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Browse files- WaveformVisualizer.js +61 -24
- game.js +40 -0
WaveformVisualizer.js
CHANGED
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@@ -15,6 +15,13 @@ uniform vec2 u_resolution;
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uniform vec3 u_color;
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uniform float u_breathe;
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vec2 cmul(vec2 a, vec2 b) {
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return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
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}
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@@ -46,7 +53,7 @@ vec2 rot(vec2 p, float a) {
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void main() {
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vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
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// Texture breathing
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uv *= 1.0 + 0.05 * (u_breathe - 0.5);
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float breathe = 1.0 + 0.15 * u_amplitude;
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@@ -59,14 +66,25 @@ void main() {
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return;
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}
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uv = rot(uv, u_time * rotSpeed);
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float angleStep = 6.283185 / n;
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float
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float tr = sinhR / (coshR + 1.0);
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vec2 z = uv;
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@@ -89,27 +107,27 @@ void main() {
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float d = hdist(z);
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// Color palette:
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float t = mod(iter * 0.1 + u_time * 0.02, 1.0);
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vec3 col1 = vec3(0.03, 0.01, 0.08);
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vec3 col2 = vec3(0.02, 0.10, 0.15);
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vec3 col3 = vec3(0.12, 0.02, 0.10);
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vec3 color = mix(col1, col2, sin(iter * 0.7 + u_time * 0.1) * 0.5 + 0.5);
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color = mix(color, col3, sin(iter * 1.1 - u_time * 0.15) * 0.5 + 0.5);
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// Breathe-modulated saturation
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float sat = 0.85 + 0.15 * u_breathe;
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color *= sat;
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// Tint toward
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float satBoost = 0.3 + 0.
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color = mix(color, u_color * 0.
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// Edge highlights
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float
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float edgeLine = 1.0 - smoothstep(0.0,
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// Sector pattern
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float ang = atan(z.y, z.x);
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@@ -119,13 +137,18 @@ void main() {
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// Audio reactive brightness
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color *= 0.8 + 0.25 * u_amplitude;
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// Disk edge fade
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float diskEdge = smoothstep(0.98, 0.92, r);
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color *= diskEdge;
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color = min(color, vec3(1.0));
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gl_FragColor = vec4(color, 0.
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}
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`;
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@@ -143,7 +166,13 @@ export class WaveformVisualizer {
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u_amplitude: { value: 0.0 },
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u_resolution: { value: new THREE.Vector2(canvasWidth, canvasHeight) },
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u_color: { value: this.currentColor },
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u_breathe: { value: 0 }
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};
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this._createVisualizer();
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@@ -169,13 +198,9 @@ export class WaveformVisualizer {
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update() {
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if (!this.analyser || !this.mesh) return;
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// Interpolate color
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this.currentColor.lerp(this.targetColor, 0.05);
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// Update time
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this.uniforms.u_time.value = this.clock.getElapsedTime();
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// Compute RMS amplitude from analyser
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var waveformData = this.analyser.getValue();
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var sum = 0;
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for (var i = 0; i < waveformData.length; i++) {
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@@ -185,10 +210,22 @@ export class WaveformVisualizer {
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this.uniforms.u_amplitude.value = amplitude;
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this.lastAmplitude = amplitude;
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var breathe = 0.5 + 0.5 * Math.sin(this.uniforms.u_time.value * 2.094);
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this.uniforms.u_breathe.value = breathe;
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}
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updateColor(newColor) {
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this.targetColor.set(newColor);
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}
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uniform vec3 u_color;
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uniform float u_breathe;
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// Hand-driven uniforms
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uniform vec2 u_handPos; // -1 to 1, normalized hand position
