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game.js
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1892 lines (1892 loc) · 114 KB
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function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) {
try {
var info = gen[key](arg);
var value = info.value;
} catch (error) {
reject(error);
return;
}
if (info.done) {
resolve(value);
} else {
Promise.resolve(value).then(_next, _throw);
}
}
function _async_to_generator(fn) {
return function() {
var self = this, args = arguments;
return new Promise(function(resolve, reject) {
var gen = fn.apply(self, args);
function _next(value) {
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "next", value);
}
function _throw(err) {
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "throw", err);
}
_next(undefined);
});
};
}
function _class_call_check(instance, Constructor) {
if (!(instance instanceof Constructor)) {
throw new TypeError("Cannot call a class as a function");
}
}
function _defineProperties(target, props) {
for(var i = 0; i < props.length; i++){
var descriptor = props[i];
descriptor.enumerable = descriptor.enumerable || false;
descriptor.configurable = true;
if ("value" in descriptor) descriptor.writable = true;
Object.defineProperty(target, descriptor.key, descriptor);
}
}
function _create_class(Constructor, protoProps, staticProps) {
if (protoProps) _defineProperties(Constructor.prototype, protoProps);
if (staticProps) _defineProperties(Constructor, staticProps);
return Constructor;
}
function _define_property(obj, key, value) {
if (key in obj) {
Object.defineProperty(obj, key, {
value: value,
enumerable: true,
configurable: true,
writable: true
});
} else {
obj[key] = value;
}
return obj;
}
function _object_spread(target) {
for(var i = 1; i < arguments.length; i++){
var source = arguments[i] != null ? arguments[i] : {};
var ownKeys = Object.keys(source);
if (typeof Object.getOwnPropertySymbols === "function") {
ownKeys = ownKeys.concat(Object.getOwnPropertySymbols(source).filter(function(sym) {
return Object.getOwnPropertyDescriptor(source, sym).enumerable;
}));
}
ownKeys.forEach(function(key) {
_define_property(target, key, source[key]);
});
}
return target;
}
function _ts_generator(thisArg, body) {
var f, y, t, g, _ = {
label: 0,
sent: function() {
if (t[0] & 1) throw t[1];
return t[1];
},
trys: [],
ops: []
};
return g = {
next: verb(0),
"throw": verb(1),
"return": verb(2)
}, typeof Symbol === "function" && (g[Symbol.iterator] = function() {
return this;
}), g;
function verb(n) {
return function(v) {
return step([
n,
v
]);
};
}
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while(_)try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [
op[0] & 2,
t.value
];
switch(op[0]){
case 0:
case 1:
t = op;
break;
case 4:
_.label++;
return {
value: op[1],
done: false
};
case 5:
_.label++;
y = op[1];
op = [
0
];
continue;
case 7:
op = _.ops.pop();
_.trys.pop();
continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) {
_ = 0;
continue;
}
if (op[0] === 3 && (!t || op[1] > t[0] && op[1] < t[3])) {
_.label = op[1];
break;
}
if (op[0] === 6 && _.label < t[1]) {
_.label = t[1];
t = op;
break;
}
if (t && _.label < t[2]) {
_.label = t[2];
_.ops.push(op);
break;
}
if (t[2]) _.ops.pop();
_.trys.pop();
continue;
}
op = body.call(thisArg, _);
} catch (e) {
op = [
6,
e
];
y = 0;
} finally{
f = t = 0;
}
if (op[0] & 5) throw op[1];
return {
value: op[0] ? op[1] : void 0,
done: true
};
}
}
import * as THREE from 'three';
import { GLTFLoader } from 'three/loaders/GLTFLoader.js';
import { HandLandmarker, FilesetResolver } from 'https://esm.sh/@mediapipe/tasks-vision@0.10.14';
import { AudioManager } from './audioManager.js'; // Import the AudioManager
import { SpeechManager } from './SpeechManager.js'; // Import SpeechManager
export var Game = /*#__PURE__*/ function() {
"use strict";
function Game(renderDiv) {
var _this = this;
_class_call_check(this, Game);
this.renderDiv = renderDiv;
this.scene = null;
this.camera = null;
this.renderer = null;
this.videoElement = null;
this.handLandmarker = null;
this.lastVideoTime = -1;
this.hands = []; // Stores data about detected hands (landmarks, anchor position, line group)
this.handLineMaterial = null; // Material for hand lines
this.fingertipMaterialHand1 = null; // Material for first hand's fingertip circles (blue)
this.fingertipMaterialHand2 = null; // Material for second hand's fingertip circles (green)
this.fingertipLandmarkIndices = [
0,
4,
8,
12,
16,
20
]; // WRIST + TIP landmarks
this.handConnections = null; // Landmark connection definitions
// this.handCollisionRadius = 30; // Conceptual radius for hand collision, was 25 (sphere radius) - Not needed for template
this.gameState = 'loading'; // loading, ready, tracking, error
this.gameOverText = null; // Will be repurposed or simplified
this.clock = new THREE.Clock();
this.audioManager = new AudioManager(); // Create an instance of AudioManager
this.lastLandmarkPositions = [
[],
[]
]; // Store last known smoothed positions for each hand's landmarks
this.smoothingFactor = 0.4; // Alpha for exponential smoothing (0 < alpha <= 1). Smaller = more smoothing.
