fix: live demo static pose & inaccurate sensing data (issue #86)

- Docker default changed from --source simulated to --source auto
  (auto-detects ESP32 on UDP 5005, falls back to simulation)
- Pose derivation now driven by real sensing features: motion_band_power,
  breathing_band_power, variance, dominant_freq_hz, change_points
- Temporal feature extraction: 100-frame circular buffer, Goertzel
  breathing rate estimation (0.1-0.5 Hz), frame-to-frame L2 motion
  detection, SNR-based signal quality metric
- Signal field driven by subcarrier variance spatial mapping instead
  of fixed animation circle
- UI data source indicators: LIVE/RECONNECTING/SIMULATED banner on
  sensing tab, estimation mode badge on live demo tab
- Setup guide panel explaining ESP32 count requirements for each
  capability level (1x: presence, 3x: localization, 4x+: full pose)
- Tick rate improved from 500ms to 100ms (2fps to 10fps)
- Fixed Option<f64> division bug from PR #83
- ADR-035 documents all decisions

Closes #86

Co-Authored-By: claude-flow <ruv@ruv.net>
This commit is contained in:
ruv
2026-03-02 10:54:07 -05:00
parent fdc7142dfa
commit 8166d8d822
11 changed files with 1647 additions and 336 deletions
+205 -2
View File
@@ -14,7 +14,9 @@ export class LiveDemoTab {
currentZone: 'zone_1',
debugMode: false,
autoReconnect: true,
renderMode: 'skeleton'
renderMode: 'skeleton',
// 'unknown' | 'signal_derived' | 'model_inference'
poseSource: 'unknown'
};
this.components = {
@@ -136,6 +138,48 @@ export class LiveDemoTab {
</div>
</div>
<div class="pose-source-panel">
<h4>Estimation Mode</h4>
<div class="pose-source-indicator" id="pose-source-indicator">
<span class="pose-source-badge pose-source-unknown" id="pose-source-badge">Unknown</span>
<p class="pose-source-description" id="pose-source-description">
Waiting for first frame...
</p>
</div>
</div>
<div class="setup-guide-panel">
<h4>Setup Guide</h4>
<div class="setup-levels">
<div class="setup-level">
<span class="setup-level-icon">1x</span>
<div class="setup-level-info">
<strong>1 ESP32 + 1 AP</strong>
<p>Presence, breathing, gross motion</p>
</div>
</div>
<div class="setup-level">
<span class="setup-level-icon">3x</span>
<div class="setup-level-info">
<strong>2-3 ESP32s</strong>
<p>Body localization, motion direction</p>
</div>
</div>
<div class="setup-level">
<span class="setup-level-icon">4x+</span>
<div class="setup-level-info">
<strong>4+ ESP32s + trained model</strong>
<p>Individual limb tracking, full pose</p>
</div>
</div>
</div>
<p class="setup-note">
Signal-Derived mode uses aggregate CSI features.
For per-limb tracking, load a trained <code>.rvf</code> model
with <code>--model path.rvf</code> and use 4+ sensors.
</p>
</div>
<div class="health-panel">
<h4>System Health</h4>
<div class="health-check">
@@ -432,6 +476,133 @@ export class LiveDemoTab {
.health-good { color: #28a745; }
.health-poor { color: #ffc107; }
.health-bad { color: #dc3545; }
/* Pose estimation mode indicator */
.pose-source-panel {
background: #fff;
border: 1px solid #ddd;
border-radius: 8px;
padding: 15px;
}
.pose-source-panel h4 {
margin: 0 0 12px 0;
color: #333;
font-size: 14px;
font-weight: 600;
}
.pose-source-indicator {
display: flex;
flex-direction: column;
gap: 8px;
}
.pose-source-badge {
display: inline-block;
padding: 4px 12px;
border-radius: 12px;
font-size: 12px;
font-weight: 600;
text-transform: uppercase;
letter-spacing: 0.5px;
width: fit-content;
}
.pose-source-unknown {
background: #f0f0f0;
color: #6c757d;
border: 1px solid #dee2e6;
}
.pose-source-signal {
background: #e8f5e9;
color: #2e7d32;
border: 1px solid #a5d6a7;
}
.pose-source-model {
background: #e3f2fd;
color: #1565c0;
border: 1px solid #90caf9;
}
.pose-source-description {
margin: 0;
font-size: 11px;
color: #666;
line-height: 1.4;
}
.setup-guide-panel {
background: #fff;
border: 1px solid #ddd;
border-radius: 8px;
padding: 15px;
}
.setup-guide-panel h4 {
margin: 0 0 12px 0;
color: #333;
font-size: 14px;
font-weight: 600;
}
.setup-levels {
display: flex;
flex-direction: column;
gap: 10px;
}
.setup-level {
display: flex;
align-items: center;
gap: 10px;
padding: 8px;
border-radius: 6px;
background: #f8f9fa;
border: 1px solid #e9ecef;
}
.setup-level-icon {
background: linear-gradient(135deg, #667eea 0%, #764ba2 100%);
color: white;
font-size: 11px;
font-weight: 700;
width: 32px;
height: 32px;
border-radius: 50%;
display: flex;
align-items: center;
justify-content: center;
flex-shrink: 0;
}
.setup-level-info strong {
font-size: 12px;
color: #333;
display: block;
}
.setup-level-info p {
margin: 2px 0 0;
font-size: 11px;
color: #666;
}
.setup-note {
margin: 10px 0 0;
font-size: 11px;
color: #888;
line-height: 1.5;
}
.setup-note code {
background: #f0f0f0;
padding: 1px 4px;
border-radius: 3px;
font-size: 10px;
}
`;
if (!document.querySelector('#live-demo-enhanced-styles')) {
@@ -545,7 +716,11 @@ export class LiveDemoTab {
handlePoseUpdate(data) {
this.metrics.frameCount++;
this.metrics.lastUpdate = Date.now();
this.updateDebugOutput(`Pose update: ${data.persons?.length || 0} persons detected`);
// Update pose source indicator if the backend supplies it
if (data.pose_source && data.pose_source !== this.state.poseSource) {
this.setState({ poseSource: data.pose_source });
}
this.updateDebugOutput(`Pose update: ${data.persons?.length || 0} persons detected (${data.pose_source || 'unknown'})`);
}
handleCanvasError(error) {
@@ -706,6 +881,7 @@ export class LiveDemoTab {
this.updateStatusIndicator();
this.updateControls();
this.updateMetricsDisplay();
this.updatePoseSourceIndicator();
}
updateStatusIndicator() {
@@ -789,6 +965,33 @@ export class LiveDemoTab {
}
}
updatePoseSourceIndicator() {
const badge = this.container.querySelector('#pose-source-badge');
const description = this.container.querySelector('#pose-source-description');
if (!badge || !description) return;
const source = this.state.poseSource;
if (source === 'model_inference') {
badge.className = 'pose-source-badge pose-source-model';
badge.textContent = 'Model Inference';
description.textContent =
'Pose is estimated by a trained neural network ' +
'loaded from an RVF container.';
} else if (source === 'signal_derived') {
badge.className = 'pose-source-badge pose-source-signal';
badge.textContent = 'Signal-Derived';
description.textContent =
'Keypoints are derived from live CSI signal features ' +
'(motion power, breathing rate, variance).';
} else {
badge.className = 'pose-source-badge pose-source-unknown';
badge.textContent = 'Unknown';
description.textContent = 'Waiting for first frame...';
}
}
getHealthClass(status) {
switch (status) {
case 'connected': return 'good';
+44 -11
View File
@@ -33,6 +33,13 @@ export class SensingTab {
_buildDOM() {
this.container.innerHTML = `
<h2>Live WiFi Sensing</h2>
<!-- Data-source status banner — updated by _onStateChange -->
<div id="sensingSourceBanner" class="sensing-source-banner sensing-source-reconnecting"
role="status" aria-live="polite">
RECONNECTING...
