๐Ÿ“ฆ aquaticcalf / non-euclidean-museum

๐Ÿ“„ museum-generator.ts ยท 439 lines
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439import * as THREE from "three"
import { createNonEuclideanMaterial, createHolographicMaterial, createNeonMaterial } from "./shaders"

// Graph node representing a room
interface RoomNode {
  id: number
  position: THREE.Vector3
  connections: number[] // IDs of connected rooms
  size: THREE.Vector3
  type: "standard" | "atrium" | "data-hub" | "anomaly"
}

// Generate a graph representing the museum layout
export function generateMuseumGraph(roomCount: number): RoomNode[] {
  const rooms: RoomNode[] = []

  // Define room types
  const roomTypes = ["standard", "atrium", "data-hub", "anomaly"]

  // Create initial room at the center - make it larger as an atrium
  rooms.push({
    id: 0,
    position: new THREE.Vector3(0, 0, 0),
    connections: [],
    size: new THREE.Vector3(8, 4, 8),
    type: "atrium",
  })

  // Generate additional rooms
  for (let i = 1; i < roomCount; i++) {
    // Choose a random existing room to connect to
    const connectToIndex = Math.floor(Math.random() * i)
    const connectToRoom = rooms[connectToIndex]

    // Determine new room position (with some randomization)
    const direction = new THREE.Vector3(
      Math.random() - 0.5,
      0, // Keep rooms on the same y-level
      Math.random() - 0.5,
    ).normalize()

    // Calculate distance between rooms (corridor length)
    const distance = 12 + Math.random() * 5

    // Calculate new room position
    const newPosition = connectToRoom.position.clone().add(direction.multiplyScalar(distance))

    // Determine room type
    let roomType: "standard" | "atrium" | "data-hub" | "anomaly"
    if (i === 1) {
      roomType = "data-hub" // Make the second room a data hub
    } else if (i === roomCount - 1) {
      roomType = "anomaly" // Make the last room an anomaly zone
    } else {
      roomType = roomTypes[Math.floor(Math.random() * 2)] as any // Mostly standard rooms with some special ones
    }

    // Determine room size based on type
    let roomSize
    switch (roomType) {
      case "atrium":
        roomSize = new THREE.Vector3(8 + Math.random() * 2, 4 + Math.random() * 1, 8 + Math.random() * 2)
        break
      case "data-hub":
        roomSize = new THREE.Vector3(6 + Math.random() * 2, 3.5 + Math.random() * 0.5, 6 + Math.random() * 2)
        break
      case "anomaly":
        roomSize = new THREE.Vector3(7 + Math.random() * 3, 5 + Math.random() * 2, 7 + Math.random() * 3)
        break
      default:
        roomSize = new THREE.Vector3(5 + Math.random() * 2, 3 + Math.random() * 1, 5 + Math.random() * 2)
    }

    // Create new room
    const newRoom: RoomNode = {
      id: i,
      position: newPosition,
      connections: [connectToIndex],
      size: roomSize,
      type: roomType,
    }

    // Add connection to the existing room
    connectToRoom.connections.push(i)

    // Add the new room
    rooms.push(newRoom)
  }

  // Add some non-Euclidean connections (loops)
  if (roomCount > 3) {
    // Add 1-2 non-Euclidean connections
    const nonEuclideanConnections = 1 + Math.floor(Math.random() * 2)

    for (let i = 0; i < nonEuclideanConnections; i++) {
      // Choose two random rooms that aren't already connected
      let room1Index, room2Index
      do {
        room1Index = Math.floor(Math.random() * roomCount)
        room2Index = Math.floor(Math.random() * roomCount)
      } while (room1Index === room2Index || rooms[room1Index].connections.includes(room2Index))

      // Connect the rooms
      rooms[room1Index].connections.push(room2Index)
      rooms[room2Index].connections.push(room1Index)
    }
  }

  return rooms
}

// Convert graph to 3D geometry
export function createMuseumLayout(roomCount: number): THREE.Group {
  const museumGroup = new THREE.Group()

  // Generate museum graph
  const roomNodes = generateMuseumGraph(roomCount)

