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Update index.html
Browse files- index.html +814 -18
index.html
CHANGED
@@ -1,19 +1,815 @@
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<html>
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19 |
</html>
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Interactive 3D Heart with Hand Gestures</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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font-family: Arial, sans-serif;
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background-color: #000020;
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}
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#info {
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position: absolute;
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top: 10px;
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width: 100%;
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text-align: center;
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color: white;
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z-index: 100;
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font-size: 16px;
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text-shadow: 1px 1px 2px black;
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}
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#scene-container {
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position: absolute;
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width: 100%;
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height: 100%;
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}
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#video {
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position: absolute;
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width: 100%;
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height: 100%;
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object-fit: cover;
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z-index: -1;
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transform: scaleX(-1); /* Mirror the video */
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opacity: 0.8; /* Make video slightly transparent */
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}
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.loading {
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position: absolute;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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color: #00ffff;
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font-size: 24px;
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text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.8);
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z-index: 100; /* Ensure it's visible */
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transition: opacity 1s ease;
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background-color: rgba(0, 0, 32, 0.7);
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padding: 20px;
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border-radius: 10px;
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border: 1px solid #00ffff;
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box-shadow: 0 0 15px rgba(0, 255, 255, 0.5);
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}
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.sci-fi-overlay {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background: radial-gradient(ellipse at center, rgba(0,20,80,0.2) 0%, rgba(0,10,40,0.6) 100%);
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pointer-events: none;
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z-index: 1;
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}
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.grid {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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background-image:
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linear-gradient(rgba(0, 100, 255, 0.1) 1px, transparent 1px),
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linear-gradient(90deg, rgba(0, 100, 255, 0.1) 1px, transparent 1px);
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background-size: 40px 40px;
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pointer-events: none;
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z-index: 2;
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opacity: 0.5;
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}
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#webcamButton {
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position: absolute;
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bottom: 20px;
