| 1 | import { |
| 2 | BoxGeometry, |
| 3 | CircleGeometry, |
| 4 | CylinderGeometry, |
| 5 | ExtrudeGeometry, |
| 6 | Group, |
| 7 | Mesh, |
| 8 | MeshBasicMaterial, |
| 9 | MeshPhysicalMaterial, |
| 10 | MeshStandardMaterial, |
| 11 | PlaneGeometry, |
| 12 | Raycaster, |
| 13 | Shape, |
| 14 | ShapeGeometry, |
| 15 | Vector2, |
| 16 | Vector3, |
| 17 | type Camera, |
| 18 | type Texture, |
| 19 | } from "three"; |
| 20 | import type { PhoneDisplayLayout } from "./phoneScene.ts"; |
| 21 | |
| 22 | const HEIGHT = 2.2; |
| 23 | const DEPTH = 0.075; |
| 24 | const INSET = 0.026; |
| 25 | const CREASE = 0.004; |
| 26 | const BEVEL = 0.008; |
| 27 | // The hinge axis sits just above the inner screens so closed halves meet face to face. |
| 28 | const PIVOT_Z = DEPTH / 2 + 0.005; |
| 29 | const SPINE_RADIUS = PIVOT_Z + DEPTH / 2 - 0.002; |
| 30 | /** Width over height of the unfolded inner display until a live frame reports its own. */ |
| 31 | export const DEFAULT_FOLD_INNER_ASPECT = 2076 / 2152; |
| 32 | /** |
| 33 | * Unfolded inner displays are near square in either orientation. Cover displays are |
| 34 | * phone shaped (about 0.4-0.5, or 2-2.6 when rotated), so they never retune the body. |
| 35 | */ |
| 36 | export const isFoldInnerAspect = (aspect: number) => |
| 37 | Number.isFinite(aspect) && aspect > 0.75 && aspect < 1.5; |
| 38 | |
| 39 | function panelPath( |
| 40 | halfWidth: number, |
| 41 | side: "left" | "right", |
| 42 | inset: number, |
| 43 | radius: number, |
| 44 | hingeInset = 0, |
| 45 | ) { |
| 46 | const left = side === "left" ? -halfWidth + inset : CREASE / 2 + hingeInset; |
| 47 | const right = side === "left" ? -CREASE / 2 - hingeInset : halfWidth - inset; |
| 48 | const bottom = -HEIGHT / 2 + inset; |
| 49 | const top = HEIGHT / 2 - inset; |
| 50 | const path = new Shape(); |
| 51 | if (side === "left") { |
| 52 | path.moveTo(left + radius, bottom); |
| 53 | path.lineTo(right, bottom); |
| 54 | path.lineTo(right, top); |
| 55 | path.lineTo(left + radius, top); |
| 56 | path.quadraticCurveTo(left, top, left, top - radius); |
| 57 | path.lineTo(left, bottom + radius); |
| 58 | path.quadraticCurveTo(left, bottom, left + radius, bottom); |
| 59 | } else { |
| 60 | path.moveTo(left, bottom); |
| 61 | path.lineTo(right - radius, bottom); |
| 62 | path.quadraticCurveTo(right, bottom, right, bottom + radius); |
| 63 | path.lineTo(right, top - radius); |
| 64 | path.quadraticCurveTo(right, top, right - radius, top); |
| 65 | path.lineTo(left, top); |
| 66 | } |
| 67 | path.closePath(); |
| 68 | return path; |
| 69 | } |
| 70 | |
| 71 | function roundedRectPath(width: number, height: number, radius: number) { |
| 72 | const path = new Shape(); |
| 73 | path.moveTo(-width / 2 + radius, -height / 2); |
| 74 | path.lineTo(width / 2 - radius, -height / 2); |
| 75 | path.quadraticCurveTo(width / 2, -height / 2, width / 2, -height / 2 + radius); |
| 76 | path.lineTo(width / 2, height / 2 - radius); |
| 77 | path.quadraticCurveTo(width / 2, height / 2, width / 2 - radius, height / 2); |
| 78 | path.lineTo(-width / 2 + radius, height / 2); |
| 79 | path.quadraticCurveTo(-width / 2, height / 2, -width / 2, height / 2 - radius); |
| 80 | path.lineTo(-width / 2, -height / 2 + radius); |
| 81 | path.quadraticCurveTo(-width / 2, -height / 2, -width / 2 + radius, -height / 2); |
| 82 | path.closePath(); |
