3DHeart / index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Interactive 3D Heart with Hand Gestures</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: Arial, sans-serif;
background-color: #000020;
}
#info {
position: absolute;
top: 10px;
width: 100%;
text-align: center;
color: white;
z-index: 100;
font-size: 16px;
text-shadow: 1px 1px 2px black;
}
#scene-container {
position: absolute;
width: 100%;
height: 100%;
}
#video {
position: absolute;
width: 100%;
height: 100%;
object-fit: cover;
z-index: -1;
transform: scaleX(-1); /* Mirror the video */
opacity: 0.8; /* Make video slightly transparent */
}
.loading {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
color: #00ffff;
font-size: 24px;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);
z-index: 100; /* Ensure it's visible */
transition: opacity 1s ease;
background-color: rgba(0, 0, 32, 0.7);
padding: 20px;
border-radius: 10px;
border: 1px solid #00ffff;
box-shadow: 0 0 15px rgba(0, 255, 255, 0.5);
}
.sci-fi-overlay {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: radial-gradient(ellipse at center, rgba(0,20,80,0.2) 0%, rgba(0,10,40,0.6) 100%);
pointer-events: none;
z-index: 1;
}
.grid {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-image:
linear-gradient(rgba(0, 100, 255, 0.1) 1px, transparent 1px),
linear-gradient(90deg, rgba(0, 100, 255, 0.1) 1px, transparent 1px);
background-size: 40px 40px;
pointer-events: none;
z-index: 2;
opacity: 0.5;
}
#webcamButton {
position: absolute;
bottom: 20px;
left: 50%;
transform: translateX(-50%);
background-color: #ff4757;
color: white;
border: none;
padding: 10px 20px;
border-radius: 50px;
font-weight: bold;
cursor: pointer;
z-index: 100;
transition: all 0.3s ease;
}
#webcamButton:hover {
background-color: #ff6b81;
transform: translateX(-50%) scale(1.05);
}
#webcamButton:disabled {
background-color: #555;
cursor: not-allowed;
}
.output_canvas {
position: absolute;
width: 100%;
height: 100%;
left: 0;
top: 0;
z-index: 20;
pointer-events: none;
}
.gesture-indicator {
position: absolute;
bottom: 80px;
left: 50%;
transform: translateX(-50%);
background-color: rgba(0, 0, 0, 0.7);
color: #00ffff;
padding: 8px 16px;
border-radius: 20px;
font-size: 16px;
z-index: 100;
transition: opacity 0.3s ease;
border: 1px solid #00ffff;
box-shadow: 0 0 10px rgba(0, 255, 255, 0.5);
opacity: 0;
}
.controls-guide {
position: absolute;
bottom: 20px;
right: 20px;
z-index: 100;
display: flex;
flex-direction: column;
gap: 10px;
}
.guide-item {
display: flex;
align-items: center;
background-color: rgba(0, 0, 0, 0.7);
padding: 8px;
border-radius: 10px;
border: 1px solid #00ffff;
}
.guide-icon {
font-size: 24px;
margin-right: 10px;
}
.guide-text {
color: white;
font-size: 14px;
}
</style>
</head>
<body>
<div id="info">Interactive 3D Heart</div>
<div class="sci-fi-overlay"></div>
<div class="grid"></div>
<video id="video" playsinline></video>
<div id="scene-container"></div>
<div class="loading" id="loading-text">Loading...</div>
<button id="webcamButton">Enable Webcam</button>
<canvas class="output_canvas"></canvas>
<div style="position:fixed;top:10px;right:10px;z-index:200;">
<label style="color:#00ffff;font-weight:bold;background:rgba(0,0,32,0.7);padding:6px 12px;border-radius:8px;">
<input type="checkbox" id="pulseToggle" style="vertical-align:middle;margin-right:6px;"> Heart Pulsing
</label>
</div>
<!-- Legend for gestures -->
<div id="gesture-legend" style="position:fixed;top:80px;right:10px;z-index:201;background:rgba(0,0,32,0.85);border-radius:12px;padding:18px 22px 18px 18px;box-shadow:0 0 16px #00ffff44;border:1.5px solid #00ffff;max-width:270px;min-width:200px;">
<div style="color:#00ffff;font-size:18px;font-weight:bold;margin-bottom:10px;text-align:left;">How to Control the Heart</div>
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
<span style="font-size:2em;margin-right:12px;">☝️</span>
