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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>Pro CPU Particle System</title>
    <style>
        body { margin: 0; overflow: hidden; background: #000; font-family: 'Courier New', Courier, monospace; }
        
        #hud {
            position: absolute;
            top: 20px;
            left: 20px;
            color: rgba(255, 255, 255, 0.8);
            pointer-events: none;
            z-index: 10;
        }
        
        h1 { margin: 0; font-size: 14px; text-transform: uppercase; letter-spacing: 2px; }
        .meta { font-size: 10px; color: #555; margin-top: 5px; }
        
        #gesture-alert {
            position: absolute;
            top: 50%; left: 50%;
            transform: translate(-50%, -50%);
            font-size: 2rem;
            color: white;
            opacity: 0;
            transition: opacity 0.5s;
            text-shadow: 0 0 20px rgba(0,255,255,0.8);
            pointer-events: none;
        }

        #loading {
            position: absolute;
            bottom: 20px; left: 20px;
            color: #00ff88;
            font-size: 12px;
        }
        
        video { display: none; }
    </style>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/@mediapipe/camera_utils/camera_utils.js" crossorigin="anonymous"></script>
    <script src="https://cdn.jsdelivr.net/npm/@mediapipe/control_utils/control_utils.js" crossorigin="anonymous"></script>
    <script src="https://cdn.jsdelivr.net/npm/@mediapipe/hands/hands.js" crossorigin="anonymous"></script>
</head>
<body>

    <div id="hud">
        <h1>Kinetic Particle Engine</h1>
        <div class="meta">CPU OPTIMIZED // PHYSICS ENABLED</div>
        <div class="meta" id="mode-display">MODE: GALAXY</div>
        <div class="meta" style="margin-top:15px; color:#888;">
            [GESTURES]<br>
            • SWIPE LEFT/RIGHT: Change Shape<br>
            • PINCH: Scale<br>
            • FIST: Gravity Well (Attract)
        </div>
    </div>

    <div id="gesture-alert">SWIPE DETECTED</div>
    <div id="loading">SYSTEM INITIALIZING...</div>
    <video id="input-video"></video>

<script>
    /**
     * ------------------------------------------------------------------
     * 1. UTILITIES & GENERATORS
     * ------------------------------------------------------------------
     */
    
    // Generate a soft glow texture programmatically (saves loading images)
    function createGlowTexture() {
        const canvas = document.createElement('canvas');
        canvas.width = 32; canvas.height = 32;
        const ctx = canvas.getContext('2d');
        const grad = ctx.createRadialGradient(16, 16, 0, 16, 16, 16);
        grad.addColorStop(0, 'rgba(255, 255, 255, 1)');
        grad.addColorStop(0.2, 'rgba(255, 255, 255, 0.8)');
        grad.addColorStop(0.5, 'rgba(255, 255, 255, 0.2)');
        grad.addColorStop(1, 'rgba(0, 0, 0, 0)');
        ctx.fillStyle = grad;
        ctx.fillRect(0, 0, 32, 32);
        const texture = new THREE.CanvasTexture(canvas);
        return texture;
    }

    // Shape Formulas
    const Shapes = {
        galaxy: (i, total) => {
            const arms = 3;
            const spin = i / total * arms;
            const r = (i / total) * 8;
            const angle = spin * Math.PI * 2;
            return {
                x: Math.cos(angle) * r,
                y: (Math.random() - 0.5) * (10 - r), // Thicker center
                z: Math.sin(angle) * r
            };
        },
        sphere: (i, total) => {
            const phi = Math.acos(-1 + (2 * i) / total);
            const theta = Math.sqrt(total * Math.PI) * phi;
            const r = 5;
            return {
                x: r * Math.cos(theta) * Math.sin(phi),
                y: r * Math.sin(theta) * Math.sin(phi),
                z: r * Math.cos(phi)
            };
        },
        heart: (i, total) => {
            const t = Math.random() * Math.PI * 2;
            // 3D Heart approximation
            const x = 16 * Math.pow(Math.sin(t), 3);
            const y = 13 * Math.cos(t) - 5 * Math.cos(2*t) - 2 * Math.cos(3*t) - Math.cos(4*t);
            const scale = 0.35;
            return {
                x: x * scale,
                y: y * scale,
                z: (Math.random()-0.5) * 4
            };
        },
        tornado: (i, total) => {
            const angle = i * 0.1;
            const y = (i / total) * 12 - 6;
            const r = 1 + (y + 6) * 0.3;
            return {
                x: Math.cos(angle) * r,
                y: y,
                z: Math.sin(angle) * r
            };
        }
    };

    /**
     * ------------------------------------------------------------------
     * 2. CORE ENGINE SETUP
     * ------------------------------------------------------------------
     */
    const PARTICLE_COUNT = 12000; // Optimized for CPU physics
    const scene = new THREE.Scene();
    scene.fog = new THREE.FogExp2(0x000000, 0.04);
    
    const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 100);
    camera.position.z = 12;

    const renderer = new THREE.WebGLRenderer({ antialias: false, powerPreference: "high-performance" });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
    document.body.appendChild(renderer.domElement);

