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const RING_SEGMENTS = 48;
const Z = 1.5;
function createReusableLine(color, opacity) {
const positions = new Float32Array(6);
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const mat = new THREE.LineBasicMaterial({ color, transparent: true, opacity, depthTest: false, linewidth: 1 });
const line = new THREE.Line(geom, mat);
line.visible = false;
return line;
}
function createReusableRing(segments, color, opacity) {
const positions = new Float32Array((segments + 1) * 3);
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const mat = new THREE.LineBasicMaterial({ color, transparent: true, opacity, depthTest: false });
const line = new THREE.Line(geom, mat);
line.visible = false;
return line;
}
// Pentagon is drawn as a single LineLoop-style line with 6 points (closed)
function createReusablePentagon(color, opacity) {
const positions = new Float32Array(18); // 6 points × 3
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const mat = new THREE.LineBasicMaterial({ color, transparent: true, opacity, depthTest: false });
const line = new THREE.Line(geom, mat);
line.visible = false;
return line;
}
// Pentagram star: 6 points (0,2,4,1,3,0)
function createReusableStar(color, opacity) {
const positions = new Float32Array(18); // 6 points × 3
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const mat = new THREE.LineBasicMaterial({ color, transparent: true, opacity, depthTest: false });
const line = new THREE.Line(geom, mat);
line.visible = false;
return line;
}
export class MandalaVisualizer {
constructor(scene) {
this.scene = scene;
this.group = new THREE.Group();
this.group.renderOrder = 2;
this.scene.add(this.group);
this.clock = new THREE.Clock();
this.fingertips = [4, 8, 12, 16, 20];
this.palmIndex = 9;
// Pre-allocate all geometry for 2 hands
this.hands = [];
for (let h = 0; h < 2; h++) {
const hand = {
pentagon: createReusablePentagon(0x00ffff, 0.7),
star: createReusableStar(0xff00ff, 0.6),
rays: [],
rings: [],
};
for (let i = 0; i < 5; i++) {
hand.rays.push(createReusableLine(0xffaa00, 0.7));
}
for (let r = 0; r < 3; r++) {
hand.rings.push(createReusableRing(RING_SEGMENTS, 0x00ffff, 0.35));
}
this.group.add(hand.pentagon);
this.group.add(hand.star);
hand.rays.forEach(l => this.group.add(l));
hand.rings.forEach(l => this.group.add(l));
this.hands.push(hand);
}
// Inter-hand: 5 bridge lines + 2 cross lines
this.bridges = [];
for (let i = 0; i < 5; i++) {
const line = createReusableLine(0xff00ff, 0.6);
this.bridges.push(line);
this.group.add(line);
}
this.crosses = [];
for (let i = 0; i < 2; i++) {
const line = createReusableLine(0xffaa00, 0.5);
this.crosses.push(line);
this.group.add(line);
}
}
update(handsData, canvasWidth, canvasHeight) {
// Hide everything
for (let h = 0; h < 2; h++) {
const hand = this.hands[h];
hand.pentagon.visible = false;
hand.star.visible = false;
for (let i = 0; i < 5; i++) hand.rays[i].visible = false;
for (let i = 0; i < 3; i++) hand.rings[i].visible = false;
}
for (let i = 0; i < 5; i++) this.bridges[i].visible = false;
for (let i = 0; i < 2; i++) this.crosses[i].visible = false;
if (!handsData || handsData.length === 0) return;
const time = this.clock.getElapsedTime();
for (let h = 0; h < handsData.length && h < 2; h++) {
const points3D = handsData[h];
if (!points3D || points3D.length < 21) continue;
const hand = this.hands[h];
const tips = this.fingertips.map(idx => points3D[idx]);
const palm = points3D[this.palmIndex];
const area = this._polygonArea(tips);
const areaFactor = Math.min(1, area / 40000);
const hue = 0.5 - areaFactor * 0.3;
const glowOpacity = 0.5 + areaFactor * 0.3;
// 1. Pentagon
const pentArr = hand.pentagon.geometry.attributes.position.array;
