site-mva-global-fret/js/intro-scene.js
MVA Global Fret 3829ab9af6 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>
2026-05-05 12:11:53 +02:00

157 lines
6.3 KiB
JavaScript

/* =========================================================================
INTRO SCENE — MVA Global Fret
Photo aérienne d'Antananarivo en fond, avion 3D piloté par la souris :
il entre par le haut-gauche quand la souris est à gauche, traverse
l'écran à mesure qu'elle bouge, et sort par la droite. Pas de scroll.
3D model credit (CC-BY 3.0) : « Airplane » by Poly by Google
https://poly.pizza/m/a3XrQkLNna9
========================================================================= */
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
/* ── Renderer & camera ─────────────────────────────────────────────────── */
const canvas = document.getElementById('three-canvas');
const renderer = new THREE.WebGLRenderer({
canvas, alpha: true, antialias: true, powerPreference: 'high-performance'
});
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.outputColorSpace = THREE.SRGBColorSpace;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.05;
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 0, 22);
camera.lookAt(0, 0, 0);
/* ── Lighting (golden-hour fill) ───────────────────────────────────────── */
const sun = new THREE.DirectionalLight(0xfff1d6, 1.5);
sun.position.set(-6, 8, 4);
scene.add(sun);
const skyFill = new THREE.HemisphereLight(0xa8c5ff, 0x3a2a1a, 0.65);
scene.add(skyFill);
const ambient = new THREE.AmbientLight(0xffffff, 0.20);
scene.add(ambient);
/* ── Plane (GLTF) ──────────────────────────────────────────────────────── */
const planeHolder = new THREE.Group();
scene.add(planeHolder);
const loader = new GLTFLoader();
loader.load(
'assets/airplane.glb',
(gltf) => {
const model = gltf.scene;
const box = new THREE.Box3().setFromObject(model);
const size = box.getSize(new THREE.Vector3());
const center = box.getCenter(new THREE.Vector3());
model.position.sub(center);
const wrapper = new THREE.Group();
wrapper.add(model);
const targetSize = 8.5;
wrapper.scale.setScalar(targetSize / Math.max(size.x, size.y, size.z));
/* Pivote le modèle pour que le nez pointe vers la droite (+X) */
wrapper.rotation.y = -Math.PI / 2;
planeHolder.add(wrapper);
},
undefined,
(err) => console.error('Failed to load airplane.glb:', err)
);
/* ── Souris ─────────────────────────────────────────────────────────────
La souris fait AVANCER l'avion sur sa trajectoire : on accumule la
distance parcourue par le curseur. Une fois que l'avion est sorti à
droite (progress = 1), il reste sorti — la souris ne le ramène pas.
On garde aussi mouseX (0..1) pour la parallaxe légère de la photo.
*/
const FULL_DISTANCE = 3500; // pixels de souris pour traverser tout l'écran
const mouse = {
targetProgress: 0, // accumulé, croissant
progress: 0, // suit avec lerp
px: 0.5, py: 0.5 // dernier point connu (parallaxe fond)
};
let lastX = null, lastY = null;
window.addEventListener('mousemove', (e) => {
if (lastX !== null) {
const dx = e.clientX - lastX;
const dy = e.clientY - lastY;
mouse.targetProgress = Math.min(1, mouse.targetProgress + Math.hypot(dx, dy) / FULL_DISTANCE);
}
lastX = e.clientX; lastY = e.clientY;
mouse.px = e.clientX / window.innerWidth;
mouse.py = e.clientY / window.innerHeight;
}, { passive: true });
/* Mobile : la rotation du device fait progresser l'avion */
let lastGamma = null, lastBeta = null;
window.addEventListener('deviceorientation', (e) => {
if (e.gamma == null || e.beta == null) return;
if (lastGamma !== null) {
const dg = e.gamma - lastGamma;
const db = e.beta - lastBeta;
mouse.targetProgress = Math.min(1, mouse.targetProgress + Math.hypot(dg, db) / 90);
}
lastGamma = e.gamma; lastBeta = e.beta;
mouse.px = Math.max(0, Math.min(1, (e.gamma + 30) / 60));
mouse.py = Math.max(0, Math.min(1, (e.beta - 20) / 60));
}, { passive: true });
const root = document.documentElement;
/* ── Render loop ───────────────────────────────────────────────────────── */
const clock = new THREE.Clock();
function tick() {
const t = clock.getElapsedTime();
/* Lerp doux vers la cible (progrès cumulé) */
mouse.progress += (mouse.targetProgress - mouse.progress) * 0.06;
const p = mouse.progress;
/* Variables CSS pour la parallaxe légère de la photo de fond */
root.style.setProperty('--mx', ((mouse.px - 0.5) * 2).toFixed(4));
root.style.setProperty('--my', ((mouse.py - 0.5) * 2).toFixed(4));
/* Trajectoire :
- p = 0 → arrive haut-gauche (hors champ)
- p = 0.5 → traverse au centre haut
- p = 1 → sortie à droite (hors champ)
*/
const px = -16 + p * 32;
const py = 7 - p * 5;
const bob = Math.sin(t * 0.9) * 0.12;
planeHolder.position.set(px, py + bob, 0);
/* Banking subtil — penche en pivotant */
const targetRoll = -0.18 - (p - 0.5) * 0.25;
const targetPitch = -0.18 - p * 0.10;
const targetYaw = (p - 0.5) * 0.10;
planeHolder.rotation.z += (targetRoll - planeHolder.rotation.z) * 0.08;
planeHolder.rotation.x += (targetPitch - planeHolder.rotation.x) * 0.08;
planeHolder.rotation.y += (targetYaw - planeHolder.rotation.y) * 0.08;
renderer.render(scene, camera);
requestAnimationFrame(tick);
}
/* ── Resize ────────────────────────────────────────────────────────────── */
function resize() {
const w = window.innerWidth;
const h = window.innerHeight;
renderer.setSize(w, h, false);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
window.addEventListener('resize', resize);
resize();
tick();