this.loadedModels = {};
this.pandaModel = null; // Add reference for the Panda model
this.animationMixer = null; // For Stan model animations
this.animationClips = []; // To store all animation clips from the model
this.animationActions = {}; // To store animation actions by name or index
this.currentAction = null; // To keep track of the currently playing animation action
this.speechManager = null;
this.speechBubble = null;
this.speechBubbleTimeout = null;
this.isSpeechActive = false; // Track if speech recognition is active for styling
this.grabbingHandIndex = -1; // -1: no hand, 0: first hand, 1: second hand grabbing
this.pickedUpModel = null; // Reference to the model being dragged
this.modelDragOffset = new THREE.Vector3(); // Offset between model and pinch point in 3D
this.modelGrabStartDepth = 0; // To store the model's Z depth when grabbed
this.interactionMode = 'drag'; // 'drag', 'rotate', 'scale', 'animate' - Default to drag
this.interactionModeButtons = {}; // To store references to mode buttons
this.loadedDroppedModelData = null; // To temporarily store parsed GLTF data
this.interactionModeColors = {
drag: {
base: '#00FFFF',
text: '#000000',
hand: new THREE.Color('#00FFFF')
},
rotate: {
base: '#FF00FF',
text: '#FFFFFF',
hand: new THREE.Color('#FF00FF')
},
scale: {
base: '#FFFF00',
text: '#000000',
hand: new THREE.Color('#FFFF00')
},
animate: {
base: '#FFA500',
text: '#000000',
hand: new THREE.Color('#FFA500')
} // Orange
};
this.rotateLastHandX = null; // Stores the last hand X position for rotation calculation
this.rotateSensitivity = 0.02; // Adjust for faster/slower rotation
this.scaleInitialPinchDistance = null; // Stores the initial distance between two pinching hands
this.scaleInitialModelScale = null; // Stores the model's scale when scaling starts
this.scaleSensitivity = 0.05; // Adjust for faster/slower scaling - Increased from 0.02 to 0.05
this.grabbingPulseSpeed = 8; // Speed of the grab pulse animation
this.grabbingPulseAmplitude = 0.5; // How much the scale increases (e.g., 0.5 means 50% bigger at peak)
this.pulseBaseScale = 1.0; // Base scale for non-pulsing and start of pulse
this.fingertipDefaultOpacity = 0.3; // Default opacity for hand landmarks (Reduced from 0.6)
this.fingertipGrabOpacity = 1.0; // Opacity when hand is actively grabbing/interacting
this.instructionTextElement = document.querySelector("#instruction-text"); // DOM element for instruction text
this.interactionModeInstructions = {
drag: "Pinch to grab and move the model",
rotate: "Pinch and move hand left/right to rotate",
scale: "Use two hands. Pinch with both and move hands closer/farther",
animate: "Pinch and move hand up/down to cycle animations" // Updated instruction
};
this.animationControlHandIndex = -1; // Index of the hand controlling animation scrolling
this.animationControlInitialPinchY = null; // Initial Y position of the pinch for animation scrolling
this.animationScrollThreshold = 40; // Pixels of vertical movement to trigger an animation change (Reduced from 50)
// Initialize asynchronously
this._init().catch(function(error) {
console.error("Initialization failed:", error);
_this._showError("Initialization failed. Check console.");
});
}
_create_class(Game, [
{
key: "_init",
value: function _init() {
var _this = this;
return _async_to_generator(function() {
return _ts_generator(this, function(_state) {
switch(_state.label){
case 0:
_this._setupDOM(); // Sets up basic DOM, including speech bubble container
_this._setupThree();
_this._setupSpeechRecognition(); // Initialize SpeechManager
return [
4,
_this._loadAssets()
];
case 1:
_state.sent(); // Add asset loading step
return [
4,
_this._setupHandTracking()
];
case 2:
_state.sent(); // This needs to complete before we can proceed
// Ensure webcam is playing before starting game logic dependent on it
return [
4,
_this.videoElement.play()
];
case 3:
_state.sent();
_this.audioManager.resumeContext(); // Resume audio context as game starts automatically
_this.speechManager.requestPermissionAndStart(); // Start speech recognition
_this.clock.start(); // Start the main clock as game starts automatically
window.addEventListener('resize', _this._onResize.bind(_this));
_this.gameState = 'tracking'; // Change state to tracking to start immediately
_this._animate(); // Start the animation loop (it will check state)
return [
2
];
}
});
})();
}
},
{
key: "_setupDOM",
value: function _setupDOM() {
var _this = this;
this.renderDiv.style.position = 'relative';
this.renderDiv.style.width = '100vw'; // Use viewport units for fullscreen
this.renderDiv.style.height = '100vh';
this.renderDiv.style.overflow = 'hidden';
this.renderDiv.style.background = '#111'; // Fallback background
// Start Screen Overlay and related DOM elements (title, instructions, loading text) removed.