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left: 50%;
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transform: translateX(-50%);
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background-color: #ff4757;
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color: white;
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border: none;
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padding: 10px 20px;
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border-radius: 50px;
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font-weight: bold;
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cursor: pointer;
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z-index: 100;
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transition: all 0.3s ease;
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}
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#webcamButton:hover {
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background-color: #ff6b81;
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transform: translateX(-50%) scale(1.05);
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}
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#webcamButton:disabled {
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background-color: #555;
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cursor: not-allowed;
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}
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.output_canvas {
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position: absolute;
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103 |
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width: 100%;
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height: 100%;
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left: 0;
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106 |
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top: 0;
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z-index: 20;
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pointer-events: none;
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}
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.gesture-indicator {
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position: absolute;
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bottom: 80px;
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left: 50%;
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transform: translateX(-50%);
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background-color: rgba(0, 0, 0, 0.7);
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color: #00ffff;
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padding: 8px 16px;
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119 |
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border-radius: 20px;
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120 |
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font-size: 16px;
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z-index: 100;
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122 |
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transition: opacity 0.3s ease;
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123 |
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border: 1px solid #00ffff;
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box-shadow: 0 0 10px rgba(0, 255, 255, 0.5);
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opacity: 0;
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126 |
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}
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128 |
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.controls-guide {
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129 |
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position: absolute;
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130 |
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bottom: 20px;
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right: 20px;
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132 |
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z-index: 100;
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133 |
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display: flex;
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flex-direction: column;
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gap: 10px;
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}
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.guide-item {
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display: flex;
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align-items: center;
