Import v2 base (unchanged files)

This commit is contained in:
load-v3
2026-08-13 12:45:29 +00:00
parent 81f2168717
commit 290976a6cc
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/* detect.js — tuned ArUco 4x4 detection.
* Phantom-ID fix: reject any marker decoded with hamming distance > 0 (maxHamming: 0).
*/
export function createDetector() {
return new AR.Detector({ dictionaryName: 'ARUCO_4X4_1000', maxHammingDistance: 0 });
}
export function detectMarkers(detector, imageData, knownIds) {
const markers = detector.detect(imageData);
// keep only markers that exist in the scene, with sane geometry
return markers.filter(m => knownIds.has(m.id) && quadArea(m.corners) > 100);
}
export function quadArea(c) {
// shoelace
let a = 0;
for (let i = 0; i < 4; i++) {
const p = c[i], q = c[(i + 1) % 4];
a += p.x * q.y - q.x * p.y;
}
return Math.abs(a) / 2;
}
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/* fuse.js — fuseWorld: combine per-marker camera pose estimates into one world pose.
*
* Each detected marker yields a camera-in-world estimate:
* cameraWorld = anchorWorld * inverse(markerPoseInCamera)
* Estimates are fused by confidence-weighted quaternion slerp (incremental
* weighted average) and weighted position mean. Confidence = marker screen area
* (bigger/closer markers dominate). A light temporal smooth removes residual jitter.
*
* Requiring >= 2 visible markers is handled upstream by anchor placement density;
* fuseWorld itself works with 1..N.
*/
import * as THREE from 'three';
import { anchorWorldMatrix } from './pose.js';
const _inv = new THREE.Matrix4();
const _m = new THREE.Matrix4();
const _p = new THREE.Vector3();
const _q = new THREE.Quaternion();
const _s = new THREE.Vector3();
export class WorldFuser {
constructor() {
this.anchorMats = new Map(); // markerId -> Matrix4
this.smoothPos = null;
this.smoothQuat = null;
/* 1€ (OneEuro) filter — the standard cure for marker-pose jitter. It low-passes
* hard when the signal is slow (phone still => kills jitter) and eases off as
* speed rises (phone moving => stays responsive, no lag). Two knobs:
* minCutoff — lower = steadier at rest (more smoothing when still)
* beta — higher = snappier when moving (less lag during motion)
* dCutoff is the cutoff for the internal speed estimate; 1.0 is standard. */
this.oe = {
minCutoffPos: 0.6, betaPos: 0.05,
minCutoffAng: 0.7, betaAng: 0.06,
dCutoff: 1.0,
prevPos: null, dPos: new THREE.Vector3(),
prevQuat: null, dAngRate: 0,
};
this.lastFuseT = 0;
}
// low-pass alpha from a cutoff frequency (Hz) and timestep dt (s)
static alpha(cutoff, dt) {
const tau = 1 / (2 * Math.PI * cutoff);
return 1 / (1 + tau / dt);
}
setScene(scene) {
this.anchorMats.clear();
for (const a of scene.anchors || []) {
if (a.enabled === false) continue;
this.anchorMats.set(a.markerId, { mat: anchorWorldMatrix(a), sizeMM: a.sizeMM || 60 });
}
}
sizeFor(markerId) { return this.anchorMats.get(markerId)?.sizeMM || 60; }
knownIds() { return new Set(this.anchorMats.keys()); }
/** estimates: [{ markerId, position(mm), quaternion, area }] */
fuse(estimates) {
const MM2CM = 0.1; // POS-IT translation is in mm; world units are cm
const cams = [];
for (const e of estimates) {
const entry = this.anchorMats.get(e.markerId);
if (!entry) continue;
// marker pose in camera space -> matrix (translate mm->cm)
_m.compose(_p.copy(e.position).multiplyScalar(MM2CM), e.quaternion, _s.set(1, 1, 1));
_inv.copy(_m).invert(); // camera in marker space
const camWorld = new THREE.Matrix4().multiplyMatrices(entry.mat, _inv);
const pos = new THREE.Vector3();
const quat = new THREE.Quaternion();
camWorld.decompose(pos, quat, _s);
cams.push({ markerId: e.markerId, pos, quat, w: Math.max(1, e.area) });
}
if (!cams.length) return null;
/* Multi-marker fusion. Two visible markers each give an independent camera-in-world
* estimate; if they disagree (pose noise, or real-table spacing not matching the
* editor), naive area-weighting oscillates frame to frame because the areas jitter
* — this is the "steady on one marker, jittery on two" symptom. Fixes:
* 1. Deterministic order (sort by markerId) so the slerp base can't flip.