</div>
<div class="sensing-layout">
<!-- 3D viewport -->
<div class="sensing-viewport" id="sensingViewport">
@@ -98,6 +105,17 @@ export class SensingTab {
</div>
</div>
<!-- Setup info -->
<div class="sensing-card">
<div class="sensing-card-title">About This Data</div>
<p class="sensing-about-text">
Metrics are computed from WiFi Channel State Information (CSI).
With <strong>1 ESP32</strong> you get presence detection, breathing
estimation, and gross motion. Add <strong>3-4+ ESP32 nodes</strong>
around the room for spatial resolution and limb-level tracking.
</p>
</div>
<!-- Extra info -->
<div class="sensing-card">
<div class="sensing-card-title">Details</div>
@@ -178,19 +196,34 @@ export class SensingTab {
}
_onStateChange(state) {
const dot = this.container.querySelector('#sensingDot');
const text = this.container.querySelector('#sensingState');
if (!dot || !text) return;
const dot = this.container.querySelector('#sensingDot');
const text = this.container.querySelector('#sensingState');
const banner = this.container.querySelector('#sensingSourceBanner');
const labels = {
disconnected: 'Disconnected',
connecting: 'Connecting...',
connected: 'Connected',
simulated: 'Simulated',
};
if (dot && text) {
const stateLabels = {
disconnected: 'Disconnected',
connecting: 'Connecting...',
connected: 'Connected',
reconnecting: 'Reconnecting...',
simulated: 'Simulated',
};
dot.className = 'sensing-dot ' + state;
text.textContent = stateLabels[state] || state;
}
dot.className = 'sensing-dot ' + state;
text.textContent = labels[state] || state;
if (banner) {
// Map the service's dataSource to banner text and CSS modifier class.
const dataSource = sensingService.dataSource;
const bannerConfig = {
live: { text: 'LIVE - ESP32', cls: 'sensing-source-live' },
reconnecting: { text: 'RECONNECTING...', cls: 'sensing-source-reconnecting' },
simulated: { text: 'SIMULATED DATA', cls: 'sensing-source-simulated' },
};
const cfg = bannerConfig[dataSource] || bannerConfig.reconnecting;
banner.textContent = cfg.text;
banner.className = 'sensing-source-banner ' + cfg.cls;
}
}
// ---- HUD update --------------------------------------------------------
+6 -1
View File
@@ -1,6 +1,7 @@
import { useEffect } from 'react';
import { wsService } from '@/services/ws.service';
import { usePoseStore } from '@/stores/poseStore';
import { useSettingsStore } from '@/stores/settingsStore';
export interface UsePoseStreamResult {
connectionStatus: ReturnType<typeof usePoseStore.getState>['connectionStatus'];
@@ -12,16 +13,20 @@ export function usePoseStream(): UsePoseStreamResult {
const connectionStatus = usePoseStore((state) => state.connectionStatus);
const lastFrame = usePoseStore((state) => state.lastFrame);
const isSimulated = usePoseStore((state) => state.isSimulated);
const serverUrl = useSettingsStore((state) => state.serverUrl);
useEffect(() => {
const unsubscribe = wsService.subscribe((frame) => {
usePoseStore.getState().handleFrame(frame);
});
// Auto-connect to sensing server on mount
wsService.connect(serverUrl);
return () => {
unsubscribe();
};
}, []);
}, [serverUrl]);
return { connectionStatus, lastFrame, isSimulated };
}
@@ -3,40 +3,116 @@ import { StyleSheet, View } from 'react-native';
import * as THREE from 'three';
import type { SensingFrame } from '@/types/sensing';
type GaussianSplatWebViewWebProps = {
type Props = {
onReady: () => void;
onFps: (fps: number) => void;
onError: (msg: string) => void;
frame: SensingFrame | null;
};
// COCO skeleton bones
const BONES: [number, number][] = [
[0,1],[0,2],[1,3],[2,4],[5,6],[5,7],[7,9],[6,8],[8,10],
[5,11],[6,12],[11,12],[11,13],[13,15],[12,14],[14,16],
];
export const GaussianSplatWebViewWeb = ({ onReady, onFps, onError, frame }: GaussianSplatWebViewWebProps) => {
const containerRef = useRef<HTMLDivElement>(null);
const sceneRef = useRef<{
renderer: THREE.WebGLRenderer;
scene: THREE.Scene;
camera: THREE.PerspectiveCamera;
joints: THREE.Mesh[];
boneLines: { line: THREE.Line; a: number; b: number }[];
ring: THREE.Mesh;
particleGeo: THREE.BufferGeometry;
pointLight: THREE.PointLight;
animId: number;
cameraAngle: number;
cameraRadius: number;
cameraY: number;
isDragging: boolean;
frameCount: number;
lastFpsTime: number;
} | null>(null);
const frameRef = useRef<SensingFrame | null>(null);
// Standing pose (meters, Y-up)
const BASE_POSE: [number, number, number][] = [
[ 0.00, 1.72, 0.04], // 0 nose
[-0.03, 1.76, 0.05], // 1 left eye
[ 0.03, 1.76, 0.05], // 2 right eye
[-0.08, 1.74,-0.01], // 3 left ear
[ 0.08, 1.74,-0.01], // 4 right ear
[-0.20, 1.45, 0.00], // 5 left shoulder
[ 0.20, 1.45, 0.00], // 6 right shoulder
[-0.26, 1.12, 0.04], // 7 left elbow
[ 0.26, 1.12, 0.04], // 8 right elbow
[-0.28, 0.82, 0.02], // 9 left wrist
[ 0.28, 0.82, 0.02], // 10 right wrist
[-0.11, 0.95, 0.00], // 11 left hip
[ 0.11, 0.95, 0.00], // 12 right hip
[-0.12, 0.50, 0.02], // 13 left knee
[ 0.12, 0.50, 0.02], // 14 right knee
[-0.12, 0.04, 0.00], // 15 left ankle
[ 0.12, 0.04, 0.00], // 16 right ankle
];
// Keep frame ref current without re-running effect
// DensePose-style body part colors (24 parts → simplified per-segment)
const DENSEPOSE_COLORS: Record<string, number> = {
head: 0xf4a582, // warm skin
neck: 0xd6604d, // darker warm
torsoFront: 0x92c5de, // blue-gray
torsoSide: 0x4393c3, // steel blue
pelvis: 0x2166ac, // deep blue
lUpperArm: 0xd73027, // red
rUpperArm: 0xf46d43, // orange-red
lForearm: 0xfdae61, // orange
rForearm: 0xfee090, // light orange
lHand: 0xffffbf, // pale yellow
rHand: 0xffffbf,
lThigh: 0xa6d96a, // green
rThigh: 0x66bd63, // darker green
lShin: 0x1a9850, // deep green
rShin: 0x006837, // forest
lFoot: 0x762a83, // purple
rFoot: 0x9970ab, // light purple
};
// Body segments: [jointA, jointB, topRadius, botRadius, colorKey]
const BODY_SEGS: [number, number, number, number, string][] = [
[5, 6, 0.10, 0.10, 'torsoFront'], // collar
[5, 11, 0.09, 0.07, 'torsoSide'], // L torso
[6, 12, 0.09, 0.07, 'torsoSide'], // R torso
[11, 12, 0.08, 0.08, 'pelvis'], // pelvis
[5, 7, 0.045,0.040,'lUpperArm'], // L upper arm
[7, 9, 0.038,0.032,'lForearm'], // L forearm
[6, 8, 0.045,0.040,'rUpperArm'], // R upper arm
[8, 10, 0.038,0.032,'rForearm'], // R forearm
[11, 13, 0.065,0.050,'lThigh'], // L thigh
[13, 15, 0.048,0.038,'lShin'], // L shin
