anycoder-0b0eca81 / components /GaussianSplatViewer.jsx
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import { useRef, useMemo, useState, useEffect } from 'react';
import { Canvas, useFrame } from '@react-three/fiber';
import { OrbitControls, Stars, useTexture } from '@react-three/drei';
import * as THREE from 'three';
function GaussianPoints({ worldData, isLoading }) {
const pointsRef = useRef();
const [hovered, setHovered] = useState(false);
const { positions, colors, sizes } = useMemo(() => {
if (isLoading || !worldData) {
return { positions: new Float32Array(0), colors: new Float32Array(0), sizes: new Float32Array(0) };
}
const count = worldData.pointCount || 50000;
const positions = new Float32Array(count * 3);
const colors = new Float32Array(count * 3);
const sizes = new Float32Array(count);
const colorPalette = worldData.colorPalette || [[0.4, 0.6, 0.9], [0.2, 0.8, 0.4], [0.9, 0.3, 0.5]];
for (let i = 0; i < count; i++) {
const i3 = i * 3;
// Spherical distribution for 360 capture feel
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2 * Math.random() - 1);
const r = 2 + Math.random() * 3;
positions[i3] = r * Math.sin(phi) * Math.cos(theta);
positions[i3 + 1] = r * Math.sin(phi) * Math.sin(theta);
positions[i3 + 2] = r * Math.cos(phi);
const color = colorPalette[Math.floor(Math.random() * colorPalette.length)];
colors[i3] = color[0] + (Math.random() - 0.5) * 0.2;
colors[i3 + 1] = color[1] + (Math.random() - 0.5) * 0.2;
colors[i3 + 2] = color[2] + (Math.random() - 0.5) * 0.2;
sizes[i] = Math.random() * 0.05 + 0.01;
}
return { positions, colors, sizes };
}, [worldData, isLoading]);
useFrame((state) => {
if (pointsRef.current) {
pointsRef.current.rotation.y += 0.001;
pointsRef.current.rotation.x = Math.sin(state.clock.elapsedTime * 0.1) * 0.1;
}
});
if (isLoading) return null;
return (
<points
ref={pointsRef}
onPointerOver={() => setHovered(true)}
onPointerOut={() => setHovered(false)}
>
<bufferGeometry>
<bufferAttribute
attach="attributes-position"
count={positions.length / 3}
array={positions}
itemSize={3}
/>
<bufferAttribute
attach="attributes-color"
count={colors.length / 3}
array={colors}
itemSize={3}
/>
<bufferAttribute
attach="attributes-size"
count={sizes.length}
array={sizes}
itemSize={1}
/>
</bufferGeometry>
<pointsMaterial
size={0.05}
vertexColors
transparent
opacity={0.8}
sizeAttenuation
blending={THREE.AdditiveBlending}
depthWrite={false}
/>
</points>
);
}
function Scene({ worldData, isLoading }) {
return (
<>
<ambientLight intensity={0.5} />
<pointLight position={[10, 10, 10]} intensity={1} />
<Stars radius={100} depth={50} count={5000} factor={4} saturation={0} fade speed={1} />
<GaussianPoints worldData={worldData} isLoading={isLoading} />
<OrbitControls
enablePan={true}
enableZoom={true}
enableRotate={true}
zoomSpeed={0.5}
rotateSpeed={0.5}
minDistance={2}
maxDistance={20}
/>
</>
);
}
export default function GaussianSplatViewer({ worldData, isLoading }) {
if (isLoading) {
return (
<div className="w-full h-full flex items-center justify-center bg-slate-950">
<div className="text-center">
<div className="w-16 h-16 border-4 border-indigo-500 border-t-transparent rounded-full animate-spin mx-auto mb-4"></div>
<p className="text-slate-400 animate-pulse">Loading Gaussian Splats...</p>
<p className="text-slate-600 text-sm mt-2">Processing 360° capture data</p>
</div>
</div>
);
}
return (
<div className="w-full h-full relative">
<Canvas
camera={{ position: [0, 0, 8], fov: 60 }}
dpr={[1, 2]}
gl={{ antialias: true, alpha: true }}
style={{ background: 'radial-gradient(circle at center, #1e293b 0%, #020617 100%)' }}
>
<Scene worldData={worldData} isLoading={isLoading} />
</Canvas>
<div className="absolute bottom-4 left-4 glass-panel rounded-lg p-3 text-xs text-slate-400">
<p className="font-semibold text-slate-200 mb-1">Controls</p>
<p>Left Click: Rotate</p>
<p>Right Click: Pan</p>
<p>Scroll: Zoom</p>
</div>
</div>
);
}