- .github/workflows/verify-pipeline.yml: CI that verifies pipeline determinism and checks for np.random in production code - ui/components/body-model.js: Three.js 3D human body model with 24 DensePose body parts mapped to 3D geometry - v1/requirements-lock.txt: Minimal pinned dependencies for verification - v1/src/api/dependencies.py: Fix mock auth returns with proper errors - v1/src/core/router_interface.py: Additional mock mode cleanup - v1/src/services/pose_service.py: Further mock elimination in service https://claude.ai/code/session_01Ki7pvEZtJDvqJkmyn6B714
646 lines
21 KiB
JavaScript
646 lines
21 KiB
JavaScript
// 3D Human Body Model - WiFi DensePose Visualization
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// Maps DensePose 24 body parts to 3D positions using simple geometries
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export class BodyModel {
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// DensePose body part IDs (1-24)
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static PARTS = {
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TORSO_BACK: 1,
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TORSO_FRONT: 2,
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RIGHT_HAND: 3,
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LEFT_HAND: 4,
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LEFT_FOOT: 5,
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RIGHT_FOOT: 6,
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RIGHT_UPPER_LEG_BACK: 7,
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LEFT_UPPER_LEG_BACK: 8,
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RIGHT_UPPER_LEG_FRONT: 9,
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LEFT_UPPER_LEG_FRONT: 10,
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RIGHT_LOWER_LEG_BACK: 11,
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LEFT_LOWER_LEG_BACK: 12,
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RIGHT_LOWER_LEG_FRONT: 13,
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LEFT_LOWER_LEG_FRONT: 14,
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LEFT_UPPER_ARM_FRONT: 15,
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RIGHT_UPPER_ARM_FRONT: 16,
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LEFT_UPPER_ARM_BACK: 17,
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RIGHT_UPPER_ARM_BACK: 18,
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LEFT_LOWER_ARM_FRONT: 19,
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RIGHT_LOWER_ARM_FRONT: 20,
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LEFT_LOWER_ARM_BACK: 21,
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RIGHT_LOWER_ARM_BACK: 22,
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HEAD_RIGHT: 23,
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HEAD_LEFT: 24
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};
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// Skeleton connection pairs for drawing bones
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static BONE_CONNECTIONS = [
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// Spine
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['pelvis', 'spine'],
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['spine', 'chest'],
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['chest', 'neck'],
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['neck', 'head'],
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// Left arm
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['chest', 'left_shoulder'],
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['left_shoulder', 'left_elbow'],
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['left_elbow', 'left_wrist'],
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// Right arm
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['chest', 'right_shoulder'],
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['right_shoulder', 'right_elbow'],
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['right_elbow', 'right_wrist'],
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// Left leg
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['pelvis', 'left_hip'],
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['left_hip', 'left_knee'],
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['left_knee', 'left_ankle'],
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// Right leg
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['pelvis', 'right_hip'],
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['right_hip', 'right_knee'],
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['right_knee', 'right_ankle']
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];
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constructor() {
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this.group = new THREE.Group();
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this.group.name = 'body-model';
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// Store references to body part meshes for updates
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this.joints = {};
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this.limbs = {};
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this.bones = [];
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this.partMeshes = {};
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// Current pose state
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this.confidence = 0;
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this.isVisible = false;
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this.targetPositions = {};