* 2. Robust weights: quantise area into coarse buckets so tiny per-frame area
* wobble doesn't shift the blend; a marker only dominates when genuinely much
* closer. Equal-ish markers then average to a STABLE midpoint, not a moving one. */
cams.sort((a, b) => a.markerId - b.markerId);
// Quantise confidence into coarse buckets from marker size (sqrt(area) ~ linear
// size). Near-equal markers land in the same bucket => equal weight => stable
// midpoint. A marker only outweighs another when it's a full bucket closer, so
// per-frame area jitter no longer shifts the blend.
for (const c of cams) c.w = Math.max(1, Math.round(Math.sqrt(c.w) / 8));
// weighted position mean + incremental weighted slerp (now order-stable)
let wSum = cams[0].w;
const pos = cams[0].pos.clone().multiplyScalar(cams[0].w);
const quat = cams[0].quat.clone();
for (let i = 1; i < cams.length; i++) {
const c = cams[i];
// hemisphere alignment before slerp (quaternion double-cover)
if (quat.dot(c.quat) < 0) c.quat.set(-c.quat.x, -c.quat.y, -c.quat.z, -c.quat.w);
const t = c.w / (wSum + c.w);
quat.slerp(c.quat, t);
pos.add(c.pos.clone().multiplyScalar(c.w));
wSum += c.w;
}
pos.multiplyScalar(1 / wSum);
// spread = how far apart the individual marker estimates are (0 for one marker).
// Large spread (>~2cm) means the markers disagree — usually real-table spacing
// not matching the editor, which no fusion can fully hide; surfaced in dev HUD.
let spread = 0;
for (let i = 0; i < cams.length; i++)
for (let j = i + 1; j < cams.length; j++)
spread = Math.max(spread, cams[i].pos.distanceTo(cams[j].pos));
// ---- 1€ filter (position + orientation) ----
const now = performance.now();
const gap = now - this.lastFuseT;
const dt = this.smoothPos ? Math.min(0.1, Math.max(0.001, gap / 1000)) : 1 / 30;
this.lastFuseT = now;
const oe = this.oe;
// reset on first frame or after a real tracking gap (>1.5s)
if (!this.smoothPos || gap > 1500) {
this.smoothPos = pos.clone(); oe.prevPos = pos.clone(); oe.dPos.set(0, 0, 0);
this.smoothQuat = quat.clone(); oe.prevQuat = quat.clone(); oe.dAngRate = 0;
return { position: this.smoothPos.clone(), quaternion: this.smoothQuat.clone(), markerCount: cams.length, spread };
}
// POSITION: derivative -> speed -> dynamic cutoff -> low-pass
const dPosRaw = pos.clone().sub(oe.prevPos).multiplyScalar(1 / dt); // cm/s
const aD = WorldFuser.alpha(oe.dCutoff, dt);
oe.dPos.lerp(dPosRaw, aD);
const speed = oe.dPos.length();
const cutoffP = oe.minCutoffPos + oe.betaPos * speed;
const aP = WorldFuser.alpha(cutoffP, dt);
this.smoothPos.lerp(pos, aP);
oe.prevPos.copy(pos);
// ORIENTATION: angular speed -> dynamic cutoff -> slerp
if (this.smoothQuat.dot(quat) < 0) quat.set(-quat.x, -quat.y, -quat.z, -quat.w);
if (oe.prevQuat.dot(quat) < 0) oe.prevQuat.set(-oe.prevQuat.x, -oe.prevQuat.y, -oe.prevQuat.z, -oe.prevQuat.w);
const angDelta = 2 * Math.acos(Math.min(1, Math.abs(oe.prevQuat.dot(quat)))) / dt; // rad/s
oe.dAngRate += aD * (angDelta - oe.dAngRate);
const cutoffA = oe.minCutoffAng + oe.betaAng * oe.dAngRate;
const aA = WorldFuser.alpha(cutoffA, dt);
this.smoothQuat.slerp(quat, aA);
oe.prevQuat.copy(quat);
return { position: this.smoothPos.clone(), quaternion: this.smoothQuat.clone(), markerCount: cams.length, spread };
}
}
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/* pose.js — marker pose estimation with the confirmed fixes:
* 1. POS-IT rotation used AS-IS; translation Y and Z negated (-t[1], -t[2]).
* 2. POS-IT planar ambiguity resolved by temporal consistency:
* pick the solution (bestError vs alternativeError) closest to the previous frame.
*
* Requires vendor chain loaded in order: cv -> svd -> posit1 -> aruco -> dictionary.
