three.js demos: feat(pages): deploy three.js demos to gh-pages/three.js/ (#649)

Adds a new GitHub Pages workflow that publishes the ADR-097 three.js
demo gallery alongside the existing observatory/, pose-fusion/,
pointcloud/, and nvsim/ deployments. Uses keep_files: true so the
other deployments are preserved.

What ships:
* `examples/three.js/index.html` — new landing page that lists all 5
  demos with screenshots, "standalone" vs "needs FBX" badges, and an
  honest note explaining the Mixamo X Bot.fbx license boundary
  (demos 04 and 05 need a local download from mixamo.com; demos
  01-03 run standalone in any modern browser).
* `.github/workflows/threejs-pages.yml` — staged copy of demos/,
  screenshots/, README.md, and the new index.html into
  `_site/three.js/`. Drops an `assets/README.txt` placeholder
  explaining the FBX-not-shipped policy. Triggered on changes to
  examples/three.js/** or the workflow itself.
* README.md — adds the live link to the existing demo row
  (`▶ three.js Demos (5)`) plus a one-line callout describing the
  gallery and the FBX caveat.

After this PR merges, the workflow runs and publishes:
  https://ruvnet.github.io/RuView/three.js/ d67d9872c1
This commit is contained in:
ruvnet 2026-05-19 22:17:56 +00:00
parent 0c5f457512
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# three.js demos
Five progressively richer browser demos of the ADR-097 sensing-helpers scene,
ending with a live MediaPipe-Pose → Mixamo X Bot retargeting pipeline driven
by a real ESP32 CSI feed.
## Run them
```bash
python examples/three.js/server/serve-demo.py
# then open one of the URLs the script prints
```
`server/serve-demo.py` is a tiny `ThreadingHTTPServer` with aggressive
no-cache headers — the stdlib `http.server` is single-threaded and times out
on the parallel script + FBX fetches the demos make.
## Demos
| # | File | What it shows |
|---|------|---------------|
| 01 | [`demos/01-helpers.html`](demos/01-helpers.html) | Plain ADR-097 helpers in the point-cloud viewer |
| 02 | [`demos/02-cinematic.html`](demos/02-cinematic.html) | Cinematic camera + pseudo-CSI visualization on top of #01 |
| 03 | [`demos/03-skinned.html`](demos/03-skinned.html) | GLTF skinned mesh + additive animation blending |
| 04 | [`demos/04-skinned-fbx.html`](demos/04-skinned-fbx.html) | Mixamo X Bot loaded from FBX in the ADR-097 scene |
| 05 | [`demos/05-skinned-realtime.html`](demos/05-skinned-realtime.html) | Webcam → MediaPipe Pose Heavy → Mixamo IK retarget, live ESP32 CSI overlay |
| Screenshot | |
|---|---|
| ![01](screenshots/01-helpers.png) | ![02](screenshots/02-cinematic.png) |
| ![03](screenshots/03-skinned.png) | ![04](screenshots/04-skinned-fbx.png) |
| ![05](screenshots/05-skinned-realtime.png) | |
## Layout
```
examples/three.js/
├── README.md
├── .gitignore
├── demos/ # 5 self-contained HTML demos
│ ├── 01-helpers.html
│ ├── 02-cinematic.html
│ ├── 03-skinned.html
│ ├── 04-skinned-fbx.html
│ └── 05-skinned-realtime.html
├── screenshots/ # one PNG per demo
│ └── 0N-*.png
├── server/
│ ├── serve-demo.py # local HTTP server with no-cache headers
│ └── ruvultra-csi-bridge.py # ESP32 CSI WebSocket bridge (ruvultra:8766)
└── assets/
└── X Bot.fbx # gitignored — get your own from mixamo.com
# (FBX Binary, T-Pose, Without Skin)
# used by demos 04 and 05
```
## Mixamo X Bot
Demos 04 and 05 expect `assets/X Bot.fbx`. It's gitignored (size + license
boundary). Download yours from [mixamo.com](https://mixamo.com): pick the
"X Bot" character, export as **FBX Binary**, **T-Pose**, **Without Skin**,
and drop it into `assets/`.
## Live ESP32 CSI overlay (demo 05 only)
`server/ruvultra-csi-bridge.py` is the systemd-deployable bridge that runs on
the `ruvultra` host (over Tailscale). It listens for ESP32-S3 CSI on UDP and
re-broadcasts it as WebSocket frames at `ws://ruvultra:8766/csi`. Demo 05
auto-connects; if the socket is down, it falls back to the bundled idle clip
plus a synthetic CSI driver.
## Open issues
- [#583](https://github.com/ruvnet/RuView/issues/583) — head/face tracking
fidelity in `05-skinned-realtime.html`. Recommended fix: swap MediaPipe
Pose Heavy for MediaPipe Holistic (same API, adds 468-point face mesh +
hand landmarks for proper PnP head pose and finger curl tracking).

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The Mixamo "X Bot.fbx" required by demos 04-skinned-fbx.html and
05-skinned-realtime.html is intentionally not redistributed here.
Download your own from https://mixamo.com (FBX Binary, T-Pose,
Without Skin) and place it here as "X Bot.fbx" if you want to
run those demos locally. See examples/three.js/README.md in the
repo for context.

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>RuView · ADR-097 · three.js helpers in the point cloud viewer</title>
<link rel="icon" type="image/svg+xml" href="data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32'><circle cx='16' cy='16' r='10' fill='%23e8a634'/></svg>">
<style>
:root {
--bg: #0a0a0a;
--bg-panel: rgba(0, 0, 0, 0.88);
--amber: #e8a634;
--amber-dim: #4a3a1a;
--amber-hot: #ffc04d;
--grid-major: #444444;
--grid-minor: #222222;
--green: #4f4;
--blue: #4cf;
--text-mute: #888;
--border: #2a2a2a;
}
* { box-sizing: border-box; }
body {
margin: 0;
background: var(--bg);
color: var(--amber);
font-family: 'SF Mono', Monaco, 'Cascadia Code', Consolas, monospace;
overflow: hidden;
-webkit-font-smoothing: antialiased;
}
canvas { display: block; }
/* Top-left HUD */
#info {
position: absolute;
top: 16px;
left: 16px;
padding: 14px 16px;
background: var(--bg-panel);
border: 1px solid var(--amber);
border-radius: 8px;
min-width: 280px;
max-width: 340px;
font-size: 12px;
line-height: 1.55;
z-index: 10;
backdrop-filter: blur(6px);
box-shadow: 0 4px 24px rgba(232, 166, 52, 0.08);
}
#info h1 { margin: 0 0 2px 0; font-size: 14px; letter-spacing: 0.5px; }
#info .sub { font-size: 11px; color: var(--text-mute); margin-bottom: 10px; }
#info .row { display: flex; justify-content: space-between; gap: 12px; margin: 2px 0; }
#info .row .k { color: var(--text-mute); }
#info .row .v { color: var(--amber); font-variant-numeric: tabular-nums; }
#info .row .v.live { color: var(--green); }
/* Bottom-left helper toggle panel */
#controls {
position: absolute;
bottom: 16px;
left: 16px;
padding: 12px 14px;
background: var(--bg-panel);
border: 1px solid var(--border);
border-radius: 8px;
font-size: 12px;
z-index: 10;
backdrop-filter: blur(6px);
min-width: 220px;
}
#controls h2 {
margin: 0 0 8px 0;
font-size: 11px;
text-transform: uppercase;
letter-spacing: 1.2px;
color: var(--text-mute);
font-weight: 600;
}
#controls label {
display: flex;
align-items: center;
gap: 8px;
padding: 4px 0;
cursor: pointer;
user-select: none;
}
#controls label:hover { color: var(--amber-hot); }
#controls input[type=checkbox] {
accent-color: var(--amber);
width: 14px;
height: 14px;
cursor: pointer;
}
#controls .helper-swatch {
display: inline-block;
width: 10px;
height: 10px;
border-radius: 2px;
margin-left: auto;
}
/* Bottom-right ADR badge */
#adr-badge {
position: absolute;
bottom: 16px;
right: 16px;
padding: 8px 12px;
background: var(--bg-panel);
border: 1px solid var(--border);
border-radius: 6px;
font-size: 11px;
color: var(--text-mute);
z-index: 10;
backdrop-filter: blur(6px);
}
#adr-badge a { color: var(--amber); text-decoration: none; }
#adr-badge a:hover { color: var(--amber-hot); }
/* Top-right legend */
#legend {
position: absolute;
top: 16px;
right: 16px;
padding: 12px 14px;
background: var(--bg-panel);
border: 1px solid var(--border);
border-radius: 8px;
font-size: 11px;
z-index: 10;
backdrop-filter: blur(6px);
min-width: 200px;
}
#legend h2 {
margin: 0 0 8px 0;
font-size: 11px;
text-transform: uppercase;
letter-spacing: 1.2px;
color: var(--text-mute);
font-weight: 600;
}
#legend .item {
display: flex;
align-items: center;
gap: 8px;
padding: 3px 0;
}
#legend .dot {
width: 10px;
height: 10px;
border-radius: 50%;
flex-shrink: 0;
}
#legend .label { font-size: 11px; line-height: 1.3; }
</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>
</head>
<body>
<div id="info">
<h1>RuView · Helpers Demo</h1>
<div class="sub">ADR-097 · three.js helpers for the point cloud viewer</div>
<div class="row"><span class="k">Scene</span><span class="v live">● SYNTHETIC</span></div>
<div class="row"><span class="k">Skeleton</span><span class="v">17 kpts · COCO</span></div>
<div class="row"><span class="k">Point cloud</span><span class="v" id="pc-count">— pts</span></div>
<div class="row"><span class="k">Sensor nodes</span><span class="v">4 · multistatic</span></div>
<div class="row"><span class="k">Frame rate</span><span class="v" id="fps">— fps</span></div>
<div class="row"><span class="k">Bbox volume</span><span class="v" id="bbox-vol">— m³</span></div>
</div>
<div id="controls">
<h2>Helpers</h2>
<label><input type="checkbox" id="t-grid" checked>GridHelper<span class="helper-swatch" style="background:#444"></span></label>
<label><input type="checkbox" id="t-polar" checked>PolarGridHelper<span class="helper-swatch" style="background:#4a3a1a"></span></label>
<label><input type="checkbox" id="t-bbox" checked>BoxHelper<span class="helper-swatch" style="background:#e8a634"></span></label>
<label><input type="checkbox" id="t-axes" checked>AxesHelper<span class="helper-swatch" style="background:linear-gradient(90deg,#f44,#4f4,#4cf)"></span></label>
<label><input type="checkbox" id="t-nodebox" checked>Per-node BoxHelpers<span class="helper-swatch" style="background:#4cf"></span></label>
</div>
<div id="legend">
<h2>Scene</h2>
<div class="item"><span class="dot" style="background:#ffff00"></span><span class="label">COCO-17 keypoints (yellow)</span></div>
<div class="item"><span class="dot" style="background:#ffffff"></span><span class="label">Bones (white lines)</span></div>
<div class="item"><span class="dot" style="background:#4cf"></span><span class="label">Face point cloud (cyan→white)</span></div>
<div class="item"><span class="dot" style="background:#e8a634"></span><span class="label">ESP32 sensor nodes</span></div>
</div>
<div id="adr-badge">
ADR-097 · <a href="https://threejs.org/examples/#webgl_helpers" target="_blank" rel="noopener">three.js helpers</a>
</div>
<script>
// =====================================================================
// RuView · ADR-097 · three.js helpers demo
// --------------------------------------------------------------------
// Self-contained, no backend. Demonstrates how `GridHelper`,
// `PolarGridHelper`, `BoxHelper`, and `AxesHelper` slot into the
// RuView point cloud viewer (`v2/crates/wifi-densepose-pointcloud
// /src/viewer.html`). Open this file in a browser — no build step.
//
// The scene contains:
// 1. A synthetic walking, breathing 17-keypoint skeleton.
// 2. A face-shaped point cloud attached to the skeleton head.
// 3. Four multistatic sensor-node markers arranged around the room.
// 4. All four ADR-097 helpers, toggleable from the bottom-left panel.
//
// Coordinate frame matches the production viewer:
// +X = right, +Y = up, +Z = away from camera.
// Floor at y = -1.5, person hip at y = 0, head reaches ~ y = 0.7.
// =====================================================================
const COCO_BONES = [
// head
[0, 1], [0, 2], [1, 3], [2, 4],
// torso
[5, 6], [5, 11], [6, 12], [11, 12],
// left arm
[5, 7], [7, 9],
// right arm
[6, 8], [8, 10],
// left leg
[11, 13], [13, 15],
// right leg
[12, 14], [14, 16],
];
// Static "T-pose" skeleton in local frame, animated each frame.
