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path: root/public/js/components/balcony.js
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/* global AFRAME, THREE */
// The world: a balcony high up a glass tower, over a big city on a grey,
// foggy day. The city is plain boxes, snapped to 3.5 m floors and bays and
// painted with two window textures (concrete and glass), merged into one mesh
// per texture; every balcony up and down the tower is one instanced unit, and
// only ours has furniture. The fog (worlds.json) and two drifting layers of
// cloud, one well below the balcony and one not far above, hide how simple it
// all is: the street is out of sight, the tallest towers vanish into the
// overcast, and red aircraft lights blink on the roofs around.
//
// The balcony floor is at y = 0 and its middle at the origin; -z is out over
// the city, +z the glass doors back into the flat.
(function () {
  const SEED = 2112;

  const BALCONY = { halfX: 3.4, front: -1.4, back: 1.3, slab: 0.25, rail: 1.08 };
  const STOREY = 3.5;                            // floor to floor, and the width of a bay
  const GROUND = -140;                           // the street, 40 storeys down
  const TILE = STOREY * 8;                       // the window textures are 8 bays × 8 storeys
  // Our tower: its front is the balcony's back wall; its top is in the clouds.
  const TOWER = { halfX: 16, depth: 32, top: 70 };
  const COLUMNS = [-11, 0, 11];                  // balconies across the tower's face
  const FLOORS = { below: 38, above: 10 };
  const BLOCK = 45;                              // city blocks, with streets between
  const STREET = 15;
  const REACH = 6;                               // blocks out from ours in each direction
  const CLOUDS = { below: -58, above: 38, size: 1800 };
  const BLINK = 1.6;                             // seconds per aircraft-light flash cycle
  const MARGIN = 0.25;                           // how close your head gets to the glass

  function mulberry32(seed) {
    return function () {
      seed |= 0;
      seed = (seed + 0x6d2b79f5) | 0;
      let t = Math.imul(seed ^ (seed >>> 15), 1 | seed);
      t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
      return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
    };
  }

  // --- painted textures --------------------------------------------------------

  function canvasTexture(width, height, paint, { color = true } = {}) {
    const canvas = document.createElement('canvas');
    canvas.width = width;
    canvas.height = height;
    paint(canvas.getContext('2d'), width, height);
    const texture = new THREE.CanvasTexture(canvas);
    if (color) texture.colorSpace = THREE.SRGBColorSpace;
    texture.anisotropy = 8;
    texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
    return texture;
  }

  // A facade texture and its glow: 8 × 8 cells, one per bay and storey, with
  // some windows lit. paintCell(ctx, x, y, size, lit) paints one cell; the
  // glow gets the lit windows only. The top-left pixels are always plain wall,
  // which is what roofs use.
  function facade(rand, litShare, paintCell, paintGlow) {
    const size = 64;
    const lit = [];
    for (let i = 0; i < 64; i++) lit.push(rand() < litShare);
    const map = canvasTexture(512, 512, (ctx) => {
      for (let i = 0; i < 64; i++) paintCell(ctx, (i % 8) * size, Math.floor(i / 8) * size, size, lit[i]);
    });
    const glow = canvasTexture(512, 512, (ctx) => {
      ctx.fillStyle = '#000';
      ctx.fillRect(0, 0, 512, 512);
      for (let i = 0; i < 64; i++) if (lit[i]) paintGlow(ctx, (i % 8) * size, Math.floor(i / 8) * size, size);
    });
    return { map, glow };
  }

