Files
2026-07-08 20:11:11 +10:00

471 lines
20 KiB
JavaScript

/* Newbury Exhibit — the Hidden Side (multi-viewer AR)
*
* This is the payoff: point a phone at any Newbury Crest and the ghosts appear
* anchored to the physical town, moving along their authored paths, hidden behind
* buildings — and every phone in the room sees the SAME ghosts in the SAME spots,
* each from its own viewpoint.
*
* How the shared world works:
* 1. Camera detects a marker -> POS-IT gives camera pose RELATIVE TO THAT MARKER.
* 2. scene.json says where that marker sits in WORLD coords (anchor position/yaw).
* 3. Compose: world->camera transform. Any device seeing any known marker lands
* in the same world frame, so world-space ghosts line up for everyone.
* 4. The server streams ghost world-positions at 20Hz; we place them in the world
* group, which is transformed into camera space. Buildings are invisible
* depth-only occluders so ghosts vanish behind them.
*/
import * as THREE from 'three';
import { buildLegoHeadGhost } from './lego-head-ghost.js?v=1';
import { TunedDetector, MarkerTracker } from './detect-tuned.js?v=1';
const MM = 0.001; // world mm -> three.js metres
const $ = (id) => document.getElementById(id);
const video = $('video');
const canvas = $('three');
const startScreen = $('start'), goBtn = $('go'), errEl = $('err');
const hud = $('hud'), countEl = $('count'), lockTag = $('lock'), line2 = $('line2');
const ghostNEl = $('ghostN'), realignEl = $('realign');
const grab = document.createElement('canvas');
const gctx = grab.getContext('2d', { willReadFrequently: true });
let detector = null, tracker = null, focalPx = 0, running = false;
// ---- Three.js scene -------------------------------------------------------
const renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: true });
renderer.setClearColor(0x000000, 0);
renderer.sortObjects = true;
const scene3d = new THREE.Scene();
scene3d.add(new THREE.AmbientLight(0xb8c4e0, 1.15));
const key = new THREE.DirectionalLight(0xffffff, 0.75);
key.position.set(0.3, 1, 0.5); scene3d.add(key);
// Camera sits at origin looking down -Z. We move the WORLD, not the camera.
let camera = new THREE.PerspectiveCamera(55, 1, 5, 8000); // mm units (large far)
// `world` holds everything in build coordinates; its matrix = world->camera.
const world = new THREE.Group();
world.matrixAutoUpdate = false;
scene3d.add(world);
// sub-groups inside world
const gGhosts = new THREE.Group(); world.add(gGhosts);
const gOccluders = new THREE.Group(); world.add(gOccluders);
const gAnchorViz = new THREE.Group(); world.add(gAnchorViz); // subtle anchor markers
// ---- Scene data from server ----------------------------------------------
let sceneMeta = null; // { world, anchors[], blockers[] }
const anchorById = new Map(); // fiducialId -> anchor (world placement)
const ghostObjs = new Map(); // spawnId -> { group, targetPos, lastColor }
// ---- Marker + pose --------------------------------------------------------
const MARKER_SIZE_MM = 96; // outer black square; must match printed/built markers
let posit = null;
function centredCorners(m, w, h) {
return m.corners.map((c) => ({ x: c.x - w / 2, y: h / 2 - c.y }));
}
// Build the marker->camera matrix (POS-IT), converting js-aruco axes to three.js.
// DERIVED FROM REAL DEVICE DATA (orient-debug log): the POS-IT rotation is already
// correct as-is. The old F=diag(1,-1,-1) premultiply was rotating the whole frame
// 180 deg about X -> pitch negated + 180 deg roll ("upside down + inverted tilt").