<div>
<span style="color:#fff;font-weight:bold;">Point One Index Finger</span><br>
<span style="color:#aaa;font-size:14px;">Rotate &amp; Tilt<br><span style="font-size:12px;">(Like dragging with a mouse, use either hand)</span></span>
</div>
</div>
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
<span style="font-size:2em;margin-right:12px;">🖐️</span>
<div>
<span style="color:#fff;font-weight:bold;">Spread Hand</span><br>
<span style="color:#aaa;font-size:14px;">Zoom in/out<br><span style="font-size:12px;">(Like mouse wheel, use either hand)</span></span>
</div>
</div>
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
<span style="font-size:2em;margin-right:12px;"></span>
<div>
<span style="color:#fff;font-weight:bold;">Make a Fist</span><br>
<span style="color:#aaa;font-size:14px;">Reset Heart<br><span style="font-size:12px;">(Return to starting view)</span></span>
</div>
</div>
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
<span style="font-size:2em;margin-right:12px;">✌️</span>
<div>
<span style="color:#fff;font-weight:bold;">Peace Sign</span><br>
<span style="color:#aaa;font-size:14px;">Toggle Pulsing<br><span style="font-size:12px;">(Turn heart pulsing on/off)</span></span>
</div>
</div>
<div style="margin-top:16px;color:#00ffff;font-size:13px;">Tip: Point one finger to rotate/tilt, spread your hand to zoom, make a fist to reset, peace sign to pulse!</div>
</div>
<!-- Import Map for ES Modules -->
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/[email protected]/build/three.module.js",
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
}
}
</script>
<!-- MediaPipe -->
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/drawing_utils.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/hands.js"></script>
<!-- Main Script (using ES modules) -->
<script type="module">
import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
// Scene setup
let scene, camera, renderer, heart;
let video, hands;
let rotationSpeed = 0.01;
let canvasElement, canvasCtx;
// Hand tracking variables
let leftHand = null;
let rightHand = null;
let isPinching = false;
let startPinchRotation = 0;
let currentRotation = 0;
// UI elements
let loadingText;
// Option to enable/disable pulsing
let pulsingEnabled = false;
// Wait for DOM content to load before accessing elements
document.addEventListener('DOMContentLoaded', () => {
const webcamButton = document.getElementById('webcamButton');
webcamButton.addEventListener('click', initApp);
});
// Initialize the app when the button is clicked
async function initApp() {
console.log("Initializing application");
// Initialize DOM elements
loadingText = document.getElementById('loading-text');
const webcamButton = document.getElementById('webcamButton');
webcamButton.disabled = true;
// Setup canvas for hand tracking visualization
canvasElement = document.querySelector('.output_canvas');
canvasCtx = canvasElement.getContext('2d');
// Initialize Three.js scene
setupScene();
// Add a debug object to ensure rendering works
addDebugCube();
// Load the heart model
loadHeartModel();
// Setup video and MediaPipe
await setupMediaPipe();
// Start animation loop
animate();
console.log("Initialization complete");
webcamButton.textContent = 'Webcam Enabled';
webcamButton.style.backgroundColor = '#4CAF50';
}
function addDebugCube() {
// Add a simple cube to verify rendering pipeline
const geometry = new THREE.BoxGeometry(1, 1, 1);
const material = new THREE.MeshPhongMaterial({ color: 0x00ffff });
const cube = new THREE.Mesh(geometry, material);
cube.position.set(0, 0, 0);
scene.add(cube);
// Auto-remove after 5 seconds
setTimeout(() => {
scene.remove(cube);
console.log("Debug cube removed");
}, 5000);
}
function setupScene() {
// Create scene
scene = new THREE.Scene();
scene.background = null; // Transparent background