  // Punched windows in a pale wall (tinted per building).
  function concreteFacade(rand) {
    const win = (x, y) => [x + 12, y + 14, 40, 38];
    return facade(rand, 0.16, (ctx, x, y, s, lit) => {
      ctx.fillStyle = '#fff';
      ctx.fillRect(x, y, s, s);
      ctx.fillStyle = 'rgba(0,0,0,0.06)';
      ctx.fillRect(x, y + s - 6, s, 6);           // a ledge under each storey
      const [wx, wy, ww, wh] = win(x, y);
      if (lit) {
        ctx.fillStyle = '#ead9a6';
      } else {
        const g = ctx.createLinearGradient(0, wy, 0, wy + wh);
        g.addColorStop(0, '#5d6770');
        g.addColorStop(1, '#3c444b');
        ctx.fillStyle = g;
      }
      ctx.fillRect(wx, wy, ww, wh);
      ctx.fillStyle = '#d9d9d9';
      ctx.fillRect(wx + ww / 2 - 1, wy, 2, wh);   // the middle frame
    }, (ctx, x, y) => {
      const [wx, wy, ww, wh] = win(x, y);
      ctx.fillStyle = '#8a7650';
      ctx.fillRect(wx, wy, ww, wh);
    });
  }

  // A curtain wall: panes reflecting the grey sky, thin mullions, a dark band
  // at each floor.
  function glassFacade(rand) {
    return facade(rand, 0.1, (ctx, x, y, s, lit) => {
      const l = 52 + rand() * 10;
      ctx.fillStyle = lit ? '#d9cba0' : `hsl(205,12%,${l}%)`;
      ctx.fillRect(x, y, s, s);
      if (!lit) {
        ctx.fillStyle = 'rgba(255,255,255,0.08)';
        ctx.fillRect(x, y, s, s * 0.45);
      }
      ctx.fillStyle = '#4c555c';
      ctx.fillRect(x, y + s - 9, s, 9);
      ctx.fillStyle = '#c9ced1';
      ctx.fillRect(x, y, 4, s);
      ctx.fillRect(x + s / 2 - 1, y, 2, s - 9);
    }, (ctx, x, y, s) => {
      ctx.fillStyle = '#6e6244';
      ctx.fillRect(x + 4, y, s - 4, s - 9);
    });
  }

  // Grey concrete pavers, 60 cm square, four to a tile.
  function pavers(rand) {
    return canvasTexture(256, 256, (ctx, w, h) => {
      const s = w / 2;
      for (let i = 0; i < 4; i++) {
        const x = (i % 2) * s;
        const y = Math.floor(i / 2) * s;
        ctx.fillStyle = `hsl(35,4%,${62 + rand() * 7}%)`;
        ctx.fillRect(x, y, s, s);
        for (let k = 0; k < 220; k++) {
          ctx.fillStyle = `rgba(${rand() < 0.5 ? '0,0,0' : '255,255,255'},${0.03 + rand() * 0.05})`;
          ctx.fillRect(x + rand() * s, y + rand() * s, 1 + rand() * 3, 1 + rand() * 3);
        }
        ctx.fillStyle = 'rgba(30,30,30,0.55)';
        ctx.fillRect(x, y, s, 2);
        ctx.fillRect(x, y, 2, s);
      }
    });
  }

  // Soft cloud, tileable: blobs drawn again across each edge.
  function cloudTexture(rand, base) {
    return canvasTexture(256, 256, (ctx, w, h) => {
      ctx.fillStyle = `rgba(255,255,255,${base})`;
      ctx.fillRect(0, 0, w, h);
      for (let i = 0; i < 70; i++) {
        const x = rand() * w;
        const y = rand() * h;
        const r = 18 + rand() * 60;
        const a = 0.08 + rand() * 0.22;
        for (const dx of [-w, 0, w]) {
          for (const dy of [-h, 0, h]) {
            const g = ctx.createRadialGradient(x + dx, y + dy, 0, x + dx, y + dy, r);
            g.addColorStop(0, `rgba(255,255,255,${a})`);
            g.addColorStop(1, 'rgba(255,255,255,0)');
            ctx.fillStyle = g;
            ctx.fillRect(x + dx - r, y + dy - r, r * 2, r * 2);
          }
        }
      }
    });
  }

  // --- merged boxes --------------------------------------------------------------