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this.currentPositions = {};
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// Materials
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this._materials = this._createMaterials();
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// Build the body
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this._buildBody();
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// Initial hidden state
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this.group.visible = false;
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}
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_createMaterials() {
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// Confidence-driven color: cold blue (low) -> warm orange (high)
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const jointMat = new THREE.MeshPhongMaterial({
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color: 0x00aaff,
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emissive: 0x003366,
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emissiveIntensity: 0.3,
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shininess: 60,
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transparent: true,
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opacity: 0.9
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});
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const limbMat = new THREE.MeshPhongMaterial({
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color: 0x0088dd,
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emissive: 0x002244,
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emissiveIntensity: 0.2,
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shininess: 40,
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transparent: true,
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opacity: 0.85
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});
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const headMat = new THREE.MeshPhongMaterial({
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color: 0x00ccff,
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emissive: 0x004466,
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emissiveIntensity: 0.4,
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shininess: 80,
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transparent: true,
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opacity: 0.9
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});
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const boneMat = new THREE.LineBasicMaterial({
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color: 0x00ffcc,
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transparent: true,
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opacity: 0.6,
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linewidth: 2
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});
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return { joint: jointMat, limb: limbMat, head: headMat, bone: boneMat };
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}
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_buildBody() {
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// Default T-pose joint positions (Y-up coordinate system)
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// Heights are in meters, approximate human proportions (1.75m tall)
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const defaultJoints = {
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head: { x: 0, y: 1.70, z: 0 },
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neck: { x: 0, y: 1.55, z: 0 },
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chest: { x: 0, y: 1.35, z: 0 },
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spine: { x: 0, y: 1.10, z: 0 },
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pelvis: { x: 0, y: 0.90, z: 0 },
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left_shoulder: { x: -0.22, y: 1.48, z: 0 },
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right_shoulder: { x: 0.22, y: 1.48, z: 0 },
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left_elbow: { x: -0.45, y: 1.20, z: 0 },
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right_elbow: { x: 0.45, y: 1.20, z: 0 },
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left_wrist: { x: -0.55, y: 0.95, z: 0 },
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right_wrist: { x: 0.55, y: 0.95, z: 0 },
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left_hip: { x: -0.12, y: 0.88, z: 0 },
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right_hip: { x: 0.12, y: 0.88, z: 0 },
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left_knee: { x: -0.13, y: 0.50, z: 0 },
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right_knee: { x: 0.13, y: 0.50, z: 0 },
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left_ankle: { x: -0.13, y: 0.08, z: 0 },
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right_ankle: { x: 0.13, y: 0.08, z: 0 }
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};
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// Create joint spheres
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const jointGeom = new THREE.SphereGeometry(0.035, 12, 12);
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const headGeom = new THREE.SphereGeometry(0.10, 16, 16);
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for (const [name, pos] of Object.entries(defaultJoints)) {
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const geom = name === 'head' ? headGeom : jointGeom;