| 83 | return path; |
| 84 | } |
| 85 | |
| 86 | function coverPath(halfWidth: number) { |
| 87 | return roundedRectPath(halfWidth - INSET * 2 - 0.02, HEIGHT - INSET * 2 - 0.04, 0.07); |
| 88 | } |
| 89 | |
| 90 | /** |
| 91 | * A procedural book-style foldable: one fixed half, one half rotating around a shared hinge. |
| 92 | * The inner display keeps the raw framebuffer's native aspect, portrait or landscape. |
| 93 | */ |
| 94 | export function createAndroidFoldScene( |
| 95 | texture: Texture, |
| 96 | layout: PhoneDisplayLayout, |
| 97 | initialAngle: number, |
| 98 | innerAspect = DEFAULT_FOLD_INNER_ASPECT, |
| 99 | ) { |
| 100 | const screenHeight = HEIGHT - 2 * INSET; |
| 101 | const halfWidth = (innerAspect * screenHeight) / 2 + INSET; |
| 102 | const root = new Group(); |
| 103 | const orientation = new Group(); |
| 104 | root.add(orientation); |
| 105 | const left = new Group(); |
| 106 | const right = new Group(); |
| 107 | orientation.add(left, right); |
| 108 | const frameMetal = new MeshStandardMaterial({ |
| 109 | color: 0xa3abb2, |
| 110 | metalness: 0.9, |
| 111 | roughness: 0.28, |
| 112 | }); |
| 113 | const polishedMetal = new MeshStandardMaterial({ |
| 114 | color: 0xc4cad0, |
| 115 | metalness: 0.95, |
| 116 | roughness: 0.16, |
| 117 | }); |
| 118 | const bezel = new MeshPhysicalMaterial({ |
| 119 | color: 0x0b0d10, |
| 120 | metalness: 0.1, |
| 121 | roughness: 0.2, |
| 122 | clearcoat: 1, |
| 123 | }); |
| 124 | const backGlass = new MeshPhysicalMaterial({ |
| 125 | color: 0x2c3237, |
| 126 | metalness: 0.35, |
| 127 | roughness: 0.52, |
| 128 | clearcoat: 0.4, |
| 129 | clearcoatRoughness: 0.6, |
| 130 | }); |
| 131 | const island = new MeshPhysicalMaterial({ |
| 132 | color: 0x1a1e22, |
| 133 | metalness: 0.55, |
| 134 | roughness: 0.3, |
| 135 | clearcoat: 1, |
| 136 | }); |
| 137 | const lensMaterial = new MeshPhysicalMaterial({ |
| 138 | color: 0x061022, |
| 139 | metalness: 0.6, |
| 140 | roughness: 0.1, |
| 141 | clearcoat: 1, |
| 142 | }); |
| 143 | const flashMaterial = new MeshBasicMaterial({ color: 0xf2ead6 }); |
| 144 | const displayMaterial = new MeshBasicMaterial({ map: texture, toneMapped: false }); |
| 145 | const hitMaterial = new MeshBasicMaterial({ colorWrite: false, depthWrite: false }); |
| 146 | const coverMaterial = new MeshBasicMaterial({ map: texture, toneMapped: false }); |
| 147 | const materials = [ |
| 148 | frameMetal, |
| 149 | polishedMetal, |
| 150 | bezel, |
| 151 | backGlass, |
| 152 | island, |
| 153 | lensMaterial, |
| 154 | flashMaterial, |
| 155 | displayMaterial, |
| 156 | hitMaterial, |
| 157 | coverMaterial, |
| 158 | ]; |
| 159 | |
| 160 | // Each half's meshes live in body coordinates; `left` pivots them around the hinge axis. |
| 161 | left.position.z = PIVOT_Z; |
| 162 | const leftBody = new Group(); |
| 163 | leftBody.position.z = -PIVOT_Z; |
| 164 | left.add(leftBody); |
| 165 | |
| 166 | function half(group: Group, side: "left" | "right", back: MeshPhysicalMaterial) { |
| 167 | const body = new Mesh( |
| 168 | new ExtrudeGeometry(panelPath(halfWidth, side, BEVEL, 0.1, BEVEL), { |
| 169 | depth: DEPTH - BEVEL * 2, |
| 170 | bevelEnabled: true, |
| 171 | bevelSize: BEVEL, |
| 172 | bevelThickness: BEVEL, |
| 173 | bevelSegments: 3, |
| 174 | curveSegments: 12, |
| 175 | }), |
| 176 | frameMetal, |
| 177 | ); |
| 178 | body.position.z = -DEPTH / 2 + BEVEL; |
