AI-NPC-3D-BABYLON / indexbak.html
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Rename index.html to indexbak.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>Babylon.js 3D VR Game</title>
<style>
body, html { margin: 0; padding: 0; overflow: hidden; font-family: 'Trebuchet MS', serif; }
canvas { width: 100%; height: 100%; display: block; }
#chatUI { position: absolute; top: 10px; right: 10px; width: 300px; }
#chatLog { width: 100%; height: 400px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; color: #fff; overflow-y: auto; border: 2px solid #4e342e; box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.9); }
#chatInput { width: 100%; height: 40px; margin-top: 10px; background-color: rgba(255, 255, 255, 0.4); border: 2px solid #4e342e; }
#sendButton { width: 100%; height: 40px; margin-top: 10px; background: linear-gradient(to bottom, #957d5f, #6c543e); color: #e0d7c5; border: none; cursor: pointer; }
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<div id="chatUI">
<div id="chatLog"></div>
<input type="text" id="chatInput" placeholder="Type your message here..." />
<button id="sendButton">Send</button>
</div>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/loaders/babylon.glTF2FileLoader.min.js"></script>
<script src="https://unpkg.com/@huggingface/transformers"></script>
<script>
// Setup Babylon.js
const canvas = document.getElementById("renderCanvas");
const engine = new BABYLON.Engine(canvas, true);
const createScene = function() {
const scene = new BABYLON.Scene(engine);
// Skybox setup
scene.environmentTexture = new BABYLON.CubeTexture("sky.jpg", scene);
// Camera
const camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 100, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
// Light
const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene);
// Load maps
const mapMatrix = generateRandomMap();
const mapWidth = mapMatrix[0].length;
const mapHeight = mapMatrix.length;
// Ground setup with the same size as the map
const ground = BABYLON.MeshBuilder.CreateGround("ground", { width: mapWidth, height: mapHeight }, scene);
ground.material = new BABYLON.StandardMaterial("groundMat", scene);
ground.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene);
// Position ground underneath the map
ground.position.x = mapWidth / 2 - 0.5;
ground.position.z = mapHeight / 2 - 0.5;
// Create map
createMapFromMatrix(mapMatrix, scene);
// Player
const startPosition = getStartPosition(mapMatrix);
const player = BABYLON.MeshBuilder.CreateBox("player", { size: 1 }, scene);
player.position = new BABYLON.Vector3(startPosition.x, 0.5, startPosition.z);
player.material = new BABYLON.StandardMaterial("playerMat", scene);
player.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene);
// NPC
const npc1 = BABYLON.MeshBuilder.CreateSphere("npc1", { diameter: 1 }, scene);
npc1.position = new BABYLON.Vector3(30, 0.5, 30);
npc1.material = new BABYLON.StandardMaterial("npcMat", scene);
npc1.material.diffuseTexture = new BABYLON.Texture("sky.jpg", scene);
window.addEventListener("keydown", (event) => {
const moveDistance = 0.1;
let moveVector = new BABYLON.Vector3(0, 0, 0);
switch (event.key) {
case "ArrowUp":
moveVector.z = -moveDistance;
break;
case "ArrowDown":
moveVector.z = moveDistance;
break;
case "ArrowLeft":
moveVector.x = -moveDistance;
break;
case "ArrowRight":
moveVector.x = moveDistance;
break;
}
// Predict the player's new position
const newPlayerPosition = player.position.add(moveVector);
// Perform a collision detection in the direction of movement
const ray = new BABYLON.Ray(player.position, moveVector.normalize(), moveDistance);
const hitResult = scene.pickWithRay(ray);
// Check if the ray hits a wall
if (hitResult.hit && hitResult.pickedMesh && hitResult.pickedMesh.name.startsWith("wall_")) {
console.log("Wall detected! Movement blocked.");
return; // Stop movement if a wall is detected
}
// Allow movement if no wall is detected
player.position.addInPlace(moveVector);
checkCollision(player, npc1);
});
function generateRandomMap() {
const size = 100;
const map = [];
for (let y = 0; y < size; y++) {
const row = [];
for (let x = 0; x < size; x++) {
row.push(Math.random() > 0.8 ? 1 : 0); // 1 for wall, 0 for empty
}
map.push(row);
}
return map;
}
function createMapFromMatrix(matrix, scene) {
const wallMaterial = new BABYLON.StandardMaterial("wallMat", scene);
wallMaterial.diffuseTexture = new BABYLON.Texture("sky.jpg", scene);
matrix.forEach((row, y) => {
row.forEach((value, x) => {
if (value === 1) {
const wall = BABYLON.MeshBuilder.CreateBox("wall_" + x + "_" + y, {
width: 1,
height: 2,
depth: 1
}, scene);
wall.position = new BABYLON.Vector3(x, 1, y);
wall.material = wallMaterial;
}
});
});
}
function getStartPosition(matrix) {
for (let y = 0; y < matrix.length; y++) {
for (let x = 0; x < matrix[y].length; x++) {
if (matrix[y][x] === 0) {
return { x, z: y }; // Starting position
}
}
}
return { x: 0, z: 0 }; // Default position if none found
}
const scenerender = createScene();
engine.runRenderLoop(() => {
scenerender.render();
});