[12, 14, 0.065,0.050,'rThigh'], // R thigh
[14, 16, 0.048,0.038,'rShin'], // R shin
];
function makePart(scene: THREE.Scene, rTop: number, rBot: number, color: number, glow: boolean = false): THREE.Mesh {
const geo = new THREE.CapsuleGeometry((rTop + rBot) / 2, 1, 6, 12);
const mat = new THREE.MeshPhysicalMaterial({
color, emissive: color,
emissiveIntensity: glow ? 0.4 : 0.08,
transparent: true, opacity: glow ? 0.12 : 0.85,
roughness: 0.35, metalness: 0.1,
clearcoat: glow ? 0 : 0.3, clearcoatRoughness: 0.4,
side: glow ? THREE.BackSide : THREE.FrontSide,
});
const m = new THREE.Mesh(geo, mat);
m.visible = false;
m.castShadow = !glow;
scene.add(m);
return m;
}
function positionLimb(mesh: THREE.Mesh, a: THREE.Vector3, b: THREE.Vector3, rTop: number, rBot: number) {
const mid = new THREE.Vector3().addVectors(a, b).multiplyScalar(0.5);
mesh.position.copy(mid);
const len = a.distanceTo(b);
// CapsuleGeometry height param = 1, so scale Y to actual length
mesh.scale.set((rTop + rBot) * 10, len, (rTop + rBot) * 10);
const dir = new THREE.Vector3().subVectors(b, a).normalize();
const up = new THREE.Vector3(0, 1, 0);
const quat = new THREE.Quaternion().setFromUnitVectors(up, dir);
mesh.quaternion.copy(quat);
}
function lerp3(out: THREE.Vector3, target: THREE.Vector3, alpha: number) {
out.x += (target.x - out.x) * alpha;
out.y += (target.y - out.y) * alpha;
out.z += (target.z - out.z) * alpha;
}
export const GaussianSplatWebViewWeb = ({ onReady, onFps, onError, frame }: Props) => {
const containerRef = useRef<HTMLDivElement>(null);
const frameRef = useRef<SensingFrame | null>(null);
const sceneRef = useRef<any>(null);
frameRef.current = frame;
const cleanup = useCallback(() => {
@@ -44,11 +120,11 @@ export const GaussianSplatWebViewWeb = ({ onReady, onFps, onError, frame }: Gaus
if (!s) return;
cancelAnimationFrame(s.animId);
s.renderer.dispose();
s.scene.traverse((obj) => {
if (obj instanceof THREE.Mesh) {
obj.geometry.dispose();
if (Array.isArray(obj.material)) obj.material.forEach((m) => m.dispose());
else obj.material.dispose();
s.scene.traverse((obj: any) => {
if (obj.geometry) obj.geometry.dispose();
if (obj.material) {
const mats = Array.isArray(obj.material) ? obj.material : [obj.material];
mats.forEach((m: any) => m.dispose());
}
});
sceneRef.current = null;
@@ -57,222 +133,544 @@ export const GaussianSplatWebViewWeb = ({ onReady, onFps, onError, frame }: Gaus
useEffect(() => {
const container = containerRef.current;
if (!container) return;
try {
const W = () => container.clientWidth || window.innerWidth;
const H = () => container.clientHeight || window.innerHeight;
// Renderer
const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: false });
// --- Renderer ---
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
renderer.setSize(W(), H());
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setClearColor(0x0a0e1a);
renderer.setClearColor(0x080c16);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.1;
container.appendChild(renderer.domElement);
// Scene
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x0a0e1a);
scene.fog = new THREE.FogExp2(0x0a0e1a, 0.008);
scene.background = new THREE.Color(0x080c16);
scene.fog = new THREE.FogExp2(0x080c16, 0.018);
// Camera
const camera = new THREE.PerspectiveCamera(60, W() / H(), 0.1, 500);
camera.position.set(0, 2, 6);
camera.lookAt(0, 1, 0);
const camera = new THREE.PerspectiveCamera(45, W() / H(), 0.1, 200);
camera.position.set(0, 1.4, 3.5);
camera.lookAt(0, 0.9, 0);
// Grid
const grid = new THREE.GridHelper(20, 40, 0x1a3a4a, 0x0d1f2a);
scene.add(grid);
// --- Lighting (3-point + rim) ---
scene.add(new THREE.AmbientLight(0x223344, 0.5));
// Lights
scene.add(new THREE.AmbientLight(0x32b8c6, 0.3));
const pointLight = new THREE.PointLight(0x32b8c6, 1.5, 20);
pointLight.position.set(0, 4, 0);
scene.add(pointLight);
const key = new THREE.DirectionalLight(0xddeeff, 1.0);
key.position.set(2, 5, 3);
key.castShadow = true;
key.shadow.mapSize.set(1024, 1024);
key.shadow.camera.near = 0.5;
key.shadow.camera.far = 15;
key.shadow.camera.left = -3;
key.shadow.camera.right = 3;
key.shadow.camera.top = 3;
key.shadow.camera.bottom = -1;
scene.add(key);
// Skeleton joints (17 COCO keypoints)
const jointGeo = new THREE.SphereGeometry(0.06, 8, 8);
const joints: THREE.Mesh[] = [];
for (let i = 0; i < 17; i++) {
const mat = new THREE.MeshStandardMaterial({
color: 0x32b8c6,
emissive: 0x32b8c6,
emissiveIntensity: 0.6,
});
const m = new THREE.Mesh(jointGeo, mat);
m.visible = false;
scene.add(m);
joints.push(m);
const rim = new THREE.PointLight(0x32b8c6, 1.5, 12);
rim.position.set(-1.5, 2.5, -2);
scene.add(rim);
const fill = new THREE.PointLight(0x554488, 0.5, 8);
fill.position.set(1.5, 0.8, 2.5);
scene.add(fill);
const under = new THREE.PointLight(0x225566, 0.4, 5);
under.position.set(0, 0.1, 1);
scene.add(under);
// --- Ground ---
const groundGeo = new THREE.PlaneGeometry(20, 20);
const groundMat = new THREE.MeshStandardMaterial({
color: 0x0a0e1a, roughness: 0.9, metalness: 0.1,
});
const ground = new THREE.Mesh(groundGeo, groundMat);
ground.rotation.x = -Math.PI / 2;
ground.receiveShadow = true;
scene.add(ground);
const gridH = new THREE.GridHelper(20, 40, 0x1a3050, 0x0e1826);
gridH.position.y = 0.002;
scene.add(gridH);
// --- Signal field (20x20) ---
const GS = 20;
const cellGeo = new THREE.PlaneGeometry(0.38, 0.38);
const cellMat = new THREE.MeshBasicMaterial({ color: 0x32b8c6, transparent: true, opacity: 0.25, side: THREE.DoubleSide });
const sigGrid = new THREE.InstancedMesh(cellGeo, cellMat, GS * GS);
sigGrid.rotation.x = -Math.PI / 2; sigGrid.position.y = 0.005;
const dum = new THREE.Object3D();
for (let z = 0; z < GS; z++) for (let x = 0; x < GS; x++) {
dum.position.set((x - GS / 2) * 0.4, (z - GS / 2) * 0.4, 0);
dum.updateMatrix();
sigGrid.setMatrixAt(z * GS + x, dum.matrix);
sigGrid.setColorAt(z * GS + x, new THREE.Color(0x080c16));
}
sigGrid.instanceMatrix.needsUpdate = true;
if (sigGrid.instanceColor) sigGrid.instanceColor.needsUpdate = true;
scene.add(sigGrid);
// --- ESP32 nodes ---
const nodeGeo = new THREE.OctahedronGeometry(0.08, 1);
const nodeMs: THREE.Mesh[] = [];
for (let i = 0; i < 8; i++) {
const mat = new THREE.MeshStandardMaterial({ color: 0x00ff88, emissive: 0x00ff88, emissiveIntensity: 0.7, wireframe: true });
