Drive plane progress by mouse movement, not mouse position
Old behaviour: plane.x mapped 1:1 to cursor.x — moving the mouse left made the plane reverse. New behaviour: every pixel of cursor travel (any direction) increments a progress counter from 0 to 1, the plane position is derived from progress, and progress saturates at 1 — so once the plane has exited stage right, it stays gone. FULL_DISTANCE = 3500 px of cursor travel for a full traversal. The existing lerp (0.06) still smooths the rendered position. Background parallax still uses raw cursor X/Y (independent of plane progress). deviceorientation handler updated symmetrically — gamma+beta deltas push progress forward on mobile. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@ -65,26 +65,45 @@ loader.load(
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);
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/* ── Souris ─────────────────────────────────────────────────────────────
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- mouseX, mouseY : 0..1 normalisés
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- Sur écran sans souris (touch/mobile), valeur lente d'auto-scroll
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La souris fait AVANCER l'avion sur sa trajectoire : on accumule la
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distance parcourue par le curseur. Une fois que l'avion est sorti à
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droite (progress = 1), il reste sorti — la souris ne le ramène pas.
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On garde aussi mouseX (0..1) pour la parallaxe légère de la photo.
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*/
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const mouse = { tx: 0.0, ty: 0.5, x: 0.0, y: 0.5 };
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const FULL_DISTANCE = 3500; // pixels de souris pour traverser tout l'écran
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const mouse = {
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targetProgress: 0, // accumulé, croissant
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progress: 0, // suit avec lerp
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px: 0.5, py: 0.5 // dernier point connu (parallaxe fond)
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};
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let lastX = null, lastY = null;
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window.addEventListener('mousemove', (e) => {
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mouse.tx = Math.max(0, Math.min(1, e.clientX / window.innerWidth));
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mouse.ty = Math.max(0, Math.min(1, e.clientY / window.innerHeight));
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}, { passive: true });
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/* Sur mobile : utilise l'orientation gamma (gauche-droite) si dispo */
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window.addEventListener('deviceorientation', (e) => {
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if (e.gamma == null) return;
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mouse.tx = Math.max(0, Math.min(1, (e.gamma + 30) / 60));
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if (e.beta != null) {
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mouse.ty = Math.max(0, Math.min(1, (e.beta - 20) / 60));
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if (lastX !== null) {
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const dx = e.clientX - lastX;
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const dy = e.clientY - lastY;
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mouse.targetProgress = Math.min(1, mouse.targetProgress + Math.hypot(dx, dy) / FULL_DISTANCE);
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}
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lastX = e.clientX; lastY = e.clientY;
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mouse.px = e.clientX / window.innerWidth;
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mouse.py = e.clientY / window.innerHeight;
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}, { passive: true });
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/* Mobile : la rotation du device fait progresser l'avion */
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let lastGamma = null, lastBeta = null;
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window.addEventListener('deviceorientation', (e) => {
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if (e.gamma == null || e.beta == null) return;
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if (lastGamma !== null) {
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const dg = e.gamma - lastGamma;
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const db = e.beta - lastBeta;
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mouse.targetProgress = Math.min(1, mouse.targetProgress + Math.hypot(dg, db) / 90);
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}
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lastGamma = e.gamma; lastBeta = e.beta;
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mouse.px = Math.max(0, Math.min(1, (e.gamma + 30) / 60));
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mouse.py = Math.max(0, Math.min(1, (e.beta - 20) / 60));
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}, { passive: true });
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/* Variable CSS pour la parallaxe douce de la photo de fond */
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const root = document.documentElement;
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/* ── Render loop ───────────────────────────────────────────────────────── */
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@ -93,34 +112,32 @@ const clock = new THREE.Clock();
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function tick() {
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const t = clock.getElapsedTime();
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/* Lerp doux vers la cible souris */
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mouse.x += (mouse.tx - mouse.x) * 0.06;
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mouse.y += (mouse.ty - mouse.y) * 0.06;
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/* Lerp doux vers la cible (progrès cumulé) */
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mouse.progress += (mouse.targetProgress - mouse.progress) * 0.06;
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const p = mouse.progress;
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/* Mappe sur les variables CSS (parallaxe légère du fond) */
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root.style.setProperty('--mx', ((mouse.x - 0.5) * 2).toFixed(4));
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root.style.setProperty('--my', ((mouse.y - 0.5) * 2).toFixed(4));
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/* Variables CSS pour la parallaxe légère de la photo de fond */
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root.style.setProperty('--mx', ((mouse.px - 0.5) * 2).toFixed(4));
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root.style.setProperty('--my', ((mouse.py - 0.5) * 2).toFixed(4));
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/* Position de l'avion :
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- mouse.x = 0 → arrive haut-gauche (hors champ)
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- mouse.x = 0.5 → centré
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- mouse.x = 1 → sortie en bas-droite (hors champ)
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/* Trajectoire :
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- p = 0 → arrive haut-gauche (hors champ)
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- p = 0.5 → traverse au centre haut
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- p = 1 → sortie à droite (hors champ)
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*/
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const px = -16 + mouse.x * 32; // -16 à +16
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const py = 7 - mouse.x * 5; // descend de +7 à +2 (haut de l'écran)
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/* Léger bobbing autonome pour qu'il reste vivant même sans bouger la souris */
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const px = -16 + p * 32;
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const py = 7 - p * 5;
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const bob = Math.sin(t * 0.9) * 0.12;
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planeHolder.position.set(px, py + bob, 0);
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/* Roulis : penche dans le sens du mouvement (mais tourne le nez vers la droite) */
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const targetRoll = -0.18 - (mouse.x - 0.5) * 0.25; // léger pivot quand on traverse
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const targetPitch = -0.18 - mouse.x * 0.10; // légèrement piqué
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const targetYaw = (mouse.x - 0.5) * 0.10; // soupçon de yaw
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planeHolder.rotation.z += (targetRoll - planeHolder.rotation.z) * 0.08;
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/* Banking subtil — penche en pivotant */
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const targetRoll = -0.18 - (p - 0.5) * 0.25;
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const targetPitch = -0.18 - p * 0.10;
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const targetYaw = (p - 0.5) * 0.10;
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planeHolder.rotation.z += (targetRoll - planeHolder.rotation.z) * 0.08;
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planeHolder.rotation.x += (targetPitch - planeHolder.rotation.x) * 0.08;
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planeHolder.rotation.y += (targetYaw - planeHolder.rotation.y) * 0.08;
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planeHolder.rotation.y += (targetYaw - planeHolder.rotation.y) * 0.08;
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renderer.render(scene, camera);
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requestAnimationFrame(tick);
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