*/
import * as THREE from 'three';
const _m = new THREE.Matrix4();
const _q = new THREE.Quaternion();
/* Rotation frame correction. The translation is converted from POS-IT's frame to
* the Three.js frame by F = diag(1,-1,-1) (the -t[1]/-t[2] negation). The rotation
* needs a matching left-multiply by F: R' = F R. Confirmed on-device — orientation
* then survives phone rotation and viewing angle. (Leaving rotation as-is ('asis')
* puts position and orientation in different frames so pitch leaks into yaw/roll;
* the full conjugation F R F^T ('frf') over-corrects for this pipeline.) Modes stay
* runtime-switchable for future re-tuning; the debug overlay cycles ROT_MODES. */
const F = new THREE.Matrix4().set(1,0,0,0, 0,-1,0,0, 0,0,-1,0, 0,0,0,1);
const Ft = F.clone().transpose();
export const ROT_MODES = ['fr', 'frf', 'asis', 'rf'];
let rotMode = 'fr'; // F R — confirmed correct on-device (orientation survives rotation/angle)
export function setRotMode(m) { if (ROT_MODES.includes(m)) rotMode = m; }
export function getRotMode() { return rotMode; }
function correctRotation(R) {
// R is a Matrix4 holding the raw POS-IT rotation.
switch (rotMode) {
case 'asis': return R;
case 'fr': return _m2.multiplyMatrices(F, R);
case 'rf': return _m2.multiplyMatrices(R, F);
case 'frf':
default: return _m2.multiplyMatrices(F, R).multiply(Ft);
}
}
const _m2 = new THREE.Matrix4();
/* Input convention (matches the v1-validated fix): raw centered image coords are
* passed to POS-IT — NO Y pre-flip. The -t[1]/-t[2] negation below is what converts
* to the Three.js camera frame. Pre-flipping Y here double-flips the vertical axis
* and inverts pitch response (ghosts move opposite when tilting the phone).
* If tilt ever reads inverted on a device, toggle this for a quick A/B test. */
const FLIP_INPUT_Y = false;
export class PoseEstimator {
constructor(focalLength) {
this.focal = focalLength;
this.posits = new Map(); // sizeMM -> POS.Posit
this.prev = new Map(); // markerId -> { quat, pos, t }
this.prevTTL = 1500; // ms before history is considered stale
}
positFor(sizeMM) {
if (!this.posits.has(sizeMM)) this.posits.set(sizeMM, new POS.Posit(sizeMM, this.focal));
return this.posits.get(sizeMM);
}
/** corners: aruco marker corners, image-space; cx/cy: image center.
* Returns { position: THREE.Vector3 (mm, marker->camera), quaternion, error } */
estimate(markerId, corners, cx, cy, sizeMM) {
const centered = corners.map(c => ({ x: c.x - cx, y: FLIP_INPUT_Y ? (cy - c.y) : (c.y - cy) }));
const pose = this.positFor(sizeMM).pose(centered);
if (!pose) return null;
const cand = [
this.candidate(pose.bestRotation, pose.bestTranslation, pose.bestError),
this.candidate(pose.alternativeRotation, pose.alternativeTranslation, pose.alternativeError),
];
// Temporal consistency: prefer the solution nearest the previous frame's quat.
const prev = this.prev.get(markerId);
let pick;
if (prev && (performance.now() - prev.t) < this.prevTTL) {
const d0 = Math.abs(cand[0].quaternion.dot(prev.quat));
const d1 = Math.abs(cand[1].quaternion.dot(prev.quat));
// only override error-order if the alternative is clearly more consistent
pick = (d1 > d0 + 0.05) ? cand[1] : (d0 > d1 + 0.05 ? cand[0] : (cand[0].error <= cand[1].error ? cand[0] : cand[1]));
} else {
pick = cand[0].error <= cand[1].error ? cand[0] : cand[1];
}
this.prev.set(markerId, { quat: pick.quaternion.clone(), pos: pick.position.clone(), t: performance.now() });
return pick;
}
candidate(rot, t, error) {
// Raw POS-IT rotation (row-major 3x3 -> Matrix4)
_m.set(
rot[0][0], rot[0][1], rot[0][2], 0,
rot[1][0], rot[1][1], rot[1][2], 0,
rot[2][0], rot[2][1], rot[2][2], 0,
0, 0, 0, 1
);
// Conjugate into the Three.js frame so rotation matches the flipped translation
const quaternion = new THREE.Quaternion().setFromRotationMatrix(correctRotation(_m));
// Translation: negate Y and Z only (confirmed fix)
const position = new THREE.Vector3(t[0], -t[1], -t[2]);
return { position, quaternion, error };
}
}
/** Build the marker->world transform for an anchor.
* mount 'flat': marker printed face-up on a horizontal surface.
* mount 'wall': marker on a vertical surface; yawDeg = facing direction.
* mount 'custom': explicit yaw/pitch/roll (deg) applied in YXZ order.
* All mounts additionally honour yaw/pitch/roll offsets for fine trim.