  // Collects boxes into one geometry. Their sides take facade UVs in metres
  // (÷ TILE) from a corner of the building, so windows line up with storeys;
  // their tops all sample the textures' plain top-left corner. Bottoms are
  // left out unless asked for, since nobody sees under a building.
  class Boxes {
    constructor() {
      this.position = [];
      this.normal = [];
      this.uv = [];
      this.color = [];
      this.index = [];
    }

    quad(corner, u, v, n, uv, color) {
      const i = this.position.length / 3;
      const pts = [corner, corner.clone().add(u), corner.clone().add(u).add(v), corner.clone().add(v)];
      for (let k = 0; k < 4; k++) {
        this.position.push(pts[k].x, pts[k].y, pts[k].z);
        this.normal.push(n.x, n.y, n.z);
        this.uv.push(uv[k * 2], uv[k * 2 + 1]);
        this.color.push(color.r, color.g, color.b);
      }
      this.index.push(i, i + 1, i + 2, i, i + 2, i + 3);
    }

    // b: { x0, x1, y0, y1, z0, z1 }; u0/v0: texture offset of the building's
    // corner (in tiles), or null for plain wall all round; base: the
    // building's ground, where v starts; bottom: whether to close it underneath.
    box(b, color, roofColor, u0 = 0, v0 = 0, base = b.y0, bottom = false) {
      const V = THREE.Vector3;
      const w = b.x1 - b.x0;
      const d = b.z1 - b.z0;
      const h = b.y1 - b.y0;
      const p = 0.004;
      const plain = [p, 1 - p, p, 1 - p, p, 1 - p, p, 1 - p];
      const vb = v0 + (b.y0 - base) / TILE;
      const vt = vb + h / TILE;
      const side = (corner, u, n, len, offset) => {
        const ua = u0 + offset / TILE;
        const ub = ua + len / TILE;
        this.quad(corner, u, new V(0, h, 0), n, u0 === null ? plain : [ua, vb, ub, vb, ub, vt, ua, vt], color);
      };
      // Round the building: front (-z), right (+x), back (+z), left (-x).
      side(new V(b.x1, b.y0, b.z0), new V(-w, 0, 0), new V(0, 0, -1), w, 0);
      side(new V(b.x0, b.y0, b.z0), new V(0, 0, d), new V(-1, 0, 0), d, w);
      side(new V(b.x0, b.y0, b.z1), new V(w, 0, 0), new V(0, 0, 1), w, w + d);
      side(new V(b.x1, b.y0, b.z1), new V(0, 0, -d), new V(1, 0, 0), d, 2 * w + d);
      this.quad(new V(b.x0, b.y1, b.z1), new V(w, 0, 0), new V(0, 0, -d), new V(0, 1, 0), plain, roofColor);
      if (bottom) this.quad(new V(b.x0, b.y0, b.z0), new V(w, 0, 0), new V(0, 0, d), new V(0, -1, 0), plain, roofColor);
    }

    geometry() {
      const g = new THREE.BufferGeometry();
      g.setAttribute('position', new THREE.Float32BufferAttribute(this.position, 3));
      g.setAttribute('normal', new THREE.Float32BufferAttribute(this.normal, 3));
      g.setAttribute('uv', new THREE.Float32BufferAttribute(this.uv, 2));
      g.setAttribute('color', new THREE.Float32BufferAttribute(this.color, 3));
      g.setIndex(this.index);
      g.computeBoundingSphere();
      return g;
    }
  }

  // An untextured box, for the balconies and furniture, closed all round:
  // you see the undersides of the balconies above.
  function plainBox(boxes, x0, x1, y0, y1, z0, z1, color) {
    boxes.box({ x0, x1, y0, y1, z0, z1 }, color, color, null, 0, y0, true);
  }

  AFRAME.registerComponent('balcony', {
    schema: {
      windSound: { default: '' },
    },

    init() {
      this.rand = mulberry32(SEED);
      this.group = new THREE.Group();
      this.el.setObject3D('mesh', this.group);
      this.disposables = [];
      this.spawn = { x: 0.6, z: 0.5, yaw: 0 };                                   // facing the city
      this.screen = { x: 0, y: 1.9, z: BALCONY.front - 4, yaw: 0, width: 3.2 };  // out over the street

