Enhance viewer: skeleton overlay, weather, buildings, better camera

Add COCO skeleton rendering with yellow keypoint spheres and white bone
lines, info panel sections for weather/buildings/CSI rate/confidence,
overhead camera at (0,2,-4), and denser point size with sizeAttenuation.

Co-Authored-By: claude-flow <ruv@ruv.net>
This commit is contained in:
ruv 2026-04-19 21:55:30 -04:00
parent e39a35edee
commit b2e3f27fa1
1 changed files with 165 additions and 28 deletions

View File

@ -192,8 +192,10 @@ async fn index() -> Html<String> {
<style>
body { margin: 0; background: #0a0a0a; color: #e8a634; font-family: monospace; }
canvas { display: block; }
#info { position: absolute; top: 10px; left: 10px; padding: 12px; background: rgba(0,0,0,0.85); border: 1px solid #e8a634; border-radius: 6px; min-width: 200px; }
#info { position: absolute; top: 10px; left: 10px; padding: 12px; background: rgba(0,0,0,0.85); border: 1px solid #e8a634; border-radius: 6px; min-width: 240px; font-size: 13px; line-height: 1.5; }
.live { color: #4f4; } .demo { color: #f44; }
.section { margin-top: 6px; padding-top: 6px; border-top: 1px solid #333; }
.label { color: #888; }
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
@ -204,38 +206,171 @@ async fn index() -> Html<String> {
<div id="stats">Loading...</div>
</div>
<script>
const scene = new THREE.Scene();
var scene = new THREE.Scene();
scene.background = new THREE.Color(0x0a0a0a);
const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 100);
camera.position.set(0, 0, -2);
camera.lookAt(0, 0, 3);
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 100);
camera.position.set(0, 2, -4);
camera.lookAt(0, 0, 2);
const renderer = new THREE.WebGLRenderer({ antialias: true });
var renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.target.set(0, 0, 3);
controls.target.set(0, 0, 2);
let pointsMesh = null;
let lastFrame = -1;
var pointsMesh = null;
var lastFrame = -1;
var skeletonGroup = null;
var prevTimestamp = 0;
var frameRateVal = 0;
// COCO skeleton connections: pairs of keypoint indices
// 0=nose 1=leftEye 2=rightEye 3=leftEar 4=rightEar
// 5=leftShoulder 6=rightShoulder 7=leftElbow 8=rightElbow
// 9=leftWrist 10=rightWrist 11=leftHip 12=rightHip
// 13=leftKnee 14=rightKnee 15=leftAnkle 16=rightAnkle
var COCO_BONES = [
[0,1],[0,2],[1,3],[2,4],
[5,6],[5,7],[7,9],[6,8],[8,10],
[5,11],[6,12],[11,12],
[11,13],[13,15],[12,14],[14,16]
];
function clearSkeleton() {
if (skeletonGroup) {
scene.remove(skeletonGroup);
skeletonGroup.traverse(function(obj) {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) obj.material.dispose();
});
skeletonGroup = null;
}
}
function drawSkeleton(keypoints) {
clearSkeleton();
if (!keypoints || keypoints.length < 17) return;
skeletonGroup = new THREE.Group();
// Map keypoints from [0,1] to scene coords
// x: [-2, 2], y: [2, -2] (flip y), z: fixed at 2
var sphereGeo = new THREE.SphereGeometry(0.04, 8, 8);
var sphereMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
var positions3D = [];
var i, kp, sx, sy;
for (i = 0; i < 17; i++) {
kp = keypoints[i];
if (!kp) { positions3D.push(null); continue; }
sx = (kp[0] - 0.5) * 4;
sy = (0.5 - kp[1]) * 4;
positions3D.push([sx, sy, 2]);
var sphere = new THREE.Mesh(sphereGeo, sphereMat);
sphere.position.set(sx, sy, 2);
skeletonGroup.add(sphere);
}
// Draw bones as white lines
var lineMat = new THREE.LineBasicMaterial({ color: 0xffffff, linewidth: 2 });
var b, a, bIdx;
for (b = 0; b < COCO_BONES.length; b++) {
a = COCO_BONES[b][0];
bIdx = COCO_BONES[b][1];
if (!positions3D[a] || !positions3D[bIdx]) continue;
var lineGeo = new THREE.BufferGeometry();
var verts = new Float32Array([
positions3D[a][0], positions3D[a][1], positions3D[a][2],
positions3D[bIdx][0], positions3D[bIdx][1], positions3D[bIdx][2]
]);
lineGeo.setAttribute("position", new THREE.BufferAttribute(verts, 3));
var line = new THREE.Line(lineGeo, lineMat);
skeletonGroup.add(line);
}
