Files
ruvnet--RuView/examples/three.js/demos/04-skinned-fbx.html
T
rUv 27a6edba8b feat(examples/three.js): cinematic skinned realtime pose demo + folder reorg (#584)
* feat(examples/three.js): cinematic skinned realtime pose demo + ESP32 CSI bridge

Five-stage example progression exploring three.js helpers (ADR-097 surface) as
a viewer for live RuView sensor data:

1. helpers-demo.html              — clean ADR-097 helper reference (GridHelper,
                                    PolarGridHelper, BoxHelper, AxesHelper),
                                    file://-safe, no backend
2. helpers-cinematic.html         — same scene + UnrealBloomPass + pseudo-CSI
                                    sonar pings + tomography sweep + procedural
                                    cyber floor + ambient drift particles
3. helpers-skinned.html           — replaces sphere skeleton with Mixamo X Bot
                                    via GLTFLoader from threejs.org CDN, plays
                                    bundled animations with additive blending
4. helpers-skinned-fbx.html       — same but loads a local Mixamo FBX (needs
                                    serve-demo.py — file:// can't fetch local
                                    siblings). Drop X Bot.fbx alongside.
5. helpers-skinned-realtime.html  — webcam → MediaPipe Pose Heavy →
                                    poseWorldLandmarks → direct quaternion
                                    retargeting onto the Mixamo skeleton.
                                    Real ESP32-S3 CSI streamed over WebSocket
                                    from ruvultra (Tailscale, port 8766).

Supporting:
  - serve-demo.py             threaded HTTP server with no-cache headers
                               (fixes net::ERR_EMPTY_RESPONSE on the FBX path)
  - ruvultra-csi-bridge.py    ESP32 RuView firmware tick → WebSocket bridge,
                               runs as systemd-run unit on ruvultra

Bugs found + fixed along the way (all documented in code comments):
  - FBX exports yield TWO parallel Bone trees with identical names; only the
    SkinnedMesh.skeleton.bones one drives visible deformation. model.traverse
    finds orphans.
  - Mixamo FBX nests a zero-length wrapper bone above the real bone, same name.
    bone.children[0].getWorldPosition == bone.getWorldPosition → restDir is
    (0,0,0) → setFromUnitVectors collapses to identity. Walk past same-named
    same-position wrappers when computing tail.
  - AnimationMixer.update() with a "stopped" action still mutates bones unless
    enabled=false is set.

Retargeting layer in helpers-skinned-realtime.html:
  - 12 bones direct quaternion retarget (arms × 2, legs × 2, spine × 3, neck)
  - Hips root rotation from shoulder/hip line basis (torso twist + lean)
  - Neck aims at ear-midpoint (kp 7+8), not nose (kp 0), to remove the
    forward bias of the protruding-nose anchor
  - One Euro Filter per landmark per axis (Casiez 2012) — adaptive low-pass
  - Visibility-weighted per-bone slerp gain — occluded limbs relax to rest
  - URL toggles: ?mirror= ?yflip= ?zflip= ?cnn=0/1/2 ?csi=ws://...

Live CSI integration:
  - Bridge parses adaptive_ctrl tick lines (motion/presence/rssi/yield)
  - Browser fans single ESP32 reading across 4 UI nodes with phase-shifted
    wobble (0.88–1.00 × sin(t·0.55 + offsetᵢ))
  - EMA α=0.06 (~3 sec time constant), HUD update throttled 3 Hz

Co-Authored-By: claude-flow <ruv@ruv.net>

* refactor(examples/three.js): organize into demos/screenshots/server/assets + add README

Flatten the 13-file flat layout into purposeful subfolders so the demo
collection has a clean top-level entry point (README.md) and the file roles
are obvious from a directory listing.

Layout:
  demos/         01..05 — numbered for the progression (helpers → cinematic →
                          skinned → skinned-fbx → skinned-realtime)
  screenshots/   one PNG per demo, matching the demo's filename prefix
  server/        serve-demo.py + ruvultra-csi-bridge.py
  assets/        X Bot.fbx (gitignored, used by demos 04 and 05)

Touched files (beyond the renames):
- 04-skinned-fbx.html, 05-skinned-realtime.html: MODEL_URL now resolves
  '../assets/X%20Bot.fbx' instead of './X%20Bot.fbx'
- server/serve-demo.py: chdir() walks 3 levels up to repo root (was 2), and
  the URL banner now lists all 5 demos
- .gitignore: comment refresh — points at assets/ and screenshots/
- 05-skinned-realtime.html also picks up in-flight fps-tune work from this
  branch (Holistic script, SMOOTH_K URL param, slerp gain scaling) since
  those edits and the rename hit the same file

Verified end-to-end:
- python examples/three.js/server/serve-demo.py
- all 5 demos return 200, X Bot.fbx returns 200 from new asset/ path
- demos 04 + 05 render the X Bot mesh; 0 JS errors via browser eval
- screenshots reproduced match the originals

Co-Authored-By: claude-flow <ruv@ruv.net>
2026-05-17 17:01:02 -04:00

962 lines
50 KiB
HTML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>RuView · Skinned (FBX) · Mixamo X Bot in the ADR-097 helpers scene</title>
<link rel="icon" type="image/svg+xml" href="data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 32 32'><circle cx='16' cy='16' r='10' fill='%23e8a634'/></svg>">
<style>
:root {
--bg: #050507; --bg-panel: rgba(8,10,14,0.78);
--amber: #ffb840; --amber-hot: #ffe09f;
--cyan: #4cf; --magenta: #ff4cc8;
--text: #d8c69a; --text-mute: #6b6155;
--border: rgba(255,184,64,0.18);
}
* { box-sizing: border-box; }
body {