      // Two chairs at a little table on the left, a bench on the right.
      this.seats = [
        { x: -2.55, y: 0.45, z: -0.35, yaw: -0.25 },
        { x: -0.95, y: 0.45, z: -0.35, yaw: 0.25 },
        { x: 1.45, y: 0.45, z: 0.6, yaw: 0 },
        { x: 2.45, y: 0.45, z: 0.6, yaw: 0 },
      ];

      this.buildSky();
      this.buildCity();
      this.buildBalconies();
      this.buildFurniture();
      this.buildClouds();

      if (this.data.windSound) {
        const sound = document.createElement('a-entity');
        sound.setAttribute('sound', { src: `url(${this.data.windSound})`, autoplay: true, loop: true, volume: 0.35, positional: false });
        this.el.appendChild(sound);
      }
    },

    track(...things) {
      this.disposables.push(...things);
      return things[0];
    },

    // A grey dome, a little brighter overhead, the fog's colour from the
    // horizon down so the fogged city melts into it.
    buildSky() {
      const fog = this.el.sceneEl.object3D.fog;
      const horizon = fog ? fog.color.clone() : new THREE.Color('#a3a9ae');
      const zenith = new THREE.Color('#c4c8cc');
      const geometry = this.track(new THREE.SphereGeometry(1500, 16, 10));
      const pos = geometry.attributes.position;
      const colors = [];
      const c = new THREE.Color();
      for (let i = 0; i < pos.count; i++) {
        const up = Math.max(0, pos.getY(i) / 1500);
        c.copy(horizon).lerp(zenith, Math.pow(up, 0.6));
        colors.push(c.r, c.g, c.b);
      }
      geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 3));
      const material = this.track(new THREE.MeshBasicMaterial({ vertexColors: true, side: THREE.BackSide, fog: false, depthWrite: false }));
      const dome = new THREE.Mesh(geometry, material);
      dome.renderOrder = -1;
      this.group.add(dome);
    },

    // Blocks on a grid round ours, cut into one to four lots, each a tower:
    // a box, sometimes a narrower box on top, and a plant room on the roof.
    buildCity() {
      const r = this.rand;
      const concrete = new Boxes();
      const glass = new Boxes();
      const lights = [];
      const pitch = BLOCK + STREET;
      // Our block's front edge is the balcony's back wall.
      const originZ = BALCONY.back + BLOCK / 2;
      const snap = (v) => Math.max(STOREY, Math.round(v / STOREY) * STOREY);
      const tints = {
        concrete: ['#dcd7ce', '#cdc7bb', '#bcc0c3', '#aea79d', '#d2cabf', '#a3a8ac', '#c2b6a6'],
        glass: ['#e4ecf2', '#d3dce2', '#c4ced6', '#eef0f0', '#b9c6cf'],
      };
      const tint = (list, k) => new THREE.Color(list[Math.floor(r() * list.length)]).multiplyScalar(k);