const m = new THREE.Mesh(nodeGeo, mat); m.visible = false; scene.add(m); nodeMs.push(m);
}
// Bone lines
const boneMat = new THREE.LineBasicMaterial({
color: 0x32b8c6,
transparent: true,
opacity: 0.7,
});
const boneLines = BONES.map(([a, b]) => {
const g = new THREE.BufferGeometry().setFromPoints([
new THREE.Vector3(),
new THREE.Vector3(),
]);
const l = new THREE.Line(g, boneMat);
l.visible = false;
scene.add(l);
return { line: l, a, b };
// --- Human body: DensePose-colored capsule mesh ---
// Head: slightly oblate sphere
const headGeo = new THREE.SphereGeometry(0.105, 20, 16);
headGeo.scale(1, 1.08, 1);
const headMat = new THREE.MeshPhysicalMaterial({
color: DENSEPOSE_COLORS.head, emissive: DENSEPOSE_COLORS.head,
emissiveIntensity: 0.08, roughness: 0.3, metalness: 0.05,
clearcoat: 0.4, clearcoatRoughness: 0.3, transparent: true, opacity: 0.9,
});
const headM = new THREE.Mesh(headGeo, headMat);
headM.castShadow = true; headM.visible = false; scene.add(headM);
// Particle field
const N = 500;
const particleGeo = new THREE.BufferGeometry();
const pPos = new Float32Array(N * 3);
for (let i = 0; i < N; i++) {
pPos[i * 3] = (Math.random() - 0.5) * 16;
pPos[i * 3 + 1] = Math.random() * 4;
pPos[i * 3 + 2] = (Math.random() - 0.5) * 16;
// Head glow
const headGlowGeo = new THREE.SphereGeometry(0.14, 12, 10);
const headGlowMat = new THREE.MeshBasicMaterial({
color: DENSEPOSE_COLORS.head, transparent: true, opacity: 0.08, side: THREE.BackSide,
});
const headGlowM = new THREE.Mesh(headGlowGeo, headGlowMat);
headGlowM.visible = false; scene.add(headGlowM);
// Eyes
const eyeGeo = new THREE.SphereGeometry(0.015, 8, 6);
const eyeMat = new THREE.MeshBasicMaterial({ color: 0xeeffff });
const eyeL = new THREE.Mesh(eyeGeo, eyeMat);
const eyeR = new THREE.Mesh(eyeGeo, eyeMat.clone());
eyeL.visible = eyeR.visible = false;
scene.add(eyeL); scene.add(eyeR);
// Pupils
const pupilGeo = new THREE.SphereGeometry(0.008, 6, 4);
const pupilMat = new THREE.MeshBasicMaterial({ color: 0x112233 });
const pupilL = new THREE.Mesh(pupilGeo, pupilMat);
const pupilR = new THREE.Mesh(pupilGeo, pupilMat.clone());
pupilL.visible = pupilR.visible = false;
scene.add(pupilL); scene.add(pupilR);
// Neck
const neckGeo = new THREE.CapsuleGeometry(0.04, 0.08, 4, 8);
const neckMat = new THREE.MeshPhysicalMaterial({
color: DENSEPOSE_COLORS.neck, emissive: DENSEPOSE_COLORS.neck,
emissiveIntensity: 0.05, roughness: 0.4, transparent: true, opacity: 0.85,
});
const neckM = new THREE.Mesh(neckGeo, neckMat);
neckM.castShadow = true; neckM.visible = false; scene.add(neckM);
// Torso: front plate
const torsoGeo = new THREE.BoxGeometry(0.34, 0.50, 0.18, 2, 3, 2);
// Round the torso vertices slightly
const torsoPos = torsoGeo.attributes.position;
for (let i = 0; i < torsoPos.count; i++) {
const x = torsoPos.getX(i), y = torsoPos.getY(i), z = torsoPos.getZ(i);
const r = Math.sqrt(x * x + z * z);
if (r > 0.01) {
const bulge = 1 + 0.15 * Math.cos(y * 3.5); // chest & hip curvature
torsoPos.setX(i, x * bulge);
torsoPos.setZ(i, z * bulge);
}
}
particleGeo.setAttribute('position', new THREE.BufferAttribute(pPos, 3));
const pMat = new THREE.PointsMaterial({
color: 0x32b8c6,
size: 0.04,
transparent: true,
opacity: 0.4,
torsoGeo.computeVertexNormals();
const torsoMat = new THREE.MeshPhysicalMaterial({
color: DENSEPOSE_COLORS.torsoFront, emissive: DENSEPOSE_COLORS.torsoFront,
emissiveIntensity: 0.06, roughness: 0.35, metalness: 0.05,
clearcoat: 0.2, transparent: true, opacity: 0.88,
});
scene.add(new THREE.Points(particleGeo, pMat));
const torsoM = new THREE.Mesh(torsoGeo, torsoMat);
torsoM.castShadow = true; torsoM.visible = false; scene.add(torsoM);
// Signal ring
const ringGeo = new THREE.TorusGeometry(2, 0.02, 8, 64);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x32b8c6,
transparent: true,
opacity: 0.3,
// Torso glow
const torsoGlowGeo = new THREE.BoxGeometry(0.40, 0.55, 0.24);
const torsoGlowMat = new THREE.MeshBasicMaterial({
color: DENSEPOSE_COLORS.torsoFront, transparent: true, opacity: 0.06, side: THREE.BackSide,
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = Math.PI / 2;
ring.position.y = 0.01;
scene.add(ring);
const torsoGlowM = new THREE.Mesh(torsoGlowGeo, torsoGlowMat);
torsoGlowM.visible = false; scene.add(torsoGlowM);
// Hands (small boxes)
const handGeo = new THREE.BoxGeometry(0.05, 0.08, 0.025, 1, 1, 1);
const handLMat = new THREE.MeshPhysicalMaterial({ color: DENSEPOSE_COLORS.lHand, emissive: DENSEPOSE_COLORS.lHand, emissiveIntensity: 0.1, roughness: 0.3, transparent: true, opacity: 0.85 });
const handRMat = new THREE.MeshPhysicalMaterial({ color: DENSEPOSE_COLORS.rHand, emissive: DENSEPOSE_COLORS.rHand, emissiveIntensity: 0.1, roughness: 0.3, transparent: true, opacity: 0.85 });
const handL = new THREE.Mesh(handGeo, handLMat); handL.visible = false; scene.add(handL);
const handR = new THREE.Mesh(handGeo, handRMat); handR.visible = false; scene.add(handR);
// Feet (wedge-like boxes)
const footGeo = new THREE.BoxGeometry(0.06, 0.04, 0.14, 1, 1, 1);
const footLMat = new THREE.MeshPhysicalMaterial({ color: DENSEPOSE_COLORS.lFoot, emissive: DENSEPOSE_COLORS.lFoot, emissiveIntensity: 0.1, roughness: 0.4, transparent: true, opacity: 0.85 });
const footRMat = new THREE.MeshPhysicalMaterial({ color: DENSEPOSE_COLORS.rFoot, emissive: DENSEPOSE_COLORS.rFoot, emissiveIntensity: 0.1, roughness: 0.4, transparent: true, opacity: 0.85 });
const footL = new THREE.Mesh(footGeo, footLMat); footL.visible = false; scene.add(footL);
const footR = new THREE.Mesh(footGeo, footRMat); footR.visible = false; scene.add(footR);
// Limb capsules + glow capsules
const limbMs = BODY_SEGS.map(([,, rT, rB, ck]) => makePart(scene, rT, rB, DENSEPOSE_COLORS[ck]));
const limbGlowMs = BODY_SEGS.map(([,, rT, rB, ck]) => makePart(scene, rT * 1.6, rB * 1.6, DENSEPOSE_COLORS[ck], true));
// Joint dots
const jDotGeo = new THREE.SphereGeometry(0.018, 6, 4);
const jDots = Array.from({ length: 17 }, () => {
const mat = new THREE.MeshBasicMaterial({ color: 0x88ddee, transparent: true, opacity: 0.7 });
const m = new THREE.Mesh(jDotGeo, mat); m.visible = false; scene.add(m); return m;
});
// Skeleton lines (thin wireframe overlay)
