feat(scene): add opening crane shot and exit-gate chapter cuts
This commit is contained in:
@@ -17,6 +17,10 @@ import { createCar, loadGrandTourer } from '@/scene/world/car';
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import { createSign, prepareSignTypography } from '@/scene/world/sign';
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import { createAtmosphere } from '@/scene/world/atmosphere';
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import { createPostProcessor } from '@/scene/post-processing';
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import { installCinematicGrade } from '@/scene/cinematic-grade';
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import { createSkyline } from '@/scene/world/skyline';
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import { createTraffic } from '@/scene/world/traffic';
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import { createExitGates } from '@/scene/world/exit-gates';
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import { createDriveDynamics } from '@/scene/drive-dynamics';
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import { HORIZON_FOG_END, HORIZON_FOG_START } from '@/scene/world/metrics';
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import { CHAPTER_COMPOSITIONS } from '@/scene/world/composition';
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@@ -72,6 +76,7 @@ export async function createProceduralSceneGeneration(
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globalThis.devicePixelRatio ?? 1,
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mobileOrTablet,
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);
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installCinematicGrade();
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const renderer = context.resources.own(
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'renderer',
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new THREE.WebGLRenderer({
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@@ -83,8 +88,9 @@ export async function createProceduralSceneGeneration(
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);
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renderer.setPixelRatio(quality.pixelRatio);
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renderer.outputColorSpace = THREE.SRGBColorSpace;
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renderer.toneMapping = THREE.ACESFilmicToneMapping;
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renderer.toneMappingExposure = 1.05;
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// ACES plus the film grade in cinematic-grade.ts, shared by every tier.
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renderer.toneMapping = THREE.CustomToneMapping;
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renderer.toneMappingExposure = 1.12;
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const scene = new THREE.Scene();
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scene.name = 'world-root';
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@@ -121,6 +127,9 @@ export async function createProceduralSceneGeneration(
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const signStage = createSignStage(context.resources);
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const sun = createSun(context.resources);
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const horizonAir = createHorizonAir(context.resources);
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const skyline = createSkyline(context.resources);
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const traffic = createTraffic(context.resources, quality);
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const exitGates = createExitGates(context.resources);
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const authoredCar = await loadGrandTourer(context.signal);
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const car = createCar(context.resources, authoredCar);
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car.setDetail(mobileOrTablet ? 'reduced' : 'full');
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@@ -138,6 +147,9 @@ export async function createProceduralSceneGeneration(
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terrain.group,
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sun.group,
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horizonAir.group,
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skyline.group,
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traffic.group,
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exitGates.group,
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car.group,
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speedWake.group,
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sign.group,
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@@ -172,6 +184,9 @@ export async function createProceduralSceneGeneration(
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let musicPulse = 0;
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let terrainSpectrumPhase = 0;
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let firstFrameSuppressionRecorded = false;
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// Opening shot: a crane down from the sun to the chase position. It plays
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// once, only when the visit starts at the top, and a scroll hurries it.