margin: 0; background: var(--bg); color: var(--text); overflow: hidden;
font-family: 'SF Mono', 'Cascadia Code', Consolas, monospace;
-webkit-font-smoothing: antialiased; font-size: 12px;
}
canvas { display: block; }
.overlay-frame {
position: fixed; inset: 0; pointer-events: none; z-index: 5;
background:
radial-gradient(ellipse at center, transparent 55%, rgba(0,0,0,0.55) 100%),
linear-gradient(180deg, rgba(0,0,0,0.32) 0%, transparent 18%, transparent 82%, rgba(0,0,0,0.38) 100%);
}
.scanlines {
position: fixed; inset: 0; pointer-events: none; z-index: 6;
background: repeating-linear-gradient(0deg, rgba(0,0,0,0.04) 0px, rgba(0,0,0,0.04) 1px, transparent 1px, transparent 3px);
mix-blend-mode: overlay; opacity: 0.5;
}
.panel {
position: absolute; background: var(--bg-panel); border: 1px solid var(--border);
border-radius: 4px; padding: 12px 14px; backdrop-filter: blur(8px);
box-shadow: 0 1px 0 rgba(255,184,64,0.04), 0 8px 32px rgba(0,0,0,0.55); z-index: 10;
}
.panel h2 {
margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px;
}
#info { top: 20px; left: 20px; min-width: 280px; }
#info h1 { margin: 0 0 1px 0; font-size: 13px; letter-spacing: 1px; color: var(--amber-hot); font-weight: 600; }
#info .sub { font-size: 10px; color: var(--text-mute); letter-spacing: 0.5px; margin-bottom: 10px; padding-bottom: 8px; border-bottom: 1px solid var(--border); }
#info .row { display: flex; justify-content: space-between; gap: 12px; padding: 2px 0; }
#info .row .k { color: var(--text-mute); font-size: 11px; }
#info .row .v { color: var(--text); font-variant-numeric: tabular-nums; font-size: 11px; }
#info .row .v.amber { color: var(--amber); }
#info .row .v.cyan { color: var(--cyan); }
#info .row .v.mag { color: var(--magenta); }
#anim {
position: absolute; bottom: 20px; left: 20px; min-width: 280px;
background: var(--bg-panel); border: 1px solid var(--border); border-radius: 4px;
padding: 12px 14px; backdrop-filter: blur(8px); z-index: 10;
}
#anim h2 { margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px; }
#anim .row { padding: 6px 0; font-size: 10px; }
#anim .row .label { color: var(--text-mute); margin-right: 8px; }
#anim button {
background: rgba(255,184,64,0.06); border: 1px solid rgba(255,184,64,0.18);
color: var(--text); font-family: inherit; font-size: 10px; padding: 4px 8px;
margin: 2px 4px 2px 0; cursor: pointer; border-radius: 3px; letter-spacing: 0.5px;
}
#anim button:hover { background: rgba(255,184,64,0.14); color: var(--amber-hot); }
#anim button.active { background: var(--amber); color: var(--bg); border-color: var(--amber); font-weight: 600; }
#anim .slider-row { display: flex; align-items: center; gap: 8px; padding: 3px 0; font-size: 10px; margin-top: 6px; border-top: 1px solid rgba(255,184,64,0.08); padding-top: 8px; }
#anim .slider-row .label { width: 90px; }
#anim .slider-row input[type=range] { flex: 1; accent-color: var(--amber); }
#anim .slider-row .val { width: 38px; text-align: right; color: var(--amber); font-variant-numeric: tabular-nums; }
#anim .empty-hint {
font-size: 10px; color: var(--text-mute); line-height: 1.5; margin-top: 4px;
padding: 8px; background: rgba(255,184,64,0.04); border-radius: 3px;
border-left: 2px solid var(--amber);
}
#anim .empty-hint a { color: var(--amber); text-decoration: none; }
#anim .empty-hint a:hover { color: var(--amber-hot); text-decoration: underline; }
#helpers {
position: absolute; bottom: 20px; right: 20px; min-width: 220px;
background: var(--bg-panel); border: 1px solid var(--border); border-radius: 4px;
padding: 12px 14px; backdrop-filter: blur(8px); z-index: 10;
}
#helpers h2 { margin: 0 0 8px 0; font-size: 10px; text-transform: uppercase; letter-spacing: 2px;
color: var(--amber); font-weight: 600; border-bottom: 1px solid var(--border); padding-bottom: 6px; }
#helpers label {
display: flex; align-items: center; gap: 10px; padding: 3px 0; cursor: pointer; user-select: none; font-size: 11px;
}
#helpers label:hover { color: var(--amber-hot); }
#helpers input[type=checkbox] { accent-color: var(--amber); width: 13px; height: 13px; cursor: pointer; }
#helpers .swatch { width: 8px; height: 8px; border-radius: 50%; margin-left: auto; box-shadow: 0 0 6px currentColor; }
#csi { top: 20px; right: 20px; min-width: 260px; }
#csi .bar-row { display: flex; align-items: center; gap: 8px; padding: 3px 0; font-size: 10px; }
#csi .bar-row .label { width: 42px; color: var(--text-mute); }
#csi .bar-row .bar-track { flex: 1; height: 6px; background: rgba(255,184,64,0.08); border-radius: 2px; overflow: hidden; }
#csi .bar-row .bar-fill {
height: 100%; background: linear-gradient(90deg, var(--amber-hot), var(--amber));
box-shadow: 0 0 6px var(--amber); transition: width 0.08s linear;
}
#csi .bar-row .val { width: 36px; text-align: right; color: var(--amber); font-variant-numeric: tabular-nums; }
#loading {
position: absolute; inset: 0; display: flex; align-items: center; justify-content: center;
background: rgba(5,5,7,0.96); z-index: 20; font-size: 13px; color: var(--amber);
letter-spacing: 2px; text-transform: uppercase;
}
#loading.hidden { display: none; }
#loading .text { text-shadow: 0 0 12px var(--amber); animation: loadPulse 1.4s ease-in-out infinite; }
@keyframes loadPulse { 0%,100% { opacity: 0.4; } 50% { opacity: 1.0; } }
@keyframes scanFlash { 0% { opacity: 0; } 10% { opacity: 0.12; } 100% { opacity: 0; } }
.scan-flash {
position: fixed; inset: 0;
background: linear-gradient(90deg, transparent, var(--magenta), transparent);
mix-blend-mode: screen; pointer-events: none; opacity: 0; z-index: 4;