// Create camera
const aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 1000);
camera.position.z = 5;
// Create renderer with alpha: true for transparency
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000, 0); // Fully transparent
document.getElementById('scene-container').appendChild(renderer.domElement);
// Add lights
const ambientLight = new THREE.AmbientLight(0x404040, 2);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 2);
directionalLight.position.set(1, 1, 1);
scene.add(directionalLight);
const bluePointLight = new THREE.PointLight(0x0044ff, 1.5, 20);
bluePointLight.position.set(-3, 2, 3);
scene.add(bluePointLight);
const redPointLight = new THREE.PointLight(0xff4400, 1.5, 20);
redPointLight.position.set(3, -2, 3);
scene.add(redPointLight);
// Setup window resize handler
window.addEventListener('resize', onWindowResize);
}
function createHeartPlaceholder() {
console.log("Creating heart placeholder");
// Set your desired base scale here for the placeholder
const baseScale = 3;
// Create a simple heart-like shape using a sphere
const geometry = new THREE.SphereGeometry(1.5, 32, 32);
const material = new THREE.MeshPhongMaterial({
color: 0xff0066,
shininess: 100,
emissive: 0x330000
});
heart = new THREE.Mesh(geometry, material);
heart.scale.set(baseScale, baseScale, baseScale);
scene.add(heart);
// Sync pulsingEnabled with checkbox state
const pulseToggle = document.getElementById('pulseToggle');
if (pulseToggle) pulsingEnabled = pulseToggle.checked;
if (pulsingEnabled) addPulsingEffect(heart, baseScale);
loadingText.textContent = 'Using placeholder heart (models failed to load)';
setTimeout(() => {
loadingText.style.display = 'none';
}, 3000);
}
function loadHeartModel() {
console.log("Loading heart model...");
const loader = new GLTFLoader();
// Show that we're loading
loadingText.textContent = 'Loading heart model...';
// Set your desired base scale here
const baseScale = 50; // Try 2, 5, 10, etc. for different sizes
// Load directly with the available model
loader.load(
'stylizedhumanheart.glb',
// Success callback
function(gltf) {
console.log("Model loaded successfully:", gltf);
heart = gltf.scene;
heart.scale.set(baseScale, baseScale, baseScale);
scene.add(heart);
// Center the model precisely in the scene
const box = new THREE.Box3().setFromObject(heart);
const center = box.getCenter(new THREE.Vector3());
const size = box.getSize(new THREE.Vector3());
// Center at (0,0,0) and adjust for any vertical offset
heart.position.x = -center.x;
heart.position.y = -center.y + (size.y / 2 - center.y); // shift so geometric center is at 0
heart.position.z = -center.z;
// Make sure model is visible
heart.traverse((node) => {
if (node.isMesh) {
node.material.transparent = false;
node.material.opacity = 1.0;
node.material.needsUpdate = true;
}
});
// Sync pulsingEnabled with checkbox state
const pulseToggle = document.getElementById('pulseToggle');
if (pulseToggle) pulsingEnabled = pulseToggle.checked;
if (pulsingEnabled) addPulsingEffect(heart, baseScale);
loadingText.style.display = 'none';
},
// Progress callback
function(xhr) {
const percent = xhr.loaded / xhr.total * 100;
loadingText.textContent = `Loading: ${Math.round(percent)}%`;
},
// Error callback
function(error) {
console.error('Error loading heart model:', error);
loadingText.textContent = 'Error loading model. Creating placeholder...';
createHeartPlaceholder();
}
);
}
// Use a callback-based loop for MediaPipe Hands
let mediapipeActive = false;
async function mediapipeFrameLoop() {
if (!mediapipeActive) return;
if (video && video.readyState === 4 && hands) {
await hands.send({ image: video });
}
// Only request the next frame after the previous one is processed
if (mediapipeActive) requestAnimationFrame(mediapipeFrameLoop);
}
async function setupMediaPipe() {
video = document.getElementById('video');