      const tower = (x0, x1, z0, z1, height) => {
        const isGlass = r() < 0.38;
        const boxes = isGlass ? glass : concrete;
        const color = tint(isGlass ? tints.glass : tints.concrete, 0.92 + r() * 0.08);
        const roof = color.clone().multiplyScalar(0.62);
        const u0 = Math.floor(r() * 8) / 8;
        const v0 = Math.floor(r() * 8) / 8;
        const top = GROUND + height;
        // A setback: the top third or so stands back from the edges.
        const w = x1 - x0;
        const d = z1 - z0;
        if (height > 60 && w > 14 && d > 14 && r() < 0.5) {
          const lower = GROUND + snap(height * (0.55 + r() * 0.2));
          boxes.box({ x0, x1, y0: GROUND, y1: lower, z0, z1 }, color, roof, u0, v0);
          const ix = snap(w * 0.18);
          const iz = snap(d * 0.18);
          x0 += ix; x1 -= ix; z0 += iz; z1 -= iz;
          boxes.box({ x0, x1, y0: lower, y1: top, z0, z1 }, color, roof, u0, v0, GROUND);
        } else {
          boxes.box({ x0, x1, y0: GROUND, y1: top, z0, z1 }, color, roof, u0, v0);
        }
        // The plant room, plain wall all round.
        const pw = Math.min(x1 - x0, 8) * (0.4 + r() * 0.3);
        const pd = Math.min(z1 - z0, 8) * (0.4 + r() * 0.3);
        const px = x0 + (x1 - x0 - pw) * r();
        const pz = z0 + (z1 - z0 - pd) * r();
        const ph = 2.5 + r() * 3;
        concrete.box({ x0: px, x1: px + pw, y0: top, y1: top + ph, z0: pz, z1: pz + pd }, roof, roof, null);
        // Aircraft lights on the corners of the tall ones still under the cloud.
        if (top > CLOUDS.below + 4 && top < CLOUDS.above - 4) {
          for (const [x, z] of [[x0, z0], [x1, z0], [x0, z1], [x1, z1]]) lights.push(new THREE.Vector3(x, top + 0.6, z));
        }
      };

      for (let i = -REACH; i <= REACH; i++) {
        for (let j = -REACH; j <= REACH; j++) {
          const cx = i * pitch;
          const cz = originZ + j * pitch;
          if (i === 0 && j === 0) continue;                   // ours
          const distance = Math.hypot(cx, cz);
          if (distance > (REACH + 0.5) * pitch) continue;      // round the city off
          // Mostly below us, so there's a view; some up to our height, a few
          // up into the cloud. In front, close by, keep them low.
          const roll = r();
          let height = roll < 0.55 ? 30 + r() * 80 : roll < 0.88 ? 110 + r() * 70 : 190 + r() * 150;
          const ahead = cz < 0 && Math.abs(cx) < 100;
          if (ahead && distance < 150) height = Math.min(height, -GROUND - 25 - r() * 30);
          // Cut the block into lots.
          const split = r();
          const lots = [];
          const h = BLOCK / 2;
          if (split < 0.3) lots.push([cx - h, cx + h, cz - h, cz + h]);
          else if (split < 0.55) lots.push([cx - h, cx, cz - h, cz + h], [cx, cx + h, cz - h, cz + h]);
          else if (split < 0.75) lots.push([cx - h, cx + h, cz - h, cz], [cx - h, cx + h, cz, cz + h]);
          else for (const [a, b] of [[-1, -1], [1, -1], [-1, 1], [1, 1]]) lots.push([cx + Math.min(0, a * h), cx + Math.max(0, a * h), cz + Math.min(0, b * h), cz + Math.max(0, b * h)]);
          for (const [x0, x1, z0, z1] of lots) {
            // Each lot's tower stands in from its edges by whole bays (or
            // more), and varies around the block's height.
            const w = snap((x1 - x0) - 2 - r() * 8);
            const d = snap((z1 - z0) - 2 - r() * 8);
            const mx = (x0 + x1) / 2 + (r() - 0.5) * ((x1 - x0) - w);
            const mz = (z0 + z1) / 2 + (r() - 0.5) * ((z1 - z0) - d);
            const lotHeight = snap(Math.max(20, height * (0.6 + r() * 0.5)));
            const capped = ahead && distance < 150 ? Math.min(lotHeight, snap(height)) : lotHeight;
            tower(mx - w / 2, mx + w / 2, mz - d / 2, mz + d / 2, capped);
          }
        }
      }