// --- End Start Screen Overlay ---
this.videoElement = document.createElement('video');
this.videoElement.style.position = 'absolute';
this.videoElement.style.top = '0';
this.videoElement.style.left = '0';
this.videoElement.style.width = '100%';
this.videoElement.style.height = '100%';
this.videoElement.style.objectFit = 'cover';
this.videoElement.style.transform = 'scaleX(-1)'; // Mirror view for intuitive control
this.videoElement.autoplay = true;
this.videoElement.muted = true; // Mute video to avoid feedback loops if audio was captured
this.videoElement.playsInline = true;
this.videoElement.style.zIndex = '0'; // Ensure video is behind THREE canvas
this.renderDiv.appendChild(this.videoElement);
// Container for Status text (formerly Game Over) and restart hint
this.gameOverContainer = document.createElement('div');
this.gameOverContainer.style.position = 'absolute';
this.gameOverContainer.style.top = '50%';
this.gameOverContainer.style.left = '50%';
this.gameOverContainer.style.transform = 'translate(-50%, -50%)';
this.gameOverContainer.style.zIndex = '10';
this.gameOverContainer.style.display = 'none'; // Hidden initially
this.gameOverContainer.style.pointerEvents = 'none'; // Don't block clicks
this.gameOverContainer.style.textAlign = 'center'; // Center text elements within
this.gameOverContainer.style.color = 'white'; // Default color, can be changed by _showError
// this.gameOverContainer.style.textShadow = '2px 2px 4px black'; // Removed for flatter look
this.gameOverContainer.style.fontFamily = '"Arial", "Helvetica Neue", Helvetica, sans-serif'; // Cleaner, modern sans-serif
// Main Status Text (formerly Game Over Text)
this.gameOverText = document.createElement('div'); // Will be 'gameOverText' internally
this.gameOverText.innerText = 'STATUS'; // Generic placeholder
this.gameOverText.style.fontSize = 'clamp(36px, 10vw, 72px)'; // Responsive font size
this.gameOverText.style.fontWeight = 'bold';
this.gameOverText.style.marginBottom = '10px'; // Space below main text
this.gameOverContainer.appendChild(this.gameOverText);
// Restart Hint Text (may or may not be shown depending on context)
this.restartHintText = document.createElement('div');
this.restartHintText.innerText = '(click to restart tracking)';
this.restartHintText.style.fontSize = 'clamp(16px, 3vw, 24px)';
this.restartHintText.style.fontWeight = 'normal';
this.restartHintText.style.opacity = '0.8'; // Slightly faded
this.gameOverContainer.appendChild(this.restartHintText);
this.renderDiv.appendChild(this.gameOverContainer);
// --- Speech Bubble ---
this.speechBubble = document.createElement('div');
this.speechBubble.id = 'speech-bubble';
this.speechBubble.style.position = 'absolute';
this.speechBubble.style.top = '10px'; // Changed from 20px to 10px
this.speechBubble.style.left = '50%';
this.speechBubble.style.transform = 'translateX(-50%)';
this.speechBubble.style.padding = '15px 25px';
this.speechBubble.style.backgroundColor = 'rgba(255, 255, 255, 0.9)';
this.speechBubble.style.border = '2px solid black'; // Solid black border
this.speechBubble.style.borderRadius = '4px'; // Sharper corners
this.speechBubble.style.boxShadow = '4px 4px 0px rgba(0,0,0,1)'; // Hard shadow
this.speechBubble.style.color = '#333';
this.speechBubble.style.fontFamily = '"Arial", "Helvetica Neue", Helvetica, sans-serif'; // Consistent modern sans-serif
this.speechBubble.style.fontSize = 'clamp(16px, 3vw, 22px)';
this.speechBubble.style.maxWidth = '80%';
this.speechBubble.style.textAlign = 'center';
this.speechBubble.style.zIndex = '25'; // Above most things but below modal popups if any
this.speechBubble.style.opacity = '0'; // Hidden initially, fade in
// Added boxShadow, border, padding, fontSize, top to transition for smooth active state changes
this.speechBubble.style.transition = 'opacity 0.5s ease-in-out, transform 0.3s ease-in-out, box-shadow 0.3s ease-in-out, border 0.3s ease-in-out, padding 0.3s ease-in-out, font-size 0.3s ease-in-out, top 0.3s ease-in-out';
this.speechBubble.style.pointerEvents = 'none'; // Not interactive
this.speechBubble.innerHTML = "..."; // Default text
this.renderDiv.appendChild(this.speechBubble);
// Animation buttons container
this.animationButtonsContainer = document.createElement('div');
