Spaces:
Running
Running
Upload 14 files
Browse files- .gitattributes +4 -0
- DrumManager.js +251 -0
- MusicManager.js +418 -0
- README.md +80 -12
- WaveformVisualizer.js +155 -0
- assets/clap.wav +0 -0
- assets/demo.png +3 -0
- assets/hihat.wav +0 -0
- assets/kick.wav +3 -0
- assets/siteOGImage.webp +3 -0
- assets/snare.wav +3 -0
- game.js +1381 -0
- index.html +56 -18
- main.js +11 -0
- styles.css +68 -0
.gitattributes
CHANGED
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@@ -33,3 +33,7 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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*.zip filter=lfs diff=lfs merge=lfs -text
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*.zst filter=lfs diff=lfs merge=lfs -text
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*tfevents* filter=lfs diff=lfs merge=lfs -text
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assets/demo.png filter=lfs diff=lfs merge=lfs -text
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assets/kick.wav filter=lfs diff=lfs merge=lfs -text
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assets/siteOGImage.webp filter=lfs diff=lfs merge=lfs -text
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assets/snare.wav filter=lfs diff=lfs merge=lfs -text
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DrumManager.js
ADDED
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@@ -0,0 +1,251 @@
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| 1 |
+
function _array_like_to_array(arr, len) {
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| 2 |
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if (len == null || len > arr.length) len = arr.length;
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for(var i = 0, arr2 = new Array(len); i < len; i++)arr2[i] = arr[i];
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return arr2;
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}
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function _array_with_holes(arr) {
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if (Array.isArray(arr)) return arr;
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}
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function _iterable_to_array_limit(arr, i) {
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var _i = arr == null ? null : typeof Symbol !== "undefined" && arr[Symbol.iterator] || arr["@@iterator"];
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if (_i == null) return;
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var _arr = [];
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var _n = true;
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var _d = false;
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var _s, _e;
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try {
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for(_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true){
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_arr.push(_s.value);
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if (i && _arr.length === i) break;
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}
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} catch (err) {
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_d = true;
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_e = err;
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} finally{
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try {
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if (!_n && _i["return"] != null) _i["return"]();
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} finally{
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if (_d) throw _e;
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}
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}
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return _arr;
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}
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function _non_iterable_rest() {
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throw new TypeError("Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
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}
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function _sliced_to_array(arr, i) {
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return _array_with_holes(arr) || _iterable_to_array_limit(arr, i) || _unsupported_iterable_to_array(arr, i) || _non_iterable_rest();
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}
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function _unsupported_iterable_to_array(o, minLen) {
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if (!o) return;
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if (typeof o === "string") return _array_like_to_array(o, minLen);
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var n = Object.prototype.toString.call(o).slice(8, -1);
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if (n === "Object" && o.constructor) n = o.constructor.name;
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if (n === "Map" || n === "Set") return Array.from(n);
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if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array(o, minLen);
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}
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import * as Tone from 'https://esm.sh/tone';
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// --- Module State ---
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var players = null;
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var isLoaded = false;
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var sequence = null;
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var beatIndex = 0;
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var activeDrums = new Set();
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// More varied and syncopated drum patterns
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var drumPattern = {
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// Syncopated kick pattern
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//'kick': [true, false, false, false, true, false, false, false, true, false, false, false, true, false, false, false],
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'kick': [
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true,
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false,
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false,
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false,
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+
false,
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+
true,
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+
false,
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+
false,
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+
true,
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+
false,
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+
false,
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+
true,
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+
false,
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true,
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false,
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false
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],
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// Snare on the backbeat (beats 2 and 4)
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'snare': [
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false,
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false,
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false,
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false,
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true,
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+
false,
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+
false,
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| 85 |
+
false,
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+
false,
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+
false,
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| 88 |
+
false,
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| 89 |
+
false,
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| 90 |
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true,
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false,
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false,
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false
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],
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// Open hi-hat feel on the off-beats
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'hihat': [
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false,
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true,
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false,
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true,
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false,
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true,
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false,
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true,
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false,
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+
true,
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| 107 |
+
false,
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| 108 |
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true,
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false,
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true,
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false,
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true
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],
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// Clap layered with snare, but with an extra syncopated hit
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'clap': [
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false,
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false,
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false,
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| 119 |
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false,
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| 120 |
+
true,
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| 121 |
+
false,
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| 122 |
+
false,
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| 123 |
+
true,
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| 124 |
+
false,
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| 125 |
+
false,
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| 126 |
+
false,
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| 127 |
+
false,
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| 128 |
+
true,
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| 129 |
+
false,
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| 130 |
+
false,
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| 131 |
+
false
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| 132 |
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]
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| 133 |
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};
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| 134 |
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var fingerToDrumMap = {
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| 135 |
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'index': 'kick',
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'middle': 'snare',
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'ring': 'hihat',
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'pinky': 'clap'
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};
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// --- Exported Functions ---
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/**
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| 142 |
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* Loads all drum samples and returns a promise that resolves when loading is complete
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| 143 |
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*/ export function loadSamples() {
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| 144 |
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return new Promise(function(resolve, reject) {
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| 145 |
+
if (isLoaded) {
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| 146 |
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resolve();
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| 147 |
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return;
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| 148 |
+
}
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| 149 |
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players = new Tone.Players({
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| 150 |
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urls: {
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| 151 |
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kick: 'assets/kick.wav',
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| 152 |
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snare: 'assets/snare.wav',
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| 153 |
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hihat: 'assets/hihat.wav',
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| 154 |
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clap: 'assets/clap.wav'
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| 155 |
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},
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| 156 |
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onload: function() {
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| 157 |
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isLoaded = true;
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| 158 |
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// Set volumes after loading
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| 159 |
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players.player('kick').volume.value = -6; // Lowered kick volume
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| 160 |
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players.player('snare').volume.value = 0;
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| 161 |
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players.player('hihat').volume.value = -2; // Softer hi-hat
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| 162 |
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players.player('clap').volume.value = 0;
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| 163 |
+
console.log("Drum samples loaded successfully.");
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| 164 |
+
resolve();
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| 165 |
+
},
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| 166 |
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onerror: function(error) {
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| 167 |
+
console.error("Error loading drum samples:", error);
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| 168 |
+
reject(error);
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| 169 |
+
}
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| 170 |
+
}).toDestination();
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| 171 |
+
});
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| 172 |
+
}
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| 173 |
+
/**
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| 174 |
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* Creates and starts the main 16-step drum loop.
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| 175 |
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* Assumes Tone.Transport has been started elsewhere.
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| 176 |
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*/ export function startSequence() {
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| 177 |
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if (!isLoaded || sequence) {
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| 178 |
+
console.warn("Drums not loaded or sequence already started. Cannot start sequence.");
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| 179 |
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return;
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| 180 |
+
}
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| 181 |
+
sequence = new Tone.Sequence(function(time, step) {
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| 182 |
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beatIndex = step; // Update for visualization
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| 183 |
+
Object.entries(drumPattern).forEach(function(param) {
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| 184 |
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var _param = _sliced_to_array(param, 2), drum = _param[0], pattern = _param[1];
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| 185 |
+
// If the drum is active AND its pattern has a note on this step...
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| 186 |
+
if (activeDrums.has(drum) && pattern[step]) {
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| 187 |
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players.player(drum).start(time);
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| 188 |
+
}
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| 189 |
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});
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| 190 |
+
}, Array.from({
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| 191 |
+
length: 16
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| 192 |
+
}, function(_, i) {
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| 193 |
+
return i;
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| 194 |
+
}), "16n").start(0);
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| 195 |
+
console.log("Drum sequence started.");
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| 196 |
+
}
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| 197 |
+
/**
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| 198 |
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* Updates which drums are active based on finger positions.
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| 199 |
+
* @param {object} fingerStates - An object with finger names as keys and boolean `isUp` as values.
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| 200 |
+
*/ export function updateActiveDrums(fingerStates) {
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| 201 |
+
activeDrums.clear();
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| 202 |
+
var _iteratorNormalCompletion = true, _didIteratorError = false, _iteratorError = undefined;
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| 203 |
+
try {
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| 204 |
+
for(var _iterator = Object.entries(fingerStates)[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true){
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| 205 |
+
var _step_value = _sliced_to_array(_step.value, 2), finger = _step_value[0], isUp = _step_value[1];
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| 206 |
+
if (isUp) {
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| 207 |
+