    /**
     * ------------------------------------------------------------------
     * 3. PARTICLE SYSTEM (PHYSICS BASED)
     * ------------------------------------------------------------------
     */
    const geometry = new THREE.BufferGeometry();
    
    // Arrays for Double Buffering / Physics
    const posArray = new Float32Array(PARTICLE_COUNT * 3);
    const targetArray = new Float32Array(PARTICLE_COUNT * 3);
    const velocityArray = new Float32Array(PARTICLE_COUNT * 3); // Velocity for physics
    const colorsArray = new Float32Array(PARTICLE_COUNT * 3);

    const baseColor = new THREE.Color(0x00aaff);

    for(let i=0; i<PARTICLE_COUNT; i++) {
        const i3 = i*3;
        posArray[i3] = (Math.random()-0.5)*20;
        posArray[i3+1] = (Math.random()-0.5)*20;
        posArray[i3+2] = (Math.random()-0.5)*20;
        
        targetArray[i3] = posArray[i3];
        
        colorsArray[i3] = baseColor.r;
        colorsArray[i3+1] = baseColor.g;
        colorsArray[i3+2] = baseColor.b;
    }

    geometry.setAttribute('position', new THREE.BufferAttribute(posArray, 3));
    geometry.setAttribute('color', new THREE.BufferAttribute(colorsArray, 3));

    const material = new THREE.PointsMaterial({
        size: 0.15,
        map: createGlowTexture(), // Use generated texture
        vertexColors: true,
        transparent: true,
        opacity: 0.9,
        blending: THREE.AdditiveBlending,
        depthWrite: false
    });

    const particles = new THREE.Points(geometry, material);
    scene.add(particles);

    /**
     * ------------------------------------------------------------------
     * 4. LOGIC & STATE
     * ------------------------------------------------------------------
     */
    const AppState = {
        currentShape: 'galaxy',
        shapeKeys: Object.keys(Shapes),
        shapeIndex: 0,
        hand: { x: 0, y: 0, z: 0, active: false, pinch: 0, fist: false },
        handVelocity: { x: 0, y: 0 }
    };

    function switchShape(direction) {
        if(direction === 'next') {
            AppState.shapeIndex = (AppState.shapeIndex + 1) % AppState.shapeKeys.length;
        } else {
            AppState.shapeIndex = (AppState.shapeIndex - 1 + AppState.shapeKeys.length) % AppState.shapeKeys.length;
        }
        
        AppState.currentShape = AppState.shapeKeys[AppState.shapeIndex];
        document.getElementById('mode-display').innerText = `MODE: ${AppState.currentShape.toUpperCase()}`;
        
        // Show UI feedback
        const alert = document.getElementById('gesture-alert');
        alert.innerText = `${AppState.currentShape.toUpperCase()}`;
        alert.style.opacity = 1;
        setTimeout(() => alert.style.opacity = 0, 1000);

        // Recalculate targets
        const func = Shapes[AppState.currentShape];
        for(let i=0; i<PARTICLE_COUNT; i++) {
            const p = func(i, PARTICLE_COUNT);
            targetArray[i*3] = p.x;
            targetArray[i*3+1] = p.y;
            targetArray[i*3+2] = p.z;
        }
    }

    // Init first shape
    switchShape('next'); 

    /**
     * ------------------------------------------------------------------
     * 5. COMPUTER VISION (THROTTLED)
     * ------------------------------------------------------------------
     */
    const videoElement = document.getElementById('input-video');
    let lastHandX = 0;
    
    // We will only process MediaPipe every 2 frames to save CPU for rendering
    let frameSkipCounter = 0; 

    const hands = new Hands({locateFile: (file) => `https://cdn.jsdelivr.net/npm/@mediapipe/hands/${file}`});
    hands.setOptions({
        maxNumHands: 1,
        modelComplexity: 0, // Lite model for speed
        minDetectionConfidence: 0.5,
        minTrackingConfidence: 0.5
    });

    hands.onResults(results => {
        const loading = document.getElementById('loading');
        if(loading) loading.style.display = 'none';

        if (results.multiHandLandmarks && results.multiHandLandmarks.length > 0) {
            const landmarks = results.multiHandLandmarks[0];
            AppState.hand.active = true;

            // 1. Position Mapping (Normalized -1 to 1)
            // Invert X because webcam is mirrored
            const hx = -(landmarks[9].x - 0.5) * 10; 
            const hy = -(landmarks[9].y - 0.5) * 8;
            
            // Calculate Velocity for gestures
            AppState.handVelocity.x = hx - lastHandX;
            lastHandX = hx;

            // Smooth hand position
            AppState.hand.x += (hx - AppState.hand.x) * 0.2;
            AppState.hand.y += (hy - AppState.hand.y) * 0.2;