// 17 keypoints in COCO order. Units: meters.
const SKELETON_BASE = {
0: [ 0.00, 0.65, 0.00], // nose
1: [-0.04, 0.68, 0.04], // L eye
2: [ 0.04, 0.68, 0.04], // R eye
3: [-0.08, 0.64, 0.00], // L ear
4: [ 0.08, 0.64, 0.00], // R ear
5: [-0.18, 0.45, 0.00], // L shoulder
6: [ 0.18, 0.45, 0.00], // R shoulder
7: [-0.22, 0.20, 0.00], // L elbow
8: [ 0.22, 0.20, 0.00], // R elbow
9: [-0.26, -0.05, 0.00], // L wrist
10: [ 0.26, -0.05, 0.00], // R wrist
11: [-0.10, 0.00, 0.00], // L hip
12: [ 0.10, 0.00, 0.00], // R hip
13: [-0.12, -0.40, 0.00], // L knee
14: [ 0.12, -0.40, 0.00], // R knee
15: [-0.12, -0.80, 0.00], // L ankle
16: [ 0.12, -0.80, 0.00], // R ankle
};
// ---------------------------------------------------------------------
// Scene + camera + renderer
// ---------------------------------------------------------------------
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0a0a0a);
scene.fog = new THREE.Fog(0x0a0a0a, 6, 14);
const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.05, 100);
camera.position.set(3.0, 1.4, 4.2);
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0, 0);
controls.enableDamping = true;
controls.dampingFactor = 0.08;
controls.minDistance = 1.5;
controls.maxDistance = 12;
controls.maxPolarAngle = Math.PI * 0.92;
// ---------------------------------------------------------------------
// ADR-097 helpers — wired to checkbox toggles
// ---------------------------------------------------------------------
// GridHelper — Cartesian floor reference. Establishes "down" and
// scale: 4 m × 4 m floor, 20 divisions = 0.2 m grid spacing.
const gridHelper = new THREE.GridHelper(4, 20, 0x444444, 0x222222);
gridHelper.position.y = -1.5;
scene.add(gridHelper);
// PolarGridHelper — multistatic geometry reference. 16 radial
// divisions (angular bins) × 4 concentric circles, centered on
// the fusion target. Matches the bin count in
// signal/src/ruvsense/multistatic.rs:attention_weight().
const polarHelper = new THREE.PolarGridHelper(2.2, 16, 4, 64, 0x4a3a1a, 0x2a1f10);
polarHelper.position.y = -1.499; // a hair above grid to avoid z-fight
scene.add(polarHelper);
// AxesHelper — XYZ tripod at origin. Red = X, green = Y, blue = Z.
const axesHelper = new THREE.AxesHelper(0.5);
axesHelper.position.set(0, -1.49, 0);
scene.add(axesHelper);
// BoxHelper — per-person bounding volume. Refreshed each frame
// after the skeleton is updated. Color = RuView amber.
let bboxHelper = null;
// ---------------------------------------------------------------------
// Skeleton — joint spheres + bone lines, animated
// ---------------------------------------------------------------------
const skeletonGroup = new THREE.Group();
scene.add(skeletonGroup);
const jointGeo = new THREE.SphereGeometry(0.025, 12, 12);
const jointMat = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const joints = [];
for (let i = 0; i < 17; i++) {
const sphere = new THREE.Mesh(jointGeo, jointMat);
const p = SKELETON_BASE[i];
sphere.position.set(p[0], p[1], p[2]);
sphere.userData.baseY = p[1];
sphere.userData.baseX = p[0];
sphere.userData.idx = i;
skeletonGroup.add(sphere);
joints.push(sphere);
}
const boneMat = new THREE.LineBasicMaterial({ color: 0xffffff, transparent: true, opacity: 0.85 });
const bones = [];
for (const [a, b] of COCO_BONES) {
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(new Float32Array(6), 3));
const line = new THREE.Line(geom, boneMat);
line.userData = { a, b };
skeletonGroup.add(line);
bones.push(line);
}
// ---------------------------------------------------------------------
// Face point cloud — synthetic ellipsoid attached to head keypoint
// ---------------------------------------------------------------------
const FACE_POINTS = 600;
const facePositions = new Float32Array(FACE_POINTS * 3);
const faceColors = new Float32Array(FACE_POINTS * 3);
const faceOffsets = new Float32Array(FACE_POINTS * 3); // canonical face shape, relative to nose
for (let i = 0; i < FACE_POINTS; i++) {
// Sample points roughly on a face-shaped ellipsoid (taller than wide).
const u = Math.random() * Math.PI * 2;
const v = (Math.random() - 0.5) * Math.PI;
const cu = Math.cos(u), su = Math.sin(u);
const cv = Math.cos(v), sv = Math.sin(v);
// ellipsoid radii (head-like proportions)
const rx = 0.085, ry = 0.105, rz = 0.075;
faceOffsets[i * 3 + 0] = rx * cv * cu;
faceOffsets[i * 3 + 1] = ry * sv;
faceOffsets[i * 3 + 2] = rz * cv * su;
// depth-encoded color: cyan at back, near-white at front (toward +Z = away from camera)
const depthT = (sv + 1) * 0.5;
faceColors[i * 3 + 0] = 0.30 + 0.70 * depthT; // R
faceColors[i * 3 + 1] = 0.80 + 0.20 * depthT; // G
faceColors[i * 3 + 2] = 1.00; // B
}
const faceGeom = new THREE.BufferGeometry();
faceGeom.setAttribute('position', new THREE.BufferAttribute(facePositions, 3));
faceGeom.setAttribute('color', new THREE.BufferAttribute(faceColors, 3));
const faceMat = new THREE.PointsMaterial({
size: 0.012,
vertexColors: true,
sizeAttenuation: true,
transparent: true,
opacity: 0.9,
});
const facePoints = new THREE.Points(faceGeom, faceMat);
skeletonGroup.add(facePoints);
document.getElementById('pc-count').textContent = FACE_POINTS + ' pts';
// ---------------------------------------------------------------------
// Multistatic sensor nodes — 4 ESP32 markers around the room
// ---------------------------------------------------------------------
const nodeGroup = new THREE.Group();
scene.add(nodeGroup);
const NODE_POSITIONS = [
[-1.9, 1.3, 1.9], // back-left high
[ 1.9, 1.3, 1.9], // back-right high
[-1.9, 1.3, -1.9], // front-left high
[ 1.9, 1.3, -1.9], // front-right high
];
const nodeBboxHelpers = [];
const nodeGeo = new THREE.BoxGeometry(0.12, 0.06, 0.18);
const nodeMat = new THREE.MeshBasicMaterial({ color: 0xe8a634 });
const nodeAntennaGeo = new THREE.ConeGeometry(0.018, 0.08, 8);
const nodeAntennaMat = new THREE.MeshBasicMaterial({ color: 0xffc04d });
NODE_POSITIONS.forEach((pos, i) => {
const group = new THREE.Group();
group.position.set(pos[0], pos[1], pos[2]);
const body = new THREE.Mesh(nodeGeo, nodeMat);
group.add(body);
// little antenna sticking up
const antenna = new THREE.Mesh(nodeAntennaGeo, nodeAntennaMat);
antenna.position.y = 0.07;
group.add(antenna);
// pulsing emissive ring (visualizes RX activity)
const ringGeo = new THREE.RingGeometry(0.10, 0.13, 32);
const ringMat = new THREE.MeshBasicMaterial({ color: 0xe8a634, side: THREE.DoubleSide, transparent: true, opacity: 0.4 });
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = -0.04;
ring.userData.phase = i * 0.5;
group.add(ring);
group.userData.ring = ring;
// sight-line from node to scene origin (visualizes multistatic geometry)
const sightGeo = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(-pos[0], -pos[1], -pos[2]),
]);
const sightMat = new THREE.LineDashedMaterial({
color: 0xe8a634, transparent: true, opacity: 0.18,
dashSize: 0.1, gapSize: 0.06,
});
const sightLine = new THREE.Line(sightGeo, sightMat);
sightLine.computeLineDistances();
group.add(sightLine);
nodeGroup.add(group);
// ADR-097 §3.3 — per-node BoxHelper. Demonstrates that helpers
// compose naturally: one box per detected object.
const bbox = new THREE.BoxHelper(group, 0x4cf);
scene.add(bbox);
nodeBboxHelpers.push(bbox);
});
// ---------------------------------------------------------------------
// Animation — synthetic motion model
// ---------------------------------------------------------------------
let frameStart = performance.now();
let frameCount = 0;
let fpsAvg = 0;
function applyPose(t) {
// Body sway (slow), breathing (chest expansion), arm/leg swing (walking).
const swayX = Math.sin(t * 0.35) * 0.05;
const swayZ = Math.cos(t * 0.27) * 0.04;
const breathe = Math.sin(t * 1.4) * 0.012; // chest in/out
const walkPhase = t * 1.9; // walk cycle
skeletonGroup.position.set(swayX, 0, swayZ);
skeletonGroup.rotation.y = Math.sin(t * 0.22) * 0.18;
for (let i = 0; i < 17; i++) {
const base = SKELETON_BASE[i];
let dx = 0, dy = 0, dz = 0;
// breathing — shoulders + nose rise a little
if (i === 0 || i === 1 || i === 2) dy = breathe * 0.6;
if (i === 5 || i === 6) dy = breathe;
// arm swing (opposite of legs)
if (i === 7) { dz = Math.sin(walkPhase) * 0.10; dy += Math.cos(walkPhase) * 0.04; }
if (i === 9) { dz = Math.sin(walkPhase) * 0.18; dy += Math.cos(walkPhase) * 0.06; }
if (i === 8) { dz = -Math.sin(walkPhase) * 0.10; dy += Math.cos(walkPhase) * 0.04; }
if (i === 10){ dz = -Math.sin(walkPhase) * 0.18; dy += Math.cos(walkPhase) * 0.06; }
// leg swing
if (i === 13){ dz = -Math.sin(walkPhase) * 0.08; }
if (i === 15){ dz = -Math.sin(walkPhase) * 0.15; dy = Math.max(0, Math.cos(walkPhase)) * 0.04; }
if (i === 14){ dz = Math.sin(walkPhase) * 0.08; }
if (i === 16){ dz = Math.sin(walkPhase) * 0.15; dy = Math.max(0, -Math.cos(walkPhase)) * 0.04; }
joints[i].position.set(base[0] + dx, base[1] + dy, base[2] + dz);
}
// update bone line vertices from current joint positions
for (const line of bones) {
const { a, b } = line.userData;
const pa = joints[a].position;
const pb = joints[b].position;
const pos = line.geometry.attributes.position;
pos.array[0] = pa.x; pos.array[1] = pa.y; pos.array[2] = pa.z;
pos.array[3] = pb.x; pos.array[4] = pb.y; pos.array[5] = pb.z;
pos.needsUpdate = true;
}
// attach face point cloud to the nose keypoint (kpt 0)
const nose = joints[0].position;
const positions = faceGeom.attributes.position;
const headTurn = Math.sin(t * 0.6) * 0.35; // y-axis nod
const cosH = Math.cos(headTurn), sinH = Math.sin(headTurn);
for (let i = 0; i < FACE_POINTS; i++) {
const ox = faceOffsets[i * 3 + 0];
const oy = faceOffsets[i * 3 + 1];
const oz = faceOffsets[i * 3 + 2];
// rotate offset around Y axis by headTurn
const rx = cosH * ox + sinH * oz;
const rz = -sinH * ox + cosH * oz;
positions.array[i * 3 + 0] = nose.x + rx;
positions.array[i * 3 + 1] = nose.y + oy;
positions.array[i * 3 + 2] = nose.z + rz;
}
positions.needsUpdate = true;
}
function updateNodes(t) {
nodeGroup.children.forEach((node, i) => {
const ring = node.userData.ring;
const phase = (t * 1.8 + ring.userData.phase) % (Math.PI * 2);
ring.material.opacity = 0.18 + 0.42 * Math.max(0, Math.cos(phase));
ring.scale.setScalar(1 + 0.18 * Math.max(0, Math.cos(phase)));
});
}
function updateBboxHelper() {
const want = document.getElementById('t-bbox').checked;
if (!want) {
if (bboxHelper) { scene.remove(bboxHelper); bboxHelper = null; }
return;
}
skeletonGroup.updateMatrixWorld(true);
if (!bboxHelper) {
bboxHelper = new THREE.BoxHelper(skeletonGroup, 0xe8a634);
scene.add(bboxHelper);
} else {
bboxHelper.setFromObject(skeletonGroup);
}
// compute volume for the HUD
const box = new THREE.Box3().setFromObject(skeletonGroup);
const size = box.getSize(new THREE.Vector3());
document.getElementById('bbox-vol').textContent =
(size.x * size.y * size.z).toFixed(3) + ' m³';
}
function tick() {
const now = performance.now();
const t = now * 0.001;
const dt = now - frameStart;
frameStart = now;
frameCount++;
if (frameCount % 30 === 0) {
fpsAvg = 1000 / dt;
document.getElementById('fps').textContent = fpsAvg.toFixed(0) + ' fps';
}
applyPose(t);
updateNodes(t);
updateBboxHelper();
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
// ---------------------------------------------------------------------
// Controls wiring — checkbox toggles attach/detach helpers from scene
// ---------------------------------------------------------------------
function bindToggle(id, obj) {
const el = document.getElementById(id);
el.addEventListener('change', () => {
if (el.checked) {
if (!scene.children.includes(obj)) scene.add(obj);
} else {
scene.remove(obj);
}
});
}
bindToggle('t-grid', gridHelper);
bindToggle('t-polar', polarHelper);
bindToggle('t-axes', axesHelper);
// per-node bbox toggle (group of 4)
document.getElementById('t-nodebox').addEventListener('change', (e) => {
for (const bb of nodeBboxHelpers) {
if (e.target.checked) {
if (!scene.children.includes(bb)) scene.add(bb);
} else {
scene.remove(bb);
}
}
});
// ---------------------------------------------------------------------
// Resize
// ---------------------------------------------------------------------
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>RuView · Skinned · ADR-097 + GLTF skinned mesh + additive animation blending</title>
<link rel="icon" type="image/svg+xml" href="data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32'><circle cx='16' cy='16' r='10' fill='%23e8a634'/></svg>">
<style>
:root {
--bg: #050507;
--bg-panel: rgba(8, 10, 14, 0.78);
--amber: #ffb840;
--amber-hot: #ffe09f;
--cyan: #4cf;
--magenta: #ff4cc8;
--text: #d8c69a;
--text-mute: #6b6155;
--border: rgba(255, 184, 64, 0.18);
}
* { box-sizing: border-box; }
body {
margin: 0; background: var(--bg); color: var(--text); overflow: hidden;
