Justin Haaheim
Squashed commit of the following:
6bfe941
import {useCallback, useEffect, useRef, useState} from 'react';
import {
Canvas,
createPortal,
extend,
useFrame,
useThree,
} from '@react-three/fiber';
import ThreeMeshUI from 'three-mesh-ui';
import {ARButton, XR, Hands, XREvent} from '@react-three/xr';
import {TextGeometry} from 'three/examples/jsm/geometries/TextGeometry.js';
import {TranslationSentences} from '../types/StreamingTypes';
import Button from './Button';
import {RoomState} from '../types/RoomState';
import ThreeMeshUIText, {ThreeMeshUITextType} from './ThreeMeshUIText';
import {BLACK, WHITE} from './Colors';
/**
* Using `?url` at the end of this import tells vite this is a static asset, and
* provides us a URL to the hashed version of the file when the project is built.
* See: https://vitejs.dev/guide/assets.html#explicit-url-imports
*/
import robotoFontFamilyJson from '../assets/RobotoMono-Regular-msdf.json?url';
import robotoFontTexture from '../assets/RobotoMono-Regular.png';
import {getURLParams} from '../URLParams';
import TextBlocks from './TextBlocks';
import {BufferedSpeechPlayer} from '../createBufferedSpeechPlayer';
import {CURSOR_BLINK_INTERVAL_MS} from '../cursorBlinkInterval';
import supportedCharSet from './supportedCharSet';
// Adds on react JSX for add-on libraries to react-three-fiber
extend(ThreeMeshUI);
extend({TextGeometry});
// This component wraps any children so it is positioned relative to the camera, rather than from the origin
function CameraLinkedObject({children}) {
const camera = useThree((state) => state.camera);
return createPortal(<>{children}</>, camera);
}
function ThreeMeshUIComponents({
translationSentences,
skipARIntro,
roomState,
animateTextDisplay,
}: XRConfigProps & {skipARIntro: boolean}) {
// The "loop" for re-rendering required for threemeshUI
useFrame(() => {
ThreeMeshUI.update();
});
const [started, setStarted] = useState<boolean>(skipARIntro);
return (
<>
<CameraLinkedObject>
{getURLParams().ARTranscriptionType === 'single_block' ? (
<TranscriptPanelSingleBlock
started={started}
animateTextDisplay={animateTextDisplay}
roomState={roomState}
translationSentences={translationSentences}
/>
) : (
<TranscriptPanelBlocks translationSentences={translationSentences} />
)}
{skipARIntro ? null : (
<IntroPanel started={started} setStarted={setStarted} />
)}
</CameraLinkedObject>
</>
);
}
// Original UI that just uses a single block to render 6 lines in a panel
function TranscriptPanelSingleBlock({
animateTextDisplay,
started,
translationSentences,
roomState,
}: {
animateTextDisplay: boolean;
started: boolean;
translationSentences: TranslationSentences;
roomState: RoomState | null;
}) {
const textRef = useRef<ThreeMeshUITextType>();
const [didReceiveTranslationSentences, setDidReceiveTranslationSentences] =
useState(false);
const hasActiveTranscoders = (roomState?.activeTranscoders ?? 0) > 0;
const [cursorBlinkOn, setCursorBlinkOn] = useState(false);
// Normally we don't setState in render, but here we need to for computed state, and this if statement assures it won't loop infinitely
if (!didReceiveTranslationSentences && translationSentences.length > 0) {
setDidReceiveTranslationSentences(true);
}
const width = 1;
const height = 0.3;
const fontSize = 0.03;
useEffect(() => {
if (animateTextDisplay && hasActiveTranscoders) {
const interval = setInterval(() => {
setCursorBlinkOn((prev) => !prev);
}, CURSOR_BLINK_INTERVAL_MS);
return () => clearInterval(interval);
} else {
setCursorBlinkOn(false);
}
}, [animateTextDisplay, hasActiveTranscoders]);
useEffect(() => {
if (textRef.current != null) {
const initialPrompt =
'Welcome to the presentation. We are excited to share with you the work we have been doing... Our model can now translate languages in less than 2 second latency.';
// These are rough ratios based on spot checking
const maxLines = 6;
const charsPerLine = 55;
const transcriptSentences: string[] = didReceiveTranslationSentences
? translationSentences
: [initialPrompt];
// The transcript is an array of sentences. For each sentence we break this down into an array of words per line.