var drum = fingerToDrumMap[finger];
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| 208 |
+
if (drum) {
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| 209 |
+
activeDrums.add(drum);
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| 210 |
+
}
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| 211 |
+
}
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| 212 |
+
}
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| 213 |
+
} catch (err) {
|
| 214 |
+
_didIteratorError = true;
|
| 215 |
+
_iteratorError = err;
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| 216 |
+
} finally{
|
| 217 |
+
try {
|
| 218 |
+
if (!_iteratorNormalCompletion && _iterator.return != null) {
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| 219 |
+
_iterator.return();
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| 220 |
+
}
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| 221 |
+
} finally{
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| 222 |
+
if (_didIteratorError) {
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| 223 |
+
throw _iteratorError;
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| 224 |
+
}
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| 225 |
+
}
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| 226 |
+
}
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| 227 |
+
}
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| 228 |
+
/**
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| 229 |
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* Returns the set of currently active drums.
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| 230 |
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* @returns {Set<string>} A set of active drum names.
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| 231 |
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*/ export function getActiveDrums() {
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| 232 |
+
return activeDrums;
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| 233 |
+
}
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| 234 |
+
/**
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| 235 |
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* Returns the mapping of fingers to drums.
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| 236 |
+
* @returns {object} The finger-to-drum map.
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| 237 |
+
*/ export function getFingerToDrumMap() {
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| 238 |
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return fingerToDrumMap;
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| 239 |
+
}
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| 240 |
+
/**
|
| 241 |
+
* Returns the current beat index for external use (like visualization).
|
| 242 |
+
* @returns {number} The current beat index (0-15).
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| 243 |
+
*/ export function getCurrentBeat() {
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| 244 |
+
return beatIndex;
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| 245 |
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}
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| 246 |
+
/**
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| 247 |
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* Returns the master drum pattern object.
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| 248 |
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* @returns {object} The drum pattern.
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| 249 |
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*/ export function getDrumPattern() {
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| 250 |
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return drumPattern;
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}
|
MusicManager.js
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|
| 1 |
+
function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) {
|
| 2 |
+
try {
|
| 3 |
+
var info = gen[key](arg);
|
| 4 |
+
var value = info.value;
|
| 5 |
+
} catch (error) {
|
| 6 |
+
reject(error);
|
| 7 |
+
return;
|
| 8 |
+
}
|
| 9 |
+
if (info.done) {
|
| 10 |
+
resolve(value);
|
| 11 |
+
} else {
|
| 12 |
+
Promise.resolve(value).then(_next, _throw);
|
| 13 |
+
}
|
| 14 |
+
}
|
| 15 |
+
function _async_to_generator(fn) {
|
| 16 |
+
return function() {
|
| 17 |
+
var self = this, args = arguments;
|
| 18 |
+
return new Promise(function(resolve, reject) {
|
| 19 |
+
var gen = fn.apply(self, args);
|
| 20 |
+
function _next(value) {
|
| 21 |
+
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "next", value);
|
| 22 |
+
}
|
| 23 |
+
function _throw(err) {
|
| 24 |
+
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "throw", err);
|
| 25 |
+
}
|
| 26 |
+
_next(undefined);
|
| 27 |
+
});
|
| 28 |
+
};
|
| 29 |
+
}
|
| 30 |
+
function _class_call_check(instance, Constructor) {
|
| 31 |
+
if (!(instance instanceof Constructor)) {
|
| 32 |
+
throw new TypeError("Cannot call a class as a function");
|
| 33 |
+
}
|
| 34 |
+
}
|
| 35 |
+
function _defineProperties(target, props) {
|
| 36 |
+
for(var i = 0; i < props.length; i++){
|
| 37 |
+
var descriptor = props[i];
|
| 38 |
+
descriptor.enumerable = descriptor.enumerable || false;
|
| 39 |
+
descriptor.configurable = true;
|
| 40 |
+
if ("value" in descriptor) descriptor.writable = true;
|
| 41 |
+
Object.defineProperty(target, descriptor.key, descriptor);
|
| 42 |
+
}
|
| 43 |
+
}
|
| 44 |
+
function _create_class(Constructor, protoProps, staticProps) {
|
| 45 |
+
if (protoProps) _defineProperties(Constructor.prototype, protoProps);
|
| 46 |
+
if (staticProps) _defineProperties(Constructor, staticProps);
|
| 47 |
+
return Constructor;
|
| 48 |
+
}
|
| 49 |
+
function _ts_generator(thisArg, body) {
|
| 50 |
+
var f, y, t, g, _ = {
|
| 51 |
+
label: 0,
|
| 52 |
+
sent: function() {
|
| 53 |
+
if (t[0] & 1) throw t[1];
|
| 54 |
+
return t[1];
|
| 55 |
+
},
|
| 56 |
+
trys: [],
|
| 57 |
+
ops: []
|
| 58 |
+
};
|
| 59 |
+
return g = {
|
| 60 |
+
next: verb(0),
|
| 61 |
+
"throw": verb(1),
|
| 62 |
+
"return": verb(2)
|
| 63 |
+
}, typeof Symbol === "function" && (g[Symbol.iterator] = function() {
|
| 64 |
+
return this;
|
| 65 |
+
}), g;
|
| 66 |
+
function verb(n) {
|
| 67 |
+
return function(v) {
|
| 68 |
+
return step([
|
| 69 |
+
n,
|
| 70 |
+
v
|
| 71 |
+
]);
|
| 72 |
+
};
|
| 73 |
+
}
|
| 74 |
+
function step(op) {
|
| 75 |
+
if (f) throw new TypeError("Generator is already executing.");
|
| 76 |
+
while(_)try {
|
| 77 |
+
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
|
| 78 |
+
if (y = 0, t) op = [
|
| 79 |
+
op[0] & 2,
|
| 80 |
+
t.value
|
| 81 |
+
];
|
| 82 |
+
switch(op[0]){
|
| 83 |
+
case 0:
|
| 84 |
+
case 1:
|
| 85 |
+
t = op;
|
| 86 |
+
break;
|
| 87 |
+
case 4:
|
| 88 |
+
_.label++;
|
| 89 |
+
return {
|
| 90 |
+
value: op[1],
|
| 91 |
+
done: false
|
| 92 |
+
};
|
| 93 |
+
case 5:
|
| 94 |
+
_.label++;
|
| 95 |
+
y = op[1];
|
| 96 |
+
op = [
|
| 97 |
+
0
|
| 98 |
+
];
|
| 99 |
+
continue;
|
| 100 |
+
case 7:
|
| 101 |
+
op = _.ops.pop();
|
| 102 |
+
_.trys.pop();
|
| 103 |
+
continue;
|
| 104 |
+
default:
|
| 105 |
+
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) {
|
| 106 |
+
_ = 0;
|
| 107 |
+
continue;
|
| 108 |
+
}
|
| 109 |
+
if (op[0] === 3 && (!t || op[1] > t[0] && op[1] < t[3])) {
|
| 110 |
+
_.label = op[1];
|
| 111 |
+
break;
|
| 112 |
+
}
|
| 113 |
+
if (op[0] === 6 && _.label < t[1]) {
|
| 114 |
+
_.label = t[1];
|
| 115 |
+
t = op;
|
| 116 |
+
break;
|
| 117 |
+
}
|
| 118 |
+
if (t && _.label < t[2]) {
|
| 119 |
+
_.label = t[2];
|
| 120 |
+
_.ops.push(op);
|
| 121 |
+
break;
|
| 122 |
+
}
|
| 123 |
+
if (t[2]) _.ops.pop();
|
| 124 |
+
_.trys.pop();
|
| 125 |
+
continue;
|
| 126 |
+
}
|
| 127 |
+
op = body.call(thisArg, _);
|
| 128 |
+
} catch (e) {
|
| 129 |
+
op = [
|
| 130 |
+
6,
|
| 131 |
+
e
|
| 132 |
+
];
|
| 133 |
+
y = 0;
|
| 134 |
+
} finally{
|
| 135 |
+
f = t = 0;
|
| 136 |
+
}
|
| 137 |
+
if (op[0] & 5) throw op[1];
|
| 138 |
+
return {
|
| 139 |
+
value: op[0] ? op[1] : void 0,
|
| 140 |
+
done: true
|
| 141 |
+
};
|
| 142 |
+
}
|
| 143 |
+
}
|
| 144 |
+
import * as Tone from 'https://esm.sh/tone';
|
| 145 |
+
// A simple manager for our Tone.js based music generation
|
| 146 |
+
export var MusicManager = /*#__PURE__*/ function() {
|
| 147 |
+
"use strict";
|
| 148 |
+
function MusicManager() {
|
| 149 |
+
_class_call_check(this, MusicManager);
|
| 150 |
+
this.polySynth = null;
|
| 151 |
+
this.reverb = null;
|
| 152 |
+
this.stereoDelay = null; // Add a delay effect property
|
| 153 |
+
this.analyser = null; // For waveform visualization
|
| 154 |
+
this.isStarted = false;
|
| 155 |
+
// Use a Map to store the active arpeggio pattern for each hand
|
| 156 |
+
this.activePatterns = new Map();
|
| 157 |
+
// Use a Map to store the current volume (velocity) for each hand's arpeggio
|
| 158 |
+
this.handVolumes = new Map();
|
| 159 |
+
this.synthPresets = [
|
| 160 |
+
// Preset 1: Clean Sine Wave (Default)
|
| 161 |
+
{
|
| 162 |
+
harmonicity: 4,
|
| 163 |
+
modulationIndex: 3,
|
| 164 |
+
oscillator: {
|
| 165 |
+
type: 'sine'
|
| 166 |
+
},
|
| 167 |
+
envelope: {
|
| 168 |
+
attack: 0.01,
|
| 169 |
+
decay: 0.2,
|
| 170 |
+
sustain: 0.5,
|
| 171 |
+
release: 1.0
|
| 172 |
+
},
|
| 173 |
+
modulation: {
|
| 174 |
+
type: 'sine'
|
| 175 |
+
},
|
| 176 |
+
modulationEnvelope: {
|
| 177 |
+
attack: 0.1,
|
| 178 |
+
decay: 0.01,
|
| 179 |
+
sustain: 1,
|
| 180 |
+
release: 0.5
|
| 181 |
+
}
|
| 182 |
+
},
|
| 183 |
+
// Preset 2: Buzzy Sawtooth
|
| 184 |
+
{
|
| 185 |
+
harmonicity: 1,
|
| 186 |
+
modulationIndex: 8,
|
| 187 |
+
oscillator: {
|
| 188 |
+
type: 'sawtooth'
|
| 189 |
+
},
|
| 190 |
+
// More staccato/plucky envelope
|
| 191 |
+
envelope: {
|
| 192 |
+
attack: 0.01,
|
| 193 |
+
decay: 0.15,
|
| 194 |
+
sustain: 0.05,
|
| 195 |
+
release: 0.2
|
| 196 |
+
},
|
| 197 |
+
modulation: {
|
| 198 |
+
type: 'square'
|
| 199 |
+
},
|
| 200 |
+
modulationEnvelope: {
|
| 201 |
+
attack: 0.05,
|
| 202 |
+
decay: 0.2,
|
| 203 |
+
sustain: 0.4,
|
| 204 |
+
release: 0.6
|
| 205 |
+
}
|
| 206 |
+
},
|
| 207 |
+
// Preset 3: Funk Electric Piano (Rhodes-like)
|
| 208 |
+
{
|
| 209 |
+
harmonicity: 2,
|
| 210 |
+
modulationIndex: 12,
|
| 211 |
+
oscillator: {
|
| 212 |
+
type: 'sine'
|
| 213 |
+
},
|
| 214 |
+
envelope: {
|
| 215 |
+
attack: 0.02,
|
| 216 |
+
decay: 0.3,
|
| 217 |
+
sustain: 0.2,
|
| 218 |
+
release: 0.8
|
| 219 |
+
},
|
| 220 |
+
modulation: {
|
| 221 |
+
type: 'sine'
|
| 222 |
+
},
|
| 223 |
+
modulationEnvelope: {
|
| 224 |
+
attack: 0.05,
|
| 225 |
+
decay: 0.2,
|
| 226 |
+
sustain: 0.1,
|
| 227 |
+
release: 0.8
|
| 228 |
+
},
|
| 229 |
+
effects: {
|
| 230 |
+
reverbWet: 0.3,
|
| 231 |
+
delayWet: 0.1 // A touch of delay
|
| 232 |
+
}
|
| 233 |
+
}
|
| 234 |
+
];
|
| 235 |
+
this.currentSynthIndex = 0;
|
| 236 |
+
}
|
| 237 |
+
_create_class(MusicManager, [
|
| 238 |
+
{
|
| 239 |
+
key: "start",
|
| 240 |
+
value: // Must be called after a user interaction
|
| 241 |
+
function start() {
|
| 242 |
+
var _this = this;
|
| 243 |
+
return _async_to_generator(function() {
|
| 244 |
+
return _ts_generator(this, function(_state) {
|
| 245 |
+
switch(_state.label){
|
| 246 |
+
case 0:
|
| 247 |
+
if (_this.isStarted) return [
|
| 248 |
+
2
|
| 249 |
+
];
|
| 250 |
+
return [
|
| 251 |
+
4,
|
| 252 |
+
Tone.start()
|
| 253 |
+
];
|
| 254 |
+
case 1:
|
| 255 |
+
_state.sent();
|
| 256 |
+
_this.reverb = new Tone.Reverb({
|
| 257 |
+
decay: 5,
|
| 258 |
+
preDelay: 0.0,
|
| 259 |
+
wet: 0.8
|
| 260 |
+
}).toDestination();
|
| 261 |
+
// Create a stereo delay and connect it to the reverb
|
| 262 |
+
_this.stereoDelay = new Tone.FeedbackDelay("8n", 0.5).connect(_this.reverb);
|
| 263 |
+
_this.stereoDelay.wet.value = 0; // Start with no delay effect
|
| 264 |
+
// Create an analyser for the waveform visualizer
|
| 265 |
+
_this.analyser = new Tone.Analyser('waveform', 1024);
|
| 266 |
+
// Use PolySynth to allow multiple arpeggios (one per hand) to play simultaneously.
|
| 267 |
+
// The synth now connects to the analyser, then to the delay, which then connects to the reverb.
|
| 268 |
+
_this.polySynth = new Tone.PolySynth(Tone.FMSynth, _this.synthPresets[_this.currentSynthIndex]);
|
| 269 |
+
_this.polySynth.connect(_this.analyser);
|
| 270 |
+
_this.analyser.connect(_this.stereoDelay);
|
| 271 |
+
// Set a low volume to avoid clipping and create a more ambient feel
|
| 272 |
+
_this.polySynth.volume.value = 0;
|
| 273 |
+
_this.isStarted = true;
|
| 274 |
+
// Set the master tempo to 100 BPM
|
| 275 |
+
Tone.Transport.bpm.value = 100;
|
| 276 |
+
// Start the master transport
|
| 277 |
+
Tone.Transport.start();
|
| 278 |
+
console.log("Tone.js AudioContext started and PolySynth is ready.");
|
| 279 |
+
return [
|
| 280 |
+
2
|
| 281 |
+
];
|
| 282 |
+
}
|
| 283 |
+
});
|
| 284 |
+
})();
|
| 285 |
+
}
|
| 286 |
+
},
|
| 287 |
+
{
|
| 288 |
+
// Starts an arpeggio for a specific hand
|
| 289 |
+
key: "startArpeggio",
|
| 290 |
+
value: function startArpeggio(handId, rootNote) {
|
| 291 |
+
var _this = this;
|
| 292 |
+
if (!this.polySynth || this.activePatterns.has(handId)) return;
|
| 293 |
+
// Create a richer arpeggio (Major 7th + Octave)
|
| 294 |
+
// C Minor Pentatonic scale intervals: Root, Minor Third, Perfect Fourth, Perfect Fifth, Minor Seventh
|
| 295 |
+
var chord = Tone.Frequency(rootNote).harmonize([
|
| 296 |
+
0,
|
| 297 |
+
3,
|
| 298 |
+
5,
|
| 299 |
+
7,
|
| 300 |
+
10,
|
| 301 |
+
12
|
| 302 |
+
]);
|
| 303 |
+
var arpeggioNotes = chord.map(function(freq) {
|
| 304 |
+
return Tone.Frequency(freq).toNote();
|
| 305 |
+
});
|
| 306 |
+
// Tone.Pattern cycles through an array of values
|
| 307 |
+
var pattern = new Tone.Pattern(function(time, note) {
|
| 308 |
+
// Get the latest volume (velocity) for this hand, defaulting to a soft 0.2 if not set.
|
| 309 |
+
var velocity = _this.handVolumes.get(handId) || 0.2;
|
| 310 |
+
// The time argument is the precise time the note should be played
|
| 311 |
+
_this.polySynth.triggerAttackRelease(note, "16n", time, velocity);
|
| 312 |
+
}, arpeggioNotes, "upDown");
|
| 313 |
+
pattern.interval = "16n"; // The time between notes in the pattern (faster)
|
| 314 |
+
pattern.start(0); // Start the pattern immediately
|
| 315 |
+
// Store the pattern and its root note so we can update/stop it later
|
| 316 |
+
this.activePatterns.set(handId, {
|
| 317 |
+
pattern: pattern,
|
| 318 |
+
currentRoot: rootNote
|
| 319 |
+
});
|
| 320 |
+
}
|
| 321 |
+
},
|
| 322 |
+
{
|
| 323 |
+
// Updates the volume (velocity) of an existing arpeggio
|
| 324 |
+
key: "updateArpeggioVolume",
|
| 325 |
+
value: function updateArpeggioVolume(handId, velocity) {
|
| 326 |
+
// Only update if an arpeggio is active for this hand
|
| 327 |
+
if (this.polySynth && this.activePatterns.has(handId)) {
|
| 328 |
+
// Clamp the velocity to be safe
|
| 329 |
+
var clampedVelocity = Math.max(0, Math.min(1, velocity));
|
| 330 |
+
this.handVolumes.set(handId, clampedVelocity);
|
| 331 |
+
// IMPORTANT FIX: Also set the synth's overall volume.
|
| 332 |
+
// Since we only have one arpeggio at a time, we can map this directly.
|
| 333 |
+
// Using logarithmic scaling for a more natural volume control.
|
| 334 |
+
var volumeInDb = Tone.gainToDb(clampedVelocity);
|
| 335 |
+
this.polySynth.volume.value = volumeInDb;
|
| 336 |
+
}
|
| 337 |
+
}
|
| 338 |
+
},
|
| 339 |
+
{
|
| 340 |
+
// Updates the notes in an existing arpeggio
|
| 341 |
+
key: "updateArpeggio",
|
| 342 |
+
value: function updateArpeggio(handId, newRootNote) {
|
| 343 |
+
var activePattern = this.activePatterns.get(handId);
|
| 344 |
+
if (!this.polySynth || !activePattern || activePattern.currentRoot === newRootNote) {
|
| 345 |
+
return; // No need to update if the note hasn't changed
|
| 346 |
+
}
|
| 347 |
+
// Create new notes for the pattern
|
| 348 |
+
var newChord = Tone.Frequency(newRootNote).harmonize([
|
| 349 |
+
0,
|
| 350 |
+
3,
|
| 351 |
+
5,
|
| 352 |
+
7,
|
| 353 |
+
10,
|
| 354 |
+
12
|
| 355 |
+
]);
|
| 356 |
+
activePattern.pattern.values = newChord.map(function(freq) {
|
| 357 |
+
return Tone.Frequency(freq).toNote();
|
| 358 |
+
});
|
| 359 |
+
activePattern.currentRoot = newRootNote;
|
| 360 |
+
}
|
| 361 |
+
},
|
| 362 |
+
{
|
| 363 |
+
// Stops and cleans up an arpeggio for a specific hand
|
| 364 |
+
key: "stopArpeggio",
|
| 365 |
+
value: function stopArpeggio(handId) {
|
| 366 |
+
var activePattern = this.activePatterns.get(handId);
|
| 367 |
+
if (activePattern) {
|
| 368 |
+
activePattern.pattern.stop(0); // Stop the pattern
|
| 369 |
+
activePattern.pattern.dispose(); // Clean up Tone.js objects
|
| 370 |
+
this.activePatterns.delete(handId); // Remove from our map
|
| 371 |
+
this.handVolumes.delete(handId); // Clean up the stored volume
|
| 372 |
+
// If no other hands are playing, silence the synth.
|
| 373 |
+
if (this.activePatterns.size === 0) {
|
| 374 |
+
this.polySynth.volume.value = -Infinity;
|
| 375 |
+
}
|
| 376 |
+
}
|
| 377 |
+
}
|
| 378 |
+
},
|
| 379 |
+
{
|
| 380 |
+
// Cycles to the next synth preset
|
| 381 |
+
key: "cycleSynth",
|
| 382 |
+
value: function cycleSynth() {
|
| 383 |
+
var _this = this;
|
| 384 |
+
var _newPreset_effects, _newPreset_effects1;
|
| 385 |
+
if (!this.polySynth) return;
|
| 386 |
+
// Stop all currently playing notes/arpeggios before swapping
|
| 387 |
+
this.activePatterns.forEach(function(value, key) {
|
| 388 |
+
_this.stopArpeggio(key);
|
| 389 |
+
});
|
| 390 |
+
// Dispose the old synth to free up resources
|
| 391 |
+
this.polySynth.dispose();
|
| 392 |
+
// Cycle to the next preset
|
| 393 |
+
this.currentSynthIndex = (this.currentSynthIndex + 1) % this.synthPresets.length;
|
| 394 |
+
var newPreset = this.synthPresets[this.currentSynthIndex];
|
| 395 |
+
// Create the new synth but don't connect it yet
|
| 396 |
+
this.polySynth = new Tone.PolySynth(Tone.FMSynth, newPreset);
|
| 397 |
+
// Re-establish the audio chain: synth -> analyser -> delay
|
| 398 |
+
this.polySynth.connect(this.analyser);
|
| 399 |
+
this.polySynth.volume.value = 0; // Reset volume
|
| 400 |
+
var _newPreset_effects_reverbWet;
|
| 401 |
+
// Adjust global effects based on the new preset's settings
|
| 402 |
+
// Use optional chaining `?.` to safely access `effects` property
|
| 403 |
+
this.reverb.wet.value = (_newPreset_effects_reverbWet = (_newPreset_effects = newPreset.effects) === null || _newPreset_effects === void 0 ? void 0 : _newPreset_effects.reverbWet) !== null && _newPreset_effects_reverbWet !== void 0 ? _newPreset_effects_reverbWet : 0.8; // Default to 0.8 if not specified
|
| 404 |
+
var _newPreset_effects_delayWet;
|
| 405 |
+
this.stereoDelay.wet.value = (_newPreset_effects_delayWet = (_newPreset_effects1 = newPreset.effects) === null || _newPreset_effects1 === void 0 ? void 0 : _newPreset_effects1.delayWet) !== null && _newPreset_effects_delayWet !== void 0 ? _newPreset_effects_delayWet : 0; // Default to 0 if not specified
|
| 406 |
+
console.log("Switched to synth preset: ".concat(this.currentSynthIndex));
|
| 407 |
+
}
|
| 408 |
+
},
|
| 409 |
+
{
|
| 410 |
+
// Getter for the analyser so the game can use it
|
| 411 |
+
key: "getAnalyser",
|
| 412 |
+
value: function getAnalyser() {
|
| 413 |
+
return this.analyser;
|
| 414 |
+
}
|
| 415 |
+
}
|
| 416 |
+
]);
|
| 417 |
+
return MusicManager;
|
| 418 |
+
}();
|
README.md
CHANGED
|
@@ -1,12 +1,80 @@
|
|
| 1 |
-
|
| 2 |
-
|
| 3 |
-
|
| 4 |
-
|
| 5 |
-
|
| 6 |
-
|
| 7 |
-
|
| 8 |
-
|
| 9 |
-
|
| 10 |
-
|
| 11 |
-
|
| 12 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
# Hand Gesture Arpeggiator
|
| 2 |
+
|
| 3 |
+
Hand-controlled arpeggiator, drum machine, and audio reactive visualizer. Raise your hands to raise the roof!
|
| 4 |
+
|
| 5 |
+
An interactive web app built with threejs, mediapipe computer vision, rosebud AI, and tone.js.