// The ONLY conversion needed is on the TRANSLATION: three.js's camera looks down
// -Z (and screen Y is up), so we negate translation Y and Z. Rotation stays
// untouched, which keeps pitch/roll/yaw matching the real marker exactly.
function poseToMatrix(R, t) {
return new THREE.Matrix4().set(
R[0][0], R[0][1], R[0][2], t[0],
R[1][0], R[1][1], R[1][2], -t[1], // flip translation Y (screen up)
R[2][0], R[2][1], R[2][2], -t[2], // flip translation Z (in front of -Z cam)
0, 0, 0, 1
);
}
// POS-IT returns TWO solutions for a planar marker (the real pose and a mirror
// twin). Up close they have near-equal error and the solver flip-flops between
// them -> "rotate 90deg, ghost spins 180deg". We return both; alignWorld picks
// the one whose resulting world orientation is closest to the previous frame.
function markerToCameraMatrix(m) {
const pose = posit.pose(centredCorners(m, grab.width, grab.height));
if (!pose) return null;
const best = { M: poseToMatrix(pose.bestRotation, pose.bestTranslation), err: pose.bestError };
let alt = null;
if (pose.alternativeRotation && pose.alternativeTranslation) {
alt = { M: poseToMatrix(pose.alternativeRotation, pose.alternativeTranslation), err: pose.alternativeError };
}
const t = pose.bestTranslation;
return { best, alt, dist: Math.hypot(t[0], t[1], t[2]) };
}
// anchor world placement -> matrix mapping the MARKER's local frame (as POS-IT
// sees it: marker in its XY plane, +Z out of the printed face) into WORLD space.
//
// A crest lying flat on the table has its face pointing UP, so the marker's
// local +Z must map to world +Y. That's a -90 deg rotation about X. On top of
// that we apply the anchor's yaw (spin on the table) and its world position.
//
// mount 'flat' (default): marker lies on the table, face up -> rotX(-90) then yaw about Y
// mount 'wall': marker stands vertical, face outward -> yaw about Y only
//
// The order matters: worldFromMarker = T(pos) * Ry(yaw) * planeTilt.
function anchorToWorldMatrix(anchor) {
const p = anchor.position || { x: 0, y: 0, z: 0 };
const yaw = THREE.MathUtils.degToRad(anchor.rotationDeg?.y || 0);
const mount = anchor.mount || 'flat';
const planeTilt = new THREE.Matrix4();
if (mount === 'wall') planeTilt.identity(); // face already points sideways
else planeTilt.makeRotationX(-Math.PI / 2); // flat: tip face up to +Y
const spin = new THREE.Matrix4().makeRotationY(yaw);
const trans = new THREE.Matrix4().setPosition(p.x, p.y, p.z);
// trans * spin * planeTilt
return trans.multiply(spin).multiply(planeTilt);
}
// Given a detected marker with a known anchor, compute world->camera and apply
// it to the `world` group so everything in world coords renders correctly.
//
// Planar-ambiguity defeat: POS-IT gives two candidate poses. We compute the
// resulting world->camera for each, and keep whichever is closest to LAST
// frame's transform (temporal consistency). This stops the mirror-twin flip
// that made the ghost spin the wrong way. On first lock we take `best`.
const tmpAnchorInv = new THREE.Matrix4();
let lastWorldToCamera = null; // previous frame's chosen transform (for continuity)
function worldToCameraFor(mMatrix, anchorInv) {
return new THREE.Matrix4().multiplyMatrices(mMatrix, anchorInv);
}
// crude distance between two 4x4s: sum of squared element differences of the
// rotation part (enough to tell the real pose from its mirror twin).
function matDist(a, b) {
const ea = a.elements, eb = b.elements;
let s = 0;
for (const i of [0, 1, 2, 4, 5, 6, 8, 9, 10]) { const d = ea[i] - eb[i]; s += d * d; }
return s;
}
function alignWorld(m2c, anchor) {
const aToW = anchorToWorldMatrix(anchor);
tmpAnchorInv.copy(aToW).invert();
const candBest = worldToCameraFor(m2c.best.M, tmpAnchorInv);
let chosen = candBest;
if (m2c.alt) {
const candAlt = worldToCameraFor(m2c.alt.M, tmpAnchorInv);
if (lastWorldToCamera) {
// pick the candidate closest to where the world was last frame
chosen = matDist(candAlt, lastWorldToCamera) < matDist(candBest, lastWorldToCamera)
? candAlt : candBest;
} else {
// first lock: trust the lower-error (best) solution
chosen = candBest;
}
}
world.matrix.copy(chosen);
world.matrixWorldNeedsUpdate = true;
lastWorldToCamera = chosen.clone();
}
// ---- Multi-marker fusion --------------------------------------------------
// When several crests are visible at once, each yields its own world->camera
// estimate. Picking a single "winner" makes the world snap as detection flickers
// between them. Because every crest's world position is known and the rig is
// rigid, we instead FUSE all visible estimates into one consensus pose:
// * for each marker, resolve its two POS-IT solutions to the one consistent
// with last frame (defeats the planar flip), producing one world->camera;
// * weight each by confidence (bigger, lower-error, non-coasting = more trust);
// * average translations linearly and rotations via quaternion slerp.