try {
console.log("Requesting camera permission...");
loadingText.textContent = 'Requesting camera permission...';
// Access the webcam with explicit permissions
const stream = await navigator.mediaDevices.getUserMedia({
video: { facingMode: 'user' },
audio: false
});
console.log("Camera permission granted:", stream);
video.srcObject = stream;
// Set canvas dimensions to match video
video.onloadedmetadata = () => {
console.log("Video metadata loaded");
video.play();
canvasElement.width = video.videoWidth;
canvasElement.height = video.videoHeight;
loadingText.textContent = 'Camera enabled. Hand tracking active.';
setTimeout(() => {
loadingText.style.opacity = '0';
setTimeout(() => loadingText.style.display = 'none', 1000);
}, 3000);
// Start MediaPipe hand tracking loop
mediapipeActive = true;
mediapipeFrameLoop();
};
} catch (error) {
console.error("Camera permission denied or error:", error);
loadingText.textContent = "Please allow camera access for hand tracking to work!";
webcamButton.disabled = false;
}
// Initialize MediaPipe Hands
hands = new Hands({
locateFile: (file) => {
return `https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/${file}`;
}
});
hands.setOptions({
maxNumHands: 2,
modelComplexity: 1,
minDetectionConfidence: 0.6, // Increased for more reliable detection
minTrackingConfidence: 0.5,
selfieMode: true // Correctly handle mirrored camera feed
});
hands.onResults(onHandResults);
// Remove the old event listener for loadeddata
// video.addEventListener('loadeddata', async () => {
// await hands.send({ image: video });
// });
}
function onHandResults(results) {
leftHand = null;
rightHand = null;
// Clear canvas
canvasCtx.clearRect(0, 0, canvasElement.width, canvasElement.height);
if (results.multiHandLandmarks && results.multiHandLandmarks.length > 0) {
for (let i = 0; i < results.multiHandLandmarks.length; i++) {
const handLandmarks = results.multiHandLandmarks[i];
const handedness = results.multiHandedness[i].label;
// Note: MediaPipe hand detection is mirrored, so "Left" hand is actually right hand in the video
if (handedness === 'Left') {
rightHand = handLandmarks; // Mapping correctly to user's perspective
} else if (handedness === 'Right') {
leftHand = handLandmarks; // Mapping correctly to user's perspective
}
// Draw only index fingertip as a small dot for clarity
const indexTip = handLandmarks[8];
canvasCtx.beginPath();
canvasCtx.arc(
indexTip.x * canvasElement.width,
indexTip.y * canvasElement.height,
5,
0,
2 * Math.PI
);
canvasCtx.fillStyle = '#00ffff';
canvasCtx.fill();
}
}
// Process hand gestures and get activity status (no on-screen gesture indicator)
processHandGestures();
}
// Track current gesture for UI updates
let currentGesture = null;
// Remove gesture indicator text and hide the indicator (no-op)
function updateGestureIndicator(gesture) {
// No operation: all gesture indicator UI is removed
}
function processHandGestures() {
// Peace sign (index and middle fingers extended, others folded) toggles pulsing (debounced)
function isPeaceSign(hand) {
if (!hand) return false;
const palm = hand[0];
// Index and middle tips far, others close
const indexTip = hand[8];
const middleTip = hand[12];
if (!indexTip || !middleTip) return false;
const indexDist = calculateDistance(palm, indexTip);
const middleDist = calculateDistance(palm, middleTip);
let folded = 0;
[4,16,20].forEach(i => {
const tip = hand[i];
if (!tip) return;
const d = calculateDistance(palm, tip);
if (d < 0.08) folded++;
});
// Both index and middle extended, at least 2 others folded
return (indexDist > 0.16 && middleDist > 0.16 && folded >= 2);
}
if (!processHandGestures.lastPeace) processHandGestures.lastPeace = false;
const peaceNow = (leftHand && isPeaceSign(leftHand)) || (rightHand && isPeaceSign(rightHand));
if (peaceNow && !processHandGestures.lastPeace) {
