feat: relay station masts come online through the toolkit chapter

This commit is contained in:
2026-10-11 08:32:33 +03:00
parent 568b0802b4
commit 33585f7e34
22 changed files with 935 additions and 2 deletions

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@@ -20,6 +20,7 @@ import './styles/headlight.css';
import './styles/route-log.css';
import './styles/billboard.css';
import './styles/dashcam.css';
import './styles/relay.css';
defineProps<{ inputs: Readonly<ProductionInputs> }>();
</script>

45
src/audio/relay-tone.ts Normal file
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@@ -0,0 +1,45 @@
import { readSwitchboard } from '@/audio/music-pulse';
/** Tone length, seconds. */
export const RELAY_TONE_SECONDS = 0.12;
export const RELAY_TONE_GAIN = 0.12;
/** At most one tone every 0.6 s, however fast the scroll. */
export const RELAY_TONE_GAP_SECONDS = 0.6;
let lastStart = Number.NEGATIVE_INFINITY;
/**
* RELAY STATION: a mast coming online chirps once, a 120 ms sine rising
* 880 -> 1320 Hz, through the switchboard (mix bus) so mute and volume
* apply. Lazy-loaded by the scene; plays only while the soundtrack is
* running and audible; never creates an AudioContext and never throws.
*/
export function playRelayTone(): boolean {
try {
const input = readSwitchboard();
if (input === null || input.context.state !== 'running') return false;
const context = input.context;
const start = context.currentTime + 0.005;
if (start - lastStart < RELAY_TONE_GAP_SECONDS) return false;
lastStart = start;
const osc = context.createOscillator();
osc.type = 'sine';
osc.frequency.setValueAtTime(880, start);
osc.frequency.exponentialRampToValueAtTime(1320, start + RELAY_TONE_SECONDS);
const envelope = context.createGain();
envelope.gain.setValueAtTime(0, start);
envelope.gain.linearRampToValueAtTime(RELAY_TONE_GAIN, start + 0.01);
envelope.gain.exponentialRampToValueAtTime(0.0002, start + RELAY_TONE_SECONDS);
osc.connect(envelope);
envelope.connect(input);
osc.onended = () => {
osc.disconnect();
envelope.disconnect();
};
osc.start(start);
osc.stop(start + RELAY_TONE_SECONDS + 0.01);
return true;
} catch {
return false;
}
}

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@@ -25,6 +25,7 @@ import { useRouteMemory } from '@/composables/useRouteMemory';
import { useRouteLog } from '@/composables/useRouteLog';
import { useBillboard } from '@/composables/useBillboard';
import { useDashcam } from '@/composables/useDashcam';
import { useRelay } from '@/composables/useRelay';
import { assetUrl } from '@/content/asset-url';
import { signRouteFor } from '@/journey/sign-routes';
import { END_OF_SHIFT_SUBLINE } from '@/journey/dawn';
@@ -93,6 +94,7 @@ const maintenanceSubline = useMaintenanceWindow(journey);
const routeLogSubline = useRouteLog(journey, () => props.content);
/* DRIVE-IN (Selected builds): the floodlit billboard follows the case studies. */
useBillboard(journey, () => props.content.projects.selected, props.manifest, exitFor('selected-builds'));
useRelay(journey, () => props.content.toolkit);
useCardEntrances();
const route = useRouteMemory(canonicalSectionIds, () => journey.value.activeSectionId);
const resume = computed(() => {

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@@ -0,0 +1,35 @@
import { computed, onMounted, onUnmounted, shallowRef, watch, type Ref } from 'vue';
import type { ToolkitGroup } from '@/content/types';
import type { JourneySnapshot } from '@/journey/types';
import { sectionLocalProgress } from '@/journey/route-log';
import { publishRelay, relayOnline } from '@/journey/relay-progress';
/**
* RELAY STATION, DOM side: html[data-relay-online] ("1".."4") through
* Toolkit and (fine pointer) html[data-relay-focus] ("group:item") while a
* technology is hovered. After mount only, so the server HTML is unchanged;
* works without the scene (CSS keys the ONLINE plates off the attribute).
