mirror of
https://github.com/ruvnet/RuView
synced 2026-07-20 17:03:24 +00:00
fdc7142dfa
- Added IosRssiService to handle synthetic RSSI data for iOS. - Created WebRssiService to simulate RSSI scanning on the web. - Defined shared types for WifiNetwork and RssiService in rssi.service.ts. - Introduced simulation service to generate synthetic sensing data. - Implemented WebSocket service for real-time data handling with reconnection logic. - Established Zustand stores for managing application state related to MAT and pose data. - Developed theme context and utility functions for consistent styling and formatting. - Added type definitions for various application entities including API responses and sensing data. - Created utility functions for color mapping and URL validation. - Configured TypeScript settings for the mobile application.
586 lines
20 KiB
HTML
586 lines
20 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta
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name="viewport"
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content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no"
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/>
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<meta
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http-equiv="Content-Security-Policy"
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content="default-src 'self'; script-src 'self' https://cdnjs.cloudflare.com https://cdn.jsdelivr.net; style-src 'self' 'unsafe-inline'; img-src 'self' data:; connect-src 'self'"
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/>
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<title>WiFi DensePose Splat Viewer</title>
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<style>
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html,
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body,
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#gaussian-splat-root {
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margin: 0;
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width: 100%;
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height: 100%;
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overflow: hidden;
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background: #0a0e1a;
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touch-action: none;
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}
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#gaussian-splat-root {
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position: relative;
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}
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</style>
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</head>
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<body>
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<div id="gaussian-splat-root"></div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r165/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/three@0.165.0/examples/js/controls/OrbitControls.js"></script>
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<script>
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(function () {
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const postMessageToRN = (message) => {
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if (!window.ReactNativeWebView || typeof window.ReactNativeWebView.postMessage !== 'function') {
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return;
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}
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try {
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window.ReactNativeWebView.postMessage(JSON.stringify(message));
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} catch (error) {
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console.error('Failed to post RN message', error);
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}
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};
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const postError = (message) => {
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postMessageToRN({
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type: 'ERROR',
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payload: {
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message: typeof message === 'string' ? message : 'Unknown bridge error',
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},
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});
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};
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// Use global THREE from CDN
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const getThree = () => window.THREE;
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// ---- Custom Splat Shaders --------------------------------------------
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const SPLAT_VERTEX = `
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attribute float splatSize;
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attribute vec3 splatColor;
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attribute float splatOpacity;
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varying vec3 vColor;
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varying float vOpacity;
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void main() {
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vColor = splatColor;
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vOpacity = splatOpacity;
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vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
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gl_PointSize = splatSize * (300.0 / -mvPosition.z);
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gl_Position = projectionMatrix * mvPosition;
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}
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`;
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const SPLAT_FRAGMENT = `
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varying vec3 vColor;
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varying float vOpacity;
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void main() {
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// Circular soft-edge disc
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float dist = length(gl_PointCoord - vec2(0.5));
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if (dist > 0.5) discard;
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float alpha = smoothstep(0.5, 0.2, dist) * vOpacity;
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gl_FragColor = vec4(vColor, alpha);
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}
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`;
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// ---- Color helpers ---------------------------------------------------
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/** Map a scalar 0-1 to blue -> green -> red gradient */
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function valueToColor(v) {
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const clamped = Math.max(0, Math.min(1, v));
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// blue(0) -> cyan(0.25) -> green(0.5) -> yellow(0.75) -> red(1)
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let r;
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let g;
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let b;
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if (clamped < 0.5) {
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const t = clamped * 2;
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r = 0;
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g = t;
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b = 1 - t;
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} else {
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const t = (clamped - 0.5) * 2;
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r = t;
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g = 1 - t;
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b = 0;
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}
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return [r, g, b];
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}
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// ---- GaussianSplatRenderer -------------------------------------------
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class GaussianSplatRenderer {
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/** @param {HTMLElement} container - DOM element to attach the renderer to */
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constructor(container, opts = {}) {
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const THREE = getThree();
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if (!THREE) {
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throw new Error('Three.js not loaded');
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}
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this.container = container;
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this.width = opts.width || container.clientWidth || 800;
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this.height = opts.height || 500;
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// Scene
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x0a0e1a);
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// Camera — perspective looking down at the room
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this.camera = new THREE.PerspectiveCamera(45, this.width / this.height, 0.1, 200);
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this.camera.position.set(0, 10, 12);
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this.camera.lookAt(0, 0, 0);
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// Renderer
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this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
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this.renderer.setSize(this.width, this.height);
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this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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container.appendChild(this.renderer.domElement);
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// Lights
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const ambient = new THREE.AmbientLight(0x9ec7ff, 0.35);
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this.scene.add(ambient);
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const directional = new THREE.DirectionalLight(0x9ec7ff, 0.65);
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directional.position.set(4, 10, 6);