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let introProgress: number | null = null;
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const resize = (): void => {
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const nextWidth = Math.max(1, canvas.clientWidth || canvas.width || 1);
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@@ -329,6 +344,13 @@ export async function createProceduralSceneGeneration(
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atmosphericTime += deltaSeconds;
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const elapsedSeconds = atmosphericTime;
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horizonAir.update(currentPalette, elapsedSeconds);
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skyline.update(currentPalette, elapsedSeconds);
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traffic.update(
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deltaSeconds,
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18 + snapshot.driveSpeed * 54 + response.roadEnergy * 48,
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elapsedSeconds,
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);
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const cut = exitGates.update(snapshot.activeSectionId, deltaSeconds);
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sun.update(
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currentPalette,
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snapshot.routeProgress,
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@@ -489,23 +511,41 @@ export async function createProceduralSceneGeneration(
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targetVerticalShift,
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cameraMix,
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);
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if (introProgress === null) {
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introProgress =
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snapshot.activeSectionId === 'start' && snapshot.scrollY < 40 ? 0 : 1;
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}
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if (introProgress < 1) {
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const hurry = snapshot.scrollY > 40 ? 5 : 1;
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introProgress = Math.min(1, introProgress + (deltaSeconds * hurry) / INTRO_SECONDS);
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}
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const crane = easeInOutCubic(
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THREE.MathUtils.clamp((introProgress - 0.06) / 0.94, 0, 1),
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);
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const craneShift = cameraState.shift * crane;
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camera.setViewOffset(
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width,
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height,
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-width * cameraState.shift,
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-width * craneShift,
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-height * cameraState.verticalShift,
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width,
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height,
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);
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camera.position.set(cameraState.x, cameraState.y, cameraState.z);
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camera.lookAt(
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cameraState.targetX,
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cameraState.targetY,
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cameraState.targetZ,
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camera.position.set(
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THREE.MathUtils.lerp(0, cameraState.x, crane),
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THREE.MathUtils.lerp(46, cameraState.y, crane),
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THREE.MathUtils.lerp(92, cameraState.z, crane),
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);
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camera.rotation.z += cameraState.roll;
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if (Math.abs(camera.fov - cameraState.fov) > 0.001) {
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camera.fov = cameraState.fov;
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camera.lookAt(
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THREE.MathUtils.lerp(0, cameraState.targetX, crane),
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THREE.MathUtils.lerp(64, cameraState.targetY, crane),
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THREE.MathUtils.lerp(-720, cameraState.targetZ, crane),
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);
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camera.rotation.z += cameraState.roll * crane;
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const lensFov =
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THREE.MathUtils.lerp(30, cameraState.fov, crane) + cut * 6;
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if (Math.abs(camera.fov - lensFov) > 0.001) {
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camera.fov = lensFov;
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camera.updateProjectionMatrix();
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}
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const stage = signStage.update(width, height);
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@@ -536,7 +576,13 @@ export async function createProceduralSceneGeneration(
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}
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}
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if (postProcessor) {
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postProcessor.setDynamics(response.bloomEnergy);
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postProcessor.setDynamics(Math.max(response.bloomEnergy, cut * 0.45));
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postProcessor.setLens({
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time: elapsedSeconds,
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letterbox: 0.115 * (1 - THREE.MathUtils.smoothstep(introProgress, 0.5, 1)),
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flash: cut * 0.08,
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energy: Math.max(overdrive, cut),
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});
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postProcessor.render(scene, camera);
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} else {
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renderer.render(scene, camera);
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@@ -556,6 +602,12 @@ export async function createProceduralSceneGeneration(
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};
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}
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const INTRO_SECONDS = 4.2;
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function easeInOutCubic(t: number): number {
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return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
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}
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function dampPalette(
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current: MutableChapterPalette,
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target: Readonly<MutableChapterPalette>,
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121
src/scene/world/exit-gates.ts
Normal file
121
src/scene/world/exit-gates.ts
Normal file
@@ -0,0 +1,121 @@
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import * as THREE from 'three';
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import type { SceneResourceBag } from '@/scene/resources';
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import type { SectionId } from '@/content/types';
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/**
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* The cut between chapters: on every exit change the car runs a short gallery
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* of light gates in the next chapter's accent. Nine portal frames rush past the
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* camera in about two seconds while the lens flashes and the field of view
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* opens. At rest the gates are hidden and cost no draw call.
