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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 thumbstick = motionController.getComponent("xr-standard-thumbstick");
      
                  if (thumbstick) {
                      thumbstick.onAxisValueChangedObservable.add((axisValues) => {
                          const player = scene.getMeshByName("player");
      
                          // Map thumbstick input to movement
                          const speed = 0.05; // Adjust this value for faster/slower movement
                          player.position.x += axisValues.x * speed; // Horizontal movement (left-right)
                          player.position.z += axisValues.y * speed; // Vertical movement (forward-backward)
                      });
                  }
              });
          });
      }

        // 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>