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uniform float u_handSpread; // 0-1 finger spread
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uniform float u_wristAngle; // -1 to 1
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uniform float u_pitch; // 0-1 hand height (low=bass, high=treble)
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uniform float u_fingerGlow; // 0-1 average finger extension
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vec2 cmul(vec2 a, vec2 b) {
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return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y);
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// Texture breathing
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uv *= 1.0 + 0.05 * (u_breathe - 0.5);
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float breathe = 1.0 + 0.15 * u_amplitude;
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return;
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}
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// === HAND-DRIVEN GEOMETRY WARPING ===
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// Warp the disk toward hand position (Möbius transform)
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// Hand position pulls the hyperbolic space toward where your hand is
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vec2 handWarp = u_handPos * 0.35; // scale to stay within Poincaré disk
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uv = mobius(uv, handWarp);
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// Rotation speed driven by wrist angle + audio
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float rotSpeed = 0.06 + 0.04 * u_amplitude + u_wristAngle * 0.15;
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uv = rot(uv, u_time * rotSpeed);
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// Symmetry: finger spread morphs from 5-fold to 11-fold
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float n = 5.0 + u_handSpread * 6.0;
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float angleStep = 6.283185 / n;
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// Tiling scale shifts with pitch (hand height)
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float tileScale = 3.0 - u_pitch * 1.5; // lower hand = larger tiles, higher = finer
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float coshR = cos(3.14159265 / tileScale) / sin(3.14159265 / n);
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float sinhR = sqrt(max(coshR * coshR - 1.0, 0.001));
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float tr = sinhR / (coshR + 1.0);
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vec2 z = uv;
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float d = hdist(z);
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// Color palette: psychedelic, hand-tinted
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float t = mod(iter * 0.1 + u_time * 0.02, 1.0);
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vec3 col1 = vec3(0.03, 0.01, 0.08);
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vec3 col2 = vec3(0.02, 0.10, 0.15);
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vec3 col3 = vec3(0.12, 0.02, 0.10);
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vec3 color = mix(col1, col2, sin(iter * 0.7 + u_time * 0.1) * 0.5 + 0.5);
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color = mix(color, col3, sin(iter * 1.1 - u_time * 0.15) * 0.5 + 0.5);
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float sat = 0.85 + 0.15 * u_breathe;
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color *= sat;
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// Tint toward hand-gesture color (stronger when fingers active)
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float satBoost = 0.3 + 0.3 * u_fingerGlow;
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color = mix(color, u_color * 0.2, satBoost * 0.4);
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// Edge highlights — glow stronger with finger extension
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float edgeGlow = 0.04 - 0.02 * u_amplitude - 0.01 * u_fingerGlow;
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float edgeLine = 1.0 - smoothstep(0.0, max(edgeGlow, 0.005), abs(fract(d * 1.5) - 0.5) - 0.45);
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vec3 edgeColor = vec3(0.08, 0.12, 0.2) * (1.0 + u_fingerGlow * 2.0 + u_amplitude);
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color += edgeColor * edgeLine;
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// Sector pattern
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float ang = atan(z.y, z.x);
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// Audio reactive brightness
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color *= 0.8 + 0.25 * u_amplitude;
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// Hand proximity brightening — geometry glows near your hand
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float handDist = length(uv - u_handPos * 0.5);
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float handGlow = 0.15 * u_fingerGlow / (1.0 + handDist * 4.0);
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color += u_color * handGlow;
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// Disk edge fade
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float diskEdge = smoothstep(0.98, 0.92, r);
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color *= diskEdge;
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color = min(color, vec3(1.0));
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gl_FragColor = vec4(color, 0.5);
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}
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`;
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u_amplitude: { value: 0.0 },
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u_resolution: { value: new THREE.Vector2(canvasWidth, canvasHeight) },
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u_color: { value: this.currentColor },
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u_breathe: { value: 0 },
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// Hand-driven uniforms
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u_handPos: { value: new THREE.Vector2(0, 0) },
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u_handSpread: { value: 0 },
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u_wristAngle: { value: 0 },
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u_pitch: { value: 0.5 },
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u_fingerGlow: { value: 0 }
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};
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this._createVisualizer();
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update() {
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if (!this.analyser || !this.mesh) return;