*/
export function anchorWorldMatrix(anchor) {
const pos = new THREE.Vector3(...anchor.position);
const yaw = THREE.MathUtils.degToRad(anchor.yawDeg || 0);
const pitch = THREE.MathUtils.degToRad(anchor.pitchDeg || 0);
const roll = THREE.MathUtils.degToRad(anchor.rollDeg || 0);
// Base orientation by mount:
// flat: marker face-up — marker +Z (out of print face) -> world +Y
// wall: marker vertical — marker +Z faces world +Z when yawDeg = 0
const base = new THREE.Quaternion();
if (anchor.mount !== 'wall' && anchor.mount !== 'custom') {
base.setFromAxisAngle(new THREE.Vector3(1, 0, 0), -Math.PI / 2);
}
// Trim (fully editable): yaw about world Y, then pitch/roll fine adjustment
const trim = new THREE.Quaternion().setFromEuler(new THREE.Euler(pitch, yaw, roll, 'YXZ'));
const q = trim.multiply(base);
return new THREE.Matrix4().compose(pos, q, new THREE.Vector3(1, 1, 1));
}
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/* behavior.js — deterministic ghost motion so all viewers see the same movement.
* Motion is a pure function of (server spawn record, wall-clock time): no per-client
* randomness, so phones stay in sync without streaming positions.
*/
import * as THREE from 'three';
function hashNoise(seed, k) {
// cheap deterministic pseudo-noise in [-1, 1]
const x = Math.sin(seed * 127.1 + k * 311.7) * 43758.5453;
return (x - Math.floor(x)) * 2 - 1;
}
export function ghostTransform(rec, nowMs, out) {
const t = (nowMs - rec.spawnedAt) / 1000;
const base = new THREE.Vector3(...rec.pos);
const b = rec.behavior || { type: 'static' };
if (b.type === 'path') {
pathTransform(b, t, out);
} else if (b.type === 'wander') {
const s = b.seed || 1;
const R = b.radius ?? 60; // cm
const v = b.speed ?? 0.15;
// smooth pseudo-random orbit-drift: two incommensurate sines per axis
const ph = t * v;
out.position.set(
base.x + R * 0.9 * Math.sin(ph * 1.0 + hashNoise(s, 1) * 6.28) * 0.7
+ R * 0.4 * Math.sin(ph * 2.3 + hashNoise(s, 2) * 6.28) * 0.3,
base.y + (b.vertical ?? 10) * Math.sin(t * v * 1.3 + hashNoise(s, 3) * 6.28)
+ 3 * Math.sin(t * 1.7 + hashNoise(s, 6) * 6.28),
base.z + R * 0.9 * Math.cos(ph * 0.8 + hashNoise(s, 4) * 6.28) * 0.7
+ R * 0.4 * Math.cos(ph * 1.9 + hashNoise(s, 5) * 6.28) * 0.3
);
// face travel direction (finite difference)
const eps = 0.05;
const ahead = (t2) => new THREE.Vector3(
base.x + R * 0.9 * Math.sin(t2 * v + hashNoise(s, 1) * 6.28) * 0.7,
0,
base.z + R * 0.9 * Math.cos(t2 * v * 0.8 + hashNoise(s, 4) * 6.28) * 0.7);
const dir = ahead(t + eps).sub(ahead(t));
out.rotationY = Math.atan2(dir.x, dir.z);
} else {
const amp = b.bobAmp ?? 6; // cm
const hz = b.bobHz ?? 0.4;
out.position.set(base.x, base.y + amp * Math.sin(t * hz * Math.PI * 2), base.z);
out.rotationY = 0.25 * Math.sin(t * 0.3); // slow idle sway
}
// crossfade opacity: fade in on spawn; permanent residents (until == null) never fade out
const fade = (rec.crossfade || 3) * 1000;
const inA = Math.min(1, (nowMs - rec.spawnedAt) / fade);
const outA = rec.until == null ? 1 : Math.min(1, Math.max(0, (rec.until - nowMs) / fade));
out.opacity = Math.min(inA, outA);
return out;
}
/* Walk a waypoint path at constant speed (cm/s), turning to face travel direction.
* Deterministic: position is a pure function of elapsed time, so all viewers agree.
* b: { points:[[x,y,z],...], mode:'loop'|'pingpong', speed, phase, seed } */
function pathTransform(b, t, out) {
const raw = b.points || [];
if (raw.length < 2) { out.position.set(...(raw[0] || [0, 0, 0])); out.rotationY = 0; return; }
const pts = b.mode === 'loop' ? [...raw, raw[0]] : raw;
// cumulative segment lengths
const cum = [0];
for (let i = 1; i < pts.length; i++) {
const dx = pts[i][0] - pts[i - 1][0], dy = pts[i][1] - pts[i - 1][1], dz = pts[i][2] - pts[i - 1][2];
cum.push(cum[i - 1] + Math.hypot(dx, dy, dz));
}
const total = cum[cum.length - 1] || 1;
const wrap = (d) => {
if (b.mode === 'pingpong') { const m = ((d % (2 * total)) + 2 * total) % (2 * total); return m < total ? m : 2 * total - m; }
return ((d % total) + total) % total;
};
const sample = (d, v) => {
let i = 1; while (i < cum.length - 1 && cum[i] < d) i++;
const f = (d - cum[i - 1]) / Math.max(cum[i] - cum[i - 1], 1e-6);
v.set(
pts[i - 1][0] + (pts[i][0] - pts[i - 1][0]) * f,
pts[i - 1][1] + (pts[i][1] - pts[i - 1][1]) * f,
pts[i - 1][2] + (pts[i][2] - pts[i - 1][2]) * f);
return v;
};
const d = wrap(t * (b.speed ?? 8) + (b.phase || 0));
sample(d, out.position);
// face where we're heading: sample a few cm ahead so corners turn smoothly
const ahead = sample(wrap(t * (b.speed ?? 8) + (b.phase || 0) + 6), _look);
const dx = ahead.x - out.position.x, dz = ahead.z - out.position.z;
if (dx * dx + dz * dz > 1e-4) out.rotationY = Math.atan2(dx, dz);
// gentle float so walking still reads ghostly
out.position.y += 2 * Math.sin(t * 1.9 + (b.seed || 0));
}
const _look = new THREE.Vector3();
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/* loader.js — ghost visuals.