|
| 6 |
+
|
| 7 |
+
- Hand #1 controls the arpeggios (raise hand to raise pitch, pinch to change volume)
|
| 8 |
+
- Hand #2 controls the drums (raise different fingers to change the pattern)
|
| 9 |
+
|
| 10 |
+
[Video](https://youtu.be/JepIs-DTBgk?si=4Y-FrQDF6KNy662C) | [Live Demo](https://collidingscopes.github.io/arpeggiator/) | [More Code & Tutorials](https://funwithcomputervision.com/)
|
| 11 |
+
|
| 12 |
+
<img src="assets/demo.png">
|
| 13 |
+
|
| 14 |
+
## Requirements
|
| 15 |
+
|
| 16 |
+
- Modern web browser with WebGL support
|
| 17 |
+
- Camera access enabled for hand tracking
|
| 18 |
+
|
| 19 |
+
## Technologies
|
| 20 |
+
|
| 21 |
+
- **MediaPipe** for hand tracking and gesture recognition
|
| 22 |
+
- **Three.js** for audio reactive visual rendering
|
| 23 |
+
- **Tone.js** for synthesizer sounds
|
| 24 |
+
- **HTML5 Canvas** for visual feedback
|
| 25 |
+
- **JavaScript** for real-time interaction
|
| 26 |
+
|
| 27 |
+
## Setup for Development
|
| 28 |
+
|
| 29 |
+
```bash
|
| 30 |
+
# Clone this repository
|
| 31 |
+
git clone https://github.com/collidingScopes/arpeggiator
|
| 32 |
+
|
| 33 |
+
# Navigate to the project directory
|
| 34 |
+
cd arpeggiator
|
| 35 |
+
|
| 36 |
+
# Serve with your preferred method (example using Python)
|
| 37 |
+
python -m http.server
|
| 38 |
+
```
|
| 39 |
+
|
| 40 |
+
Then navigate to `http://localhost:8000` in your browser.
|
| 41 |
+
|
| 42 |
+
## License
|
| 43 |
+
|
| 44 |
+
MIT License
|
| 45 |
+
|
| 46 |
+
## Credits
|
| 47 |
+
|
| 48 |
+
- Three.js - https://threejs.org/
|
| 49 |
+
- MediaPipe - https://mediapipe.dev/
|
| 50 |
+
- Rosebud AI - https://rosebud.ai/
|
| 51 |
+
- Tone.js - https://tonejs.github.io/
|
| 52 |
+
|
| 53 |
+
## Related Projects
|
| 54 |
+
|
| 55 |
+
I've released several computer vision projects (with code + tutorials) here:
|
| 56 |
+
[Fun With Computer Vision](https://www.funwithcomputervision.com/)
|
| 57 |
+
|
| 58 |
+
You can purchase lifetime access and receive the full project files and tutorials. I'm adding more content regularly 🪬
|
| 59 |
+
|
| 60 |
+
You might also like some of my other open source projects:
|
| 61 |
+
|
| 62 |
+
- [3D Model Playground](https://collidingScopes.github.io/3d-model-playground) - control 3D models with voice and hand gestures
|
| 63 |
+
- [Threejs hand tracking tutorial](https://collidingScopes.github.io/threejs-handtracking-101) - Basic hand tracking setup with threejs and MediaPipe computer vision
|
| 64 |
+
- [Particular Drift](https://collidingScopes.github.io/particular-drift) - Turn photos into flowing particle animations
|
| 65 |
+
- [Video-to-ASCII](https://collidingScopes.github.io/ascii) - Convert videos into ASCII pixel art
|
| 66 |
+
|
| 67 |
+
## Contact
|
| 68 |
+
|
| 69 |
+
- Instagram: [@stereo.drift](https://www.instagram.com/stereo.drift/)
|
| 70 |
+
- Twitter/X: [@measure_plan](https://x.com/measure_plan)
|
| 71 |
+
- Email: [[email protected]](mailto:[email protected])
|
| 72 |
+
- GitHub: [collidingScopes](https://github.com/collidingScopes)
|
| 73 |
+
|
| 74 |
+
## Donations
|
| 75 |
+
|
| 76 |
+
If you found this tool useful, feel free to buy me a coffee.
|
| 77 |
+
|
| 78 |
+
My name is Alan, and I enjoy building open source software for computer vision, games, and more. This would be much appreciated during late-night coding sessions!
|
| 79 |
+
|
| 80 |
+
[](https://www.buymeacoffee.com/stereoDrift)
|
WaveformVisualizer.js
ADDED
|
@@ -0,0 +1,155 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
function _class_call_check(instance, Constructor) {
|
| 2 |
+
if (!(instance instanceof Constructor)) {
|
| 3 |
+
throw new TypeError("Cannot call a class as a function");
|
| 4 |
+
}
|
| 5 |
+
}
|
| 6 |
+
function _defineProperties(target, props) {
|
| 7 |
+
for(var i = 0; i < props.length; i++){
|
| 8 |
+
var descriptor = props[i];
|
| 9 |
+
descriptor.enumerable = descriptor.enumerable || false;
|
| 10 |
+
descriptor.configurable = true;
|
| 11 |
+
if ("value" in descriptor) descriptor.writable = true;
|
| 12 |
+
Object.defineProperty(target, descriptor.key, descriptor);
|
| 13 |
+
}
|
| 14 |
+
}
|
| 15 |
+
function _create_class(Constructor, protoProps, staticProps) {
|
| 16 |
+
if (protoProps) _defineProperties(Constructor.prototype, protoProps);
|
| 17 |
+
if (staticProps) _defineProperties(Constructor, staticProps);
|
| 18 |
+
return Constructor;
|
| 19 |
+
}
|
| 20 |
+
function _instanceof(left, right) {
|
| 21 |
+
if (right != null && typeof Symbol !== "undefined" && right[Symbol.hasInstance]) {
|
| 22 |
+
return !!right[Symbol.hasInstance](left);
|
| 23 |
+
} else {
|
| 24 |
+
return left instanceof right;
|
| 25 |
+
}
|
| 26 |
+
}
|
| 27 |
+
import * as THREE from 'three';
|
| 28 |
+
// A class to create and manage a waveform visualizer using Tone.Analyser
|
| 29 |
+
export var WaveformVisualizer = /*#__PURE__*/ function() {
|
| 30 |
+
"use strict";
|
| 31 |
+
function WaveformVisualizer(scene, analyser, canvasWidth, canvasHeight) {
|
| 32 |
+
_class_call_check(this, WaveformVisualizer);
|
| 33 |
+
this.scene = scene;
|
| 34 |
+
this.analyser = analyser;
|
| 35 |
+
this.mesh = null;
|
| 36 |
+
this.bufferLength = this.analyser.size;
|
| 37 |
+
this.dataArray = new Float32Array(this.bufferLength);
|
| 38 |
+
this.smoothedDataArray = new Float32Array(this.bufferLength); // For smoothing
|
| 39 |
+
// Visual properties
|
| 40 |
+
this.smoothingFactor = 0.4; // How much to smooth the wave (0.0 - 1.0)
|
| 41 |
+
this.width = canvasWidth * 0.8; // Occupy 80% of the screen width
|
| 42 |
+
this.height = 450; // The vertical amplitude of the wave
|
| 43 |
+
this.yPosition = 0; // The vertical center of the wave
|
| 44 |
+
this.thickness = 30.0; // The thickness of the line mesh
|
| 45 |
+
this.currentColor = new THREE.Color('#7B4394');
|
| 46 |
+
this.targetColor = new THREE.Color('#7B4394');
|
| 47 |
+
this.uniforms = {
|
| 48 |
+
solidColor: {
|
| 49 |
+
value: this.currentColor
|
| 50 |
+
}
|
| 51 |
+
};
|
| 52 |
+
this._createVisualizer();
|
| 53 |
+
}
|
| 54 |
+
_create_class(WaveformVisualizer, [
|
| 55 |
+
{
|
| 56 |
+
key: "_createVisualizer",
|
| 57 |
+
value: function _createVisualizer() {
|
| 58 |
+
var material = new THREE.ShaderMaterial({
|
| 59 |
+
uniforms: this.uniforms,
|
| 60 |
+
vertexShader: "\n varying vec2 vUv;\n void main() {\n vUv = uv;\n gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n }\n ",
|
| 61 |
+
fragmentShader: "\n uniform vec3 solidColor;\n void main() {\n gl_FragColor = vec4(solidColor, 0.9);\n }\n ",
|
| 62 |
+
transparent: true,
|
| 63 |
+
side: THREE.DoubleSide
|
| 64 |
+
});
|
| 65 |
+
var geometry = new THREE.BufferGeometry();
|
| 66 |
+
var positions = new Float32Array(this.bufferLength * 2 * 3);
|
| 67 |
+
var uvs = new Float32Array(this.bufferLength * 2 * 2);
|
| 68 |
+
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
|
| 69 |
+
geometry.setAttribute('uv', new THREE.BufferAttribute(uvs, 2));
|
| 70 |
+
var indices = [];
|
| 71 |
+
for(var i = 0; i < this.bufferLength - 1; i++){
|
| 72 |
+
var p1 = i * 2; // top-left
|
| 73 |
+
var p2 = p1 + 1; // bottom-left
|
| 74 |
+
var p3 = (i + 1) * 2; // top-right
|
| 75 |
+
var p4 = p3 + 1; // bottom-right
|
| 76 |
+
indices.push(p1, p2, p3);
|
| 77 |
+
indices.push(p2, p4, p3);
|
| 78 |
+
}
|
| 79 |
+
geometry.setIndex(indices);
|
| 80 |
+
this.mesh = new THREE.Mesh(geometry, material);
|
| 81 |
+
this.scene.add(this.mesh);
|
| 82 |
+
this.updatePosition(window.innerWidth, window.innerHeight);
|
| 83 |
+
}
|
| 84 |
+
},
|
| 85 |
+
{
|
| 86 |
+
// Call this from the main animation loop
|
| 87 |
+
key: "update",
|
| 88 |
+
value: function update() {
|
| 89 |
+
if (!this.analyser || !this.mesh) return;
|
| 90 |
+
// Smoothly interpolate the current color towards the target color
|
| 91 |
+
this.currentColor.lerp(this.targetColor, 0.05);
|
| 92 |
+
var newArray = this.analyser.getValue();
|
| 93 |
+
if (_instanceof(newArray, Float32Array)) {
|
| 94 |
+
this.dataArray.set(newArray);
|
| 95 |
+
}
|
| 96 |
+
var positions = this.mesh.geometry.attributes.position.array;
|
| 97 |
+
var uvs = this.mesh.geometry.attributes.uv.array;
|
| 98 |
+
var startX = -this.width / 2;
|
| 99 |
+
var xStep = this.width / (this.bufferLength - 1);
|
| 100 |
+
var halfThickness = this.thickness / 2;
|
| 101 |
+
for(var i = 0; i < this.bufferLength; i++){
|
| 102 |
+
// Apply exponential smoothing
|
| 103 |
+
this.smoothedDataArray[i] = this.smoothingFactor * this.dataArray[i] + (1 - this.smoothingFactor) * this.smoothedDataArray[i];
|
| 104 |
+
var x = startX + i * xStep;
|
| 105 |
+
var y = this.yPosition + this.smoothedDataArray[i] * this.height;
|
| 106 |
+
// Set top and bottom vertices for the ribbon
|
| 107 |
+
var vertexIndex = i * 2 * 3;
|
| 108 |
+
positions[vertexIndex] = x;
|
| 109 |
+
positions[vertexIndex + 1] = y + halfThickness;
|
| 110 |
+
positions[vertexIndex + 2] = 2;
|
| 111 |
+
positions[vertexIndex + 3] = x;
|
| 112 |
+
positions[vertexIndex + 4] = y - halfThickness;
|
| 113 |
+
positions[vertexIndex + 5] = 2;
|
| 114 |
+
// Set UVs
|
| 115 |
+
var uvIndex = i * 2 * 2;
|
| 116 |
+
uvs[uvIndex] = i / (this.bufferLength - 1); // U coordinate
|
| 117 |
+
uvs[uvIndex + 1] = 1.0; // V for top vertex
|
| 118 |
+
uvs[uvIndex + 2] = i / (this.bufferLength - 1); // U coordinate
|
| 119 |
+
uvs[uvIndex + 3] = 0.0; // V for bottom vertex
|
| 120 |
+
}
|
| 121 |
+
this.mesh.geometry.attributes.position.needsUpdate = true;
|
| 122 |
+
this.mesh.geometry.attributes.uv.needsUpdate = true;
|
| 123 |
+
this.mesh.geometry.computeBoundingSphere();
|
| 124 |
+
}
|
| 125 |
+
},
|
| 126 |
+
{
|
| 127 |
+
key: "updateColor",
|
| 128 |
+
value: function updateColor(newColor) {
|
| 129 |
+
if (this.uniforms) {
|
| 130 |
+
this.targetColor.set(newColor);
|
| 131 |
+
}
|
| 132 |
+
}
|
| 133 |
+
},
|
| 134 |
+
{
|
| 135 |
+
// Call this on window resize
|
| 136 |
+
key: "updatePosition",
|
| 137 |
+
value: function updatePosition(canvasWidth, canvasHeight) {
|
| 138 |
+
this.width = canvasWidth * 0.8;
|
| 139 |
+
this.yPosition = -canvasHeight / 2 + 250; // Position it higher, above the drum beat indicators
|
| 140 |
+
}
|
| 141 |
+
},
|
| 142 |
+
{
|
| 143 |
+
// Clean up Three.js resources
|
| 144 |
+
key: "dispose",
|
| 145 |
+
value: function dispose() {
|
| 146 |
+
if (this.mesh) {
|
| 147 |
+
this.scene.remove(this.mesh);
|
| 148 |
+
if (this.mesh.geometry) this.mesh.geometry.dispose();
|
| 149 |
+
if (this.mesh.material) this.mesh.material.dispose();
|
| 150 |
+
}
|
| 151 |
+
}
|
| 152 |
+
}
|
| 153 |
+
]);
|
| 154 |
+
return WaveformVisualizer;
|
| 155 |
+
}();
|
assets/clap.wav
ADDED
|
Binary file (93.3 kB). View file
|
|
|
assets/demo.png
ADDED
|
Git LFS Details
|
assets/hihat.wav
ADDED
|
Binary file (35.6 kB). View file
|
|
|
assets/kick.wav
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:0f6aca362d354edda241a23ebd0721b3a6d3a75009a983920b9bd6ff5d551065
|
| 3 |
+
size 344364
|
assets/siteOGImage.webp
ADDED
|
Git LFS Details
|
assets/snare.wav
ADDED
|
@@ -0,0 +1,3 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
+
oid sha256:8972ccc2d9cc63130ca95e4c55819dc7b27041ac6ac35bb8f362ba2c25e5a4c6
|
| 3 |
+
size 176478
|
game.js
ADDED
|
@@ -0,0 +1,1381 @@
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
function _array_like_to_array(arr, len) {
|
| 2 |
+
if (len == null || len > arr.length) len = arr.length;
|
| 3 |
+
for(var i = 0, arr2 = new Array(len); i < len; i++)arr2[i] = arr[i];
|
| 4 |
+
return arr2;
|
| 5 |
+
}
|
| 6 |
+
function _array_with_holes(arr) {
|
| 7 |
+
if (Array.isArray(arr)) return arr;
|
| 8 |
+
}
|
| 9 |
+
function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) {
|
| 10 |
+
try {
|
| 11 |
+
var info = gen[key](arg);
|
| 12 |
+
var value = info.value;
|
| 13 |
+
} catch (error) {
|
| 14 |
+
reject(error);
|
| 15 |
+
return;
|
| 16 |
+
}
|
| 17 |
+
if (info.done) {
|
| 18 |
+
resolve(value);
|
| 19 |
+
} else {
|
| 20 |
+
Promise.resolve(value).then(_next, _throw);
|
| 21 |
+
}
|
| 22 |
+
}
|
| 23 |
+
function _async_to_generator(fn) {
|
| 24 |
+
return function() {
|
| 25 |
+
var self = this, args = arguments;
|
| 26 |
+
return new Promise(function(resolve, reject) {
|
| 27 |
+
var gen = fn.apply(self, args);
|
| 28 |
+
function _next(value) {
|
| 29 |
+
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "next", value);
|
| 30 |
+
}
|
| 31 |
+
function _throw(err) {
|
| 32 |
+
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "throw", err);