const skelMat = new THREE.LineBasicMaterial({ color: 0x55ccdd, transparent: true, opacity: 0.25 });
const skelLines = BONES.map(([a, b]) => {
const g = new THREE.BufferGeometry().setFromPoints([new THREE.Vector3(), new THREE.Vector3()]);
const l = new THREE.Line(g, skelMat); l.visible = false; scene.add(l); return { line: l, a, b };
});
// Heart ring
const hrGeo = new THREE.TorusGeometry(0.18, 0.006, 8, 32);
const hrMat = new THREE.MeshBasicMaterial({ color: 0xff3355, transparent: true, opacity: 0 });
const hrRing = new THREE.Mesh(hrGeo, hrMat); hrRing.visible = false; scene.add(hrRing);
// Breathing indicator rings (concentric around chest)
const brRings = [0.22, 0.28, 0.34].map((r) => {
const geo = new THREE.TorusGeometry(r, 0.003, 6, 32);
const mat = new THREE.MeshBasicMaterial({ color: 0x44ddaa, transparent: true, opacity: 0 });
const m = new THREE.Mesh(geo, mat); m.visible = false; scene.add(m); return m;
});
// WiFi pulse rings
const wifiRings = [1.0, 1.8, 2.6].map((r) => {
const geo = new THREE.TorusGeometry(r, 0.01, 6, 48);
const mat = new THREE.MeshBasicMaterial({ color: 0x32b8c6, transparent: true, opacity: 0.15 });
const m = new THREE.Mesh(geo, mat); m.rotation.x = Math.PI / 2; m.position.y = 0.01; scene.add(m); return m;
});
// Particles
const NP = 400;
const pGeo = new THREE.BufferGeometry();
const pA = new Float32Array(NP * 3);
for (let i = 0; i < NP; i++) {
pA[i * 3] = (Math.random() - 0.5) * 12;
pA[i * 3 + 1] = Math.random() * 3.5;
pA[i * 3 + 2] = (Math.random() - 0.5) * 12;
}
pGeo.setAttribute('position', new THREE.BufferAttribute(pA, 3));
scene.add(new THREE.Points(pGeo, new THREE.PointsMaterial({
color: 0x3399bb, size: 0.018, transparent: true, opacity: 0.25,
})));
// --- HUD ---
const hudC = document.createElement('canvas'); hudC.width = 640; hudC.height = 128;
const hudT = new THREE.CanvasTexture(hudC);
const hudS = new THREE.Sprite(new THREE.SpriteMaterial({ map: hudT, transparent: true }));
hudS.scale.set(3.2, 0.64, 1); hudS.position.set(0, 3.2, 0); scene.add(hudS);
// --- Smooth keypoints ---
const smoothKps: THREE.Vector3[] = BASE_POSE.map(([x, y, z]) => new THREE.Vector3(x, y, z));
const targetKps: THREE.Vector3[] = BASE_POSE.map(([x, y, z]) => new THREE.Vector3(x, y, z));
const tmpA = new THREE.Vector3();
const tmpB = new THREE.Vector3();
const hc = new THREE.Color();
// State
const state = {
renderer,
scene,
camera,
joints,
boneLines,
ring,
particleGeo,
pointLight,
animId: 0,
cameraAngle: 0,
cameraRadius: 6,
cameraY: 2,
isDragging: false,
frameCount: 0,
lastFpsTime: performance.now(),
const state: any = {
renderer, scene, camera, animId: 0,
camAngle: 0, camR: 3.5, camY: 1.4,
drag: false, fCount: 0, fpsT: performance.now(),
prevPresence: false, fadeIn: 0,
};
sceneRef.current = state;
// Mouse interaction
const canvas = renderer.domElement;
const onMouseDown = () => { state.isDragging = true; };
const onMouseUp = () => { state.isDragging = false; };
const onMouseMove = (e: MouseEvent) => {
if (state.isDragging) {
state.cameraAngle += e.movementX * 0.01;
state.cameraY = Math.max(0.5, Math.min(5, state.cameraY - e.movementY * 0.01));
}
};
const onWheel = (e: WheelEvent) => {
state.cameraRadius = Math.max(2, Math.min(15, state.cameraRadius + e.deltaY * 0.005));
};
canvas.addEventListener('mousedown', onMouseDown);
canvas.addEventListener('mouseup', onMouseUp);
canvas.addEventListener('mousemove', onMouseMove);
canvas.addEventListener('wheel', onWheel, { passive: true });
// Input
const cvs = renderer.domElement;
cvs.addEventListener('mousedown', () => { state.drag = true; });
cvs.addEventListener('mouseup', () => { state.drag = false; });
cvs.addEventListener('mouseleave', () => { state.drag = false; });
cvs.addEventListener('mousemove', (e: MouseEvent) => {
if (state.drag) { state.camAngle += e.movementX * 0.006; state.camY = Math.max(0.2, Math.min(4, state.camY - e.movementY * 0.006)); }
});
cvs.addEventListener('wheel', (e: WheelEvent) => {
state.camR = Math.max(1.5, Math.min(10, state.camR + e.deltaY * 0.003));
}, { passive: true });
const onR = () => { camera.aspect = W() / H(); camera.updateProjectionMatrix(); renderer.setSize(W(), H()); };
window.addEventListener('resize', onR);
// Resize
const onResize = () => {
camera.aspect = W() / H();
camera.updateProjectionMatrix();
renderer.setSize(W(), H());
};
window.addEventListener('resize', onResize);
// Animation loop
// --- Animate ---
const animate = () => {
state.animId = requestAnimationFrame(animate);
const t = performance.now() * 0.001;
const fr = frameRef.current;
// Camera orbit
if (!state.isDragging) state.cameraAngle += 0.002;
camera.position.set(
Math.sin(state.cameraAngle) * state.cameraRadius,
state.cameraY,
Math.cos(state.cameraAngle) * state.cameraRadius,
);
camera.lookAt(0, 1, 0);
// Camera
if (!state.drag) state.camAngle += 0.001;
camera.position.set(Math.sin(state.camAngle) * state.camR, state.camY, Math.cos(state.camAngle) * state.camR);
camera.lookAt(0, 0.95, 0);
// Animate ring
ring.material.opacity = 0.15 + Math.sin(t * 2) * 0.1;
const scale = 1 + Math.sin(t) * 0.1;
ring.scale.set(scale, scale, 1);
const pres = fr?.classification?.presence ?? false;
const mot = fr?.classification?.motion_level ?? 'absent';
const conf = fr?.classification?.confidence ?? 0;
const mPow = fr?.features?.motion_band_power ?? 0;
const bPow = fr?.features?.breathing_band_power ?? 0;
const rssi = fr?.features?.mean_rssi ?? -80;
// Animate particles
const pp = particleGeo.attributes.position as THREE.BufferAttribute;
for (let i = 0; i < N; i++) {
(pp.array as Float32Array)[i * 3 + 1] += Math.sin(t + i) * 0.001;
// Fade body in/out (gradual transitions)
if (pres && conf > 0.2) state.fadeIn = Math.min(1, state.fadeIn + 0.015);
else state.fadeIn = Math.max(0, state.fadeIn - 0.008);
const show = state.fadeIn > 0.01;
const alpha = state.fadeIn;
// --- Compute target keypoints ---
for (let i = 0; i < 17; i++) {
const [bx, by, bz] = BASE_POSE[i];
let ax = bx, ay = by, az = bz;
if (pres) {
// Breathing: gentle chest rise/fall
const bFreq = 0.25 + bPow * 0.5; // ~15 bpm base
const bAmp = 0.004 + bPow * 0.008;
const bPhase = Math.sin(t * bFreq * Math.PI * 2);
if (i >= 5 && i <= 10) { ay += bPhase * bAmp; }
if (i <= 4) ay += bPhase * bAmp * 0.3;
// Very subtle sway
ax += Math.sin(t * 0.35) * 0.004;
