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<script lang="ts">
import { T } from "@threlte/core";
import { Align, OrbitControls } from "@threlte/extras";
import { BufferGeometry, Vector3, Color, BufferAttribute, Euler, Matrix4 } from "three";
// Props for external data input
interface Props {
// External RGBD data input (optional)
inputRGBData?: Uint8Array;
inputDepthData?: Float32Array;
inputWidth?: number;
inputHeight?: number;
inputCameraIntrinsics?: {
fx: number;
fy: number;
cx: number;
cy: number;
};
// Visual settings (optional)
initialColorMode?: ColorMode;
initialPointSize?: number;
initialScale?: number;
useMockData?: boolean;
cameraPositionX?: number;
cameraPositionY?: number;
cameraPositionZ?: number;
cameraRotationX?: number;
cameraRotationY?: number;
cameraRotationZ?: number;
}
let {
inputRGBData,
inputDepthData,
inputWidth,
inputHeight,
inputCameraIntrinsics,
initialColorMode = "mixed",
initialPointSize = 0.1,
initialScale = 2.0,
useMockData = true,
cameraPositionX = $bindable(0),
cameraPositionY = $bindable(0),
cameraPositionZ = $bindable(5),
cameraRotationX = $bindable(0),
cameraRotationY = $bindable(0),
cameraRotationZ = $bindable(0)
}: Props = $props();
// Camera system with Svelte 5 runes
let pointSize = $state(initialPointSize);
let maxDepth = $state(3.0);
let minDepth = $state(0.1);
let pointCloudScale = $state(initialScale); // Scale factor to spread out the point cloud
let colorMode = $state<ColorMode>(initialColorMode);
let pointStyle = $state<PointStyle>("circle");
let brightness = $state(1.0);
let contrast = $state(1.0);
// Color mode types
type ColorMode = "depth" | "rgb" | "mixed" | "grayscale" | "height";
type PointStyle = "square" | "circle" | "shader";
// RGBD Data structure
interface RGBDData {
width: number;
height: number;
rgbData: Uint8Array; // RGB channels (width * height * 3)
depthData: Float32Array; // Depth values in meters (width * height)
cameraIntrinsics: {
fx: number;
fy: number; // Focal lengths
cx: number;
cy: number; // Principal point
};
}
// Generate mock 64x64 RGBD data
function generateMockRGBD(): RGBDData {
const width = 64;
const height = 64;
const rgbData = new Uint8Array(width * height * 3);
const depthData = new Float32Array(width * height);
// Generate some interesting depth patterns and colors
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const idx = y * width + x;
const rgbIdx = idx * 3;
// Create a wave pattern for depth
const centerX = width / 2;
const centerY = height / 2;
const distFromCenter = Math.sqrt((x - centerX) ** 2 + (y - centerY) ** 2);
const waveDepth = 1.5 + 0.8 * Math.sin(distFromCenter * 0.3) * Math.cos(x * 0.2);
// Add some noise
const noise = (Math.random() - 0.5) * 0.2;
depthData[idx] = Math.max(0.1, waveDepth + noise);
// Generate more interesting RGB patterns
const r = Math.floor(128 + 127 * Math.sin(x * 0.1) * Math.cos(y * 0.1));
const g = Math.floor(128 + 127 * Math.sin((x + y) * 0.05));
const b = Math.floor(128 + 127 * Math.cos(distFromCenter * 0.1));
rgbData[rgbIdx] = Math.max(0, Math.min(255, r)); // R
rgbData[rgbIdx + 1] = Math.max(0, Math.min(255, g)); // G
rgbData[rgbIdx + 2] = Math.max(0, Math.min(255, b)); // B
}
}
return {
width,
height,
rgbData,
depthData,
cameraIntrinsics: {
fx: 50.0,
fy: 50.0,
cx: width / 2,
cy: height / 2
}
};
}
// Create RGBD data from external input or mock data
function createRGBDData(): RGBDData {
// Use external data if provided
if (!useMockData && inputRGBData && inputDepthData && inputWidth && inputHeight) {
return {
width: inputWidth,
height: inputHeight,
rgbData: inputRGBData,
depthData: inputDepthData,
cameraIntrinsics: inputCameraIntrinsics || {
fx: 50.0,
fy: 50.0,
cx: inputWidth / 2,
cy: inputHeight / 2
}
};
}
// Fallback to mock data
return generateMockRGBD();
}
// Convert depth value to color (rainbow mapping)
function depthToColor(depth: number, minDepth: number, maxDepth: number): Color {
// Normalize depth to 0-1 range
const normalizedDepth = Math.max(0, Math.min(1, (depth - minDepth) / (maxDepth - minDepth)));
// Rainbow color mapping: Red (near) -> Green -> Blue (far)
const hue = ((1 - normalizedDepth) * 240) / 360; // 240° = blue, 0° = red
const saturation = 1.0;
const lightness = 0.5;
return new Color().setHSL(hue, saturation, lightness);
}
// Get color based on selected mode
function getPointColor(
x: number,
y: number,
depth: number,
rgbData: Uint8Array,
rgbdData: RGBDData
): Color {
const idx = y * rgbdData.width + x;
const rgbIdx = idx * 3;
switch (colorMode) {
case "depth":
return depthToColor(depth, minDepth, maxDepth);
case "rgb":
const r = rgbData[rgbIdx] / 255;
const g = rgbData[rgbIdx + 1] / 255;