| 179 | group.add(body); |
| 180 | const frame = new Mesh( |
| 181 | new ShapeGeometry(panelPath(halfWidth, side, 0.01, 0.095, 0.002), 12), |
| 182 | bezel, |
| 183 | ); |
| 184 | frame.position.z = DEPTH / 2 + 0.001; |
| 185 | group.add(frame); |
| 186 | // A back-facing shape mirrors X, so it is drawn from the opposite side's outline. |
| 187 | const rear = new Mesh( |
| 188 | new ShapeGeometry( |
| 189 | panelPath(halfWidth, side === "left" ? "right" : "left", 0.01, 0.095, 0.002), |
| 190 | 12, |
| 191 | ), |
| 192 | back, |
| 193 | ); |
| 194 | rear.name = `${side}-back`; |
| 195 | rear.rotation.y = Math.PI; |
| 196 | rear.position.set(0, 0, -DEPTH / 2 - 0.001); |
| 197 | group.add(rear); |
| 198 | const geometry = new ShapeGeometry(panelPath(halfWidth, side, INSET, 0.076)); |
| 199 | geometry.computeBoundingBox(); |
| 200 | const display = new Mesh(geometry, hitMaterial); |
| 201 | display.name = `${side}-inner-screen`; |
| 202 | display.position.z = DEPTH / 2 + 0.003; |
| 203 | group.add(display); |
| 204 | return display; |
| 205 | } |
| 206 | |
| 207 | const innerLeft = half(leftBody, "left", bezel); |
| 208 | const innerRight = half(right, "right", backGlass); |
| 209 | // One indexed surface keeps adjacent pixels joined at the crease. The |
| 210 | // physical halves move separately underneath it. |
| 211 | const screenWidth = 2 * (halfWidth - INSET); |
| 212 | const screenGeometry = new PlaneGeometry(screenWidth, screenHeight, 40, 48); |
| 213 | const screenPositions = screenGeometry.getAttribute("position"); |
| 214 | const screenUvs = screenGeometry.getAttribute("uv"); |
| 215 | const baseX = new Float32Array(screenPositions.count); |
| 216 | for (let i = 0; i < screenPositions.count; i++) { |
| 217 | const y = screenPositions.getY(i); |
| 218 | const outerX = screenWidth / 2; |
| 219 | const outerY = screenHeight / 2; |
| 220 | const radius = 0.076; |
| 221 | const cornerY = Math.max(0, Math.abs(y) - (outerY - radius)); |
| 222 | const limit = outerX - radius + Math.sqrt(Math.max(0, radius * radius - cornerY * cornerY)); |
| 223 | const x = Math.max(-limit, Math.min(limit, screenPositions.getX(i))); |
| 224 | baseX[i] = x; |
| 225 | screenUvs.setXY(i, x / screenWidth + 0.5, y / screenHeight + 0.5); |
| 226 | } |
| 227 | screenUvs.needsUpdate = true; |
| 228 | const innerSurface = new Mesh(screenGeometry, displayMaterial); |
| 229 | innerSurface.name = "continuous-inner-screen"; |
| 230 | orientation.add(innerSurface); |
| 231 | // The outer half of the hinge housing. It tucks behind the back glass when |
| 232 | // open and becomes the rounded spine when closed. |
| 233 | const spineSlack = 0.15; |
| 234 | const spine = new Mesh( |
| 235 | new CylinderGeometry( |
| 236 | SPINE_RADIUS, |
| 237 | SPINE_RADIUS, |
| 238 | HEIGHT - 0.012, |
| 239 | 32, |
| 240 | 1, |
| 241 | false, |
| 242 | Math.PI / 2 + spineSlack, |
| 243 | Math.PI - spineSlack * 2, |
| 244 | ), |
| 245 | polishedMetal, |
| 246 | ); |
| 247 | spine.name = "hinge-spine"; |
| 248 | spine.position.z = PIVOT_Z; |
| 249 | orientation.add(spine); |
| 250 | |
| 251 | const cover = new Mesh(new ShapeGeometry(coverPath(halfWidth)), coverMaterial); |
| 252 | cover.name = "cover-screen"; |
| 253 | cover.position.set(-halfWidth / 2, 0, -DEPTH / 2 - 0.003); |
| 254 | cover.rotation.y = Math.PI; |
| 255 | leftBody.add(cover); |
| 256 | |