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background-color: rgba(0, 0, 0, 0.7);
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padding: 8px;
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border-radius: 10px;
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border: 1px solid #00ffff;
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}
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.guide-icon {
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font-size: 24px;
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margin-right: 10px;
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}
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.guide-text {
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color: white;
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font-size: 14px;
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}
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</style>
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</head>
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<body>
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<div id="info">Interactive 3D Heart</div>
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<div class="sci-fi-overlay"></div>
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<div class="grid"></div>
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<video id="video" playsinline></video>
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<div id="scene-container"></div>
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<div class="loading" id="loading-text">Loading...</div>
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<button id="webcamButton">Enable Webcam</button>
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<canvas class="output_canvas"></canvas>
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<div style="position:fixed;top:10px;right:10px;z-index:200;">
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<label style="color:#00ffff;font-weight:bold;background:rgba(0,0,32,0.7);padding:6px 12px;border-radius:8px;">
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169 |
+
<input type="checkbox" id="pulseToggle" style="vertical-align:middle;margin-right:6px;"> Heart Pulsing
|
170 |
+
</label>
|
171 |
+
</div>
|
172 |
+
<!-- Legend for gestures -->
|
173 |
+
<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;">
|
174 |
+
<div style="color:#00ffff;font-size:18px;font-weight:bold;margin-bottom:10px;text-align:left;">How to Control the Heart</div>
|
175 |
+
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
|
176 |
+
<span style="font-size:2em;margin-right:12px;">☝️</span>
|
177 |
+
<div>
|
178 |
+
<span style="color:#fff;font-weight:bold;">Point One Index Finger</span><br>
|
179 |
+
<span style="color:#aaa;font-size:14px;">Rotate & Tilt<br><span style="font-size:12px;">(Like dragging with a mouse, use either hand)</span></span>
|
180 |
+
</div>
|
181 |
+
</div>
|
182 |
+
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
|
183 |
+
<span style="font-size:2em;margin-right:12px;">🖐️</span>
|
184 |
+
<div>
|
185 |
+
<span style="color:#fff;font-weight:bold;">Spread Hand</span><br>
|
186 |
+
<span style="color:#aaa;font-size:14px;">Zoom in/out<br><span style="font-size:12px;">(Like mouse wheel, use either hand)</span></span>
|
187 |
+
</div>
|
188 |
+
</div>
|
189 |
+
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
|
190 |
+
<span style="font-size:2em;margin-right:12px;">✊</span>
|
191 |
+
<div>
|
192 |
+
<span style="color:#fff;font-weight:bold;">Make a Fist</span><br>
|
193 |
+
<span style="color:#aaa;font-size:14px;">Reset Heart<br><span style="font-size:12px;">(Return to starting view)</span></span>
|
194 |
+
</div>
|
195 |
+
</div>
|
196 |
+
<div style="display:flex;align-items:flex-start;margin-bottom:12px;">
|
197 |
+
<span style="font-size:2em;margin-right:12px;">✌️</span>
|
198 |
+
<div>
|
199 |
+
<span style="color:#fff;font-weight:bold;">Peace Sign</span><br>
|
200 |
+
<span style="color:#aaa;font-size:14px;">Toggle Pulsing<br><span style="font-size:12px;">(Turn heart pulsing on/off)</span></span>
|
201 |
+
</div>
|
202 |
+
</div>
|
203 |
+
<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>
|
204 |
+
</div>
|
205 |
+
<!-- Import Map for ES Modules -->
|
206 |
+
<script type="importmap">
|
207 |
+
{
|
208 |
+
"imports": {
|
209 |
+
"three": "https://unpkg.com/[email protected]/build/three.module.js",
|
210 |
+
"three/addons/": "https://unpkg.com/[email protected]/examples/jsm/"
|
211 |
+
}
|
212 |
+
}
|
213 |
+
</script>
|
214 |
+
<!-- MediaPipe -->
|
215 |
+
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/drawing_utils.js"></script>
|
216 |
+