*
* Multi-part OBJ ghosts: { legs|wisp, torso, head, headpiece } assembled into one Group,
* rendered with the recovered Hidden Side gradient shader (top->bottom tint by GhostColor:
* Red / Yellow / Blue). Procedural wisp fallback until models are uploaded.
*
* Per-character overrides come from /api/characters (managed in /admin/characters.html):
* { modelId, opacity, topColor, bottomColor, heightCm, scale,
* faceTextureUrl, torsoTextureUrl,
* partOverrides: { <partKey>: { offset:[x,y,z], rotation:[x,y,z], scale } } }
*
* Part placement: each part in a model may be a bare URL string, or an object
* { url, offset:[x,y,z], rotation:[x,y,z](degrees), scale }
* The model manifest holds the shared default placement; a character's
* partOverrides[key] is merged on top so an individual ghost can be nudged
* without disturbing every other ghost that shares the same model.
*
* Textures: face and torso images are projected planar-front onto the mesh (UV-independent,
* so untextured OBJs still work). Each is placed by a normalized Y band with adjustable
* centre/size, blended over the gradient — a simple decal without needing UV-mapped models.
*/
import * as THREE from 'three';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
/* Canonical part order (also the assembly/z-order). Shared with the editor. */
export const PART_KEYS = ['legs', 'wisp', 'torso', 'head', 'headpiece'];
const objLoader = new OBJLoader();
const objCache = new Map();
const texLoader = new THREE.TextureLoader();
const texCache = new Map();
/* A sampler2D uniform must ALWAYS be bound to a real texture: leaving it null makes
* the shader program fail to link on many GPUs, which would break every untextured
* ghost. This 1x1 fully-transparent pixel is the safe no-op binding. */
const EMPTY_TEX = (() => {
const t = new THREE.DataTexture(new Uint8Array([0, 0, 0, 0]), 1, 1, THREE.RGBAFormat);
t.needsUpdate = true;
return t;
})();
function loadTexture(url) {
if (!url) return null;
if (!texCache.has(url)) {
const t = texLoader.load(url, undefined, undefined,
() => console.warn('texture failed to load:', url)); // keeps the ghost alive
t.colorSpace = THREE.SRGBColorSpace;
texCache.set(url, t);
}
return texCache.get(url);
}
function gradientMaterial(top, bottom, opacity, faceTex, torsoTex, bands) {
return new THREE.ShaderMaterial({
transparent: true,
depthWrite: false,
uniforms: {
topColor: { value: new THREE.Color(top) },
bottomColor: { value: new THREE.Color(bottom) },
opacity: { value: opacity },
uMinY: { value: 0 },
uMaxY: { value: 1 },
uToGroup: { value: new THREE.Matrix4() }, // mesh-local -> group-local (bakes part transform)
uTime: { value: 0 },
faceMap: { value: faceTex || EMPTY_TEX },
torsoMap: { value: torsoTex || EMPTY_TEX },
hasFace: { value: faceTex ? 1 : 0 },
hasTorso: { value: torsoTex ? 1 : 0 },
// [centreY, halfHeight, halfWidth] in normalized model space
faceBand: { value: new THREE.Vector3(bands.faceY, bands.faceSize, bands.faceSize) },
torsoBand: { value: new THREE.Vector3(bands.torsoY, bands.torsoSize, bands.torsoSize) },
},
vertexShader: `
varying float vY;
varying vec3 vNormal;
varying vec3 vLocal;
uniform float uMinY, uMaxY;
uniform mat4 uToGroup;
void main() {
// Position within the assembled group (accounts for per-part offset/rotation/scale),
// so the gradient + decal bands span the whole figure, not each part's raw origin.