window.addEventListener("resize", () => {
engine.resize();
});
// Chat UI script
const chatLog = document.getElementById("chatLog");
const chatInput = document.getElementById("chatInput");
const sendButton = document.getElementById("sendButton");
function openChat(npcId, npcName, message) {
chatLog.innerHTML += `<div><strong>${npcName}:</strong> ${message}</div>`;
chatLog.scrollTop = chatLog.scrollHeight;
chatInput.focus();
}
sendButton.addEventListener("click", async () => {
const inputField = document.getElementById("chatInput");
const chatLog = document.getElementById("chatLog");
const message = inputField.value;
if (message.trim() === "" || !chatSetup) return;
chatLog.innerHTML += `<p>Player: ${message}</p>`;
inputField.value = "";
const { model, tokenizer } = await chatSetup;
const inputs = tokenizer(message, { return_tensors: "pt" });
const response = await model.generate(inputs.input_ids, { max_length: 50 });
const output = tokenizer.decode(response[0], { skip_special_tokens: true });
chatLog.innerHTML += `<p>NPC: ${output}</p>`;
chatLog.scrollTop = chatLog.scrollHeight;
// Limit chat log entries to 50
if (chatLog.childElementCount > 50) {
chatLog.removeChild(chatLog.firstChild);
}
});
async function createXRExperience() {
try {
const xrHelper = await scene.createDefaultXRExperienceAsync({
floorMeshes: [scene.getMeshByName("ground")],
disableDefaultUI: false // Keep the default UI enabled to ensure the VR button works
});
// After initialization, specifically disable hand tracking if it was included
const featuresManager = xrHelper.baseExperience.featuresManager;
featuresManager.disableFeature(BABYLON.WebXRFeatureName.HAND_TRACKING);
// Set up interactions
setupControllerInteractions(xrHelper);
scene.activeCamera = xrHelper.baseExperience.camera;
} catch (err) {
console.error('Failed to start VR session:', err);
}
}
// Set up VR button and initialize VR experience on click
const vrButton = document.createElement("button");
vrButton.textContent = "Enter VR";
vrButton.style.position = "absolute";
vrButton.style.bottom = "10px";
vrButton.style.left = "10px";
vrButton.style.width = "200px";
vrButton.style.height = "40px";
vrButton.style.background = "linear-gradient(to bottom, #6c543e, #4e342e)";
vrButton.style.color = "#e0d7c5";
vrButton.style.border = "none";
vrButton.style.cursor = "pointer";
document.body.appendChild(vrButton);
vrButton.addEventListener("click", createXRExperience);
function setupControllerInteractions(xrHelper) {
xrHelper.input.onControllerAddedObservable.add(controller => {
controller.onMotionControllerInitObservable.add(motionController => {
const xrRay = motionController.getComponent("xr-standard-trigger");
if (xrRay) {
xrRay.onButtonStateChangedObservable.add(() => {
if (xrRay.pressed) {
try {
const pickResult = scene.pickWithRay(controller.pointerRay);
if (pickResult.hit && pickResult.pickedMesh) {
if (pickResult.pickedMesh.name.startsWith("wall_")) {
// Block the user's movement by not allowing them to move forward
return;
// Apply graffiti on the wall
applyGraffiti(pickResult.pickedMesh, pickResult.pickedPoint);
}
// Example: Interact with NPC
if (pickResult.pickedMesh.name === "npc1") {
setTimeout(() => {
openChat("npc1", "NPC-1", "Hello! How can I assist you today?");
}, 0);
}
}
} catch (err) {
console.error('Error during ray interaction:', err);
}
}
});
}
});
});
}
function applyGraffiti(wallMesh, hitPoint) {
const graffitiSize = 1024; // Texture size for the graffiti
const dynamicTexture = new BABYLON.DynamicTexture("graffitiTexture", graffitiSize, scene, true);
const context = dynamicTexture.getContext();
const image = new Image();
image.src = "graff1.png";
image.onload = function() {
// Draw the image on the dynamic texture
context.drawImage(image, 0, 0, graffitiSize, graffitiSize);
dynamicTexture.update();
// Create the graffiti material
const graffitiMaterial = new BABYLON.StandardMaterial("graffitiMat", scene);
graffitiMaterial.diffuseTexture = dynamicTexture;
// Create a plane to display the graffiti on the wall
const graffitiPlane = BABYLON.MeshBuilder.CreatePlane("graffiti", {
width: 2, // Size of the graffiti on the wall
height: 2,
}, scene);
graffitiPlane.position = hitPoint;
graffitiPlane.lookAt(wallMesh.position); // Ensure the graffiti faces the wall
graffitiPlane.material = graffitiMaterial;
// Parent the graffiti to the wall so it moves with the wall
graffitiPlane.parent = wallMesh;
console.log("Graffiti applied at:", hitPoint);
};
}
// Ensure the camera controls are reset when exiting VR mode
window.addEventListener("resize", () => {
engine.resize();
});
async function setupChat() {
try {
const model = await transformers.AutoModelForCausalLM.from_pretrained('mistralai/Mistral');
const tokenizer = await transformers.AutoTokenizer.from_pretrained('mistralai/Mistral');
return { model, tokenizer };
} catch (error) {
console.error('Failed to load the chat model or tokenizer:', error);
alert('Chat system is currently unavailable. Please try again later.');
return null;
}
}
let chatSetup = setupChat();
</script>
</body>
</html>