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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>Babylon.js 3D VR Game</title>
<style>
body, html { margin: 0; padding: 0; overflow: hidden; font-family: 'Trebuchet MS', serif; }
canvas { width: 100%; height: 100%; display: block; }
#chatUI { position: absolute; top: 10px; right: 10px; width: 300px; }
#chatLog { width: 100%; height: 400px; background-color: rgba(0, 0, 0, 0.7); padding: 10px; color: #fff; overflow-y: auto; border: 2px solid #4e342e; box-shadow: 2px 2px 10px rgba(0, 0, 0, 0.9); }
#chatInput { width: 100%; height: 40px; margin-top: 10px; background-color: rgba(255, 255, 255, 0.4); border: 2px solid #4e342e; }
#sendButton { width: 100%; height: 40px; margin-top: 10px; background: linear-gradient(to bottom, #957d5f, #6c543e); color: #e0d7c5; border: none; cursor: pointer; }
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<div id="chatUI">
<div id="chatLog"></div>
<input type="text" id="chatInput" placeholder="Type your message here..." />
<button id="sendButton">Send</button>
</div>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/loaders/babylon.glTF2FileLoader.min.js"></script>
<script src="https://unpkg.com/@huggingface/transformers"></script>
<script>
// Setup Babylon.js
const canvas = document.getElementById("renderCanvas");
const engine = new BABYLON.Engine(canvas, true);
const createScene = function() {
const scene = new BABYLON.Scene(engine);
// Camera
const camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 10, BABYLON.Vector3.Zero(), scene);
camera.attachControl(canvas, true);
// Light
const light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(1, 1, 0), scene);
// Ground
const ground = BABYLON.MeshBuilder.CreateGround("ground", { width: 10, height: 10 }, scene);
// Player and NPCs
const player = BABYLON.MeshBuilder.CreateBox("player", { size: 1 }, scene);
player.position.y = 0.5;
const npc1 = BABYLON.MeshBuilder.CreateSphere("npc1", { diameter: 1 }, scene);
npc1.position.x = 3;
npc1.position.y = 0.5;
// Basic movement
window.addEventListener("keydown", (event) => {
switch (event.key) {
case "ArrowUp":
player.position.z -= 0.1;
break;
case "ArrowDown":
player.position.z += 0.1;
break;
case "ArrowLeft":
player.position.x -= 0.1;
break;
case "ArrowRight":
player.position.x += 0.1;
break;
}
checkCollision(player, npc1);
});
function checkCollision(mesh1, mesh2) {
if (mesh1.intersectsMesh(mesh2)) {
openChat("npc1", "NPC-1", "Hello! How can I assist you today?");
}
}
return scene;
};
const scene = createScene();
engine.runRenderLoop(function() {
scene.render();
});
window.addEventListener("resize", function() {
engine.resize();
});
async function createXRExperience() {
try {
const xrHelper = await scene.createDefaultXRExperienceAsync({
floorMeshes: [scene.getMeshByName("ground")],
// Do not explicitly disable all optional features; let the default setup run
disableDefaultUI: false // Keep the default UI enabled to ensure the VR button works
});
// After initialization, specifically disable hand tracking if it was included
const featuresManager = xrHelper.baseExperience.featuresManager;
// This explicitly disables hand tracking if it was somehow included by default
featuresManager.disableFeature(BABYLON.WebXRFeatureName.HAND_TRACKING);
// Set up interactions
setupControllerInteractions(xrHelper);
scene.activeCamera = xrHelper.baseExperience.camera;
} catch (err) {
console.error('Failed to start VR session:', err);
}
}
// Set up VR button and initialize VR experience on click
const vrButton = document.createElement("button");
vrButton.textContent = "Enter VR";
vrButton.style.position = "absolute";
vrButton.style.bottom = "10px";
vrButton.style.left = "10px";
vrButton.style.width = "200px";
vrButton.style.height = "40px";
vrButton.style.background = "linear-gradient(to bottom, #6c543e, #4e342e)";
vrButton.style.color = "#e0d7c5";
vrButton.style.border = "none";
vrButton.style.cursor = "pointer";
document.body.appendChild(vrButton);
vrButton.addEventListener("click", createXRExperience);
function setupControllerInteractions(xrHelper) {
xrHelper.input.onControllerAddedObservable.add(controller => {
controller.onMotionControllerInitObservable.add(motionController => {
const xrRay = motionController.getComponent("xr-standard-trigger");
if (xrRay) {
let isProcessing = false; // Debounce flag
xrRay.onButtonStateChangedObservable.add(() => {
if (xrRay.pressed && !isProcessing) {
isProcessing = true;
// Use a try-catch block to handle any unexpected errors
try {
const pickResult = scene.pickWithRay(controller.pointerRay);
if (pickResult.hit && pickResult.pickedMesh) {
if (pickResult.pickedMesh.name === "npc1") {
// Defer chat opening to avoid mid-frame changes
setTimeout(() => {
openChat("npc1", "NPC-1", "Hello! How can I assist you today?");
}, 0);
}
}
} catch (err) {
console.error('Error during ray interaction:', err);
} finally {
// Allow further interactions after a short delay
setTimeout(() => {
isProcessing = false;
}, 200); // Adjust delay as necessary
}
}
});
}
});
});
}
// Ensure the camera controls are reset when exiting VR mode
xrHelper.baseExperience.onExitXRObservable.add(() => {
scene.activeCamera.attachControl(canvas, true);
engine.resize();
});
engine.runRenderLoop(function () {
if (scene.activeCamera) {
scene.render();
}
});
window.addEventListener("resize", function () {
if (engine) {
engine.resize();
}
});
// Chat System with Transformers.js
async function setupChat() {
try {
const model = await transformers.AutoModelForCausalLM.from_pretrained('mistralai/Mistral');
const tokenizer = await transformers.AutoTokenizer.from_pretrained('mistralai/Mistral');
return { model, tokenizer };
} catch (error) {
console.error('Failed to load the chat model or tokenizer:', error);
alert('Chat system is currently unavailable. Please try again later.');
return null;
}
}
let chatSetup = setupChat();
document.getElementById("sendButton").addEventListener("click", async () => {
const inputField = document.getElementById("chatInput");
const chatLog = document.getElementById("chatLog");
const message = inputField.value;
if (message.trim() === "" || !chatSetup) return;
chatLog.innerHTML += `<p>Player: ${message}</p>`;
inputField.value = "";
const { model, tokenizer } = await chatSetup;
const inputs = tokenizer(message, { return_tensors: "pt" });
const response = await model.generate(inputs.input_ids, { max_length: 50 });
const output = tokenizer.decode(response[0], { skip_special_tokens: true });
chatLog.innerHTML += `<p>NPC: ${output}</p>`;
chatLog.scrollTop = chatLog.scrollHeight;
// Limit chat log entries to 50
if (chatLog.childElementCount > 50) {
chatLog.removeChild(chatLog.firstChild);
}
});
function openChat(npcId, npcName, greeting) {
const chatLog = document.getElementById("chatLog");
chatLog.innerHTML += `<p>${npcName}: ${greeting}</p>`;
}
</script>
</body>
</html>
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