vec3 gp = (uToGroup * vec4(position, 1.0)).xyz;
float h = max(uMaxY - uMinY, 0.001);
vY = clamp((gp.y - uMinY) / h, 0.0, 1.0);
vLocal = vec3(gp.x / h, vY, gp.z / h);
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}`,
fragmentShader: `
varying float vY;
varying vec3 vNormal;
varying vec3 vLocal;
uniform vec3 topColor, bottomColor;
uniform float opacity, uTime;
uniform sampler2D faceMap, torsoMap;
uniform int hasFace, hasTorso;
uniform vec3 faceBand, torsoBand;
// planar-front decal: map local X/Y into the band's UV box
vec4 decal(sampler2D map, vec3 band) {
vec2 uv = vec2((vLocal.x / band.z) * 0.5 + 0.5,
((vLocal.y - band.x) / band.y) * 0.5 + 0.5);
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) return vec4(0.0);
return texture2D(map, uv);
}
void main() {
vec3 c = mix(bottomColor, topColor, vY);
float rim = pow(1.0 - abs(dot(vNormal, vec3(0.0, 0.0, 1.0))), 2.0);
c += rim * 0.35;
// only decal the front-facing side so images don't mirror onto the back
float front = smoothstep(0.0, 0.35, vNormal.z);
if (hasTorso == 1) {
vec4 t = decal(torsoMap, torsoBand);
c = mix(c, t.rgb, t.a * front);
}
if (hasFace == 1) {
vec4 f = decal(faceMap, faceBand);
c = mix(c, f.rgb, f.a * front);
}
float pulse = 0.92 + 0.08 * sin(uTime * 2.2);
gl_FragColor = vec4(c, opacity * pulse);
}`,
});
}
async function loadOBJ(url) {
if (objCache.has(url)) return objCache.get(url).clone();
const obj = await objLoader.loadAsync(url);
objCache.set(url, obj);
return obj.clone();
}
const DEG = Math.PI / 180;
/* A part entry may be a bare URL string or { url, offset, rotation, scale }.
* Return a normalized { url, offset:[x,y,z], rotation:[x,y,z], scale } or null. */
export function normalizePart(entry) {
if (!entry) return null;
if (typeof entry === 'string') {
return { url: entry, offset: [0, 0, 0], rotation: [0, 0, 0], scale: 1 };
}
if (!entry.url) return null;
const o = Array.isArray(entry.offset) ? entry.offset : [0, 0, 0];
const r = Array.isArray(entry.rotation) ? entry.rotation : [0, 0, 0];
return {
url: entry.url,
offset: [+o[0] || 0, +o[1] || 0, +o[2] || 0],
rotation: [+r[0] || 0, +r[1] || 0, +r[2] || 0],
scale: entry.scale != null ? (+entry.scale || 1) : 1,
};
}
/* Merge a per-ghost override on top of the model's default placement.
* Only fields present in the override replace the base; url always wins from base. */
export function mergePart(base, override) {
const b = normalizePart(base);
if (!b) return null;
if (!override) return b;
const ov = override;
return {
url: b.url,
offset: Array.isArray(ov.offset) ? ov.offset.map((v, i) => (v != null ? +v : b.offset[i])) : b.offset,
rotation: Array.isArray(ov.rotation) ? ov.rotation.map((v, i) => (v != null ? +v : b.rotation[i])) : b.rotation,
scale: ov.scale != null ? +ov.scale : b.scale,
};
}
/* Apply a normalized transform to a freshly-loaded part group. */
function applyPartTransform(obj, p) {
obj.position.set(p.offset[0], p.offset[1], p.offset[2]);
obj.rotation.set(p.rotation[0] * DEG, p.rotation[1] * DEG, p.rotation[2] * DEG);
obj.scale.setScalar(p.scale);
obj.userData.partKey = p.key;
return obj;
}
function proceduralWisp() {
const g = new THREE.Group();
const body = new THREE.Mesh(new THREE.SphereGeometry(9, 20, 16));
body.scale.set(1, 1.35, 1);
body.position.y = 14;
const tail = new THREE.Mesh(new THREE.ConeGeometry(7, 16, 16));
tail.rotation.x = Math.PI;
tail.position.y = 0;
g.add(body, tail);
return g;
}
/* Resolve the override chain: character-specific -> defaults -> built-in. */
function resolveOverrides(ghost, characters) {
const d = (characters && characters.defaults) || {};
const c = (characters && characters.byId && characters.byId[ghost.id]) || {};
return { ...d, ...c };
}
function pickModel(manifest, ov) {
const models = (manifest && manifest.models) || [];
if (!models.length) return null;
if (ov.modelId) return models.find(m => m.id === ov.modelId) || models[0];
return models[0];
}
export async function buildGhost(ghost, gradients, manifest, characters) {
const ov = resolveOverrides(ghost, characters);
const grad = (gradients && (gradients[ghost.color] || gradients.Blue))
|| { top: '#51eaf1', bottom: '#529eff' }; // survive a missing/!oddly-shaped gradient payload
const top = ov.topColor || grad.top;
const bottom = ov.bottomColor || grad.bottom;
const opacity = ov.opacity != null ? Number(ov.opacity) : 0.92;
