app.js: 5416 → 528 lines (entry point, animation loop, event wiring) modules/state.js: shared mutable state object modules/constants.js: color palette modules/matrix-rain.js: matrix rain canvas effect modules/scene-setup.js: scene, camera, renderer, lighting, stars modules/platform.js: glass platform, perlin noise, floating island, clouds modules/heatmap.js: commit heatmap modules/sigil.js: Timmy sigil modules/controls.js: mouse, overview, zoom, photo mode modules/effects.js: energy beam, sovereignty meter, rune ring modules/earth.js: holographic earth modules/warp.js: warp tunnel, crystals, lightning modules/dual-brain.js: dual-brain holographic panel modules/audio.js: Web Audio, spatial, portal hums modules/debug.js: debug mode, websocket, session export modules/celebrations.js: easter egg, shockwave, fireworks modules/portals.js: portal loading modules/bookshelves.js: floating bookshelves, spine textures modules/oath.js: The Oath interactive SOUL.md modules/panels.js: agent status board, LoRA panel modules/weather.js: weather system, portal health modules/extras.js: gravity zones, speech, timelapse, bitcoin Largest file: 528 lines (app.js). No file exceeds 1000. All files pass node --check. No refactoring — mechanical split only.
123 lines
3.9 KiB
JavaScript
123 lines
3.9 KiB
JavaScript
// === SCENE SETUP + LIGHTING + SHADOWS + STAR FIELD + CONSTELLATION LINES ===
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import * as THREE from 'three';
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import { NEXUS } from './constants.js';
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// === SCENE SETUP ===
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export const scene = new THREE.Scene();
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export const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 2000);
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camera.position.set(0, 6, 11);
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export const raycaster = new THREE.Raycaster();
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export const forwardVector = new THREE.Vector3();
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// === LIGHTING ===
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export const ambientLight = new THREE.AmbientLight(0x0a1428, 1.4);
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scene.add(ambientLight);
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export const overheadLight = new THREE.SpotLight(0x8899bb, 0.6, 80, Math.PI / 3.5, 0.5, 1.0);
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overheadLight.position.set(0, 25, 0);
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overheadLight.target.position.set(0, 0, 0);
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overheadLight.castShadow = true;
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overheadLight.shadow.mapSize.set(2048, 2048);
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overheadLight.shadow.camera.near = 5;
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overheadLight.shadow.camera.far = 60;
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overheadLight.shadow.bias = -0.001;
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scene.add(overheadLight);
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scene.add(overheadLight.target);
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export const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
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renderer.setClearColor(0x000000, 0);
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(window.innerWidth, window.innerHeight);
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// === SHADOW SYSTEM ===
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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document.body.appendChild(renderer.domElement);
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// === STAR FIELD ===
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const STAR_COUNT = 800;
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const STAR_SPREAD = 400;
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const CONSTELLATION_DISTANCE = 30;
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const starPositions = [];
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const starGeo = new THREE.BufferGeometry();
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const posArray = new Float32Array(STAR_COUNT * 3);
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const sizeArray = new Float32Array(STAR_COUNT);
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for (let i = 0; i < STAR_COUNT; i++) {
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const x = (Math.random() - 0.5) * STAR_SPREAD;
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const y = (Math.random() - 0.5) * STAR_SPREAD;
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const z = (Math.random() - 0.5) * STAR_SPREAD;
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posArray[i * 3] = x;
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posArray[i * 3 + 1] = y;
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posArray[i * 3 + 2] = z;
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sizeArray[i] = Math.random() * 2.5 + 0.5;
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starPositions.push(new THREE.Vector3(x, y, z));
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}
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starGeo.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
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starGeo.setAttribute('size', new THREE.BufferAttribute(sizeArray, 1));
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export const starMaterial = new THREE.PointsMaterial({
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color: NEXUS.colors.starCore,
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size: 0.6,
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sizeAttenuation: true,
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transparent: true,
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opacity: 0.9,
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});
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export const stars = new THREE.Points(starGeo, starMaterial);
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scene.add(stars);
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// Star pulse state
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export const STAR_BASE_OPACITY = 0.3;
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export const STAR_PEAK_OPACITY = 1.0;
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export const STAR_PULSE_DECAY = 0.012;
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// === CONSTELLATION LINES ===
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function buildConstellationLines() {
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const linePositions = [];
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const MAX_CONNECTIONS_PER_STAR = 3;
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const connectionCount = new Array(STAR_COUNT).fill(0);
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for (let i = 0; i < STAR_COUNT; i++) {
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if (connectionCount[i] >= MAX_CONNECTIONS_PER_STAR) continue;
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const neighbors = [];
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for (let j = i + 1; j < STAR_COUNT; j++) {
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if (connectionCount[j] >= MAX_CONNECTIONS_PER_STAR) continue;
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const dist = starPositions[i].distanceTo(starPositions[j]);
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if (dist < CONSTELLATION_DISTANCE) {
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neighbors.push({ j, dist });
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}
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}
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neighbors.sort((a, b) => a.dist - b.dist);
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const toConnect = neighbors.slice(0, MAX_CONNECTIONS_PER_STAR - connectionCount[i]);
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for (const { j } of toConnect) {
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linePositions.push(
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starPositions[i].x, starPositions[i].y, starPositions[i].z,
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starPositions[j].x, starPositions[j].y, starPositions[j].z
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);
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connectionCount[i]++;
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connectionCount[j]++;
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}
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}
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const lineGeo = new THREE.BufferGeometry();
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lineGeo.setAttribute('position', new THREE.BufferAttribute(new Float32Array(linePositions), 3));
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const lineMat = new THREE.LineBasicMaterial({
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color: NEXUS.colors.constellationLine,
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transparent: true,
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opacity: 0.18,
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});
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return new THREE.LineSegments(lineGeo, lineMat);
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}
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export const constellationLines = buildConstellationLines();
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scene.add(constellationLines);
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