font-family: 'SF Mono', 'Cascadia Code', Consolas, monospace;
-webkit-font-smoothing: antialiased; font-size: 12px;
}
canvas { display: block; }
.overlay-frame {
position: fixed; inset: 0; pointer-events: none; z-index: 5;
background:
radial-gradient(ellipse at center, transparent 55%, rgba(0,0,0,0.55) 100%),
linear-gradient(180deg, rgba(0,0,0,0.32) 0%, transparent 18%, transparent 82%, rgba(0,0,0,0.38) 100%);
}
.scanlines {
position: fixed; inset: 0; pointer-events: none; z-index: 6;
background: repeating-linear-gradient(0deg, rgba(0,0,0,0.04) 0px, rgba(0,0,0,0.04) 1px, transparent 1px, transparent 3px);
mix-blend-mode: overlay; opacity: 0.5;
}
.panel {
position: absolute; background: var(--bg-panel); border: 1px solid var(--border);
border-radius: 4px; padding: 12px 14px; backdrop-filter: blur(8px);
box-shadow: 0 1px 0 rgba(255, 184, 64, 0.04), 0 8px 32px rgba(0,0,0,0.55); z-index: 10;
}
.panel h2 {
margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px;
}
#info { top: 20px; left: 20px; min-width: 280px; }
#info h1 { margin: 0 0 1px 0; font-size: 13px; letter-spacing: 1px; color: var(--amber-hot); font-weight: 600; }
#info .sub { font-size: 10px; color: var(--text-mute); letter-spacing: 0.5px; margin-bottom: 10px; padding-bottom: 8px; border-bottom: 1px solid var(--border); }
#info .row { display: flex; justify-content: space-between; gap: 12px; padding: 2px 0; }
#info .row .k { color: var(--text-mute); font-size: 11px; }
#info .row .v { color: var(--text); font-variant-numeric: tabular-nums; font-size: 11px; }
#info .row .v.amber { color: var(--amber); }
#info .row .v.cyan { color: var(--cyan); }
#info .row .v.mag { color: var(--magenta); }
#anim {
position: absolute; bottom: 20px; left: 20px; min-width: 280px;
background: var(--bg-panel); border: 1px solid var(--border); border-radius: 4px;
padding: 12px 14px; backdrop-filter: blur(8px); z-index: 10;
}
#anim h2 { margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px; }
#anim .group { padding: 6px 0; border-bottom: 1px solid rgba(255,184,64,0.08); }
#anim .group:last-child { border-bottom: none; }
#anim .group-label { font-size: 10px; color: var(--text-mute); text-transform: uppercase; letter-spacing: 1px; margin-bottom: 4px; }
#anim button {
background: rgba(255,184,64,0.06); border: 1px solid rgba(255,184,64,0.18);
color: var(--text); font-family: inherit; font-size: 10px; padding: 4px 8px;
margin: 2px 4px 2px 0; cursor: pointer; border-radius: 3px; letter-spacing: 0.5px;
}
#anim button:hover { background: rgba(255,184,64,0.14); color: var(--amber-hot); }
#anim button.active { background: var(--amber); color: var(--bg); border-color: var(--amber); font-weight: 600; }
#anim .slider-row { display: flex; align-items: center; gap: 8px; padding: 3px 0; font-size: 10px; }
#anim .slider-row .label { width: 90px; color: var(--text-mute); }
#anim .slider-row input[type=range] { flex: 1; accent-color: var(--amber); }
#anim .slider-row .val { width: 38px; text-align: right; color: var(--amber); font-variant-numeric: tabular-nums; }
#csi { top: 20px; right: 20px; min-width: 260px; }
#csi .bar-row { display: flex; align-items: center; gap: 8px; padding: 3px 0; font-size: 10px; }
#csi .bar-row .label { width: 42px; color: var(--text-mute); }
#csi .bar-row .bar-track { flex: 1; height: 6px; background: rgba(255,184,64,0.08); border-radius: 2px; overflow: hidden; }
#csi .bar-row .bar-fill {
height: 100%; background: linear-gradient(90deg, var(--amber-hot), var(--amber));
box-shadow: 0 0 6px var(--amber); transition: width 0.08s linear;
}
#csi .bar-row .val { width: 36px; text-align: right; color: var(--amber); font-variant-numeric: tabular-nums; }
#helpers {
position: absolute; bottom: 20px; right: 20px; min-width: 220px;
background: var(--bg-panel); border: 1px solid var(--border); border-radius: 4px;
padding: 12px 14px; backdrop-filter: blur(8px); z-index: 10;
}
#helpers h2 { margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px; }
#helpers label {
display: flex; align-items: center; gap: 10px; padding: 3px 0; cursor: pointer; user-select: none; font-size: 11px;
}
#helpers label:hover { color: var(--amber-hot); }
#helpers input[type=checkbox] { accent-color: var(--amber); width: 13px; height: 13px; cursor: pointer; }
#helpers .swatch { width: 8px; height: 8px; border-radius: 50%; margin-left: auto; box-shadow: 0 0 6px currentColor; }
#loading {
position: absolute; inset: 0; display: flex; align-items: center; justify-content: center;
background: rgba(5, 5, 7, 0.96); z-index: 20; font-size: 13px; color: var(--amber);
letter-spacing: 2px; text-transform: uppercase;
}
#loading.hidden { display: none; }
#loading .text {
text-shadow: 0 0 12px var(--amber);
animation: loadPulse 1.4s ease-in-out infinite;
}
@keyframes loadPulse { 0%,100% { opacity: 0.4; } 50% { opacity: 1.0; } }
@keyframes scanFlash {
0% { opacity: 0; } 10% { opacity: 0.12; } 100% { opacity: 0; }
}
.scan-flash {
position: fixed; inset: 0;
background: linear-gradient(90deg, transparent, var(--magenta), transparent);
mix-blend-mode: screen; pointer-events: none; opacity: 0; z-index: 4;
}
#titlecard {
position: absolute; bottom: 76px; left: 50%; transform: translateX(-50%);
text-align: center; color: var(--amber-hot); letter-spacing: 6px; font-size: 11px;
text-transform: uppercase; opacity: 0.35; z-index: 10;
text-shadow: 0 0 12px var(--amber); pointer-events: none;
}
#titlecard .sub { font-size: 9px; color: var(--text-mute); letter-spacing: 4px; margin-top: 4px; }
#adr-badge {
position: absolute; top: 50%; right: 20px; transform: translateY(-50%);
padding: 6px 10px; background: var(--bg-panel); border: 1px solid var(--border);
border-radius: 4px; font-size: 9px; color: var(--text-mute); z-index: 10;
backdrop-filter: blur(8px); letter-spacing: 0.5px; max-width: 70px; text-align: center; line-height: 1.5;
}
#adr-badge a { color: var(--amber); text-decoration: none; display: block; }
#adr-badge a:hover { color: var(--amber-hot); }
</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>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
</head>
<body>
<div class="overlay-frame"></div>
<div class="scanlines"></div>
<div class="scan-flash" id="scan-flash"></div>
<div id="loading"><div class="text">▸ Loading skinned subject · Xbot.glb · 2.9 MB</div></div>
<div class="panel" id="info">
<h1>RuView · Skinned</h1>
<div class="sub">ADR-097 · GLTF skinned mesh · additive animation blending</div>
<div class="row"><span class="k">Subject</span><span class="v amber">● Tracked</span></div>
<div class="row"><span class="k">Model</span><span class="v">Xbot.glb · 14k tris</span></div>
<div class="row"><span class="k">Base anim</span><span class="v amber" id="base-name">walk</span></div>
<div class="row"><span class="k">Additive</span><span class="v mag" id="add-name">headShake · 0.40</span></div>
<div class="row"><span class="k">Mesh nodes</span><span class="v cyan">4 · multistatic</span></div>
<div class="row"><span class="k">Coherence</span><span class="v" id="coh-val">— %</span></div>
<div class="row"><span class="k">Heart rate</span><span class="v amber" id="hr-val">— bpm</span></div>
<div class="row"><span class="k">Bbox vol</span><span class="v" id="bbox-vol">— m³</span></div>
<div class="row"><span class="k">Render</span><span class="v" id="fps-val">— fps</span></div>
</div>
<div id="anim">
<h2>AnimationMixer</h2>
<div class="group">
<div class="group-label">Base · loops</div>
<button data-base="idle">idle</button>
<button data-base="walk" class="active">walk</button>
<button data-base="run">run</button>
</div>
<div class="group">
<div class="group-label">Additive · layered</div>
<button data-add="agree">agree</button>
<button data-add="headShake" class="active">headShake</button>
<button data-add="sad_pose">sad</button>
<button data-add="sneak_pose">sneak</button>
</div>
<div class="group">
<div class="slider-row">
<span class="label">add weight</span>
<input type="range" id="add-weight" min="0" max="1" step="0.01" value="0.40">
<span class="val" id="add-weight-val">0.40</span>
</div>
<div class="slider-row">
<span class="label">time scale</span>
<input type="range" id="time-scale" min="0.1" max="2" step="0.05" value="1.0">
<span class="val" id="time-scale-val">1.00</span>
</div>
</div>
</div>
<div class="panel" id="csi">
<h2>Per-node CSI</h2>
<div class="bar-row"><span class="label">N1·BL</span><div class="bar-track"><div class="bar-fill" id="bar-0" style="width:0"></div></div><span class="val" id="val-0"></span></div>
<div class="bar-row"><span class="label">N2·BR</span><div class="bar-track"><div class="bar-fill" id="bar-1" style="width:0"></div></div><span class="val" id="val-1"></span></div>
<div class="bar-row"><span class="label">N3·FL</span><div class="bar-track"><div class="bar-fill" id="bar-2" style="width:0"></div></div><span class="val" id="val-2"></span></div>
<div class="bar-row"><span class="label">N4·FR</span><div class="bar-track"><div class="bar-fill" id="bar-3" style="width:0"></div></div><span class="val" id="val-3"></span></div>
</div>
<div id="helpers">
<h2>ADR-097 helpers</h2>
<label><input type="checkbox" id="t-grid" checked>GridHelper<span class="swatch" style="color:#666"></span></label>
<label><input type="checkbox" id="t-polar" checked>PolarGridHelper<span class="swatch" style="color:#ffb840"></span></label>
<label><input type="checkbox" id="t-bbox" checked>BoxHelper on mesh<span class="swatch" style="color:#ffe09f"></span></label>
<label><input type="checkbox" id="t-skel">SkeletonHelper<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-nodebox" checked>Per-node BoxHelpers<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-pings" checked>Sonar pings<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-tomo" checked>Tomography sweep<span class="swatch" style="color:#ff4cc8"></span></label>
</div>
<div id="titlecard">
RuView · Seldon Vault
<div class="sub">skinned · ADR-097 · CCDIKSolver next</div>
</div>
<div id="adr-badge">
<a href="https://threejs.org/examples/#webgl_animation_skinning_additive_blending" target="_blank" rel="noopener">additive blend</a>
<a href="https://threejs.org/examples/#webgl_animation_skinning_ik" target="_blank" rel="noopener" style="margin-top:4px;">skinning IK</a>
</div>
<script>
// =====================================================================
// RuView · Skinned · ADR-097 + GLTF skinned mesh + additive animation
// --------------------------------------------------------------------
// Replaces the procedural sphere-skeleton of helpers-cinematic.html
// with a real rigged + skinned humanoid loaded from Xbot.glb. Plays
// a base loop (walk / run / idle) and layers an additive pose on
// top (headShake / agree / sneak / sad) — mirrors the upstream
// three.js webgl_animation_skinning_additive_blending example.
//
// All ADR-097 helpers still wrap the loaded mesh — BoxHelper picks
// up the live AABB of the SkinnedMesh, the polar grid sits under
// the rig, and per-node BoxHelpers wrap the four ESP32 markers.
//
// Production path (next): swap canned GLTF animations for live
// COCO-17 keypoint output → CCDIKSolver targets on hands/feet/head.
// Reference: three.js webgl_animation_skinning_ik example.
// =====================================================================
const MODEL_URL = 'https://threejs.org/examples/models/gltf/Xbot.glb';
const NODE_POSITIONS = [
[-1.9, 1.3, 1.9],[ 1.9, 1.3, 1.9],
[-1.9, 1.3, -1.9],[ 1.9, 1.3, -1.9],
];
// ---------------------------------------------------------------------
// Scene
// ---------------------------------------------------------------------
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x050507);
scene.fog = new THREE.FogExp2(0x050507, 0.06);
const camera = new THREE.PerspectiveCamera(48, window.innerWidth/window.innerHeight, 0.05, 100);
camera.position.set(3.2, 1.55, 4.0);
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
renderer.setPixelRatio(Math.min(2, window.devicePixelRatio));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.80;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0.9, 0);
controls.enableDamping = true;
controls.dampingFactor = 0.06;
controls.minDistance = 2; controls.maxDistance = 12;
controls.maxPolarAngle = Math.PI * 0.92;
controls.autoRotate = new URLSearchParams(location.search).get('orbit') === '1';
controls.autoRotateSpeed = 0.25;
// ---------------------------------------------------------------------
// Lights — the GLTF uses PBR materials so we actually need lighting
// here (unlike the all-emissive cinematic.html). Tuned to keep the
// amber/cyan mood: amber hemi + amber key + cyan rim lights from
// each node direction (visualizes "the nodes illuminate the subject").
