- Add Python WebSocket sensing server (ws_server.py) with ESP32 UDP CSI and Windows RSSI auto-detect collectors on port 8765 - Add Three.js Gaussian splat renderer with custom GLSL shaders for real-time WiFi signal field visualization (blue→green→red gradient) - Add SensingTab component with RSSI sparkline, feature meters, and motion classification badge - Add sensing.service.js WebSocket client with reconnect and simulation fallback - Implement sensing-only mode: suppress all DensePose API calls when FastAPI backend (port 8000) is not running, clean console output - ADR-019: Document sensing-only UI architecture and data flow - ADR-020: Migrate AI/model inference to Rust with RuVector ONNX Runtime, replacing ~2.7GB Python stack with ~50MB static binary - Add ruvnet/ruvector as upstream remote for RuVector crate ecosystem Co-Authored-By: claude-flow <ruv@ruv.net>
413 lines
13 KiB
JavaScript
413 lines
13 KiB
JavaScript
/**
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* Gaussian Splat Renderer for WiFi Sensing Visualization
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*
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* Renders a 3D signal field using Three.js Points with custom ShaderMaterial.
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* Each "splat" is a screen-space disc whose size, color and opacity are driven
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* by the sensing data:
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* - Size : signal variance / disruption magnitude
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* - Color : blue (quiet) -> green (presence) -> red (active motion)
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* - Opacity: classification confidence
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*/
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// Use global THREE from CDN (loaded in SensingTab)
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const getThree = () => window.THREE;
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// ---- Custom Splat Shaders ------------------------------------------------
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const SPLAT_VERTEX = `
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attribute float splatSize;
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attribute vec3 splatColor;
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attribute float splatOpacity;
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varying vec3 vColor;
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varying float vOpacity;
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void main() {
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vColor = splatColor;
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vOpacity = splatOpacity;
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vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
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gl_PointSize = splatSize * (300.0 / -mvPosition.z);
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gl_Position = projectionMatrix * mvPosition;
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}
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`;
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const SPLAT_FRAGMENT = `
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varying vec3 vColor;
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varying float vOpacity;
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void main() {
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// Circular soft-edge disc
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float dist = length(gl_PointCoord - vec2(0.5));
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if (dist > 0.5) discard;
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float alpha = smoothstep(0.5, 0.2, dist) * vOpacity;
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gl_FragColor = vec4(vColor, alpha);
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}
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`;
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// ---- Color helpers -------------------------------------------------------
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/** Map a scalar 0-1 to blue -> green -> red gradient */
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function valueToColor(v) {
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const clamped = Math.max(0, Math.min(1, v));
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// blue(0) -> cyan(0.25) -> green(0.5) -> yellow(0.75) -> red(1)
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let r, g, b;
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if (clamped < 0.5) {
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const t = clamped * 2;
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r = 0;
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g = t;
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b = 1 - t;
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} else {
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const t = (clamped - 0.5) * 2;
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r = t;
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g = 1 - t;
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b = 0;
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}
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return [r, g, b];
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}
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// ---- GaussianSplatRenderer -----------------------------------------------
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export class GaussianSplatRenderer {
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/**
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* @param {HTMLElement} container - DOM element to attach the renderer to
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* @param {object} [opts]
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* @param {number} [opts.width] - canvas width (default container width)
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* @param {number} [opts.height] - canvas height (default 500)
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*/
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constructor(container, opts = {}) {
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const THREE = getThree();
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if (!THREE) throw new Error('Three.js not loaded');
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this.container = container;
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this.width = opts.width || container.clientWidth || 800;
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this.height = opts.height || 500;
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// Scene
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this.scene = new THREE.Scene();
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this.scene.background = new THREE.Color(0x0a0a12);
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// Camera — perspective looking down at the room
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this.camera = new THREE.PerspectiveCamera(55, this.width / this.height, 0.1, 200);
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this.camera.position.set(0, 14, 14);
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this.camera.lookAt(0, 0, 0);
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// Renderer
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this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
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this.renderer.setSize(this.width, this.height);
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this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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container.appendChild(this.renderer.domElement);
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// Grid & room
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this._createRoom(THREE);
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// Signal field splats (20x20 = 400 points on the floor plane)
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this.gridSize = 20;
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this._createFieldSplats(THREE);
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// Node markers (ESP32 / router positions)
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this._createNodeMarkers(THREE);
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// Body disruption blob
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this._createBodyBlob(THREE);
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// Simple orbit-like mouse rotation
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this._setupMouseControls();
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// Animation state
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this._animFrame = null;
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this._lastData = null;
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// Start render loop
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this._animate();
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}
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// ---- Scene setup -------------------------------------------------------
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_createRoom(THREE) {
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// Floor grid
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const grid = new THREE.GridHelper(20, 20, 0x1a3a4a, 0x0d1f28);
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this.scene.add(grid);
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// Room boundary wireframe
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const boxGeo = new THREE.BoxGeometry(20, 6, 20);
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const edges = new THREE.EdgesGeometry(boxGeo);
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const line = new THREE.LineSegments(
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edges,
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new THREE.LineBasicMaterial({ color: 0x1a4a5a, opacity: 0.3, transparent: true })
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);
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line.position.y = 3;
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this.scene.add(line);
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}
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_createFieldSplats(THREE) {
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const count = this.gridSize * this.gridSize;
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const positions = new Float32Array(count * 3);
