Vector3(1.3, 3.3, 8.4);
const BENCH_LOOK = new THREE.Vector3(1.3, 1.15, 4.4);
// Crouches toward the game boy on the sidewalk; the modal sits over it.
const GAMEBOY_CAM = new THREE.Vector3(5.6, 2.3, 9.0);
const GAMEBOY_LOOK = new THREE.Vector3(6.5, 0.3, 5.6);
const ZOOM_MS = 1500;
const view = {
mode: "scene", // scene | zoom-in | machine | bench | gameboy | zoom-out
target: "machine", // what the current zoom-in lands on
t0: 0,
camFrom: new THREE.Vector3(),
camTo: new THREE.Vector3(),
lookFrom: new THREE.Vector3(),
lookTo: new THREE.Vector3(),
};
function startViewTransition(mode, camTo, lookTo) {
view.mode = mode;
view.t0 = performance.now();
view.camFrom.copy(camera.position);
view.lookFrom.copy(lookTarget);
view.camTo.copy(camTo);
view.lookTo.copy(lookTo);
}
function zoomToMachine() {
setHoveredItem(null);
view.target = "machine";
startViewTransition("zoom-in", MACHINE_CAM, MACHINE_LOOK);
}
function zoomToBench() {
setHoveredItem(null);
view.target = "bench";
startViewTransition("zoom-in", BENCH_CAM, BENCH_LOOK);
}
function closeMachineView() {
ui.closeModal();
startViewTransition("zoom-out", CAM_END, LOOK_SCENE);
}
function closeBenchView() {
ui.closeCollection();
startViewTransition("zoom-out", CAM_END, LOOK_SCENE);
}
function zoomToGameboy() {
setHoveredItem(null);
view.target = "gameboy";
startViewTransition("zoom-in", GAMEBOY_CAM, GAMEBOY_LOOK);
}
function closeGameboyView() {
ui.closeGameboy();
startViewTransition("zoom-out", CAM_END, LOOK_SCENE);
}
canvas.addEventListener("click", () => {
if (hoveredItem && view.mode === "scene" && intro.phase === "idle") {
hoveredItem.onClick();
} else if (view.mode === "bench") {
closeBenchView();
}
});
window.addEventListener("keydown", (e) => {
if (e.key !== "Escape") return;
if (view.mode === "bench") closeBenchView();
else if (view.mode === "gameboy") closeGameboyView();
});
// Machine glow while generating
let machineBusy = false;
const SCREEN_BASE = new THREE.Color(0x1c2f28);
const DISPENSER_BASE = new THREE.Color(0x10181d);
function setMachineBusy(busy) {
machineBusy = busy;
if (!busy) {
world.vending.userData.screenMaterial.color.copy(SCREEN_BASE);
world.vending.userData.dispenserMaterial.color.copy(DISPENSER_BASE);
}
}
// ---------------------------------------------------------------------------
// Day / night: clicking the lamp post eases the sky shader, fog and lights to
// a moonlit palette and lights the lamp. No camera move — the scene just dims.
// ---------------------------------------------------------------------------
const DAY = {
skyTop: new THREE.Color(0x1547a8),
skyHorizon: new THREE.Color(0xbfe3ff),
fog: new THREE.Color(0xbfe3ff),
hemiSky: new THREE.Color(0xcfe8ff),
hemiGround: new THREE.Color(0xa8b48a),
sun: new THREE.Color(0xfff2dc),
cloudSky: new THREE.Color(0xf2f8ff),
cloudGround: new THREE.Color(0xc9d9ec),
};
const NIGHT = {
skyTop: new THREE.Color(0x05060f),
skyHorizon: new THREE.Color(0x232a4d),
fog: new THREE.Color(0x141a30),
hemiSky: new THREE.Color(0x2a3358),
hemiGround: new THREE.Color(0x1c2422),
sun: new THREE.Color(0x93a9e6), // a cool, dim "moon"
cloudSky: new THREE.Color(0x9fb0d8),
cloudGround: new THREE.Color(0x2b3450),
};
const NIGHT_KEY = "lofinity:night"; // localStorage flag, persists the choice
let isNight = false;
let nightTarget = 0; // 0 = day, 1 = night
let nightMix = 0; // eased toward nightTarget in the render loop
function applyPalette(m) {
const sky = skyMaterial.uniforms;
sky.topColor.value.lerpColors(DAY.skyTop, NIGHT.skyTop, m);
sky.horizonColor.value.lerpColors(DAY.skyHorizon, NIGHT.skyHorizon, m);
scene.fog.color.lerpColors(DAY.fog, NIGHT.fog, m);
hemi.color.lerpColors(DAY.hemiSky, NIGHT.hemiSky, m);
hemi.groundColor.lerpColors(DAY.hemiGround, NIGHT.hemiGround, m);
hemi.intensity = THREE.MathUtils.lerp(0.85, 0.32, m);
sun.color.lerpColors(DAY.sun, NIGHT.sun, m);
sun.intensity = THREE.MathUtils.lerp(1.6, 0.5, m);
cloudLight.color.lerpColors(DAY.cloudSky, NIGHT.cloudSky, m);
cloudLight.groundColor.lerpColors(DAY.cloudGround, NIGHT.cloudGround, m);
cloudLight.intensity = THREE.MathUtils.lerp(0.9, 0.4, m);
lampLight.intensity = THREE.MathUtils.lerp(0, 2.6, m);
}