  // Create cyberpunk materials
  const createMaterialsForRoomType = (type: string) => {
    switch (type) {
      case "atrium":
        return {
          wall: createNonEuclideanMaterial(new THREE.Color(0x101624), new THREE.Color(0x00ffff), 1.0),
          floor: createNonEuclideanMaterial(new THREE.Color(0x080a12), new THREE.Color(0x00ffaa), 0.8),
          ceiling: createNonEuclideanMaterial(new THREE.Color(0x121a2c), new THREE.Color(0x00aaff), 0.9),
        }
      case "data-hub":
        return {
          wall: createNonEuclideanMaterial(new THREE.Color(0x1a0a20), new THREE.Color(0xff00ff), 1.2),
          floor: createNonEuclideanMaterial(new THREE.Color(0x0a0a14), new THREE.Color(0xaa00ff), 0.7),
          ceiling: createNonEuclideanMaterial(new THREE.Color(0x1a1a2c), new THREE.Color(0xff00aa), 1.0),
        }
      case "anomaly":
        return {
          wall: createNonEuclideanMaterial(new THREE.Color(0x200a0a), new THREE.Color(0xff3300), 1.5),
          floor: createNonEuclideanMaterial(new THREE.Color(0x120505), new THREE.Color(0xff5500), 1.2),
          ceiling: createNonEuclideanMaterial(new THREE.Color(0x1a0a0a), new THREE.Color(0xff0000), 1.3),
        }
      default: // standard
        return {
          wall: createNonEuclideanMaterial(new THREE.Color(0x0a0f18), new THREE.Color(0x0088ff), 0.8),
          floor: createNonEuclideanMaterial(new THREE.Color(0x05080f), new THREE.Color(0x0055aa), 0.6),
          ceiling: createNonEuclideanMaterial(new THREE.Color(0x0f1520), new THREE.Color(0x00aaff), 0.7),
        }
    }
  }

  // Create rooms
  roomNodes.forEach((room) => {
    const roomGroup = new THREE.Group()
    roomGroup.position.copy(room.position)

    // Get materials based on room type
    const materials = createMaterialsForRoomType(room.type)

    // Floor
    const floor = new THREE.Mesh(new THREE.BoxGeometry(room.size.x, 0.2, room.size.z), materials.floor)
    floor.position.y = -room.size.y / 2
    floor.receiveShadow = true
    roomGroup.add(floor)

    // Add floor patterns/grid for cyberpunk feel
    const floorGrid = new THREE.GridHelper(
      room.size.x,
      Math.floor(room.size.x),
      new THREE.Color(0x00ffff),
      new THREE.Color(0x004466),
    )
    floorGrid.position.y = -room.size.y / 2 + 0.11
    roomGroup.add(floorGrid)

    // Ceiling
    const ceiling = new THREE.Mesh(new THREE.BoxGeometry(room.size.x, 0.2, room.size.z), materials.ceiling)
    ceiling.position.y = room.size.y / 2
    ceiling.castShadow = true
    roomGroup.add(ceiling)

    // Walls with dynamic cyberpunk paneling
    const wallThickness = 0.2

    // Helper to create stylized wall with panels
    const createStylizedWall = (
      width: number,
      height: number,
      depth: number,
      x: number,
      y: number,
      z: number,
      rotationY = 0,
    ) => {
      // Main wall
      const wall = new THREE.Mesh(new THREE.BoxGeometry(width, height, depth), materials.wall)
      wall.position.set(x, y, z)
      wall.rotation.y = rotationY
      wall.castShadow = true
      wall.receiveShadow = true
      roomGroup.add(wall)

      // Add cyberpunk panels and details
      const panelCount = Math.floor(width / 2)
      const panelWidth = width / panelCount

      for (let i = 0; i < panelCount; i++) {
        // Skip some panels randomly
        if (Math.random() > 0.7) continue

        // Create panel
        const panelMaterial = createNeonMaterial(new THREE.Color(Math.random() > 0.5 ? 0x00ffff : 0xff00ff))
        const panel = new THREE.Mesh(new THREE.BoxGeometry(panelWidth * 0.8, height * 0.3, 0.05), panelMaterial)

        // Position panel along the wall
        const offsetX = i * panelWidth - width / 2 + panelWidth / 2
        const offsetY = Math.random() * (height * 0.5) - height * 0.25

        panel.position.set(x + Math.cos(rotationY) * offsetX, y + offsetY, z + Math.sin(rotationY) * offsetX)
        panel.rotation.y = rotationY