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/hands.js"></script>
|
217 |
+
<!-- Main Script (using ES modules) -->
|
218 |
+
<script type="module">
|
219 |
+
import * as THREE from 'three';
|
220 |
+
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
|
221 |
+
|
222 |
+
// Scene setup
|
223 |
+
let scene, camera, renderer, heart;
|
224 |
+
let video, hands;
|
225 |
+
let rotationSpeed = 0.01;
|
226 |
+
let canvasElement, canvasCtx;
|
227 |
+
|
228 |
+
// Hand tracking variables
|
229 |
+
let leftHand = null;
|
230 |
+
let rightHand = null;
|
231 |
+
let isPinching = false;
|
232 |
+
let startPinchRotation = 0;
|
233 |
+
let currentRotation = 0;
|
234 |
+
|
235 |
+
// UI elements
|
236 |
+
let loadingText;
|
237 |
+
|
238 |
+
// Option to enable/disable pulsing
|
239 |
+
let pulsingEnabled = false;
|
240 |
+
|
241 |
+
// Wait for DOM content to load before accessing elements
|
242 |
+
document.addEventListener('DOMContentLoaded', () => {
|
243 |
+
const webcamButton = document.getElementById('webcamButton');
|
244 |
+
webcamButton.addEventListener('click', initApp);
|
245 |
+
});
|
246 |
+
|
247 |
+
// Initialize the app when the button is clicked
|
248 |
+
async function initApp() {
|
249 |
+
console.log("Initializing application");
|
250 |
+
|
251 |
+
// Initialize DOM elements
|
252 |
+
loadingText = document.getElementById('loading-text');
|
253 |
+
|
254 |
+
const webcamButton = document.getElementById('webcamButton');
|
255 |
+
webcamButton.disabled = true;
|
256 |
+
|
257 |
+
// Setup canvas for hand tracking visualization
|
258 |
+
canvasElement = document.querySelector('.output_canvas');
|
259 |
+
canvasCtx = canvasElement.getContext('2d');
|
260 |
+
|
261 |
+
// Initialize Three.js scene
|
262 |
+
setupScene();
|
263 |
+
|
264 |
+
// Add a debug object to ensure rendering works
|
265 |
+
addDebugCube();
|
266 |
+
|
267 |
+
// Load the heart model
|
268 |
+
loadHeartModel();
|
269 |
+
|
270 |
+
// Setup video and MediaPipe
|
271 |
+
await setupMediaPipe();
|
272 |
+
|
273 |
+
// Start animation loop
|
274 |
+
animate();
|
275 |
+
|
276 |
+
console.log("Initialization complete");
|
277 |
+
webcamButton.textContent = 'Webcam Enabled';
|
278 |
+
webcamButton.style.backgroundColor = '#4CAF50';
|
279 |
+
}
|
280 |
+
|
281 |
+
function addDebugCube() {
|
282 |
+
// Add a simple cube to verify rendering pipeline
|
283 |
+
const geometry = new THREE.BoxGeometry(1, 1, 1);
|
284 |
+
const material = new THREE.MeshPhongMaterial({ color: 0x00ffff });
|
285 |
+
const cube = new THREE.Mesh(geometry, material);
|
286 |
+
cube.position.set(0, 0, 0);
|
287 |
+
scene.add(cube);
|
288 |
+
|
289 |
+
// Auto-remove after 5 seconds
|
290 |
+
setTimeout(() => {
|
291 |
+
scene.remove(cube);
|
292 |
+
console.log("Debug cube removed");
|
293 |
+
}, 5000);
|
294 |
+
}
|
295 |
+
|
296 |
+
function setupScene() {
|
297 |
+
// Create scene
|
298 |
+
scene = new THREE.Scene();
|
299 |
+
scene.background = null; // Transparent background
|
300 |
+
|
301 |
+
// Create camera
|
302 |
+
const aspect = window.innerWidth / window.innerHeight;
|
303 |
+
camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 1000);
|
304 |
+
camera.position.z = 5;
|
305 |
+
|
306 |
+
// Create renderer with alpha: true for transparency
|
307 |
+
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
|
308 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
309 |
+
renderer.setClearColor(0x000000, 0); // Fully transparent
|
310 |
+
document.getElementById('scene-container').appendChild(renderer.domElement);
|
311 |
+
|
312 |
+
// Add lights
|
313 |
+
const ambientLight = new THREE.AmbientLight(0x404040, 2);
|
314 |
+
scene.add(ambientLight);
|
315 |
+
|
316 |
+
const directionalLight = new THREE.DirectionalLight(0xffffff, 2);
|
317 |
+
directionalLight.position.set(1, 1, 1);
|
318 |
+
scene.add(directionalLight);
|
319 |
+
|
320 |
+
const bluePointLight = new THREE.PointLight(0x0044ff, 1.5, 20);
|
321 |
+
bluePointLight.position.set(-3, 2, 3);
|
322 |
+
scene.add(bluePointLight);
|
323 |
+
|
324 |
+
const redPointLight = new THREE.PointLight(0xff4400, 1.5, 20);
|
325 |
+
redPointLight.position.set(3, -2, 3);
|
326 |
+
scene.add(redPointLight);
|
327 |
+
|
328 |
+
// Setup window resize handler
|
329 |
+
window.addEventListener('resize', onWindowResize);
|
330 |
+
}
|
331 |
+
|
332 |
+
function createHeartPlaceholder() {
|
333 |
+
console.log("Creating heart placeholder");
|
334 |
+
|
335 |
+
// Set your desired base scale here for the placeholder
|
336 |
+
const baseScale = 3;
|
337 |
+
// Create a simple heart-like shape using a sphere
|
338 |
+
const geometry = new THREE.SphereGeometry(1.5, 32, 32);
|
339 |
+
const material = new THREE.MeshPhongMaterial({
|
340 |
+
color: 0xff0066,
|
341 |
+
shininess: 100,
|
342 |
+