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*/
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const GATES = 9;
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const SPACING = 17;
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const START_Z = -150;
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const TRAVEL = GATES * SPACING + 205;
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const DURATION = 2.1;
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const HALF_SPAN = 11.2;
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const HEIGHT = 10.5;
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export const SECTION_ACCENTS: Readonly<Record<SectionId, number>> = {
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start: 0xff3f9e,
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profile: 0x3fe6f2,
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experience: 0xffb15e,
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infrastructure: 0x41e9d6,
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'selected-builds': 0xff5b8a,
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'additional-work': 0xb57bff,
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toolkit: 0x47d2ff,
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contact: 0xffc078,
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};
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export function createExitGates(resources: SceneResourceBag) {
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const group = new THREE.Group();
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group.name = 'exit-gates';
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group.visible = false;
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const uniforms = {
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uColor: { value: new THREE.Color(SECTION_ACCENTS.profile) },
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uIntensity: { value: 0 },
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};
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const material = resources.own(
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'material',
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new THREE.ShaderMaterial({
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uniforms,
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vertexShader: /* glsl */ `
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varying float vDepth;
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varying vec3 vLocal;
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void main() {
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vLocal = position;
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vec4 view = modelViewMatrix * instanceMatrix * vec4(position, 1.0);
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vDepth = -view.z;
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gl_Position = projectionMatrix * view;
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}`,
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fragmentShader: /* glsl */ `
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uniform vec3 uColor;
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uniform float uIntensity;
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varying float vDepth;
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varying vec3 vLocal;
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void main() {
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float near = smoothstep(5.0, 26.0, vDepth);
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float far = 1.0 - smoothstep(140.0, 230.0, vDepth);
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vec3 hot = mix(uColor, vec3(1.0), 0.12);
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gl_FragColor = vec4(hot * 1.35 * uIntensity * near * far, 1.0);
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#include <tonemapping_fragment>
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#include <colorspace_fragment>
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}`,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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}),
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);
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const box = resources.own('geometry', new THREE.BoxGeometry(1, 1, 1));
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const bars = new THREE.InstancedMesh(box, material, GATES * 4);
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bars.name = 'exit-gate-frames';
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bars.frustumCulled = false;
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bars.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
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group.add(bars);
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const dummy = new THREE.Object3D();
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let progress = 1;
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let previous: SectionId | null = null;
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const place = (index: number, x: number, y: number, z: number, sx: number, sy: number) => {
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dummy.position.set(x, y, z);
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dummy.scale.set(sx, sy, 0.14);
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dummy.updateMatrix();
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bars.setMatrixAt(index, dummy.matrix);
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};
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return {
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group,
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/** Returns the cut's energy, 0 at rest, for the lens and the camera. */
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update(section: SectionId, deltaSeconds: number): number {
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if (previous !== null && section !== previous) {
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uniforms.uColor.value.setHex(SECTION_ACCENTS[section]);
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// A cut already under way keeps its momentum instead of restarting.
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if (progress >= 0.7) progress = 0;
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}
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previous = section;
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if (progress >= 1) {
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group.visible = false;
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return 0;
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}
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progress = Math.min(1, progress + Math.max(0, deltaSeconds) / DURATION);
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const eased = 1 - Math.pow(1 - progress, 1.6);
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const travel = eased * TRAVEL;
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const envelope = THREE.MathUtils.smoothstep(progress, 0, 0.14)
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* (1 - THREE.MathUtils.smoothstep(progress, 0.78, 1));
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uniforms.uIntensity.value = envelope;
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for (let i = 0; i < GATES; i++) {
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const z = START_Z - i * SPACING + travel;
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const base = i * 4;
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place(base, -HALF_SPAN, HEIGHT / 2, z, 0.1, HEIGHT);
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place(base + 1, HALF_SPAN, HEIGHT / 2, z, 0.1, HEIGHT);
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place(base + 2, 0, HEIGHT, z, HALF_SPAN * 2 + 0.1, 0.1);
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// A floor seam makes each gate cross the asphalt as a line of light.
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place(base + 3, 0, 0.03, z, HALF_SPAN * 2, 0.05);
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}
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bars.instanceMatrix.needsUpdate = true;
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group.visible = true;
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return envelope;
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},
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};
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}
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