Refactor spinner animation logic to include smooth transitions for visual parameters based on connection status

This commit is contained in:
2025-05-28 03:44:22 +02:00
parent c6c3ba9a75
commit 718a19a0f2

View File

@@ -113,6 +113,16 @@ class SpinnerController {
this.ws = null;
this.reconnectDelay = 2000;
this.connected = false; // Verbindungsstatus
// Werte für sanften Übergang
this.transition = {
emission: 3.0, targetEmission: 3.0,
bobMult: 0.5, targetBobMult: 0.5,
rotSpeed: 1.2, targetRotSpeed: 1.2,
lightIntensity: 5, targetLightIntensity: 5,
lerpSpeed: 1/3 // 1/x Sekunden bis Ziel (hier: ca. 3s)
};
this.init();
}
@@ -158,37 +168,55 @@ class SpinnerController {
return obj;
}
// Hier die Anpassungen!
// --- Werte sanft angleichen ---
smoothTransition(dt) {
let T = this.transition;
// Zielwerte setzen
if (this.connected) {
T.targetEmission = 3.0;
T.targetBobMult = 0.5;
T.targetRotSpeed = 1.2;
T.targetLightIntensity = 5;
} else {
T.targetEmission = 0.0;
T.targetBobMult = 0.12;
T.targetRotSpeed = 0.08;
T.targetLightIntensity = 1;
}
// Lerp (sanft angleichen)
const s = T.lerpSpeed * dt; // kleiner dt → smooth
T.emission += (T.targetEmission - T.emission) * s;
T.bobMult += (T.targetBobMult - T.bobMult) * s;
T.rotSpeed += (T.targetRotSpeed - T.rotSpeed) * s;
T.lightIntensity += (T.targetLightIntensity - T.lightIntensity) * s;
}
animate(dt, t) {
// Visuelle Parameter je nach Verbindungsstatus:
const connected = this.connected;
this.smoothTransition(dt);
// Langsamer, weniger Bobbing, keine Emission falls disconnected
const bobMult = connected ? 0.5 : 0.12;
const rotSpeed = connected ? 1.2 : 0.08;
const emission = connected ? 3.0 : 0.0;
const bob = Math.sin(t * 1.2) * bobMult;
const T = this.transition;
const bob = Math.sin(t * 1.2) * T.bobMult;
const baseY = this.baseY + bob;
// Spinner
if (this.spinnerRed && this.spinnerBlue) {
this.spinnerRed.position.y = baseY + 0.8;
this.spinnerBlue.position.y = baseY;
this.spinnerRed.rotation.y -= rotSpeed * dt;
this.spinnerBlue.rotation.y += rotSpeed * dt;
this.spinnerRed.rotation.y -= T.rotSpeed * dt;
this.spinnerBlue.rotation.y += T.rotSpeed * dt;
// Emission auf beide Spinner anwenden
this.spinnerRed.traverse(c => {
if (c.isMesh && c.material && c.material.isMeshStandardMaterial)
c.material.emissiveIntensity = emission;
c.material.emissiveIntensity = T.emission;
});
this.spinnerBlue.traverse(c => {
if (c.isMesh && c.material && c.material.isMeshStandardMaterial)
c.material.emissiveIntensity = emission;
c.material.emissiveIntensity = T.emission;
});
}
// Rotierende Lichter
// Rotierende Lichter (jetzt mit smooth intensity und Speed)
for (let i = 0; i < this.lights.length; i++) {
const ang = t * 0.8 + i * 2 * Math.PI / 3;
this.lights[i].position.set(
@@ -196,6 +224,7 @@ class SpinnerController {
this.center.y + Math.sin(ang) * this.LIGHT_RADIUS,
this.center.z
);
this.lights[i].intensity = T.lightIntensity;
}
for (let i = 0; i < this.counterLights.length; i++) {
const ang = -t * 0.8 + i * 2 * Math.PI / 3;
@@ -204,6 +233,7 @@ class SpinnerController {
this.center.y + Math.sin(ang) * this.LIGHT_RADIUS,
this.center.z
);
this.counterLights[i].intensity = T.lightIntensity;
}
}