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directional.castShadow = false;
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this.scene.add(directional);
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// Grid & room
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this._createRoom(THREE);
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// Signal field splats (20x20 = 400 points on the floor plane)
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this.gridSize = 20;
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this._createFieldSplats(THREE);
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// Node markers (ESP32 / router positions)
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this._createNodeMarkers(THREE);
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// Body disruption blob
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this._createBodyBlob(THREE);
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// Orbit controls for drag + pinch zoom
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this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
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this.controls.target.set(0, 0, 0);
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this.controls.minDistance = 6;
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this.controls.maxDistance = 40;
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this.controls.enableDamping = true;
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this.controls.dampingFactor = 0.08;
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this.controls.update();
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// Animation state
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this._animFrame = null;
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this._lastData = null;
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this._fpsFrames = [];
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this._lastFpsReport = 0;
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// Start render loop
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this._animate();
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}
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// ---- Scene setup ---------------------------------------------------
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_createRoom(THREE) {
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// Floor grid (on y = 0), 20 units
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const grid = new THREE.GridHelper(20, 20, 0x1a3a4a, 0x0d1f28);
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grid.position.y = 0;
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this.scene.add(grid);
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// Room boundary wireframe
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const boxGeo = new THREE.BoxGeometry(20, 6, 20);
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const edges = new THREE.EdgesGeometry(boxGeo);
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const line = new THREE.LineSegments(
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edges,
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new THREE.LineBasicMaterial({ color: 0x1a4a5a, opacity: 0.3, transparent: true }),
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);
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line.position.y = 3;
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this.scene.add(line);
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}
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_createFieldSplats(THREE) {
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const count = this.gridSize * this.gridSize;
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const positions = new Float32Array(count * 3);
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const sizes = new Float32Array(count);
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const colors = new Float32Array(count * 3);
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const opacities = new Float32Array(count);
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// Lay splats on the floor plane (y = 0.05 to sit just above grid)
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for (let iz = 0; iz < this.gridSize; iz++) {
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for (let ix = 0; ix < this.gridSize; ix++) {
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const idx = iz * this.gridSize + ix;
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positions[idx * 3 + 0] = (ix - this.gridSize / 2) + 0.5; // x
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positions[idx * 3 + 1] = 0.05; // y
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positions[idx * 3 + 2] = (iz - this.gridSize / 2) + 0.5; // z
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sizes[idx] = 1.5;
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colors[idx * 3] = 0.1;
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colors[idx * 3 + 1] = 0.2;
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colors[idx * 3 + 2] = 0.6;
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opacities[idx] = 0.15;
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}
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}
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const geo = new THREE.BufferGeometry();
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('splatSize', new THREE.BufferAttribute(sizes, 1));
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geo.setAttribute('splatColor', new THREE.BufferAttribute(colors, 3));
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geo.setAttribute('splatOpacity', new THREE.BufferAttribute(opacities, 1));
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const mat = new THREE.ShaderMaterial({
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vertexShader: SPLAT_VERTEX,
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fragmentShader: SPLAT_FRAGMENT,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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this.fieldPoints = new THREE.Points(geo, mat);
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this.scene.add(this.fieldPoints);
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}
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_createNodeMarkers(THREE) {
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// Router at center — green sphere
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const routerGeo = new THREE.SphereGeometry(0.3, 16, 16);
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const routerMat = new THREE.MeshBasicMaterial({ color: 0x00ff88, transparent: true, opacity: 0.8 });
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this.routerMarker = new THREE.Mesh(routerGeo, routerMat);
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this.routerMarker.position.set(0, 0.5, 0);
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this.scene.add(this.routerMarker);
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// ESP32 node — cyan sphere (default position, updated from data)
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const nodeGeo = new THREE.SphereGeometry(0.25, 16, 16);
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const nodeMat = new THREE.MeshBasicMaterial({ color: 0x00ccff, transparent: true, opacity: 0.8 });
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this.nodeMarker = new THREE.Mesh(nodeGeo, nodeMat);
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this.nodeMarker.position.set(2, 0.5, 1.5);
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this.scene.add(this.nodeMarker);
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}
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_createBodyBlob(THREE) {
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// A cluster of splats representing body disruption
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const count = 64;
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const positions = new Float32Array(count * 3);
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const sizes = new Float32Array(count);
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const colors = new Float32Array(count * 3);
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const opacities = new Float32Array(count);
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for (let i = 0; i < count; i++) {
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// Random sphere distribution
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const theta = Math.random() * Math.PI * 2;
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const phi = Math.acos(2 * Math.random() - 1);
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const r = Math.random() * 1.5;
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positions[i * 3] = r * Math.sin(phi) * Math.cos(theta);
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positions[i * 3 + 1] = r * Math.cos(phi) + 2;
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positions[i * 3 + 2] = r * Math.sin(phi) * Math.sin(theta);
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sizes[i] = 2 + Math.random() * 3;
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colors[i * 3] = 0.2;
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colors[i * 3 + 1] = 0.8;
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colors[i * 3 + 2] = 0.3;
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opacities[i] = 0.0; // hidden until presence detected
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}
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const geo = new THREE.BufferGeometry();
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('splatSize', new THREE.BufferAttribute(sizes, 1));
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geo.setAttribute('splatColor', new THREE.BufferAttribute(colors, 3));
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geo.setAttribute('splatOpacity', new THREE.BufferAttribute(opacities, 1));
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const mat = new THREE.ShaderMaterial({
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vertexShader: SPLAT_VERTEX,
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fragmentShader: SPLAT_FRAGMENT,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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this.bodyBlob = new THREE.Points(geo, mat);
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this.scene.add(this.bodyBlob);
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}
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// ---- Data update --------------------------------------------------
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/**
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* Update the visualization with new sensing data.