}
#titlecard {
position: absolute; bottom: 76px; left: 50%; transform: translateX(-50%);
text-align: center; color: var(--amber-hot); letter-spacing: 6px; font-size: 11px;
text-transform: uppercase; opacity: 0.35; z-index: 10;
text-shadow: 0 0 12px var(--amber); pointer-events: none;
}
#titlecard .sub { font-size: 9px; color: var(--text-mute); letter-spacing: 4px; margin-top: 4px; }
</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
<script src="https://unpkg.com/fflate@0.7.4/umd/index.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/curves/NURBSCurve.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/loaders/FBXLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
</head>
<body>
<div class="overlay-frame"></div>
<div class="scanlines"></div>
<div class="scan-flash" id="scan-flash"></div>
<div id="loading"><div class="text">▸ Loading skinned subject · X Bot.fbx</div></div>
<div class="panel" id="info">
<h1>RuView · Skinned (FBX)</h1>
<div class="sub">ADR-097 · Mixamo X Bot · loaded via FBXLoader</div>
<div class="row"><span class="k">Subject</span><span class="v amber">● Tracked</span></div>
<div class="row"><span class="k">Source</span><span class="v" id="src-name">X Bot.fbx</span></div>
<div class="row"><span class="k">Format</span><span class="v">FBX 7700 · 1.75 MB</span></div>
<div class="row"><span class="k">Bones</span><span class="v" id="bone-count"></span></div>
<div class="row"><span class="k">Animation</span><span class="v amber" id="anim-name"></span></div>
<div class="row"><span class="k">Mesh nodes</span><span class="v cyan">4 · multistatic</span></div>
<div class="row"><span class="k">Coherence</span><span class="v" id="coh-val">— %</span></div>
<div class="row"><span class="k">Heart rate</span><span class="v amber" id="hr-val">— bpm</span></div>
<div class="row"><span class="k">Bbox vol</span><span class="v" id="bbox-vol">— m³</span></div>
<div class="row"><span class="k">Render</span><span class="v" id="fps-val">— fps</span></div>
</div>
<div id="anim">
<h2>AnimationMixer</h2>
<div class="row">
<span class="label">clips</span>
<span id="clip-buttons"></span>
</div>
<div class="slider-row">
<span class="label">time scale</span>
<input type="range" id="time-scale" min="0.1" max="2" step="0.05" value="1.0">
<span class="val" id="time-scale-val">1.00</span>
</div>
<div class="empty-hint" id="empty-hint" style="display:none;">
<strong>No animations in this FBX.</strong><br>
Mixamo's "T-Pose / Without Skin" export rigs the model but has no clips.
Re-download with <em>"Original Pose"</em> + an animation selected
(e.g. <a href="https://www.mixamo.com/#/?page=1&query=walking&type=Motion%2CMotionPack" target="_blank" rel="noopener">Walking</a>) to get a clip, or drop another FBX with anim and reload.
</div>
</div>
<div class="panel" id="csi">
<h2>Per-node CSI</h2>
<div class="bar-row"><span class="label">N1·BL</span><div class="bar-track"><div class="bar-fill" id="bar-0"></div></div><span class="val" id="val-0"></span></div>
<div class="bar-row"><span class="label">N2·BR</span><div class="bar-track"><div class="bar-fill" id="bar-1"></div></div><span class="val" id="val-1"></span></div>
<div class="bar-row"><span class="label">N3·FL</span><div class="bar-track"><div class="bar-fill" id="bar-2"></div></div><span class="val" id="val-2"></span></div>
<div class="bar-row"><span class="label">N4·FR</span><div class="bar-track"><div class="bar-fill" id="bar-3"></div></div><span class="val" id="val-3"></span></div>
</div>
<div id="helpers">
<h2>ADR-097 helpers</h2>
<label><input type="checkbox" id="t-grid" checked>GridHelper<span class="swatch" style="color:#666"></span></label>
<label><input type="checkbox" id="t-polar" checked>PolarGridHelper<span class="swatch" style="color:#ffb840"></span></label>
<label><input type="checkbox" id="t-bbox" checked>BoxHelper on mesh<span class="swatch" style="color:#ffe09f"></span></label>
<label><input type="checkbox" id="t-skel">SkeletonHelper<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-nodebox" checked>Per-node BoxHelpers<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-pings" checked>Sonar pings<span class="swatch" style="color:#4cf"></span></label>
<label><input type="checkbox" id="t-tomo" checked>Tomography sweep<span class="swatch" style="color:#ff4cc8"></span></label>
<label><input type="checkbox" id="t-rays" checked>RF illumination cones<span class="swatch" style="color:#ffb840"></span></label>
</div>
<div id="titlecard">
RuView · Seldon Vault
<div class="sub">FBXLoader · Mixamo · ADR-097</div>
</div>
<script>
// =====================================================================
// RuView · Skinned (FBX) · Mixamo X Bot loaded via FBXLoader
// --------------------------------------------------------------------
// Sibling of helpers-skinned.html that loads a local .fbx file
// rather than the canonical GLB. Same cinematic atmosphere
// (UnrealBloomPass, sonar pings, tomography sweep, pseudo-CSI),
// same ADR-097 helpers wrapping the rigged mesh.
//
// Mixamo FBX caveats handled here:
// 1. Mixamo exports in cm (100 = 1 m). We auto-detect by the
// loaded model's bbox height and rescale to ~1.7 m human size.
// 2. PhongMaterial → StandardMaterial swap for cleaner shading
// under our amber key + cyan rim lights.
// 3. Bone name probing for the head (Mixamo: "mixamorigHead",
// legacy: "Bip01_Head", or any bone with /head/i match).
// 4. Graceful no-animations case — many Mixamo exports are
// rig-only.