// ---------------------------------------------------------------------
const hemiLight = new THREE.HemisphereLight(0x553a18, 0x080606, 0.7);
hemiLight.position.set(0, 4, 0);
scene.add(hemiLight);
const keyLight = new THREE.DirectionalLight(0xffc070, 0.95);
keyLight.position.set(2.5, 3.8, 2.5);
keyLight.castShadow = true;
keyLight.shadow.camera.top = 2; keyLight.shadow.camera.bottom = -2;
keyLight.shadow.camera.left = -2; keyLight.shadow.camera.right = 2;
keyLight.shadow.camera.near = 0.1; keyLight.shadow.camera.far = 12;
keyLight.shadow.mapSize.set(1024, 1024);
keyLight.shadow.bias = -0.0008;
scene.add(keyLight);
// cyan rim lights, one per ESP32 node — keeps the "sensed by the mesh" mood
const rimLights = [];
NODE_POSITIONS.forEach(pos => {
const rim = new THREE.PointLight(0x4cf, 0.55, 8, 1.8);
rim.position.set(pos[0] * 1.1, pos[1] * 0.7, pos[2] * 1.1);
scene.add(rim);
rimLights.push(rim);
});
// ---------------------------------------------------------------------
// Post-processing — same composer as cinematic.html
// ---------------------------------------------------------------------
const composer = new THREE.EffectComposer(renderer);
composer.addPass(new THREE.RenderPass(scene, camera));
const bloom = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
0.45, 0.40, 0.78,
);
composer.addPass(bloom);
const filmShader = {
uniforms: {
tDiffuse: { value: null },
time: { value: 0 }, grain: { value: 0.04 },
vignette: { value: 0.32 }, aberration: { value: 0.0018 },
},
vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform sampler2D tDiffuse; uniform float time, grain, vignette, aberration;
varying vec2 vUv;
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main() {
vec2 off = (vUv - 0.5) * aberration;
float r = texture2D(tDiffuse, vUv + off).r;
float g = texture2D(tDiffuse, vUv).g;
float b = texture2D(tDiffuse, vUv - off).b;
vec3 col = vec3(r, g, b);
col += (hash(vUv * 1024.0 + time) - 0.5) * grain;
float v = smoothstep(0.85, 0.20, length(vUv - 0.5));
col *= mix(1.0 - vignette, 1.0, v);
gl_FragColor = vec4(col, 1.0);
}`,
};
const filmPass = new THREE.ShaderPass(filmShader);
composer.addPass(filmPass);
// ---------------------------------------------------------------------
// Floor — same procedural cyber grid (toned down for skinned scene)
// ---------------------------------------------------------------------
const floorMat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 }, baseColor: { value: new THREE.Color(0xffb840) } },
vertexShader: `varying vec3 vPos; void main() { vPos = position; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform float time; uniform vec3 baseColor; varying vec3 vPos;
void main() {
vec2 g = abs(fract(vPos.xz * 0.5) - 0.5);
float line = smoothstep(0.48, 0.50, max(g.x, g.y));
float majorLine = smoothstep(0.96, 1.00, max(g.x, g.y) * 2.0);
float scan = 0.5 + 0.5 * sin((vPos.x + vPos.z) * 2.0 - time * 1.4);
scan = pow(scan, 14.0);
float falloff = smoothstep(5.0, 1.2, length(vPos.xz));
vec3 col = baseColor * (0.01 + 0.05 * line + 0.16 * majorLine + 0.08 * scan);
gl_FragColor = vec4(col * falloff, falloff * 0.55);
}`,
transparent: true, depthWrite: false,
});
const floor = new THREE.Mesh(new THREE.PlaneGeometry(20, 20), floorMat);
floor.rotation.x = -Math.PI / 2;
floor.position.y = 0;
scene.add(floor);
// shadow-receiving ground (invisible, just catches the shadow)
const shadowGround = new THREE.Mesh(
new THREE.PlaneGeometry(20, 20),
new THREE.ShadowMaterial({ opacity: 0.55 })
);
shadowGround.rotation.x = -Math.PI / 2;
shadowGround.position.y = 0.001;
shadowGround.receiveShadow = true;
scene.add(shadowGround);
// ---------------------------------------------------------------------
// ADR-097 helpers
// ---------------------------------------------------------------------
const gridHelper = new THREE.GridHelper(4, 20, 0x554a32, 0x2a2418);
gridHelper.material.transparent = true; gridHelper.material.opacity = 0.45;
scene.add(gridHelper);
const polarHelper = new THREE.PolarGridHelper(2.2, 16, 4, 64, 0xffb840, 0x4a3a1a);
polarHelper.position.y = 0.002;
polarHelper.material.transparent = true; polarHelper.material.opacity = 0.55;
scene.add(polarHelper);
let bboxHelper = null;
let skeletonHelper = null;
// ---------------------------------------------------------------------
// Multistatic sensor nodes — same as cinematic
// ---------------------------------------------------------------------
const nodeGroup = new THREE.Group();
scene.add(nodeGroup);
const nodeBboxHelpers = [];
const nodeRings = [];
const nodeAnchors = [];
const nodeBodyGeo = new THREE.BoxGeometry(0.14, 0.06, 0.20);
const nodeBodyMat = new THREE.MeshBasicMaterial({ color: 0xffb840 });
const antennaGeo = new THREE.ConeGeometry(0.018, 0.10, 8);
const antennaMat = new THREE.MeshBasicMaterial({ color: 0xffe09f });
NODE_POSITIONS.forEach((pos, i) => {
const group = new THREE.Group();
group.position.set(pos[0], pos[1], pos[2]);
const body = new THREE.Mesh(nodeBodyGeo, nodeBodyMat);
group.add(body);
const antenna = new THREE.Mesh(antennaGeo, antennaMat);
antenna.position.y = 0.08; group.add(antenna);
const ring = new THREE.Mesh(
new THREE.RingGeometry(0.11, 0.14, 32),
new THREE.MeshBasicMaterial({ color: 0xffb840, side: THREE.DoubleSide, transparent: true,
opacity: 0.55, blending: THREE.AdditiveBlending, depthWrite: false })
);
ring.rotation.x = -Math.PI / 2; ring.position.y = -0.05;
ring.userData.phase = i * 0.7;
group.add(ring); nodeRings.push(ring);
const core = new THREE.Mesh(
new THREE.SphereGeometry(0.025, 12, 12),
new THREE.MeshBasicMaterial({ color: 0xffe09f })
);
core.position.y = 0.04; group.add(core);
nodeGroup.add(group); nodeAnchors.push(group);
const bbox = new THREE.BoxHelper(group, 0x4cf);
bbox.material.transparent = true; bbox.material.opacity = 0.45;
scene.add(bbox); nodeBboxHelpers.push(bbox);
});
// ---------------------------------------------------------------------
// GLTF — load the rigged Xbot model
// ---------------------------------------------------------------------
let model = null;
let mixer = null;
let headBone = null;
const baseActions = {}; // idle / walk / run
const additiveActions = {}; // sneak_pose / sad_pose / agree / headShake
let currentBase = 'walk';
let currentAddName = 'headShake';
let addWeight = 0.40;
const loader = new THREE.GLTFLoader();
loader.load(MODEL_URL, (gltf) => {
model = gltf.scene;
model.position.y = 0;
model.traverse(obj => {
if (obj.isMesh) { obj.castShadow = true; obj.receiveShadow = true; }
if (obj.isBone && /head/i.test(obj.name) && !headBone) headBone = obj;
});
scene.add(model);
skeletonHelper = new THREE.SkeletonHelper(model);
skeletonHelper.visible = false;
scene.add(skeletonHelper);
mixer = new THREE.AnimationMixer(model);
const baseNames = new Set(['idle', 'walk', 'run']);
const additiveNames = new Set(['sneak_pose', 'sad_pose', 'agree', 'headShake']);
for (let i = 0; i < gltf.animations.length; i++) {
let clip = gltf.animations[i];
const name = clip.name;
if (baseNames.has(name)) {
const action = mixer.clipAction(clip);
action.enabled = true;
action.setEffectiveTimeScale(1);
action.setEffectiveWeight(name === currentBase ? 1 : 0);
action.play();
baseActions[name] = action;
} else if (additiveNames.has(name)) {
THREE.AnimationUtils.makeClipAdditive(clip);
if (name.endsWith('_pose')) {
clip = THREE.AnimationUtils.subclip(clip, name, 2, 3, 30);
}
const action = mixer.clipAction(clip);
action.enabled = true;
action.setEffectiveTimeScale(1);
action.setEffectiveWeight(name === currentAddName ? addWeight : 0);
action.play();
additiveActions[name] = action;
}
}
// build the face point cloud anchored to head bone
buildFacePointCloud();
document.getElementById('loading').classList.add('hidden');
}, (xhr) => {
const pct = xhr.loaded / (xhr.total || 2930032) * 100;
const txt = document.querySelector('#loading .text');
if (txt) txt.textContent = `▸ Loading skinned subject · Xbot.glb · ${pct.toFixed(0)} %`;
}, (err) => {
console.error('GLTF load failed', err);
document.querySelector('#loading .text').textContent = '⚠ Load failed — see console';
});
function setBase(name) {
if (!baseActions[name]) return;
for (const k in baseActions) {
const a = baseActions[k];
const target = (k === name) ? 1 : 0;
a.crossFadeTo ? null : null; // (no-op — using simple weight crossfade)
a.setEffectiveWeight(target);
}
currentBase = name;
document.getElementById('base-name').textContent = name;
for (const btn of document.querySelectorAll('#anim [data-base]')) {
btn.classList.toggle('active', btn.dataset.base === name);
}
}
function setAdditive(name) {
for (const k in additiveActions) {
additiveActions[k].setEffectiveWeight(k === name ? addWeight : 0);
}
currentAddName = name;
document.getElementById('add-name').textContent = name + ' · ' + addWeight.toFixed(2);
for (const btn of document.querySelectorAll('#anim [data-add]')) {
btn.classList.toggle('active', btn.dataset.add === name);
}
}
// ---------------------------------------------------------------------
// Face point cloud — anchored to head bone via getWorldPosition each frame
// ---------------------------------------------------------------------
const FACE_POINTS = 480;
const facePositions = new Float32Array(FACE_POINTS * 3);
const faceOffsets = new Float32Array(FACE_POINTS * 3);
const facePhases = new Float32Array(FACE_POINTS);
let facePoints = null;
function buildFacePointCloud() {
for (let i = 0; i < FACE_POINTS; i++) {
const u = Math.random() * Math.PI * 2;
const v = (Math.random() - 0.5) * Math.PI * 0.95;
const cu = Math.cos(u), su = Math.sin(u);
const cv = Math.cos(v), sv = Math.sin(v);
faceOffsets[i*3+0] = 0.085 * cv * cu;
faceOffsets[i*3+1] = 0.108 * sv;
faceOffsets[i*3+2] = 0.072 * cv * su;
facePhases[i] = Math.random() * Math.PI * 2;
}
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(facePositions, 3));
geom.setAttribute('aPhase', new THREE.BufferAttribute(facePhases, 1));
const mat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 } },
vertexShader: `
attribute float aPhase; uniform float time;
varying float vAlpha;
void main() {
vec4 mv = modelViewMatrix * vec4(position, 1.0);
float shimmer = 0.5 + 0.5 * sin(time * 3.0 + aPhase);
vAlpha = 0.18 + 0.30 * shimmer;
gl_Position = projectionMatrix * mv;
gl_PointSize = (1.6 + shimmer * 1.0) * (200.0 / -mv.z);
}`,
fragmentShader: `
varying float vAlpha;
void main() {
vec2 c = gl_PointCoord - 0.5;
float d = length(c);
if (d > 0.5) discard;
float falloff = smoothstep(0.5, 0.0, d);
vec3 col = mix(vec3(0.18, 0.52, 0.72), vec3(0.55, 0.62, 0.72), 0.5);
gl_FragColor = vec4(col * (1.0 + falloff * 0.3), vAlpha * falloff);
}`,
transparent: true, depthWrite: false,
});
facePoints = new THREE.Points(geom, mat);
scene.add(facePoints);
}
// ---------------------------------------------------------------------
// Sonar pings + tomography sweep — same as cinematic.html
// ---------------------------------------------------------------------
const PING_POOL = 24;
const pings = [];
const pingGeo = new THREE.TorusGeometry(1, 0.012, 8, 48);
for (let i = 0; i < PING_POOL; i++) {
const mat = new THREE.MeshBasicMaterial({ color: 0x4cf, transparent: true, opacity: 0, depthWrite: false });
const mesh = new THREE.Mesh(pingGeo, mat);
mesh.visible = false; scene.add(mesh);
pings.push({ mesh, active: false, t0: 0, duration: 0,
origin: new THREE.Vector3(), target: new THREE.Vector3() });
}
let pingIndex = 0;
function emitPing(origin, target) {
const p = pings[pingIndex]; pingIndex = (pingIndex + 1) % PING_POOL;
p.active = true; p.t0 = performance.now() * 0.001;
p.duration = 0.55 + Math.random() * 0.20;
p.origin.copy(origin); p.target.copy(target);
p.mesh.position.copy(origin); p.mesh.visible = true;
p.mesh.material.opacity = 0;
const dir = new THREE.Vector3().subVectors(target, origin).normalize();
p.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), dir);
}
const tomoMat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 }, intensity: { value: 0 } },
vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform float time, intensity; varying vec2 vUv;
void main() {
float band = exp(-pow((vUv.x - 0.5) * 14.0, 2.0));
float lines = 0.5 + 0.5 * sin(vUv.y * 90.0 + time * 4.0);
vec3 col = vec3(1.0, 0.3, 0.78) * band * (0.6 + 0.4 * lines);
gl_FragColor = vec4(col, intensity * band * 0.75);
}`,
transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, side: THREE.DoubleSide,
});
const tomoPlane = new THREE.Mesh(new THREE.PlaneGeometry(8, 6), tomoMat);
tomoPlane.rotation.y = Math.PI / 2;
tomoPlane.position.set(-2, 1.0, 0);
tomoPlane.visible = false;
scene.add(tomoPlane);
let tomoActive = false, tomoT0 = 0, tomoNextAt = 4 + Math.random() * 4;
// ---------------------------------------------------------------------
// Pseudo-CSI driver — same as cinematic
// ---------------------------------------------------------------------