emissive: 0x330000
|
343 |
+
});
|
344 |
+
heart = new THREE.Mesh(geometry, material);
|
345 |
+
heart.scale.set(baseScale, baseScale, baseScale);
|
346 |
+
scene.add(heart);
|
347 |
+
// Sync pulsingEnabled with checkbox state
|
348 |
+
const pulseToggle = document.getElementById('pulseToggle');
|
349 |
+
if (pulseToggle) pulsingEnabled = pulseToggle.checked;
|
350 |
+
if (pulsingEnabled) addPulsingEffect(heart, baseScale);
|
351 |
+
loadingText.textContent = 'Using placeholder heart (models failed to load)';
|
352 |
+
setTimeout(() => {
|
353 |
+
loadingText.style.display = 'none';
|
354 |
+
}, 3000);
|
355 |
+
}
|
356 |
+
|
357 |
+
function loadHeartModel() {
|
358 |
+
console.log("Loading heart model...");
|
359 |
+
const loader = new GLTFLoader();
|
360 |
+
|
361 |
+
// Show that we're loading
|
362 |
+
loadingText.textContent = 'Loading heart model...';
|
363 |
+
|
364 |
+
// Set your desired base scale here
|
365 |
+
const baseScale = 50; // Try 2, 5, 10, etc. for different sizes
|
366 |
+
// Load directly with the available model
|
367 |
+
loader.load(
|
368 |
+
'stylizedhumanheart.glb',
|
369 |
+
// Success callback
|
370 |
+
function(gltf) {
|
371 |
+
console.log("Model loaded successfully:", gltf);
|
372 |
+
heart = gltf.scene;
|
373 |
+
heart.scale.set(baseScale, baseScale, baseScale);
|
374 |
+
scene.add(heart);
|
375 |
+
// Center the model precisely in the scene
|
376 |
+
const box = new THREE.Box3().setFromObject(heart);
|
377 |
+
const center = box.getCenter(new THREE.Vector3());
|
378 |
+
const size = box.getSize(new THREE.Vector3());
|
379 |
+
// Center at (0,0,0) and adjust for any vertical offset
|
380 |
+
heart.position.x = -center.x;
|
381 |
+
heart.position.y = -center.y + (size.y / 2 - center.y); // shift so geometric center is at 0
|
382 |
+
heart.position.z = -center.z;
|
383 |
+
// Make sure model is visible
|
384 |
+
heart.traverse((node) => {
|
385 |
+
if (node.isMesh) {
|
386 |
+
node.material.transparent = false;
|
387 |
+
node.material.opacity = 1.0;
|
388 |
+
node.material.needsUpdate = true;
|
389 |
+
}
|
390 |
+
});
|
391 |
+
// Sync pulsingEnabled with checkbox state
|
392 |
+
const pulseToggle = document.getElementById('pulseToggle');
|
393 |
+
if (pulseToggle) pulsingEnabled = pulseToggle.checked;
|
394 |
+
if (pulsingEnabled) addPulsingEffect(heart, baseScale);
|
395 |
+
loadingText.style.display = 'none';
|
396 |
+
},
|
397 |
+
// Progress callback
|
398 |
+
function(xhr) {
|
399 |
+
const percent = xhr.loaded / xhr.total * 100;
|
400 |
+
loadingText.textContent = `Loading: ${Math.round(percent)}%`;
|
401 |
+
},
|
402 |
+
// Error callback
|
403 |
+
function(error) {
|
404 |
+
console.error('Error loading heart model:', error);
|
405 |
+
loadingText.textContent = 'Error loading model. Creating placeholder...';
|
406 |
+
createHeartPlaceholder();
|
407 |
+
}
|
408 |
+
);
|
409 |
+
}
|
410 |
+
|
411 |
+
// Use a callback-based loop for MediaPipe Hands
|
412 |
+
let mediapipeActive = false;
|
413 |
+
|
414 |
+
async function mediapipeFrameLoop() {
|
415 |
+
if (!mediapipeActive) return;
|
416 |
+
if (video && video.readyState === 4 && hands) {
|
417 |
+
await hands.send({ image: video });
|
418 |
+
}
|
419 |
+
// Only request the next frame after the previous one is processed
|
420 |
+
if (mediapipeActive) requestAnimationFrame(mediapipeFrameLoop);
|
421 |
+
}
|
422 |
+
|
423 |
+
async function setupMediaPipe() {
|
424 |
+
video = document.getElementById('video');
|
425 |
+
|
426 |
+
try {
|
427 |
+
console.log("Requesting camera permission...");
|
428 |
+
loadingText.textContent = 'Requesting camera permission...';
|
429 |
+
|
430 |
+
// Access the webcam with explicit permissions
|
431 |
+
const stream = await navigator.mediaDevices.getUserMedia({
|
432 |
+
video: { facingMode: 'user' },
|
433 |
+
audio: false
|
434 |
+
});
|
435 |
+
console.log("Camera permission granted:", stream);
|
436 |
+
video.srcObject = stream;
|
437 |
+
|
438 |
+
// Set canvas dimensions to match video
|
439 |
+
video.onloadedmetadata = () => {
|
440 |
+
console.log("Video metadata loaded");
|
441 |
+
video.play();
|
442 |
+
canvasElement.width = video.videoWidth;
|
443 |
+
canvasElement.height = video.videoHeight;
|
444 |
+
loadingText.textContent = 'Camera enabled. Hand tracking active.';
|
445 |
+
setTimeout(() => {
|
446 |
+
loadingText.style.opacity = '0';
|
447 |
+
setTimeout(() => loadingText.style.display = 'none', 1000);
|
448 |
+
}, 3000);
|
449 |
+
// Start MediaPipe hand tracking loop
|
450 |
+
mediapipeActive = true;
|
451 |
+
mediapipeFrameLoop();
|
452 |
+
};
|
453 |
+
} catch (error) {
|
454 |
+
console.error("Camera permission denied or error:", error);
|
455 |
+
loadingText.textContent = "Please allow camera access for hand tracking to work!";