// This is needed so we can "scroll" through without changing the order of words in the transcript
const linesToDisplay = transcriptSentences.flatMap((sentence, idx) => {
const blinkingCursor =
cursorBlinkOn && idx === transcriptSentences.length - 1 ? '|' : ' ';
const words = sentence.concat(blinkingCursor).split(/\s+/);
// Here we break each sentence up with newlines so all words per line fit within the panel
return words.reduce(
(wordChunks, currentWord) => {
const filteredWord = [...currentWord]
.filter((c) => {
if (supportedCharSet().has(c)) {
return true;
}
console.error(
`Unsupported char ${c} - make sure this is supported in the font family msdf file`,
);
return false;
})
.join('');
const lastLineSoFar = wordChunks[wordChunks.length - 1];
const charCount = lastLineSoFar.length + filteredWord.length + 1;
if (charCount <= charsPerLine) {
wordChunks[wordChunks.length - 1] =
lastLineSoFar + ' ' + filteredWord;
} else {
wordChunks.push(filteredWord);
}
return wordChunks;
},
[''],
);
});
// Only keep the last maxLines so new text keeps scrolling up from the bottom
linesToDisplay.splice(0, linesToDisplay.length - maxLines);
textRef.current.set({content: linesToDisplay.join('\n')});
}
}, [
translationSentences,
textRef,
didReceiveTranslationSentences,
cursorBlinkOn,
]);
const opacity = started ? 1 : 0;
return (
<block
args={[{padding: 0.05, backgroundOpacity: opacity}]}
position={[0, -0.4, -1.3]}>
<block
args={[
{
width,
height,
fontSize,
textAlign: 'left',
backgroundOpacity: opacity,
// TODO: support more language charsets
// This renders using MSDF format supported in WebGL. Renderable characters are defined in the "charset" json
// Currently supports most default keyboard inputs but this would exclude many non latin charset based languages.
// You can use https://msdf-bmfont.donmccurdy.com/ for easily generating these files
// fontFamily: '/src/assets/Roboto-msdf.json',
// fontTexture: '/src/assets/Roboto-msdf.png'
fontFamily: robotoFontFamilyJson,
fontTexture: robotoFontTexture,
},
]}>
<ThreeMeshUIText
ref={textRef}
content={'Transcript'}
fontOpacity={opacity}
/>
</block>
</block>
);
}
// Splits up the lines into separate blocks to treat each one separately.
// This allows changing of opacity, animating per line, changing height / width per line etc
function TranscriptPanelBlocks({
translationSentences,
}: {
translationSentences: TranslationSentences;
}) {
return (
<TextBlocks
translationText={'Listening...\n' + translationSentences.join('\n')}
/>
);
}
function IntroPanel({started, setStarted}) {
const width = 0.5;
const height = 0.4;
const padding = 0.03;
// Kind of hacky but making the panel disappear by moving it completely off the camera view.
// If we try to remove elements we end up throwing and stopping the experience
// opacity=0 also runs into weird bugs where not everything is invisible
const xCoordinate = started ? 1000000 : 0;
const commonArgs = {
backgroundColor: WHITE,
width,
height,
padding,
backgroundOpacity: 1,
textAlign: 'center',
fontFamily: robotoFontFamilyJson,
fontTexture: robotoFontTexture,
};
return (
<>
<block
args={[
{
...commonArgs,
fontSize: 0.02,
},
]}
position={[xCoordinate, -0.1, -0.5]}>
<ThreeMeshUIText
content="FAIR Seamless Streaming Demo"
fontColor={BLACK}
/>
</block>
<block
args={[
{
...commonArgs,
fontSize: 0.016,
backgroundOpacity: 0,
},
]}
position={[xCoordinate, -0.15, -0.5001]}>
<ThreeMeshUIText
fontColor={BLACK}
content="Welcome to the Seamless team streaming demo experience! In this demo, you would experience AI powered text and audio translation in real time."