*/
export function useRelay(journey: Readonly<Ref<JourneySnapshot>>, groups: () => readonly ToolkitGroup[]): void {
const mounted = shallowRef(false);
const html = (): DOMStringMap => document.documentElement.dataset;
const online = computed(() => (mounted.value ? relayOnline(sectionLocalProgress(journey.value, 'toolkit')) : 0));
watch(online, (n) => { if (n === 0) delete html().relayOnline; else html().relayOnline = String(n); });
let idle = 0;
const hover = (event: Event): void => {
const item = (event.target as Element).closest?.('.toolkit-item');
const group = item?.closest('.toolkit-group');
if (!item || !group?.parentElement) return;
clearTimeout(idle);
if (event.type === 'pointerover') html().relayFocus = `${[...group.parentElement.children].indexOf(group)}:${[...item.parentElement!.children].indexOf(item)}`;
else idle = window.setTimeout(() => delete html().relayFocus, 1200);
};
const listen = (on: boolean): void => ['pointerover', 'pointerout'].forEach((type) =>
document.getElementById('toolkit')?.[on ? 'addEventListener' : 'removeEventListener'](type, hover));
onMounted(() => {
publishRelay(groups().map((group) => group.technologies.length));
mounted.value = true;
if (window.matchMedia?.('(hover: hover) and (pointer: fine)').matches) listen(true);
});
onUnmounted(() => { mounted.value = false; listen(false); clearTimeout(idle); delete html().relayOnline; delete html().relayFocus; });
}

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@@ -0,0 +1,35 @@
/**
* RELAY STATION: the Toolkit chapter is a pre-dawn relay station. One mast
* per toolkit group comes online in turn as the chapter scrolls, its lamp
* rungs igniting bottom-up, one per technology. Shared by the DOM
* (html[data-relay-online]) and the lazy scene chunk, so it stays tiny and
* pure. Scroll-driven, so scrolling back takes the masts offline again.
*/
/** Chapter-local progress at which each mast comes online. */
export const RELAY_STOPS = [0.04, 0.22, 0.4, 0.58] as const;
/** A mast's rungs light bottom-up over this much chapter progress after its stop. */
export const RELAY_RAMP = 0.12;
/** Beacon blink rate (photosensitivity: well under 3 Hz). */
export const BEACON_HZ = 0.5;
/** How many masts are online at chapter progress p (0 outside the chapter). */
export const relayOnline = (p: number | null): number =>
p === null ? 0 : RELAY_STOPS.filter((stop) => p >= stop).length;
/** 0..1: rung `rung` of `count` on mast `mast` at progress p. Each rung takes its own slice of the ramp. */
export function rungLit(p: number | null, mast: number, rung: number, count: number): number {
const stop = RELAY_STOPS[mast];
if (p === null || stop === undefined || count <= 0) return 0;
const t = Math.min(1, Math.max(0, (p - stop - (RELAY_RAMP * rung) / count) / (RELAY_RAMP / count)));
return t * t * (3 - 2 * t);
}
/** The DOM publishes rung counts (technologies per group) here; the scene reads them each frame. */
let counts: readonly number[] = [];
export function publishRelay(next: readonly number[]): void {
counts = next.slice(0, RELAY_STOPS.length);
}
export const readRelay = (): { counts: readonly number[] } => ({ counts });

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@@ -94,3 +94,9 @@ export const CHAPTER_COMPOSITIONS: Readonly<
* out when the board goes dark, so it is fully reversible.
*/
export const BILLBOARD_NUDGE = { targetZ: -6, shift: 0.03, seconds: 0.9 } as const;
/**
* RELAY STATION: while a mast is online the lens lifts toward the mast tops
* and the sky beams. Eased in over 0.9 s, back out when the station goes dark.