// =====================================================================
const MODEL_URL = '../assets/X%20Bot.fbx';
const NODE_POSITIONS = [
[-1.9, 1.3, 1.9],[ 1.9, 1.3, 1.9],
[-1.9, 1.3, -1.9],[ 1.9, 1.3, -1.9],
];
// ---------------------------------------------------------------------
// Scene / camera / renderer
// ---------------------------------------------------------------------
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x050507);
scene.fog = new THREE.FogExp2(0x050507, 0.06);
const camera = new THREE.PerspectiveCamera(48, window.innerWidth/window.innerHeight, 0.05, 100);
camera.position.set(3.2, 1.55, 4.0);
const renderer = new THREE.WebGLRenderer({ antialias: true, powerPreference: 'high-performance' });
renderer.setPixelRatio(Math.min(2, window.devicePixelRatio));
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.80;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
const controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 0.9, 0);
controls.enableDamping = true; controls.dampingFactor = 0.06;
controls.minDistance = 2; controls.maxDistance = 12;
controls.maxPolarAngle = Math.PI * 0.92;
controls.autoRotate = new URLSearchParams(location.search).get('orbit') === '1';
controls.autoRotateSpeed = 0.25;
// ---------------------------------------------------------------------
// Lights — amber key + cyan rim from each ESP32 direction
// ---------------------------------------------------------------------
scene.add(new THREE.HemisphereLight(0x553a18, 0x080606, 0.7));
const keyLight = new THREE.DirectionalLight(0xffc070, 1.05);
keyLight.position.set(2.5, 3.8, 2.5);
keyLight.castShadow = true;
keyLight.shadow.camera.top = 2; keyLight.shadow.camera.bottom = -2;
keyLight.shadow.camera.left = -2; keyLight.shadow.camera.right = 2;
keyLight.shadow.camera.near = 0.1; keyLight.shadow.camera.far = 12;
keyLight.shadow.mapSize.set(1024, 1024);
keyLight.shadow.bias = -0.0008;
scene.add(keyLight);
const rimLights = [];
NODE_POSITIONS.forEach(pos => {
const rim = new THREE.PointLight(0x4cf, 0.55, 8, 1.8);
rim.position.set(pos[0] * 1.1, pos[1] * 0.7, pos[2] * 1.1);
scene.add(rim); rimLights.push(rim);
});
// ---------------------------------------------------------------------
// Post-processing
// ---------------------------------------------------------------------
const composer = new THREE.EffectComposer(renderer);
composer.addPass(new THREE.RenderPass(scene, camera));
const bloom = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
0.45, 0.40, 0.78,
);
composer.addPass(bloom);
const filmShader = {
uniforms: { tDiffuse: { value: null }, time: { value: 0 }, grain: { value: 0.04 },
vignette: { value: 0.32 }, aberration: { value: 0.0018 } },
vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform sampler2D tDiffuse; uniform float time, grain, vignette, aberration;
varying vec2 vUv;
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main() {
vec2 off = (vUv - 0.5) * aberration;
float r = texture2D(tDiffuse, vUv + off).r;
float g = texture2D(tDiffuse, vUv).g;
float b = texture2D(tDiffuse, vUv - off).b;
vec3 col = vec3(r, g, b);
col += (hash(vUv * 1024.0 + time) - 0.5) * grain;
float v = smoothstep(0.85, 0.20, length(vUv - 0.5));
col *= mix(1.0 - vignette, 1.0, v);
gl_FragColor = vec4(col, 1.0);
}`,
};
const filmPass = new THREE.ShaderPass(filmShader);
composer.addPass(filmPass);
// ---------------------------------------------------------------------
// Floor (same procedural shader as cinematic / skinned-glb)
// ---------------------------------------------------------------------
const floorMat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 }, baseColor: { value: new THREE.Color(0xffb840) } },
vertexShader: `varying vec3 vPos; void main() { vPos = position; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform float time; uniform vec3 baseColor; varying vec3 vPos;
void main() {
vec2 g = abs(fract(vPos.xz * 0.5) - 0.5);
float line = smoothstep(0.48, 0.50, max(g.x, g.y));
float majorLine = smoothstep(0.96, 1.00, max(g.x, g.y) * 2.0);
float scan = 0.5 + 0.5 * sin((vPos.x + vPos.z) * 2.0 - time * 1.4);
scan = pow(scan, 14.0);
float falloff = smoothstep(5.0, 1.2, length(vPos.xz));
vec3 col = baseColor * (0.01 + 0.05 * line + 0.16 * majorLine + 0.08 * scan);
gl_FragColor = vec4(col * falloff, falloff * 0.55);
}`,
transparent: true, depthWrite: false,
});
const floor = new THREE.Mesh(new THREE.PlaneGeometry(20, 20), floorMat);
floor.rotation.x = -Math.PI / 2;
scene.add(floor);
const shadowGround = new THREE.Mesh(
new THREE.PlaneGeometry(20, 20),
new THREE.ShadowMaterial({ opacity: 0.55 })
);
shadowGround.rotation.x = -Math.PI / 2;
shadowGround.position.y = 0.001;
shadowGround.receiveShadow = true;
scene.add(shadowGround);
// ---------------------------------------------------------------------
// ADR-097 helpers + sensor nodes (same as helpers-skinned.html)
// ---------------------------------------------------------------------
const gridHelper = new THREE.GridHelper(4, 20, 0x554a32, 0x2a2418);
gridHelper.material.transparent = true; gridHelper.material.opacity = 0.45;
scene.add(gridHelper);
const polarHelper = new THREE.PolarGridHelper(2.2, 16, 4, 64, 0xffb840, 0x4a3a1a);
polarHelper.position.y = 0.002;
polarHelper.material.transparent = true; polarHelper.material.opacity = 0.55;
scene.add(polarHelper);
let bboxHelper = null;
let skeletonHelper = null;
const nodeBboxHelpers = [];
const nodeRings = [];
const nodeAnchors = [];
NODE_POSITIONS.forEach((pos, i) => {
const group = new THREE.Group();
group.position.set(pos[0], pos[1], pos[2]);
group.add(new THREE.Mesh(
new THREE.BoxGeometry(0.14, 0.06, 0.20),
new THREE.MeshBasicMaterial({ color: 0xffb840 })
));
const antenna = new THREE.Mesh(
new THREE.ConeGeometry(0.018, 0.10, 8),
new THREE.MeshBasicMaterial({ color: 0xffe09f })
);
antenna.position.y = 0.08; group.add(antenna);
const ring = new THREE.Mesh(
new THREE.RingGeometry(0.11, 0.14, 32),
new THREE.MeshBasicMaterial({ color: 0xffb840, side: THREE.DoubleSide,
transparent: true, opacity: 0.55, blending: THREE.AdditiveBlending, depthWrite: false })
);
ring.rotation.x = -Math.PI / 2; ring.position.y = -0.05;
group.add(ring); nodeRings.push(ring);
const core = new THREE.Mesh(
new THREE.SphereGeometry(0.025, 12, 12),
new THREE.MeshBasicMaterial({ color: 0xffe09f })
);
core.position.y = 0.04; group.add(core);
scene.add(group); nodeAnchors.push(group);
const bbox = new THREE.BoxHelper(group, 0x4cf);
bbox.material.transparent = true; bbox.material.opacity = 0.45;
scene.add(bbox); nodeBboxHelpers.push(bbox);
});
// ---------------------------------------------------------------------
// God-ray cones — one per node, pointed at the subject. Visualizes
// "the four ESP32s are jointly illuminating the body with RF". Each
// cone has a volumetric-feeling gradient shader and is opacity-
// modulated by that node's csiAmp × csiCoherence (so when a node's
// signal degrades, its ray dims).