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const sizes = new Float32Array(count);
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const colors = new Float32Array(count * 3);
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const opacities = new Float32Array(count);
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// Lay splats on the floor plane (y = 0.05 to sit just above grid)
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for (let iz = 0; iz < this.gridSize; iz++) {
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for (let ix = 0; ix < this.gridSize; ix++) {
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const idx = iz * this.gridSize + ix;
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positions[idx * 3 + 0] = (ix - this.gridSize / 2) + 0.5; // x
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positions[idx * 3 + 1] = 0.05; // y
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positions[idx * 3 + 2] = (iz - this.gridSize / 2) + 0.5; // z
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sizes[idx] = 1.5;
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colors[idx * 3] = 0.1;
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colors[idx * 3 + 1] = 0.2;
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colors[idx * 3 + 2] = 0.6;
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opacities[idx] = 0.15;
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}
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}
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const geo = new THREE.BufferGeometry();
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('splatSize', new THREE.BufferAttribute(sizes, 1));
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geo.setAttribute('splatColor', new THREE.BufferAttribute(colors, 3));
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geo.setAttribute('splatOpacity',new THREE.BufferAttribute(opacities, 1));
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const mat = new THREE.ShaderMaterial({
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vertexShader: SPLAT_VERTEX,
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fragmentShader: SPLAT_FRAGMENT,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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this.fieldPoints = new THREE.Points(geo, mat);
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this.scene.add(this.fieldPoints);
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}
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_createNodeMarkers(THREE) {
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// Router at center — green sphere
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const routerGeo = new THREE.SphereGeometry(0.3, 16, 16);
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const routerMat = new THREE.MeshBasicMaterial({ color: 0x00ff88, transparent: true, opacity: 0.8 });
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this.routerMarker = new THREE.Mesh(routerGeo, routerMat);
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this.routerMarker.position.set(0, 0.5, 0);
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this.scene.add(this.routerMarker);
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// ESP32 node — cyan sphere (default position, updated from data)
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const nodeGeo = new THREE.SphereGeometry(0.25, 16, 16);
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const nodeMat = new THREE.MeshBasicMaterial({ color: 0x00ccff, transparent: true, opacity: 0.8 });
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this.nodeMarker = new THREE.Mesh(nodeGeo, nodeMat);
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this.nodeMarker.position.set(2, 0.5, 1.5);
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this.scene.add(this.nodeMarker);
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}
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_createBodyBlob(THREE) {
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// A cluster of splats representing body disruption
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const count = 64;
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const positions = new Float32Array(count * 3);
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const sizes = new Float32Array(count);
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const colors = new Float32Array(count * 3);
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const opacities = new Float32Array(count);
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for (let i = 0; i < count; i++) {
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// Random sphere distribution
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const theta = Math.random() * Math.PI * 2;
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const phi = Math.acos(2 * Math.random() - 1);
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const r = Math.random() * 1.5;
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positions[i * 3] = r * Math.sin(phi) * Math.cos(theta);
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positions[i * 3 + 1] = r * Math.cos(phi) + 2;
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positions[i * 3 + 2] = r * Math.sin(phi) * Math.sin(theta);
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sizes[i] = 2 + Math.random() * 3;
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colors[i * 3] = 0.2;
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colors[i * 3 + 1] = 0.8;
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colors[i * 3 + 2] = 0.3;
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opacities[i] = 0.0; // hidden until presence detected
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}
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const geo = new THREE.BufferGeometry();
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geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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geo.setAttribute('splatSize', new THREE.BufferAttribute(sizes, 1));
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geo.setAttribute('splatColor', new THREE.BufferAttribute(colors, 3));
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geo.setAttribute('splatOpacity',new THREE.BufferAttribute(opacities, 1));
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const mat = new THREE.ShaderMaterial({
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vertexShader: SPLAT_VERTEX,
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fragmentShader: SPLAT_FRAGMENT,
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transparent: true,
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depthWrite: false,
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blending: THREE.AdditiveBlending,
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});
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this.bodyBlob = new THREE.Points(geo, mat);
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this.scene.add(this.bodyBlob);
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}
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// ---- Mouse controls (simple orbit) -------------------------------------
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_setupMouseControls() {
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let isDragging = false;
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let prevX = 0, prevY = 0;
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let azimuth = 0, elevation = 55;
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const radius = 20;
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const updateCamera = () => {
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const phi = (elevation * Math.PI) / 180;
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const theta = (azimuth * Math.PI) / 180;
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this.camera.position.set(
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radius * Math.sin(phi) * Math.sin(theta),
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radius * Math.cos(phi),
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radius * Math.sin(phi) * Math.cos(theta)
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);
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this.camera.lookAt(0, 0, 0);
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};
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const canvas = this.renderer.domElement;
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canvas.addEventListener('mousedown', (e) => {
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isDragging = true;
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prevX = e.clientX;
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prevY = e.clientY;
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});
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canvas.addEventListener('mousemove', (e) => {
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if (!isDragging) return;
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azimuth += (e.clientX - prevX) * 0.4;
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elevation -= (e.clientY - prevY) * 0.4;
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elevation = Math.max(15, Math.min(85, elevation));
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prevX = e.clientX;
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prevY = e.clientY;
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updateCamera();
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});
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canvas.addEventListener('mouseup', () => { isDragging = false; });
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canvas.addEventListener('mouseleave',() => { isDragging = false; });
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// Scroll to zoom
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canvas.addEventListener('wheel', (e) => {
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e.preventDefault();
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const delta = e.deltaY > 0 ? 1.05 : 0.95;
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this.camera.position.multiplyScalar(delta);
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this.camera.position.clampLength(8, 40);
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}, { passive: false });
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updateCamera();
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}
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// ---- Data update -------------------------------------------------------
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/**
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* Update the visualization with new sensing data.