function setNightLabel() {
const span = document.querySelector("#lamp-label span");
if (span) span.textContent = isNight ? "☀ back to day" : "☾ turn on night";
}
function toggleNight() {
isNight = !isNight;
nightTarget = isNight ? 1 : 0;
setNightLabel();
try {
localStorage.setItem(NIGHT_KEY, isNight ? "1" : "0");
} catch {
/* storage unavailable (private mode) — keep the choice in-memory only */
}
}
// restore the persisted day/night choice on load, applied instantly (no fade)
try {
if (localStorage.getItem(NIGHT_KEY) === "1") {
isNight = true;
nightTarget = 1;
nightMix = 1;
applyPalette(1);
setNightLabel();
}
} catch {
/* unreadable storage — start in day mode */
}
// ---------------------------------------------------------------------------
// Backend bridge + modal UI
// ---------------------------------------------------------------------------
let generateFn = null;
const ui = initUI({
generate: (prompt, seconds) => {
if (!generateFn) return Promise.reject(new Error("backend not connected"));
return generateFn(prompt, seconds);
},
// chunks-done/total for the brewing bar; a plain GET, independent of the
// gradio client so it answers while a generation is in flight
getProgress: async () => {
try {
const r = await fetch("/api/progress");
return r.ok ? await r.json() : null;
} catch {
return null;
}
},
onRequestClose: () => {
if (view.mode === "machine") closeMachineView();
},
onRequestCloseCollection: () => {
if (view.mode === "bench") closeBenchView();
},
onRequestCloseGameboy: () => {
if (view.mode === "gameboy") closeGameboyView();
},
// "play while waiting": leave the beat brewing in the background and fly
// from the machine over to the garden mini-game.
onPlayWhileWaiting: () => {
if (view.mode !== "machine") return;
ui.closeModal();
zoomToGameboy();
},
onGeneratingChange: setMachineBusy,
});
import("https://cdn.jsdelivr.net/npm/@gradio/client/dist/index.min.js")
.then(async ({ Client }) => {
const client = await Client.connect(window.location.origin);
generateFn = async (prompt, seconds) => {
const result = await client.predict("/generate_song", { prompt, seconds });
const data = result.data[0];
const dataUri = data.audio;
if (!dataUri) throw new Error("no audio in response");
// The tape comes back as an inline base64 WAV; pull it into a Blob URL —
// lighter for <audio> than a multi-MB data URI, and the blob's uuid path
// gives the collection a stable per-tape key. Nothing touches disk.
const blob = await (await fetch(dataUri)).blob();
const url = URL.createObjectURL(blob);
return { title: data.title, url };
};
window.lofinity = { generate: generateFn };
console.log("[LoFinity] backend connected");
})
.catch((err) => console.warn("[LoFinity] backend not reachable:", err));
// ---------------------------------------------------------------------------
// Intro: hold on the sky, then ease the gaze down to the scene
// ---------------------------------------------------------------------------
const DESCENT_MS = 4600;
const intro = { phase: "loading", t0: 0, idleStart: 0 };
const lookTarget = LOOK_SKY.clone();
const overlay = document.getElementById("title-overlay");
function startDescent() {
if (intro.phase !== "loading") return;
intro.phase = "descending";
intro.t0 = performance.now();
overlay.classList.add("hidden");
// The button stops capturing clicks via CSS (#title-overlay.hidden #start-btn)
// so it can keep fading out with the overlay instead of popping out of layout.
}
const pageLoaded = new Promise((resolve) =>
document.readyState === "complete"
? resolve()
: window.addEventListener("load", resolve),
);
// Click-to-start: the camera holds on the sky until the user clicks. The button
// is revealed (and made clickable) once assets + fonts are ready; the same click
// also kicks off the lobby music (audio autoplay needs a user gesture).
const startBtn = document.getElementById("start-btn");
Promise.all([pageLoaded, document.fonts.ready]).then(() =>
startBtn.classList.add("ready"),
);
startBtn.addEventListener("click", startDescent);
const easeInOutCubic = (t) =>
t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
// Dev helpers: jump straight to any app state.
