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newbury-exhibit-v2/public/js/ghosts/loader.js
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JavaScript

/* loader.js — ghost visuals.
*
* Multi-part OBJ ghosts: { legs|wisp, torso, head, headpiece } assembled into one Group,
* rendered with the recovered Hidden Side gradient shader (top->bottom tint by GhostColor:
* Red / Yellow / Blue). Procedural wisp fallback until models are uploaded.
*
* Per-character overrides come from /api/characters (managed in /admin/characters.html):
* { modelId, opacity, topColor, bottomColor, heightCm, scale,
* faceTextureUrl, torsoTextureUrl }
*
* Textures: face and torso images are projected planar-front onto the mesh (UV-independent,
* so untextured OBJs still work). Each is placed by a normalized Y band with adjustable
* centre/size, blended over the gradient — a simple decal without needing UV-mapped models.
*/
import * as THREE from 'three';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
const objLoader = new OBJLoader();
const objCache = new Map();
const texLoader = new THREE.TextureLoader();
const texCache = new Map();
function loadTexture(url) {
if (!url) return null;
if (!texCache.has(url)) {
const t = texLoader.load(url);
t.colorSpace = THREE.SRGBColorSpace;
texCache.set(url, t);
}
return texCache.get(url);
}
function gradientMaterial(top, bottom, opacity, faceTex, torsoTex, bands) {
return new THREE.ShaderMaterial({
transparent: true,
depthWrite: false,
uniforms: {
topColor: { value: new THREE.Color(top) },
bottomColor: { value: new THREE.Color(bottom) },
opacity: { value: opacity },
uMinY: { value: 0 },
uMaxY: { value: 1 },
uTime: { value: 0 },
faceMap: { value: faceTex || null },
torsoMap: { value: torsoTex || null },
hasFace: { value: faceTex ? 1 : 0 },
hasTorso: { value: torsoTex ? 1 : 0 },
// [centreY, halfHeight, halfWidth] in normalized model space
faceBand: { value: new THREE.Vector3(bands.faceY, bands.faceSize, bands.faceSize) },
torsoBand: { value: new THREE.Vector3(bands.torsoY, bands.torsoSize, bands.torsoSize) },
},
vertexShader: `
varying float vY;
varying vec3 vNormal;
varying vec3 vLocal;
uniform float uMinY, uMaxY;
void main() {
float h = max(uMaxY - uMinY, 0.001);
vY = clamp((position.y - uMinY) / h, 0.0, 1.0);
vLocal = vec3(position.x / h, vY, position.z / h);
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: `
varying float vY;
varying vec3 vNormal;
varying vec3 vLocal;
uniform vec3 topColor, bottomColor;
uniform float opacity, uTime;
uniform sampler2D faceMap, torsoMap;
uniform int hasFace, hasTorso;
uniform vec3 faceBand, torsoBand;
// planar-front decal: map local X/Y into the band's UV box
vec4 decal(sampler2D map, vec3 band) {
vec2 uv = vec2((vLocal.x / band.z) * 0.5 + 0.5,
((vLocal.y - band.x) / band.y) * 0.5 + 0.5);
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return vec4(0.0);
return texture2D(map, uv);
}
void main() {
vec3 c = mix(bottomColor, topColor, vY);
float rim = pow(1.0 - abs(dot(vNormal, vec3(0.0, 0.0, 1.0))), 2.0);
c += rim * 0.35;
// only decal the front-facing side so images don't mirror onto the back
float front = smoothstep(0.0, 0.35, vNormal.z);
if (hasTorso == 1) {
vec4 t = decal(torsoMap, torsoBand);
c = mix(c, t.rgb, t.a * front);
}
if (hasFace == 1) {
vec4 f = decal(faceMap, faceBand);
c = mix(c, f.rgb, f.a * front);
}
float pulse = 0.92 + 0.08 * sin(uTime * 2.2);
gl_FragColor = vec4(c, opacity * pulse);
}`,
});
}
async function loadOBJ(url) {
if (objCache.has(url)) return objCache.get(url).clone();
const obj = await objLoader.loadAsync(url);
objCache.set(url, obj);
return obj.clone();
}
function proceduralWisp() {
const g = new THREE.Group();
const body = new THREE.Mesh(new THREE.SphereGeometry(9, 20, 16));
body.scale.set(1, 1.35, 1);
body.position.y = 14;
const tail = new THREE.Mesh(new THREE.ConeGeometry(7, 16, 16));
tail.rotation.x = Math.PI;
tail.position.y = 0;
g.add(body, tail);
return g;
}
/* Resolve the override chain: character-specific -> defaults -> built-in. */
function resolveOverrides(ghost, characters) {
const d = (characters && characters.defaults) || {};
const c = (characters && characters.byId && characters.byId[ghost.id]) || {};
return { ...d, ...c };
}
function pickModel(manifest, ov) {
const models = (manifest && manifest.models) || [];
if (!models.length) return null;
if (ov.modelId) return models.find(m => m.id === ov.modelId) || models[0];
return models[0];
}
export async function buildGhost(ghost, gradients, manifest, characters) {
const ov = resolveOverrides(ghost, characters);
const grad = gradients[ghost.color] || gradients.Blue;
const top = ov.topColor || grad.top;
const bottom = ov.bottomColor || grad.bottom;
const opacity = ov.opacity != null ? Number(ov.opacity) : 0.92;
const bands = {
faceY: ov.faceY != null ? Number(ov.faceY) : 0.82,
faceSize: ov.faceSize != null ? Number(ov.faceSize) : 0.16,
torsoY: ov.torsoY != null ? Number(ov.torsoY) : 0.52,
torsoSize: ov.torsoSize != null ? Number(ov.torsoSize) : 0.22,
};
const mat = gradientMaterial(top, bottom, opacity,
loadTexture(ov.faceTextureUrl), loadTexture(ov.torsoTextureUrl), bands);
let group;
const model = pickModel(manifest, ov);
if (model && model.parts) {
group = new THREE.Group();
try {
for (const key of ['legs', 'wisp', 'torso', 'head', 'headpiece']) {
const url = model.parts[key];
if (!url) continue;
group.add(await loadOBJ(url));
}
if (!group.children.length) group = proceduralWisp();
} catch (e) {
console.warn('ghost model load failed, using wisp fallback', e);
group = proceduralWisp();
}
} else {
group = proceduralWisp();
}
// gradient/decal mapping needs the model's Y range
const box = new THREE.Box3().setFromObject(group);
group.traverse(o => {
if (o.isMesh) {
o.material = mat;
o.material.uniforms.uMinY.value = box.min.y;
o.material.uniforms.uMaxY.value = box.max.y;
}
});
// Normalize: feet at origin, then setHeight(cm) scales any source units to world height.
const outer = new THREE.Group();
const inner = new THREE.Group();
inner.position.y = -box.min.y;
inner.add(group);
outer.add(inner);
const rawH = Math.max(box.max.y - box.min.y, 1e-6);
const modelScale = (ov.scale || model?.scale || 1);
outer.userData.setHeight = (cm) => outer.scale.setScalar(((ov.heightCm || cm) / rawH) * modelScale);
outer.userData.setHeight(4);
outer.userData.material = mat;
outer.userData.setOpacity = (v) => { mat.uniforms.opacity.value = v * opacity; };
outer.userData.tick = (t) => { mat.uniforms.uTime.value = t; };
return outer;
}