az += Math.cos(t * 0.25) * 0.002;
if (mot === 'active') {
const ws = 1.8 + mPow * 2;
const wa = 0.03 + mPow * 0.06;
const ph = t * ws;
// Legs
if (i === 13) { az += Math.sin(ph) * wa * 0.7; ay -= Math.abs(Math.sin(ph)) * 0.015; }
if (i === 14) { az += Math.sin(ph + Math.PI) * wa * 0.7; ay -= Math.abs(Math.sin(ph + Math.PI)) * 0.015; }
if (i === 15) { az += Math.sin(ph - 0.2) * wa * 0.8; }
if (i === 16) { az += Math.sin(ph + Math.PI - 0.2) * wa * 0.8; }
// Arms counter-swing (subtle)
if (i === 7) az += Math.sin(ph + Math.PI) * wa * 0.35;
if (i === 8) az += Math.sin(ph) * wa * 0.35;
if (i === 9) az += Math.sin(ph + Math.PI) * wa * 0.45;
if (i === 10) az += Math.sin(ph) * wa * 0.45;
// Tiny vertical bob
ay += Math.abs(Math.sin(ph)) * 0.006;
} else if (mot === 'present_still') {
const it = t * 0.25;
// Very subtle weight shift
if (i >= 11) ax += Math.sin(it * 0.4) * 0.004;
// Barely perceptible hand drift
if (i === 9) { ax += Math.sin(it * 0.8) * 0.005; }
if (i === 10) { ax += Math.sin(it * 0.6 + 0.5) * 0.005; }
}
}
targetKps[i].set(ax, ay, az);
}
// Smooth interpolation (lower = smoother, less jumpy)
const lerpA = 0.04;
for (let i = 0; i < 17; i++) lerp3(smoothKps[i], targetKps[i], lerpA);
// --- Head ---
headM.visible = headGlowM.visible = show;
if (show) {
tmpA.copy(smoothKps[0]).add(new THREE.Vector3(0, 0.06, 0));
headM.position.copy(tmpA);
headGlowM.position.copy(tmpA);
(headM.material as THREE.MeshPhysicalMaterial).opacity = alpha * 0.9;
headGlowMat.opacity = alpha * 0.08;
}
// Eyes + pupils
eyeL.visible = eyeR.visible = pupilL.visible = pupilR.visible = show;
if (show) {
const headPos = headM.position;
eyeL.position.set(headPos.x - 0.032, headPos.y + 0.01, headPos.z + 0.09);
eyeR.position.set(headPos.x + 0.032, headPos.y + 0.01, headPos.z + 0.09);
pupilL.position.set(eyeL.position.x, eyeL.position.y, eyeL.position.z + 0.012);
pupilR.position.set(eyeR.position.x, eyeR.position.y, eyeR.position.z + 0.012);
}
// Neck
neckM.visible = show;
if (show) {
const neckTop = new THREE.Vector3().copy(smoothKps[0]).add(new THREE.Vector3(0, -0.04, 0));
const neckBot = tmpA.addVectors(smoothKps[5], smoothKps[6]).multiplyScalar(0.5).add(new THREE.Vector3(0, 0.04, 0));
neckM.position.addVectors(neckTop, neckBot).multiplyScalar(0.5);
neckM.scale.y = neckTop.distanceTo(neckBot) * 4;
(neckM.material as THREE.MeshPhysicalMaterial).opacity = alpha * 0.85;
}
// Torso
torsoM.visible = torsoGlowM.visible = show;
if (show) {
const mSh = tmpA.addVectors(smoothKps[5], smoothKps[6]).multiplyScalar(0.5);
const mHp = tmpB.addVectors(smoothKps[11], smoothKps[12]).multiplyScalar(0.5);
const tPos = new THREE.Vector3().addVectors(mSh, mHp).multiplyScalar(0.5);
torsoM.position.copy(tPos);
torsoGlowM.position.copy(tPos);
const bScale = 1 + Math.sin(t * (0.9 + bPow * 4) * Math.PI * 2) * 0.02 * (1 + bPow * 3);
torsoM.scale.set(1, 1, bScale);
(torsoM.material as THREE.MeshPhysicalMaterial).opacity = alpha * 0.88;
torsoGlowMat.opacity = alpha * 0.06;
}
// Hands
handL.visible = handR.visible = show;
if (show) {
handL.position.copy(smoothKps[9]).add(new THREE.Vector3(0, -0.04, 0));
handR.position.copy(smoothKps[10]).add(new THREE.Vector3(0, -0.04, 0));
(handL.material as THREE.MeshPhysicalMaterial).opacity = alpha * 0.85;
(handR.material as THREE.MeshPhysicalMaterial).opacity = alpha * 0.85;
}
// Feet
footL.visible = footR.visible = show;
if (show) {
footL.position.copy(smoothKps[15]).add(new THREE.Vector3(0, 0.02, 0.04));
footR.position.copy(smoothKps[16]).add(new THREE.Vector3(0, 0.02, 0.04));
(footL.material as THREE.MeshPhysicalMaterial).opacity = alpha * 0.85;
(footR.material as THREE.MeshPhysicalMaterial).opacity = alpha * 0.85;
}
// Limb capsules — emissive reacts to motion intensity
BODY_SEGS.forEach(([ai, bi, rT, rB], idx) => {
limbMs[idx].visible = limbGlowMs[idx].visible = show;
if (show) {
positionLimb(limbMs[idx], smoothKps[ai], smoothKps[bi], rT, rB);
positionLimb(limbGlowMs[idx], smoothKps[ai], smoothKps[bi], rT * 1.6, rB * 1.6);
const limbMat = limbMs[idx].material as THREE.MeshPhysicalMaterial;
limbMat.opacity = alpha * 0.82;
// Glow brighter with more motion (direct sensor feedback)
limbMat.emissiveIntensity = 0.06 + mPow * 0.4;
const glowMat = limbGlowMs[idx].material as THREE.MeshPhysicalMaterial;
glowMat.opacity = alpha * (0.06 + mPow * 0.15);
}
});
// Joint dots & skeleton lines
jDots.forEach((d, i) => { d.visible = show; if (show) d.position.copy(smoothKps[i]); });
skelLines.forEach(({ line, a, b }) => {
line.visible = show;
if (show) {
const p = line.geometry.attributes.position as THREE.BufferAttribute;
p.setXYZ(0, smoothKps[a].x, smoothKps[a].y, smoothKps[a].z);
p.setXYZ(1, smoothKps[b].x, smoothKps[b].y, smoothKps[b].z);
p.needsUpdate = true;
}
});
// Heart ring
const vs = fr?.vital_signs as Record<string, unknown> | undefined;
const hrBpm = Number(vs?.hr_proxy_bpm ?? vs?.heart_rate_bpm ?? 0);
hrRing.visible = show && hrBpm > 0;
if (hrRing.visible) {
const chst = tmpA.addVectors(smoothKps[5], smoothKps[6]).multiplyScalar(0.5);
chst.y -= 0.08;
hrRing.position.copy(chst);
hrRing.lookAt(camera.position);
const bp = (t * (hrBpm / 60) * Math.PI * 2) % (Math.PI * 2);
const beat = Math.pow(Math.max(0, Math.sin(bp)), 10);
hrMat.opacity = beat * 0.5 * alpha;
hrRing.scale.setScalar(1 + beat * 0.12);
}
// Breathing rings
brRings.forEach((ring, ri) => {
ring.visible = show && bPow > 0.01;
if (ring.visible) {
const chst = tmpA.addVectors(smoothKps[5], smoothKps[6]).multiplyScalar(0.5);
chst.y -= 0.05;
ring.position.copy(chst);
ring.lookAt(camera.position);
const bph = Math.sin(t * (0.9 + bPow * 4) * Math.PI * 2 - ri * 0.5);
(ring.material as THREE.MeshBasicMaterial).opacity = Math.max(0, bph * 0.2 * alpha);
ring.scale.setScalar(1 + bph * 0.08);
}
});
// WiFi pulse rings
wifiRings.forEach((wr, wi) => {
const phase = (t * 0.5 + wi * 0.4) % 1;
wr.scale.setScalar(0.8 + phase * 1.5 + mPow);
(wr.material as THREE.MeshBasicMaterial).opacity = (1 - phase) * 0.12 * (pres ? 1 : 0.3);
});
// ESP32 nodes
(fr?.nodes || []).forEach((n, i) => {
if (i < nodeMs.length) {
const [px, py, pz] = n.position;
nodeMs[i].position.set(px * 2, py + 0.12, pz * 2);
nodeMs[i].visible = true; nodeMs[i].rotation.y = t * 0.4 + i;
(nodeMs[i].material as THREE.MeshStandardMaterial).emissiveIntensity = 0.5 + Math.sin(t * 3 + i) * 0.3;