|
| 33 |
+
}
|
| 34 |
+
_next(undefined);
|
| 35 |
+
});
|
| 36 |
+
};
|
| 37 |
+
}
|
| 38 |
+
function _class_call_check(instance, Constructor) {
|
| 39 |
+
if (!(instance instanceof Constructor)) {
|
| 40 |
+
throw new TypeError("Cannot call a class as a function");
|
| 41 |
+
}
|
| 42 |
+
}
|
| 43 |
+
function _defineProperties(target, props) {
|
| 44 |
+
for(var i = 0; i < props.length; i++){
|
| 45 |
+
var descriptor = props[i];
|
| 46 |
+
descriptor.enumerable = descriptor.enumerable || false;
|
| 47 |
+
descriptor.configurable = true;
|
| 48 |
+
if ("value" in descriptor) descriptor.writable = true;
|
| 49 |
+
Object.defineProperty(target, descriptor.key, descriptor);
|
| 50 |
+
}
|
| 51 |
+
}
|
| 52 |
+
function _create_class(Constructor, protoProps, staticProps) {
|
| 53 |
+
if (protoProps) _defineProperties(Constructor.prototype, protoProps);
|
| 54 |
+
if (staticProps) _defineProperties(Constructor, staticProps);
|
| 55 |
+
return Constructor;
|
| 56 |
+
}
|
| 57 |
+
function _define_property(obj, key, value) {
|
| 58 |
+
if (key in obj) {
|
| 59 |
+
Object.defineProperty(obj, key, {
|
| 60 |
+
value: value,
|
| 61 |
+
enumerable: true,
|
| 62 |
+
configurable: true,
|
| 63 |
+
writable: true
|
| 64 |
+
});
|
| 65 |
+
} else {
|
| 66 |
+
obj[key] = value;
|
| 67 |
+
}
|
| 68 |
+
return obj;
|
| 69 |
+
}
|
| 70 |
+
function _iterable_to_array_limit(arr, i) {
|
| 71 |
+
var _i = arr == null ? null : typeof Symbol !== "undefined" && arr[Symbol.iterator] || arr["@@iterator"];
|
| 72 |
+
if (_i == null) return;
|
| 73 |
+
var _arr = [];
|
| 74 |
+
var _n = true;
|
| 75 |
+
var _d = false;
|
| 76 |
+
var _s, _e;
|
| 77 |
+
try {
|
| 78 |
+
for(_i = _i.call(arr); !(_n = (_s = _i.next()).done); _n = true){
|
| 79 |
+
_arr.push(_s.value);
|
| 80 |
+
if (i && _arr.length === i) break;
|
| 81 |
+
}
|
| 82 |
+
} catch (err) {
|
| 83 |
+
_d = true;
|
| 84 |
+
_e = err;
|
| 85 |
+
} finally{
|
| 86 |
+
try {
|
| 87 |
+
if (!_n && _i["return"] != null) _i["return"]();
|
| 88 |
+
} finally{
|
| 89 |
+
if (_d) throw _e;
|
| 90 |
+
}
|
| 91 |
+
}
|
| 92 |
+
return _arr;
|
| 93 |
+
}
|
| 94 |
+
function _non_iterable_rest() {
|
| 95 |
+
throw new TypeError("Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
|
| 96 |
+
}
|
| 97 |
+
function _object_spread(target) {
|
| 98 |
+
for(var i = 1; i < arguments.length; i++){
|
| 99 |
+
var source = arguments[i] != null ? arguments[i] : {};
|
| 100 |
+
var ownKeys = Object.keys(source);
|
| 101 |
+
if (typeof Object.getOwnPropertySymbols === "function") {
|
| 102 |
+
ownKeys = ownKeys.concat(Object.getOwnPropertySymbols(source).filter(function(sym) {
|
| 103 |
+
return Object.getOwnPropertyDescriptor(source, sym).enumerable;
|
| 104 |
+
}));
|
| 105 |
+
}
|
| 106 |
+
ownKeys.forEach(function(key) {
|
| 107 |
+
_define_property(target, key, source[key]);
|
| 108 |
+
});
|
| 109 |
+
}
|
| 110 |
+
return target;
|
| 111 |
+
}
|
| 112 |
+
function _sliced_to_array(arr, i) {
|
| 113 |
+
return _array_with_holes(arr) || _iterable_to_array_limit(arr, i) || _unsupported_iterable_to_array(arr, i) || _non_iterable_rest();
|
| 114 |
+
}
|
| 115 |
+
function _unsupported_iterable_to_array(o, minLen) {
|
| 116 |
+
if (!o) return;
|
| 117 |
+
if (typeof o === "string") return _array_like_to_array(o, minLen);
|
| 118 |
+
var n = Object.prototype.toString.call(o).slice(8, -1);
|
| 119 |
+
if (n === "Object" && o.constructor) n = o.constructor.name;
|
| 120 |
+
if (n === "Map" || n === "Set") return Array.from(n);
|
| 121 |
+
if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array(o, minLen);
|
| 122 |
+
}
|
| 123 |
+
function _ts_generator(thisArg, body) {
|
| 124 |
+
var f, y, t, g, _ = {
|
| 125 |
+
label: 0,
|
| 126 |
+
sent: function() {
|
| 127 |
+
if (t[0] & 1) throw t[1];
|
| 128 |
+
return t[1];
|
| 129 |
+
},
|
| 130 |
+
trys: [],
|
| 131 |
+
ops: []
|
| 132 |
+
};
|
| 133 |
+
return g = {
|
| 134 |
+
next: verb(0),
|
| 135 |
+
"throw": verb(1),
|
| 136 |
+
"return": verb(2)
|
| 137 |
+
}, typeof Symbol === "function" && (g[Symbol.iterator] = function() {
|
| 138 |
+
return this;
|
| 139 |
+
}), g;
|
| 140 |
+
function verb(n) {
|
| 141 |
+
return function(v) {
|
| 142 |
+
return step([
|
| 143 |
+
n,
|
| 144 |
+
v
|
| 145 |
+
]);
|
| 146 |
+
};
|
| 147 |
+
}
|
| 148 |
+
function step(op) {
|
| 149 |
+
if (f) throw new TypeError("Generator is already executing.");
|
| 150 |
+
while(_)try {
|
| 151 |
+
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
|
| 152 |
+
if (y = 0, t) op = [
|
| 153 |
+
op[0] & 2,
|
| 154 |
+
t.value
|
| 155 |
+
];
|
| 156 |
+
switch(op[0]){
|
| 157 |
+
case 0:
|
| 158 |
+
case 1:
|
| 159 |
+
t = op;
|
| 160 |
+
break;
|
| 161 |
+
case 4:
|
| 162 |
+
_.label++;
|
| 163 |
+
return {
|
| 164 |
+
value: op[1],
|
| 165 |
+
done: false
|
| 166 |
+
};
|
| 167 |
+
case 5:
|
| 168 |
+
_.label++;
|
| 169 |
+
y = op[1];
|
| 170 |
+
op = [
|
| 171 |
+
0
|
| 172 |
+
];
|
| 173 |
+
continue;
|
| 174 |
+
case 7:
|
| 175 |
+
op = _.ops.pop();
|
| 176 |
+
_.trys.pop();
|
| 177 |
+
continue;
|
| 178 |
+
default:
|
| 179 |
+
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) {
|
| 180 |
+
_ = 0;
|
| 181 |
+
continue;
|
| 182 |
+
}
|
| 183 |
+
if (op[0] === 3 && (!t || op[1] > t[0] && op[1] < t[3])) {
|
| 184 |
+
_.label = op[1];
|
| 185 |
+
break;
|
| 186 |
+
}
|
| 187 |
+
if (op[0] === 6 && _.label < t[1]) {
|
| 188 |
+
_.label = t[1];
|
| 189 |
+
t = op;
|
| 190 |
+
break;
|
| 191 |
+
}
|
| 192 |
+
if (t && _.label < t[2]) {
|
| 193 |
+
_.label = t[2];
|
| 194 |
+
_.ops.push(op);
|
| 195 |
+
break;
|
| 196 |
+
}
|
| 197 |
+
if (t[2]) _.ops.pop();
|
| 198 |
+
_.trys.pop();
|
| 199 |
+
continue;
|
| 200 |
+
}
|
| 201 |
+
op = body.call(thisArg, _);
|
| 202 |
+
} catch (e) {
|
| 203 |
+
op = [
|
| 204 |
+
6,
|
| 205 |
+
e
|
| 206 |
+
];
|
| 207 |
+
y = 0;
|
| 208 |
+
} finally{
|
| 209 |
+
f = t = 0;
|
| 210 |
+
}
|
| 211 |
+
if (op[0] & 5) throw op[1];
|
| 212 |
+
return {
|
| 213 |
+
value: op[0] ? op[1] : void 0,
|
| 214 |
+
done: true
|
| 215 |
+
};
|
| 216 |
+
}
|
| 217 |
+
}
|
| 218 |
+
import * as THREE from 'three';
|
| 219 |
+
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; // Import GLTFLoader
|
| 220 |
+
import { HandLandmarker, FilesetResolver } from 'https://esm.sh/@mediapipe/[email protected]';
|
| 221 |
+
import { MusicManager } from './MusicManager.js'; // Import the MusicManager
|
| 222 |
+
import * as Tone from 'https://esm.sh/tone'; // Import Tone to access Transport
|
| 223 |
+
import * as drumManager from './DrumManager.js'; // Import the new drum manager module
|
| 224 |
+
import { WaveformVisualizer } from './WaveformVisualizer.js'; // Import the new waveform visualizer
|
| 225 |
+
export var Game = /*#__PURE__*/ function() {
|
| 226 |
+
"use strict";
|
| 227 |
+
function Game(renderDiv) {
|
| 228 |
+
var _this = this;
|
| 229 |
+
_class_call_check(this, Game);
|
| 230 |
+
this.renderDiv = renderDiv;
|
| 231 |
+
this.scene = null;
|
| 232 |
+
this.camera = null;
|
| 233 |
+
this.renderer = null;
|
| 234 |
+
this.videoElement = null;
|
| 235 |
+
this.handLandmarker = null;
|
| 236 |
+
this.lastVideoTime = -1;
|
| 237 |
+
this.hands = []; // Stores data about detected hands (landmarks, anchor position, line group)
|
| 238 |
+
this.handLineMaterial = null; // Material for hand lines
|
| 239 |
+
this.fingertipMaterialHand1 = null; // Material for first hand's fingertip circles (blue)
|
| 240 |
+
this.fingertipMaterialHand2 = null; // Material for second hand's fingertip circles (green)
|
| 241 |
+
this.fingertipLandmarkIndices = [
|
| 242 |
+
0,
|
| 243 |
+
4,
|
| 244 |
+
8,
|
| 245 |
+
12,
|
| 246 |
+
16,
|
| 247 |
+
20
|
| 248 |
+
]; // WRIST + TIP landmarks
|
| 249 |
+
this.handConnections = null; // Landmark connection definitions
|
| 250 |
+
// this.handCollisionRadius = 30; // Conceptual radius for hand collision, was 25 (sphere radius) - Not needed for template
|
| 251 |
+
this.gameState = 'loading'; // loading, ready, tracking, error
|
| 252 |
+
this.gameOverText = null; // Will be repurposed or simplified
|
| 253 |
+
this.clock = new THREE.Clock();
|
| 254 |
+
this.musicManager = new MusicManager(); // Create an instance of MusicManager
|
| 255 |
+
this.waveformVisualizer = null; // To be initialized
|
| 256 |
+
// this.drumManager = new DrumManager(); // DrumManager is now a static module, no instance needed
|
| 257 |
+
this.lastLandmarkPositions = [
|
| 258 |
+
[],
|
| 259 |
+
[]
|
| 260 |
+
]; // Store last known smoothed positions for each hand's landmarks
|
| 261 |
+
this.smoothingFactor = 0.4; // Alpha for exponential smoothing (0 < alpha <= 1). Smaller = more smoothing.
|
| 262 |
+
this.loadedModels = {}; // To store loaded models if any (e.g. a generic hand model in future)
|
| 263 |
+
this.beatIndicators = []; // Array to hold the 16 beat indicator meshes
|
| 264 |
+
this.beatIndicatorMaterials = []; // Array to hold the base material for each indicator
|
| 265 |
+
this.beatIndicatorColors = {
|
| 266 |
+
kick: new THREE.Color("#D72828"),
|
| 267 |
+
snare: new THREE.Color("#F36E2F"),
|
| 268 |
+
clap: new THREE.Color("#7B4394"),
|
| 269 |
+
hihat: new THREE.Color("#84C34E"),
|
| 270 |
+
off: new THREE.Color("#ffffff") // Off state remains white
|
| 271 |
+
};
|
| 272 |
+
this.beatIndicatorGroup = null; // Group to hold all indicators for easy repositioning
|
| 273 |
+
this.labelColors = {
|
| 274 |
+
evaPurple: {
|
| 275 |
+
r: 123,
|
| 276 |
+
g: 67,
|
| 277 |
+
b: 148,
|
| 278 |
+
a: 0.9
|
| 279 |
+
},
|
| 280 |
+
evaGreen: {
|
| 281 |
+
r: 132,
|
| 282 |
+
g: 195,
|
| 283 |
+
b: 78,
|
| 284 |
+
a: 0.9
|
| 285 |
+
},
|
| 286 |
+
evaOrange: {
|
| 287 |
+
r: 243,
|
| 288 |
+
g: 110,
|
| 289 |
+
b: 47,
|
| 290 |
+
a: 0.9
|
| 291 |
+
},
|
| 292 |
+
evaRed: {
|
| 293 |
+
r: 215,
|
| 294 |
+
g: 40,
|
| 295 |
+
b: 40,
|
| 296 |
+
a: 0.9
|
| 297 |
+
},
|
| 298 |
+
white: {
|
| 299 |
+
r: 255,
|
| 300 |
+
g: 255,
|
| 301 |
+
b: 255,
|
| 302 |
+
a: 1.0
|
| 303 |
+
},
|
| 304 |
+
black: {
|
| 305 |
+
r: 0,
|
| 306 |
+
g: 0,
|
| 307 |
+
b: 0,
|
| 308 |
+
a: 1.0
|
| 309 |
+
}
|
| 310 |
+
};
|
| 311 |
+
this.waveformColors = [
|
| 312 |
+
new THREE.Color("#7B4394"),
|
| 313 |
+
new THREE.Color("#84C34E"),
|
| 314 |
+
new THREE.Color("#F36E2F"),
|
| 315 |
+
new THREE.Color("#D72828"),
|
| 316 |
+
new THREE.Color("#66ffff")
|
| 317 |
+
];
|
| 318 |
+
// Initialize asynchronously
|
| 319 |
+
this._init().catch(function(error) {
|
| 320 |
+
console.error("Initialization failed:", error);
|
| 321 |
+
_this._showError("Initialization failed. Check console.");
|
| 322 |
+
});
|
| 323 |
+
}
|
| 324 |
+
_create_class(Game, [
|
| 325 |
+
{
|
| 326 |
+
key: "_init",
|
| 327 |
+
value: function _init() {
|
| 328 |
+
var _this = this;
|
| 329 |
+
return _async_to_generator(function() {
|
| 330 |
+
return _ts_generator(this, function(_state) {
|
| 331 |
+
switch(_state.label){
|
| 332 |
+
case 0:
|
| 333 |
+
_this._setupDOM(); // Sets up basic DOM, including speech bubble container
|
| 334 |
+
_this._setupThree();
|
| 335 |
+
return [
|
| 336 |
+
4,
|
| 337 |
+
_this._loadAssets()
|
| 338 |
+
];
|
| 339 |
+
case 1:
|
| 340 |
+
_state.sent(); // Add asset loading step
|
| 341 |
+
return [
|
| 342 |
+
4,
|
| 343 |
+
_this._setupHandTracking()
|
| 344 |
+
];
|
| 345 |
+
case 2:
|
| 346 |
+
_state.sent(); // This needs to complete before we can proceed
|
| 347 |
+
// Ensure webcam is playing before starting game logic dependent on it
|
| 348 |
+
return [
|
| 349 |
+
4,
|
| 350 |
+
_this.videoElement.play()
|
| 351 |
+
];
|
| 352 |
+
case 3:
|
| 353 |
+
_state.sent();
|
| 354 |
+
window.addEventListener('resize', _this._onResize.bind(_this));
|
| 355 |
+
_this._startGame(); // Start the game directly
|
| 356 |
+
_this._setupEventListeners(); // Set up interaction listeners
|
| 357 |
+
_this._animate(); // Start the animation loop (it will check state)
|
| 358 |
+
return [
|
| 359 |
+
2
|
| 360 |
+
];
|
| 361 |
+
}
|
| 362 |
+
});
|
| 363 |
+
})();
|
| 364 |
+
}
|
| 365 |
+
},
|
| 366 |
+
{
|
| 367 |
+
key: "_setupDOM",
|
| 368 |
+
value: function _setupDOM() {
|
| 369 |
+
this.renderDiv.style.position = 'relative';
|
| 370 |
+
this.renderDiv.style.width = '100vw'; // Use viewport units for fullscreen
|
| 371 |
+
this.renderDiv.style.height = '100vh';
|
| 372 |
+
this.renderDiv.style.overflow = 'hidden';
|
| 373 |
+
this.renderDiv.style.background = '#111'; // Fallback background