scene.add(skeletonGroup);
}
async function fetchCloud() {
try {
const resp = await fetch('/api/splats');
const data = await resp.json();
var resp = await fetch("/api/splats");
var data = await resp.json();
if (data.splats && data.frame !== lastFrame) {
// Compute CSI frame rate
var now = Date.now();
if (prevTimestamp > 0) {
var dt = (now - prevTimestamp) / 1000.0;
if (dt > 0) frameRateVal = (1.0 / dt).toFixed(1);
}
prevTimestamp = now;
lastFrame = data.frame;
updateSplats(data.splats);
const mode = data.live ? '<span class="live"> LIVE</span>' : '<span class="demo"> DEMO</span>';
let csiInfo = '';
if (data.csi) {
const m = (data.csi.motion * 100).toFixed(0);
csiInfo = `<br>CSI: ${data.csi.frames} frames, motion ${m}%<br>Distance: ${data.csi.distance_m.toFixed(1)}m`;
// Draw skeleton if available
var pipe = data.pipeline;
if (pipe && pipe.skeleton && pipe.skeleton.keypoints) {
drawSkeleton(pipe.skeleton.keypoints);
} else {
clearSkeleton();
}
document.getElementById('stats').innerHTML =
`${mode} Camera + CSI<br>Splats: ${data.count}<br>Frame: ${data.frame}${csiInfo}`;
// Build info panel
var mode = data.live
? '<span class="live">&#9679; LIVE</span>'
: '<span class="demo">&#9679; DEMO</span>';
var html = mode + " Camera + CSI<br>"
+ "Splats: " + data.count + "<br>"
+ "Frame: " + data.frame;
// CSI frame rate
html += '<div class="section">'
+ '<span class="label">CSI Rate:</span> '
+ frameRateVal + " fps</div>";
// Skeleton confidence
if (pipe && pipe.skeleton && pipe.skeleton.confidence !== undefined) {
var conf = (pipe.skeleton.confidence * 100).toFixed(0);
html += '<div class="section">'
+ '<span class="label">Skeleton:</span> '
+ conf + "% confidence</div>";
}
// Weather data
if (pipe && pipe.weather) {
var w = pipe.weather;
html += '<div class="section">'
+ '<span class="label">Weather:</span> ';
if (w.temperature !== undefined) {
html += w.temperature + "&deg;C";
}
if (w.conditions) {
html += " " + w.conditions;
}
html += "</div>";
}
// Building count from geo
if (pipe && pipe.geo && pipe.geo.building_count !== undefined) {
html += '<div class="section">'
+ '<span class="label">Buildings:</span> '
+ pipe.geo.building_count + "</div>";
}
// Vitals
if (pipe && pipe.vitals) {
var v = pipe.vitals;
html += '<div class="section">'
+ '<span class="label">Vitals:</span> ';
if (v.breathing_rate !== undefined) {
html += "BR " + v.breathing_rate + "/min";
}
if (v.motion_score !== undefined) {
html += " Motion " + (v.motion_score * 100).toFixed(0) + "%";
}
html += "</div>";
}
document.getElementById("stats").innerHTML = html;
}
} catch(e) {}
}
@ -244,21 +379,23 @@ async fn index() -> Html<String> {
function updateSplats(splats) {
if (pointsMesh) scene.remove(pointsMesh);
const geometry = new THREE.BufferGeometry();
const positions = new Float32Array(splats.length * 3);
const colors = new Float32Array(splats.length * 3);
splats.forEach((s, i) => {
var geometry = new THREE.BufferGeometry();
var positions = new Float32Array(splats.length * 3);
var colors = new Float32Array(splats.length * 3);
var i, s;
for (i = 0; i < splats.length; i++) {
s = splats[i];
positions[i*3] = s.center[0];
positions[i*3+1] = -s.center[1];
positions[i*3+2] = s.center[2];
colors[i*3] = s.color[0];
colors[i*3+1] = s.color[1];
colors[i*3+2] = s.color[2];
});
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setAttribute('color', new THREE.BufferAttribute(colors, 3));
}
geometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.BufferAttribute(colors, 3));
pointsMesh = new THREE.Points(geometry, new THREE.PointsMaterial({
size: 0.025, vertexColors: true, sizeAttenuation: true,
size: 0.02, vertexColors: true, sizeAttenuation: true
}));
scene.add(pointsMesh);
}
@ -269,7 +406,7 @@ async fn index() -> Html<String> {
renderer.render(scene, camera);
}
animate();
window.addEventListener('resize', () => {
window.addEventListener("resize", function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);