*/
export const RELAY_NUDGE = { targetY: 3, seconds: 0.9 } as const;

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@@ -38,7 +38,8 @@ import { createHeadlights } from '@/scene/world/headlights';
import { maintenanceProgress } from '@/journey/maintenance-progress';
import { createMilestones } from '@/scene/world/milestones';
import { billboardNear, createBillboard, textureSize } from '@/scene/world/billboard';
import { BILLBOARD_NUDGE } from '@/scene/world/composition';
import { BILLBOARD_NUDGE, RELAY_NUDGE } from '@/scene/world/composition';
import { createRelayMasts } from '@/scene/world/relay-masts';
import { isMilestoneSection, sectionLocalProgress } from '@/journey/route-log';
import { dawnStep, type DawnStep } from '@/journey/dawn';
import { dawnLightUniforms } from '@/scene/world/dawn-light';
@@ -185,7 +186,15 @@ export async function createProceduralSceneGeneration(
textureSize: textureSize(context.quality),
});
let billboardKey = '';
// RELAY STATION: transmitter masts come online through Toolkit. Low tier,
// touch and data saver: all rungs lit, steady beacons, no beams, hover or tone.
const relay = createRelayMasts(
context.resources,
maintenanceTier === 'full'
&& (globalThis.navigator as { connection?: { saveData?: boolean } } | undefined)?.connection?.saveData !== true,
);
scene.add(
relay.group,
billboard.mesh,
maintenance.group,
milestones.mesh,
@@ -380,6 +389,15 @@ export async function createProceduralSceneGeneration(
musicPulse,
deltaSeconds,
);
const relayNudge = relay.update(
snapshot.activeSectionId,
snapshot.activeSectionId === 'toolkit' ? sectionLocalProgress(snapshot, 'toolkit') : null,
musicPulse,
document.documentElement.dataset.relayFocus,
deltaSeconds,
now,
camera.aspect,
);
const billboardNudge = billboard.update({
section: snapshot.activeSectionId,
p: snapshot.activeSectionId === 'selected-builds'
@@ -533,7 +551,7 @@ export async function createProceduralSceneGeneration(
baseComposition.targetY,
upcoming.targetY,
anticipation,
),
) + RELAY_NUDGE.targetY * relayNudge,
targetZ: THREE.MathUtils.lerp(
baseComposition.targetZ,
upcoming.targetZ,

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@@ -0,0 +1,469 @@
import * as THREE from 'three';
import type { SectionId } from '@/content/types';
import { SIGN_ACCENTS } from '@/journey/sign-routes';
import { BEACON_HZ, readRelay, RELAY_STOPS, rungLit } from '@/journey/relay-progress';
import type { SceneResourceBag } from '@/scene/resources';
import { CHAPTER_COMPOSITIONS, RELAY_NUDGE } from './composition';
type ThreeVector3 = InstanceType<typeof THREE.Vector3>;
type ThreeBufferGeometry = InstanceType<typeof THREE.BufferGeometry>;
type ThreeColor = InstanceType<typeof THREE.Color>;
type ThreeShaderMaterial = InstanceType<typeof THREE.ShaderMaterial>;
type ThreeGroup = InstanceType<typeof THREE.Group>;
type ThreeMaterial = InstanceType<typeof THREE.Material>;
type ThreeInstancedBufferAttribute = InstanceType<typeof THREE.InstancedBufferAttribute>;
type ThreeInstancedMesh = InstanceType<typeof THREE.InstancedMesh>;
/**
* RELAY STATION, scene side. Four lattice transmitter masts, one per toolkit
* group, stand on the far shoulders, alternating sides (first on the right).
* As the chapter scrolls each comes online in turn: its lamp rungs ignite
* bottom-up (one per technology), a red beacon blinks at 0.5 Hz and a thin
* additive beam sweeps the sky every 6 s. Every beat is a pure function of
* section-local progress, so scrolling back takes the masts offline again.
* One InstancedMesh per part (frames, rungs, beacons, beams). Hovering a
* technology flashes its rung. Lite (low tier, touch, data saver): all rungs
* lit from chapter entry, steady beacons, no beams, hover or tone.