this.animationButtonsContainer.id = 'animation-buttons-container';
this.animationButtonsContainer.style.position = 'absolute';
this.animationButtonsContainer.style.bottom = 'auto'; // Remove bottom positioning
this.animationButtonsContainer.style.top = '10px'; // Position from the top, changed from 20px
this.animationButtonsContainer.style.left = '10px'; // Position from the left, changed from 20px
this.animationButtonsContainer.style.transform = 'none'; // Remove centering transform
this.animationButtonsContainer.style.zIndex = '30'; // Above speech bubble
this.animationButtonsContainer.style.display = 'flex';
this.animationButtonsContainer.style.flexDirection = 'column'; // Arrange buttons in a column
this.animationButtonsContainer.style.gap = '4px'; // Reduced gap for tighter vertical layout
this.animationButtonsContainer.style.opacity = '0'; // Start fully transparent for fade-in
this.animationButtonsContainer.style.transition = 'opacity 0.3s ease-in-out'; // Smooth fade transition
this.animationButtonsContainer.style.display = 'none'; // Initially hidden (will be set to flex by logic)
this.renderDiv.appendChild(this.animationButtonsContainer);
// Interaction Mode UI Container
this.interactionModeContainer = document.createElement('div');
this.interactionModeContainer.id = 'interaction-mode-container';
this.interactionModeContainer.style.position = 'absolute';
this.interactionModeContainer.style.top = '10px'; // Changed from 20px
this.interactionModeContainer.style.right = '10px'; // Changed from 20px
this.interactionModeContainer.style.zIndex = '30';
this.interactionModeContainer.style.display = 'flex';
this.interactionModeContainer.style.flexDirection = 'column';
this.interactionModeContainer.style.gap = '4px';
this.renderDiv.appendChild(this.interactionModeContainer);
// Create interaction mode buttons
[
'Drag',
'Rotate',
'Scale',
'Animate'
].forEach(function(mode) {
var button = document.createElement('button');
button.innerText = mode;
button.id = "interaction-mode-".concat(mode.toLowerCase());
button.style.padding = '10px 22px'; // Increased padding
button.style.fontSize = '18px'; // Increased font size further
button.style.border = '2px solid black'; // Consistent black border
button.style.borderRadius = '4px'; // Sharper corners
button.style.cursor = 'pointer';
button.style.fontWeight = 'bold'; // Always bold
button.style.transition = 'background-color 0.2s ease, color 0.2s ease, box-shadow 0.2s ease'; // Faster transition, added shadow
button.style.boxShadow = '2px 2px 0px black'; // Default shadow for inactive
button.addEventListener('click', function() {
return _this._setInteractionMode(mode.toLowerCase());
});
_this.interactionModeContainer.appendChild(button);
_this.interactionModeButtons[mode.toLowerCase()] = button; // Store button reference
});
this._updateInteractionModeButtonStyles(); // Apply initial styles
this._updateInstructionText(); // Set initial instruction text
this._setupDragAndDrop(); // Add drag and drop listeners
}
},
{
key: "_setupThree",
value: function _setupThree() {
var _this_interactionModeColors_this_interactionMode;
var width = this.renderDiv.clientWidth;
var height = this.renderDiv.clientHeight;
this.scene = new THREE.Scene();
// Using OrthographicCamera for a 2D-like overlay effect
this.camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 1, 2000); // Increased far plane
this.camera.position.z = 100; // Position along Z doesn't change scale in Ortho
this.renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
});
this.renderer.setSize(width, height);
this.renderer.setPixelRatio(window.devicePixelRatio);
this.renderer.domElement.style.position = 'absolute';
this.renderer.domElement.style.top = '0';
this.renderer.domElement.style.left = '0';
this.renderer.domElement.style.zIndex = '1'; // Canvas on top of video
this.renderDiv.appendChild(this.renderer.domElement);
var ambientLight = new THREE.AmbientLight(0xffffff, 1.5); // Increased intensity
this.scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight(0xffffff, 1.8); // Increased intensity
directionalLight.position.set(0, 0, 100); // Pointing from behind camera
this.scene.add(directionalLight);