const bands = {
faceY: ov.faceY != null ? Number(ov.faceY) : 0.82,
faceSize: ov.faceSize != null ? Number(ov.faceSize) : 0.16,
torsoY: ov.torsoY != null ? Number(ov.torsoY) : 0.52,
torsoSize: ov.torsoSize != null ? Number(ov.torsoSize) : 0.22,
};
const mat = gradientMaterial(top, bottom, opacity,
loadTexture(ov.faceTextureUrl), loadTexture(ov.torsoTextureUrl), bands);
let group;
const model = pickModel(manifest, ov);
const partOv = ov.partOverrides || {};
if (model && model.parts) {
group = new THREE.Group();
try {
for (const key of PART_KEYS) {
const merged = mergePart(model.parts[key], partOv[key]);
if (!merged) continue;
merged.key = key;
const partObj = await loadOBJ(merged.url);
applyPartTransform(partObj, merged);
group.add(partObj);
}
if (!group.children.length) group = proceduralWisp();
} catch (e) {
console.warn('ghost model load failed, using wisp fallback', e);
group = proceduralWisp();
}
} else {
group = proceduralWisp();
}
// gradient/decal mapping needs the model's Y range (group-local, post part-transform)
group.updateMatrixWorld(true);
const box = new THREE.Box3().setFromObject(group);
const groupInv = new THREE.Matrix4().copy(group.matrixWorld).invert();
const mats = [];
group.traverse(o => {
if (o.isMesh) {
// Each mesh needs its own material instance to carry a per-mesh group-local matrix,
// but they all share the same tunable uniforms via the tick/opacity setters below.
const m = mat.clone();
m.uniforms.uMinY.value = box.min.y;
m.uniforms.uMaxY.value = box.max.y;
m.uniforms.uToGroup.value = new THREE.Matrix4().multiplyMatrices(groupInv, o.matrixWorld);
o.material = m;
mats.push(m);
}
});
if (!mats.length) mats.push(mat);
// Normalize: feet at origin, then setHeight(cm) scales any source units to world height.
const outer = new THREE.Group();
const inner = new THREE.Group();
inner.position.y = -box.min.y;
inner.add(group);
outer.add(inner);
const rawH = Math.max(box.max.y - box.min.y, 1e-6);
const modelScale = (ov.scale || model?.scale || 1);
outer.userData.setHeight = (cm) => outer.scale.setScalar(((ov.heightCm || cm) / rawH) * modelScale);
outer.userData.setHeight(4);
outer.userData.material = mats[0];
outer.userData.materials = mats;
outer.userData.setOpacity = (v) => { for (const m of mats) m.uniforms.opacity.value = v * opacity; };
outer.userData.tick = (t) => { for (const m of mats) m.uniforms.uTime.value = t; };
return outer;
}
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/* md.js — tiny, safe markdown subset for user-authored copy.
* Supports: # headings, **bold**, *italic*, [links](url), - lists, blank-line paragraphs.
* Everything is HTML-escaped FIRST, so authored text can never inject markup.
*/
const esc = (s) => String(s)
.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;')
.replace(/"/g, '&quot;').replace(/'/g, '&#39;');
export function renderMarkdown(src) {
const lines = esc(src || '').split(/\r?\n/);
const out = [];
let para = [], list = null;
const flushPara = () => { if (para.length) { out.push(`<p>${inline(para.join(' '))}</p>`); para = []; } };
const flushList = () => { if (list) { out.push(`<ul>${list.join('')}</ul>`); list = null; } };
for (const raw of lines) {
const line = raw.trim();
if (!line) { flushPara(); flushList(); continue; }
const h = line.match(/^(#{1,3})\s+(.*)$/);
if (h) { flushPara(); flushList(); const n = h[1].length + 1; out.push(`<h${n}>${inline(h[2])}</h${n}>`); continue; }
const li = line.match(/^[-*]\s+(.*)$/);
if (li) { flushPara(); (list ||= []).push(`<li>${inline(li[1])}</li>`); continue; }
flushList();
para.push(line);
}
flushPara(); flushList();
return out.join('\n');
}
function inline(t) {
return t
.replace(/\*\*([^*]+)\*\*/g, '<strong>$1</strong>')
.replace(/\*([^*]+)\*/g, '<em>$1</em>')
// links: only http(s) and site-relative, so no javascript: URLs
.replace(/\[([^\]]+)\]\((https?:\/\/[^\s)]+|\/[^\s)]*)\)/g,
'<a href="$2" target="_blank" rel="noopener noreferrer">$1</a>');
}
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/* net.js — WebSocket sync client + dev-mode error pipeline. */
export class ExhibitNet {
constructor() {
this.handlers = new Map();
this.ws = null;
this.retry = 1000;
}
on(type, fn) { this.handlers.set(type, fn); return this; }
connect() {
const proto = location.protocol === 'https:' ? 'wss' : 'ws';