*/
/** Lattice mast at scale 1 (the world is ~2.3x life size). */
export const MAST_HEIGHT = 44;
const BASE_HALF = 2.4;
const TOP_HALF = 0.7;
const ANTENNA = 6;
const LEG = 0.36;
const BRACE = 0.16;
const SECTIONS = 9;
/** Rungs fill this band of the mast's height, bottom-up. */
const RUNG_FROM = 0.08;
const RUNG_SPAN = 0.8;
const MAX_RUNGS = 64;
const FLASH_SECONDS = 0.45;
/** A flashing rung swells (width, height factors): the lit lamps are already hot, so colour alone would not read. */
const FLASH_SWELL = { width: 0.5, height: 2.2 } as const;
/** One hover flash per rung at most every 0.35 s (photosensitivity). */
export const RUNG_FLASH_GAP_SECONDS = 0.35;
const BEAM_LENGTH = 170;
const BEAM_WIDTH = 7;
/** Beam brightness cap (additive, so bloom does not blow out). */
export const BEAM_INTENSITY = 0.65;
const SWEEP_SECONDS = 6;
const PULSE_GAIN = 0.08;
/**
* Where the masts stand, placed by where they land in the frame (toolkit
* lens: camera y 8.6, z 25, fov 62). `fx` is the fraction of the half-width
* from the centre: the 84%-wide reading panel covers up to 0.84, so every
* mast sits in the side margin. The near mast of each pair stands at the
* frame edge, the far one just inside it, closer to the centre (perspective:
* a row receding toward the vanishing point), so the pair reads as two
* towers along the shoulder and never overlaps. `fy` is where the beacon
* lands as a fraction of the half-height above the centre: in the upper
* third, clear of the nav bar. x and the scale follow from those and the
* viewport aspect, so the masts keep their place on narrow lenses too.
* Portrait (phones): the margins are slivers, so the masts tuck under the
* panel edge instead of leaving the frame.
*/
const LENS = CHAPTER_COMPOSITIONS.toolkit;
export const DESIGN_ASPECT = 1.6;
const TAN_HALF_HEIGHT = Math.tan(THREE.MathUtils.degToRad(LENS.fov / 2));
const SLOT_FRAMES = [
{ z: -55, fx: 0.94, fy: 0.72 },
{ z: -55, fx: 0.94, fy: 0.72 },
{ z: -130, fx: 0.875, fy: 0.56 },
{ z: -130, fx: 0.875, fy: 0.56 },
] as const;
interface RelaySlot {
z: number;
side: number;
x: number;
scale: number;
}
let slotAspect = Number.NaN;
let slots: RelaySlot[] = [];
/** The four stands for a viewport aspect (memoised: the aspect changes only on resize). */
export function relaySlots(aspect: number = DESIGN_ASPECT): RelaySlot[] {
if (aspect === slotAspect) return slots;
slotAspect = aspect;
const portrait = aspect < 1.18;
slots = SLOT_FRAMES.map((slot, i) => {
const side = i % 2 === 0 ? 1 : -1;
const distance = LENS.z - slot.z;
const fx = portrait ? slot.fx * 0.9 : slot.fx;
return {
z: slot.z,
side,
x: side * fx * TAN_HALF_HEIGHT * aspect * distance,
scale: (LENS.y + slot.fy * TAN_HALF_HEIGHT * distance) / (MAST_HEIGHT + ANTENNA),
};
});
return slots;
}
const clamp01 = (value: number): number => Math.min(1, Math.max(0, value));
const smooth = (from: number, to: number, value: number): number => {
const t = clamp01((value - from) / (to - from));
return t * t * (3 - 2 * t);
};
const halfWidthAt = (y: number): number => THREE.MathUtils.lerp(BASE_HALF, TOP_HALF, y / MAST_HEIGHT);
/** The chapter fades the station in and out at its edges. */
export const relayPresence = (p: number): number => smooth(0, 0.05, p) * (1 - smooth(0.95, 1, p));
export interface RelayRung {
/** World height of the rung's centre. */
y: number;
halfWidth: number;
lit: number;
}
export interface RelayMast {
x: number;
z: number;
scale: number;
side: number;
height: number;
presence: number;
/** 0..1: the mast is online (beacon and beam). */
level: number;
rungs: RelayRung[];
}
/** Every mast's frame for chapter progress p (null outside Toolkit: all absent). */
export function relayLayout(
p: number | null,
counts: readonly number[] = readRelay().counts,
full = true,
aspect: number = DESIGN_ASPECT,
): RelayMast[] {
return relaySlots(aspect).slice(0, counts.length).map((slot, mast) => {
const count = counts[mast] ?? 0;
const presence = p === null ? 0 : relayPresence(p);
const live = presence > 0;
return {
x: slot.x,