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* @param {object} data - sensing_update JSON from ws_server
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*/
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update(data) {
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this._lastData = data;
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if (!data) return;
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const features = data.features || {};
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const classification = data.classification || {};
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const signalField = data.signal_field || {};
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const nodes = data.nodes || [];
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// -- Update signal field splats ----------------------------------------
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if (signalField.values && this.fieldPoints) {
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const geo = this.fieldPoints.geometry;
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const clr = geo.attributes.splatColor.array;
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const sizes = geo.attributes.splatSize.array;
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const opac = geo.attributes.splatOpacity.array;
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const vals = signalField.values;
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const count = Math.min(vals.length, this.gridSize * this.gridSize);
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for (let i = 0; i < count; i++) {
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const v = vals[i];
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const [r, g, b] = valueToColor(v);
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clr[i * 3] = r;
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clr[i * 3 + 1] = g;
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clr[i * 3 + 2] = b;
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sizes[i] = 1.0 + v * 4.0;
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opac[i] = 0.1 + v * 0.6;
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}
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geo.attributes.splatColor.needsUpdate = true;
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geo.attributes.splatSize.needsUpdate = true;
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geo.attributes.splatOpacity.needsUpdate = true;
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}
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// -- Update body blob --------------------------------------------------
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if (this.bodyBlob) {
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const bGeo = this.bodyBlob.geometry;
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const bOpac = bGeo.attributes.splatOpacity.array;
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const bClr = bGeo.attributes.splatColor.array;
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const bSize = bGeo.attributes.splatSize.array;
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const bPos = bGeo.attributes.position.array;
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const presence = classification.presence || false;
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const motionLvl = classification.motion_level || 'absent';
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const confidence = classification.confidence || 0;
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const breathing = features.breathing_band_power || 0;
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// Breathing pulsation
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const breathPulse = 1.0 + Math.sin(Date.now() * 0.004) * Math.min(breathing * 3, 0.4);
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for (let i = 0; i < bOpac.length; i++) {
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if (presence) {
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bOpac[i] = confidence * 0.4;
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// Color by motion level
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if (motionLvl === 'active') {
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bClr[i * 3] = 1.0;
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bClr[i * 3 + 1] = 0.2;
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bClr[i * 3 + 2] = 0.1;
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} else {
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bClr[i * 3] = 0.1;
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bClr[i * 3 + 1] = 0.8;
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bClr[i * 3 + 2] = 0.4;
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}
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bSize[i] = (2 + Math.random() * 2) * breathPulse;
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} else {
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bOpac[i] = 0.0;
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}
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}
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bGeo.attributes.splatOpacity.needsUpdate = true;
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bGeo.attributes.splatColor.needsUpdate = true;
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bGeo.attributes.splatSize.needsUpdate = true;
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}
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// -- Update node positions ---------------------------------------------
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if (nodes.length > 0 && nodes[0].position) {
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const pos = nodes[0].position;
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this.nodeMarker.position.set(pos[0], 0.5, pos[2]);
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}
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}
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// ---- Render loop -------------------------------------------------------
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_animate() {
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this._animFrame = requestAnimationFrame(() => this._animate());
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// Gentle router glow pulse
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if (this.routerMarker) {
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const pulse = 0.6 + 0.3 * Math.sin(Date.now() * 0.003);
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this.routerMarker.material.opacity = pulse;
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}
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this.renderer.render(this.scene, this.camera);
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}
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// ---- Resize / cleanup --------------------------------------------------
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resize(width, height) {
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this.width = width;
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this.height = height;
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this.camera.aspect = width / height;
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this.camera.updateProjectionMatrix();
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this.renderer.setSize(width, height);
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}
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dispose() {
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if (this._animFrame) {
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cancelAnimationFrame(this._animFrame);
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}
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this.renderer.dispose();
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if (this.renderer.domElement.parentNode) {
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this.renderer.domElement.parentNode.removeChild(this.renderer.domElement);
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}
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}
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}
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