const csiAmp = [0, 0, 0, 0];
let csiCoherence = 0.5;
const csiNoise = [0, 0, 0, 0];
function tickCsi(t, targetWorld) {
for (let i = 0; i < 4; i++) csiNoise[i] = csiNoise[i] * 0.92 + (Math.random() - 0.5) * 0.08;
let mean = 0; const amps = [];
for (let i = 0; i < 4; i++) {
const np = NODE_POSITIONS[i];
const dx = np[0] - targetWorld.x, dy = np[1] - targetWorld.y, dz = np[2] - targetWorld.z;
const r2 = dx*dx + dy*dy + dz*dz;
const fall = 1.0 / (1.0 + r2 * 0.18);
const breath = Math.sin(t * 0.27 * Math.PI * 2) * 0.10;
const heart = Math.sin(t * 1.18 * Math.PI * 2) * 0.04;
const walk = Math.sin(t * 1.9 + i * 0.5) * 0.12;
const a = Math.max(0, Math.min(1, fall + breath + heart + walk + csiNoise[i] * 0.30));
amps.push(a);
csiAmp[i] = csiAmp[i] * 0.7 + a * 0.3;
mean += a;
}
mean /= 4;
let v = 0; for (let i = 0; i < 4; i++) v += (amps[i] - mean) ** 2;
v = Math.sqrt(v / 4);
csiCoherence = csiCoherence * 0.85 + Math.max(0, Math.min(1, 1.0 - v * 2.5)) * 0.15;
}
// ---------------------------------------------------------------------
// Per-frame updates
// ---------------------------------------------------------------------
const tmpVec = new THREE.Vector3();
let lastPingT = [0, 0, 0, 0];
function updateNodes() {
for (let i = 0; i < 4; i++) {
const ring = nodeRings[i];
const amp = csiAmp[i];
ring.material.opacity = 0.32 + 0.55 * amp;
ring.scale.setScalar(1 + 0.30 * amp);
rimLights[i].intensity = 0.30 + 0.60 * amp * csiCoherence;
}
}
function maybeEmitPings(t, modelCenter) {
if (!document.getElementById('t-pings').checked || !model) return;
for (let i = 0; i < 4; i++) {
const interval = 1.2 / (0.25 + csiAmp[i]);
if (t - lastPingT[i] > interval) {
lastPingT[i] = t;
const target = modelCenter.clone();
target.y += (Math.random() - 0.3) * 0.8;
target.x += (Math.random() - 0.5) * 0.2;
const origin = nodeAnchors[i].getWorldPosition(new THREE.Vector3());
emitPing(origin, target);
}
}
}
function updatePings(t) {
for (const p of pings) {
if (!p.active) continue;
const u = (t - p.t0) / p.duration;
if (u >= 1) { p.active = false; p.mesh.visible = false; continue; }
p.mesh.position.lerpVectors(p.origin, p.target, u);
p.mesh.scale.setScalar(0.03 + u * 0.18);
p.mesh.material.opacity = (1.0 - u) * 0.40 * csiCoherence;
}
}
function updateTomography(t) {
if (!document.getElementById('t-tomo').checked) { tomoActive = false; tomoPlane.visible = false; return; }
if (!tomoActive && t > tomoNextAt) {
tomoActive = true; tomoT0 = t; tomoPlane.visible = true;
const sf = document.getElementById('scan-flash');
sf.style.animation = 'none';
requestAnimationFrame(() => { sf.style.animation = 'scanFlash 1.6s ease-out'; });
}
if (tomoActive) {
const dur = 2.4;
const e = (t - tomoT0) / dur;
if (e >= 1) {
tomoActive = false; tomoPlane.visible = false;
tomoNextAt = t + 4 + Math.random() * 5;
} else {
tomoPlane.position.x = -3 + e * 6;
tomoMat.uniforms.intensity.value = Math.sin(e * Math.PI);
tomoMat.uniforms.time.value = t;
}
}
}
function updateBbox() {
const want = document.getElementById('t-bbox').checked && model;
if (!want) {
if (bboxHelper) { scene.remove(bboxHelper); bboxHelper = null; }
document.getElementById('bbox-vol').textContent = '—';
return;
}
if (!bboxHelper) {
bboxHelper = new THREE.BoxHelper(model, 0xffe09f);
bboxHelper.material.transparent = true; bboxHelper.material.opacity = 0.55;
scene.add(bboxHelper);
} else bboxHelper.setFromObject(model);
const box = new THREE.Box3().setFromObject(model);
const size = box.getSize(new THREE.Vector3());
document.getElementById('bbox-vol').textContent = (size.x * size.y * size.z).toFixed(3) + ' m³';
}
function updateFaceCloud(t) {
if (!facePoints || !headBone) return;
const headWorld = new THREE.Vector3();
headBone.getWorldPosition(headWorld);
const pos = facePoints.geometry.attributes.position;
for (let i = 0; i < FACE_POINTS; i++) {
pos.array[i*3+0] = headWorld.x + faceOffsets[i*3+0];
pos.array[i*3+1] = headWorld.y + faceOffsets[i*3+1] + 0.06;
pos.array[i*3+2] = headWorld.z + faceOffsets[i*3+2];
}
pos.needsUpdate = true;
facePoints.material.uniforms.time.value = t;
}
let hudT = 0;
function updateHud(t, fps) {
if (t - hudT < 0.1) return;
hudT = t;
for (let i = 0; i < 4; i++) {
const pct = Math.round(csiAmp[i] * 100);
document.getElementById('bar-' + i).style.width = pct + '%';
document.getElementById('val-' + i).textContent = pct + '%';
}
document.getElementById('coh-val').textContent = (csiCoherence * 100).toFixed(0) + ' %';
document.getElementById('hr-val').textContent = (68 + Math.sin(t * 0.3) * 4).toFixed(0) + ' bpm';
document.getElementById('fps-val').textContent = fps.toFixed(0) + ' fps';
}
// ---------------------------------------------------------------------
// UI wiring
// ---------------------------------------------------------------------
for (const btn of document.querySelectorAll('#anim [data-base]')) {
btn.addEventListener('click', () => setBase(btn.dataset.base));
}
for (const btn of document.querySelectorAll('#anim [data-add]')) {
btn.addEventListener('click', () => setAdditive(btn.dataset.add));
}
document.getElementById('add-weight').addEventListener('input', (e) => {
addWeight = parseFloat(e.target.value);
document.getElementById('add-weight-val').textContent = addWeight.toFixed(2);
if (additiveActions[currentAddName]) additiveActions[currentAddName].setEffectiveWeight(addWeight);
document.getElementById('add-name').textContent = currentAddName + ' · ' + addWeight.toFixed(2);
});
document.getElementById('time-scale').addEventListener('input', (e) => {
const ts = parseFloat(e.target.value);
document.getElementById('time-scale-val').textContent = ts.toFixed(2);
if (mixer) mixer.timeScale = ts;
});
function bindToggle(id, obj) {
document.getElementById(id).addEventListener('change', e => {
if (e.target.checked && !scene.children.includes(obj)) scene.add(obj);
else if (!e.target.checked) scene.remove(obj);
});
}
bindToggle('t-grid', gridHelper);
bindToggle('t-polar', polarHelper);
document.getElementById('t-skel').addEventListener('change', e => {
if (skeletonHelper) skeletonHelper.visible = e.target.checked;
});
document.getElementById('t-nodebox').addEventListener('change', e => {
for (const bb of nodeBboxHelpers) {
if (e.target.checked && !scene.children.includes(bb)) scene.add(bb);
else if (!e.target.checked) scene.remove(bb);
}
});
// ---------------------------------------------------------------------
// Main loop
// ---------------------------------------------------------------------
const clock = new THREE.Clock();
let lastMs = performance.now();
let fpsEma = 60;
function tick() {
const nowMs = performance.now();
const dt = nowMs - lastMs;
lastMs = nowMs;
fpsEma = fpsEma * 0.92 + (1000 / Math.max(dt, 1)) * 0.08;
const t = nowMs * 0.001;
const delta = clock.getDelta();
if (mixer) mixer.update(delta);
floorMat.uniforms.time.value = t;
filmShader.uniforms.time.value = t;
// get model center for CSI / ping targeting
const center = new THREE.Vector3();
if (model) {
const box = new THREE.Box3().setFromObject(model);
box.getCenter(center);
} else center.set(0, 0.9, 0);
tickCsi(t, center);
updateNodes();
maybeEmitPings(t, center);
updatePings(t);
updateTomography(t);
updateBbox();
updateFaceCloud(t);
controls.update();
composer.render();
updateHud(t, fpsEma);
requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
bloom.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>

View File

@ -0,0 +1,961 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>RuView · Skinned (FBX) · Mixamo X Bot in the ADR-097 helpers scene</title>
<link rel="icon" type="image/svg+xml" href="data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32'><circle cx='16' cy='16' r='10' fill='%23e8a634'/></svg>">
<style>
:root {
--bg: #050507; --bg-panel: rgba(8,10,14,0.78);
--amber: #ffb840; --amber-hot: #ffe09f;
--cyan: #4cf; --magenta: #ff4cc8;
--text: #d8c69a; --text-mute: #6b6155;
--border: rgba(255,184,64,0.18);
}
* { box-sizing: border-box; }
body {
margin: 0; background: var(--bg); color: var(--text); overflow: hidden;
font-family: 'SF Mono', 'Cascadia Code', Consolas, monospace;
-webkit-font-smoothing: antialiased; font-size: 12px;
}
canvas { display: block; }
.overlay-frame {
position: fixed; inset: 0; pointer-events: none; z-index: 5;
background:
radial-gradient(ellipse at center, transparent 55%, rgba(0,0,0,0.55) 100%),
linear-gradient(180deg, rgba(0,0,0,0.32) 0%, transparent 18%, transparent 82%, rgba(0,0,0,0.38) 100%);
}
.scanlines {
position: fixed; inset: 0; pointer-events: none; z-index: 6;
background: repeating-linear-gradient(0deg, rgba(0,0,0,0.04) 0px, rgba(0,0,0,0.04) 1px, transparent 1px, transparent 3px);
mix-blend-mode: overlay; opacity: 0.5;
}
.panel {
position: absolute; background: var(--bg-panel); border: 1px solid var(--border);
border-radius: 4px; padding: 12px 14px; backdrop-filter: blur(8px);
box-shadow: 0 1px 0 rgba(255,184,64,0.04), 0 8px 32px rgba(0,0,0,0.55); z-index: 10;
}
.panel h2 {
margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px;
}
#info { top: 20px; left: 20px; min-width: 280px; }
#info h1 { margin: 0 0 1px 0; font-size: 13px; letter-spacing: 1px; color: var(--amber-hot); font-weight: 600; }
#info .sub { font-size: 10px; color: var(--text-mute); letter-spacing: 0.5px; margin-bottom: 10px; padding-bottom: 8px; border-bottom: 1px solid var(--border); }
#info .row { display: flex; justify-content: space-between; gap: 12px; padding: 2px 0; }
#info .row .k { color: var(--text-mute); font-size: 11px; }
#info .row .v { color: var(--text); font-variant-numeric: tabular-nums; font-size: 11px; }
#info .row .v.amber { color: var(--amber); }
#info .row .v.cyan { color: var(--cyan); }
#info .row .v.mag { color: var(--magenta); }
#anim {
position: absolute; bottom: 20px; left: 20px; min-width: 280px;
background: var(--bg-panel); border: 1px solid var(--border); border-radius: 4px;
padding: 12px 14px; backdrop-filter: blur(8px); z-index: 10;
}
#anim h2 { margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px; }
#anim .row { padding: 6px 0; font-size: 10px; }
#anim .row .label { color: var(--text-mute); margin-right: 8px; }
#anim button {
background: rgba(255,184,64,0.06); border: 1px solid rgba(255,184,64,0.18);
color: var(--text); font-family: inherit; font-size: 10px; padding: 4px 8px;
margin: 2px 4px 2px 0; cursor: pointer; border-radius: 3px; letter-spacing: 0.5px;
}
#anim button:hover { background: rgba(255,184,64,0.14); color: var(--amber-hot); }
#anim button.active { background: var(--amber); color: var(--bg); border-color: var(--amber); font-weight: 600; }
#anim .slider-row { display: flex; align-items: center; gap: 8px; padding: 3px 0; font-size: 10px; margin-top: 6px; border-top: 1px solid rgba(255,184,64,0.08); padding-top: 8px; }
#anim .slider-row .label { width: 90px; }
#anim .slider-row input[type=range] { flex: 1; accent-color: var(--amber); }
#anim .slider-row .val { width: 38px; text-align: right; color: var(--amber); font-variant-numeric: tabular-nums; }
#anim .empty-hint {
font-size: 10px; color: var(--text-mute); line-height: 1.5; margin-top: 4px;
padding: 8px; background: rgba(255,184,64,0.04); border-radius: 3px;
border-left: 2px solid var(--amber);
}
#anim .empty-hint a { color: var(--amber); text-decoration: none; }
#anim .empty-hint a:hover { color: var(--amber-hot); text-decoration: underline; }
#helpers {
position: absolute; bottom: 20px; right: 20px; min-width: 220px;
background: var(--bg-panel); border: 1px solid var(--border); border-radius: 4px;
padding: 12px 14px; backdrop-filter: blur(8px); z-index: 10;
}
#helpers h2 { margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px; }
#helpers label {
display: flex; align-items: center; gap: 10px; padding: 3px 0; cursor: pointer; user-select: none; font-size: 11px;
}
#helpers label:hover { color: var(--amber-hot); }
#helpers input[type=checkbox] { accent-color: var(--amber); width: 13px; height: 13px; cursor: pointer; }
#helpers .swatch { width: 8px; height: 8px; border-radius: 50%; margin-left: auto; box-shadow: 0 0 6px currentColor; }
#csi { top: 20px; right: 20px; min-width: 260px; }
#csi .bar-row { display: flex; align-items: center; gap: 8px; padding: 3px 0; font-size: 10px; }
#csi .bar-row .label { width: 42px; color: var(--text-mute); }
#csi .bar-row .bar-track { flex: 1; height: 6px; background: rgba(255,184,64,0.08); border-radius: 2px; overflow: hidden; }
#csi .bar-row .bar-fill {
height: 100%; background: linear-gradient(90deg, var(--amber-hot), var(--amber));
box-shadow: 0 0 6px var(--amber); transition: width 0.08s linear;
}
#csi .bar-row .val { width: 36px; text-align: right; color: var(--amber); font-variant-numeric: tabular-nums; }
#loading {
position: absolute; inset: 0; display: flex; align-items: center; justify-content: center;
background: rgba(5,5,7,0.96); z-index: 20; font-size: 13px; color: var(--amber);