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const mat = name === 'head' ? this._materials.head.clone() : this._materials.joint.clone();
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const mesh = new THREE.Mesh(geom, mat);
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mesh.position.set(pos.x, pos.y, pos.z);
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mesh.castShadow = true;
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mesh.name = `joint-${name}`;
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this.group.add(mesh);
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this.joints[name] = mesh;
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this.currentPositions[name] = { ...pos };
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this.targetPositions[name] = { ...pos };
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}
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// Create limb cylinders connecting joints
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const limbDefs = [
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{ name: 'torso_upper', from: 'chest', to: 'neck', radius: 0.06 },
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{ name: 'torso_lower', from: 'spine', to: 'chest', radius: 0.07 },
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{ name: 'hip_section', from: 'pelvis', to: 'spine', radius: 0.065 },
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{ name: 'left_upper_arm', from: 'left_shoulder', to: 'left_elbow', radius: 0.03 },
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{ name: 'right_upper_arm', from: 'right_shoulder', to: 'right_elbow', radius: 0.03 },
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{ name: 'left_forearm', from: 'left_elbow', to: 'left_wrist', radius: 0.025 },
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{ name: 'right_forearm', from: 'right_elbow', to: 'right_wrist', radius: 0.025 },
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{ name: 'left_thigh', from: 'left_hip', to: 'left_knee', radius: 0.04 },
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{ name: 'right_thigh', from: 'right_hip', to: 'right_knee', radius: 0.04 },
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{ name: 'left_shin', from: 'left_knee', to: 'left_ankle', radius: 0.03 },
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{ name: 'right_shin', from: 'right_knee', to: 'right_ankle', radius: 0.03 },
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{ name: 'left_clavicle', from: 'chest', to: 'left_shoulder', radius: 0.025 },
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{ name: 'right_clavicle', from: 'chest', to: 'right_shoulder', radius: 0.025 },
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{ name: 'left_pelvis', from: 'pelvis', to: 'left_hip', radius: 0.03 },
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{ name: 'right_pelvis', from: 'pelvis', to: 'right_hip', radius: 0.03 },
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{ name: 'neck_head', from: 'neck', to: 'head', radius: 0.025 }
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];
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for (const def of limbDefs) {
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const limb = this._createLimb(def.from, def.to, def.radius);
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limb.name = `limb-${def.name}`;
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this.group.add(limb);
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this.limbs[def.name] = { mesh: limb, from: def.from, to: def.to, radius: def.radius };
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}
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// Create skeleton bone lines
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this._createBoneLines();
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// Create body part glow meshes for DensePose part activation
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this._createPartGlows();
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}
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_createLimb(fromName, toName, radius) {
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const from = this.currentPositions[fromName];
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const to = this.currentPositions[toName];
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const dir = new THREE.Vector3(to.x - from.x, to.y - from.y, to.z - from.z);
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const length = dir.length();
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const geom = new THREE.CylinderGeometry(radius, radius, length, 8, 1);
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const mat = this._materials.limb.clone();
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const mesh = new THREE.Mesh(geom, mat);
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mesh.castShadow = true;
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this._positionLimb(mesh, from, to, length);
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return mesh;
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}
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_positionLimb(mesh, from, to, length) {
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const mid = {
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x: (from.x + to.x) / 2,
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y: (from.y + to.y) / 2,
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z: (from.z + to.z) / 2
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};