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* @param {object} data - sensing_update JSON from ws_server
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*/
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update(data) {
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this._lastData = data;
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if (!data) return;
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const features = data.features || {};
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const classification = data.classification || {};
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const signalField = data.signal_field || {};
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const nodes = data.nodes || [];
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// -- Update signal field splats ------------------------------------
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if (signalField.values && this.fieldPoints) {
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const geo = this.fieldPoints.geometry;
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const clr = geo.attributes.splatColor.array;
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const sizes = geo.attributes.splatSize.array;
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const opac = geo.attributes.splatOpacity.array;
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const vals = signalField.values;
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const count = Math.min(vals.length, this.gridSize * this.gridSize);
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for (let i = 0; i < count; i++) {
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const v = vals[i];
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const [r, g, b] = valueToColor(v);
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clr[i * 3] = r;
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clr[i * 3 + 1] = g;
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clr[i * 3 + 2] = b;
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sizes[i] = 1.0 + v * 4.0;
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opac[i] = 0.1 + v * 0.6;
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}
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geo.attributes.splatColor.needsUpdate = true;
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geo.attributes.splatSize.needsUpdate = true;
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geo.attributes.splatOpacity.needsUpdate = true;
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}
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// -- Update body blob ----------------------------------------------
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if (this.bodyBlob) {
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const bGeo = this.bodyBlob.geometry;
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const bOpac = bGeo.attributes.splatOpacity.array;
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const bClr = bGeo.attributes.splatColor.array;
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const bSize = bGeo.attributes.splatSize.array;
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const presence = classification.presence || false;
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const motionLvl = classification.motion_level || 'absent';
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const confidence = classification.confidence || 0;
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const breathing = features.breathing_band_power || 0;
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// Breathing pulsation
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const breathPulse = 1.0 + Math.sin(Date.now() * 0.004) * Math.min(breathing * 3, 0.4);
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for (let i = 0; i < bOpac.length; i++) {
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if (presence) {
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bOpac[i] = confidence * 0.4;
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// Color by motion level
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if (motionLvl === 'active') {
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bClr[i * 3] = 1.0;
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bClr[i * 3 + 1] = 0.2;
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bClr[i * 3 + 2] = 0.1;
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} else {
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bClr[i * 3] = 0.1;
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bClr[i * 3 + 1] = 0.8;
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bClr[i * 3 + 2] = 0.4;
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}
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bSize[i] = (2 + Math.random() * 2) * breathPulse;
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} else {
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bOpac[i] = 0.0;
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}
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}
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bGeo.attributes.splatOpacity.needsUpdate = true;
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bGeo.attributes.splatColor.needsUpdate = true;
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bGeo.attributes.splatSize.needsUpdate = true;
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}
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// -- Update node positions -----------------------------------------
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if (nodes.length > 0 && nodes[0].position && this.nodeMarker) {
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const pos = nodes[0].position;
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this.nodeMarker.position.set(pos[0], 0.5, pos[2]);
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}
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}
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// ---- Render loop -------------------------------------------------
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_animate() {
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this._animFrame = requestAnimationFrame(() => this._animate());
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const now = performance.now();
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// Gentle router glow pulse
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if (this.routerMarker) {
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const pulse = 0.6 + 0.3 * Math.sin(now * 0.003);
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this.routerMarker.material.opacity = pulse;
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}
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this.controls.update();
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this.renderer.render(this.scene, this.camera);
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this._fpsFrames.push(now);
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while (this._fpsFrames.length > 0 && this._fpsFrames[0] < now - 1000) {
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this._fpsFrames.shift();
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}
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if (now - this._lastFpsReport >= 1000) {