// ---------------------------------------------------------------------
const godRayMat = (color, idx) => new THREE.ShaderMaterial({
uniforms: {
time: { value: 0 },
intensity: { value: 0.0 },
color: { value: new THREE.Color(color) },
seed: { value: idx * 17.3 },
},
vertexShader: `
varying vec2 vUv;
varying float vY;
void main() {
vUv = uv;
vY = position.y;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: `
uniform float time, intensity, seed;
uniform vec3 color;
varying vec2 vUv;
varying float vY;
float hash(vec2 p) { return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); }
void main() {
// along the cone (uv.y goes 0=tip → 1=base), fade out at the base
float edgeFade = smoothstep(0.0, 0.18, vUv.y) * smoothstep(1.0, 0.65, vUv.y);
// soft radial falloff (cone-edge transparency)
float radial = sin(vUv.y * 3.14159);
radial = pow(radial, 2.0);
// volumetric noise (slow scrolling)
float n = hash(floor(vUv * vec2(40.0, 60.0)) + vec2(seed, time * 0.4));
float scroll = 0.85 + 0.30 * sin(vUv.y * 32.0 - time * 1.4 + seed);
float a = edgeFade * radial * scroll * (0.55 + 0.45 * n);
gl_FragColor = vec4(color, a * intensity * 0.25);
}`,
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
side: THREE.DoubleSide,
});
const godRays = [];
for (let i = 0; i < 4; i++) {
// cone with apex at node, expanding toward the subject
// height 4 m (more than enough to reach subject), radius 0.45 m at base
const geom = new THREE.ConeGeometry(0.45, 4.0, 28, 1, true);
// ConeGeometry tip is at +Y, base at -Y — rotate so tip is along -Y
// (we'll later orient each cone so its tip touches the node).
geom.translate(0, -2.0, 0); // shift so apex is at origin
const mat = godRayMat(0xffb840, i);
const cone = new THREE.Mesh(geom, mat);
scene.add(cone);
godRays.push({ mesh: cone, mat });
}
function updateGodRays(t) {
if (!model) return;
const want = document.getElementById('t-rays').checked;
const center = new THREE.Vector3();
const box = new THREE.Box3().setFromObject(model);
box.getCenter(center);
for (let i = 0; i < 4; i++) {
godRays[i].mesh.visible = want;
if (!want) continue;
const node = nodeAnchors[i];
const np = node.getWorldPosition(new THREE.Vector3());
const dir = new THREE.Vector3().subVectors(center, np);
const len = dir.length();
dir.normalize();
const ray = godRays[i];
ray.mesh.position.copy(np);
// align cone's -Y axis (apex direction after the geometry shift)
// to point along `dir`
ray.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, -1, 0), dir);
// stretch cone length to actual distance, keep base width reasonable
ray.mesh.scale.set(1, len / 4.0, 1);
ray.mat.uniforms.time.value = t;
// intensity follows that node's CSI amplitude * global coherence
const target = csiAmp[i] * csiCoherence * 1.4;
ray.mat.uniforms.intensity.value =
ray.mat.uniforms.intensity.value * 0.85 + target * 0.15;
}
}
// ---------------------------------------------------------------------
// FBX load with Mixamo-aware fixups
// ---------------------------------------------------------------------
let model = null;
let mixer = null;
let headBone = null;
let boneCount = 0;
const clipActions = {}; // by clip name
let currentClip = null;
const loader = new THREE.FBXLoader();
loader.load(MODEL_URL, (object) => {
model = object;
// 1. Scale fix — Mixamo defaults to cm; detect by bbox height and
// rescale so the rig reads as ~1.7 m human size.
const raw = new THREE.Box3().setFromObject(model);
const height = raw.max.y - raw.min.y;
if (height > 10) {
model.scale.setScalar(1 / 100); // cm → m
} else if (height > 5) {
model.scale.setScalar(1 / 50); // catch in-between rigs
}
// recenter on origin at floor
const b2 = new THREE.Box3().setFromObject(model);
model.position.y -= b2.min.y;
// 2. Material upgrade + shadow casting + head/bone scan
model.traverse((obj) => {
if (obj.isMesh) {
obj.castShadow = true;
obj.receiveShadow = true;
// Phong → Standard for cleaner shading under our PBR lights.