        // Move panel slightly forward
        const forwardDir = new THREE.Vector3(Math.sin(rotationY), 0, Math.cos(rotationY))
        panel.position.add(forwardDir.multiplyScalar(-0.1))

        roomGroup.add(panel)
      }
    }

    // Front wall with opening
    if (room.type !== "standard") {
      // For special rooms, create a more elaborate entrance
      const wallLeft = new THREE.Mesh(
        new THREE.BoxGeometry((room.size.x - 3) / 2, room.size.y, wallThickness),
        materials.wall,
      )
      wallLeft.position.z = room.size.z / 2
      wallLeft.position.x = -(room.size.x + 3) / 4
      wallLeft.castShadow = true
      wallLeft.receiveShadow = true
      roomGroup.add(wallLeft)

      const wallRight = new THREE.Mesh(
        new THREE.BoxGeometry((room.size.x - 3) / 2, room.size.y, wallThickness),
        materials.wall,
      )
      wallRight.position.z = room.size.z / 2
      wallRight.position.x = (room.size.x + 3) / 4
      wallRight.castShadow = true
      wallRight.receiveShadow = true
      roomGroup.add(wallRight)

      // Add stylized door frame with neon
      const doorFrame = new THREE.Mesh(
        new THREE.BoxGeometry(3.5, 0.2, 0.3),
        createNeonMaterial(new THREE.Color(room.type === "data-hub" ? 0xff00ff : 0x00ffff)),
      )
      doorFrame.position.z = room.size.z / 2
      doorFrame.position.y = room.size.y / 2 - 0.1
      roomGroup.add(doorFrame)
    } else {
      // Standard room with stylized wall
      createStylizedWall(room.size.x, room.size.y, wallThickness, 0, 0, room.size.z / 2, 0)
    }

    // Back wall
    createStylizedWall(room.size.x, room.size.y, wallThickness, 0, 0, -room.size.z / 2, 0)

    // Left wall
    createStylizedWall(room.size.z, room.size.y, wallThickness, -room.size.x / 2, 0, 0, Math.PI / 2)

    // Right wall
    createStylizedWall(room.size.z, room.size.y, wallThickness, room.size.x / 2, 0, 0, Math.PI / 2)

    // Add room-specific features
    if (room.type === "data-hub") {
      // Add holographic terminal
      const terminalBase = new THREE.Mesh(
        new THREE.CylinderGeometry(0.5, 0.6, 1, 16),
        createNeonMaterial(new THREE.Color(0xff00ff)),
      )
      terminalBase.position.set(0, -room.size.y / 2 + 0.5, 0)
      terminalBase.name = "terminal"
      roomGroup.add(terminalBase)

      const hologram = new THREE.Mesh(
        new THREE.CylinderGeometry(1.5, 1.5, 2, 32, 1, true),
        createHolographicMaterial(new THREE.Color(0xff00ff)),
      )
      hologram.position.set(0, 1, 0)
      hologram.name = "terminal-hologram"
      roomGroup.add(hologram)

      // Add floating data cubes
      for (let i = 0; i < 6; i++) {
        const size = 0.3 + Math.random() * 0.2
        const cube = new THREE.Mesh(
          new THREE.BoxGeometry(size, size, size),
          createHolographicMaterial(new THREE.Color(0xff00ff), 0.4 + Math.random() * 0.3),
        )

        // Position in a circle around the terminal
        const angle = (i / 6) * Math.PI * 2
        const radius = 2 + Math.random() * 0.5
        cube.position.set(Math.cos(angle) * radius, 1 + Math.random() * 0.5, Math.sin(angle) * radius)

        // Random rotation
        cube.rotation.set(Math.random() * Math.PI, Math.random() * Math.PI, Math.random() * Math.PI)

        cube.name = "data-cube-" + i
        roomGroup.add(cube)
      }
    } else if (room.type === "atrium") {
      // Add central feature
      const centralColumn = new THREE.Mesh(
        new THREE.CylinderGeometry(0.8, 0.8, room.size.y - 0.5, 16),
        createNonEuclideanMaterial(new THREE.Color(0x1a1a2c), new THREE.Color(0x00ffff), 1.2),
      )
      centralColumn.position.y = 0
      roomGroup.add(centralColumn)