|
456 |
+
webcamButton.disabled = false;
|
457 |
+
}
|
458 |
+
|
459 |
+
// Initialize MediaPipe Hands
|
460 |
+
hands = new Hands({
|
461 |
+
locateFile: (file) => {
|
462 |
+
return `https://cdn.jsdelivr.net/npm/@mediapipe/[email protected]/${file}`;
|
463 |
+
}
|
464 |
+
});
|
465 |
+
|
466 |
+
hands.setOptions({
|
467 |
+
maxNumHands: 2,
|
468 |
+
modelComplexity: 1,
|
469 |
+
minDetectionConfidence: 0.6, // Increased for more reliable detection
|
470 |
+
minTrackingConfidence: 0.5,
|
471 |
+
selfieMode: true // Correctly handle mirrored camera feed
|
472 |
+
});
|
473 |
+
|
474 |
+
hands.onResults(onHandResults);
|
475 |
+
|
476 |
+
// Remove the old event listener for loadeddata
|
477 |
+
// video.addEventListener('loadeddata', async () => {
|
478 |
+
// await hands.send({ image: video });
|
479 |
+
// });
|
480 |
+
}
|
481 |
+
|
482 |
+
function onHandResults(results) {
|
483 |
+
leftHand = null;
|
484 |
+
rightHand = null;
|
485 |
+
|
486 |
+
// Clear canvas
|
487 |
+
canvasCtx.clearRect(0, 0, canvasElement.width, canvasElement.height);
|
488 |
+
|
489 |
+
if (results.multiHandLandmarks && results.multiHandLandmarks.length > 0) {
|
490 |
+
for (let i = 0; i < results.multiHandLandmarks.length; i++) {
|
491 |
+
const handLandmarks = results.multiHandLandmarks[i];
|
492 |
+
const handedness = results.multiHandedness[i].label;
|
493 |
+
|
494 |
+
// Note: MediaPipe hand detection is mirrored, so "Left" hand is actually right hand in the video
|
495 |
+
if (handedness === 'Left') {
|
496 |
+
rightHand = handLandmarks; // Mapping correctly to user's perspective
|
497 |
+
} else if (handedness === 'Right') {
|
498 |
+
leftHand = handLandmarks; // Mapping correctly to user's perspective
|
499 |
+
}
|
500 |
+
|
501 |
+
// Draw only index fingertip as a small dot for clarity
|
502 |
+
const indexTip = handLandmarks[8];
|
503 |
+
canvasCtx.beginPath();
|
504 |
+
canvasCtx.arc(
|
505 |
+
indexTip.x * canvasElement.width,
|
506 |
+
indexTip.y * canvasElement.height,
|
507 |
+
5,
|
508 |
+
0,
|
509 |
+
2 * Math.PI
|
510 |
+
);
|
511 |
+
canvasCtx.fillStyle = '#00ffff';
|
512 |
+
canvasCtx.fill();
|
513 |
+
}
|
514 |
+
}
|
515 |
+
|
516 |
+
// Process hand gestures and get activity status (no on-screen gesture indicator)
|
517 |
+
processHandGestures();
|
518 |
+
}
|
519 |
+
|
520 |
+
// Track current gesture for UI updates
|
521 |
+
let currentGesture = null;
|
522 |
+
|
523 |
+
// Remove gesture indicator text and hide the indicator (no-op)
|
524 |
+
function updateGestureIndicator(gesture) {
|
525 |
+
// No operation: all gesture indicator UI is removed
|
526 |
+
}
|
527 |
+
|
528 |
+
function processHandGestures() {
|
529 |
+
// Peace sign (index and middle fingers extended, others folded) toggles pulsing (debounced)
|
530 |
+
function isPeaceSign(hand) {
|
531 |
+
if (!hand) return false;
|
532 |
+
const palm = hand[0];
|
533 |
+
// Index and middle tips far, others close
|
534 |
+
const indexTip = hand[8];
|
535 |
+
const middleTip = hand[12];
|
536 |
+
if (!indexTip || !middleTip) return false;
|
537 |
+
const indexDist = calculateDistance(palm, indexTip);
|
538 |
+
const middleDist = calculateDistance(palm, middleTip);
|
539 |
+
let folded = 0;
|
540 |
+
[4,16,20].forEach(i => {
|
541 |
+
const tip = hand[i];
|
542 |
+
if (!tip) return;
|
543 |
+
const d = calculateDistance(palm, tip);
|
544 |
+
if (d < 0.08) folded++;
|
545 |
+
});
|
546 |
+
// Both index and middle extended, at least 2 others folded
|
547 |
+
return (indexDist > 0.16 && middleDist > 0.16 && folded >= 2);
|
548 |
+
}
|
549 |
+
|
550 |
+
if (!processHandGestures.lastPeace) processHandGestures.lastPeace = false;
|
551 |
+
const peaceNow = (leftHand && isPeaceSign(leftHand)) || (rightHand && isPeaceSign(rightHand));
|
552 |
+
if (peaceNow && !processHandGestures.lastPeace) {
|
553 |
+
pulsingEnabled = !pulsingEnabled;
|
554 |
+
if (heart) {
|
555 |
+
let scale = heart.scale.x;
|
556 |
+
if (pulsingEnabled) {
|
557 |
+
addPulsingEffect(heart, scale);
|
558 |
+
} else {
|
559 |
+
delete heart.userData.update;
|
560 |
+
heart.scale.set(scale, scale, scale);
|
561 |
+
}
|
562 |
+
}
|
563 |
+
}
|
564 |
+
processHandGestures.lastPeace = peaceNow;
|
565 |
+
if (!heart) return;
|
566 |
+
|
567 |
+
// Keep track of whether any gesture is active
|
568 |
+
let gestureActive = false;
|
569 |
+
|
570 |
+
// Minimal gestures: left index finger = rotate/tilt, left hand spread = zoom, fist = reset
|
571 |
+
let leftIndex = leftHand ? leftHand[8] : null;
|
572 |
+
|
573 |
+
// Helper: detect fist (all tips close to palm)
|
574 |
+
function isFist(hand) {
|
575 |
+
if (!hand) return false;
|
576 |
+
const palm = hand[0];
|
577 |
+
let closed = 0;
|
578 |
+
[4,8,12,16,20].forEach(i => {
|
579 |
+
const tip = hand[i];