      // Our own tower: glass, with the balconies on its face.
      glass.box({ x0: -TOWER.halfX, x1: TOWER.halfX, y0: GROUND, y1: TOWER.top, z0: BALCONY.back, z1: BALCONY.back + TOWER.depth },
        new THREE.Color('#dde5ea'), new THREE.Color('#888'), 0, 0);

      const concreteTex = concreteFacade(r);
      const glassTex = glassFacade(r);
      for (const [boxes, tex] of [[concrete, concreteTex], [glass, glassTex]]) {
        const material = this.track(new THREE.MeshLambertMaterial({
          map: tex.map, emissiveMap: tex.glow, emissive: '#ffffff', emissiveIntensity: 0.8, vertexColors: true,
        }), tex.map, tex.glow);
        this.group.add(new THREE.Mesh(this.track(boxes.geometry()), material));
      }

      // The street, far down in the murk.
      const ground = new THREE.Mesh(
        this.track(new THREE.PlaneGeometry(3000, 3000)),
        this.track(new THREE.MeshLambertMaterial({ color: '#55595d' })),
      );
      ground.rotation.x = -Math.PI / 2;
      ground.position.y = GROUND;
      this.group.add(ground);

      // The aircraft lights all flash together.
      this.lightMaterial = this.track(new THREE.MeshBasicMaterial({ color: '#ff2a1a' }));
      const lamp = new THREE.InstancedMesh(this.track(new THREE.OctahedronGeometry(0.7, 0)), this.lightMaterial, lights.length);
      const m = new THREE.Matrix4();
      lights.forEach((p, k) => lamp.setMatrixAt(k, m.makeTranslation(p.x, p.y, p.z)));
      lamp.computeBoundingSphere();
      this.group.add(lamp);
    },

    // One balcony (slab, posts and rails, then its glass) instanced up and
    // down the tower's face; ours is the one at floor 0 in the middle column.
    buildBalconies() {
      const B = BALCONY;
      const steel = new THREE.Color('#3b4045');
      const slab = new THREE.Color('#c9c7c2');
      const unit = new Boxes();
      plainBox(unit, -B.halfX, B.halfX, -B.slab, 0, B.front, B.back, slab);
      const post = 0.05;
      for (const x of [-B.halfX, B.halfX]) {
        plainBox(unit, x - post / 2, x + post / 2, 0, B.rail, B.front, B.front + post, steel);
        plainBox(unit, x - post / 2, x + post / 2, B.rail - 0.05, B.rail, B.front, B.back, steel);   // side rails
      }
      for (const x of [-1.15, 1.15]) plainBox(unit, x - post / 2, x + post / 2, 0, B.rail, B.front, B.front + post, steel);
      plainBox(unit, -B.halfX, B.halfX, B.rail - 0.05, B.rail + 0.01, B.front - 0.01, B.front + 0.06, steel);  // top rail
      // The glass doors' frame across the back.
      for (const x of [-B.halfX, -1.15, 1.15, B.halfX]) plainBox(unit, x - 0.04, x + 0.04, 0, STOREY - B.slab, B.back - 0.08, B.back, steel);
      plainBox(unit, -B.halfX, B.halfX, STOREY - B.slab - 0.08, STOREY - B.slab, B.back - 0.08, B.back, steel);
      plainBox(unit, -B.halfX, B.halfX, 0, 0.06, B.back - 0.08, B.back, steel);

      const panes = new Boxes();
      const white = new THREE.Color('#ffffff');
      const g = 0.012;
      plainBox(panes, -B.halfX, B.halfX, 0.04, B.rail - 0.06, B.front + 0.02, B.front + 0.02 + g, white);
      for (const x of [-B.halfX, B.halfX]) plainBox(panes, x - g / 2, x + g / 2, 0.04, B.rail - 0.06, B.front + post, B.back - 0.08, white);

      const opaque = this.track(new THREE.MeshLambertMaterial({ vertexColors: true }));
      const glassMat = this.track(new THREE.MeshLambertMaterial({ color: '#a9c2c9', transparent: true, opacity: 0.22, depthWrite: false }));
      const count = COLUMNS.length * (FLOORS.below + FLOORS.above + 1);
      const units = new THREE.InstancedMesh(this.track(unit.geometry()), opaque, count);
      const glass = new THREE.InstancedMesh(this.track(panes.geometry()), glassMat, count);
      glass.renderOrder = 1;
      const m = new THREE.Matrix4();
      let k = 0;
      for (const x of COLUMNS) {
        for (let f = -FLOORS.below; f <= FLOORS.above; f++) {
          m.makeTranslation(x, f * STOREY, 0);
          units.setMatrixAt(k, m);
          glass.setMatrixAt(k, m);
          k++;
        }
      }
      units.computeBoundingSphere();
      glass.computeBoundingSphere();
      this.group.add(units, glass);