|
| 374 |
+
this.videoElement = document.createElement('video');
|
| 375 |
+
this.videoElement.style.position = 'absolute';
|
| 376 |
+
this.videoElement.style.top = '0';
|
| 377 |
+
this.videoElement.style.left = '0';
|
| 378 |
+
this.videoElement.style.width = '100%';
|
| 379 |
+
this.videoElement.style.height = '100%';
|
| 380 |
+
this.videoElement.style.objectFit = 'cover';
|
| 381 |
+
this.videoElement.style.transform = 'scaleX(-1)'; // Mirror view for intuitive control
|
| 382 |
+
this.videoElement.style.filter = 'grayscale(100%)'; // Make it black and white
|
| 383 |
+
this.videoElement.autoplay = true;
|
| 384 |
+
this.videoElement.muted = true; // Mute video to avoid feedback loops if audio was captured
|
| 385 |
+
this.videoElement.playsInline = true;
|
| 386 |
+
this.videoElement.style.zIndex = '0'; // Ensure video is behind THREE canvas
|
| 387 |
+
this.renderDiv.appendChild(this.videoElement);
|
| 388 |
+
// Container for Status text (formerly Game Over) and restart hint
|
| 389 |
+
this.gameOverContainer = document.createElement('div');
|
| 390 |
+
this.gameOverContainer.style.position = 'absolute';
|
| 391 |
+
this.gameOverContainer.style.top = '50%';
|
| 392 |
+
this.gameOverContainer.style.left = '50%';
|
| 393 |
+
this.gameOverContainer.style.transform = 'translate(-50%, -50%)';
|
| 394 |
+
this.gameOverContainer.style.zIndex = '10';
|
| 395 |
+
this.gameOverContainer.style.display = 'none'; // Hidden initially
|
| 396 |
+
this.gameOverContainer.style.pointerEvents = 'none'; // Don't block clicks
|
| 397 |
+
this.gameOverContainer.style.textAlign = 'center'; // Center text elements within
|
| 398 |
+
this.gameOverContainer.style.color = 'white'; // Default color, can be changed by _showError
|
| 399 |
+
this.gameOverContainer.style.textShadow = '2px 2px 4px black';
|
| 400 |
+
this.gameOverContainer.style.fontFamily = '"Arial Black", Gadget, sans-serif';
|
| 401 |
+
// Main Status Text (formerly Game Over Text)
|
| 402 |
+
this.gameOverText = document.createElement('div'); // Will be 'gameOverText' internally
|
| 403 |
+
this.gameOverText.innerText = 'STATUS'; // Generic placeholder
|
| 404 |
+
this.gameOverText.style.fontSize = 'clamp(36px, 10vw, 72px)'; // Responsive font size
|
| 405 |
+
this.gameOverText.style.fontWeight = 'bold';
|
| 406 |
+
this.gameOverText.style.marginBottom = '10px'; // Space below main text
|
| 407 |
+
this.gameOverContainer.appendChild(this.gameOverText);
|
| 408 |
+
// Restart Hint Text (may or may not be shown depending on context)
|
| 409 |
+
this.restartHintText = document.createElement('div');
|
| 410 |
+
this.restartHintText.innerText = '(click to restart tracking)';
|
| 411 |
+
this.restartHintText.style.fontSize = 'clamp(16px, 3vw, 24px)';
|
| 412 |
+
this.restartHintText.style.fontWeight = 'normal';
|
| 413 |
+
this.restartHintText.style.opacity = '0.8'; // Slightly faded
|
| 414 |
+
this.gameOverContainer.appendChild(this.restartHintText);
|
| 415 |
+
this.renderDiv.appendChild(this.gameOverContainer);
|
| 416 |
+
// ScoreDisplay removed
|
| 417 |
+
// Watermelon (Center Emoji Marker) setup removed
|
| 418 |
+
// Chad Image Marker setup removed
|
| 419 |
+
}
|
| 420 |
+
},
|
| 421 |
+
{
|
| 422 |
+
key: "_setupThree",
|
| 423 |
+
value: function _setupThree() {
|
| 424 |
+
var width = this.renderDiv.clientWidth;
|
| 425 |
+
var height = this.renderDiv.clientHeight;
|
| 426 |
+
this.scene = new THREE.Scene();
|
| 427 |
+
// Using OrthographicCamera for a 2D-like overlay effect
|
| 428 |
+
this.camera = new THREE.OrthographicCamera(width / -2, width / 2, height / 2, height / -2, 1, 1000);
|
| 429 |
+
this.camera.position.z = 100; // Position along Z doesn't change scale in Ortho
|
| 430 |
+
this.renderer = new THREE.WebGLRenderer({
|
| 431 |
+
alpha: true,
|
| 432 |
+
antialias: true
|
| 433 |
+
});
|
| 434 |
+
this.renderer.setSize(width, height);
|
| 435 |
+
this.renderer.setPixelRatio(window.devicePixelRatio);
|
| 436 |
+
this.renderer.domElement.style.position = 'absolute';
|
| 437 |
+
this.renderer.domElement.style.top = '0';
|
| 438 |
+
this.renderer.domElement.style.left = '0';
|
| 439 |
+
this.renderer.domElement.style.zIndex = '1'; // Canvas on top of video
|
| 440 |
+
this.renderDiv.appendChild(this.renderer.domElement);
|
| 441 |
+
var ambientLight = new THREE.AmbientLight(0xffffff, 0.7);
|
| 442 |
+
this.scene.add(ambientLight);
|
| 443 |
+
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.9);
|
| 444 |
+
directionalLight.position.set(0, 0, 100); // Pointing from behind camera
|
| 445 |
+
this.scene.add(directionalLight);
|
| 446 |
+
// Setup hand visualization (palm circles removed, lines will be added later)
|
| 447 |
+
for(var i = 0; i < 2; i++){
|
| 448 |
+
var lineGroup = new THREE.Group();
|
| 449 |
+
lineGroup.visible = false;
|
| 450 |
+
this.scene.add(lineGroup);
|
| 451 |
+
this.hands.push({
|
| 452 |
+
landmarks: null,
|
| 453 |
+
anchorPos: new THREE.Vector3(),
|
| 454 |
+
lineGroup: lineGroup,
|
| 455 |
+
isFist: false // Track if the hand is currently in a fist
|
| 456 |
+
});
|
| 457 |
+
}
|
| 458 |
+
this.handLineMaterial = new THREE.LineBasicMaterial({
|
| 459 |
+
color: 0x00ccff,
|
| 460 |
+
linewidth: 8
|
| 461 |
+
});
|
| 462 |
+
this.fingertipMaterialHand1 = new THREE.MeshBasicMaterial({
|
| 463 |
+
color: 0xffffff,
|
| 464 |
+
side: THREE.DoubleSide
|
| 465 |
+
}); // White
|
| 466 |
+
this.fingertipMaterialHand2 = new THREE.MeshBasicMaterial({
|
| 467 |
+
color: 0xffffff,
|
| 468 |
+
side: THREE.DoubleSide
|
| 469 |
+
}); // White
|
| 470 |
+
// Define connections for MediaPipe hand landmarks
|
| 471 |
+
// See: https://developers.google.com/mediapipe/solutions/vision/hand_landmarker#hand_landmarks
|
| 472 |
+
this.handConnections = [
|
| 473 |
+
// Thumb
|
| 474 |
+
[
|
| 475 |
+
0,
|
| 476 |
+
1
|
| 477 |
+
],
|
| 478 |
+
[
|
| 479 |
+
1,
|
| 480 |
+
2
|
| 481 |
+
],
|
| 482 |
+
[
|
| 483 |
+
2,
|
| 484 |
+
3
|
| 485 |
+
],
|
| 486 |
+
[
|
| 487 |
+
3,
|
| 488 |
+
4
|
| 489 |
+
],
|
| 490 |
+
// Index finger
|
| 491 |
+
[
|
| 492 |
+
0,
|
| 493 |
+
5
|
| 494 |
+
],
|
| 495 |
+
[
|
| 496 |
+
5,
|
| 497 |
+
6
|
| 498 |
+
],
|
| 499 |
+
[
|
| 500 |
+
6,
|
| 501 |
+
7
|
| 502 |
+
],
|
| 503 |
+
[
|
| 504 |
+
7,
|
| 505 |
+
8
|
| 506 |
+
],
|
| 507 |
+
// Middle finger
|
| 508 |
+
[
|
| 509 |
+
0,
|
| 510 |
+
9
|
| 511 |
+
],
|
| 512 |
+
[
|
| 513 |
+
9,
|
| 514 |
+
10
|
| 515 |
+
],
|
| 516 |
+
[
|
| 517 |
+
10,
|
| 518 |
+
11
|
| 519 |
+
],
|
| 520 |
+
[
|
| 521 |
+
11,
|
| 522 |
+
12
|
| 523 |
+
],
|
| 524 |
+
// Ring finger
|
| 525 |
+
[
|
| 526 |
+
0,
|
| 527 |
+
13
|
| 528 |
+
],
|
| 529 |
+
[
|
| 530 |
+
13,
|
| 531 |
+
14
|
| 532 |
+
],
|
| 533 |
+
[
|
| 534 |
+
14,
|
| 535 |
+
15
|
| 536 |
+
],
|
| 537 |
+
[
|
| 538 |
+
15,
|
| 539 |
+
16
|
| 540 |
+
],
|
| 541 |
+
// Pinky
|
| 542 |
+
[
|
| 543 |
+
0,
|
| 544 |
+
17
|
| 545 |
+
],
|
| 546 |
+
[
|
| 547 |
+
17,
|
| 548 |
+
18
|
| 549 |
+
],
|
| 550 |
+
[
|
| 551 |
+
18,
|
| 552 |
+
19
|
| 553 |
+
],
|
| 554 |
+
[
|
| 555 |
+
19,
|
| 556 |
+
20
|
| 557 |
+
],
|
| 558 |
+
// Palm
|
| 559 |
+
[
|
| 560 |
+
5,
|
| 561 |
+
9
|
| 562 |
+
],
|
| 563 |
+
[
|
| 564 |
+
9,
|
| 565 |
+
13
|
| 566 |
+
],
|
| 567 |
+
[
|
| 568 |
+
13,
|
| 569 |
+
17
|
| 570 |
+
] // Connect base of fingers
|
| 571 |
+
];
|
| 572 |
+
// Particle resources removed
|
| 573 |
+
// Ground line removed
|
| 574 |
+
// --- Beat Indicator ---
|
| 575 |
+
this.beatIndicatorGroup = new THREE.Group();
|
| 576 |
+
this.scene.add(this.beatIndicatorGroup);
|
| 577 |
+
this._setupBeatIndicatorMaterials(); // Create materials based on drum pattern
|
| 578 |
+
var indicatorSize = 20;
|
| 579 |
+
var indicatorGeometry = new THREE.PlaneGeometry(indicatorSize, indicatorSize);
|
| 580 |
+
for(var i1 = 0; i1 < 16; i1++){
|
| 581 |
+
// Use the pre-calculated material for this beat index
|
| 582 |
+
var indicator = new THREE.Mesh(indicatorGeometry, this.beatIndicatorMaterials[i1]);
|
| 583 |
+
this.beatIndicatorGroup.add(indicator);
|
| 584 |
+
this.beatIndicators.push(indicator);
|
| 585 |
+
}
|
| 586 |
+
this._positionBeatIndicators(); // Position them right after creation
|
| 587 |
+
}
|
| 588 |
+
},
|
| 589 |
+
{
|
| 590 |
+
key: "_loadAssets",
|
| 591 |
+
value: function _loadAssets() {
|
| 592 |
+
var _this = this;
|
| 593 |
+
return _async_to_generator(function() {
|
| 594 |
+
var error;
|
| 595 |
+
return _ts_generator(this, function(_state) {
|
| 596 |
+
switch(_state.label){
|
| 597 |
+
case 0:
|
| 598 |
+
console.log("Loading assets...");
|
| 599 |
+
_state.label = 1;
|
| 600 |
+
case 1:
|
| 601 |
+
_state.trys.push([
|
| 602 |
+
1,
|
| 603 |
+
3,
|
| 604 |
+
,
|
| 605 |
+
4
|
| 606 |
+
]);
|
| 607 |
+
// Ghost Textures loading removed
|
| 608 |
+
// Ghost GLTF Model loading removed (was already commented out)
|
| 609 |
+
return [
|
| 610 |
+
4,
|
| 611 |
+
drumManager.loadSamples()
|
| 612 |
+
];
|
| 613 |
+
case 2:
|
| 614 |
+
_state.sent(); // Load drum sounds
|
| 615 |
+
console.log("No game-specific assets to load for template.");
|
| 616 |
+
return [
|
| 617 |
+
3,
|
| 618 |
+
4
|
| 619 |
+
];
|
| 620 |
+
case 3:
|
| 621 |
+
error = _state.sent();
|
| 622 |
+
console.error("Error loading assets:", error);
|
| 623 |
+
_this._showError("Failed to load assets."); // Generic message
|
| 624 |
+
throw error; // Stop initialization
|
| 625 |
+
case 4:
|
| 626 |
+
return [
|
| 627 |
+
2
|
| 628 |
+
];
|
| 629 |
+
}
|
| 630 |
+
});
|
| 631 |
+
})();
|
| 632 |
+
}
|
| 633 |
+
},
|
| 634 |
+
{
|
| 635 |
+
key: "_setupHandTracking",
|
| 636 |
+
value: function _setupHandTracking() {
|
| 637 |
+
var _this = this;
|
| 638 |
+
return _async_to_generator(function() {
|
| 639 |
+
var vision, stream, error;
|
| 640 |
+
return _ts_generator(this, function(_state) {
|
| 641 |
+
switch(_state.label){
|
| 642 |
+
case 0:
|
| 643 |
+
_state.trys.push([
|
| 644 |
+
0,
|
| 645 |
+
4,
|
| 646 |
+
,
|
| 647 |
+
5
|
| 648 |
+
]);
|
| 649 |
+
console.log("Setting up Hand Tracking...");
|
| 650 |
+
return [
|
| 651 |
+
4,
|
| 652 |
+
FilesetResolver.forVisionTasks('https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/wasm')
|
| 653 |
+
];
|
| 654 |
+
case 1:
|
| 655 |
+
vision = _state.sent();
|
| 656 |
+
return [
|
| 657 |
+
4,
|
| 658 |
+
HandLandmarker.createFromOptions(vision, {
|
| 659 |
+
baseOptions: {
|
| 660 |
+
modelAssetPath: "https://storage.googleapis.com/mediapipe-models/hand_landmarker/hand_landmarker/float16/1/hand_landmarker.task",
|
| 661 |
+
delegate: 'GPU'
|
| 662 |
+
},
|
| 663 |
+
numHands: 2,
|
| 664 |
+
runningMode: 'VIDEO'
|
| 665 |
+
})
|
| 666 |
+
];
|
| 667 |
+
case 2:
|
| 668 |
+
_this.handLandmarker = _state.sent();
|
| 669 |
+
console.log("HandLandmarker created.");
|
| 670 |
+
console.log("Requesting webcam access...");
|
| 671 |
+
return [
|
| 672 |
+
4,
|
| 673 |
+
navigator.mediaDevices.getUserMedia({
|
| 674 |
+
video: {
|
| 675 |
+
facingMode: 'user',
|
| 676 |
+
width: {
|
| 677 |
+
ideal: 1280
|
| 678 |
+
},
|
| 679 |
+
height: {
|
| 680 |
+
ideal: 720
|
| 681 |
+
}
|
| 682 |
+
},
|
| 683 |
+
audio: false
|
| 684 |
+
})
|
| 685 |
+
];
|
| 686 |
+
case 3:
|
| 687 |
+
stream = _state.sent();
|
| 688 |
+
_this.videoElement.srcObject = stream;
|
| 689 |
+
console.log("Webcam stream obtained.");
|
| 690 |
+
// Wait for video metadata to load to ensure dimensions are available
|
| 691 |
+
return [
|
| 692 |
+
2,
|
| 693 |
+
new Promise(function(resolve) {
|
| 694 |
+
_this.videoElement.onloadedmetadata = function() {
|
| 695 |
+
console.log("Webcam metadata loaded.");
|
| 696 |
+
// Adjust video size slightly after metadata is loaded if needed, but CSS handles most
|
| 697 |
+
_this.videoElement.style.width = _this.renderDiv.clientWidth + 'px';
|
| 698 |
+
_this.videoElement.style.height = _this.renderDiv.clientHeight + 'px';
|
| 699 |
+
resolve();
|
| 700 |
+
};
|
| 701 |
+
})
|
| 702 |
+
];
|
| 703 |
+
case 4:
|
| 704 |
+
error = _state.sent();
|
| 705 |
+
console.error('Error setting up Hand Tracking or Webcam:', error);
|
| 706 |
+
_this._showError("Webcam/Hand Tracking Error: ".concat(error.message, ". Please allow camera access."));
|
| 707 |
+
throw error; // Re-throw to stop initialization
|
| 708 |
+
case 5:
|
| 709 |
+
return [
|
| 710 |
+
2
|
| 711 |
+
];
|
| 712 |
+
}
|
| 713 |
+
});
|
| 714 |
+
})();
|
| 715 |
+
}
|
| 716 |
+
},
|
| 717 |
+
{
|
| 718 |
+
// _startSpawning, _scheduleNextSpawn, _stopSpawning, _spawnGhost methods removed.