// Keep diffuse map + skinning intact.
if (obj.material && obj.material.isMeshPhongMaterial) {
const m = obj.material;
const upgraded = new THREE.MeshStandardMaterial({
map: m.map, normalMap: m.normalMap, color: m.color,
skinning: !!obj.isSkinnedMesh,
metalness: 0.0, roughness: 0.85,
});
obj.material = upgraded;
}
}
if (obj.isBone) {
boneCount++;
if (!headBone && /head/i.test(obj.name)) headBone = obj;
}
});
document.getElementById('bone-count').textContent = boneCount;
scene.add(model);
skeletonHelper = new THREE.SkeletonHelper(model);
skeletonHelper.visible = false;
scene.add(skeletonHelper);
// 3. Animations — Mixamo exports one clip per FBX (sometimes none)
const clips = object.animations || [];
if (clips.length === 0) {
document.getElementById('anim-name').textContent = 'none (rig-only)';
document.getElementById('empty-hint').style.display = 'block';
} else {
mixer = new THREE.AnimationMixer(model);
const btnHost = document.getElementById('clip-buttons');
for (const clip of clips) {
const action = mixer.clipAction(clip);
clipActions[clip.name] = action;
const btn = document.createElement('button');
btn.textContent = clip.name || 'clip-' + Object.keys(clipActions).length;
btn.addEventListener('click', () => playClip(clip.name));
btnHost.appendChild(btn);
}
playClip(clips[0].name);
}
// 4. Face point cloud
if (headBone) buildFacePointCloud();
document.getElementById('loading').classList.add('hidden');
}, (xhr) => {
const total = xhr.total || 1750032;
const pct = (xhr.loaded / total * 100).toFixed(0);
const txt = document.querySelector('#loading .text');
if (txt) txt.textContent = `▸ Loading skinned subject · X Bot.fbx · ${pct} %`;
}, (err) => {
console.error('FBX load failed', err);
const txt = document.querySelector('#loading .text');
if (txt) txt.textContent = '⚠ Load failed — see console';
});
function playClip(name) {
for (const k in clipActions) {
const a = clipActions[k];
if (k === name) {
a.reset(); a.play(); currentClip = name;
document.getElementById('anim-name').textContent = name;
for (const btn of document.querySelectorAll('#anim button[data-base], #anim button')) {
if (btn.dataset.base !== undefined || !btn.textContent) continue;
btn.classList.toggle('active', btn.textContent === name);
}
} else a.stop();
}
}
// ---------------------------------------------------------------------
// Face point cloud — anchored to head bone, same shimmer shader
// ---------------------------------------------------------------------
const FACE_POINTS = 220; // fewer points so each dot is visible as a tracked landmark
const facePositions = new Float32Array(FACE_POINTS * 3);
const faceOffsets = new Float32Array(FACE_POINTS * 3);
const facePhases = new Float32Array(FACE_POINTS);
let facePoints = null;
function buildFacePointCloud() {
// Front-hemisphere only — points scattered on the +Z half of an
// ellipsoid so the cloud reads as a FACE projection forward from
// the head bone, not a halo wrapping the skull. Local coords:
// +Z = forward (face direction), +Y = up, +X = right.
for (let i = 0; i < FACE_POINTS; i++) {
// theta in [0, 2π) around the local Z axis, phi in [0, π/2]
// (front hemisphere only — no points behind the head)
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(1 - Math.random() * 0.95); // dense near face front
const sinPhi = Math.sin(phi), cosPhi = Math.cos(phi);
// ellipsoid radii (taller than wide, slightly squashed F-B)
const rx = 0.085, ry = 0.108, rz = 0.075;
// local coords with +Z = face forward
faceOffsets[i*3+0] = rx * sinPhi * Math.cos(theta);
faceOffsets[i*3+1] = ry * sinPhi * Math.sin(theta) * 1.05; // taller
faceOffsets[i*3+2] = rz * cosPhi; // forward
facePhases[i] = Math.random() * Math.PI * 2;
}
const geom = new THREE.BufferGeometry();
geom.setAttribute('position', new THREE.BufferAttribute(facePositions, 3));
geom.setAttribute('aPhase', new THREE.BufferAttribute(facePhases, 1));
const mat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 } },
vertexShader: `
attribute float aPhase; uniform float time;
varying float vAlpha;
void main() {
vec4 mv = modelViewMatrix * vec4(position, 1.0);
// Slow per-point shimmer + occasional "scan-lit" spike
// so the cloud reads as discrete tracked landmarks
// rather than a fluffy halo.
float shimmer = 0.5 + 0.5 * sin(time * 3.0 + aPhase);
float spark = step(0.95, fract(sin(aPhase * 17.0 + time * 0.5) * 43.0));
vAlpha = 0.10 + 0.25 * shimmer + 0.55 * spark;
gl_Position = projectionMatrix * mv;
// 6× smaller — tracked dots, not a cloud
gl_PointSize = (1.0 + shimmer * 0.6 + spark * 1.5) * (32.0 / -mv.z);
}`,
fragmentShader: `
varying float vAlpha;
void main() {
vec2 c = gl_PointCoord - 0.5;
float d = length(c);
if (d > 0.5) discard;
float falloff = smoothstep(0.5, 0.0, d);
vec3 col = vec3(0.40, 0.78, 1.00);
gl_FragColor = vec4(col, vAlpha * falloff);
}`,
transparent: true, depthWrite: false,
});
facePoints = new THREE.Points(geom, mat);
scene.add(facePoints);
}
// ---------------------------------------------------------------------
// Pings + tomography + CSI driver — copied wholesale from skinned-glb
// ---------------------------------------------------------------------
const PING_POOL = 24;
const pings = [];
const pingGeo = new THREE.TorusGeometry(1, 0.012, 8, 48);
for (let i = 0; i < PING_POOL; i++) {
const mat = new THREE.MeshBasicMaterial({ color: 0x4cf, transparent: true, opacity: 0, depthWrite: false });
const mesh = new THREE.Mesh(pingGeo, mat); mesh.visible = false; scene.add(mesh);
pings.push({ mesh, active: false, t0: 0, duration: 0,
origin: new THREE.Vector3(), target: new THREE.Vector3() });
}
let pingIndex = 0;
function emitPing(origin, target) {
const p = pings[pingIndex]; pingIndex = (pingIndex + 1) % PING_POOL;
p.active = true; p.t0 = performance.now() * 0.001;
p.duration = 0.55 + Math.random() * 0.20;
p.origin.copy(origin); p.target.copy(target);
p.mesh.position.copy(origin); p.mesh.visible = true; p.mesh.material.opacity = 0;