      // Pavers on our own floor.
      const floorMap = this.track(pavers(this.rand));
      floorMap.repeat.set(B.halfX * 2 / 1.2, (B.back - B.front) / 1.2);
      const floor = new THREE.Mesh(
        this.track(new THREE.PlaneGeometry(B.halfX * 2, B.back - B.front)),
        this.track(new THREE.MeshLambertMaterial({ map: floorMap })),
      );
      floor.rotation.x = -Math.PI / 2;
      floor.position.set(0, 0.002, (B.front + B.back) / 2);
      this.group.add(floor);

      // Behind our own doors, a dim room rather than the tower's facade.
      const inside = new THREE.Mesh(
        this.track(new THREE.PlaneGeometry(B.halfX * 2, STOREY - B.slab)),
        this.track(new THREE.MeshLambertMaterial({ color: '#2e3439', emissive: '#3a2f22', emissiveIntensity: 0.35 })),
      );
      inside.position.set(0, (STOREY - B.slab) / 2, B.back - 0.01);
      inside.rotation.y = Math.PI;
      this.group.add(inside);
    },

    // Two chairs at a round table, a bench, and planters in the front corners.
    buildFurniture() {
      const r = this.rand;
      const parts = new Boxes();
      const wood = new THREE.Color('#9c7650');
      const steel = new THREE.Color('#33383c');
      const leg = 0.035;
      const chair = (x, z, yaw) => {
        const o = new THREE.Group();
        o.position.set(x, 0, z);
        o.rotation.y = yaw;
        const b = new Boxes();
        plainBox(b, -0.24, 0.24, 0.42, 0.46, -0.22, 0.22, wood);                // seat
        plainBox(b, -0.24, 0.24, 0.5, 0.9, 0.2, 0.24, wood);                    // back
        for (const [lx, lz] of [[-0.21, -0.19], [0.21, -0.19], [-0.21, 0.21], [0.21, 0.21]]) {
          plainBox(b, lx - leg / 2, lx + leg / 2, 0, lz > 0 ? 0.9 : 0.42, lz - leg / 2, lz + leg / 2, steel);
        }
        o.add(new THREE.Mesh(this.track(b.geometry()), this.furnitureMat));
        this.group.add(o);
      };
      this.furnitureMat = this.track(new THREE.MeshLambertMaterial({ vertexColors: true }));
      for (const seat of this.seats.slice(0, 2)) chair(seat.x, seat.z + 0.05, seat.yaw);

      // The table between them.
      const tableTop = new THREE.Mesh(this.track(new THREE.CylinderGeometry(0.34, 0.34, 0.03, 12)), this.track(new THREE.MeshLambertMaterial({ color: '#8a6a48' })));
      tableTop.position.set(-1.75, 0.68, -0.55);
      const stem = new THREE.Mesh(this.track(new THREE.CylinderGeometry(0.03, 0.03, 0.67, 6)), this.track(new THREE.MeshLambertMaterial({ color: '#33383c' })));
      stem.position.set(-1.75, 0.335, -0.55);
      const foot = new THREE.Mesh(this.track(new THREE.CylinderGeometry(0.2, 0.22, 0.03, 10)), stem.material);
      foot.position.set(-1.75, 0.015, -0.55);
      this.group.add(tableTop, stem, foot);
      // A mug on it.
      const mug = new THREE.Mesh(this.track(new THREE.CylinderGeometry(0.04, 0.035, 0.09, 8)), this.track(new THREE.MeshLambertMaterial({ color: '#e8e2d6' })));
      mug.position.set(-1.65, 0.74, -0.6);
      this.group.add(mug);