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mesh.position.set(mid.x, mid.y, mid.z);
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const dir = new THREE.Vector3(to.x - from.x, to.y - from.y, to.z - from.z).normalize();
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const up = new THREE.Vector3(0, 1, 0);
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if (Math.abs(dir.dot(up)) < 0.999) {
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const quat = new THREE.Quaternion();
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quat.setFromUnitVectors(up, dir);
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mesh.quaternion.copy(quat);
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}
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// Update the cylinder length
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mesh.scale.y = length / mesh.geometry.parameters.height;
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}
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_createBoneLines() {
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const boneGeom = new THREE.BufferGeometry();
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// We will update positions each frame
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const positions = new Float32Array(BodyModel.BONE_CONNECTIONS.length * 6);
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boneGeom.setAttribute('position', new THREE.BufferAttribute(positions, 3));
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const boneLine = new THREE.LineSegments(boneGeom, this._materials.bone);
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boneLine.name = 'skeleton-bones';
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this.group.add(boneLine);
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this._boneLine = boneLine;
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}
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_createPartGlows() {
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// Create subtle glow indicators for each DensePose body region
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// These light up based on which parts are being sensed
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const partRegions = {
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torso: { pos: [0, 1.2, 0], scale: [0.2, 0.3, 0.1], parts: [1, 2] },
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left_upper_arm: { pos: [-0.35, 1.35, 0], scale: [0.06, 0.15, 0.06], parts: [15, 17] },
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right_upper_arm: { pos: [0.35, 1.35, 0], scale: [0.06, 0.15, 0.06], parts: [16, 18] },
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left_lower_arm: { pos: [-0.50, 1.08, 0], scale: [0.05, 0.13, 0.05], parts: [19, 21] },
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right_lower_arm: { pos: [0.50, 1.08, 0], scale: [0.05, 0.13, 0.05], parts: [20, 22] },
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left_hand: { pos: [-0.55, 0.95, 0], scale: [0.04, 0.04, 0.03], parts: [4] },
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right_hand: { pos: [0.55, 0.95, 0], scale: [0.04, 0.04, 0.03], parts: [3] },
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left_upper_leg: { pos: [-0.13, 0.70, 0], scale: [0.07, 0.18, 0.07], parts: [8, 10] },
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right_upper_leg: { pos: [0.13, 0.70, 0], scale: [0.07, 0.18, 0.07], parts: [7, 9] },
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left_lower_leg: { pos: [-0.13, 0.30, 0], scale: [0.05, 0.18, 0.05], parts: [12, 14] },
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right_lower_leg: { pos: [0.13, 0.30, 0], scale: [0.05, 0.18, 0.05], parts: [11, 13] },
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left_foot: { pos: [-0.13, 0.05, 0.03], scale: [0.04, 0.03, 0.06], parts: [5] },
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right_foot: { pos: [0.13, 0.05, 0.03], scale: [0.04, 0.03, 0.06], parts: [6] },
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head: { pos: [0, 1.72, 0], scale: [0.09, 0.10, 0.09], parts: [23, 24] }
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};
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const glowGeom = new THREE.SphereGeometry(1, 8, 8);
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for (const [name, region] of Object.entries(partRegions)) {
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const mat = new THREE.MeshBasicMaterial({
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color: 0x00ffcc,
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transparent: true,
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opacity: 0,
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depthWrite: false
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});
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const mesh = new THREE.Mesh(glowGeom, mat);
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mesh.position.set(...region.pos);
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mesh.scale.set(...region.scale);
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mesh.name = `part-glow-${name}`;
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this.group.add(mesh);
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for (const partId of region.parts) {
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this.partMeshes[partId] = mesh;
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}
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}
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}
