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Upload index.html
Browse files- index.html +242 -0
index.html
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| 1 |
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<!DOCTYPE html>
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| 2 |
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<html lang="en">
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| 3 |
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<head>
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| 4 |
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<meta charset="UTF-8">
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| 5 |
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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| 6 |
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<title>FloodDiffusion: Live 3D Client</title>
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| 7 |
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<style>
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| 8 |
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body { margin: 0; overflow: hidden; background-color: #ffffff; color: #333; font-family: sans-serif; }
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| 9 |
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#ui-panel {
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| 10 |
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position: absolute; top: 20px; left: 20px; z-index: 100;
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| 11 |
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background: rgba(255, 255, 255, 0.95); padding: 20px;
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| 12 |
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border: 1px solid #ccc; border-radius: 8px; width: 350px;
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| 13 |
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box-shadow: 0 4px 15px rgba(0,0,0,0.1);
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| 14 |
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}
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| 15 |
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input[type="text"] { width: 100%; padding: 12px; margin-bottom: 10px; font-size: 14px; border: 2px solid #008080; border-radius: 6px; box-sizing: border-box; outline: none; transition: box-shadow 0.3s;}
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| 16 |
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input[type="text"]:focus { box-shadow: 0 0 8px rgba(0, 128, 128, 0.4); }
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| 17 |
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.metrics { font-family: monospace; font-size: 13px; margin-top: 15px; color: #555; line-height: 1.6; }
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| 18 |
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#status { font-weight: bold; margin-top: 5px; color: teal; }
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| 19 |
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#instructions { font-size: 11px; color: #666; margin-top: 15px; text-align: center; font-style: italic; border-top: 1px solid #eee; padding-top: 10px;}
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| 20 |
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#socket-status { position: absolute; top: 20px; right: 20px; padding: 6px 12px; background: rgba(255,255,255,0.9); border: 1px solid #ccc; border-radius: 20px; font-size: 12px; font-weight: bold; color: #666; z-index: 100; box-shadow: 0 2px 5px rgba(0,0,0,0.1);}
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| 21 |
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</style>
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| 22 |
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</head>
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| 23 |
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<body>
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| 24 |
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<div id="socket-status">🔌 Disconnected</div>
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| 25 |
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| 26 |
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<div id="ui-panel">
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| 27 |
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<h3 style="margin-top: 0; color: #222;">Live Motion Prompt</h3>
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| 28 |
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<input type="text" id="promptInput" placeholder="Start typing (e.g., 'running fast')..." />
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| 29 |
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<div id="status">Waiting for input...</div>
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| 30 |
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| 31 |
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<div class="metrics" id="metricsPanel">
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| 32 |
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<div id="latency">Inference Latency: --</div>
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| 33 |
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<div id="payloadSize">Payload Size: --</div>
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| 34 |
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</div>
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| 35 |
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| 36 |
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<div id="instructions">🖱️ Left Click to Rotate | 📜 Scroll to Zoom</div>
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| 37 |
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</div>
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| 38 |
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| 39 |
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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| 40 |
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<script src="https://cdn.jsdelivr.net/npm/three@0.128.0/examples/js/controls/OrbitControls.js"></script>
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| 41 |
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| 42 |
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<script>
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| 43 |
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// --- 1. SET UP THE 3D WORLD (WITH SHADOWS) ---
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| 44 |
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const scene = new THREE.Scene();
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| 45 |
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// Add a soft fog to blend the horizon
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| 46 |
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scene.fog = new THREE.FogExp2(0xf0f0f0, 0.05);
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| 47 |
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scene.background = new THREE.Color(0xf0f0f0);
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| 48 |
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| 49 |
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const renderer = new THREE.WebGLRenderer({ antialias: true });
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| 50 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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| 51 |
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// ENABLE SHADOWS
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| 52 |
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renderer.shadowMap.enabled = true;
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| 53 |
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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| 54 |
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document.body.appendChild(renderer.domElement);
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| 55 |
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| 56 |
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const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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| 57 |
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const controls = new THREE.OrbitControls(camera, renderer.domElement);
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| 58 |
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controls.enableDamping = true;
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| 59 |
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controls.dampingFactor = 0.05;
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| 60 |
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| 61 |
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// --- 2. LIGHTING & ENVIRONMENT ---
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| 62 |
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const ambientLight = new THREE.AmbientLight(0xffffff, 0.4);
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| 63 |
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scene.add(ambientLight);
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| 64 |
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| 65 |
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const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
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| 66 |
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directionalLight.position.set(5, 10, 5);
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| 67 |
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// LIGHT CASTS SHADOW
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| 68 |
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directionalLight.castShadow = true;
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| 69 |
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directionalLight.shadow.mapSize.width = 2048;
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| 70 |
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directionalLight.shadow.mapSize.height = 2048;
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| 71 |
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scene.add(directionalLight);
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| 72 |
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| 73 |
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// Solid Floor to receive shadows
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| 74 |
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const floorGeometry = new THREE.PlaneGeometry(100, 100);
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| 75 |