}
});
for (let i = (fr?.nodes || []).length; i < nodeMs.length; i++) nodeMs[i].visible = false;
// Signal field
const sf = fr?.signal_field;
if (sf?.values?.length) {
const gx = sf.grid_size[0], gz = sf.grid_size[2];
for (let zi = 0; zi < Math.min(gz, GS); zi++) for (let xi = 0; xi < Math.min(gx, GS); xi++) {
const v = sf.values[zi * gx + xi] || 0;
if (v < 0.25) hc.setRGB(0.03, 0.05 + v * 1.8, 0.08 + v * 1.8);
else if (v < 0.5) hc.setRGB(0.03, 0.2 + (v - 0.25) * 2.4, 0.5 - (v - 0.25) * 1.2);
else if (v < 0.75) hc.setRGB((v - 0.5) * 4, 0.7 + (v - 0.5) * 0.6, 0.1);
else hc.setRGB(1, 1 - (v - 0.75) * 3, 0.05);
sigGrid.setColorAt(zi * GS + xi, hc);
}
if (sigGrid.instanceColor) sigGrid.instanceColor.needsUpdate = true;
}
// Lighting follows data
rim.intensity = 0.8 + Math.abs(rssi + 50) * 0.015;
// Particles
const pp = pGeo.attributes.position as THREE.BufferAttribute;
for (let i = 0; i < NP; i++) {
(pp.array as Float32Array)[i * 3 + 1] += Math.sin(t * 0.8 + i * 0.5) * 0.0006 + mPow * 0.001;
if ((pp.array as Float32Array)[i * 3 + 1] > 3.5) (pp.array as Float32Array)[i * 3 + 1] = 0;
}
pp.needsUpdate = true;
// Update skeleton from frame data
const currentFrame = frameRef.current;
if (currentFrame) {
const persons = (currentFrame as any).persons || [];
if (persons.length > 0) {
const kps = persons[0].keypoints || [];
kps.forEach((kp: any, i: number) => {
if (i < 17 && joints[i]) {
joints[i].position.set(
(kp.x - 0.5) * 4,
(1 - kp.y) * 3,
(kp.z || 0) * 2,
);
joints[i].visible = kp.confidence > 0.3;
(joints[i].material as THREE.MeshStandardMaterial).emissiveIntensity =
0.3 + kp.confidence * 0.7;
}
});
boneLines.forEach(({ line, a, b }) => {
if (joints[a].visible && joints[b].visible) {
const pos = line.geometry.attributes.position as THREE.BufferAttribute;
pos.setXYZ(0, joints[a].position.x, joints[a].position.y, joints[a].position.z);
pos.setXYZ(1, joints[b].position.x, joints[b].position.y, joints[b].position.z);
pos.needsUpdate = true;
line.visible = true;
} else {
line.visible = false;
}
});
} else {
joints.forEach((j) => { j.visible = false; });
boneLines.forEach((bl) => { bl.line.visible = false; });
// HUD
const ctx = hudC.getContext('2d');
if (ctx && fr) {
ctx.clearRect(0, 0, 640, 128);
ctx.font = 'bold 14px "SF Mono", Menlo, monospace';
ctx.fillStyle = '#32b8c6';
ctx.fillText(`WIFI-DENSEPOSE [${(fr.source || '--').toUpperCase()}]`, 12, 20);
ctx.font = '12px "SF Mono", Menlo, monospace';
ctx.fillStyle = '#7799aa';
ctx.fillText(`Nodes: ${(fr.nodes || []).length} RSSI: ${rssi.toFixed(1)} dBm Motion: ${mot} Conf: ${(conf * 100).toFixed(0)}%`, 12, 42);
if (vs) {
const br = Number(vs.breathing_bpm ?? vs.breathing_rate_bpm ?? 0);
if (br > 0 || hrBpm > 0) {
ctx.fillStyle = '#44ddaa';
ctx.fillText(`Breathing: ${br.toFixed(1)} bpm Heart: ${hrBpm.toFixed(1)} bpm`, 12, 62);
}
}
// Adjust light from RSSI
const features = (currentFrame as any).features;
if (features) {
const rssi = features.mean_rssi || -70;
pointLight.intensity = 1 + Math.abs(rssi + 50) * 0.02;
if (show) {
ctx.fillStyle = pres ? (mot === 'active' ? '#ff8844' : '#44bbcc') : '#556677';
const mBar = Math.min(20, Math.round(mPow * 40));
const mBarStr = '\u2588'.repeat(mBar) + '\u2591'.repeat(20 - mBar);
ctx.fillText(`Motion: [${mBarStr}] ${(mPow * 100).toFixed(0)}%`, 12, 82);
ctx.fillStyle = '#556677';
ctx.font = '10px "SF Mono", Menlo, monospace';
ctx.fillText('Pose: procedural (load NN model for limb tracking)', 12, 100);
}
hudT.needsUpdate = true;
}
renderer.render(scene, camera);
// FPS counter
state.frameCount++;
if (performance.now() - state.lastFpsTime >= 1000) {
onFps(state.frameCount);
state.frameCount = 0;
state.lastFpsTime = performance.now();
state.fCount++;
if (performance.now() - state.fpsT >= 1000) {
onFps(state.fCount); state.fCount = 0; state.fpsT = performance.now();
}
};
@@ -280,15 +678,10 @@ export const GaussianSplatWebViewWeb = ({ onReady, onFps, onError, frame }: Gaus
onReady();
return () => {
canvas.removeEventListener('mousedown', onMouseDown);
canvas.removeEventListener('mouseup', onMouseUp);
canvas.removeEventListener('mousemove', onMouseMove);
canvas.removeEventListener('wheel', onWheel);
window.removeEventListener('resize', onResize);
cvs.removeEventListener('mousedown', () => {});
window.removeEventListener('resize', onR);
cleanup();
if (container.contains(renderer.domElement)) {
container.removeChild(renderer.domElement);
}
if (container.contains(renderer.domElement)) container.removeChild(renderer.domElement);
};
} catch (err) {
onError(err instanceof Error ? err.message : 'Failed to initialize 3D renderer');
@@ -298,19 +691,10 @@ export const GaussianSplatWebViewWeb = ({ onReady, onFps, onError, frame }: Gaus
return (
<View style={styles.container}>
<div
ref={containerRef}
style={{ width: '100%', height: '100%', backgroundColor: '#0a0e1a' }}
/>
<div ref={containerRef} style={{ width: '100%', height: '100%', backgroundColor: '#080c16' }} />
</View>
);
};
const styles = StyleSheet.create({
container: {
flex: 1,
backgroundColor: '#0a0e1a',
},
});
const styles = StyleSheet.create({ container: { flex: 1, backgroundColor: '#080c16' } });
export default GaussianSplatWebViewWeb;
+25 -2
View File
@@ -32,11 +32,30 @@ export interface SignalField {
}
export interface VitalsData {
breathing_bpm: number;
hr_proxy_bpm: number;
breathing_bpm?: number;
hr_proxy_bpm?: number;
// Rust sensing server uses these field names
breathing_rate_bpm?: number;
breathing_confidence?: number;
heart_rate_bpm?: number;
heart_confidence?: number;
confidence?: number;
}
export interface PoseKeypoint {
name?: string;
x: number;
y: number;
z: number;
confidence: number;
}
export interface PersonDetection {
id?: number;
confidence: number;
keypoints: PoseKeypoint[];
}
export interface SensingFrame {
type?: string;
timestamp?: number;
@@ -47,4 +66,8 @@ export interface SensingFrame {
classification: Classification;
signal_field: SignalField;
vital_signs?: VitalsData;
pose_keypoints?: [number, number, number, number][];
persons?: PersonDetection[];
posture?: string;
signal_quality_score?: number;
}
+50 -8
View File
@@ -4,8 +4,9 @@
* Manages the connection to the Python sensing WebSocket server
* (ws://localhost:8765) and provides a callback-based API for the UI.