// Result: smoother and more accurate than any single marker, with no snap.
const _p = new THREE.Vector3(), _q = new THREE.Quaternion(), _s = new THREE.Vector3();
function resolveMarkerWorldToCamera(m2c, anchor) {
// returns the single world->camera for this marker, flip-resolved vs last frame
const aToW = anchorToWorldMatrix(anchor);
const inv = new THREE.Matrix4().copy(aToW).invert();
const candBest = worldToCameraFor(m2c.best.M, inv);
if (!m2c.alt) return candBest;
const candAlt = worldToCameraFor(m2c.alt.M, inv);
if (!lastWorldToCamera) {
return (m2c.alt.err < m2c.best.err) ? candBest : candBest; // first lock: best
}
return matDist(candAlt, lastWorldToCamera) < matDist(candBest, lastWorldToCamera)
? candAlt : candBest;
}
function fuseWorld(observations) {
// observations: [{ m2c, anchor, weight }]
if (observations.length === 0) return false;
// Resolve each to a single world->camera, decompose to pos+quat.
const parts = [];
for (const o of observations) {
const wc = resolveMarkerWorldToCamera(o.m2c, o.anchor);
const p = new THREE.Vector3(), q = new THREE.Quaternion(), s = new THREE.Vector3();
wc.decompose(p, q, s);
parts.push({ p, q, w: o.weight });
}
// Weighted translation average.
const totalW = parts.reduce((a, b) => a + b.w, 0) || 1;
const pos = new THREE.Vector3();
for (const pt of parts) pos.addScaledVector(pt.p, pt.w / totalW);
// Weighted rotation average via incremental slerp. Keep all quats on the same
// hemisphere as the first (q and -q are the same rotation; slerp needs care).
const q0 = parts[0].q.clone();
let quat = q0.clone();
let accum = parts[0].w;
for (let i = 1; i < parts.length; i++) {
let qi = parts[i].q.clone();
if (q0.dot(qi) < 0) qi.set(-qi.x, -qi.y, -qi.z, -qi.w); // hemisphere align
accum += parts[i].w;
quat.slerp(qi, parts[i].w / accum); // incremental weighted mean
quat.normalize();
}
const fused = new THREE.Matrix4().compose(pos, quat, new THREE.Vector3(1, 1, 1));
world.matrix.copy(fused);
world.matrixWorldNeedsUpdate = true;
lastWorldToCamera = fused.clone();
return true;
}
// ---- Build occluders + anchor viz once scene arrives ----------------------
function buildStaticWorld() {
// occluders: invisible depth-only boxes so ghosts hide behind buildings
gOccluders.clear();
for (const bl of (sceneMeta.blockers || [])) {
const sz = bl.size;
const geo = new THREE.BoxGeometry(sz.x, sz.y, sz.z);
const mat = new THREE.MeshBasicMaterial({ colorWrite: false }); // writes depth only
const mesh = new THREE.Mesh(geo, mat);
mesh.position.set(bl.position.x + sz.x / 2, bl.position.y + sz.y / 2, bl.position.z + sz.z / 2);
mesh.renderOrder = -1; // draw occluders before ghosts so depth is ready
gOccluders.add(mesh);
}
// very subtle anchor dots so you can see the crests are recognised (optional)
gAnchorViz.clear();
for (const a of (sceneMeta.anchors || [])) {
const dot = new THREE.Mesh(
new THREE.SphereGeometry(6, 10, 10),
new THREE.MeshBasicMaterial({ color: 0x00e5c0, transparent: true, opacity: 0.25 })
);
dot.position.set(a.position.x, a.position.y, a.position.z);
gAnchorViz.add(dot);
}
}
// ---- Ghosts ---------------------------------------------------------------
const LURE_KEY = { Red: 'Red', Yellow: 'Yellow', Blue: 'Blue' };
function ensureGhost(g) {
let obj = ghostObjs.get(g.spawnId);
if (!obj) {
const colorKey = colorForGhost(g);
const group = buildLegoHeadGhost(THREE, colorKey);
group.scale.setScalar(1.0); // ghost built in mm already
gGhosts.add(group);
obj = { group, targetPos: new THREE.Vector3(), lastColor: colorKey };
ghostObjs.set(g.spawnId, obj);
}
return obj;
}
// The server sends ghostId; we map to a lure colour via the roster if we have it.