const dir = new THREE.Vector3().subVectors(target, origin).normalize();
p.mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), dir);
}
const tomoMat = new THREE.ShaderMaterial({
uniforms: { time: { value: 0 }, intensity: { value: 0 } },
vertexShader: `varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); }`,
fragmentShader: `
uniform float time, intensity; varying vec2 vUv;
void main() {
float band = exp(-pow((vUv.x - 0.5) * 14.0, 2.0));
float lines = 0.5 + 0.5 * sin(vUv.y * 90.0 + time * 4.0);
vec3 col = vec3(1.0, 0.3, 0.78) * band * (0.6 + 0.4 * lines);
gl_FragColor = vec4(col, intensity * band * 0.75);
}`,
transparent: true, blending: THREE.AdditiveBlending, depthWrite: false, side: THREE.DoubleSide,
});
const tomoPlane = new THREE.Mesh(new THREE.PlaneGeometry(8, 6), tomoMat);
tomoPlane.rotation.y = Math.PI / 2;
tomoPlane.position.set(-2, 1.0, 0); tomoPlane.visible = false;
scene.add(tomoPlane);
let tomoActive = false, tomoT0 = 0, tomoNextAt = 4 + Math.random() * 4;
const csiAmp = [0, 0, 0, 0];
let csiCoherence = 0.5;
const csiNoise = [0, 0, 0, 0];
function tickCsi(t, targetWorld) {
for (let i = 0; i < 4; i++) csiNoise[i] = csiNoise[i] * 0.92 + (Math.random() - 0.5) * 0.08;
let mean = 0; const amps = [];
for (let i = 0; i < 4; i++) {
const np = NODE_POSITIONS[i];
const dx = np[0] - targetWorld.x, dy = np[1] - targetWorld.y, dz = np[2] - targetWorld.z;
const r2 = dx*dx + dy*dy + dz*dz;
const fall = 1.0 / (1.0 + r2 * 0.18);
const breath = Math.sin(t * 0.27 * Math.PI * 2) * 0.10;
const heart = Math.sin(t * 1.18 * Math.PI * 2) * 0.04;
const walk = Math.sin(t * 1.9 + i * 0.5) * 0.12;
const a = Math.max(0, Math.min(1, fall + breath + heart + walk + csiNoise[i] * 0.30));
amps.push(a);
csiAmp[i] = csiAmp[i] * 0.7 + a * 0.3;
mean += a;
}
mean /= 4;
let v = 0; for (let i = 0; i < 4; i++) v += (amps[i] - mean) ** 2;
v = Math.sqrt(v / 4);
csiCoherence = csiCoherence * 0.85 + Math.max(0, Math.min(1, 1.0 - v * 2.5)) * 0.15;
}
let lastPingT = [0, 0, 0, 0];
// Subject hit-flash: when a sonar ping lands, briefly raise the
// emissive on every mesh in the model. Decays each frame.
let subjectFlash = 0;
const modelMeshes = [];
function collectModelMeshes() {
if (!model || modelMeshes.length) return;
model.traverse(o => {
if (o.isMesh && o.material && o.material.isMeshStandardMaterial) {
o.material.emissive = new THREE.Color(0xffb840);
o.material.emissiveIntensity = 0;
modelMeshes.push(o);
}
});
}
function updateSubjectFlash() {
collectModelMeshes();
subjectFlash *= 0.86;
for (const m of modelMeshes) {
m.material.emissiveIntensity = subjectFlash;
}
}
// Subtle root motion — even with a stationary Idle clip, give the
// figure a gentle drift + look-around so it doesn't feel pinned.
function updateRootMotion(t) {
if (!model) return;
model.position.x = Math.sin(t * 0.18) * 0.06;
model.position.z = Math.cos(t * 0.13) * 0.05;
model.rotation.y = Math.sin(t * 0.11) * 0.18;
}
function updateNodes() {
for (let i = 0; i < 4; i++) {
const ring = nodeRings[i];
const amp = csiAmp[i];
ring.material.opacity = 0.32 + 0.55 * amp;
ring.scale.setScalar(1 + 0.30 * amp);
rimLights[i].intensity = 0.30 + 0.60 * amp * csiCoherence;
}
}
function maybeEmitPings(t, modelCenter) {
if (!document.getElementById('t-pings').checked || !model) return;
for (let i = 0; i < 4; i++) {
const interval = 1.2 / (0.25 + csiAmp[i]);
if (t - lastPingT[i] > interval) {
lastPingT[i] = t;
const target = modelCenter.clone();
target.y += (Math.random() - 0.3) * 0.8;
target.x += (Math.random() - 0.5) * 0.2;
const origin = nodeAnchors[i].getWorldPosition(new THREE.Vector3());
emitPing(origin, target);
}
}
}
function updatePings(t) {
for (const p of pings) {
if (!p.active) continue;
const u = (t - p.t0) / p.duration;
if (u >= 1) {
p.active = false; p.mesh.visible = false;
// ping landed — flash the subject (drives emissiveIntensity)
subjectFlash = Math.min(0.42, subjectFlash + 0.18);
continue;
}
p.mesh.position.lerpVectors(p.origin, p.target, u);
p.mesh.scale.setScalar(0.03 + u * 0.18);
p.mesh.material.opacity = (1.0 - u) * 0.40 * csiCoherence;
}
}
function updateTomography(t) {
if (!document.getElementById('t-tomo').checked) { tomoActive = false; tomoPlane.visible = false; return; }
if (!tomoActive && t > tomoNextAt) {
tomoActive = true; tomoT0 = t; tomoPlane.visible = true;
const sf = document.getElementById('scan-flash');
sf.style.animation = 'none';
requestAnimationFrame(() => { sf.style.animation = 'scanFlash 1.6s ease-out'; });
}
if (tomoActive) {
const dur = 2.4;
const e = (t - tomoT0) / dur;
if (e >= 1) {
tomoActive = false; tomoPlane.visible = false;
tomoNextAt = t + 4 + Math.random() * 5;
} else {
tomoPlane.position.x = -3 + e * 6;
tomoMat.uniforms.intensity.value = Math.sin(e * Math.PI);
tomoMat.uniforms.time.value = t;
}
}
}
function updateBbox() {
const want = document.getElementById('t-bbox').checked && model;
if (!want) {
if (bboxHelper) { scene.remove(bboxHelper); bboxHelper = null; }
document.getElementById('bbox-vol').textContent = '—';
return;
}
if (!bboxHelper) {
bboxHelper = new THREE.BoxHelper(model, 0xffe09f);
bboxHelper.material.transparent = true; bboxHelper.material.opacity = 0.55;
scene.add(bboxHelper);
} else bboxHelper.setFromObject(model);
const box = new THREE.Box3().setFromObject(model);
const size = box.getSize(new THREE.Vector3());
document.getElementById('bbox-vol').textContent = (size.x * size.y * size.z).toFixed(3) + ' m³';
}
const tmpHeadPos = new THREE.Vector3();
const tmpHeadQuat = new THREE.Quaternion();
const tmpHeadScl = new THREE.Vector3();
const tmpOffset = new THREE.Vector3();
function updateFaceCloud(t) {
if (!facePoints || !headBone) return;
// Decompose the head bone's world matrix so we can apply its
// orientation (face direction) to each local offset. This way
// the cloud rotates with the head — turn left/right and the
// face points stay in front of the face.