/>
</block>
<block
args={[
{
width: 0.1,
height: 0.1,
backgroundOpacity: 1,
backgroundColor: BLACK,
},
]}
position={[xCoordinate, -0.23, -0.5002]}>
<Button
onClick={() => setStarted(true)}
content={'Start Experience'}
width={0.2}
height={0.035}
fontSize={0.015}
padding={0.01}
borderRadius={0.01}
/>
</block>
</>
);
}
export type XRConfigProps = {
animateTextDisplay: boolean;
bufferedSpeechPlayer: BufferedSpeechPlayer;
translationSentences: TranslationSentences;
roomState: RoomState | null;
roomID: string | null;
startStreaming: () => Promise<void>;
stopStreaming: () => Promise<void>;
debugParam: boolean | null;
onARVisible?: () => void;
onARHidden?: () => void;
};
export default function XRConfig(props: XRConfigProps) {
const {bufferedSpeechPlayer, debugParam} = props;
const skipARIntro = getURLParams().skipARIntro;
const defaultDimensions = {width: 500, height: 500};
const [dimensions, setDimensions] = useState(
debugParam ? defaultDimensions : {width: 0, height: 0},
);
const {width, height} = dimensions;
// Make sure to reset buffer when headset is taken off / on so we don't get an endless stream
// of audio. The oculus actually runs for some time after the headset is taken off.
const resetBuffers = useCallback(
(event: XREvent<XRSessionEvent>) => {
const session = event.target;
if (!(session instanceof XRSession)) {
return;
}
switch (session.visibilityState) {
case 'visible':
bufferedSpeechPlayer.start();
break;
case 'hidden':
bufferedSpeechPlayer.stop();
break;
}
},
[bufferedSpeechPlayer],
);
return (
<div style={{height, width, margin: '0 auto', border: '1px solid #ccc'}}>
{/* This is the button that triggers AR flow if available via a button */}
<ARButton
onError={(e) => console.error(e)}
onClick={() => setDimensions(defaultDimensions)}
style={{
position: 'absolute',
bottom: '24px',
left: '50%',
transform: 'translateX(-50%)',
padding: '12px 24px',
border: '1px solid white',
borderRadius: '4px',
backgroundColor: '#465a69',
color: 'white',
font: 'normal 0.8125rem sans-serif',
outline: 'none',
zIndex: 99999,
cursor: 'pointer',
}}
/>
{/* Canvas to draw if in browser but if in AR mode displays in pass through mode */}
{/* The camera here just works in 2D mode. In AR mode it starts at at origin */}
{/* <Canvas camera={{position: [0, 0, 1], fov: 60}}> */}
<Canvas camera={{position: [0, 0, 0.001], fov: 60}}>
<color attach="background" args={['grey']} />
<XR referenceSpace="local" onVisibilityChange={resetBuffers}>
{/*
Uncomment this for controllers to show up
<Controllers />
*/}
<Hands />
{/*
Uncomment this for moving with controllers
<MovementController />
*/}
{/*
Uncomment this for turning the view in non-vr mode
<OrbitControls
autoRotateSpeed={0.85}
zoomSpeed={1}
minPolarAngle={Math.PI / 2.5}
maxPolarAngle={Math.PI / 2.55}
/>
*/}
<ThreeMeshUIComponents {...props} skipARIntro={skipARIntro} />
{/* Just for testing */}
{/* <RandomComponents /> */}
</XR>
</Canvas>
</div>
);
}