z: slot.z,
scale: slot.scale,
side: slot.side,
height: (MAST_HEIGHT + ANTENNA) * slot.scale,
presence,
level: !live ? 0 : full ? smooth(RELAY_STOPS[mast]!, RELAY_STOPS[mast]! + 0.03, p!) : 1,
rungs: Array.from({ length: count }, (_, rung) => {
const y = MAST_HEIGHT * (RUNG_FROM + (RUNG_SPAN * (rung + 0.5)) / count);
return { y: y * slot.scale, halfWidth: halfWidthAt(y) * slot.scale, lit: !live ? 0 : full ? rungLit(p, mast, rung, count) : 1 };
}),
};
});
}
/** One strut from a to b, square section t. */
function strut(a: ThreeVector3, b: ThreeVector3, t: number): ThreeBufferGeometry {
const dir = b.clone().sub(a);
const geometry = new THREE.BoxGeometry(t, dir.length(), t).translate(0, dir.length() / 2, 0);
geometry.applyQuaternion(new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 1, 0), dir.normalize()));
return geometry.translate(a.x, a.y, a.z);
}
function merge(pieces: ThreeBufferGeometry[]): ThreeBufferGeometry {
const positions: number[] = [];
const normals: number[] = [];
const indices: number[] = [];
for (const piece of pieces) {
const offset = positions.length / 3;
positions.push(...piece.getAttribute('position').array);
normals.push(...piece.getAttribute('normal').array);
indices.push(...Array.from(piece.getIndex()!.array as ArrayLike<number>, (i) => i + offset));
piece.dispose();
}
const merged = new THREE.BufferGeometry();
merged.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
merged.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
merged.setIndex(indices);
return merged;
}
/** Four tapered legs, X braces and rings on every face, and an antenna. */
function latticeGeometry(): ThreeBufferGeometry {
const corner = (y: number, sx: number, sz: number) => new THREE.Vector3(sx * halfWidthAt(y), y, sz * halfWidthAt(y));
const corners = [[1, 1], [-1, 1], [-1, -1], [1, -1]] as const;
const pieces: ThreeBufferGeometry[] = [];
corners.forEach(([sx, sz]) => pieces.push(strut(corner(0, sx, sz), corner(MAST_HEIGHT, sx, sz), LEG)));
for (let k = 0; k <= SECTIONS; k += 1) {
const y0 = (MAST_HEIGHT * k) / SECTIONS;
const y1 = (MAST_HEIGHT * (k + 1)) / SECTIONS;
corners.forEach(([sx, sz], c) => {
const [nx, nz] = corners[(c + 1) % 4]!;
pieces.push(strut(corner(y0, sx, sz), corner(y0, nx, nz), BRACE));
if (k < SECTIONS) {
pieces.push(strut(corner(y0, sx, sz), corner(y1, nx, nz), BRACE));
pieces.push(strut(corner(y0, nx, nz), corner(y1, sx, sz), BRACE));
}
});
}
pieces.push(strut(new THREE.Vector3(0, MAST_HEIGHT - 1, 0), new THREE.Vector3(0, MAST_HEIGHT + ANTENNA, 0), 0.3));
return merge(pieces);
}
const SCREEN_DOOR = /* glsl */ `
vec2 cell = mod(floor(gl_FragCoord.xy), 4.0);
float threshold = (mod(cell.x + cell.y * 2.0, 4.0) * 4.0 + mod(cell.y, 2.0) * 2.0 + mod(cell.x, 2.0) + 0.5) / 16.0;
if (vState.z < threshold) discard;
`;
/** x: lit/level, y: flash, z: presence. */
function solidMaterial(accent: ThreeColor, pulse: { value: number }, body: string): ThreeShaderMaterial {
return new THREE.ShaderMaterial({
uniforms: { uAccent: { value: accent }, uPulse: pulse },
vertexShader: /* glsl */ `
attribute vec3 aState;
varying vec3 vState;
varying vec3 vNormal;
void main() {
vState = aState;
vNormal = normalize(mat3(modelMatrix * instanceMatrix) * normal);
gl_Position = projectionMatrix * viewMatrix * modelMatrix * instanceMatrix * vec4(position, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform vec3 uAccent;
uniform float uPulse;
varying vec3 vState;
varying vec3 vNormal;
void main() {
${SCREEN_DOOR}
float key = max(0.0, dot(normalize(vNormal), normalize(vec3(-0.45, 0.85, 0.35))));
vec3 color;
${body}
gl_FragColor = vec4(color, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
fog: false,
});
}
export interface RelayRungState {
lit: number;
flash: number;
}
export interface RelayMastsWorld {
readonly group: ThreeGroup;
/**
* Section-local progress (null outside Toolkit), the smoothed bass pulse,
* html[data-relay-focus] ("group:item"), frame delta and the frame clock
* (ms) and the viewport aspect. Returns the camera nudge, 0..1 (eased).