|
| 719 |
+
key: "_updateHands",
|
| 720 |
+
value: function _updateHands() {
|
| 721 |
+
var _this = this;
|
| 722 |
+
if (!this.handLandmarker || !this.videoElement.srcObject || this.videoElement.readyState < 2 || this.videoElement.videoWidth === 0) return;
|
| 723 |
+
var videoTime = this.videoElement.currentTime;
|
| 724 |
+
if (videoTime > this.lastVideoTime) {
|
| 725 |
+
this.lastVideoTime = videoTime;
|
| 726 |
+
try {
|
| 727 |
+
var _this1, _loop = function(i) {
|
| 728 |
+
var hand = _this1.hands[i];
|
| 729 |
+
var wasVisible = hand.landmarks !== null;
|
| 730 |
+
if (results.landmarks && results.landmarks[i]) {
|
| 731 |
+
var currentRawLandmarks = results.landmarks[i];
|
| 732 |
+
if (!_this1.lastLandmarkPositions[i] || _this1.lastLandmarkPositions[i].length !== currentRawLandmarks.length) {
|
| 733 |
+
_this1.lastLandmarkPositions[i] = currentRawLandmarks.map(function(lm) {
|
| 734 |
+
return _object_spread({}, lm);
|
| 735 |
+
});
|
| 736 |
+
}
|
| 737 |
+
var smoothedLandmarks = currentRawLandmarks.map(function(lm, lmIndex) {
|
| 738 |
+
var prevLm = _this.lastLandmarkPositions[i][lmIndex];
|
| 739 |
+
return {
|
| 740 |
+
x: _this.smoothingFactor * lm.x + (1 - _this.smoothingFactor) * prevLm.x,
|
| 741 |
+
y: _this.smoothingFactor * lm.y + (1 - _this.smoothingFactor) * prevLm.y,
|
| 742 |
+
z: _this.smoothingFactor * lm.z + (1 - _this.smoothingFactor) * prevLm.z
|
| 743 |
+
};
|
| 744 |
+
});
|
| 745 |
+
_this1.lastLandmarkPositions[i] = smoothedLandmarks.map(function(lm) {
|
| 746 |
+
return _object_spread({}, lm);
|
| 747 |
+
});
|
| 748 |
+
hand.landmarks = smoothedLandmarks;
|
| 749 |
+
var palm = smoothedLandmarks[9]; // MIDDLE_FINGER_MCP
|
| 750 |
+
var lmOriginalX = palm.x * videoParams.videoNaturalWidth;
|
| 751 |
+
var lmOriginalY = palm.y * videoParams.videoNaturalHeight;
|
| 752 |
+
var normX_visible = (lmOriginalX - videoParams.offsetX) / videoParams.visibleWidth;
|
| 753 |
+
var normY_visible = (lmOriginalY - videoParams.offsetY) / videoParams.visibleHeight;
|
| 754 |
+
var handX = (1 - normX_visible) * canvasWidth - canvasWidth / 2;
|
| 755 |
+
var handY = (1 - normY_visible) * canvasHeight - canvasHeight / 2;
|
| 756 |
+
hand.anchorPos.set(handX, handY, 1);
|
| 757 |
+
if (i === 0) {
|
| 758 |
+
// --- Music & Gesture Control ---
|
| 759 |
+
var isFistNow = _this1._isFist(smoothedLandmarks);
|
| 760 |
+
if (isFistNow && !hand.isFist) {
|
| 761 |
+
// Fist gesture was just made
|
| 762 |
+
_this1.musicManager.cycleSynth();
|
| 763 |
+
_this1.musicManager.stopArpeggio(i); // Stop any old arpeggio
|
| 764 |
+
}
|
| 765 |
+
hand.isFist = isFistNow;
|
| 766 |
+
var noteIndex = Math.floor((1 - normY_visible) * scale.length);
|
| 767 |
+
var note = scale[Math.max(0, Math.min(scale.length - 1, noteIndex))];
|
| 768 |
+
if (_this1.waveformVisualizer) {
|
| 769 |
+
var colorIndex = noteIndex % _this1.waveformColors.length;
|
| 770 |
+
var newColor = _this1.waveformColors[colorIndex];
|
| 771 |
+
_this1.waveformVisualizer.updateColor(newColor);
|
| 772 |
+
}
|
| 773 |
+
var thumbTip = smoothedLandmarks[4];
|
| 774 |
+
var indexTip = smoothedLandmarks[8];
|
| 775 |
+
var dx = thumbTip.x - indexTip.x;
|
| 776 |
+
var dy = thumbTip.y - indexTip.y;
|
| 777 |
+
var distance = Math.sqrt(dx * dx + dy * dy);
|
| 778 |
+
var velocity = Math.max(0, Math.min(1.0, distance * 5));
|
| 779 |
+
_this1._updateHandLines(i, smoothedLandmarks, videoParams, canvasWidth, canvasHeight, {
|
| 780 |
+
note: note,
|
| 781 |
+
velocity: velocity,
|
| 782 |
+
isFist: isFistNow
|
| 783 |
+
});
|
| 784 |
+
if (!isFistNow) {
|
| 785 |
+
// Start/Restart arpeggio if the hand just appeared OR if it just opened from a fist.
|
| 786 |
+
var arpeggioIsActive = _this1.musicManager.activePatterns.has(i);
|
| 787 |
+
if (!wasVisible || !arpeggioIsActive) {
|
| 788 |
+
_this1.musicManager.startArpeggio(i, note);
|
| 789 |
+
} else {
|
| 790 |
+
_this1.musicManager.updateArpeggio(i, note);
|
| 791 |
+
}
|
| 792 |
+
_this1.musicManager.updateArpeggioVolume(i, velocity);
|
| 793 |
+
} else {
|
| 794 |
+
// If it is a fist, make sure the arpeggio is stopped
|
| 795 |
+
_this1.musicManager.stopArpeggio(i);
|
| 796 |
+
}
|
| 797 |
+
} else if (i === 1) {
|
| 798 |
+
var fingerStates = _this1._getFingerStates(smoothedLandmarks);
|
| 799 |
+
drumManager.updateActiveDrums(fingerStates);
|
| 800 |
+
_this1._updateHandLines(i, smoothedLandmarks, videoParams, canvasWidth, canvasHeight, {
|
| 801 |
+
fingerStates: fingerStates
|
| 802 |
+
});
|
| 803 |
+
}
|
| 804 |
+
hand.lineGroup.visible = true;
|
| 805 |
+
} else {
|
| 806 |
+
if (wasVisible) {
|
| 807 |
+
if (i === 0) {
|
| 808 |
+
_this1.musicManager.stopArpeggio(i);
|
| 809 |
+
} else if (i === 1) {
|
| 810 |
+
// Disable all drums when hand is gone
|
| 811 |
+
drumManager.updateActiveDrums({});
|
| 812 |
+
}
|
| 813 |
+
}
|
| 814 |
+
hand.landmarks = null;
|
| 815 |
+
if (hand.lineGroup) hand.lineGroup.visible = false;
|
| 816 |
+
}
|
| 817 |
+
};
|
| 818 |
+
var results = this.handLandmarker.detectForVideo(this.videoElement, performance.now());
|
| 819 |
+
var videoParams = this._getVisibleVideoParameters();
|
| 820 |
+
if (!videoParams) return;
|
| 821 |
+
var canvasWidth = this.renderDiv.clientWidth;
|
| 822 |
+
var canvasHeight = this.renderDiv.clientHeight;
|
| 823 |
+
// C Minor Pentatonic Scale
|
| 824 |
+
var scale = [
|
| 825 |
+
'C3',
|
| 826 |
+
'Eb3',
|
| 827 |
+
'F3',
|
| 828 |
+
'G3',
|
| 829 |
+
'Bb3',
|
| 830 |
+
'C4',
|
| 831 |
+
'Eb4',
|
| 832 |
+
'F4',
|
| 833 |
+
'G4',
|
| 834 |
+
'Bb4',
|
| 835 |
+
'C5',
|
| 836 |
+
'Eb5'
|
| 837 |
+
];
|
| 838 |
+
for(var i = 0; i < this.hands.length; i++)_this1 = this, _loop(i);
|
| 839 |
+
} catch (error) {
|
| 840 |
+
console.error("Error during hand detection:", error);
|
| 841 |
+
}
|
| 842 |
+
}
|
| 843 |
+
}
|
| 844 |
+
},
|
| 845 |
+
{
|
| 846 |
+
key: "_getVisibleVideoParameters",
|
| 847 |
+
value: function _getVisibleVideoParameters() {
|
| 848 |
+
if (!this.videoElement || this.videoElement.videoWidth === 0 || this.videoElement.videoHeight === 0) {
|
| 849 |
+
return null;
|
| 850 |
+
}
|
| 851 |
+
var vNatW = this.videoElement.videoWidth;
|
| 852 |
+
var vNatH = this.videoElement.videoHeight;
|
| 853 |
+
var rW = this.renderDiv.clientWidth;
|
| 854 |
+
var rH = this.renderDiv.clientHeight;
|
| 855 |
+
if (vNatW === 0 || vNatH === 0 || rW === 0 || rH === 0) return null;
|
| 856 |
+
var videoAR = vNatW / vNatH;
|
| 857 |
+
var renderDivAR = rW / rH;
|
| 858 |
+
var finalVideoPixelX, finalVideoPixelY;
|
| 859 |
+
var visibleVideoPixelWidth, visibleVideoPixelHeight;
|
| 860 |
+
if (videoAR > renderDivAR) {
|
| 861 |
+
// Video is wider than renderDiv, scaled to fit renderDiv height, cropped horizontally.
|
| 862 |
+
var scale = rH / vNatH; // Scale factor based on height.
|
| 863 |
+
var scaledVideoWidth = vNatW * scale; // Width of video if scaled to fit renderDiv height.
|
| 864 |
+
// Total original video pixels cropped horizontally (from both sides combined).
|
| 865 |
+
var totalCroppedPixelsX = (scaledVideoWidth - rW) / scale;
|
| 866 |
+
finalVideoPixelX = totalCroppedPixelsX / 2; // Pixels cropped from the left of original video.
|
| 867 |
+
finalVideoPixelY = 0; // No vertical cropping.
|
| 868 |
+
visibleVideoPixelWidth = vNatW - totalCroppedPixelsX; // Width of the visible part in original video pixels.
|
| 869 |
+
visibleVideoPixelHeight = vNatH; // Full height is visible.
|
| 870 |
+
} else {
|
| 871 |
+
// Video is taller than renderDiv (or same AR), scaled to fit renderDiv width, cropped vertically.
|
| 872 |
+
var scale1 = rW / vNatW; // Scale factor based on width.
|
| 873 |
+
var scaledVideoHeight = vNatH * scale1; // Height of video if scaled to fit renderDiv width.
|
| 874 |
+
// Total original video pixels cropped vertically (from top and bottom combined).
|
| 875 |
+
var totalCroppedPixelsY = (scaledVideoHeight - rH) / scale1;
|
| 876 |
+
finalVideoPixelX = 0; // No horizontal cropping.
|
| 877 |
+
finalVideoPixelY = totalCroppedPixelsY / 2; // Pixels cropped from the top of original video.
|
| 878 |
+
visibleVideoPixelWidth = vNatW; // Full width is visible.
|
| 879 |
+
visibleVideoPixelHeight = vNatH - totalCroppedPixelsY; // Height of the visible part in original video pixels.
|
| 880 |
+
}
|
| 881 |
+
// Safety check for degenerate cases (e.g., extreme aspect ratios leading to zero visible dimension)
|
| 882 |
+
if (visibleVideoPixelWidth <= 0 || visibleVideoPixelHeight <= 0) {
|
| 883 |
+
// Fallback or log error, this shouldn't happen in normal scenarios
|
| 884 |
+
console.warn("Calculated visible video dimension is zero or negative.", {
|
| 885 |
+
visibleVideoPixelWidth: visibleVideoPixelWidth,
|
| 886 |
+
visibleVideoPixelHeight: visibleVideoPixelHeight
|
| 887 |
+
});
|
| 888 |
+
return {
|
| 889 |
+
offsetX: 0,
|
| 890 |
+
offsetY: 0,
|
| 891 |
+
visibleWidth: vNatW,
|
| 892 |
+
visibleHeight: vNatH,
|
| 893 |
+
videoNaturalWidth: vNatW,
|
| 894 |
+
videoNaturalHeight: vNatH
|
| 895 |
+
};
|
| 896 |
+
}
|
| 897 |
+
return {
|
| 898 |
+
offsetX: finalVideoPixelX,
|
| 899 |
+
offsetY: finalVideoPixelY,
|
| 900 |
+
visibleWidth: visibleVideoPixelWidth,
|
| 901 |
+
visibleHeight: visibleVideoPixelHeight,
|
| 902 |
+
videoNaturalWidth: vNatW,
|
| 903 |
+
videoNaturalHeight: vNatH
|
| 904 |
+
};
|
| 905 |
+
}
|
| 906 |
+
},
|
| 907 |
+
{
|
| 908 |
+
// _updateGhosts method removed.
|
| 909 |
+
key: "_showStatusScreen",
|
| 910 |
+
value: function _showStatusScreen(message) {
|
| 911 |
+
var color = arguments.length > 1 && arguments[1] !== void 0 ? arguments[1] : 'white', showRestartHint = arguments.length > 2 && arguments[2] !== void 0 ? arguments[2] : false;
|
| 912 |
+
this.gameOverContainer.style.display = 'block';
|
| 913 |
+
this.gameOverText.innerText = message;
|
| 914 |
+
this.gameOverText.style.color = color;
|
| 915 |
+
this.restartHintText.style.display = showRestartHint ? 'block' : 'none';
|
| 916 |
+
// No spawning to stop for template
|
| 917 |
+
}
|
| 918 |
+
},
|
| 919 |
+
{
|
| 920 |
+
key: "_showError",
|
| 921 |
+
value: function _showError(message) {
|
| 922 |
+
this.gameOverContainer.style.display = 'block';
|
| 923 |
+
this.gameOverText.innerText = "ERROR: ".concat(message);
|
| 924 |
+
this.gameOverText.style.color = 'orange';
|
| 925 |
+
this.restartHintText.style.display = 'true'; // Show restart hint on error
|
| 926 |
+
this.gameState = 'error';
|
| 927 |
+
// No spawning to stop
|
| 928 |
+
this.hands.forEach(function(hand) {
|
| 929 |
+
if (hand.lineGroup) hand.lineGroup.visible = false;
|
| 930 |
+
});
|
| 931 |
+
// if (this.startButton) this.startButton.style.display = 'none'; // No longer exists
|
| 932 |
+
}
|
| 933 |
+
},
|
| 934 |
+
{
|
| 935 |
+
key: "_startGame",
|
| 936 |
+
value: function _startGame() {
|
| 937 |
+
var _this = this;
|
| 938 |
+
console.log("Starting tracking...");
|
| 939 |
+
// This is now called automatically, so no need to check gameState
|
| 940 |
+
this.musicManager.start().then(function() {
|
| 941 |
+
drumManager.startSequence(); // Start drums *after* audio context is ready.
|
| 942 |
+
// Setup the waveform visualizer after the music manager is ready
|
| 943 |
+
var analyser = _this.musicManager.getAnalyser();
|
| 944 |
+
if (analyser) {
|
| 945 |
+
_this.waveformVisualizer = new WaveformVisualizer(_this.scene, analyser, _this.renderDiv.clientWidth, _this.renderDiv.clientHeight);
|
| 946 |
+
}
|
| 947 |
+
});
|
| 948 |
+
this.gameState = 'tracking'; // Changed from 'playing'
|
| 949 |
+
this.lastVideoTime = -1;
|
| 950 |
+
this.clock.start();
|
| 951 |
+
// Removed display of score, castle, chad
|
| 952 |
+
// Removed _startSpawning()
|
| 953 |
+
}
|
| 954 |
+
},
|
| 955 |
+
{
|
| 956 |
+
key: "_restartGame",
|
| 957 |
+
value: function _restartGame() {
|
| 958 |
+
console.log("Restarting tracking...");
|
| 959 |
+
this.gameOverContainer.style.display = 'none';
|
| 960 |
+
this.hands.forEach(function(hand) {
|
| 961 |
+
if (hand.lineGroup) {
|
| 962 |
+
hand.lineGroup.visible = false;
|
| 963 |
+
}
|
| 964 |
+
});
|
| 965 |
+
// Ghost removal removed
|
| 966 |
+
// Score reset removed
|
| 967 |
+
// Visibility of game elements removed
|
| 968 |
+
this.gameState = 'tracking'; // Changed from 'playing'
|
| 969 |
+
this.lastVideoTime = -1;
|
| 970 |
+
this.clock.start();
|
| 971 |
+
// Removed _startSpawning()
|
| 972 |
+
}
|
| 973 |
+
},
|
| 974 |
+
{
|
| 975 |
+
// _updateScoreDisplay method removed.