|
580 |
+
if (!tip) return;
|
581 |
+
const d = calculateDistance(palm, tip);
|
582 |
+
if (d < 0.08) closed++;
|
583 |
+
});
|
584 |
+
return closed >= 4;
|
585 |
+
}
|
586 |
+
|
587 |
+
// If either hand makes a fist, reset heart position (rotation, tilt, zoom, and pulsing off)
|
588 |
+
if ((leftHand && isFist(leftHand)) || (rightHand && isFist(rightHand))) {
|
589 |
+
// Reset to starting position: facing forward, upright, default zoom
|
590 |
+
heart.rotation.set(0, 0, 0);
|
591 |
+
heart.position.set(0, 0, 0);
|
592 |
+
camera.position.set(0, 0, 5);
|
593 |
+
// Turn off pulsing
|
594 |
+
pulsingEnabled = false;
|
595 |
+
if (heart) {
|
596 |
+
delete heart.userData.update;
|
597 |
+
let scale = heart.scale.x;
|
598 |
+
heart.scale.set(scale, scale, scale);
|
599 |
+
}
|
600 |
+
processHandGestures.lastLeftIndex = null;
|
601 |
+
processHandGestures.pinchSmoothing = null;
|
602 |
+
processHandGestures.xSmoothing = null;
|
603 |
+
return true;
|
604 |
+
}
|
605 |
+
|
606 |
+
// If left index finger is visible, allow rotation/tilt (like mouse drag)
|
607 |
+
if (leftIndex) {
|
608 |
+
gestureActive = true;
|
609 |
+
|
610 |
+
// Smoothing variables (static across calls)
|
611 |
+
if (!processHandGestures.lastLeftIndex) {
|
612 |
+
processHandGestures.lastLeftIndex = { x: leftIndex.x, y: leftIndex.y };
|
613 |
+
}
|
614 |
+
if (!processHandGestures.pinchSmoothing) {
|
615 |
+
processHandGestures.pinchSmoothing = { lastRotation: heart ? heart.rotation.y : 0, velocity: 0 };
|
616 |
+
}
|
617 |
+
if (!processHandGestures.xSmoothing) {
|
618 |
+
processHandGestures.xSmoothing = { lastX: heart ? heart.rotation.x : 0, velocity: 0 };
|
619 |
+
}
|
620 |
+
const smoothing = processHandGestures.pinchSmoothing;
|
621 |
+
const xSmooth = processHandGestures.xSmoothing;
|
622 |
+
|
623 |
+
// Calculate movement deltas (in screen space)
|
624 |
+
const deltaX = leftIndex.x - processHandGestures.lastLeftIndex.x;
|
625 |
+
const deltaY = leftIndex.y - processHandGestures.lastLeftIndex.y;
|
626 |
+
|
627 |
+
// Sensitivity (tweak as needed)
|
628 |
+
const ROTATE_SENS = 7.5; // More sensitive for easier rotation
|
629 |
+
const TILT_SENS = 7.5;
|
630 |
+
|
631 |
+
// Horizontal rotation (Y axis): move left = rotate right, move right = rotate left (mirrored webcam)
|
632 |
+
let targetY = heart.rotation.y + deltaX * ROTATE_SENS;
|
633 |
+
// Remove clamping for full 360 rotation
|
634 |
+
smoothing.velocity = (targetY - smoothing.lastRotation) * 0.4;
|
635 |
+
smoothing.lastRotation += smoothing.velocity;
|
636 |
+
heart.rotation.y = smoothing.lastRotation;
|
637 |
+
|
638 |
+
// Vertical tilt (X axis): move up = tilt up, move down = tilt down (natural)
|
639 |
+
let targetX = heart.rotation.x + deltaY * TILT_SENS;
|
640 |
+
// Clamp only X axis (tilt), not Y (rotation)
|
641 |
+
targetX = THREE.MathUtils.clamp(targetX, -Math.PI/2, Math.PI/2);
|
642 |
+
xSmooth.velocity = (targetX - xSmooth.lastX) * 0.4;
|
643 |
+
xSmooth.lastX += xSmooth.velocity;
|
644 |
+
heart.rotation.x = xSmooth.lastX;
|
645 |
+
|
646 |
+
// Update last position
|
647 |
+
processHandGestures.lastLeftIndex.x = leftIndex.x;
|
648 |
+
processHandGestures.lastLeftIndex.y = leftIndex.y;
|
649 |
+
} else {
|
650 |
+
// Not rotating, keep last rotation (locked), but allow zoom
|
651 |
+
if (processHandGestures.pinchSmoothing && heart) processHandGestures.pinchSmoothing.lastRotation = heart.rotation.y;
|
652 |
+
if (processHandGestures.xSmoothing && heart) processHandGestures.xSmoothing.lastX = heart.rotation.x;
|
653 |
+
// Reset lastLeftIndex so next time we don't get a big jump
|
654 |
+
processHandGestures.lastLeftIndex = null;
|
655 |
+
}
|
656 |
+
|
657 |
+
// Helper: detect fist (all tips close to palm)
|
658 |
+
function isFist(hand) {
|
659 |
+
// Compare tip (4,8,12,16,20) to palm (0)
|
660 |
+
const palm = hand[0];
|
661 |
+
let closed = 0;
|
662 |
+
[4,8,12,16,20].forEach(i => {
|
663 |
+
const tip = hand[i];
|
664 |
+
const d = calculateDistance(palm, tip);
|
665 |
+
if (d < 0.08) closed++;
|
666 |
+
});
|
667 |
+
return closed >= 4;
|
668 |
+
}
|
669 |
+
|
670 |
+
// Process open hand gesture (for zoom)
|
671 |
+
if (leftHand) {
|
672 |
+
gestureActive = true;
|
673 |
+
|
674 |
+
// Improved method: use distance between thumb and pinky
|
675 |
+
const thumb = leftHand[4];
|
676 |
+
const pinky = leftHand[20];
|
677 |
+
|
678 |
+
if (thumb && pinky) {
|
679 |
+
const handSpread = calculateDistance(thumb, pinky);
|
680 |
+
|
681 |
+
// Map the hand spread to camera zoom with better sensitivity
|
682 |
+
const zoomFactor = THREE.MathUtils.lerp(10, 3, handSpread * 2);
|
683 |
+
|
684 |
+
// Smooth camera movement
|
685 |
+
camera.position.z = THREE.MathUtils.lerp(
|
686 |
+
camera.position.z,
|
687 |
+