| 257 | // Rear components use back-surface coordinates, with outward positive Z. |
| 258 | const rearCamera = new Group(); |
| 259 | rearCamera.name = "rear-camera"; |
| 260 | const islandWidth = 0.46; |
| 261 | const islandHeight = 0.2; |
| 262 | rearCamera.position.set( |
| 263 | halfWidth - 0.07 - islandWidth / 2, |
| 264 | HEIGHT / 2 - 0.08 - islandHeight / 2, |
| 265 | -DEPTH / 2 - 0.002, |
| 266 | ); |
| 267 | rearCamera.rotation.y = Math.PI; |
| 268 | right.add(rearCamera); |
| 269 | const plateDepth = 0.02; |
| 270 | const plate = new Mesh( |
| 271 | new ExtrudeGeometry(roundedRectPath(islandWidth, islandHeight, 0.07), { |
| 272 | depth: plateDepth, |
| 273 | bevelEnabled: true, |
| 274 | bevelSize: 0.008, |
| 275 | bevelThickness: 0.006, |
| 276 | bevelSegments: 3, |
| 277 | curveSegments: 12, |
| 278 | }), |
| 279 | island, |
| 280 | ); |
| 281 | plate.name = "camera-plate"; |
| 282 | rearCamera.add(plate); |
| 283 | const plateFront = plateDepth + 0.006; |
| 284 | for (const [x, radius] of [ |
| 285 | [-0.14, 0.05], |
| 286 | [-0.01, 0.05], |
| 287 | [0.105, 0.036], |
| 288 | ] as const) { |
| 289 | const ring = new Mesh( |
| 290 | new CylinderGeometry(radius + 0.012, radius + 0.012, 0.012, 32), |
| 291 | frameMetal, |
| 292 | ); |
| 293 | ring.rotation.x = Math.PI / 2; |
| 294 | ring.position.set(x, 0, plateFront + 0.004); |
| 295 | rearCamera.add(ring); |
| 296 | const lens = new Mesh(new CircleGeometry(radius, 32), lensMaterial); |
| 297 | lens.name = "camera-lens"; |
| 298 | lens.position.set(x, 0, plateFront + 0.0105); |
| 299 | rearCamera.add(lens); |
| 300 | } |
| 301 | const flash = new Mesh(new CircleGeometry(0.018, 20), flashMaterial); |
| 302 | flash.position.set(0.185, 0.045, plateFront + 0.0005); |
| 303 | rearCamera.add(flash); |
| 304 | |
| 305 | // Power and volume keys sit on the fixed half's outer edge. |
| 306 | for (const [y, length] of [ |
| 307 | [0.52, 0.16], |
| 308 | [0.2, 0.3], |
| 309 | ] as const) { |
| 310 | const key = new Mesh(new BoxGeometry(0.02, length, DEPTH * 0.45), frameMetal); |
| 311 | key.position.set(halfWidth + 0.008, y, 0); |
| 312 | right.add(key); |
| 313 | } |
| 314 | |
| 315 | const raycaster = new Raycaster(); |
| 316 | const pointer = new Vector2(); |
| 317 | const local = new Vector3(); |
| 318 | let capturedDisplay: Mesh | null = null; |
| 319 | let activeLayout = layout; |
| 320 | let angle = initialAngle; |
| 321 | const updateVisibleScreen = () => { |
| 322 | const innerActive = angle >= 90; |
| 323 | innerSurface.visible = innerActive; |
| 324 | innerLeft.visible = innerActive; |
| 325 | innerRight.visible = innerActive; |
| 326 | cover.visible = !innerActive; |
| 327 | }; |
| 328 | const setAngle = (next: number) => { |
| 329 | angle = Math.max(0, Math.min(180, next)); |
| 330 | left.rotation.y = Math.PI * (1 - angle / 180); |
| 331 | spine.rotation.y = left.rotation.y / 2; |
| 332 | const radians = left.rotation.y; |
| 333 | const cosine = Math.cos(radians); |
| 334 | const sine = Math.sin(radians); |
| 335 | const frontZ = DEPTH / 2 + 0.004 - PIVOT_Z; |
| 336 | for (let i = 0; i < screenPositions.count; i++) { |
| 337 | const x = baseX[i]!; |
| 338 | if (x < 0) { |
| 339 | screenPositions.setXYZ( |
| 340 | i, |
| 341 | x * cosine + frontZ * sine, |
| 342 | screenPositions.getY(i), |
| 343 | -x * sine + frontZ * cosine + PIVOT_Z, |
| 344 | ); |