|
| 976 |
+
key: "_onResize",
|
| 977 |
+
value: function _onResize() {
|
| 978 |
+
var width = this.renderDiv.clientWidth;
|
| 979 |
+
var height = this.renderDiv.clientHeight;
|
| 980 |
+
// Update camera perspective
|
| 981 |
+
this.camera.left = width / -2;
|
| 982 |
+
this.camera.right = width / 2;
|
| 983 |
+
this.camera.top = height / 2;
|
| 984 |
+
this.camera.bottom = height / -2;
|
| 985 |
+
this.camera.updateProjectionMatrix();
|
| 986 |
+
// Update renderer size
|
| 987 |
+
this.renderer.setSize(width, height);
|
| 988 |
+
// Update video element size
|
| 989 |
+
this.videoElement.style.width = width + 'px';
|
| 990 |
+
this.videoElement.style.height = height + 'px';
|
| 991 |
+
// Watermelon, Chad, GroundLine updates removed.
|
| 992 |
+
this._positionBeatIndicators();
|
| 993 |
+
if (this.waveformVisualizer) {
|
| 994 |
+
this.waveformVisualizer.updatePosition(width, height);
|
| 995 |
+
}
|
| 996 |
+
}
|
| 997 |
+
},
|
| 998 |
+
{
|
| 999 |
+
key: "_positionBeatIndicators",
|
| 1000 |
+
value: function _positionBeatIndicators() {
|
| 1001 |
+
var width = this.renderDiv.clientWidth;
|
| 1002 |
+
var height = this.renderDiv.clientHeight;
|
| 1003 |
+
var totalWidth = width * 0.8; // Occupy 80% of screen width to match the waveform
|
| 1004 |
+
var spacing = totalWidth / 16;
|
| 1005 |
+
var startX = -totalWidth / 2 + spacing / 2;
|
| 1006 |
+
var yPos = -height / 2 + 150; // Positioned a bit higher from the bottom
|
| 1007 |
+
this.beatIndicators.forEach(function(indicator, i) {
|
| 1008 |
+
indicator.position.set(startX + i * spacing, yPos, 1);
|
| 1009 |
+
});
|
| 1010 |
+
}
|
| 1011 |
+
},
|
| 1012 |
+
{
|
| 1013 |
+
key: "_setupBeatIndicatorMaterials",
|
| 1014 |
+
value: function _setupBeatIndicatorMaterials() {
|
| 1015 |
+
// All indicators start as 'off' (white)
|
| 1016 |
+
for(var i = 0; i < 16; i++){
|
| 1017 |
+
// We just need one material definition now and will copy it.
|
| 1018 |
+
this.beatIndicatorMaterials[i] = new THREE.MeshBasicMaterial({
|
| 1019 |
+
color: this.beatIndicatorColors.off,
|
| 1020 |
+
transparent: true,
|
| 1021 |
+
opacity: 0.5
|
| 1022 |
+
});
|
| 1023 |
+
}
|
| 1024 |
+
}
|
| 1025 |
+
},
|
| 1026 |
+
{
|
| 1027 |
+
key: "_createTextSprite",
|
| 1028 |
+
value: function _createTextSprite(message, parameters) {
|
| 1029 |
+
parameters = parameters || {};
|
| 1030 |
+
var fontface = parameters.fontface || 'Arial';
|
| 1031 |
+
var fontsize = parameters.fontsize || 24;
|
| 1032 |
+
// borderColor is no longer needed
|
| 1033 |
+
var backgroundColor = parameters.backgroundColor || {
|
| 1034 |
+
r: 255,
|
| 1035 |
+
g: 255,
|
| 1036 |
+
b: 255,
|
| 1037 |
+
a: 0.8
|
| 1038 |
+
};
|
| 1039 |
+
var textColor = parameters.textColor || {
|
| 1040 |
+
r: 0,
|
| 1041 |
+
g: 0,
|
| 1042 |
+
b: 0,
|
| 1043 |
+
a: 1.0
|
| 1044 |
+
};
|
| 1045 |
+
var canvas = document.createElement('canvas');
|
| 1046 |
+
var context = canvas.getContext('2d');
|
| 1047 |
+
context.font = "Bold ".concat(fontsize, "px ").concat(fontface);
|
| 1048 |
+
// get size data (height depends only on font size)
|
| 1049 |
+
var metrics = context.measureText(message);
|
| 1050 |
+
var textWidth = metrics.width;
|
| 1051 |
+
var padding = 10;
|
| 1052 |
+
var canvasWidth = textWidth + padding * 2;
|
| 1053 |
+
var canvasHeight = fontsize * 1.4 + padding;
|
| 1054 |
+
canvas.width = canvasWidth;
|
| 1055 |
+
canvas.height = canvasHeight;
|
| 1056 |
+
// Font needs to be re-applied after resizing canvas
|
| 1057 |
+
context.font = "Bold ".concat(fontsize, "px ").concat(fontface);
|
| 1058 |
+
// background color
|
| 1059 |
+
context.fillStyle = "rgba(".concat(backgroundColor.r, ",").concat(backgroundColor.g, ",").concat(backgroundColor.b, ",").concat(backgroundColor.a, ")");
|
| 1060 |
+
context.fillRect(0, 0, canvasWidth, canvasHeight);
|
| 1061 |
+
// text color and position
|
| 1062 |
+
context.fillStyle = "rgba(".concat(textColor.r, ", ").concat(textColor.g, ", ").concat(textColor.b, ", 1.0)");
|
| 1063 |
+
context.textAlign = 'center';
|
| 1064 |
+
context.textBaseline = 'middle';
|
| 1065 |
+
context.fillText(message, canvasWidth / 2, canvasHeight / 2);
|
| 1066 |
+
// canvas contents will be used for a texture
|
| 1067 |
+
var texture = new THREE.CanvasTexture(canvas);
|
| 1068 |
+
texture.needsUpdate = true;
|
| 1069 |
+
var spriteMaterial = new THREE.SpriteMaterial({
|
| 1070 |
+
map: texture
|
| 1071 |
+
});
|
| 1072 |
+
var sprite = new THREE.Sprite(spriteMaterial);
|
| 1073 |
+
sprite.scale.set(canvas.width, canvas.height, 1.0);
|
| 1074 |
+
return sprite;
|
| 1075 |
+
}
|
| 1076 |
+
},
|
| 1077 |
+
{
|
| 1078 |
+
key: "_getFingerStates",
|
| 1079 |
+
value: function _getFingerStates(landmarks) {
|
| 1080 |
+
// Landmark indices for fingertips
|
| 1081 |
+
var fingertips = {
|
| 1082 |
+
index: 8,
|
| 1083 |
+
middle: 12,
|
| 1084 |
+
ring: 16,
|
| 1085 |
+
pinky: 20
|
| 1086 |
+
};
|
| 1087 |
+
// Stricter check using the joint below the tip (PIP joint) to avoid false positives.
|
| 1088 |
+
var fingerJointsBelowTip = {
|
| 1089 |
+
index: 6,
|
| 1090 |
+
middle: 10,
|
| 1091 |
+
ring: 14,
|
| 1092 |
+
pinky: 18
|
| 1093 |
+
};
|
| 1094 |
+
var states = {};
|
| 1095 |
+
var _iteratorNormalCompletion = true, _didIteratorError = false, _iteratorError = undefined;
|
| 1096 |
+
try {
|
| 1097 |
+
for(var _iterator = Object.entries(fingertips)[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true){
|
| 1098 |
+
var _step_value = _sliced_to_array(_step.value, 2), finger = _step_value[0], tipIndex = _step_value[1];
|
| 1099 |
+
var jointIndex = fingerJointsBelowTip[finger];
|
| 1100 |
+
if (landmarks[tipIndex] && landmarks[jointIndex]) {
|
| 1101 |
+
// A finger is "up" if its tip is higher than the joint just below it.
|
| 1102 |
+
states[finger] = landmarks[tipIndex].y < landmarks[jointIndex].y;
|
| 1103 |
+
} else {
|
| 1104 |
+
states[finger] = false;
|
| 1105 |
+
}
|
| 1106 |
+
}
|
| 1107 |
+
} catch (err) {
|
| 1108 |
+
_didIteratorError = true;
|
| 1109 |
+
_iteratorError = err;
|
| 1110 |
+
} finally{
|
| 1111 |
+
try {
|
| 1112 |
+
if (!_iteratorNormalCompletion && _iterator.return != null) {
|
| 1113 |
+
_iterator.return();
|
| 1114 |
+
}
|
| 1115 |
+
} finally{
|
| 1116 |
+
if (_didIteratorError) {
|
| 1117 |
+
throw _iteratorError;
|
| 1118 |
+
}
|
| 1119 |
+
}
|
| 1120 |
+
}
|
| 1121 |
+
return states;
|
| 1122 |
+
}
|
| 1123 |
+
},
|
| 1124 |
+
{
|
| 1125 |
+
key: "_isFist",
|
| 1126 |
+
value: function _isFist(landmarks) {
|
| 1127 |
+
if (!landmarks || landmarks.length < 21) return false;
|
| 1128 |
+
// Use the middle finger's MCP joint as a proxy for the palm center
|
| 1129 |
+
var palmCenter = landmarks[9];
|
| 1130 |
+
var fingertipsIndices = [
|
| 1131 |
+
4,
|
| 1132 |
+
8,
|
| 1133 |
+
12,
|
| 1134 |
+
16,
|
| 1135 |
+
20
|
| 1136 |
+
]; // Thumb, Index, Middle, Ring, Pinky
|
| 1137 |
+
// Threshold for normalized landmark distance. If fingertips are further than this from palm, it's not a fist.
|
| 1138 |
+
// This value may need tuning. A smaller value makes the fist detection stricter.
|
| 1139 |
+
var fistThreshold = 0.1;
|
| 1140 |
+
var _iteratorNormalCompletion = true, _didIteratorError = false, _iteratorError = undefined;
|
| 1141 |
+
try {
|
| 1142 |
+
for(var _iterator = fingertipsIndices[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true){
|
| 1143 |
+
var tipIndex = _step.value;
|
| 1144 |
+
var tip = landmarks[tipIndex];
|
| 1145 |
+
var dx = tip.x - palmCenter.x;
|
| 1146 |
+
var dy = tip.y - palmCenter.y;
|
| 1147 |
+
var distance = Math.sqrt(dx * dx + dy * dy);
|
| 1148 |
+
if (distance > fistThreshold) {
|
| 1149 |
+
return false; // At least one finger is open
|
| 1150 |
+
}
|
| 1151 |
+
}
|
| 1152 |
+
} catch (err) {
|
| 1153 |
+
_didIteratorError = true;
|
| 1154 |
+
_iteratorError = err;
|
| 1155 |
+
} finally{
|
| 1156 |
+
try {
|
| 1157 |
+
if (!_iteratorNormalCompletion && _iterator.return != null) {
|
| 1158 |
+
_iterator.return();
|
| 1159 |
+
}
|
| 1160 |
+
} finally{
|
| 1161 |
+
if (_didIteratorError) {
|
| 1162 |
+
throw _iteratorError;
|
| 1163 |
+
}
|
| 1164 |
+
}
|
| 1165 |
+
}
|
| 1166 |
+
return true; // All fingertips are close to the palm
|
| 1167 |
+
}
|
| 1168 |
+
},
|
| 1169 |
+
{
|
| 1170 |
+
key: "_updateHandLines",
|
| 1171 |
+
value: function _updateHandLines(handIndex, landmarks, videoParams, canvasWidth, canvasHeight, controlData) {
|
| 1172 |
+
var _this = this;
|
| 1173 |
+
var hand = this.hands[handIndex];
|
| 1174 |
+
var lineGroup = hand.lineGroup;
|
| 1175 |
+
// Clean up previous frame's objects
|
| 1176 |
+
while(lineGroup.children.length){
|
| 1177 |
+
var child = lineGroup.children[0];
|
| 1178 |
+
lineGroup.remove(child);
|
| 1179 |
+
if (child.geometry) child.geometry.dispose();
|
| 1180 |
+
if (child.material) {
|
| 1181 |
+
// For sprites, we need to dispose the texture map as well
|
| 1182 |
+
if (child.material.map) child.material.map.dispose();
|
| 1183 |
+
child.material.dispose();
|
| 1184 |
+
}
|
| 1185 |
+
}
|
| 1186 |
+
if (!landmarks || landmarks.length === 0 || !videoParams) {
|
| 1187 |
+
lineGroup.visible = false;
|
| 1188 |
+
return;
|
| 1189 |
+
}
|
| 1190 |
+
var points3D = landmarks.map(function(lm) {
|
| 1191 |
+
var lmOriginalX = lm.x * videoParams.videoNaturalWidth;
|
| 1192 |
+
var lmOriginalY = lm.y * videoParams.videoNaturalHeight;
|
| 1193 |
+
var normX_visible = (lmOriginalX - videoParams.offsetX) / videoParams.visibleWidth;
|
| 1194 |
+
var normY_visible = (lmOriginalY - videoParams.offsetY) / videoParams.visibleHeight;
|
| 1195 |
+
normX_visible = Math.max(0, Math.min(1, normX_visible));
|
| 1196 |
+
normY_visible = Math.max(0, Math.min(1, normY_visible));
|
| 1197 |
+
var x = (1 - normX_visible) * canvasWidth - canvasWidth / 2;
|
| 1198 |
+
var y = (1 - normY_visible) * canvasHeight - canvasHeight / 2;
|
| 1199 |
+
return new THREE.Vector3(x, y, 1.1); // Z for fingertip circles
|
| 1200 |
+
});
|
| 1201 |
+
// --- Draw Skeleton Lines ---
|
| 1202 |
+
var lineZ = 1;
|
| 1203 |
+
this.handConnections.forEach(function(conn) {
|
| 1204 |
+
var p1 = points3D[conn[0]];
|
| 1205 |
+
var p2 = points3D[conn[1]];
|
| 1206 |
+
if (p1 && p2) {
|
| 1207 |
+
var lineP1 = p1.clone().setZ(lineZ);
|
| 1208 |
+
var lineP2 = p2.clone().setZ(lineZ);
|
| 1209 |
+
var geometry = new THREE.BufferGeometry().setFromPoints([
|
| 1210 |
+
lineP1,
|
| 1211 |
+
lineP2
|
| 1212 |
+
]);
|
| 1213 |
+
var line = new THREE.Line(geometry, _this.handLineMaterial);
|
| 1214 |
+
lineGroup.add(line);
|
| 1215 |
+
}
|
| 1216 |
+
});
|
| 1217 |
+
// --- Draw Fingertip & Wrist Circles ---
|
| 1218 |
+
var fingertipRadius = 8, wristRadius = 12, circleSegments = 16;
|
| 1219 |
+
this.fingertipLandmarkIndices.forEach(function(index) {
|
| 1220 |
+
var landmarkPosition = points3D[index];
|
| 1221 |
+
if (landmarkPosition) {
|
| 1222 |
+
var radius = index === 0 ? wristRadius : fingertipRadius;
|
| 1223 |
+
var circleGeometry = new THREE.CircleGeometry(radius, circleSegments);
|
| 1224 |
+
var material = handIndex === 0 ? _this.fingertipMaterialHand1 : _this.fingertipMaterialHand2;
|
| 1225 |
+
var landmarkCircle = new THREE.Mesh(circleGeometry, material);
|
| 1226 |
+
landmarkCircle.position.copy(landmarkPosition);
|
| 1227 |
+
lineGroup.add(landmarkCircle);
|
| 1228 |
+
}
|
| 1229 |
+
});
|
| 1230 |
+
// --- Draw Thumb-to-Index line and Labels ---
|
| 1231 |
+
var thumbPos = points3D[4];
|
| 1232 |
+
var indexPos = points3D[8];
|
| 1233 |
+
var wristPos = points3D[0];
|
| 1234 |
+
if (wristPos) {
|
| 1235 |
+
// Labels depend on which hand it is
|
| 1236 |
+
if (handIndex === 0 && thumbPos && indexPos) {
|
| 1237 |
+
// Connecting line
|
| 1238 |
+
var lineGeom = new THREE.BufferGeometry().setFromPoints([
|
| 1239 |
+
thumbPos,
|
| 1240 |
+
indexPos
|
| 1241 |
+
]);
|
| 1242 |
+