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this.currentColor.lerp(this.targetColor, 0.05);
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this.uniforms.u_time.value = this.clock.getElapsedTime();
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var waveformData = this.analyser.getValue();
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var sum = 0;
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for (var i = 0; i < waveformData.length; i++) {
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this.uniforms.u_amplitude.value = amplitude;
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this.lastAmplitude = amplitude;
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var breathe = 0.5 + 0.5 * Math.sin(this.uniforms.u_time.value * 2.094);
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this.uniforms.u_breathe.value = breathe;
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}
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// Called from game.js with hand tracking data
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updateHandData(data) {
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if (!data) return;
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if (data.handPos !== undefined) {
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this.uniforms.u_handPos.value.set(data.handPos.x || 0, data.handPos.y || 0);
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}
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if (data.handSpread !== undefined) this.uniforms.u_handSpread.value = data.handSpread;
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if (data.wristAngle !== undefined) this.uniforms.u_wristAngle.value = data.wristAngle;
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if (data.pitch !== undefined) this.uniforms.u_pitch.value = data.pitch;
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if (data.fingerGlow !== undefined) this.uniforms.u_fingerGlow.value = data.fingerGlow;
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}
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updateColor(newColor) {
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this.targetColor.set(newColor);
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}
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game.js
CHANGED
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this._updateBeatIndicator();
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if (this.waveformVisualizer) {
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this.waveformVisualizer.update();
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}
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if (this.mandalaVisualizer) {
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var mandalaHands = this.hands.map(function(h) { return h.points3D || null; }).filter(Boolean);
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this._updateBeatIndicator();
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if (this.waveformVisualizer) {
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this.waveformVisualizer.update();
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// Pipe hand data into the hyperbolic geometry
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var synthHand = this.hands[0];
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if (synthHand && synthHand.landmarks) {
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var palm = synthHand.landmarks[9];
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// Normalize hand pos to -1..1 (mirrored X)
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var hx = -(palm.x * 2 - 1);
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var hy = -(palm.y * 2 - 1);
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// Compute finger glow (avg distance from palm)
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var fglow = 0;
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var tipIndices = [8, 12, 16, 20];
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for (var ti = 0; ti < tipIndices.length; ti++) {
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var tip = synthHand.landmarks[tipIndices[ti]];
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var fdx = tip.x - palm.x, fdy = tip.y - palm.y;
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fglow += Math.sqrt(fdx*fdx + fdy*fdy);
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}
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var palmDist = Math.abs(synthHand.landmarks[0].y - palm.y) || 0.05;
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fglow = Math.min(1, (fglow / 4) / (palmDist * 2));
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// Pitch from Y position (0=bottom, 1=top)
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var pitch = 1 - palm.y;
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// Hand spread
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var tips = [synthHand.landmarks[4], synthHand.landmarks[8], synthHand.landmarks[12], synthHand.landmarks[16], synthHand.landmarks[20]];
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var spreadSum = 0;
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for (var si = 0; si < tips.length - 1; si++) {
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var sdx = tips[si].x - tips[si+1].x, sdy = tips[si].y - tips[si+1].y;
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spreadSum += Math.sqrt(sdx*sdx + sdy*sdy);
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}
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var spread = Math.min(1, (spreadSum / 4) / (palmDist * 2));
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// Wrist angle
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var wdx = palm.x - synthHand.landmarks[0].x;
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var wdy = palm.y - synthHand.landmarks[0].y;
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var wAngle = Math.max(-1, Math.min(1, Math.atan2(wdx, -wdy) / (Math.PI / 2)));
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this.waveformVisualizer.updateHandData({
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handPos: { x: hx, y: hy },
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handSpread: spread,
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wristAngle: wAngle,
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pitch: pitch,
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fingerGlow: fglow
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});
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}
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}
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if (this.mandalaVisualizer) {
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var mandalaHands = this.hands.map(function(h) { return h.points3D || null; }).filter(Boolean);
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