// Setup hand visualization (palm circles removed, lines will be added later)
for(var i = 0; i < 2; i++){
var lineGroup = new THREE.Group();
lineGroup.visible = false;
this.scene.add(lineGroup);
this.hands.push({
landmarks: null,
anchorPos: new THREE.Vector3(),
lineGroup: lineGroup,
isPinching: false,
pinchPointScreen: new THREE.Vector2(),
isFist: false // True if hand is detected as a fist
});
}
this.handLineMaterial = new THREE.LineBasicMaterial({
color: 0x00ccff,
linewidth: 8
}); // Kept line material default for now
var initialModeHandColor = ((_this_interactionModeColors_this_interactionMode = this.interactionModeColors[this.interactionMode]) === null || _this_interactionModeColors_this_interactionMode === void 0 ? void 0 : _this_interactionModeColors_this_interactionMode.hand) || new THREE.Color(0x00ccff);
this.fingertipMaterialHand1 = new THREE.MeshBasicMaterial({
color: initialModeHandColor.clone(),
side: THREE.DoubleSide,
transparent: true,
opacity: this.fingertipDefaultOpacity
});
this.fingertipMaterialHand2 = new THREE.MeshBasicMaterial({
color: initialModeHandColor.clone(),
side: THREE.DoubleSide,
transparent: true,
opacity: this.fingertipDefaultOpacity
});
// Define connections for MediaPipe hand landmarks
// See: https://developers.google.com/mediapipe/solutions/vision/hand_landmarker#hand_landmarks
this.handConnections = [
// Thumb
[
0,
1
],
[
1,
2
],
[
2,
3
],
[
3,
4
],
// Index finger
[
0,
5
],
[
5,
6
],
[
6,
7
],
[
7,
8
],
// Middle finger
[
0,
9
],
[
9,
10
],
[
10,
11
],
[
11,
12
],
// Ring finger
[
0,
13
],
[
13,
14
],
[
14,
15
],
[
15,
16
],
// Pinky
[
0,
17
],
[
17,
18
],
[
18,
19
],
[
19,
20
],
// Palm
[
5,
9
],
[
9,
13
],
[
13,
17
] // Connect base of fingers
];
}
},
{
key: "_loadAssets",
value: function _loadAssets() {
var _this = this;
return _async_to_generator(function() {
var gltfLoader, error;
return _ts_generator(this, function(_state) {
switch(_state.label){
case 0:
console.log("Loading assets...");
gltfLoader = new GLTFLoader(); // Changed from FBXLoader
_state.label = 1;
case 1:
_state.trys.push([
1,
3,
,
4
]);
return [
4,
new Promise(function(resolve, reject) {
gltfLoader.load('assets/Stan.gltf', function(gltf) {
_this.pandaModel = gltf.scene; // GLTFLoader returns an object with a 'scene' property
_this.animationMixer = new THREE.AnimationMixer(_this.pandaModel);
_this.animationClips = gltf.animations;
if (_this.animationClips && _this.animationClips.length) {
_this.animationClips.forEach(function(clip, index) {
var action = _this.animationMixer.clipAction(clip);
var actionName = clip.name || "Animation ".concat(index + 1);
_this.animationActions[actionName] = action;
// Create a button for this animation
var button = document.createElement('button');
button.innerText = actionName;
button.style.padding = '5px 10px'; // Adjusted padding
button.style.fontSize = '13px'; // Consistent font size
button.style.backgroundColor = '#f0f0f0'; // Light grey default
button.style.color = 'black';
button.style.border = '2px solid black'; // Black border
button.style.borderRadius = '4px'; // Sharper corners
button.style.cursor = 'pointer';
button.style.transition = 'background-color 0.2s ease, box-shadow 0.2s ease';
button.style.boxShadow = '2px 2px 0px black'; // Default shadow
button.addEventListener('click', function() {
return _this._playAnimation(actionName);
});
_this.animationButtonsContainer.appendChild(button);
console.log("Loaded animation and created button for: ".concat(actionName));
});
// Play the first animation by default
// Try to find and play an "idle" animation by default
var defaultActionName = Object.keys(_this.animationActions)[0]; // Fallback to the first animation
var idleActionKey = Object.keys(_this.animationActions).find(function(name) {
return name.toLowerCase().includes('idle');
});
if (idleActionKey) {
defaultActionName = idleActionKey;
console.log("Found idle animation: ".concat(defaultActionName));
} else if (defaultActionName) {
console.log("No specific idle animation found, defaulting to first animation: ".concat(defaultActionName));
}
if (defaultActionName && _this.animationActions[defaultActionName]) {
_this.currentAction = _this.animationActions[defaultActionName];
_this.currentAction.play();