      // The bench, against the doors.
      plainBox(parts, 0.95, 2.95, 0.41, 0.46, 0.38, 0.82, wood);
      plainBox(parts, 0.95, 2.95, 0.55, 0.9, 0.86, 0.9, wood);
      for (const x of [1.02, 2.88]) {
        plainBox(parts, x - 0.03, x + 0.03, 0, 0.41, 0.42, 0.48, steel);
        plainBox(parts, x - 0.03, x + 0.03, 0, 0.9, 0.82, 0.88, steel);
      }
      // Planters: concrete troughs in the two front corners.
      const trough = new THREE.Color('#8e8c88');
      const planters = [[-BALCONY.halfX + 0.3, BALCONY.front + 0.32], [BALCONY.halfX - 0.3, BALCONY.front + 0.32]];
      for (const [x, z] of planters) plainBox(parts, x - 0.25, x + 0.25, 0, 0.5, z - 0.25, z + 0.25, trough);
      this.group.add(new THREE.Mesh(this.track(parts.geometry()), this.furnitureMat));

      // Low-poly shrubs in them.
      const leaves = this.track(new THREE.MeshLambertMaterial({ color: '#4f6a45', flatShading: true }));
      const bush = this.track(new THREE.IcosahedronGeometry(0.28, 0));
      for (const [x, z] of planters) {
        for (let i = 0; i < 3; i++) {
          const b = new THREE.Mesh(bush, leaves);
          b.position.set(x + (r() - 0.5) * 0.2, 0.68 + i * 0.16, z + (r() - 0.5) * 0.2);
          b.scale.setScalar(1 - i * 0.22);
          b.rotation.set(r() * 3, r() * 3, r() * 3);
          this.group.add(b);
        }
      }
    },

    // A thin layer far below that hides the street, and the overcast just
    // above, both drifting slowly.
    buildClouds() {
      const r = this.rand;
      this.clouds = [];
      for (const [y, base, opacity, repeat, drift] of [
        [CLOUDS.below, 0.5, 0.9, 5, [0.0009, 0.0004]],
        [CLOUDS.above, 0.45, 0.95, 4, [-0.0006, 0.0005]],
      ]) {
        const map = this.track(cloudTexture(r, base));
        map.repeat.set(repeat, repeat);
        const mesh = new THREE.Mesh(
          this.track(new THREE.PlaneGeometry(CLOUDS.size, CLOUDS.size)),
          this.track(new THREE.MeshBasicMaterial({ map, color: '#dde1e4', transparent: true, opacity, depthWrite: false, side: THREE.DoubleSide })),
        );
        mesh.rotation.x = -Math.PI / 2;
        mesh.position.y = y;
        mesh.renderOrder = 2;
        this.group.add(mesh);
        this.clouds.push({ map, drift });
      }
    },

    tick(time, delta) {
      const dt = Math.min(delta || 0, 100) / 1000;
      for (const { map, drift } of this.clouds) {
        map.offset.x = (map.offset.x + drift[0] * dt) % 1;
        map.offset.y = (map.offset.y + drift[1] * dt) % 1;
      }
      // A short bright flash, then dark.
      const phase = (time / 1000 / BLINK) % 1;
      this.lightMaterial.color.setRGB(phase < 0.35 ? 1 : 0.06, phase < 0.35 ? 0.1 : 0.01, phase < 0.35 ? 0.06 : 0.005);
    },

    remove() {
      for (const d of this.disposables) d.dispose();
      this.el.removeObject3D('mesh');
    },

    // Keeps a head position on the balcony, back from the glass.
    confine(p) {
      const B = BALCONY;
      p.x = Math.min(B.halfX - MARGIN, Math.max(-B.halfX + MARGIN, p.x));
      p.z = Math.min(B.back - MARGIN, Math.max(B.front + MARGIN, p.z));
      return p;
    },
  });
})();