headBone.updateMatrixWorld(true);
headBone.matrixWorld.decompose(tmpHeadPos, tmpHeadQuat, tmpHeadScl);
// Mixamo head bone forward is along +Y in some rigs (head looks up the
// bone chain) — project the cloud along the model's actual forward
// vector, which for Mixamo X Bot facing camera is world +Z.
// Use the model's root rotation as the source of "forward".
const forward = new THREE.Vector3(0, 0, 1);
if (model) forward.applyQuaternion(model.getWorldQuaternion(new THREE.Quaternion()));
const up = new THREE.Vector3(0, 1, 0);
const right = new THREE.Vector3().crossVectors(up, forward).normalize();
const facingUp = up.clone();
// anchor the cloud just in front of the head
const anchor = tmpHeadPos.clone().addScaledVector(forward, 0.04);
anchor.y += 0.04; // nudge up so cloud sits over the face, not the chin
const pos = facePoints.geometry.attributes.position;
for (let i = 0; i < FACE_POINTS; i++) {
const ox = faceOffsets[i*3+0];
const oy = faceOffsets[i*3+1];
const oz = faceOffsets[i*3+2];
// map local (ox, oy, oz) into world via (right, up, forward)
tmpOffset.copy(right).multiplyScalar(ox)
.addScaledVector(facingUp, oy)
.addScaledVector(forward, oz);
pos.array[i*3+0] = anchor.x + tmpOffset.x;
pos.array[i*3+1] = anchor.y + tmpOffset.y;
pos.array[i*3+2] = anchor.z + tmpOffset.z;
}
pos.needsUpdate = true;
facePoints.material.uniforms.time.value = t;
}
let hudT = 0;
function updateHud(t, fps) {
if (t - hudT < 0.1) return;
hudT = t;
for (let i = 0; i < 4; i++) {
const pct = Math.round(csiAmp[i] * 100);
document.getElementById('bar-' + i).style.width = pct + '%';
document.getElementById('val-' + i).textContent = pct + '%';
}
document.getElementById('coh-val').textContent = (csiCoherence * 100).toFixed(0) + ' %';
document.getElementById('hr-val').textContent = (68 + Math.sin(t * 0.3) * 4).toFixed(0) + ' bpm';
document.getElementById('fps-val').textContent = fps.toFixed(0) + ' fps';
}
// UI wiring
document.getElementById('time-scale').addEventListener('input', (e) => {
const ts = parseFloat(e.target.value);
document.getElementById('time-scale-val').textContent = ts.toFixed(2);
if (mixer) mixer.timeScale = ts;
});
function bindToggle(id, obj) {
document.getElementById(id).addEventListener('change', e => {
if (e.target.checked && !scene.children.includes(obj)) scene.add(obj);
else if (!e.target.checked) scene.remove(obj);
});
}
bindToggle('t-grid', gridHelper);
bindToggle('t-polar', polarHelper);
document.getElementById('t-skel').addEventListener('change', e => {
if (skeletonHelper) skeletonHelper.visible = e.target.checked;
});
document.getElementById('t-nodebox').addEventListener('change', e => {
for (const bb of nodeBboxHelpers) {
if (e.target.checked && !scene.children.includes(bb)) scene.add(bb);
else if (!e.target.checked) scene.remove(bb);
}
});
// ---------------------------------------------------------------------
// Main loop
// ---------------------------------------------------------------------
const clock = new THREE.Clock();
let lastMs = performance.now();
let fpsEma = 60;
function tick() {
const nowMs = performance.now();
const dt = nowMs - lastMs;
lastMs = nowMs;
fpsEma = fpsEma * 0.92 + (1000 / Math.max(dt, 1)) * 0.08;
const t = nowMs * 0.001;
const delta = clock.getDelta();
if (mixer) mixer.update(delta);
floorMat.uniforms.time.value = t;
filmShader.uniforms.time.value = t;
const center = new THREE.Vector3();
if (model) {
const box = new THREE.Box3().setFromObject(model);
box.getCenter(center);
} else center.set(0, 0.9, 0);
tickCsi(t, center);
updateRootMotion(t);
updateNodes();
updateGodRays(t);
maybeEmitPings(t, center);
updatePings(t);
updateSubjectFlash();
updateTomography(t);
updateBbox();
updateFaceCloud(t);
controls.update();
composer.render();
updateHud(t, fpsEma);
requestAnimationFrame(tick);
}
requestAnimationFrame(tick);
window.addEventListener('resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
composer.setSize(window.innerWidth, window.innerHeight);
bloom.setSize(window.innerWidth, window.innerHeight);
});
</script>
</body>
</html>