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// Update pose from keypoints array
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// keypoints: array of {x, y, confidence} in normalized [0,1] coords
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// The mapping follows COCO 17-keypoint format:
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// 0:nose, 1:left_eye, 2:right_eye, 3:left_ear, 4:right_ear,
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// 5:left_shoulder, 6:right_shoulder, 7:left_elbow, 8:right_elbow,
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// 9:left_wrist, 10:right_wrist, 11:left_hip, 12:right_hip,
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// 13:left_knee, 14:right_knee, 15:left_ankle, 16:right_ankle
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updateFromKeypoints(keypoints, personConfidence) {
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if (!keypoints || keypoints.length < 17) return;
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this.confidence = personConfidence || 0;
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this.isVisible = this.confidence > 0.15;
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this.group.visible = this.isVisible;
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if (!this.isVisible) return;
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// Map COCO keypoints to our joint positions
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// Convert normalized [0,1] to 3D space centered at origin
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// x: left-right (normalized 0-1 maps to roughly -2 to 2 meters)
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// y: up (we compute from relative positions)
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// z: depth (we derive from some heuristics)
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const kp = keypoints;
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const mapX = (val) => (val - 0.5) * 4;
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const mapZ = (val) => (val - 0.5) * 0.5; // Slight depth from x offset
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// Helper to compute a 3D position from a COCO keypoint
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const kpPos = (idx, defaultY) => {
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const k = kp[idx];
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if (!k || k.confidence < 0.1) return null;
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return {
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x: mapX(k.x),
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y: defaultY !== undefined ? defaultY : (1.75 - k.y * 1.75),
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z: mapZ(k.x) * 0.2
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};
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};
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// Estimate vertical scale from shoulder-to-ankle distance
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const lShoulder = kp[5], lAnkle = kp[15];
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let scale = 1.0;
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if (lShoulder && lAnkle && lShoulder.confidence > 0.2 && lAnkle.confidence > 0.2) {
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const pixelHeight = Math.abs(lAnkle.y - lShoulder.y);
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if (pixelHeight > 0.05) {
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scale = 0.85 / pixelHeight; // shoulder-to-ankle is about 0.85m scaled
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}
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}
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const mapY = (val) => {
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// Map y from normalized coords (0=top, 1=bottom) to world y
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// Find the lowest point (ankles) and use that as ground reference
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const groundRef = Math.max(
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(kp[15] && kp[15].confidence > 0.2) ? kp[15].y : 0.95,
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(kp[16] && kp[16].confidence > 0.2) ? kp[16].y : 0.95
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);
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return (groundRef - val) * scale * 1.75;
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};
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// Compute mid-hip as body center
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const midHipX = this._avgCoord(kp, [11, 12], 'x');
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const midHipY = this._avgCoord(kp, [11, 12], 'y');
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const centerX = midHipX !== null ? mapX(midHipX) : 0;
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// Map all joints
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const updateJoint = (name, idx, fallbackY) => {
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const k = kp[idx];
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if (k && k.confidence > 0.1) {
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this.targetPositions[name] = {
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x: mapX(k.x) - centerX,
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y: mapY(k.y),
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z: 0
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};