let roster = null;
function colorForGhost(g) {
if (g.color) return LURE_KEY[g.color] || 'Blue';
if (roster && g.ghostId && roster.has(g.ghostId)) return roster.get(g.ghostId).color || 'Blue';
return 'Blue';
}
function updateGhosts(list, dtServer) {
const seen = new Set();
for (const g of list) {
seen.add(g.spawnId);
const obj = ensureGhost(g);
// server pos is world mm; set as smoothing target
obj.targetPos.set(g.pos.x, g.pos.y, g.pos.z);
obj._yaw = THREE.MathUtils.degToRad(g.yawDeg || 0);
}
// remove ghosts no longer present
for (const [id, obj] of ghostObjs) {
if (!seen.has(id)) { gGhosts.remove(obj.group); ghostObjs.delete(id); }
}
ghostNEl.textContent = ghostObjs.size;
}
// ---- WebSocket sync -------------------------------------------------------
let ws = null, wsConnected = false, lastState = 0;
function connectWS() {
const proto = location.protocol === 'https:' ? 'wss' : 'ws';
ws = new WebSocket(`${proto}://${location.host}/sync`);
ws.onopen = () => { wsConnected = true; setLine(); };
ws.onclose = () => { wsConnected = false; setLine(); setTimeout(connectWS, 1500); };
ws.onerror = () => { /* onclose will handle reconnect */ };
ws.onmessage = (ev) => {
let msg; try { msg = JSON.parse(ev.data); } catch (_) { return; }
if (msg.type === 'hello') {
sceneMeta = { world: msg.world, anchors: msg.anchors || [], blockers: msg.blockers || [] };
anchorById.clear();
for (const a of sceneMeta.anchors) anchorById.set(a.fiducialId, a);
buildStaticWorld();
setLine();
} else if (msg.type === 'state') {
lastState = performance.now();
updateGhosts(msg.ghosts, msg.serverTime);
}
};
}
// fetch roster once for colour mapping (optional, best-effort)
async function loadRoster() {
try {
const r = await fetch('/api/ghosts');
const list = await r.json();
roster = new Map(list.map((g) => [g.id, g]));
} catch (_) { roster = null; }
}
// ---- Alignment state ------------------------------------------------------
let aligned = false;
let lastAlign = 0;
const REALIGN_GRACE_MS = 1500; // keep last alignment briefly after marker lost
function setLock(state) {
// state: 'locked' | 'holding' | 'searching'
if (state === 'locked') { lockTag.textContent = 'locked'; lockTag.className = 'tag on'; realignEl.classList.remove('show'); }
else if (state === 'holding') { lockTag.textContent = 'holding'; lockTag.className = 'tag warn'; }
else { lockTag.textContent = 'aligning…'; lockTag.className = 'tag off'; }
}
function setLine() {
if (!wsConnected) { line2.textContent = 'connecting to exhibit…'; return; }
if (!sceneMeta) { line2.textContent = 'loading scene…'; return; }
if (!aligned) { line2.textContent = 'point at a Newbury Crest'; return; }
line2.innerHTML = `aligned · <b>${ghostObjs.size}</b> ghosts live`;
}
// ---- Camera + sizing ------------------------------------------------------
function sizeAll() {
const vw = video.videoWidth, vh = video.videoHeight;
if (!vw || !vh) return;
grab.width = vw; grab.height = vh;
const scale = Math.max(window.innerWidth / vw, window.innerHeight / vh);
const dw = vw * scale, dh = vh * scale;
for (const el of [video, canvas]) { el.style.width = dw + 'px'; el.style.height = dh + 'px'; }
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
renderer.setSize(dw, dh, false);
focalPx = vw;
const fovY = 2 * Math.atan((vh / 2) / focalPx) * (180 / Math.PI);
camera.fov = fovY; camera.aspect = dw / dh; camera.updateProjectionMatrix();
posit = new POS.Posit(MARKER_SIZE_MM, focalPx);
}
async function start() {
errEl.textContent = '';
try {