const b = rgbData[rgbIdx + 2] / 255;
return new Color(r * brightness, g * brightness, b * brightness);
case "mixed":
const rgbColor = new Color(
rgbData[rgbIdx] / 255,
rgbData[rgbIdx + 1] / 255,
rgbData[rgbIdx + 2] / 255
);
const depthColor = depthToColor(depth, minDepth, maxDepth);
// Mix RGB with depth-based intensity
const depthIntensity = 1 - (depth - minDepth) / (maxDepth - minDepth);
return rgbColor.multiplyScalar(depthIntensity * brightness + 0.3);
case "grayscale":
const normalizedDepth = (depth - minDepth) / (maxDepth - minDepth);
const intensity = (1 - normalizedDepth) * brightness;
return new Color(intensity, intensity, intensity);
case "height":
// Color based on Y position (height)
const worldY = (-(y - rgbdData.cameraIntrinsics.cy) * depth) / rgbdData.cameraIntrinsics.fy;
const normalizedHeight = (worldY + 2) / 4; // Assuming height range -2 to 2
const heightHue = (normalizedHeight * 120) / 360; // Green to red
return new Color().setHSL(heightHue, 0.8, 0.5);
default:
return depthToColor(depth, minDepth, maxDepth);
}
}
// Convert pixel coordinates + depth to 3D world coordinates
function pixelTo3D(
x: number,
y: number,
depth: number,
intrinsics: RGBDData["cameraIntrinsics"]
): Vector3 {
const worldX = ((x - intrinsics.cx) * depth) / intrinsics.fx;
const worldY = (-(y - intrinsics.cy) * depth) / intrinsics.fy; // Flip Y for correct orientation
const worldZ = -depth; // Negative Z for forward direction
// Apply scaling factor to spread out the point cloud
return new Vector3(worldX * pointCloudScale, worldY * pointCloudScale, worldZ);
}
// Generate point cloud geometry from RGBD data
function generatePointCloudGeometry(rgbdData: RGBDData): BufferGeometry {
const positions: number[] = [];
const colors: number[] = [];
for (let y = 0; y < rgbdData.height; y++) {
for (let x = 0; x < rgbdData.width; x++) {
const idx = y * rgbdData.width + x;
const depth = rgbdData.depthData[idx];
// Skip invalid depth values
if (depth <= 0 || depth > maxDepth) continue;
// Convert to 3D coordinates (in camera space)
const point3D = pixelTo3D(x, y, depth, rgbdData.cameraIntrinsics);
// Use the points directly in camera space - parent will handle transformations
positions.push(point3D.x, point3D.y, point3D.z);
// Get color based on selected mode
const color = getPointColor(x, y, depth, rgbdData.rgbData, rgbdData);
colors.push(color.r, color.g, color.b);
}
}
const geometry = new BufferGeometry();
geometry.setAttribute("position", new BufferAttribute(new Float32Array(positions), 3));
geometry.setAttribute("color", new BufferAttribute(new Float32Array(colors), 3));
return geometry;
}
// Initialize RGBD data
let rgbdData = $state(createRGBDData());
let pointCloudGeometry = $state<BufferGeometry>();
// Reactive geometry updates
$effect(() => {
// React to changes in rgbd data, depth range, scale, or visual settings
rgbdData;
maxDepth;
minDepth;
pointCloudScale;
colorMode;
brightness;
contrast;
pointCloudGeometry = generatePointCloudGeometry(rgbdData);
});
// Watch for external data changes
$effect(() => {
// React to external input changes
inputRGBData;
inputDepthData;
inputWidth;
inputHeight;
inputCameraIntrinsics;
useMockData;
rgbdData = createRGBDData();
});
</script>
{#if pointCloudGeometry}
<T.Group
position={[cameraPositionX, cameraPositionY, cameraPositionZ]}
rotation={[cameraRotationX, cameraRotationY, cameraRotationZ]}
onpointerenter={(e) => e.stopPropagation()}
onpointerleave={(e) => e.stopPropagation()}
onpointerdown={(e) => e.stopPropagation()}
onpointerup={(e) => e.stopPropagation()}
onpointermove={(e) => e.stopPropagation()}
onclick={(e) => e.stopPropagation()}
>
<!-- Debug visualization: small cube at camera position -->
<!-- <T.Mesh position={[0, 0, 0]}>
<T.BoxGeometry args={[0.1, 0.1, 0.1]} />
<T.MeshBasicMaterial color="red" />
</T.Mesh> -->
<!-- Debug visualization: cone pointing in camera direction -->
<!-- <T.Mesh position={[0, 0, -0.2]} rotation={[Math.PI / 2, 0, 0]}>
<T.ConeGeometry args={[0.05, 0.2, 8]} />
<T.MeshBasicMaterial color="blue" />
</T.Mesh> -->
<!-- The actual pointcloud -->
<T.Points
geometry={pointCloudGeometry}
onpointerenter={(e) => e.stopPropagation()}
onpointerleave={(e) => e.stopPropagation()}
onpointerdown={(e) => e.stopPropagation()}
onpointerup={(e) => e.stopPropagation()}
onpointermove={(e) => e.stopPropagation()}
onclick={(e) => e.stopPropagation()}
>
<T.PointsMaterial
size={pointSize}
vertexColors={true}
sizeAttenuation={true}
transparent={true}
opacity={0.9}
alphaTest={0.1}
map={pointStyle === "circle" ? undefined : undefined}
/>
</T.Points>
</T.Group>
{/if}
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