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const fps = this._fpsFrames.length;
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this._lastFpsReport = now;
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postMessageToRN({
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type: 'FPS_TICK',
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payload: { fps },
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});
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}
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}
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// ---- Resize / cleanup --------------------------------------------
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resize(width, height) {
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if (!width || !height) return;
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this.width = width;
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this.height = height;
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this.camera.aspect = width / height;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(width, height);
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}
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dispose() {
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if (this._animFrame) {
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cancelAnimationFrame(this._animFrame);
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}
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this.controls?.dispose();
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this.renderer.dispose();
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if (this.renderer.domElement.parentNode) {
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this.renderer.domElement.parentNode.removeChild(this.renderer.domElement);
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}
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}
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}
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// Expose renderer constructor for debugging/interop
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window.GaussianSplatRenderer = GaussianSplatRenderer;
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let renderer = null;
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let pendingFrame = null;
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let pendingResize = null;
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const postSafeReady = () => {
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postMessageToRN({ type: 'READY' });
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};
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const routeMessage = (event) => {
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let raw = event.data;
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if (typeof raw === 'object' && raw != null && 'data' in raw) {
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raw = raw.data;
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}
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let message = raw;
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if (typeof raw === 'string') {
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try {
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message = JSON.parse(raw);
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} catch (err) {
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postError('Failed to parse RN message payload');
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return;
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}
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}
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if (!message || typeof message !== 'object') {
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return;
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}
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if (message.type === 'FRAME_UPDATE') {
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const payload = message.payload || null;
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if (!payload) {
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return;
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}
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if (!renderer) {
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pendingFrame = payload;
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return;
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}
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try {
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renderer.update(payload);
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} catch (error) {
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postError((error && error.message) || 'Failed to update frame');
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}
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return;
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}
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if (message.type === 'RESIZE') {
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const dims = message.payload || {};
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const w = Number(dims.width);
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const h = Number(dims.height);
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if (!Number.isFinite(w) || !Number.isFinite(h) || !w || !h) {
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return;
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|
}
|
|
|
|
if (!renderer) {
|
|
pendingResize = { width: w, height: h };
|
|
return;
|
|
}
|
|
|
|
try {
|
|
renderer.resize(w, h);
|
|
} catch (error) {
|
|
postError((error && error.message) || 'Failed to resize renderer');
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (message.type === 'DISPOSE') {
|
|
if (!renderer) {
|
|
return;
|
|
}
|
|
|
|
try {
|
|
renderer.dispose();
|
|
} catch (error) {
|
|
postError((error && error.message) || 'Failed to dispose renderer');
|
|
}
|
|
renderer = null;
|
|
return;
|
|
}
|
|
};
|
|
|
|
const buildRenderer = () => {
|
|
const container = document.getElementById('gaussian-splat-root');
|
|
if (!container) {
|
|
return;
|
|
}
|
|
|
|
try {
|
|
renderer = new GaussianSplatRenderer(container, {
|
|
width: container.clientWidth || window.innerWidth,
|
|
height: container.clientHeight || window.innerHeight,
|
|
});
|
|
|
|
if (pendingFrame) {
|
|
renderer.update(pendingFrame);
|
|
pendingFrame = null;
|
|
}
|
|
|
|
if (pendingResize) {
|
|
renderer.resize(pendingResize.width, pendingResize.height);
|
|
pendingResize = null;
|
|
}
|
|
|
|
postSafeReady();
|
|
} catch (error) {
|
|
renderer = null;
|
|
postError((error && error.message) || 'Failed to initialize renderer');
|
|
}
|
|
};
|
|
|
|
if (document.readyState === 'loading') {
|
|
document.addEventListener('DOMContentLoaded', buildRenderer);
|
|
} else {
|
|
buildRenderer();
|
|
}
|
|
|
|
window.addEventListener('message', routeMessage);
|
|
window.addEventListener('resize', () => {
|
|
if (!renderer) {
|
|
pendingResize = {
|
|
width: window.innerWidth,
|
|
height: window.innerHeight,
|
|
};
|
|
return;
|
|
}
|
|
renderer.resize(window.innerWidth, window.innerHeight);
|
|
});
|
|
})();
|
|
</script>
|
|
</body>
|
|
</html>
|