window.lofinityDebug = {
skipIntro() {
intro.phase = "idle";
intro.idleStart = 0;
camera.position.copy(CAM_END);
lookTarget.copy(LOOK_SCENE);
overlay.classList.add("hidden");
},
holdSky() {
intro.phase = "held";
camera.position.copy(CAM_START);
lookTarget.copy(LOOK_SKY);
overlay.classList.remove("hidden");
},
openMachine() {
this.skipIntro();
view.mode = "machine";
camera.position.copy(MACHINE_CAM);
lookTarget.copy(MACHINE_LOOK);
ui.openModal();
},
closeMachine() {
closeMachineView();
},
openBench() {
this.skipIntro();
view.mode = "bench";
camera.position.copy(BENCH_CAM);
lookTarget.copy(BENCH_LOOK);
ui.openCollection();
},
openGameboy() {
this.skipIntro();
view.mode = "gameboy";
camera.position.copy(GAMEBOY_CAM);
lookTarget.copy(GAMEBOY_LOOK);
ui.openGameboy();
},
stats() {
return { ...renderer.info.render, ...renderer.info.memory };
},
goto(px, py, pz, lx, ly, lz) {
this.skipIntro();
camera.position.set(px, py, pz);
lookTarget.set(lx, ly, lz);
view.mode = "machine"; // parks the camera (no idle sway)
},
birdInfo() {
const b = world.bird;
return {
rotY: b.rotation.y,
posY: b.position.y,
auto: b.matrixAutoUpdate,
matrixRotY: Math.atan2(b.matrix.elements[8], b.matrix.elements[10]),
};
},
};
// ---------------------------------------------------------------------------
// Render loop
// ---------------------------------------------------------------------------
const clock = new THREE.Clock();
// Frame governor: a chill scene doesn't need 120fps. Idle runs at 30fps;
// camera transitions get 60 so they stay silky.
let lastRender = 0;
function animate(now = 0) {
requestAnimationFrame(animate);
const transitioning =
intro.phase === "descending" ||
view.mode === "zoom-in" ||
view.mode === "zoom-out" ||
nightMix !== nightTarget;
const interval = transitioning ? 1000 / 60 : 1000 / 30;
if (now - lastRender < interval - 1) return;
const dt = Math.min((now - lastRender) / 1000, 0.1);
lastRender = now;
const elapsed = clock.getElapsedTime();
// ease the day/night palette toward its target, only while it's moving
if (nightMix !== nightTarget) {
nightMix = THREE.MathUtils.damp(nightMix, nightTarget, 3.2, dt);
if (Math.abs(nightMix - nightTarget) < 0.001) nightMix = nightTarget;
applyPalette(nightMix);
}
for (const cloud of world.clouds) {
cloud.position.x += cloud.userData.speed * dt;
if (cloud.position.x > 170) cloud.position.x = -170;
}
// the bench bird looks around, hops now and then, flicks its tail
const bird = world.bird;
bird.rotation.y =
-0.5 + Math.sin(elapsed * 0.4) * 0.4 + Math.sin(elapsed * 1.1) * 0.12;
bird.position.y =
bird.userData.baseY +
Math.pow(Math.max(0, Math.sin(elapsed * 1.9)), 12) * 0.06;
bird.userData.tail.rotation.x =
-0.35 + Math.pow(Math.max(0, Math.sin(elapsed * 1.3 + 1)), 8) * 0.5;
if (intro.phase === "loading" || intro.phase === "held") {
// Barely-there float while gazing at the sky
camera.position.y = CAM_START.y + Math.sin(elapsed * 0.5) * 0.08;
} else if (intro.phase === "descending") {
const t = Math.min((performance.now() - intro.t0) / DESCENT_MS, 1);
const e = easeInOutCubic(t);
camera.position.lerpVectors(CAM_START, CAM_END, e);
lookTarget.lerpVectors(LOOK_SKY, LOOK_SCENE, e);
if (t >= 1) {
intro.phase = "idle";
intro.idleStart = elapsed;
}
} else if (view.mode === "zoom-in" || view.mode === "zoom-out") {
const t = Math.min((performance.now() - view.t0) / ZOOM_MS, 1);
const e = easeInOutCubic(t);
camera.position.lerpVectors(view.camFrom, view.camTo, e);
lookTarget.lerpVectors(view.lookFrom, view.lookTo, e);
if (t >= 1) {
if (view.mode === "zoom-in") {
view.mode = view.target;
if (view.target === "machine") ui.openModal();
else if (view.target === "bench") ui.openCollection();
else if (view.target === "gameboy") ui.openGameboy();
} else {
view.mode = "scene";
intro.idleStart = elapsed; // sway ramps back in
}
}
} else if (intro.phase === "idle" && view.mode === "scene") {
// Gentle lofi sway, ramping in so the descent lands without a jolt
const tSway = elapsed - intro.idleStart;
const ramp = Math.min(1, tSway / 5);
camera.position.x = CAM_END.x + Math.sin(tSway * 0.25) * 0.25 * ramp;
camera.position.y = CAM_END.y + Math.sin(tSway * 0.4) * 0.12 * ramp;
}
if (machineBusy) {
// the machine hums while it brews
const pulse = 0.5 + 0.5 * Math.sin(elapsed * 6);
world.vending.userData.screenMaterial.color.setHSL(
0.38,
0.55,
0.12 + 0.3 * pulse,
);
world.vending.userData.dispenserMaterial.color.setHSL(
0.13,
0.85,
0.08 + 0.3 * pulse,
);
}
camera.lookAt(lookTarget);
updateHover();
renderer.render(scene, camera);
}
animate();