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const floorMaterial = new THREE.MeshStandardMaterial({ color: 0xdddddd, roughness: 0.8 });
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| 76 |
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const floor = new THREE.Mesh(floorGeometry, floorMaterial);
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| 77 |
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floor.rotation.x = -Math.PI / 2;
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| 78 |
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floor.receiveShadow = true; // FLOOR RECEIVES SHADOW
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| 79 |
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scene.add(floor);
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| 80 |
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| 81 |
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const gridHelper = new THREE.GridHelper(100, 100, 0xcccccc, 0xcccccc);
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| 82 |
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scene.add(gridHelper);
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| 83 |
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| 84 |
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// --- 3. CREATE THE 3D MANNEQUIN ---
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| 85 |
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const maxPoints = 22;
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| 86 |
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const boneConnections = [
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| 87 |
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0,1, 0,2, 0,3,
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| 88 |
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1,4, 2,5, 3,6,
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| 89 |
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4,7, 5,8, 6,9,
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| 90 |
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7,10, 8,11, 9,12,
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| 91 |
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9,13, 9,14, 12,15,
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| 92 |
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13,16, 14,17,
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| 93 |
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16,18, 17,19,
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| 94 |
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18,20, 19,21
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| 95 |
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];
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| 96 |
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| 97 |
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const jointMaterial = new THREE.MeshStandardMaterial({ color: 0x008080, roughness: 0.3, metalness: 0.2 });
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| 98 |
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const boneMaterial = new THREE.MeshStandardMaterial({ color: 0xbbbbbb, roughness: 0.5, metalness: 0.1 });
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| 99 |
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| 100 |
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const jointMeshes = [];
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| 101 |
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const sphereGeo = new THREE.SphereGeometry(0.04, 16, 16);
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| 102 |
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for (let i = 0; i < maxPoints; i++) {
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| 103 |
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const sphere = new THREE.Mesh(sphereGeo, jointMaterial);
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| 104 |
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sphere.castShadow = true; // JOINTS CAST SHADOWS
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| 105 |
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scene.add(sphere);
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| 106 |
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jointMeshes.push(sphere);
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| 107 |
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}
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| 108 |
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| 109 |
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const boneMeshes = [];
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| 110 |
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const cylinderGeo = new THREE.CylinderGeometry(0.02, 0.02, 1, 8);
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| 111 |
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cylinderGeo.rotateX(Math.PI / 2);
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| 112 |
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| 113 |
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for (let i = 0; i < boneConnections.length; i += 2) {
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| 114 |
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const cylinder = new THREE.Mesh(cylinderGeo, boneMaterial);
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| 115 |
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cylinder.castShadow = true; // BONES CAST SHADOWS
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| 116 |
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scene.add(cylinder);
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| 117 |
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boneMeshes.push(cylinder);
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| 118 |
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}
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| 119 |
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| 120 |
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// --- 4. ANIMATION & STATE LOGIC ---
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| 121 |
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let motionData = [];
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| 122 |
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let currentFrame = 0;
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| 123 |
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let isPlaying = false;
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| 124 |
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let lastFrameTime = 0;
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| 125 |
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| 126 |
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const pA = new THREE.Vector3();
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| 127 |
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const pB = new THREE.Vector3();
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| 128 |
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const cameraTarget = new THREE.Vector3(0, 1, 0);
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| 129 |
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| 130 |
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function animate(timestamp) {
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| 131 |
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requestAnimationFrame(animate);
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| 132 |
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| 133 |
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if (isPlaying && motionData.length > 0) {
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| 134 |
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if (timestamp - lastFrameTime > 33) {
|
| 135 |
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const frameData = motionData[currentFrame];
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| 136 |
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| 137 |
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// Update Spheres
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| 138 |
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for (let i = 0; i < maxPoints; i++) {
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| 139 |
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jointMeshes[i].position.set(frameData[i][0], frameData[i][1], frameData[i][2]);
|
| 140 |
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}
|
| 141 |
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| 142 |
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// Update Cylinders
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| 143 |
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let boneIndex = 0;
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| 144 |
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for (let i = 0; i < boneConnections.length; i += 2) {
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| 145 |
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const idxA = boneConnections[i];
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| 146 |
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const idxB = boneConnections[i+1];
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| 147 |
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| 148 |
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pA.set(frameData[idxA][0], frameData[idxA][1], frameData[idxA][2]);
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| 149 |
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pB.set(frameData[idxB][0], frameData[idxB][1], frameData[idxB][2]);
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| 150 |
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| 151 |
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const distance = pA.distanceTo(pB);
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| 152 |
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const midPoint = pA.clone().lerp(pB, 0.5);
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| 153 |
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| 154 |
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const boneMesh = boneMeshes[boneIndex];
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| 155 |
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boneMesh.position.copy(midPoint);
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| 156 |
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boneMesh.scale.set(1, 1, distance);
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| 157 |
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boneMesh.lookAt(pB);
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| 158 |