letter-spacing: 2px; text-transform: uppercase;
}
#loading.hidden { display: none; }
#loading .text { text-shadow: 0 0 12px var(--amber); animation: loadPulse 1.4s ease-in-out infinite; }
@keyframes loadPulse { 0%,100% { opacity: 0.4; } 50% { opacity: 1.0; } }
@keyframes scanFlash { 0% { opacity: 0; } 10% { opacity: 0.12; } 100% { opacity: 0; } }
.scan-flash {
position: fixed; inset: 0;
background: linear-gradient(90deg, transparent, var(--magenta), transparent);
mix-blend-mode: screen; pointer-events: none; opacity: 0; z-index: 4;
}
#titlecard {
position: absolute; bottom: 76px; left: 50%; transform: translateX(-50%);
text-align: center; color: var(--amber-hot); letter-spacing: 6px; font-size: 11px;
text-transform: uppercase; opacity: 0.35; z-index: 10;
text-shadow: 0 0 12px var(--amber); pointer-events: none;
}
#titlecard .sub { font-size: 9px; color: var(--text-mute); letter-spacing: 4px; margin-top: 4px; }
</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>
<script src="https://unpkg.com/fflate@0.7.4/umd/index.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/curves/NURBSCurve.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/loaders/FBXLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
</head>
<body>
<div class="overlay-frame"></div>
<div class="scanlines"></div>
<div class="scan-flash" id="scan-flash"></div>
<div id="loading"><div class="text">▸ Loading skinned subject · X Bot.fbx</div></div>
<div class="panel" id="info">
<h1>RuView · Skinned (FBX)</h1>
<div class="sub">ADR-097 · Mixamo X Bot · loaded via FBXLoader</div>
<div class="row"><span class="k">Subject</span><span class="v amber">● Tracked</span></div>
<div class="row"><span class="k">Source</span><span class="v" id="src-name">X Bot.fbx</span></div>
<div class="row"><span class="k">Format</span><span class="v">FBX 7700 · 1.75 MB</span></div>
<div class="row"><span class="k">Bones</span><span class="v" id="bone-count"></span></div>
<div class="row"><span class="k">Animation</span><span class="v amber" id="anim-name"></span></div>
<div class="row"><span class="k">Mesh nodes</span><span class="v cyan">4 · multistatic</span></div>
<div class="row"><span class="k">Coherence</span><span class="v" id="coh-val">— %</span></div>
<div class="row"><span class="k">Heart rate</span><span class="v amber" id="hr-val">— bpm</span></div>
<div class="row"><span class="k">Bbox vol</span><span class="v" id="bbox-vol">— m³</span></div>
<div class="row"><span class="k">Render</span><span class="v" id="fps-val">— fps</span></div>
</div>
<div id="anim">
<h2>AnimationMixer</h2>
<div class="row">
<span class="label">clips</span>
<span id="clip-buttons"></span>
</div>
<div class="slider-row">
<span class="label">time scale</span>
<input type="range" id="time-scale" min="0.1" max="2" step="0.05" value="1.0">
<span class="val" id="time-scale-val">1.00</span>
</div>
<div class="empty-hint" id="empty-hint" style="display:none;">
<strong>No animations in this FBX.</strong><br>
Mixamo's "T-Pose / Without Skin" export rigs the model but has no clips.
Re-download with <em>"Original Pose"</em> + an animation selected
(e.g. <a href="https://www.mixamo.com/#/?page=1&query=walking&type=Motion%2CMotionPack" target="_blank" rel="noopener">Walking</a>) to get a clip, or drop another FBX with anim and reload.
</div>
</div>
<div class="panel" id="csi">
<h2>Per-node CSI</h2>
<div class="bar-row"><span class="label">N1·BL</span><div class="bar-track"><div class="bar-fill" id="bar-0"></div></div><span class="val" id="val-0"></span></div>
<div class="bar-row"><span class="label">N2·BR</span><div class="bar-track"><div class="bar-fill" id="bar-1"></div></div><span class="val" id="val-1"></span></div>
<div class="bar-row"><span class="label">N3·FL</span><div class="bar-track"><div class="bar-fill" id="bar-2"></div></div><span class="val" id="val-2"></span></div>
<div class="bar-row"><span class="label">N4·FR</span><div class="bar-track"><div class="bar-fill" id="bar-3"></div></div><span class="val" id="val-3"></span></div>
</div>
<div id="helpers">
<h2>ADR-097 helpers</h2>
<label><input type="checkbox" id="t-grid" checked>GridHelper<span class="swatch" style="color:#666"></span></label>
<label><input type="checkbox" id="t-polar" checked>PolarGridHelper<span class="swatch" style="color:#ffb840"></span></label>
<label><input type="checkbox" id="t-bbox" checked>BoxHelper on mesh<span class="swatch" style="color:#ffe09f"></span></label>
<label><input type="checkbox" id="t-skel">SkeletonHelper<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-nodebox" checked>Per-node BoxHelpers<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-pings" checked>Sonar pings<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-tomo" checked>Tomography sweep<span class="swatch" style="color:#ff4cc8"></span></label>
<label><input type="checkbox" id="t-rays" checked>RF illumination cones<span class="swatch" style="color:#ffb840"></span></label>
</div>
<div id="titlecard">
RuView · Seldon Vault
<div class="sub">FBXLoader · Mixamo · ADR-097</div>
</div>
<script>
// =====================================================================
// RuView · Skinned (FBX) · Mixamo X Bot loaded via FBXLoader
// --------------------------------------------------------------------
// Sibling of helpers-skinned.html that loads a local .fbx file
// rather than the canonical GLB. Same cinematic atmosphere
// (UnrealBloomPass, sonar pings, tomography sweep, pseudo-CSI),
// same ADR-097 helpers wrapping the rigged mesh.
//
// Mixamo FBX caveats handled here:
// 1. Mixamo exports in cm (100 = 1 m). We auto-detect by the
// loaded model's bbox height and rescale to ~1.7 m human size.
// 2. PhongMaterial → StandardMaterial swap for cleaner shading
// under our amber key + cyan rim lights.
// 3. Bone name probing for the head (Mixamo: "mixamorigHead",
// legacy: "Bip01_Head", or any bone with /head/i match).
// 4. Graceful no-animations case — many Mixamo exports are
// rig-only.
// =====================================================================
const MODEL_URL = '../assets/X%20Bot.fbx';
const NODE_POSITIONS = [
[-1.9, 1.3, 1.9],[ 1.9, 1.3, 1.9],
[-1.9, 1.3, -1.9],[ 1.9, 1.3, -1.9],
];
// ---------------------------------------------------------------------
// Scene / camera / renderer
// ---------------------------------------------------------------------
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x050507);
scene.fog = new THREE.FogExp2(0x050507, 0.06);
const camera = new THREE.PerspectiveCamera(48, window.innerWidth/window.innerHeight, 0.05, 100);
camera.position.set(3.2, 1.55, 4.0);
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
renderer.setPixelRatio(Math.min(2, window.devicePixelRatio));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.80;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0.9, 0);
controls.enableDamping = true; controls.dampingFactor = 0.06;
controls.minDistance = 2; controls.maxDistance = 12;
controls.maxPolarAngle = Math.PI * 0.92;
controls.autoRotate = new URLSearchParams(location.search).get('orbit') === '1';
controls.autoRotateSpeed = 0.25;
// ---------------------------------------------------------------------
// Lights — amber key + cyan rim from each ESP32 direction
// ---------------------------------------------------------------------
scene.add(new THREE.HemisphereLight(0x553a18, 0x080606, 0.7));
const keyLight = new THREE.DirectionalLight(0xffc070, 1.05);
keyLight.position.set(2.5, 3.8, 2.5);
keyLight.castShadow = true;
keyLight.shadow.camera.top = 2; keyLight.shadow.camera.bottom = -2;
keyLight.shadow.camera.left = -2; keyLight.shadow.camera.right = 2;
keyLight.shadow.camera.near = 0.1; keyLight.shadow.camera.far = 12;
keyLight.shadow.mapSize.set(1024, 1024);
keyLight.shadow.bias = -0.0008;
scene.add(keyLight);
const rimLights = [];
NODE_POSITIONS.forEach(pos => {
const rim = new THREE.PointLight(0x4cf, 0.55, 8, 1.8);
rim.position.set(pos[0] * 1.1, pos[1] * 0.7, pos[2] * 1.1);
scene.add(rim); rimLights.push(rim);
});
// ---------------------------------------------------------------------
// Post-processing
// ---------------------------------------------------------------------
const composer = new THREE.EffectComposer(renderer);
composer.addPass(new THREE.RenderPass(scene, camera));
const bloom = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
0.45, 0.40, 0.78,
);
composer.addPass(bloom);
const filmShader = {
uniforms: { tDiffuse: { value: null }, time: { value: 0 }, grain: { value: 0.04 },
vignette: { value: 0.32 }, aberration: { value: 0.0018 } },
vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform sampler2D tDiffuse; uniform float time, grain, vignette, aberration;
varying vec2 vUv;
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main() {
vec2 off = (vUv - 0.5) * aberration;
float r = texture2D(tDiffuse, vUv + off).r;
float g = texture2D(tDiffuse, vUv).g;
float b = texture2D(tDiffuse, vUv - off).b;
vec3 col = vec3(r, g, b);
col += (hash(vUv * 1024.0 + time) - 0.5) * grain;
float v = smoothstep(0.85, 0.20, length(vUv - 0.5));
col *= mix(1.0 - vignette, 1.0, v);
gl_FragColor = vec4(col, 1.0);
}`,
};
const filmPass = new THREE.ShaderPass(filmShader);
composer.addPass(filmPass);
// ---------------------------------------------------------------------
// Floor (same procedural shader as cinematic / skinned-glb)
// ---------------------------------------------------------------------
const floorMat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 }, baseColor: { value: new THREE.Color(0xffb840) } },
vertexShader: `varying vec3 vPos; void main() { vPos = position; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform float time; uniform vec3 baseColor; varying vec3 vPos;
void main() {
vec2 g = abs(fract(vPos.xz * 0.5) - 0.5);
float line = smoothstep(0.48, 0.50, max(g.x, g.y));
float majorLine = smoothstep(0.96, 1.00, max(g.x, g.y) * 2.0);
float scan = 0.5 + 0.5 * sin((vPos.x + vPos.z) * 2.0 - time * 1.4);
scan = pow(scan, 14.0);
float falloff = smoothstep(5.0, 1.2, length(vPos.xz));
vec3 col = baseColor * (0.01 + 0.05 * line + 0.16 * majorLine + 0.08 * scan);
gl_FragColor = vec4(col * falloff, falloff * 0.55);
}`,
transparent: true, depthWrite: false,
});
const floor = new THREE.Mesh(new THREE.PlaneGeometry(20, 20), floorMat);
floor.rotation.x = -Math.PI / 2;
scene.add(floor);
const shadowGround = new THREE.Mesh(
new THREE.PlaneGeometry(20, 20),
new THREE.ShadowMaterial({ opacity: 0.55 })
);
shadowGround.rotation.x = -Math.PI / 2;
shadowGround.position.y = 0.001;
shadowGround.receiveShadow = true;
scene.add(shadowGround);
// ---------------------------------------------------------------------
// ADR-097 helpers + sensor nodes (same as helpers-skinned.html)
// ---------------------------------------------------------------------
const gridHelper = new THREE.GridHelper(4, 20, 0x554a32, 0x2a2418);
gridHelper.material.transparent = true; gridHelper.material.opacity = 0.45;
scene.add(gridHelper);
const polarHelper = new THREE.PolarGridHelper(2.2, 16, 4, 64, 0xffb840, 0x4a3a1a);
polarHelper.position.y = 0.002;
polarHelper.material.transparent = true; polarHelper.material.opacity = 0.55;
scene.add(polarHelper);
let bboxHelper = null;
let skeletonHelper = null;
const nodeBboxHelpers = [];
const nodeRings = [];
const nodeAnchors = [];
NODE_POSITIONS.forEach((pos, i) => {
const group = new THREE.Group();
group.position.set(pos[0], pos[1], pos[2]);
group.add(new THREE.Mesh(
new THREE.BoxGeometry(0.14, 0.06, 0.20),
new THREE.MeshBasicMaterial({ color: 0xffb840 })
));
const antenna = new THREE.Mesh(
new THREE.ConeGeometry(0.018, 0.10, 8),
new THREE.MeshBasicMaterial({ color: 0xffe09f })
);
antenna.position.y = 0.08; group.add(antenna);
const ring = new THREE.Mesh(
new THREE.RingGeometry(0.11, 0.14, 32),
new THREE.MeshBasicMaterial({ color: 0xffb840, side: THREE.DoubleSide,
transparent: true, opacity: 0.55, blending: THREE.AdditiveBlending, depthWrite: false })
);
ring.rotation.x = -Math.PI / 2; ring.position.y = -0.05;
group.add(ring); nodeRings.push(ring);
const core = new THREE.Mesh(
new THREE.SphereGeometry(0.025, 12, 12),
new THREE.MeshBasicMaterial({ color: 0xffe09f })
);
core.position.y = 0.04; group.add(core);
scene.add(group); nodeAnchors.push(group);
const bbox = new THREE.BoxHelper(group, 0x4cf);
bbox.material.transparent = true; bbox.material.opacity = 0.45;
scene.add(bbox); nodeBboxHelpers.push(bbox);
});
// ---------------------------------------------------------------------
// God-ray cones — one per node, pointed at the subject. Visualizes
// "the four ESP32s are jointly illuminating the body with RF". Each
// cone has a volumetric-feeling gradient shader and is opacity-
// modulated by that node's csiAmp × csiCoherence (so when a node's
// signal degrades, its ray dims).