| 345 | } else { |
| 346 | screenPositions.setXYZ(i, x, screenPositions.getY(i), frontZ + PIVOT_Z); |
| 347 | } |
| 348 | } |
| 349 | screenPositions.needsUpdate = true; |
| 350 | screenGeometry.computeBoundingBox(); |
| 351 | screenGeometry.computeBoundingSphere(); |
| 352 | updateVisibleScreen(); |
| 353 | }; |
| 354 | const setDisplay = (nextTexture: Texture, nextLayout: PhoneDisplayLayout) => { |
| 355 | activeLayout = nextLayout; |
| 356 | displayMaterial.map = nextTexture; |
| 357 | coverMaterial.map = nextTexture; |
| 358 | cover.geometry.computeBoundingBox(); |
| 359 | const bounds = cover.geometry.boundingBox!; |
| 360 | const uv = cover.geometry.getAttribute("uv"); |
| 361 | const position = cover.geometry.getAttribute("position"); |
| 362 | for (let i = 0; i < uv.count; i++) { |
| 363 | const u = (position.getX(i) - bounds.min.x) / (bounds.max.x - bounds.min.x); |
| 364 | const v = (position.getY(i) - bounds.min.y) / (bounds.max.y - bounds.min.y); |
| 365 | uv.setXY(i, u, v); |
| 366 | } |
| 367 | uv.needsUpdate = true; |
| 368 | updateVisibleScreen(); |
| 369 | }; |
| 370 | setAngle(initialAngle); |
| 371 | setDisplay(texture, layout); |
| 372 | |
| 373 | return { |
| 374 | root, |
| 375 | orientation, |
| 376 | width: halfWidth * 2, |
| 377 | height: HEIGHT, |
| 378 | innerAspect, |
| 379 | setAngle, |
| 380 | setDisplay, |
| 381 | screenPoint(x: number, y: number, camera: Camera, captured = false) { |
| 382 | orientation.updateWorldMatrix(true, true); |
| 383 | camera.updateMatrixWorld(true); |
| 384 | pointer.set(x * 2 - 1, 1 - y * 2); |
| 385 | raycaster.setFromCamera(pointer, camera); |
| 386 | const screens = cover.visible ? [cover] : [innerLeft, innerRight]; |
| 387 | const hit = raycaster.intersectObjects(screens, false)[0]; |
| 388 | if (!hit && !captured) { |
| 389 | capturedDisplay = null; |
| 390 | return null; |
| 391 | } |
| 392 | const display = |
| 393 | (hit?.object as Mesh | undefined) ?? |
| 394 | (capturedDisplay?.visible ? capturedDisplay : screens[0]); |
| 395 | if (!display) return null; |
| 396 | if (hit) capturedDisplay = display; |
| 397 | if (hit) local.copy(hit.point); |
| 398 | else { |
| 399 | const plane = new Vector3(0, 0, 1).transformDirection(display.matrixWorld); |
| 400 | const point = new Vector3().setFromMatrixPosition(display.matrixWorld); |
| 401 | const distance = |
| 402 | plane.dot(point.clone().sub(raycaster.ray.origin)) / plane.dot(raycaster.ray.direction); |
| 403 | if (!Number.isFinite(distance)) return null; |
| 404 | local.copy(raycaster.ray.direction).multiplyScalar(distance).add(raycaster.ray.origin); |
| 405 | } |
| 406 | display.worldToLocal(local); |
| 407 | const bounds = display.geometry.boundingBox!; |
| 408 | const u = Math.max(0, Math.min(1, (local.x - bounds.min.x) / (bounds.max.x - bounds.min.x))); |
| 409 | const v = Math.max(0, Math.min(1, (bounds.max.y - local.y) / (bounds.max.y - bounds.min.y))); |
| 410 | const across = display === cover ? u : (display === innerLeft ? u : 1 + u) / 2; |
| 411 | return activeLayout.rotation === Math.PI ? { x: 1 - across, y: 1 - v } : { x: across, y: v }; |
| 412 | }, |
| 413 | dispose() { |
| 414 | root.traverse((object) => { |
| 415 | if (object instanceof Mesh) object.geometry.dispose(); |
| 416 | }); |
| 417 | for (const material of materials) material.dispose(); |
| 418 | }, |
| 419 | }; |
| 420 | } |