zoomFactor,
|
688 |
+
0.1 // Smoothing factor
|
689 |
+
);
|
690 |
+
}
|
691 |
+
}
|
692 |
+
|
693 |
+
// Return whether any gesture is active to control auto-rotation
|
694 |
+
return gestureActive;
|
695 |
+
}
|
696 |
+
|
697 |
+
function calculateDistance(point1, point2) {
|
698 |
+
return Math.sqrt(
|
699 |
+
Math.pow(point1.x - point2.x, 2) +
|
700 |
+
Math.pow(point1.y - point2.y, 2)
|
701 |
+
);
|
702 |
+
}
|
703 |
+
|
704 |
+
function addPulsingEffect(model, baseScale = 1.0) {
|
705 |
+
let time = 0;
|
706 |
+
// Heartbeat: very sharp up, very quick drop, more visible
|
707 |
+
model.userData.update = function(delta) {
|
708 |
+
time += delta;
|
709 |
+
// 1.4 Hz = ~84 bpm (children's heart rate, slightly faster)
|
710 |
+
const freq = 1.4;
|
711 |
+
const t = (time * freq) % 1.0;
|
712 |
+
// Sharper, more prominent heartbeat: very sharp peak, quick drop
|
713 |
+
let beat = Math.exp(-60 * (t - 0.12) * (t - 0.12)) * 2.2; // much sharper, higher
|
714 |
+
beat += 0.22 * Math.max(0, Math.sin(Math.PI * t)); // more visible base pulse
|
715 |
+
const pulseFactor = 1.0 + 0.13 * beat;
|
716 |
+
model.scale.set(
|
717 |
+
baseScale * pulseFactor,
|
718 |
+
baseScale * pulseFactor,
|
719 |
+
baseScale * pulseFactor
|
720 |
+
);
|
721 |
+
};
|
722 |
+
}
|
723 |
+
|
724 |
+
function onWindowResize() {
|
725 |
+
camera.aspect = window.innerWidth / window.innerHeight;
|
726 |
+
camera.updateProjectionMatrix();
|
727 |
+
renderer.setSize(window.innerWidth, window.innerHeight);
|
728 |
+
|
729 |
+
// Update canvas size if needed
|
730 |
+
if (canvasElement && video) {
|
731 |
+
canvasElement.width = video.videoWidth;
|
732 |
+
canvasElement.height = video.videoHeight;
|
733 |
+
}
|
734 |
+
}
|
735 |
+
|
736 |
+
// Track hand presence for auto-rotation
|
737 |
+
let handsDetectedTime = 0;
|
738 |
+
let lastHandsDetectedState = false;
|
739 |
+
|
740 |
+
function animate() {
|
741 |
+
requestAnimationFrame(animate);
|
742 |
+
|
743 |
+
// Apply heart pulsing effect only if enabled
|
744 |
+
if (pulsingEnabled && heart && heart.userData.update) {
|
745 |
+
heart.userData.update(0.01);
|
746 |
+
}
|
747 |
+
|
748 |
+
// Check if hands are detected
|
749 |
+
const handsDetected = leftHand || rightHand;
|
750 |
+
|
751 |
+
// Track when hands state changes for smoother transitions
|
752 |
+
if (handsDetected !== lastHandsDetectedState) {
|
753 |
+
lastHandsDetectedState = handsDetected;
|
754 |
+
handsDetectedTime = Date.now();
|
755 |
+
|
756 |
+
// Update gesture indicator when hands disappear
|
757 |
+
if (!handsDetected) {
|
758 |
+
updateGestureIndicator("No Hands Detected");
|
759 |
+
}
|
760 |
+
}
|
761 |
+
|
762 |
+
// Remove automatic rotation and wobble
|
763 |
+
// if (heart) {
|
764 |
+
// if (!handsDetected) {
|
765 |
+
// // Auto rotation only when no hands detected
|
766 |
+
// const timeSinceHandsGone = Date.now() - handsDetectedTime;
|
767 |
+
// // Start auto-rotation only after hands have been absent for 1.5 seconds
|
768 |
+
// if (timeSinceHandsGone > 1500) {
|
769 |
+
// // Gradually increase rotation speed
|
770 |
+
// const speedFactor = Math.min(1.0, (timeSinceHandsGone - 1500) / 2000);
|
771 |
+
// heart.rotation.y += rotationSpeed * speedFactor;
|
772 |
+
// }
|
773 |
+
// }
|
774 |
+
// // Add slight wobble for more dynamic presentation when no specific interaction
|
775 |
+
// if (!isPinching && !handsDetected) {
|
776 |
+
// const wobble = Math.sin(Date.now() * 0.001) * 0.005;
|
777 |
+
// heart.rotation.x = wobble;
|
778 |
+
// }
|
779 |
+
// }
|
780 |
+
|
781 |
+
renderer.render(scene, camera);
|
782 |
+
}
|
783 |
+
</script>
|
784 |
+
|
785 |
+
<script>
|
786 |
+
// UI for toggling pulsing
|
787 |
+
// This script must run after the main script so pulsingEnabled and heart are available
|
788 |
+
// If you want the heart to pulse by default, set pulsingEnabled = true above
|
789 |
+
|
790 |
+
document.addEventListener('DOMContentLoaded', () => {
|
791 |
+
const pulseToggle = document.getElementById('pulseToggle');
|
792 |
+
if (pulseToggle) {
|
793 |
+
pulseToggle.checked = false;
|
794 |
+
pulseToggle.addEventListener('change', (e) => {
|
795 |
+
pulsingEnabled = e.target.checked;
|
796 |
+
// Remove/update pulsing effect on the fly
|
797 |
+
if (heart) {
|
798 |
+
if (pulsingEnabled) {
|
799 |
+
// Re-add pulsing effect with current scale
|
800 |
+
let scale = heart.scale.x;
|
801 |
+
addPulsingEffect(heart, scale);
|
802 |
+
} else {
|
803 |
+
// Remove pulsing effect
|
804 |
+
delete heart.userData.update;
|
805 |
+
// Reset to current scale
|
806 |
+
let scale = heart.scale.x;
|
807 |
+
heart.scale.set(scale, scale, scale);
|
808 |
+
}
|
809 |
+
}
|
810 |
+
});
|
811 |
+
}
|
812 |
+
});
|
813 |
+
</script>
|
814 |
+
</body>
|
815 |
</html>
|