console.log("Playing default animation: ".concat(defaultActionName));
_this._updateButtonStyles(defaultActionName);
} else {
console.log("No animations found or default animation could not be played.");
}
} else {
console.log("Stan model has no embedded animations.");
}
// Scale and position the model
// These values might need adjustment based on the model's original size and pivot
var scale = 80; // This scale might need adjustment for Stan model
_this.pandaModel.scale.set(scale, scale, scale);
// Position the model: X=center, Y=roughly bottom, Z=in front of hands
var sceneHeight = _this.renderDiv.clientHeight;
_this.pandaModel.position.set(0, sceneHeight * -0.45, -1000); // Updated Z to -1000
_this.scene.add(_this.pandaModel);
console.log("Stan GLTF model loaded and added to scene.");
resolve();
}, undefined, function(error) {
console.error('An error occurred while loading the Stan GLTF model:', error); // Updated log
reject(error);
});
})
];
case 2:
_state.sent();
console.log("All specified assets loaded.");
return [
3,
4
];
case 3:
error = _state.sent();
console.error("Error loading assets:", error);
_this._showError("Failed to load 3D model.");
throw error; // Stop initialization
case 4:
return [
2
];
}
});
})();
}
},
{
key: "_setupHandTracking",
value: function _setupHandTracking() {
var _this = this;
return _async_to_generator(function() {
var vision, stream, error;
return _ts_generator(this, function(_state) {
switch(_state.label){
case 0:
_state.trys.push([
0,
4,
,
5
]);
console.log("Setting up Hand Tracking...");
return [
4,
FilesetResolver.forVisionTasks('https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@0.10.14/wasm')
];
case 1:
vision = _state.sent();
return [
4,
HandLandmarker.createFromOptions(vision, {
baseOptions: {
modelAssetPath: "https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task",
delegate: 'GPU'
},
numHands: 2,
runningMode: 'VIDEO'
})
];
case 2:
_this.handLandmarker = _state.sent();
console.log("HandLandmarker created.");
console.log("Requesting webcam access...");
return [
4,
navigator.mediaDevices.getUserMedia({
video: {
facingMode: 'user',
width: {
ideal: 1920
},
height: {
ideal: 1080
} // Request Full HD height
},
audio: false
})
];
case 3:
stream = _state.sent();
_this.videoElement.srcObject = stream;
console.log("Webcam stream obtained.");
// Wait for video metadata to load to ensure dimensions are available
return [
2,
new Promise(function(resolve) {
_this.videoElement.onloadedmetadata = function() {
console.log("Webcam metadata loaded.");
// Adjust video size slightly after metadata is loaded if needed, but CSS handles most
_this.videoElement.style.width = _this.renderDiv.clientWidth + 'px';
_this.videoElement.style.height = _this.renderDiv.clientHeight + 'px';
resolve();
};
})
];
case 4:
error = _state.sent();
console.error('Error setting up Hand Tracking or Webcam:', error);
_this._showError("Webcam/Hand Tracking Error: ".concat(error.message, ". Please allow camera access."));
throw error; // Re-throw to stop initialization
case 5:
return [
2
];
}
});
})();
}
},
{
key: "_updateHands",
value: function _updateHands() {
var _this = this;
if (!this.handLandmarker || !this.videoElement.srcObject || this.videoElement.readyState < 2 || this.videoElement.videoWidth === 0) return;
// this.isAnyHandHovering = false; // Reset hover state each frame - REMOVED
var videoTime = this.videoElement.currentTime;
if (videoTime > this.lastVideoTime) {
this.lastVideoTime = videoTime;
try {
var _this1, _loop = function(i) {
var hand = _this1.hands[i];
if (results.landmarks && results.landmarks[i]) {
var currentRawLandmarks = results.landmarks[i];
if (!_this1.lastLandmarkPositions[i] || _this1.lastLandmarkPositions[i].length !== currentRawLandmarks.length) {
_this1.lastLandmarkPositions[i] = currentRawLandmarks.map(function(lm) {
return _object_spread({}, lm);
});
}
var smoothedLandmarks = currentRawLandmarks.map(function(lm, lmIndex) {
var prevLm = _this.lastLandmarkPositions[i][lmIndex];
return {
x: _this.smoothingFactor * lm.x + (1 - _this.smoothingFactor) * prevLm.x,
y: _this.smoothingFactor * lm.y + (1 - _this.smoothingFactor) * prevLm.y,
z: _this.smoothingFactor * lm.z + (1 - _this.smoothingFactor) * prevLm.z
};
});