this.ws = new WebSocket(`${proto}://${location.host}/ws`);
this.ws.onopen = () => { this.retry = 1000; };
this.ws.onmessage = (ev) => {
let m; try { m = JSON.parse(ev.data); } catch { return; }
const h = this.handlers.get(m.type);
if (h) h(m);
};
this.ws.onclose = () => {
setTimeout(() => this.connect(), this.retry);
this.retry = Math.min(this.retry * 2, 15000);
};
}
}
/* Dev-mode error checking: capture JS errors + unhandled rejections, show an
* on-screen overlay, and report to the server for the admin error log. */
export function installErrorReporter(devMode) {
const report = (payload) => {
fetch('/api/client-error', {
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ ua: navigator.userAgent, page: location.pathname, ...payload }),
}).catch(() => {});
if (devMode) showOverlay(payload);
};
window.addEventListener('error', (e) =>
report({ kind: 'error', msg: String(e.message), src: e.filename, line: e.lineno }));
window.addEventListener('unhandledrejection', (e) =>
report({ kind: 'rejection', msg: String(e.reason && e.reason.message || e.reason) }));
return report;
}
let overlayEl = null;
function showOverlay(p) {
if (!overlayEl) {
overlayEl = document.createElement('div');
overlayEl.style.cssText = 'position:fixed;bottom:0;left:0;right:0;max-height:35vh;overflow:auto;' +
'background:rgba(120,0,0,.88);color:#fff;font:12px monospace;padding:8px;z-index:99999;white-space:pre-wrap';
document.body.appendChild(overlayEl);
}
overlayEl.textContent += `[${p.kind}] ${p.msg}${p.src ? ` (${p.src}:${p.line})` : ''}\n`;
}
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/* set-footprints.js — LEGO Hidden Side set footprint presets for the layout editor.
Units: centimetres (1 Three.js unit = 1 cm). width = X extent, depth = Z extent,
height = Y extent. Footprint = the two horizontal axes of each build.
Fan/tribute project; not affiliated with or endorsed by the LEGO Group.
Sizes derived from Brickset-published model dimensions (brickset.com/sets/theme-Hidden-Side). */
export const SET_FOOTPRINTS = [
{ setNumber: "70418", name: "J.B.'s Ghost Lab", width: 13, depth: 18, height: 9, year: 2019 },
{ setNumber: "70420", name: "Graveyard Mystery", width: 14, depth: 32, height: 10, year: 2019 },
{ setNumber: "70421", name: "El Fuego's Stunt Truck", width: 10, depth: 10, height: 17, year: 2019 },
{ setNumber: "70422", name: "Shrimp Shack Attack", width: 19, depth: 32, height: 10, year: 2019 },
{ setNumber: "70424", name: "Ghost Train Express", width: 14, depth: 61, height: 15, year: 2019 },
{ setNumber: "70425", name: "Newbury Haunted High School", width: 30, depth: 43, height: 26, year: 2019 },
{ setNumber: "70427", name: "Welcome to the Hidden Side", width: 17, depth: 22, height: 13, year: 2020 },
{ setNumber: "70428", name: "Jack's Beach Buggy", width: 10, depth: 11, height: 8, year: 2020 },
{ setNumber: "70429", name: "El Fuego's Stunt Plane", width: 22, depth: 22, height: 8, year: 2020 },
{ setNumber: "70430", name: "Newbury Subway", width: 15, depth: 26, height: 14, year: 2020 },
{ setNumber: "70431", name: "The Lighthouse of Darkness", width: 29, depth: 22, height: 18, year: 2020 },
{ setNumber: "70432", name: "Haunted Fairground", width: 28, depth: 35, height: 27, year: 2020 },
{ setNumber: "70433", name: "J.B.'s Submarine", width: 21, depth: 19, height: 10, year: 2020 },
{ setNumber: "70434", name: "Supernatural Race Car", width: 19, depth: 11, height: 7, year: 2020 },
{ setNumber: "70435", name: "Newbury Abandoned Prison", width: 19, depth: 30, height: 15, year: 2020 },
{ setNumber: "70437", name: "Mystery Castle (closed)", width: 34, depth: 31, height: 27, year: 2020 },
{ setNumber: "70437o", name: "Mystery Castle (open)", width: 45.5, depth: 26, height: 27, year: 2020 }
];
export function getFootprint(setNumber) {
return SET_FOOTPRINTS.find(s => s.setNumber === setNumber) || null;
}
export function footprintLabel(fp) {
return `${fp.setNumber}${fp.name} (${fp.width} × ${fp.depth} cm)`;
}
/* Turn a preset into a building record the layout editor already understands.
Buildings store size:[w,h,d]; footprint width→X, height→Y, depth→Z. */
export function footprintToBuilding(fp, at = [0, 0, 0]) {
return {
name: `${fp.setNumber} ${fp.name}`,
setNumber: fp.setNumber,
position: [at[0], at[1], at[2]],
size: [fp.width, fp.height, fp.depth],
yawDeg: 0
};
}