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}
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};
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// Head (average of nose, eyes, ears)
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const headX = this._avgCoord(kp, [0, 1, 2, 3, 4], 'x');
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const headY = this._avgCoord(kp, [0, 1, 2, 3, 4], 'y');
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if (headX !== null && headY !== null) {
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this.targetPositions.head = { x: mapX(headX) - centerX, y: mapY(headY) + 0.08, z: 0 };
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}
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// Neck (between nose and mid-shoulder)
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const midShoulderX = this._avgCoord(kp, [5, 6], 'x');
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const midShoulderY = this._avgCoord(kp, [5, 6], 'y');
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const noseK = kp[0];
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if (midShoulderX !== null && noseK && noseK.confidence > 0.1) {
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this.targetPositions.neck = {
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x: mapX((midShoulderX + noseK.x) / 2) - centerX,
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y: mapY((midShoulderY + noseK.y) / 2),
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z: 0
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};
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}
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// Chest (mid-shoulder)
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if (midShoulderX !== null) {
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this.targetPositions.chest = {
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x: mapX(midShoulderX) - centerX,
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y: mapY(midShoulderY),
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z: 0
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};
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}
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// Spine (between chest and pelvis)
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if (midShoulderX !== null && midHipX !== null) {
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this.targetPositions.spine = {
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x: mapX((midShoulderX + midHipX) / 2) - centerX,
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y: mapY((midShoulderY + midHipY) / 2),
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z: 0
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};
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}
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// Pelvis
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if (midHipX !== null) {
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this.targetPositions.pelvis = {
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x: mapX(midHipX) - centerX,
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y: mapY(midHipY),
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z: 0
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};
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}
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// Arms and legs
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updateJoint('left_shoulder', 5);
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updateJoint('right_shoulder', 6);
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updateJoint('left_elbow', 7);
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updateJoint('right_elbow', 8);
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updateJoint('left_wrist', 9);
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updateJoint('right_wrist', 10);
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updateJoint('left_hip', 11);
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updateJoint('right_hip', 12);
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updateJoint('left_knee', 13);
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updateJoint('right_knee', 14);
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updateJoint('left_ankle', 15);
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updateJoint('right_ankle', 16);
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// Adjust all positions relative to center
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// Apply global position offset (person location in room)
|
|
// Shift the body model to world position
|
|
this.group.position.x = centerX;
|
|
}
|
|
|
|
_avgCoord(keypoints, indices, coord) {
|
|
let sum = 0;
|
|
let count = 0;
|
|
for (const idx of indices) {
|
|
const k = keypoints[idx];
|
|
if (k && k.confidence > 0.1) {
|
|
sum += k[coord];
|
|
count++;
|
|
}
|
|
}
|
|
return count > 0 ? sum / count : null;
|
|
}
|
|
|
|
// Activate DensePose body part regions (parts: array of part IDs with confidence)
|
|
activateParts(partConfidences) {
|
|
// partConfidences: { partId: confidence, ... }
|
|
for (const [partId, mesh] of Object.entries(this.partMeshes)) {
|
|
const conf = partConfidences[partId] || 0;
|
|
mesh.material.opacity = conf * 0.4;
|
|
// Color temperature: blue (low) -> cyan -> green -> yellow -> orange (high)
|
|
const hue = (1 - conf) * 0.55; // 0.55 = blue, 0 = red
|
|
mesh.material.color.setHSL(hue, 1.0, 0.5 + conf * 0.2);
|
|
}
|
|
}
|
|
|
|
// Smooth animation update - call each frame
|
|
update(delta) {
|
|