pulsingEnabled = !pulsingEnabled;
if (heart) {
let scale = heart.scale.x;
if (pulsingEnabled) {
addPulsingEffect(heart, scale);
} else {
delete heart.userData.update;
heart.scale.set(scale, scale, scale);
}
}
}
processHandGestures.lastPeace = peaceNow;
if (!heart) return;
// Keep track of whether any gesture is active
let gestureActive = false;
// Minimal gestures: left index finger = rotate/tilt, left hand spread = zoom, fist = reset
let leftIndex = leftHand ? leftHand[8] : null;
// Helper: detect fist (all tips close to palm)
function isFist(hand) {
if (!hand) return false;
const palm = hand[0];
let closed = 0;
[4,8,12,16,20].forEach(i => {
const tip = hand[i];
if (!tip) return;
const d = calculateDistance(palm, tip);
if (d < 0.08) closed++;
});
return closed >= 4;
}
// If either hand makes a fist, reset heart position (rotation, tilt, zoom, and pulsing off)
if ((leftHand && isFist(leftHand)) || (rightHand && isFist(rightHand))) {
// Reset to starting position: facing forward, upright, default zoom
heart.rotation.set(0, 0, 0);
heart.position.set(0, 0, 0);
camera.position.set(0, 0, 5);
// Turn off pulsing
pulsingEnabled = false;
if (heart) {
delete heart.userData.update;
let scale = heart.scale.x;
heart.scale.set(scale, scale, scale);
}
processHandGestures.lastLeftIndex = null;
processHandGestures.pinchSmoothing = null;
processHandGestures.xSmoothing = null;
return true;
}
// If left index finger is visible, allow rotation/tilt (like mouse drag)
if (leftIndex) {
gestureActive = true;
// Smoothing variables (static across calls)
if (!processHandGestures.lastLeftIndex) {
processHandGestures.lastLeftIndex = { x: leftIndex.x, y: leftIndex.y };
}
if (!processHandGestures.pinchSmoothing) {
processHandGestures.pinchSmoothing = { lastRotation: heart ? heart.rotation.y : 0, velocity: 0 };
}
if (!processHandGestures.xSmoothing) {
processHandGestures.xSmoothing = { lastX: heart ? heart.rotation.x : 0, velocity: 0 };
}
const smoothing = processHandGestures.pinchSmoothing;
const xSmooth = processHandGestures.xSmoothing;
// Calculate movement deltas (in screen space)
const deltaX = leftIndex.x - processHandGestures.lastLeftIndex.x;
const deltaY = leftIndex.y - processHandGestures.lastLeftIndex.y;
// Sensitivity (tweak as needed)
const ROTATE_SENS = 7.5; // More sensitive for easier rotation
const TILT_SENS = 7.5;
// Horizontal rotation (Y axis): move left = rotate right, move right = rotate left (mirrored webcam)
let targetY = heart.rotation.y + deltaX * ROTATE_SENS;
// Remove clamping for full 360 rotation
smoothing.velocity = (targetY - smoothing.lastRotation) * 0.4;
smoothing.lastRotation += smoothing.velocity;
heart.rotation.y = smoothing.lastRotation;
// Vertical tilt (X axis): move up = tilt up, move down = tilt down (natural)
let targetX = heart.rotation.x + deltaY * TILT_SENS;
// Clamp only X axis (tilt), not Y (rotation)
targetX = THREE.MathUtils.clamp(targetX, -Math.PI/2, Math.PI/2);
xSmooth.velocity = (targetX - xSmooth.lastX) * 0.4;
xSmooth.lastX += xSmooth.velocity;
heart.rotation.x = xSmooth.lastX;
// Update last position
processHandGestures.lastLeftIndex.x = leftIndex.x;
processHandGestures.lastLeftIndex.y = leftIndex.y;
} else {
// Not rotating, keep last rotation (locked), but allow zoom
if (processHandGestures.pinchSmoothing && heart) processHandGestures.pinchSmoothing.lastRotation = heart.rotation.y;
if (processHandGestures.xSmoothing && heart) processHandGestures.xSmoothing.lastX = heart.rotation.x;
// Reset lastLeftIndex so next time we don't get a big jump
processHandGestures.lastLeftIndex = null;
}
// Helper: detect fist (all tips close to palm)
function isFist(hand) {
// Compare tip (4,8,12,16,20) to palm (0)
const palm = hand[0];
let closed = 0;
[4,8,12,16,20].forEach(i => {
const tip = hand[i];
const d = calculateDistance(palm, tip);
if (d < 0.08) closed++;
});