// ---------------------------------------------------------------------
const godRayMat = (color, idx) => new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
intensity: { value: 0.0 },
color: { value: new THREE.Color(color) },
seed: { value: idx * 17.3 },
},
vertexShader: `
varying vec2 vUv;
varying float vY;
void main() {
vUv = uv;
vY = position.y;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: `
uniform float time, intensity, seed;
uniform vec3 color;
varying vec2 vUv;
varying float vY;
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main() {
// along the cone (uv.y goes 0=tip → 1=base), fade out at the base
float edgeFade = smoothstep(0.0, 0.18, vUv.y) * smoothstep(1.0, 0.65, vUv.y);
// soft radial falloff (cone-edge transparency)
float radial = sin(vUv.y * 3.14159);
radial = pow(radial, 2.0);
// volumetric noise (slow scrolling)
float n = hash(floor(vUv * vec2(40.0, 60.0)) + vec2(seed, time * 0.4));
float scroll = 0.85 + 0.30 * sin(vUv.y * 32.0 - time * 1.4 + seed);
float a = edgeFade * radial * scroll * (0.55 + 0.45 * n);
gl_FragColor = vec4(color, a * intensity * 0.25);
}`,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
side: THREE.DoubleSide,
});
const godRays = [];
for (let i = 0; i < 4; i++) {
// cone with apex at node, expanding toward the subject
// height 4 m (more than enough to reach subject), radius 0.45 m at base
const geom = new THREE.ConeGeometry(0.45, 4.0, 28, 1, true);
// ConeGeometry tip is at +Y, base at -Y — rotate so tip is along -Y
// (we'll later orient each cone so its tip touches the node).
geom.translate(0, -2.0, 0); // shift so apex is at origin
const mat = godRayMat(0xffb840, i);
const cone = new THREE.Mesh(geom, mat);
scene.add(cone);
godRays.push({ mesh: cone, mat });
}
function updateGodRays(t) {
if (!model) return;
const want = document.getElementById('t-rays').checked;
const center = new THREE.Vector3();
const box = new THREE.Box3().setFromObject(model);
box.getCenter(center);
for (let i = 0; i < 4; i++) {
godRays[i].mesh.visible = want;
if (!want) continue;
const node = nodeAnchors[i];
const np = node.getWorldPosition(new THREE.Vector3());
const dir = new THREE.Vector3().subVectors(center, np);
const len = dir.length();
dir.normalize();
const ray = godRays[i];
ray.mesh.position.copy(np);
// align cone's -Y axis (apex direction after the geometry shift)
// to point along `dir`
ray.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, -1, 0), dir);
// stretch cone length to actual distance, keep base width reasonable
ray.mesh.scale.set(1, len / 4.0, 1);
ray.mat.uniforms.time.value = t;
// intensity follows that node's CSI amplitude * global coherence
const target = csiAmp[i] * csiCoherence * 1.4;
ray.mat.uniforms.intensity.value =
ray.mat.uniforms.intensity.value * 0.85 + target * 0.15;
}
}
// ---------------------------------------------------------------------
// FBX load with Mixamo-aware fixups
// ---------------------------------------------------------------------
let model = null;
let mixer = null;
let headBone = null;
let boneCount = 0;
const clipActions = {}; // by clip name
let currentClip = null;
const loader = new THREE.FBXLoader();
loader.load(MODEL_URL, (object) => {
model = object;
// 1. Scale fix — Mixamo defaults to cm; detect by bbox height and
// rescale so the rig reads as ~1.7 m human size.
const raw = new THREE.Box3().setFromObject(model);
const height = raw.max.y - raw.min.y;
if (height > 10) {
model.scale.setScalar(1 / 100); // cm → m
} else if (height > 5) {
model.scale.setScalar(1 / 50); // catch in-between rigs
}
// recenter on origin at floor
const b2 = new THREE.Box3().setFromObject(model);
model.position.y -= b2.min.y;
// 2. Material upgrade + shadow casting + head/bone scan
model.traverse((obj) => {
if (obj.isMesh) {
obj.castShadow = true;
obj.receiveShadow = true;
// Phong → Standard for cleaner shading under our PBR lights.
// Keep diffuse map + skinning intact.
if (obj.material && obj.material.isMeshPhongMaterial) {
const m = obj.material;
const upgraded = new THREE.MeshStandardMaterial({
map: m.map, normalMap: m.normalMap, color: m.color,
skinning: !!obj.isSkinnedMesh,
metalness: 0.0, roughness: 0.85,
});
obj.material = upgraded;
}
}
if (obj.isBone) {
boneCount++;
if (!headBone && /head/i.test(obj.name)) headBone = obj;
}
});
document.getElementById('bone-count').textContent = boneCount;
scene.add(model);
skeletonHelper = new THREE.SkeletonHelper(model);
skeletonHelper.visible = false;
scene.add(skeletonHelper);
// 3. Animations — Mixamo exports one clip per FBX (sometimes none)
const clips = object.animations || [];
if (clips.length === 0) {
document.getElementById('anim-name').textContent = 'none (rig-only)';
document.getElementById('empty-hint').style.display = 'block';
} else {
mixer = new THREE.AnimationMixer(model);
const btnHost = document.getElementById('clip-buttons');
for (const clip of clips) {
const action = mixer.clipAction(clip);
clipActions[clip.name] = action;
const btn = document.createElement('button');
btn.textContent = clip.name || 'clip-' + Object.keys(clipActions).length;
btn.addEventListener('click', () => playClip(clip.name));
btnHost.appendChild(btn);
}
playClip(clips[0].name);
}
// 4. Face point cloud
if (headBone) buildFacePointCloud();
document.getElementById('loading').classList.add('hidden');
}, (xhr) => {
const total = xhr.total || 1750032;
const pct = (xhr.loaded / total * 100).toFixed(0);
const txt = document.querySelector('#loading .text');
if (txt) txt.textContent = `▸ Loading skinned subject · X Bot.fbx · ${pct} %`;
}, (err) => {
console.error('FBX load failed', err);
const txt = document.querySelector('#loading .text');
if (txt) txt.textContent = '⚠ Load failed — see console';
});
function playClip(name) {
for (const k in clipActions) {
const a = clipActions[k];
if (k === name) {
a.reset(); a.play(); currentClip = name;
document.getElementById('anim-name').textContent = name;
for (const btn of document.querySelectorAll('#anim button[data-base], #anim button')) {
if (btn.dataset.base !== undefined || !btn.textContent) continue;
btn.classList.toggle('active', btn.textContent === name);
}
} else a.stop();
}
}
// ---------------------------------------------------------------------
// Face point cloud — anchored to head bone, same shimmer shader
// ---------------------------------------------------------------------
const FACE_POINTS = 220; // fewer points so each dot is visible as a tracked landmark
const facePositions = new Float32Array(FACE_POINTS * 3);
const faceOffsets = new Float32Array(FACE_POINTS * 3);
const facePhases = new Float32Array(FACE_POINTS);
let facePoints = null;
function buildFacePointCloud() {
// Front-hemisphere only — points scattered on the +Z half of an
// ellipsoid so the cloud reads as a FACE projection forward from
// the head bone, not a halo wrapping the skull. Local coords:
// +Z = forward (face direction), +Y = up, +X = right.
for (let i = 0; i < FACE_POINTS; i++) {
// theta in [0, 2π) around the local Z axis, phi in [0, π/2]
// (front hemisphere only — no points behind the head)
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(1 - Math.random() * 0.95); // dense near face front
const sinPhi = Math.sin(phi), cosPhi = Math.cos(phi);
// ellipsoid radii (taller than wide, slightly squashed F-B)
const rx = 0.085, ry = 0.108, rz = 0.075;
// local coords with +Z = face forward
faceOffsets[i*3+0] = rx * sinPhi * Math.cos(theta);
faceOffsets[i*3+1] = ry * sinPhi * Math.sin(theta) * 1.05; // taller
faceOffsets[i*3+2] = rz * cosPhi; // forward
facePhases[i] = Math.random() * Math.PI * 2;
}
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(facePositions, 3));
geom.setAttribute('aPhase', new THREE.BufferAttribute(facePhases, 1));
const mat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 } },
vertexShader: `
attribute float aPhase; uniform float time;
varying float vAlpha;
void main() {
vec4 mv = modelViewMatrix * vec4(position, 1.0);
// Slow per-point shimmer + occasional "scan-lit" spike
// so the cloud reads as discrete tracked landmarks
// rather than a fluffy halo.
float shimmer = 0.5 + 0.5 * sin(time * 3.0 + aPhase);
float spark = step(0.95, fract(sin(aPhase * 17.0 + time * 0.5) * 43.0));
vAlpha = 0.10 + 0.25 * shimmer + 0.55 * spark;
gl_Position = projectionMatrix * mv;
// 6× smaller — tracked dots, not a cloud
gl_PointSize = (1.0 + shimmer * 0.6 + spark * 1.5) * (32.0 / -mv.z);
}`,
fragmentShader: `
varying float vAlpha;
void main() {
vec2 c = gl_PointCoord - 0.5;
float d = length(c);
if (d > 0.5) discard;
float falloff = smoothstep(0.5, 0.0, d);
vec3 col = vec3(0.40, 0.78, 1.00);
gl_FragColor = vec4(col, vAlpha * falloff);
}`,
transparent: true, depthWrite: false,
});
facePoints = new THREE.Points(geom, mat);
scene.add(facePoints);
}
// ---------------------------------------------------------------------
// Pings + tomography + CSI driver — copied wholesale from skinned-glb
// ---------------------------------------------------------------------
const PING_POOL = 24;
const pings = [];
const pingGeo = new THREE.TorusGeometry(1, 0.012, 8, 48);
for (let i = 0; i < PING_POOL; i++) {
const mat = new THREE.MeshBasicMaterial({ color: 0x4cf, transparent: true, opacity: 0, depthWrite: false });
const mesh = new THREE.Mesh(pingGeo, mat); mesh.visible = false; scene.add(mesh);
pings.push({ mesh, active: false, t0: 0, duration: 0,
origin: new THREE.Vector3(), target: new THREE.Vector3() });
}
let pingIndex = 0;
function emitPing(origin, target) {
const p = pings[pingIndex]; pingIndex = (pingIndex + 1) % PING_POOL;
p.active = true; p.t0 = performance.now() * 0.001;
p.duration = 0.55 + Math.random() * 0.20;
p.origin.copy(origin); p.target.copy(target);
p.mesh.position.copy(origin); p.mesh.visible = true; p.mesh.material.opacity = 0;
const dir = new THREE.Vector3().subVectors(target, origin).normalize();
p.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), dir);
}
const tomoMat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 }, intensity: { value: 0 } },
vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform float time, intensity; varying vec2 vUv;
void main() {
float band = exp(-pow((vUv.x - 0.5) * 14.0, 2.0));
float lines = 0.5 + 0.5 * sin(vUv.y * 90.0 + time * 4.0);
vec3 col = vec3(1.0, 0.3, 0.78) * band * (0.6 + 0.4 * lines);
gl_FragColor = vec4(col, intensity * band * 0.75);
}`,
transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, side: THREE.DoubleSide,
});
const tomoPlane = new THREE.Mesh(new THREE.PlaneGeometry(8, 6), tomoMat);
tomoPlane.rotation.y = Math.PI / 2;
tomoPlane.position.set(-2, 1.0, 0); tomoPlane.visible = false;
scene.add(tomoPlane);
let tomoActive = false, tomoT0 = 0, tomoNextAt = 4 + Math.random() * 4;
const csiAmp = [0, 0, 0, 0];
let csiCoherence = 0.5;
const csiNoise = [0, 0, 0, 0];
function tickCsi(t, targetWorld) {
for (let i = 0; i < 4; i++) csiNoise[i] = csiNoise[i] * 0.92 + (Math.random() - 0.5) * 0.08;
let mean = 0; const amps = [];
for (let i = 0; i < 4; i++) {
const np = NODE_POSITIONS[i];
const dx = np[0] - targetWorld.x, dy = np[1] - targetWorld.y, dz = np[2] - targetWorld.z;
const r2 = dx*dx + dy*dy + dz*dz;
const fall = 1.0 / (1.0 + r2 * 0.18);
const breath = Math.sin(t * 0.27 * Math.PI * 2) * 0.10;
const heart = Math.sin(t * 1.18 * Math.PI * 2) * 0.04;
const walk = Math.sin(t * 1.9 + i * 0.5) * 0.12;
const a = Math.max(0, Math.min(1, fall + breath + heart + walk + csiNoise[i] * 0.30));
amps.push(a);
csiAmp[i] = csiAmp[i] * 0.7 + a * 0.3;
mean += a;
}
mean /= 4;
let v = 0; for (let i = 0; i < 4; i++) v += (amps[i] - mean) ** 2;
v = Math.sqrt(v / 4);
csiCoherence = csiCoherence * 0.85 + Math.max(0, Math.min(1, 1.0 - v * 2.5)) * 0.15;
}
let lastPingT = [0, 0, 0, 0];
// Subject hit-flash: when a sonar ping lands, briefly raise the
// emissive on every mesh in the model. Decays each frame.