if (!this.isVisible) return;
|
|
|
|
const lerpFactor = 1 - Math.pow(0.001, delta); // Smooth exponential lerp
|
|
|
|
// Lerp joint positions
|
|
for (const [name, joint] of Object.entries(this.joints)) {
|
|
const target = this.targetPositions[name];
|
|
const current = this.currentPositions[name];
|
|
if (!target) continue;
|
|
|
|
current.x += (target.x - current.x) * lerpFactor;
|
|
current.y += (target.y - current.y) * lerpFactor;
|
|
current.z += (target.z - current.z) * lerpFactor;
|
|
|
|
joint.position.set(current.x, current.y, current.z);
|
|
}
|
|
|
|
// Update limb cylinders
|
|
for (const limb of Object.values(this.limbs)) {
|
|
const from = this.currentPositions[limb.from];
|
|
const to = this.currentPositions[limb.to];
|
|
if (!from || !to) continue;
|
|
|
|
const dir = new THREE.Vector3(to.x - from.x, to.y - from.y, to.z - from.z);
|
|
const length = dir.length();
|
|
if (length < 0.001) continue;
|
|
|
|
this._positionLimb(limb.mesh, from, to, length);
|
|
}
|
|
|
|
// Update bone lines
|
|
this._updateBoneLines();
|
|
|
|
// Update material colors based on confidence
|
|
this._updateMaterialColors();
|
|
}
|
|
|
|
_updateBoneLines() {
|
|
const posAttr = this._boneLine.geometry.getAttribute('position');
|
|
const arr = posAttr.array;
|
|
let i = 0;
|
|
|
|
for (const [fromName, toName] of BodyModel.BONE_CONNECTIONS) {
|
|
const from = this.currentPositions[fromName];
|
|
const to = this.currentPositions[toName];
|
|
if (from && to) {
|
|
arr[i] = from.x; arr[i + 1] = from.y; arr[i + 2] = from.z;
|
|
arr[i + 3] = to.x; arr[i + 4] = to.y; arr[i + 5] = to.z;
|
|
}
|
|
i += 6;
|
|
}
|
|
posAttr.needsUpdate = true;
|
|
}
|
|
|
|
_updateMaterialColors() {
|
|
// Confidence drives color temperature
|
|
// Low confidence = cool blue, high = warm cyan/green
|
|
const conf = this.confidence;
|
|
const hue = 0.55 - conf * 0.25; // blue -> cyan -> green
|
|
const saturation = 0.8;
|
|
const lightness = 0.35 + conf * 0.2;
|
|
|
|
for (const joint of Object.values(this.joints)) {
|
|
if (joint.name !== 'joint-head') {
|
|
joint.material.color.setHSL(hue, saturation, lightness);
|
|
joint.material.emissive.setHSL(hue, saturation, lightness * 0.3);
|
|
joint.material.opacity = 0.5 + conf * 0.5;
|
|
}
|
|
}
|
|
|
|
for (const limb of Object.values(this.limbs)) {
|
|
limb.mesh.material.color.setHSL(hue, saturation * 0.9, lightness * 0.9);
|
|
limb.mesh.material.emissive.setHSL(hue, saturation * 0.9, lightness * 0.2);
|
|
limb.mesh.material.opacity = 0.4 + conf * 0.5;
|
|
}
|
|
|
|
// Head
|
|
const headJoint = this.joints.head;
|
|
if (headJoint) {
|
|
headJoint.material.color.setHSL(hue - 0.05, saturation, lightness + 0.1);
|
|
headJoint.material.emissive.setHSL(hue - 0.05, saturation, lightness * 0.4);
|
|
headJoint.material.opacity = 0.6 + conf * 0.4;
|
|
}
|
|
|
|
// Bone line color
|
|
this._materials.bone.color.setHSL(hue + 0.1, 1.0, 0.5 + conf * 0.2);
|
|
this._materials.bone.opacity = 0.3 + conf * 0.4;
|
|
}
|
|
|
|
// Set the world position of this body model (for multi-person scenes)
|
|
setWorldPosition(x, y, z) {
|
|
this.group.position.set(x, y || 0, z || 0);
|
|
}
|
|
|
|
getGroup() {
|
|
return this.group;
|
|
}
|
|
|
|
dispose() {
|
|
this.group.traverse((child) => {
|
|
if (child.geometry) child.geometry.dispose();
|
|
if (child.material) {
|
|
if (Array.isArray(child.material)) {
|
|
child.material.forEach(m => m.dispose());
|
|
} else {
|
|
child.material.dispose();
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
|
|
// Manager for multiple body models (multi-person tracking)
|
|
export class BodyModelManager {
|
|
constructor(scene) {
|
|
this.scene = scene;
|
|
this.models = new Map(); // personId -> BodyModel
|
|
this.maxModels = 6;
|
|
this.inactiveTimeout = 3000; // ms before removing inactive model
|
|
this.lastSeen = new Map(); // personId -> timestamp
|
|
}
|
|
|
|
// Update with new pose data for potentially multiple persons
|
|
update(personsData, delta) {
|
|
const now = Date.now();
|
|
|
|
if (personsData && personsData.length > 0) {
|
|
for (let i = 0; i < Math.min(personsData.length, this.maxModels); i++) {
|
|
const person = personsData[i];
|
|
const personId = person.id || `person_${i}`;
|
|
|
|
// Get or create model
|
|
let model = this.models.get(personId);
|
|
if (!model) {
|
|
model = new BodyModel();
|
|
this.models.set(personId, model);
|
|
this.scene.add(model.getGroup());
|
|
}
|
|
|
|
// Update the model
|
|
if (person.keypoints) {
|
|
model.updateFromKeypoints(person.keypoints, person.confidence);
|
|
}
|
|
|
|
// Activate DensePose parts if available
|
|
if (person.body_parts) {
|
|
model.activateParts(person.body_parts);
|
|
}
|
|
|
|
this.lastSeen.set(personId, now);
|
|
}
|
|
}
|
|
|
|
// Animate all models
|
|
for (const model of this.models.values()) {
|
|
model.update(delta);
|
|
}
|
|
|
|
// Remove stale models
|
|
for (const [id, lastTime] of this.lastSeen.entries()) {
|
|
if (now - lastTime > this.inactiveTimeout) {
|
|
const model = this.models.get(id);
|
|
if (model) {
|
|
this.scene.remove(model.getGroup());
|
|
model.dispose();
|
|
this.models.delete(id);
|
|
this.lastSeen.delete(id);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
getActiveCount() {
|
|
return this.models.size;
|
|
}
|
|
|
|
getAverageConfidence() {
|
|
if (this.models.size === 0) return 0;
|
|
let sum = 0;
|
|
for (const model of this.models.values()) {
|
|
sum += model.confidence;
|
|
}
|
|
return sum / this.models.size;
|
|
}
|
|
|
|
dispose() {
|
|
for (const model of this.models.values()) {
|
|
this.scene.remove(model.getGroup());
|
|
model.dispose();
|
|
}
|
|
this.models.clear();
|
|
this.lastSeen.clear();
|
|
}
|
|
}
|