- 6 tropical fish (angelfish x2, goldfish x2, guppy x2) from maya's-aquarium-3d - 4 Quaternius cute fish (Fish1 x2, Fish2, Fish3) with swim animations - 2 plants + 3 rocks on the gravel floor - Wandering AI with frame-rate-independent smoothing - Quaternius fish rotated to match local +X forward axis - .gitignore: add .env
103 lines
3.9 KiB
TypeScript
103 lines
3.9 KiB
TypeScript
import * as THREE from "three";
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import { createTank } from "./scene/Tank";
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import { createWater } from "./scene/Water";
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import { setupLighting } from "./scene/Lighting";
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import { createGLTFishSchool, type FishSpec } from "./scene/GLTFish";
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import { createDecor, type DecorSpec } from "./scene/Decor";
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import { createParallaxCamera } from "./scene/Camera";
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const canvas = document.querySelector<HTMLCanvasElement>("#aquarium");
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if (!canvas) {
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throw new Error('Canvas element with id "aquarium" not found');
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}
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// Renderer
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const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
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renderer.setPixelRatio(window.devicePixelRatio);
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// Scene
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const scene = new THREE.Scene();
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scene.background = new THREE.Color(0x0a0a0f);
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// Camera — frames the tank, positioned slightly above its center
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const camera = new THREE.PerspectiveCamera(
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50,
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window.innerWidth / window.innerHeight,
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0.1,
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100
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);
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camera.position.set(0, 1.5, 6);
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camera.lookAt(0, 1.2, 0);
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// Scene content
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setupLighting(scene, renderer);
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createTank(scene);
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const water = createWater(scene);
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// Fish — GLB models with swim animations + wandering AI.
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// Maya's tropical fish already face local +X (no orient fix). The Quaternius
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// pack is built with its long axis on +Z (nose at +Z), so it is rotated +90°
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// about Y to bring the nose onto +X.
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const fishSpecs: FishSpec[] = [
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// Tropical (maya's-aquarium-3d)
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{ url: "models/angelfish.glb", targetLength: 0.55, speed: [0.25, 0.45] },
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{ url: "models/angelfish.glb", targetLength: 0.5, speed: [0.25, 0.45] },
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{ url: "models/goldfish.glb", targetLength: 0.45, speed: [0.35, 0.6] },
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{ url: "models/goldfish.glb", targetLength: 0.4, speed: [0.35, 0.6] },
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{ url: "models/guppy.glb", targetLength: 0.4, speed: [0.4, 0.7] },
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{ url: "models/guppy.glb", targetLength: 0.35, speed: [0.4, 0.7] },
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// Cute fish (Quaternius, CC0)
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{ url: "models/quaternius/glb/Fish1.glb", targetLength: 0.5, speed: [0.4, 0.7], orient: { y: Math.PI / 2 } },
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{ url: "models/quaternius/glb/Fish1.glb", targetLength: 0.45, speed: [0.4, 0.7], orient: { y: Math.PI / 2 } },
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{ url: "models/quaternius/glb/Fish2.glb", targetLength: 0.6, speed: [0.3, 0.55], orient: { y: Math.PI / 2 } },
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{ url: "models/quaternius/glb/Fish3.glb", targetLength: 0.55, speed: [0.35, 0.6], orient: { y: Math.PI / 2 } },
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];
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const fishSchool = createGLTFishSchool(scene, fishSpecs);
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// Decor — static plants and rocks on the gravel floor (y ~ 0.05).
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const decorSpecs: DecorSpec[] = [
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{ url: "models/plant0.glb", x: -1.4, z: -0.9, targetSize: 1.4, rotationY: 0.4 },
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{ url: "models/plant1.glb", x: 1.3, z: -0.8, targetSize: 1.1, rotationY: -0.3 },
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{ url: "models/rock0.glb", x: -0.7, z: 0.7, targetSize: 1.0, rotationY: 0.2 },
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{ url: "models/rock1.glb", x: 0.8, z: 0.8, targetSize: 1.1, rotationY: 1.1 },
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{ url: "models/rock2.glb", x: 0.1, z: -1.1, targetSize: 1.3, rotationY: 0.0 },
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];
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createDecor(scene, decorSpecs);
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const parallax = createParallaxCamera(camera);
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// Mouse tracking (normalized to -1..1)
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let mouseX = 0, mouseY = 0;
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window.addEventListener("mousemove", (e) => {
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mouseX = (e.clientX / window.innerWidth) * 2 - 1;
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mouseY = (e.clientY / window.innerHeight) * 2 - 1;
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});
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// Resize handling
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function resize(): void {
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const width = window.innerWidth;
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const height = window.innerHeight;
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camera.aspect = width / height;
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camera.updateProjectionMatrix();
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renderer.setPixelRatio(window.devicePixelRatio);
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renderer.setSize(width, height);
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}
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resize();
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window.addEventListener("resize", resize);
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// Render loop
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const startTime = performance.now();
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let lastFrameTime = performance.now();
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function animate(): void {
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requestAnimationFrame(animate);
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const now = performance.now();
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const time = (now - startTime) / 1000;
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const dt = Math.min((now - lastFrameTime) / 1000, 0.1);
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lastFrameTime = now;
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water.update(time);
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fishSchool.update(dt, time);
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parallax.update(mouseX, mouseY, time, dt);
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renderer.render(scene, camera);
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}
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animate();
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