*
* Falls back to simulated data if the server is unreachable so the UI
* always shows something.
* Falls back to simulated data only after MAX_RECONNECT_ATTEMPTS exhausted.
* While reconnecting the service stays in "reconnecting" state and does NOT
* emit simulated frames so the UI can clearly distinguish live vs. fallback data.
*/
// Derive WebSocket URL from the page origin so it works on any port
@@ -14,7 +15,10 @@ const _wsProto = (typeof window !== 'undefined' && window.location.protocol ===
const _wsHost = (typeof window !== 'undefined' && window.location.host) ? window.location.host : 'localhost:3000';
const SENSING_WS_URL = `${_wsProto}//${_wsHost}/ws/sensing`;
const RECONNECT_DELAYS = [1000, 2000, 4000, 8000, 16000];
const MAX_RECONNECT_ATTEMPTS = 10;
const MAX_RECONNECT_ATTEMPTS = 20;
// Number of failed attempts that must occur before simulation starts.
// This prevents the UI from flashing "SIMULATED" on a brief hiccup.
const SIM_FALLBACK_AFTER_ATTEMPTS = 5;
const SIMULATION_INTERVAL = 500; // ms
class SensingService {
@@ -26,7 +30,10 @@ class SensingService {
this._reconnectAttempt = 0;
this._reconnectTimer = null;
this._simTimer = null;
this._state = 'disconnected'; // disconnected | connecting | connected | simulated
// Connection state: disconnected | connecting | connected | reconnecting | simulated
this._state = 'disconnected';
// Data-source label exposed to the UI: "live" | "reconnecting" | "simulated"
this._dataSource = 'reconnecting';
this._lastMessage = null;
// Ring buffer of recent RSSI values for sparkline
@@ -76,6 +83,16 @@ class SensingService {
return this._state;
}
/**
* Current data source label.
* "live" — frames are arriving from the real ESP32 over WebSocket
* "reconnecting" — WebSocket disconnected; actively retrying, no frames emitted
* "simulated" — max reconnect attempts exhausted; emitting synthetic frames
*/
get dataSource() {
return this._dataSource;
}
// ---- Connection --------------------------------------------------------
_connect() {
@@ -96,6 +113,7 @@ class SensingService {
this._reconnectAttempt = 0;
this._stopSimulation();
this._setState('connected');
this._setDataSource('live');
};
this._ws.onmessage = (evt) => {
@@ -118,28 +136,33 @@ class SensingService {
this._scheduleReconnect();
} else {
this._setState('disconnected');
this._setDataSource('reconnecting');
}
};
}
_scheduleReconnect() {
if (this._reconnectAttempt >= MAX_RECONNECT_ATTEMPTS) {
console.warn('[Sensing] Max reconnect attempts reached, switching to simulation');
console.warn('[Sensing] Max reconnect attempts (%d) reached, switching to simulation', MAX_RECONNECT_ATTEMPTS);
this._fallbackToSimulation();
return;
}
const delay = RECONNECT_DELAYS[Math.min(this._reconnectAttempt, RECONNECT_DELAYS.length - 1)];
this._reconnectAttempt++;
console.info('[Sensing] Reconnecting in %dms (attempt %d)', delay, this._reconnectAttempt);
console.info('[Sensing] Reconnecting in %dms (attempt %d/%d)', delay, this._reconnectAttempt, MAX_RECONNECT_ATTEMPTS);
this._setState('reconnecting');
this._setDataSource('reconnecting');
this._reconnectTimer = setTimeout(() => {
this._reconnectTimer = null;
this._connect();
}, delay);
// Start simulation while waiting
if (this._state !== 'simulated') {
// Only start simulation after several failed attempts so a brief hiccup
// does not immediately switch the UI to "SIMULATED DATA".
if (this._reconnectAttempt >= SIM_FALLBACK_AFTER_ATTEMPTS && this._state !== 'simulated') {
this._fallbackToSimulation();
}
}
@@ -148,6 +171,7 @@ class SensingService {
_fallbackToSimulation() {
this._setState('simulated');
this._setDataSource('simulated');
if (this._simTimer) return; // already running
console.info('[Sensing] Running in simulation mode');
@@ -196,6 +220,9 @@ class SensingService {
type: 'sensing_update',
timestamp: t,
source: 'simulated',
// Explicit machine-readable marker so the UI can always detect simulated
// frames regardless of which code path produced them.
_simulated: true,
nodes: [{
node_id: 1,
rssi_dbm: baseRssi + Math.sin(t * 0.5) * 3,
@@ -262,6 +289,21 @@ class SensingService {
}
}
/**
* Update the dataSource label and notify state listeners so the UI can
* react without needing a separate subscription.
* @param {'live'|'reconnecting'|'simulated'} source
*/
_setDataSource(source) {
if (source === this._dataSource) return;
this._dataSource = source;
// Re-use the same state-listener channel — listeners receive the
// connection state but can read dataSource via service.dataSource.
for (const cb of this._stateListeners) {
try { cb(this._state); } catch (e) { /* ignore */ }
}
}
_clearTimers() {
this._stopSimulation();
if (this._reconnectTimer) {
+51
View File
@@ -1754,6 +1754,11 @@ canvas {
background: var(--color-error);
}
.sensing-dot.reconnecting {
background: var(--color-warning);
animation: pulse 1.5s infinite;
}
.sensing-source {
margin-left: auto;
font-size: var(--font-size-xs);
@@ -1761,6 +1766,52 @@ canvas {
font-family: var(--font-family-mono);
}
.sensing-about-text {
margin: 0;
font-size: 12px;
color: #aaa;
line-height: 1.5;
}
.sensing-about-text strong {
color: #ccc;
}
/* Data-source status banner (live / reconnecting / simulated) */
.sensing-source-banner {
display: block;
width: 100%;
padding: var(--space-8) var(--space-12);
margin-bottom: var(--space-12);
border-radius: var(--radius-md);
font-size: var(--font-size-sm);
font-weight: var(--font-weight-semibold);
font-family: var(--font-family-mono);
text-align: center;
letter-spacing: 0.06em;
text-transform: uppercase;
box-sizing: border-box;
}
.sensing-source-live {
background: rgba(0, 204, 136, 0.15);
border: 1px solid #00cc88;
color: #00cc88;
}
.sensing-source-reconnecting {
background: rgba(255, 180, 0, 0.12);
border: 1px solid var(--color-warning);
color: var(--color-warning);
animation: pulse 1.5s infinite;
}
.sensing-source-simulated {
background: rgba(255, 60, 60, 0.12);
border: 1px solid var(--color-error);
color: var(--color-error);
}
/* Big RSSI value */
.sensing-big-value {
font-size: var(--font-size-3xl);