      // Add rings around the column
      for (let i = 0; i < 3; i++) {
        const ring = new THREE.Mesh(
          new THREE.TorusGeometry(1.5, 0.1, 16, 32),
          createNeonMaterial(new THREE.Color(0x00ffff)),
        )
        ring.position.y = -room.size.y / 3 + (i * room.size.y) / 3
        roomGroup.add(ring)
      }
    } else if (room.type === "anomaly") {
      // Add distortion effect in center
      const anomalySphere = new THREE.Mesh(
        new THREE.SphereGeometry(1.5, 32, 32),
        createHolographicMaterial(new THREE.Color(0xff3300), 0.6),
      )
      anomalySphere.position.y = 0
      anomalySphere.name = "anomaly-core"
      roomGroup.add(anomalySphere)

      // Add floating debris
      for (let i = 0; i < 8; i++) {
        const debris = new THREE.Mesh(
          new THREE.TetrahedronGeometry(0.2 + Math.random() * 0.3),
          createNonEuclideanMaterial(new THREE.Color(0x331100), new THREE.Color(0xff5500), 1.0),
        )

        // Position in a sphere around the anomaly
        const phi = Math.acos(2 * Math.random() - 1)
        const theta = Math.random() * Math.PI * 2
        const radius = 2 + Math.random() * 1

        debris.position.set(
          radius * Math.sin(phi) * Math.cos(theta),
          radius * Math.cos(phi),
          radius * Math.sin(phi) * Math.sin(theta),
        )

        // Random rotation
        debris.rotation.set(Math.random() * Math.PI * 2, Math.random() * Math.PI * 2, Math.random() * Math.PI * 2)

        roomGroup.add(debris)
      }
    }

    museumGroup.add(roomGroup)

    // Create corridors to connected rooms
    room.connections.forEach((connectedRoomId) => {
      // Only create corridors for higher IDs to avoid duplicates
      if (connectedRoomId > room.id) {
        const connectedRoom = roomNodes[connectedRoomId]

        // Calculate corridor direction and length
        const direction = new THREE.Vector3().subVectors(connectedRoom.position, room.position)
        const distance = direction.length()
        direction.normalize()

        // Create corridor
        const corridorWidth = 3
        const corridorHeight = 3
        const corridorLength = distance - room.size.z / 2 - connectedRoom.size.z / 2

        // Create corridor group
        const corridorGroup = new THREE.Group()

        // Create corridor walls and floor
        const corridorMaterial = createNonEuclideanMaterial(new THREE.Color(0x080a12), new THREE.Color(0x0066aa), 0.6)

        // Floor
        const floor = new THREE.Mesh(new THREE.BoxGeometry(corridorWidth, 0.2, corridorLength), corridorMaterial)
        floor.position.y = -corridorHeight / 2
        corridorGroup.add(floor)

        // Ceiling
        const ceiling = new THREE.Mesh(new THREE.BoxGeometry(corridorWidth, 0.2, corridorLength), corridorMaterial)
        ceiling.position.y = corridorHeight / 2
        corridorGroup.add(ceiling)

        // Left wall
        const leftWall = new THREE.Mesh(new THREE.BoxGeometry(0.2, corridorHeight, corridorLength), corridorMaterial)
        leftWall.position.x = -corridorWidth / 2
        corridorGroup.add(leftWall)

        // Right wall
        const rightWall = new THREE.Mesh(new THREE.BoxGeometry(0.2, corridorHeight, corridorLength), corridorMaterial)
        rightWall.position.x = corridorWidth / 2
        corridorGroup.add(rightWall)

        // Add neon strips along the corridor
        const neonTop = new THREE.Mesh(
          new THREE.BoxGeometry(0.1, 0.1, corridorLength),
          createNeonMaterial(new THREE.Color(0x00ffff)),
        )
        neonTop.position.set(0, corridorHeight / 2 - 0.2, 0)
        corridorGroup.add(neonTop)

        // Add neon strips along the corridor floor
        const neonFloor = new THREE.Mesh(
          new THREE.BoxGeometry(corridorWidth - 1, 0.05, corridorLength),
          createNeonMaterial(new THREE.Color(0x00aaff)),
        )
        neonFloor.position.set(0, -corridorHeight / 2 + 0.12, 0)
        corridorGroup.add(neonFloor)

        // Position corridor between rooms
        corridorGroup.position.copy(room.position)
        corridorGroup.position.add(direction.clone().multiplyScalar(room.size.z / 2 + corridorLength / 2))

        // Rotate corridor to face the connected room
        corridorGroup.lookAt(connectedRoom.position)

        // Add corridor to museum
        museumGroup.add(corridorGroup)
      }
    })
  })

  return museumGroup
}