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| 159 |
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boneIndex++;
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| 160 |
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}
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| 161 |
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| 162 |
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// SMOOTH CHASE CAMERA
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| 163 |
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const rootJoint = frameData[0];
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| 164 |
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// Lerp the camera target smoothly instead of snapping it
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| 165 |
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cameraTarget.lerp(new THREE.Vector3(rootJoint[0], rootJoint[1], rootJoint[2]), 0.1);
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| 166 |
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controls.target.copy(cameraTarget);
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| 167 |
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| 168 |
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// Keep camera at a fixed offset so we can see the character move through space
|
| 169 |
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if (currentFrame === 0) {
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| 170 |
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camera.position.set(rootJoint[0], rootJoint[1] + 1, rootJoint[2] + 4);
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| 171 |
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}
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| 172 |
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| 173 |
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currentFrame = (currentFrame + 1) % motionData.length;
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| 174 |
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lastFrameTime = timestamp;
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| 175 |
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}
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| 176 |
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}
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| 177 |
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| 178 |
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controls.update();
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| 179 |
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renderer.render(scene, camera);
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| 180 |
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}
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| 181 |
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animate(0);
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| 182 |
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| 183 |
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window.addEventListener('resize', () => {
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| 184 |
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camera.aspect = window.innerWidth / window.innerHeight;
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| 185 |
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camera.updateProjectionMatrix();
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| 186 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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| 187 |
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});
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| 188 |
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| 189 |
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// --- 5. WEBSOCKET PIPELINE ---
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| 190 |
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const socketStatus = document.getElementById('socket-status');
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| 191 |
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const statusText = document.getElementById('status');
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| 192 |
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const ws = new WebSocket('wss://immodestly-tenacious-kraig.ngrok-free.dev/api/generate_stream');
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| 193 |
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| 194 |
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ws.onopen = () => {
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| 195 |
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socketStatus.innerHTML = "🟢 Live TCP Connection";
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| 196 |
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socketStatus.style.color = "green";
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| 197 |
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};
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| 198 |
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| 199 |
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ws.onclose = () => {
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| 200 |
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socketStatus.innerHTML = "🔴 Disconnected";
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| 201 |
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socketStatus.style.color = "red";
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| 202 |
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};
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| 203 |
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| 204 |
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ws.onmessage = (event) => {
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| 205 |
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const data = JSON.parse(event.data);
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| 206 |
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| 207 |
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if (data.status === "success" && data.data) {
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| 208 |
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motionData = data.data;
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| 209 |
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currentFrame = 0;
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| 210 |
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isPlaying = true;
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| 211 |
+
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| 212 |
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const kbSize = (new Blob([event.data]).size / 1024).toFixed(2);
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| 213 |
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document.getElementById('latency').textContent = `Inference Latency: ${data.latency_ms} ms`;
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| 214 |
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document.getElementById('payloadSize').textContent = `Payload Size: ${kbSize} KB`;
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| 215 |
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statusText.textContent = "Rendering...";
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| 216 |
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statusText.style.color = "teal";
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| 217 |
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}
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| 218 |
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};
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| 219 |
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| 220 |
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let typingTimer;
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| 221 |
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const inputField = document.getElementById('promptInput');
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| 222 |
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| 223 |
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inputField.addEventListener('input', () => {
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| 224 |
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clearTimeout(typingTimer);
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| 225 |
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statusText.textContent = "Typing...";
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| 226 |
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statusText.style.color = "#ff8c00";
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| 227 |
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| 228 |
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typingTimer = setTimeout(() => {
|
| 229 |
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const promptText = inputField.value.trim();
|
| 230 |
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| 231 |
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if (promptText.length > 0 && ws.readyState === WebSocket.OPEN) {
|
| 232 |
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statusText.textContent = "Transmitting to Edge GPU...";
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| 233 |
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ws.send(JSON.stringify({ prompt: promptText }));
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| 234 |
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} else if (promptText.length === 0) {
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| 235 |
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statusText.textContent = "Waiting for input...";
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| 236 |
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statusText.style.color = "teal";
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| 237 |
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}
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| 238 |
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}, 300); // Reduced debounce for a slightly snappier feel
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| 239 |
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});
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| 240 |
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</script>
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| 241 |
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</body>
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| 242 |
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</html>
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