var line = new THREE.Line(lineGeom, new THREE.LineBasicMaterial({
|
| 1243 |
+
color: 0xffffff,
|
| 1244 |
+
linewidth: 3
|
| 1245 |
+
}));
|
| 1246 |
+
lineGroup.add(line);
|
| 1247 |
+
// Volume and Pitch labels
|
| 1248 |
+
var note = controlData.note, velocity = controlData.velocity, isFist = controlData.isFist;
|
| 1249 |
+
if (isFist) {
|
| 1250 |
+
var fistLabel = this._createTextSprite("SYNTH ".concat(this.musicManager.currentSynthIndex + 1), {
|
| 1251 |
+
fontsize: 22,
|
| 1252 |
+
backgroundColor: this.labelColors.evaPurple,
|
| 1253 |
+
textColor: this.labelColors.evaGreen
|
| 1254 |
+
});
|
| 1255 |
+
fistLabel.position.set(wristPos.x, wristPos.y + 60, 2);
|
| 1256 |
+
lineGroup.add(fistLabel);
|
| 1257 |
+
} else {
|
| 1258 |
+
var midPoint = new THREE.Vector3().lerpVectors(thumbPos, indexPos, 0.5);
|
| 1259 |
+
var volumeLabel = this._createTextSprite("Volume: ".concat(velocity.toFixed(2)), {
|
| 1260 |
+
fontsize: 18,
|
| 1261 |
+
backgroundColor: this.labelColors.evaOrange,
|
| 1262 |
+
textColor: this.labelColors.white
|
| 1263 |
+
});
|
| 1264 |
+
volumeLabel.position.set(midPoint.x, midPoint.y, 2);
|
| 1265 |
+
lineGroup.add(volumeLabel);
|
| 1266 |
+
var pitchLabel = this._createTextSprite("Pitch: ".concat(note), {
|
| 1267 |
+
fontsize: 18,
|
| 1268 |
+
backgroundColor: this.labelColors.evaGreen,
|
| 1269 |
+
textColor: this.labelColors.black
|
| 1270 |
+
});
|
| 1271 |
+
pitchLabel.position.set(wristPos.x, wristPos.y + 60, 2); // Position above the wrist
|
| 1272 |
+
lineGroup.add(pitchLabel);
|
| 1273 |
+
}
|
| 1274 |
+
} else if (handIndex === 1) {
|
| 1275 |
+
var fingerStates = controlData.fingerStates;
|
| 1276 |
+
var activeDrums = Object.entries(fingerStates).filter(function(param) {
|
| 1277 |
+
var _param = _sliced_to_array(param, 2), _ = _param[0], isUp = _param[1];
|
| 1278 |
+
return isUp;
|
| 1279 |
+
}).map(function(param) {
|
| 1280 |
+
var _param = _sliced_to_array(param, 2), finger = _param[0], _ = _param[1];
|
| 1281 |
+
return drumManager.getFingerToDrumMap()[finger];
|
| 1282 |
+
}).join(', ');
|
| 1283 |
+
var drumLabel = this._createTextSprite("Drums: ".concat(activeDrums || 'None'), {
|
| 1284 |
+
fontsize: 18,
|
| 1285 |
+
backgroundColor: this.labelColors.evaRed,
|
| 1286 |
+
textColor: this.labelColors.white
|
| 1287 |
+
});
|
| 1288 |
+
drumLabel.position.set(wristPos.x, wristPos.y + 60, 2);
|
| 1289 |
+
lineGroup.add(drumLabel);
|
| 1290 |
+
}
|
| 1291 |
+
}
|
| 1292 |
+
lineGroup.visible = true;
|
| 1293 |
+
}
|
| 1294 |
+
},
|
| 1295 |
+
{
|
| 1296 |
+
key: "_animate",
|
| 1297 |
+
value: function _animate() {
|
| 1298 |
+
requestAnimationFrame(this._animate.bind(this));
|
| 1299 |
+
if (this.gameState === 'tracking') {
|
| 1300 |
+
var deltaTime = this.clock.getDelta();
|
| 1301 |
+
this._updateHands();
|
| 1302 |
+
this._updateBeatIndicator();
|
| 1303 |
+
if (this.waveformVisualizer) {
|
| 1304 |
+
this.waveformVisualizer.update();
|
| 1305 |
+
}
|
| 1306 |
+
}
|
| 1307 |
+
this.renderer.render(this.scene, this.camera);
|
| 1308 |
+
}
|
| 1309 |
+
},
|
| 1310 |
+
{
|
| 1311 |
+
key: "_updateBeatIndicator",
|
| 1312 |
+
value: function _updateBeatIndicator() {
|
| 1313 |
+
var _this = this;
|
| 1314 |
+
var currentBeat = drumManager.getCurrentBeat();
|
| 1315 |
+
var progress = Tone.Transport.progress;
|
| 1316 |
+
var beatProgress = progress * 16 % 1;
|
| 1317 |
+
var pulse = 1.5 + 0.5 * Math.cos(beatProgress * Math.PI * 2);
|
| 1318 |
+
var activeDrums = drumManager.getActiveDrums();
|
| 1319 |
+
var drumPattern = drumManager.getDrumPattern();
|
| 1320 |
+
var drumPriority = [
|
| 1321 |
+
'kick',
|
| 1322 |
+
'snare',
|
| 1323 |
+
'clap',
|
| 1324 |
+
'hihat'
|
| 1325 |
+
];
|
| 1326 |
+
this.beatIndicators.forEach(function(indicator, i) {
|
| 1327 |
+
// Determine the color for this step based on active drums
|
| 1328 |
+
var stepColor = _this.beatIndicatorColors.off;
|
| 1329 |
+
var isHit = false;
|
| 1330 |
+
var _iteratorNormalCompletion = true, _didIteratorError = false, _iteratorError = undefined;
|
| 1331 |
+
try {
|
| 1332 |
+
for(var _iterator = drumPriority[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true){
|
| 1333 |
+
var drum = _step.value;
|
| 1334 |
+
if (activeDrums.has(drum) && drumPattern[drum][i]) {
|
| 1335 |
+
stepColor = _this.beatIndicatorColors[drum];
|
| 1336 |
+
isHit = true;
|
| 1337 |
+
break;
|
| 1338 |
+
}
|
| 1339 |
+
}
|
| 1340 |
+
} catch (err) {
|
| 1341 |
+
_didIteratorError = true;
|
| 1342 |
+
_iteratorError = err;
|
| 1343 |
+
} finally{
|
| 1344 |
+
try {
|
| 1345 |
+
if (!_iteratorNormalCompletion && _iterator.return != null) {
|
| 1346 |
+
_iterator.return();
|
| 1347 |
+
}
|
| 1348 |
+
} finally{
|
| 1349 |
+
if (_didIteratorError) {
|
| 1350 |
+
throw _iteratorError;
|
| 1351 |
+
}
|
| 1352 |
+
}
|
| 1353 |
+
}
|
| 1354 |
+
indicator.material.color.set(stepColor);
|
| 1355 |
+
indicator.material.opacity = isHit ? 0.9 : 0.5;
|
| 1356 |
+
// Apply pulse only to the current beat marker
|
| 1357 |
+
if (i === currentBeat) {
|
| 1358 |
+
indicator.scale.set(pulse, pulse, 1);
|
| 1359 |
+
} else {
|
| 1360 |
+
indicator.scale.set(1, 1, 1);
|
| 1361 |
+
}
|
| 1362 |
+
});
|
| 1363 |
+
}
|
| 1364 |
+
},
|
| 1365 |
+
{
|
| 1366 |
+
key: "_setupEventListeners",
|
| 1367 |
+
value: function _setupEventListeners() {
|
| 1368 |
+
var _this = this;
|
| 1369 |
+
// Add click listener for resuming audio context and potentially restarting on error
|
| 1370 |
+
this.renderDiv.addEventListener('click', function() {
|
| 1371 |
+
_this.musicManager.start(); // Resume audio context on any click
|
| 1372 |
+
if (_this.gameState === 'error') {
|
| 1373 |
+
_this._restartGame();
|
| 1374 |
+
}
|
| 1375 |
+
});
|
| 1376 |
+
console.log('Game event listeners set up.');
|
| 1377 |
+
}
|
| 1378 |
+
}
|
| 1379 |
+
]);
|
| 1380 |
+
return Game;
|
| 1381 |
+
}();
|
index.html
CHANGED
|
@@ -1,19 +1,57 @@
|
|
| 1 |
-
<!
|
| 2 |
<html>
|
| 3 |
-
|
| 4 |
-
|
| 5 |
-
|
| 6 |
-
|
| 7 |
-
|
| 8 |
-
|
| 9 |
-
|
| 10 |
-
|
| 11 |
-
|
| 12 |
-
|
| 13 |
-
|
| 14 |
-
|
| 15 |
-
|
| 16 |
-
|
| 17 |
-
|
| 18 |
-
|
| 19 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
<!DOCTYPE html>
|
| 2 |
<html>
|
| 3 |
+
<head>
|
| 4 |
+
<meta charset="UTF-8">
|
| 5 |
+
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
| 6 |
+
<title>Arpeggiator</title>
|
| 7 |
+
<link rel="stylesheet" href="styles.css">
|
| 8 |
+
|
| 9 |
+
<!-- Primary Meta Tags -->
|
| 10 |
+
<meta name="title" content="Arpeggiator">
|
| 11 |
+
<meta name="description" content="hand-controlled arp, drum machine, real-time visualizer">
|
| 12 |
+
|
| 13 |
+
<!-- Open Graph / Facebook -->
|
| 14 |
+
<meta property="og:type" content="website">
|
| 15 |
+
<meta property="og:url" content="https://collidingscopes.github.io/arpeggiator/">
|
| 16 |
+
<meta property="og:title" content="Arpeggiator">
|
| 17 |
+
<meta property="og:description" content="hand-controlled arp, drum machine, real-time visualizer">
|
| 18 |
+
<meta property="og:image" content="https://raw.githubusercontent.com/collidingScopes/arpeggiator/main/assets/siteOGImage.webp">
|
| 19 |
+
|
| 20 |
+
<!-- Twitter -->
|
| 21 |
+
<meta property="twitter:card" content="summary_large_image">
|
| 22 |
+
<meta property="twitter:url" content="https://collidingscopes.github.io/arpeggiator/">
|
| 23 |
+
<meta property="twitter:title" content="Arpeggiator">
|
| 24 |
+
<meta property="twitter:description" content="hand-controlled arp, drum machine, real-time visualizer">
|
| 25 |
+
<meta property="twitter:image" content="https://raw.githubusercontent.com/collidingScopes/arpeggiator/main/assets/siteOGImage.webp">
|
| 26 |
+
|
| 27 |
+
<script defer src="https://cloud.umami.is/script.js" data-website-id="eb59c81c-27cb-4e1d-9e8c-bfbe70c48cd9"></script>
|
| 28 |
+
<script type="importmap">
|
| 29 |
+
{
|
| 30 |
+
"imports": {
|
| 31 |
+
"three": "https://esm.sh/[email protected]?dev",
|
| 32 |
+
"three/": "https://esm.sh/[email protected]&dev/"
|
| 33 |
+
}
|
| 34 |
+
}
|
| 35 |
+
</script>
|
| 36 |
+
</head>
|
| 37 |
+
<body style="width: 100%; height: 100%; overflow: hidden; margin: 0;">
|
| 38 |
+
<div id="renderDiv" style="width: 100%; height: 100%; margin: 0;">
|
| 39 |
+
|
| 40 |
+
<span id="info-text">raise your hands to raise the roof</span>
|
| 41 |
+
<div id="social-links" class="text-box">
|
| 42 |
+
<a href="https://www.x.com/measure_plan/" target="_blank">> Twitter</a><br>
|
| 43 |
+
<a href="https://www.instagram.com/stereo.drift/" target="_blank">> Instagram</a><br>
|
| 44 |
+
<a href="https://youtube.com/@funwithcomputervision" target="_blank">> Youtube</a>
|
| 45 |
+
</div>
|
| 46 |
+
<div id="coffee-link" class="text-box">
|
| 47 |
+
<a href="https://buymeacoffee.com/stereodrift" target="_blank">Buy me a coffee 💛</a>
|
| 48 |
+
</div>
|
| 49 |
+
<div id="logo-container" class="text-box">
|
| 50 |
+
<span id="logo">🪬</span><br>
|
| 51 |
+
<a href="https://funwithcomputervision.com/" target="_blank">code & tutorials here</a>
|
| 52 |
+
</div>
|
| 53 |
+
|
| 54 |
+
</div>
|
| 55 |
+
<script type="module" src="main.js"></script>
|
| 56 |
+
</body>
|
| 57 |
+
</html>
|
main.js
ADDED
|
@@ -0,0 +1,11 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import { Game } from './game.js';
|
| 2 |
+
// Get the render target div
|
| 3 |
+
var renderDiv = document.getElementById('renderDiv');
|
| 4 |
+
// Check if renderDiv exists
|
| 5 |
+
if (!renderDiv) {
|
| 6 |
+
console.error('Fatal Error: renderDiv element not found.');
|
| 7 |
+
} else {
|
| 8 |
+
// Initialize the game with the render target
|
| 9 |
+
var game = new Game(renderDiv);
|
| 10 |
+
// The game now initializes and starts automatically from its constructor.
|
| 11 |
+
}
|
styles.css
ADDED
|
@@ -0,0 +1,68 @@
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|
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|
|
|
|
|
|
|
| 1 |
+
.text-box {
|
| 2 |
+
padding: 8px 15px;
|
| 3 |
+
background-color: rgba(255, 255, 255, 0.6);
|
| 4 |
+
color: black;
|
| 5 |
+
border-radius: 4px;
|
| 6 |
+
font-family: "Helvetica Neue", Helvetica, sans-serif;
|
| 7 |
+
border: 2px solid rgb(53, 47, 108);
|
| 8 |
+
box-shadow: 3px 3px 0px rgb(23, 17, 77);
|
| 9 |
+
font-size: clamp(13px, 2vw, 15px);
|
| 10 |
+
text-align: center;
|
| 11 |
+
z-index: 200;
|
| 12 |
+
opacity: 1;
|
| 13 |
+
transition: opacity 0.3s ease-in-out, bottom 0.3s ease-in-out, box-shadow 0.2s ease;
|
| 14 |
+
}
|
| 15 |
+
|
| 16 |
+
#info-text {
|
| 17 |
+
position: absolute;
|
| 18 |
+
top: 10px;
|
| 19 |
+
left: 50%;
|
| 20 |
+
transform: translateX(-50%);
|
| 21 |
+
padding: 8px 15px;
|
| 22 |
+
background-color: rgba(255, 255, 255, 0.6);
|
| 23 |
+
color: black;
|
| 24 |
+
border-radius: 4px;
|
| 25 |
+
font-family: "Helvetica Neue", Helvetica, sans-serif;
|
| 26 |
+
border: 2px solid rgb(53, 47, 108);
|
| 27 |
+
box-shadow: 3px 3px 0px rgb(23, 17, 77);
|
| 28 |
+
font-size: clamp(20px, 4vw, 30px);
|
| 29 |
+
text-align: center;
|
| 30 |
+
z-index: 200;
|
| 31 |
+
}
|
| 32 |
+
|
| 33 |
+
#instruction-text {
|
| 34 |
+
position: absolute;
|
| 35 |
+
bottom: 10px;
|
| 36 |
+
left: 50%;
|
| 37 |
+
transform: translateX(-50%);
|
| 38 |
+
pointer-events: none;
|
| 39 |
+
}
|
| 40 |
+
|
| 41 |
+
#social-links {
|
| 42 |
+
position: absolute;
|
| 43 |
+
bottom: 10px;
|
| 44 |
+
left: 10px;
|
| 45 |
+
text-align: left;
|
| 46 |
+
}
|
| 47 |
+
|
| 48 |
+
#coffee-link {
|
| 49 |
+
position: absolute;
|
| 50 |
+
bottom: 10px;
|
| 51 |
+
right: 10px;
|
| 52 |
+
}
|
| 53 |
+
|
| 54 |
+
#video-link {
|
| 55 |
+
position: absolute;
|
| 56 |
+
top: 10px;
|
| 57 |
+
left: 10px;
|
| 58 |
+
}
|
| 59 |
+
|
| 60 |
+
#logo-container {
|
| 61 |
+
position: absolute;
|
| 62 |
+
top: 10px;
|
| 63 |
+
right: 10px;
|
| 64 |
+
}
|
| 65 |
+
|
| 66 |
+
#logo {
|
| 67 |
+
font-size: 2em;
|
| 68 |
+
}
|