for (let i = 0; i < 5; i++) {
pentArr[i * 3] = tips[i].x;
pentArr[i * 3 + 1] = tips[i].y;
pentArr[i * 3 + 2] = Z;
}
pentArr[15] = tips[0].x;
pentArr[16] = tips[0].y;
pentArr[17] = Z;
hand.pentagon.geometry.attributes.position.needsUpdate = true;
hand.pentagon.material.color.setHSL(hue, 1.0, 0.5);
hand.pentagon.material.opacity = glowOpacity;
hand.pentagon.visible = true;
// 2. Pentagram star (order: 0,2,4,1,3,0)
const starOrder = [0, 2, 4, 1, 3, 0];
const starArr = hand.star.geometry.attributes.position.array;
for (let i = 0; i < 6; i++) {
const idx = starOrder[i];
starArr[i * 3] = tips[idx].x;
starArr[i * 3 + 1] = tips[idx].y;
starArr[i * 3 + 2] = Z;
}
hand.star.geometry.attributes.position.needsUpdate = true;
hand.star.material.opacity = glowOpacity * 0.8;
hand.star.visible = true;
// 3. Palm-to-tip rays
for (let i = 0; i < 5; i++) {
const arr = hand.rays[i].geometry.attributes.position.array;
arr[0] = palm.x; arr[1] = palm.y; arr[2] = Z;
arr[3] = tips[i].x; arr[4] = tips[i].y; arr[5] = Z;
hand.rays[i].geometry.attributes.position.needsUpdate = true;
hand.rays[i].visible = true;
}
// 4. Concentric rings
let avgDist = 0;
for (let i = 0; i < 5; i++) {
const dx = tips[i].x - palm.x;
const dy = tips[i].y - palm.y;
avgDist += Math.sqrt(dx * dx + dy * dy);
}
avgDist /= 5;
const ringRadii = [avgDist * 0.4, avgDist * 0.7, avgDist * 1.0];
for (let r = 0; r < 3; r++) {
const radius = ringRadii[r];
const arr = hand.rings[r].geometry.attributes.position.array;
for (let s = 0; s <= RING_SEGMENTS; s++) {
const angle = (s / RING_SEGMENTS) * Math.PI * 2 + time * (0.5 + r * 0.3);
arr[s * 3] = palm.x + Math.cos(angle) * radius;
arr[s * 3 + 1] = palm.y + Math.sin(angle) * radius;
arr[s * 3 + 2] = Z;
}
hand.rings[r].geometry.attributes.position.needsUpdate = true;
hand.rings[r].material.color.setHSL((hue + r * 0.15) % 1, 1.0, 0.5);
hand.rings[r].visible = true;
}
}
// 5 & 6. Inter-hand
if (handsData.length >= 2 && handsData[0] && handsData[1] && handsData[0].length >= 21 && handsData[1].length >= 21) {
const tips1 = this.fingertips.map(idx => handsData[0][idx]);
const tips2 = this.fingertips.map(idx => handsData[1][idx]);
for (let i = 0; i < 5; i++) {
const arr = this.bridges[i].geometry.attributes.position.array;
arr[0] = tips1[i].x; arr[1] = tips1[i].y; arr[2] = Z;
arr[3] = tips2[i].x; arr[4] = tips2[i].y; arr[5] = Z;
this.bridges[i].geometry.attributes.position.needsUpdate = true;
this.bridges[i].visible = true;
}
const crossPairs = [[tips1[0], tips2[4]], [tips1[4], tips2[0]]];
for (let c = 0; c < 2; c++) {
const arr = this.crosses[c].geometry.attributes.position.array;
arr[0] = crossPairs[c][0].x; arr[1] = crossPairs[c][0].y; arr[2] = Z;
arr[3] = crossPairs[c][1].x; arr[4] = crossPairs[c][1].y; arr[5] = Z;
this.crosses[c].geometry.attributes.position.needsUpdate = true;
this.crosses[c].visible = true;
}
}
}
_polygonArea(points) {
let area = 0;
const n = points.length;
for (let i = 0; i < n; i++) {
const j = (i + 1) % n;
area += points[i].x * points[j].y;
area -= points[j].x * points[i].y;
}
return Math.abs(area) / 2;
}
dispose() {
// Dispose all pre-allocated geometry and materials
for (const hand of this.hands) {
hand.pentagon.geometry.dispose();
hand.pentagon.material.dispose();
hand.star.geometry.dispose();
hand.star.material.dispose();
for (const ray of hand.rays) {
ray.geometry.dispose();
ray.material.dispose();
}
for (const ring of hand.rings) {
ring.geometry.dispose();
ring.material.dispose();
}
}
for (const bridge of this.bridges) {
bridge.geometry.dispose();
bridge.material.dispose();
}
for (const cross of this.crosses) {
cross.geometry.dispose();
cross.material.dispose();
}
this.scene.remove(this.group);
}
}
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