_this1.lastLandmarkPositions[i] = smoothedLandmarks.map(function(lm) {
return _object_spread({}, lm);
}); // Update last positions with new smoothed ones
hand.landmarks = smoothedLandmarks;
var palm = smoothedLandmarks[9]; // MIDDLE_FINGER_MCP
var lmOriginalX = palm.x * videoParams.videoNaturalWidth;
var lmOriginalY = palm.y * videoParams.videoNaturalHeight;
var normX_visible = (lmOriginalX - videoParams.offsetX) / videoParams.visibleWidth;
var normY_visible = (lmOriginalY - videoParams.offsetY) / videoParams.visibleHeight;
var handX = (1 - normX_visible) * canvasWidth - canvasWidth / 2;
var handY = (1 - normY_visible) * canvasHeight - canvasHeight / 2;
hand.anchorPos.set(handX, handY, 1);
// Hover detection logic REMOVED
var prevIsPinching = hand.isPinching; // Store previous pinch state
// Pinch detection logic
var thumbTipLm = smoothedLandmarks[4]; // THUMB_TIP landmark index
var indexTipLm = smoothedLandmarks[8]; // INDEX_FINGER_TIP landmark index
if (thumbTipLm && indexTipLm) {
// Convert landmark coordinates to screen space for pinch detection
var convertToScreenSpace = function(lm) {
var originalX = lm.x * videoParams.videoNaturalWidth;
var originalY = lm.y * videoParams.videoNaturalHeight;
var normX_visible = (originalX - videoParams.offsetX) / videoParams.visibleWidth;
var normY_visible = (originalY - videoParams.offsetY) / videoParams.visibleHeight;
return {
x: (1 - normX_visible) * canvasWidth - canvasWidth / 2,
y: (1 - normY_visible) * canvasHeight - canvasHeight / 2
};
};
var thumbTipScreen = convertToScreenSpace(thumbTipLm);
var indexTipScreen = convertToScreenSpace(indexTipLm);
var distanceX = thumbTipScreen.x - indexTipScreen.x;
var distanceY = thumbTipScreen.y - indexTipScreen.y;
var pinchDistance = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
var pinchThreshold = 45; // Increased from 35. Distance in screen pixels to consider a pinch.
if (pinchDistance < pinchThreshold) {
hand.isPinching = true;
hand.pinchPointScreen.set((thumbTipScreen.x + indexTipScreen.x) / 2, (thumbTipScreen.y + indexTipScreen.y) / 2);
} else {
hand.isPinching = false;
}
} else {
hand.isPinching = false;
}
// Fist detection logic (simple version based on finger curl)
// This is a basic fist detection. More robust methods might involve checking distances
// of all fingertips to the palm or wrist.
var isTipNearMCP = function(tipLandmark, mcpLandmark) {
var threshold = arguments.length > 2 && arguments[2] !== void 0 ? arguments[2] : 0.1;
if (!tipLandmark || !mcpLandmark) return false;
// Using 3D distance, but could simplify to 2D if performance is an issue
// and Z-depth isn't significantly varying for this gesture.
var dx = tipLandmark.x - mcpLandmark.x;
var dy = tipLandmark.y - mcpLandmark.y;
// const dz = tipLandmark.z - mcpLandmark.z; // Can include Z if needed
var distance = Math.sqrt(dx * dx + dy * dy /* + dz*dz */ );
return distance < threshold;
};
var indexFingerTip = smoothedLandmarks[8];
var indexFingerMcp = smoothedLandmarks[5];
var middleFingerTip = smoothedLandmarks[12];
var middleFingerMcp = smoothedLandmarks[9];
var ringFingerTip = smoothedLandmarks[16];
var ringFingerMcp = smoothedLandmarks[13];
var pinkyTip = smoothedLandmarks[20];
var pinkyMcp = smoothedLandmarks[17];
// Check if at least 3 fingers are curled (tip near MCP joint)
var curledFingers = 0;
if (isTipNearMCP(indexFingerTip, indexFingerMcp, 0.08)) curledFingers++;
if (isTipNearMCP(middleFingerTip, middleFingerMcp, 0.08)) curledFingers++;
if (isTipNearMCP(ringFingerTip, ringFingerMcp, 0.08)) curledFingers++;
if (isTipNearMCP(pinkyTip, pinkyMcp, 0.08)) curledFingers++;
var prevIsFist = hand.isFist;
hand.isFist = curledFingers >= 3; // Requires at least 3 fingers to be curled
// Interaction Logic
if (_this1.interactionMode === 'animate') {
// Release any model grab from other modes
if (_this1.grabbingHandIndex !== -1 && _this1.pickedUpModel) {
// console.log(`Switched to Animate mode or model grab was active. Releasing.`);
_this1.grabbingHandIndex = -1;
_this1.pickedUpModel = null;
// if (this.grabMarker && this.pandaModel) this.grabMarker.visible = true; // Grab marker removed
// Reset other mode-specific states
_this1.rotateLastHandX = null;
_this1.scaleInitialPinchDistance = null;