            // 2. Pinch Detection (Thumb Tip vs Index Tip)
            const pinchDist = Math.hypot(landmarks[4].x - landmarks[8].x, landmarks[4].y - landmarks[8].y);
            AppState.hand.pinch = pinchDist; // <0.05 is pinch

            // 3. Fist Detection (Tip to Wrist)
            const wrist = landmarks[0];
            const midTip = landmarks[12];
            const dist = Math.hypot(wrist.x - midTip.x, wrist.y - midTip.y);
            AppState.hand.fist = dist < 0.2; // Threshold for fist

            // 4. Swipe Detection
            if (Math.abs(AppState.handVelocity.x) > 0.6) {
                // Debounce swipe
                if (!AppState.swiping) {
                    AppState.swiping = true;
                    switchShape(AppState.handVelocity.x > 0 ? 'next' : 'prev');
                    setTimeout(() => AppState.swiping = false, 500);
                }
            }

        } else {
            AppState.hand.active = false;
        }
    });

    const cameraUtils = new Camera(videoElement, {
        onFrame: async () => {
            // Throttling Logic: Run AI every 2nd frame only
            frameSkipCounter++;
            if(frameSkipCounter % 2 === 0) {
                await hands.send({image: videoElement});
            }
        },
        width: 640,
        height: 480
    });
    cameraUtils.start();

    /**
     * ------------------------------------------------------------------
     * 6. PHYSICS LOOP
     * ------------------------------------------------------------------
     */
    const clock = new THREE.Clock();
    
    function animate() {
        requestAnimationFrame(animate);

        const time = clock.getElapsedTime();
        const positions = particles.geometry.attributes.position.array;
        const colors = particles.geometry.attributes.color.array;

        // Interaction Variables
        let globalScale = 1.0;
        if(AppState.hand.active) {
            // Map pinch to scale: 0.02->0.5, 0.2->1.5
            globalScale = THREE.MathUtils.mapLinear(AppState.hand.pinch, 0.02, 0.2, 0.5, 1.8);
        }

        // Particle Loop
        for (let i = 0; i < PARTICLE_COUNT; i++) {
            const i3 = i * 3;

            // 1. Get Target
            let tx = targetArray[i3] * globalScale;
            let ty = targetArray[i3+1] * globalScale;
            let tz = targetArray[i3+2] * globalScale;

            // 2. Hand Repulsion / Attraction Physics
            if (AppState.hand.active) {
                const dx = positions[i3] - AppState.hand.x;
                const dy = positions[i3+1] - AppState.hand.y;
                const distSq = dx*dx + dy*dy;

                // Repulsion Radius
                if (distSq < 4) {
                    const force = (4 - distSq) * 0.1;
                    
                    if(AppState.hand.fist) {
                        // Attraction (Black Hole)
                        tx -= dx * force * 5;
                        ty -= dy * force * 5;
                    } else {
                        // Repulsion (Push away)
                        tx += dx * force;
                        ty += dy * force;
                    }
                }
            }

            // 3. Spring Physics Integration
            // Acceleration = (Target - Current) * SpringStrength
            const ax = (tx - positions[i3]) * 0.05; // Spring strength
            const ay = (ty - positions[i3+1]) * 0.05;
            const az = (tz - positions[i3+2]) * 0.05;

            // Update Velocity (Inertia)
            velocityArray[i3]   += ax;
            velocityArray[i3+1] += ay;
            velocityArray[i3+2] += az;

            // Friction (Damping)
            velocityArray[i3]   *= 0.92;
            velocityArray[i3+1] *= 0.92;
            velocityArray[i3+2] *= 0.92;

            // Apply Velocity
            positions[i3]   += velocityArray[i3];
            positions[i3+1] += velocityArray[i3+1];
            positions[i3+2] += velocityArray[i3+2];

            // 4. Dynamic Coloring based on Speed
            const speed = Math.abs(velocityArray[i3]) + Math.abs(velocityArray[i3+1]);
            if (speed > 0.1) {
                // Moving fast -> White/Cyan
                colors[i3] = 0.8; colors[i3+1] = 1.0; colors[i3+2] = 1.0;
            } else {
                // Resting -> Base Color
                colors[i3] += (baseColor.r - colors[i3]) * 0.1;
                colors[i3+1] += (baseColor.g - colors[i3+1]) * 0.1;
                colors[i3+2] += (baseColor.b - colors[i3+2]) * 0.1;
            }
        }

        // Global idle rotation
        if(!AppState.hand.active) {
            particles.rotation.y = time * 0.1;
        }

        particles.geometry.attributes.position.needsUpdate = true;
        particles.geometry.attributes.color.needsUpdate = true;
        renderer.render(scene, camera);
    }

    animate();

    // Resize Handler
    window.addEventListener('resize', () => {
        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();
        renderer.setSize(window.innerWidth, window.innerHeight);
    });
</script>
</body>
</html>