*/
update(section: SectionId, p: number | null, pulse: number, focus: string | undefined, deltaSeconds: number, now: number, aspect?: number): number;
/** Test hook: every rung's lit and flash level, in group order. */
rungs(): RelayRungState[];
/** Test hook: each beacon's current level. */
beacons(): number[];
/** Test hook: masts online, and tones requested. */
online(): { count: number; tones: number };
}
const instanced = (geometry: ThreeBufferGeometry, material: ThreeMaterial, count: number, name: string) => {
const mesh = new THREE.InstancedMesh(geometry, material, count);
mesh.name = name;
mesh.frustumCulled = false;
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
return mesh;
};
const stateAttribute = (geometry: ThreeBufferGeometry, count: number): ThreeInstancedBufferAttribute => {
const state = new THREE.InstancedBufferAttribute(new Float32Array(count * 3), 3);
state.setUsage(THREE.DynamicDrawUsage);
geometry.setAttribute('aState', state);
return state;
};
const defaultTone = (): void => {
void import('@/audio/relay-tone').then((tone) => tone.playRelayTone(), () => undefined);
};
export function createRelayMasts(resources: SceneResourceBag, full: boolean, tone: () => void = defaultTone): RelayMastsWorld {
const accent = new THREE.Color(SIGN_ACCENTS.toolkit);
const pulseUniform = { value: 0 };
const group = new THREE.Group();
group.name = 'relay-station';
group.visible = false;
const frameGeometry = resources.own('geometry', latticeGeometry());
const frameState = stateAttribute(frameGeometry, SLOT_FRAMES.length);
const frames = instanced(frameGeometry, resources.own('material', solidMaterial(accent, pulseUniform, /* glsl */ `
color = vec3(0.07, 0.06, 0.1) + vec3(0.1, 0.09, 0.15) * key + uAccent * (0.08 + 0.22 * vState.x);
`)), SLOT_FRAMES.length, 'relay-masts');
const rungGeometry = resources.own('geometry', new THREE.BoxGeometry(1, 1, 1));
const rungState = stateAttribute(rungGeometry, MAX_RUNGS);
const rungMesh = instanced(rungGeometry, resources.own('material', solidMaterial(accent, pulseUniform, /* glsl */ `
// Lit lamps are a hot, saturated violet (hotter than the bloom threshold, so they glow violet, not white).
vec3 lamp = vec3(0.62, 0.3, 1.0) * 2.1 * (1.0 + ${PULSE_GAIN.toFixed(2)} * uPulse);
vec3 dark = uAccent * 0.12 + vec3(0.02) * key;
// Hover flash: the rung turns ice-white and swells (see FLASH_SWELL).
color = mix(mix(dark, lamp, vState.x), vec3(0.78, 1.0, 1.0) * 2.4, vState.y);
`)), MAX_RUNGS, 'relay-rungs');
const beaconGeometry = resources.own('geometry', new THREE.OctahedronGeometry(1.6));
const beaconState = stateAttribute(beaconGeometry, SLOT_FRAMES.length);
const beaconMesh = instanced(beaconGeometry, resources.own('material', solidMaterial(accent, pulseUniform, /* glsl */ `
color = vec3(1.0, 0.12, 0.08) * (0.12 + 2.2 * vState.x);
`)), SLOT_FRAMES.length, 'relay-beacons');
group.add(frames, rungMesh, beaconMesh);
// The sky beam: a thin additive quad from the beacon, leaning in over the road and sweeping every 6 s.