_this1.scaleInitialModelScale = null;
}
if (hand.isPinching) {
if (!prevIsPinching && _this1.animationControlHandIndex === -1) {
_this1.animationControlHandIndex = i;
_this1.animationControlInitialPinchY = hand.pinchPointScreen.y;
console.log("Hand ".concat(i, " started pinch for animation control at Y: ").concat(_this1.animationControlInitialPinchY));
} else if (_this1.animationControlHandIndex === i && _this1.animationControlInitialPinchY !== null) {
// Pinch continues with the controlling hand
var deltaY = hand.pinchPointScreen.y - _this1.animationControlInitialPinchY;
if (Math.abs(deltaY) > _this1.animationScrollThreshold) {
var animationNames = Object.keys(_this1.animationActions);
if (animationNames.length > 0) {
var currentIndex = -1;
// Find the index of the currently playing animation action
if (_this1.currentAction) {
for(var j = 0; j < animationNames.length; j++){
if (_this1.animationActions[animationNames[j]] === _this1.currentAction) {
currentIndex = j;
break;
}
}
}
var nextIndex = currentIndex;
if (deltaY < 0) {
nextIndex = (currentIndex + 1) % animationNames.length; // Now scrolls to next
console.log("Scrolling animation UP (to next)");
} else {
nextIndex = (currentIndex - 1 + animationNames.length) % animationNames.length; // Now scrolls to previous
console.log("Scrolling animation DOWN (to previous)");
}
if (nextIndex !== currentIndex) {
_this1._playAnimation(animationNames[nextIndex]);
}
}
// Reset initial Y to require another full threshold movement
_this1.animationControlInitialPinchY = hand.pinchPointScreen.y;
}
}
} else {
if (prevIsPinching && _this1.animationControlHandIndex === i) {
console.log("Hand ".concat(i, " ended pinch for animation control."));
_this1.animationControlHandIndex = -1;
_this1.animationControlInitialPinchY = null;
}
}
} else if (_this1.interactionMode === 'drag') {
if (hand.isPinching) {
if (!prevIsPinching && _this1.grabbingHandIndex === -1 && _this1.pandaModel) {
// REMOVED: Bounding box check - drag can be initiated from anywhere if not scaling
_this1.grabbingHandIndex = i;
_this1.pickedUpModel = _this1.pandaModel;
// Convert 2D screen pinch point to 3D world point on a plane
// The plane is at the model's current Z depth
_this1.modelGrabStartDepth = _this1.pickedUpModel.position.z; // Store initial depth
var pinchX = hand.pinchPointScreen.x;
var pinchY = hand.pinchPointScreen.y;
// Convert 2D screen pinch point (origin center) to NDC (Normalized Device Coords, -1 to 1)
var ndcX = pinchX / (_this1.renderDiv.clientWidth / 2);
var ndcY = pinchY / (_this1.renderDiv.clientHeight / 2);
var pinchPoint3DWorld = new THREE.Vector3(ndcX, ndcY, 0.5); // Start with a neutral NDC Z
pinchPoint3DWorld.unproject(_this1.camera);
pinchPoint3DWorld.z = _this1.modelGrabStartDepth; // Force Z to the grab depth
console.log("Grab screen: (".concat(pinchX.toFixed(2), ", ").concat(pinchY.toFixed(2), "), NDC: (").concat(ndcX.toFixed(2), ", ").concat(ndcY.toFixed(2), ")"));
console.log("Grab 3D World (pre-offset): ".concat(pinchPoint3DWorld.x.toFixed(2), ", ").concat(pinchPoint3DWorld.y.toFixed(2), ", ").concat(pinchPoint3DWorld.z.toFixed(2)));
_this1.modelDragOffset.subVectors(_this1.pickedUpModel.position, pinchPoint3DWorld);
console.log("Hand ".concat(i, " GRABBED model for DRAG at depth ").concat(_this1.modelGrabStartDepth, ". Offset:"), _this1.modelDragOffset.x.toFixed(2), _this1.modelDragOffset.y.toFixed(2), _this1.modelDragOffset.z.toFixed(2));
} else if (_this1.grabbingHandIndex === i && _this1.pickedUpModel) {
// Update model position based on pinch
var currentPinchX = hand.pinchPointScreen.x;
var currentPinchY = hand.pinchPointScreen.y;
var currentNdcX = currentPinchX / (_this1.renderDiv.clientWidth / 2);
var currentNdcY = currentPinchY / (_this1.renderDiv.clientHeight / 2);
var newPinchPoint3DWorld = new THREE.Vector3(currentNdcX, currentNdcY, 0.5);
newPinchPoint3DWorld.unproject(_this1.camera);
newPinchPoint3DWorld.z = _this1.modelGrabStartDepth; // Force Z to the original grab depth plane
_this1.pickedUpModel.position.addVectors(newPinchPoint3DWorld, _this1.modelDragOffset);
var minZ = -200;
var maxZ = 50;
_this1.pickedUpModel.position.z = Math.max(minZ, Math.min(maxZ, _this1.pickedUpModel.position.z));
}
} else {