Feature: pews
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// This file will contain the Three.js code for creating rows of pews (seats) on the sides of the cathedral.
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import * as THREE from 'three';
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import { state } from '../state.js';
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import { SceneFeature } from './SceneFeature.js';
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import sceneFeatureManager from './SceneFeatureManager.js';
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import woodTextureUrl from '/textures/wood.png';
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export class Pews extends SceneFeature {
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constructor() {
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super();
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sceneFeatureManager.register(this);
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}
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init() {
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// --- Dimensions from room-walls.js for positioning ---
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const length = 40;
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const naveWidth = 12;
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const aisleWidth = 6;
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// --- Pew Properties ---
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const pewLength = aisleWidth - 2.5; // A bit shorter than the aisle is wide
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const seatDepth = 0.5;
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const seatHeight = 0.5;
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const backHeight = 1.0;
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const numPewsPerSide = 15;
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const pewSpacing = (length - 10) / numPewsPerSide; // Leave space at the front and back
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// --- Material ---
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const woodTexture = state.loader.load(woodTextureUrl);
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const woodMaterial = new THREE.MeshStandardMaterial({
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map: woodTexture,
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roughness: 0.8,
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metalness: 0.1,
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});
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// --- Reusable Pew Model ---
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const createPew = () => {
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const pewGroup = new THREE.Group();
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// Seat
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const seatGeo = new THREE.BoxGeometry(pewLength, seatDepth, 0.1);
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const seat = new THREE.Mesh(seatGeo, woodMaterial);
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seat.rotation.x = Math.PI / 2;
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seat.position.set(0, seatHeight, 0);
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pewGroup.add(seat);
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// Backrest
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const backGeo = new THREE.BoxGeometry(pewLength, backHeight, 0.1);
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const backrest = new THREE.Mesh(backGeo, woodMaterial);
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backrest.position.set(0, seatHeight + backHeight / 2, -seatDepth / 2);
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pewGroup.add(backrest);
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// Side Supports
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const supportHeight = seatHeight + backHeight;
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const supportDepth = seatDepth + 0.1;
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const supportGeo = new THREE.BoxGeometry(0.1, supportHeight, supportDepth);
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const leftSupport = new THREE.Mesh(supportGeo, woodMaterial);
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leftSupport.position.set(-pewLength / 2, supportHeight / 2, -supportDepth / 2 + 0.1);
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const rightSupport = new THREE.Mesh(supportGeo, woodMaterial);
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rightSupport.position.set(pewLength / 2, supportHeight / 2, -supportDepth / 2 + 0.1);
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pewGroup.add(leftSupport, rightSupport);
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pewGroup.traverse(child => {
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if (child.isMesh) {
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child.castShadow = true;
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child.receiveShadow = true;
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}
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});
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return pewGroup;
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};
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// --- Place Pews in Aisles ---
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for (let i = 0; i < numPewsPerSide; i++) {
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const z = -length / 2 + 8 + (i * pewSpacing);
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// Left Aisle
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const pewLeft = createPew();
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pewLeft.position.set(-naveWidth / 2 - aisleWidth / 2, 0, z);
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pewLeft.rotation.y = Math.PI; // Turn around 180 degrees
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state.scene.add(pewLeft);
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// Right Aisle
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const pewRight = createPew();
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pewRight.position.set(naveWidth / 2 + aisleWidth / 2, 0, z);
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pewRight.rotation.y = Math.PI; // Turn around 180 degrees
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state.scene.add(pewRight);
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}
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}
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}
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new Pews();
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@ -5,6 +5,7 @@ import sceneFeatureManager from './SceneFeatureManager.js';
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// Scene Features registered here:
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import { RoomWalls } from './room-walls.js';
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import { LightBall } from './light-ball.js';
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import { Pews } from './pews.js';
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// Scene Features ^^^
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// --- Scene Modeling Function ---
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