let beamMesh: ThreeInstancedMesh | null = null;
let beamState: ThreeInstancedBufferAttribute | null = null;
if (full) {
const beamGeometry = resources.own('geometry', new THREE.PlaneGeometry(1, 1).translate(0, 0.5, 0));
beamState = stateAttribute(beamGeometry, SLOT_FRAMES.length);
beamMesh = instanced(beamGeometry, resources.own('material', new THREE.ShaderMaterial({
uniforms: { uAccent: { value: accent } },
vertexShader: /* glsl */ `
attribute vec3 aState;
varying vec2 vUv;
varying float vLevel;
void main() {
vUv = uv;
vLevel = aState.x * aState.z;
gl_Position = projectionMatrix * viewMatrix * modelMatrix * instanceMatrix * vec4(position, 1.0);
}
`,
fragmentShader: /* glsl */ `
uniform vec3 uAccent;
varying vec2 vUv;
varying float vLevel;
void main() {
float across = pow(max(0.0, 1.0 - abs(vUv.x - 0.5) * 2.0), 2.0);
// The base eases in over the first 12% so the source does not read as a blown blob at the beacon.
float along = pow(1.0 - vUv.y, 1.6) * smoothstep(0.0, 0.12, vUv.y);
vec3 color = mix(vec3(0.6, 0.36, 1.0), vec3(0.9, 0.92, 1.0), 0.3) * across * along * ${BEAM_INTENSITY.toFixed(2)} * vLevel;
gl_FragColor = vec4(color, 1.0);
#include <tonemapping_fragment>
#include <colorspace_fragment>
}
`,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
fog: false,
})), SLOT_FRAMES.length, 'relay-beams');
group.add(beamMesh);
}
const flash = new Float32Array(MAX_RUNGS);
const sinceFlash = new Float32Array(MAX_RUNGS).fill(Number.POSITIVE_INFINITY);
const lit = new Float32Array(MAX_RUNGS);
const beaconLevels = [0, 0, 0, 0];
let total = 0;
let lastFocus: string | undefined;
let lastSection: SectionId | null = null;
let onlineCount = 0;
let tones = 0;
let nudgeRun = 0;
const matrix = new THREE.Matrix4();
const position = new THREE.Vector3();
const rotation = new THREE.Quaternion();
const scale = new THREE.Vector3();
const forward = new THREE.Vector3(0, 0, 1);
return {
group,
rungs: () => Array.from({ length: total }, (_, i) => ({ lit: lit[i]!, flash: flash[i]! })),
beacons: () => [...beaconLevels],
online: () => ({ count: onlineCount, tones }),
update(section, p, pulse, focus, deltaSeconds, now, aspect = DESIGN_ASPECT) {
const dt = Math.max(0, deltaSeconds);
const live = section === 'toolkit' ? p : null;
const masts = relayLayout(live, readRelay().counts, full, aspect);
const changed = section !== lastSection;
lastSection = section;
// A mast coming online (scrolling forward, not a jump into the chapter) chirps once.
const count = live === null ? 0 : RELAY_STOPS.filter((stop, i) => i < masts.length && live >= stop).length;
if (full && !changed && count > onlineCount) {
tones += 1;
tone();
}
onlineCount = count;
nudgeRun = clamp01(nudgeRun + (count > 0 ? 1 : -1) * (dt / RELAY_NUDGE.seconds));
// Hover: the focused technology's rung flashes, at most every 0.35 s.
let focusIndex = -1;
if (full && focus !== undefined && focus !== lastFocus) {
const [g, item] = focus.split(':').map(Number);
if (masts[g!] !== undefined && item! >= 0 && item! < masts[g!]!.rungs.length) {
focusIndex = masts.slice(0, g).reduce((sum, mast) => sum + mast.rungs.length, 0) + item!;
}
}
lastFocus = focus;
const time = now / 1000;
let index = 0;
let any = false;
masts.forEach((mast, m) => {
const visible = mast.presence > 0;
any ||= visible;
scale.setScalar(visible ? mast.scale : 0);
rotation.identity();
position.set(mast.x, 0, mast.z);
frames.setMatrixAt(m, matrix.compose(position, rotation, scale));
frameState.setXYZ(m, mast.level, 0, mast.presence);
// A soft 0.5 Hz blink while online (lite: steady).