let subjectFlash = 0;
const modelMeshes = [];
function collectModelMeshes() {
if (!model || modelMeshes.length) return;
model.traverse(o => {
if (o.isMesh && o.material && o.material.isMeshStandardMaterial) {
o.material.emissive = new THREE.Color(0xffb840);
o.material.emissiveIntensity = 0;
modelMeshes.push(o);
}
});
}
function updateSubjectFlash() {
collectModelMeshes();
subjectFlash *= 0.86;
for (const m of modelMeshes) {
m.material.emissiveIntensity = subjectFlash;
}
}
// Subtle root motion — even with a stationary Idle clip, give the
// figure a gentle drift + look-around so it doesn't feel pinned.
function updateRootMotion(t) {
if (!model) return;
model.position.x = Math.sin(t * 0.18) * 0.06;
model.position.z = Math.cos(t * 0.13) * 0.05;
model.rotation.y = Math.sin(t * 0.11) * 0.18;
}
function updateNodes() {
for (let i = 0; i < 4; i++) {
const ring = nodeRings[i];
const amp = csiAmp[i];
ring.material.opacity = 0.32 + 0.55 * amp;
ring.scale.setScalar(1 + 0.30 * amp);
rimLights[i].intensity = 0.30 + 0.60 * amp * csiCoherence;
}
}
function maybeEmitPings(t, modelCenter) {
if (!document.getElementById('t-pings').checked || !model) return;
for (let i = 0; i < 4; i++) {
const interval = 1.2 / (0.25 + csiAmp[i]);
if (t - lastPingT[i] > interval) {
lastPingT[i] = t;
const target = modelCenter.clone();
target.y += (Math.random() - 0.3) * 0.8;
target.x += (Math.random() - 0.5) * 0.2;
const origin = nodeAnchors[i].getWorldPosition(new THREE.Vector3());
emitPing(origin, target);
}
}
}
function updatePings(t) {
for (const p of pings) {
if (!p.active) continue;
const u = (t - p.t0) / p.duration;
if (u >= 1) {
p.active = false; p.mesh.visible = false;
// ping landed — flash the subject (drives emissiveIntensity)
subjectFlash = Math.min(0.42, subjectFlash + 0.18);
continue;
}
p.mesh.position.lerpVectors(p.origin, p.target, u);
p.mesh.scale.setScalar(0.03 + u * 0.18);
p.mesh.material.opacity = (1.0 - u) * 0.40 * csiCoherence;
}
}
function updateTomography(t) {
if (!document.getElementById('t-tomo').checked) { tomoActive = false; tomoPlane.visible = false; return; }
if (!tomoActive && t > tomoNextAt) {
tomoActive = true; tomoT0 = t; tomoPlane.visible = true;
const sf = document.getElementById('scan-flash');
sf.style.animation = 'none';
requestAnimationFrame(() => { sf.style.animation = 'scanFlash 1.6s ease-out'; });
}
if (tomoActive) {
const dur = 2.4;
const e = (t - tomoT0) / dur;
if (e >= 1) {
tomoActive = false; tomoPlane.visible = false;
tomoNextAt = t + 4 + Math.random() * 5;
} else {
tomoPlane.position.x = -3 + e * 6;
tomoMat.uniforms.intensity.value = Math.sin(e * Math.PI);
tomoMat.uniforms.time.value = t;
}
}
}
function updateBbox() {
const want = document.getElementById('t-bbox').checked && model;
if (!want) {
if (bboxHelper) { scene.remove(bboxHelper); bboxHelper = null; }
document.getElementById('bbox-vol').textContent = '—';
return;
}
if (!bboxHelper) {
bboxHelper = new THREE.BoxHelper(model, 0xffe09f);
bboxHelper.material.transparent = true; bboxHelper.material.opacity = 0.55;
scene.add(bboxHelper);
} else bboxHelper.setFromObject(model);
const box = new THREE.Box3().setFromObject(model);
const size = box.getSize(new THREE.Vector3());
document.getElementById('bbox-vol').textContent = (size.x * size.y * size.z).toFixed(3) + ' m³';
}
const tmpHeadPos = new THREE.Vector3();
const tmpHeadQuat = new THREE.Quaternion();
const tmpHeadScl = new THREE.Vector3();
const tmpOffset = new THREE.Vector3();
function updateFaceCloud(t) {
if (!facePoints || !headBone) return;
// Decompose the head bone's world matrix so we can apply its
// orientation (face direction) to each local offset. This way
// the cloud rotates with the head — turn left/right and the
// face points stay in front of the face.
headBone.updateMatrixWorld(true);
headBone.matrixWorld.decompose(tmpHeadPos, tmpHeadQuat, tmpHeadScl);
// Mixamo head bone forward is along +Y in some rigs (head looks up the
// bone chain) — project the cloud along the model's actual forward
// vector, which for Mixamo X Bot facing camera is world +Z.
// Use the model's root rotation as the source of "forward".
const forward = new THREE.Vector3(0, 0, 1);
if (model) forward.applyQuaternion(model.getWorldQuaternion(new THREE.Quaternion()));
const up = new THREE.Vector3(0, 1, 0);
const right = new THREE.Vector3().crossVectors(up, forward).normalize();
const facingUp = up.clone();
// anchor the cloud just in front of the head
const anchor = tmpHeadPos.clone().addScaledVector(forward, 0.04);
anchor.y += 0.04; // nudge up so cloud sits over the face, not the chin
const pos = facePoints.geometry.attributes.position;
for (let i = 0; i < FACE_POINTS; i++) {
const ox = faceOffsets[i*3+0];
const oy = faceOffsets[i*3+1];
const oz = faceOffsets[i*3+2];
// map local (ox, oy, oz) into world via (right, up, forward)
tmpOffset.copy(right).multiplyScalar(ox)
.addScaledVector(facingUp, oy)
.addScaledVector(forward, oz);
pos.array[i*3+0] = anchor.x + tmpOffset.x;
pos.array[i*3+1] = anchor.y + tmpOffset.y;
pos.array[i*3+2] = anchor.z + tmpOffset.z;
}
pos.needsUpdate = true;
facePoints.material.uniforms.time.value = t;
}
let hudT = 0;
function updateHud(t, fps) {
if (t - hudT < 0.1) return;
hudT = t;
for (let i = 0; i < 4; i++) {
const pct = Math.round(csiAmp[i] * 100);
document.getElementById('bar-' + i).style.width = pct + '%';
document.getElementById('val-' + i).textContent = pct + '%';
}
document.getElementById('coh-val').textContent = (csiCoherence * 100).toFixed(0) + ' %';
document.getElementById('hr-val').textContent = (68 + Math.sin(t * 0.3) * 4).toFixed(0) + ' bpm';
document.getElementById('fps-val').textContent = fps.toFixed(0) + ' fps';
}
// UI wiring
document.getElementById('time-scale').addEventListener('input', (e) => {
const ts = parseFloat(e.target.value);
document.getElementById('time-scale-val').textContent = ts.toFixed(2);
if (mixer) mixer.timeScale = ts;
});
function bindToggle(id, obj) {
document.getElementById(id).addEventListener('change', e => {
if (e.target.checked && !scene.children.includes(obj)) scene.add(obj);
else if (!e.target.checked) scene.remove(obj);
});
}
bindToggle('t-grid', gridHelper);
bindToggle('t-polar', polarHelper);
document.getElementById('t-skel').addEventListener('change', e => {
if (skeletonHelper) skeletonHelper.visible = e.target.checked;
});
document.getElementById('t-nodebox').addEventListener('change', e => {
for (const bb of nodeBboxHelpers) {
if (e.target.checked && !scene.children.includes(bb)) scene.add(bb);
else if (!e.target.checked) scene.remove(bb);
}
});
// ---------------------------------------------------------------------
// Main loop
// ---------------------------------------------------------------------
const clock = new THREE.Clock();
let lastMs = performance.now();
let fpsEma = 60;
function tick() {
const nowMs = performance.now();
const dt = nowMs - lastMs;
lastMs = nowMs;
fpsEma = fpsEma * 0.92 + (1000 / Math.max(dt, 1)) * 0.08;
const t = nowMs * 0.001;
const delta = clock.getDelta();
if (mixer) mixer.update(delta);
floorMat.uniforms.time.value = t;
filmShader.uniforms.time.value = t;
const center = new THREE.Vector3();
if (model) {
const box = new THREE.Box3().setFromObject(model);
box.getCenter(center);
} else center.set(0, 0.9, 0);
tickCsi(t, center);
updateRootMotion(t);
updateNodes();
updateGodRays(t);
maybeEmitPings(t, center);
updatePings(t);
updateSubjectFlash();
updateTomography(t);
updateBbox();
updateFaceCloud(t);
controls.update();
composer.render();
updateHud(t, fpsEma);
requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
bloom.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<meta name="robots" content="noindex,nofollow">
<title>RuView · three.js demos · ADR-097 sensing-helpers scene</title>
<style>
:root {
--bg: #0a0e1a;
--bg2: #111627;
--card: #171d30;
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--green: #6bcb77;
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--r: 10px;
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font-family: 'Segoe UI', system-ui, -apple-system, sans-serif;
background: var(--bg);
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line-height: 1.5;
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display: grid;
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gap: 12px;
margin-top: 16px;
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background: var(--card);
border: 1px solid var(--border);
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.card .sub { color: var(--t2); font-size: 13px; }
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margin-top: 10px;
width: 100%;
aspect-ratio: 16/9;
object-fit: cover;
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border: 1px solid var(--border);
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.note {
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padding: 14px 16px;
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margin-top: 32px;
text-align: center;
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.foot a { color: var(--cyan); }
</style>
</head>
<body>
<div class="wrap">
<h1>RuView · <span>three.js demos</span></h1>
<p class="lede">
Five progressively richer browser demos of the <a href="https://github.com/ruvnet/RuView/blob/main/docs/adr/ADR-097-adopt-rvcsi-as-ruview-csi-runtime.md">ADR-097</a>
sensing-helpers scene, ending with a live MediaPipe-Pose → Mixamo X Bot retargeting pipeline driven
by a real ESP32 CSI feed.
</p>
<div class="grid">
<a class="card" href="demos/01-helpers.html">
<h2>01 · Helpers <span class="pill ok">standalone</span></h2>
<div class="sub">Plain ADR-097 helpers in the point-cloud viewer. No external assets.</div>
<img src="screenshots/01-helpers.png" alt="01 screenshot">
</a>
<a class="card" href="demos/02-cinematic.html">
<h2>02 · Cinematic <span class="pill ok">standalone</span></h2>
<div class="sub">Cinematic camera + pseudo-CSI visualization on top of #01.</div>
<img src="screenshots/02-cinematic.png" alt="02 screenshot">
</a>
<a class="card" href="demos/03-skinned.html">
<h2>03 · Skinned (GLTF) <span class="pill ok">standalone</span></h2>
<div class="sub">GLTF skinned mesh + additive animation blending in the ADR-097 scene.</div>
<img src="screenshots/03-skinned.png" alt="03 screenshot">
</a>
<a class="card" href="demos/04-skinned-fbx.html">
<h2>04 · Skinned FBX <span class="pill warn">needs FBX</span></h2>
<div class="sub">Mixamo X Bot via FBXLoader. Requires a local <code>assets/X Bot.fbx</code>.</div>
<img src="screenshots/04-skinned-fbx.png" alt="04 screenshot">
</a>
<a class="card" href="demos/05-skinned-realtime.html">
<h2>05 · Realtime (Pose + CSI) <span class="pill warn">needs FBX</span></h2>
<div class="sub">Webcam → MediaPipe Pose Heavy → Mixamo IK retarget, live ESP32 CSI overlay.</div>
<img src="screenshots/05-skinned-realtime.png" alt="05 screenshot">
</a>
</div>
<div class="note">
<b>Demos 04 and 05 need a Mixamo asset.</b> The Mixamo
<code>X Bot.fbx</code> file is intentionally <em>not</em> redistributed in
this deployment — it's licensed for end-users to download from
<a href="https://mixamo.com" target="_blank" rel="noopener">mixamo.com</a> directly.
To run these locally: clone the repo, download <code>X Bot.fbx</code>
(FBX Binary, T-Pose, Without Skin) into
<code>examples/three.js/assets/</code>, then run
<code>python examples/three.js/server/serve-demo.py</code>.
</div>
<div class="foot">
Source: <a href="https://github.com/ruvnet/RuView/tree/main/examples/three.js">github.com/ruvnet/RuView/tree/main/examples/three.js</a>
&nbsp;·&nbsp; ADR-097 · three.js r128
</div>
</div>
</body>
</html>

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