return closed >= 4;
}
// Process open hand gesture (for zoom)
if (leftHand) {
gestureActive = true;
// Improved method: use distance between thumb and pinky
const thumb = leftHand[4];
const pinky = leftHand[20];
if (thumb && pinky) {
const handSpread = calculateDistance(thumb, pinky);
// Map the hand spread to camera zoom with better sensitivity
const zoomFactor = THREE.MathUtils.lerp(10, 3, handSpread * 2);
// Smooth camera movement
camera.position.z = THREE.MathUtils.lerp(
camera.position.z,
zoomFactor,
0.1 // Smoothing factor
);
}
}
// Return whether any gesture is active to control auto-rotation
return gestureActive;
}
function calculateDistance(point1, point2) {
return Math.sqrt(
Math.pow(point1.x - point2.x, 2) +
Math.pow(point1.y - point2.y, 2)
);
}
function addPulsingEffect(model, baseScale = 1.0) {
let time = 0;
// Heartbeat: very sharp up, very quick drop, more visible
model.userData.update = function(delta) {
time += delta;
// 1.4 Hz = ~84 bpm (children's heart rate, slightly faster)
const freq = 1.4;
const t = (time * freq) % 1.0;
// Sharper, more prominent heartbeat: very sharp peak, quick drop
let beat = Math.exp(-60 * (t - 0.12) * (t - 0.12)) * 2.2; // much sharper, higher
beat += 0.22 * Math.max(0, Math.sin(Math.PI * t)); // more visible base pulse
const pulseFactor = 1.0 + 0.13 * beat;
model.scale.set(
baseScale * pulseFactor,
baseScale * pulseFactor,
baseScale * pulseFactor
);
};
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
// Update canvas size if needed
if (canvasElement && video) {
canvasElement.width = video.videoWidth;
canvasElement.height = video.videoHeight;
}
}
// Track hand presence for auto-rotation
let handsDetectedTime = 0;
let lastHandsDetectedState = false;
function animate() {
requestAnimationFrame(animate);
// Apply heart pulsing effect only if enabled
if (pulsingEnabled && heart && heart.userData.update) {
heart.userData.update(0.01);
}
// Check if hands are detected
const handsDetected = leftHand || rightHand;
// Track when hands state changes for smoother transitions
if (handsDetected !== lastHandsDetectedState) {
lastHandsDetectedState = handsDetected;
handsDetectedTime = Date.now();
// Update gesture indicator when hands disappear
if (!handsDetected) {
updateGestureIndicator("No Hands Detected");
}
}
// Remove automatic rotation and wobble
// if (heart) {
// if (!handsDetected) {
// // Auto rotation only when no hands detected
// const timeSinceHandsGone = Date.now() - handsDetectedTime;
// // Start auto-rotation only after hands have been absent for 1.5 seconds
// if (timeSinceHandsGone > 1500) {
// // Gradually increase rotation speed
// const speedFactor = Math.min(1.0, (timeSinceHandsGone - 1500) / 2000);
// heart.rotation.y += rotationSpeed * speedFactor;
// }
// }
// // Add slight wobble for more dynamic presentation when no specific interaction
// if (!isPinching && !handsDetected) {
// const wobble = Math.sin(Date.now() * 0.001) * 0.005;
// heart.rotation.x = wobble;
// }
// }
renderer.render(scene, camera);
}
</script>
<script>
// UI for toggling pulsing
// This script must run after the main script so pulsingEnabled and heart are available
// If you want the heart to pulse by default, set pulsingEnabled = true above
document.addEventListener('DOMContentLoaded', () => {
const pulseToggle = document.getElementById('pulseToggle');
if (pulseToggle) {
pulseToggle.checked = false;
pulseToggle.addEventListener('change', (e) => {
pulsingEnabled = e.target.checked;
// Remove/update pulsing effect on the fly
if (heart) {
if (pulsingEnabled) {
// Re-add pulsing effect with current scale
let scale = heart.scale.x;
addPulsingEffect(heart, scale);
} else {
// Remove pulsing effect
delete heart.userData.update;
// Reset to current scale
let scale = heart.scale.x;
heart.scale.set(scale, scale, scale);
}
}
});
}
});
</script>
</body>
</html>