const blink = full ? Math.pow(0.5 + 0.5 * Math.cos(2 * Math.PI * BEACON_HZ * time + m * 1.3), 3) : 0.6;
beaconLevels[m] = visible ? mast.level * (0.2 + 0.8 * blink) : 0;
position.set(mast.x, (MAST_HEIGHT + ANTENNA) * mast.scale, mast.z);
beaconMesh.setMatrixAt(m, matrix.compose(position, rotation, scale));
beaconState.setXYZ(m, beaconLevels[m]!, 0, mast.presence);
if (beamMesh !== null && beamState !== null) {
const sweep = mast.side * 0.5 + 0.4 * Math.sin((2 * Math.PI * time) / SWEEP_SECONDS + m * 1.7);
rotation.setFromAxisAngle(forward, sweep);
const shown = visible && mast.level > 0 ? mast.scale : 0;
beamMesh.setMatrixAt(m, matrix.compose(position, rotation, scale.set(BEAM_WIDTH * shown, BEAM_LENGTH * shown, 1)));
beamState.setXYZ(m, mast.level, 0, mast.presence);
rotation.identity();
}
for (const rung of mast.rungs) {
if (index >= MAX_RUNGS) break;
sinceFlash[index]! += dt;
if (index === focusIndex && visible && sinceFlash[index]! >= RUNG_FLASH_GAP_SECONDS) {
flash[index] = 1;
sinceFlash[index] = 0;
} else {
flash[index] = Math.max(0, flash[index]! - dt / FLASH_SECONDS);
}
lit[index] = rung.lit;
const s = visible ? mast.scale : 0;
const f = flash[index]!;
position.set(mast.x, rung.y, mast.z + rung.halfWidth + 0.35 * s);
scale.set(visible ? rung.halfWidth * 2.3 * (1 + FLASH_SWELL.width * f) : 0, 0.9 * s * (1 + FLASH_SWELL.height * f), 0.6 * s);
rungMesh.setMatrixAt(index, matrix.compose(position, rotation, scale));
rungState.setXYZ(index, rung.lit, flash[index]!, mast.presence);
index += 1;
}
});
total = index;
rungMesh.count = total;
frames.count = masts.length;
beaconMesh.count = masts.length;
if (beamMesh !== null) beamMesh.count = masts.length;
group.visible = any;
if (any) {
pulseUniform.value = full ? clamp01(pulse) : 0;
for (const mesh of [frames, rungMesh, beaconMesh, beamMesh]) {
if (mesh === null) continue;
mesh.instanceMatrix.needsUpdate = true;
(mesh.geometry.getAttribute('aState') as ThreeInstancedBufferAttribute).needsUpdate = true;
}
}
return nudgeRun * nudgeRun * (3 - 2 * nudgeRun);
},
};
}

25
src/styles/relay.css Normal file
View File

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/* RELAY STATION: toolkit groups come ONLINE in order, one per mast in the
scene. Also the whole effect without a scene (reduced motion, static).
html[data-relay-online] exists only after mount. */
html[data-relay-online] #toolkit .toolkit-group {
transition: border-color 600ms ease, box-shadow 600ms ease;
}
html[data-relay-online='1'] #toolkit .toolkit-group:nth-child(-n + 1),
html[data-relay-online='2'] #toolkit .toolkit-group:nth-child(-n + 2),
html[data-relay-online='3'] #toolkit .toolkit-group:nth-child(-n + 3),
html[data-relay-online='4'] #toolkit .toolkit-group:nth-child(-n + 4) {
border-block-start-color: var(--chapter-accent, var(--accent));
box-shadow: inset 0 2px 0 var(--chapter-accent, var(--accent));
}
html[data-relay-online='1'] #toolkit .toolkit-group:nth-child(-n + 1) h3::after,
html[data-relay-online='2'] #toolkit .toolkit-group:nth-child(-n + 2) h3::after,
html[data-relay-online='3'] #toolkit .toolkit-group:nth-child(-n + 3) h3::after,
html[data-relay-online='4'] #toolkit .toolkit-group:nth-child(-n + 4) h3::after {
content: ' · ONLINE' / '';
font: 500 0.62em/1 var(--mono);
letter-spacing: 0.12em;
color: var(--chapter-accent, var(--accent));
}
@media (prefers-reduced-motion: reduce) {
html[data-relay-online] #toolkit .toolkit-group { transition: none; }
}