const stream = await navigator.mediaDevices.getUserMedia({
video: { facingMode: { ideal: 'environment' }, width: { ideal: 1280 }, height: { ideal: 720 } }, audio: false,
});
video.srcObject = stream; await video.play();
} catch (e) {
errEl.textContent = 'Camera unavailable: ' + (e.message || e.name) + '. iOS needs HTTPS + camera permission.';
return;
}
detector = new TunedDetector({ dictionaryName: 'ARUCO_4X4_1000' }).setPreset('forgiving');
tracker = new MarkerTracker({ coastMs: 120, smooth: true }); // short coast: don't linger on stale pose while panning
await new Promise((res) => { if (video.readyState >= 2) res(); else video.onloadeddata = () => res(); });
sizeAll();
window.addEventListener('resize', sizeAll);
await loadRoster();
connectWS();
startScreen.classList.add('hidden');
hud.classList.remove('hidden'); countEl.classList.remove('hidden');
running = true;
requestAnimationFrame(loop);
}
// ---- Main loop ------------------------------------------------------------
function loop(now) {
if (!running) return;
requestAnimationFrame(loop);
if (video.readyState < 2 || !grab.width) return;
// 1) detect + track markers
gctx.drawImage(video, 0, 0, grab.width, grab.height);
const img = gctx.getImageData(0, 0, grab.width, grab.height);
let raw = [];
try { raw = detector.detect(img, { width: grab.width, height: grab.height }); } catch (_) { raw = []; }
const markers = tracker.update(raw, now);
// 2) Fuse ALL visible KNOWN markers into one consensus world pose.
// Each contributes an estimate weighted by confidence (area, low pose
// error, not coasting). Fusing removes the snap you get when a single
// "winner" marker flickers between two visible crests, and is more
// accurate because the rig geometry is known and rigid.
const observations = [];
let anyLive = false;
for (const m of markers) {
if (!anchorById.has(m.id)) continue;
const m2c = markerToCameraMatrix(m);
if (!m2c) continue;
// confidence: lower pose error + live (not coasting) + nearer = more trust
const errW = 1 / (1 + (m2c.best.err ?? 0)); // lower error -> higher weight
const coastW = m.coasting ? 0.35 : 1; // trust live reads more
const nearW = 1 / (1 + m2c.dist / 1000); // nearer markers slightly favoured
const weight = errW * coastW * nearW;
observations.push({ m2c, anchor: anchorById.get(m.id), weight });
if (!m.coasting) anyLive = true;
}
if (observations.length > 0) {
fuseWorld(observations);
aligned = true; lastAlign = now;
world.visible = true;
setLock(anyLive ? 'locked' : 'holding');
} else if (aligned && now - lastAlign < REALIGN_GRACE_MS) {
// keep showing world briefly using last alignment
setLock('holding');
} else {
aligned = false;
world.visible = false;
setLock('searching');
if (sceneMeta && wsConnected) realignEl.classList.add('show');
}
setLine();
// 3) animate ghosts: smooth toward server target, apply yaw + idle wobble
const t = now / 1000;
for (const obj of ghostObjs.values()) {
obj.group.position.lerp(obj.targetPos, 0.5); // smooth network updates (snappier follow)
if (obj._yaw != null) {
// face travel/authored yaw, eased
const cur = obj.group.rotation.y;
let d = obj._yaw - cur; while (d > Math.PI) d -= 2 * Math.PI; while (d < -Math.PI) d += 2 * Math.PI;
obj.group.rotation.y = cur + d * 0.15;
}
obj.group.userData.update?.(t);
}
// 4) stale-state watchdog: if server went quiet, dim the count
if (wsConnected && now - lastState > 3000) ghostNEl.style.opacity = '0.4';
else ghostNEl.style.opacity = '1';
renderer.render(scene3d, camera);
}
goBtn.addEventListener('click', start);