import { Grid, useBVH, useGLTF, CameraControls, AccumulativeShadows, OrbitControls, Stats } from '@react-three/drei' import { Camera, Canvas, useFrame, useThree, useLoader, RenderCallback, RootState } from '@react-three/fiber' import * as THREE from 'three' import { FontLoader } from 'three/addons/loaders/FontLoader.js' import { TextGeometry } from 'three/addons/geometries/TextGeometry.js' import HelvetikerRegular from "three/examples/fonts/helvetiker_regular.typeface.json" import { useEffect, useRef, useState, JSX } from 'react' // import POSE_3D_ from "./assets/result_ae_01_ae_08.json" import POSE_3D_ from "./assets/temp_result.json" import POSE_3D_MANY_ from "./assets/many_people_all_3d_pose.json" import POSE_3D_04_02_ from "./assets/res.json" // 133, 3 type PosePoints3D = [number, number, number][] // F, 133, 3 type AnimePosePoints3D = PosePoints3D[] interface Skeleton0402 { "a": PosePoints3D "b": PosePoints3D } const POSE_3D = POSE_3D_ as AnimePosePoints3D const POSE_3D_MANY = POSE_3D_MANY_ as AnimePosePoints3D[] // N F 133 3 const POSE_3D_04_02 = POSE_3D_04_02_ as Skeleton0402 const THREE_ADDONS = { FontLoader, TextGeometry, } as const // Create OpenCV to OpenGL conversion matrix // OpenCV: X right, Y down, Z forward // OpenGL: X right, Y up, Z backward const CV_TO_GL_MAT = new THREE.Matrix4().set( 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1 ) // Z-up to Y-up conversion matrix // Rotate -90 degrees around X axis to convert from Z-up to Y-up const Z_UP_TO_Y_UP = new THREE.Matrix4().set( -1, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 1 ) const Z_UP_TO_Y_UP_PRIME = new THREE.Matrix4().set( 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1 ) // Color definitions for different body parts const COLOR_SPINE = new THREE.Color(138 / 255, 201 / 255, 38 / 255) // green, spine & head const COLOR_ARMS = new THREE.Color(255 / 255, 202 / 255, 58 / 255) // yellow, arms & shoulders const COLOR_LEGS = new THREE.Color(25 / 255, 130 / 255, 196 / 255) // blue, legs & hips const COLOR_FINGERS = new THREE.Color(255 / 255, 0, 0) // red, fingers const COLOR_FACE = new THREE.Color(255 / 255, 200 / 255, 0) // yellow, face const COLOR_FOOT = new THREE.Color(255 / 255, 128 / 255, 0) // orange, foot const COLOR_HEAD = new THREE.Color(255 / 255, 0, 255 / 255) // purple, head // Body bone connections const BODY_BONES = [ // legs [15, 13], [13, 11], [16, 14], [14, 12], [11, 12], // legs [5, 11], [6, 12], [5, 6], // torso [5, 7], [7, 9], [6, 8], [8, 10], // arms [1, 2], [0, 1], [0, 2], [1, 3], [2, 4], // head [15, 17], [15, 18], [15, 19], // left foot [16, 20], [16, 21], [16, 22], // right foot ] as const // Body bone colors const BODY_BONE_COLORS = [ COLOR_LEGS, COLOR_LEGS, COLOR_LEGS, COLOR_LEGS, COLOR_LEGS, COLOR_SPINE, COLOR_SPINE, COLOR_SPINE, COLOR_ARMS, COLOR_ARMS, COLOR_ARMS, COLOR_ARMS, COLOR_HEAD, COLOR_HEAD, COLOR_HEAD, COLOR_HEAD, COLOR_HEAD, COLOR_FOOT, COLOR_FOOT, COLOR_FOOT, COLOR_FOOT, COLOR_FOOT, COLOR_FOOT, ] as const // Hand bone connections (in pairs of [start, end] indices) const HAND_BONES = [ // right hand [91, 92], [92, 93], [93, 94], [94, 95], // right thumb [91, 96], [96, 97], [97, 98], [98, 99], // right index [91, 100], [100, 101], [101, 102], [102, 103], // right middle [91, 104], [104, 105], [105, 106], [106, 107], // right ring [91, 108], [108, 109], [109, 110], [110, 111], // right pinky // left hand [112, 113], [113, 114], [114, 115], [115, 116], // left thumb [112, 117], [117, 118], [118, 119], [119, 120], // left index [112, 121], [121, 122], [122, 123], [123, 124], // left middle [112, 125], [125, 126], [126, 127], [127, 128], // left ring [112, 129], [129, 130], [130, 131], [131, 132] // left pinky ] as const const DEFAULT_TRANSFORMATION_MATRIX = [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, ] as const const DEFAULT_NEAR = 0.05 const DEFAULT_FAR = 1 const CAMERA_EXTRINSIC_MATRIX_MAP: Record = { "AE_01": [ 0.37408302, -0.91907411, 0.12395429, 1.18976111, 0.17243349, -0.06239751, -0.98304285, -0.06429779, 0.91122367, 0.38911351, 0.13513731, 2.51940833, 0., 0., 0., 1. ] as const, "AE_1A": [ 0.92998171, -0.36696694, -0.02166301, 2.21643671, -0.05110403, -0.07070226, -0.99618752, -0.72948697, 0.36403626, 0.92754324, -0.0845053, 6.45800206, 0., 0., 0., 1. ] as const, "AE_08": [ 0.98195914, -0.18888337, -0.00890642, 1.43011854, -0.02247979, -0.06984105, -0.99730481, -0.61678831, 0.18775226, 0.97951279, -0.07282712, 5.81983825, 0., 0., 0., 1. ] as const } const CAMERA_INTRINSIC_MATRIX_MAP: Record = { "AE_01": [ 1806.82137617, 0., 1230.53175624, 0., 1809.75580378, 766.36204406, 0., 0., 1. ] as const, "AE_1A": [ 3467.39715751, 0., 1000.62548655, 0., 3473.7168112, 831.64048503, 0., 0., 1. ] as const, "AE_08": [ 2785.43931794, 0., 1254.98272372, 0., 2788.10437965, 738.82985324, 0., 0., 1. ] as const } const IMAGE_WIDTH = 2560 const IMAGE_HEIGHT = 1440 const intrinsicToFov = (intrinsic: number[], image_size: { width: number, height: number }) => { console.assert(intrinsic.length === 9, "intrinsic must be a 3x3 matrix") const fx = intrinsic[0] const fy = intrinsic[4] const cx = intrinsic[2] const cy = intrinsic[5] // in degrees const fov_x = 2 * Math.atan(image_size.width / (2 * fx)) * (180 / Math.PI) const fov_y = 2 * Math.atan(image_size.height / (2 * fy)) * (180 / Math.PI) return { fov_x, fov_y } } const Scene = () => { function Floor() { return ( ) } const Axes = () => { return } interface CameraViewFromExtrinsicProps { extrinsic: number[] | THREE.Matrix4 aspect?: number name?: string near?: number far?: number fov?: number textSize?: number } // https://threejs.org/docs/#examples/en/loaders/FontLoader // https://www.ilyameerovich.com/simple-3d-text-meshes-in-three-js/ const CameraViewFromExtrinsic = ({ extrinsic, name, near, far, fov, textSize, aspect }: CameraViewFromExtrinsicProps) => { let Rt: THREE.Matrix4 if (extrinsic instanceof THREE.Matrix4) { Rt = extrinsic } else if (Array.isArray(extrinsic)) { console.assert(extrinsic.length === 16, "extrinsic must be a 4x4 matrix") Rt = new THREE.Matrix4() // @ts-expect-error 16 elements Rt.set(...extrinsic) } else { throw new Error("extrinsic must be a 4x4 matrix or an array of 16 elements") } const font = new FontLoader().parse(HelvetikerRegular) const camera = new THREE.PerspectiveCamera(fov ?? 60, aspect ?? 4 / 3, near ?? DEFAULT_NEAR, far ?? DEFAULT_FAR) const helper = camera.applyMatrix4(Rt) const textRef = useRef(null) const { camera: viewCamera } = useThree() useFrame(() => { if (textRef.current) { textRef.current.lookAt(viewCamera.position) } }) let text: JSX.Element | null = null if (name) { const geo = new THREE_ADDONS.TextGeometry(name ?? "", { font, size: textSize ?? 0.1, depth: 0.001 }) const position = new THREE.Vector3() position.setFromMatrixPosition(Rt) text = ( ) } return ( {text} {helper} ) } const preProcessExtrinsic = (extrinsic: number[] | THREE.Matrix4) => { let Rt: THREE.Matrix4 if (extrinsic instanceof THREE.Matrix4) { Rt = extrinsic } else if (Array.isArray(extrinsic)) { console.assert(extrinsic.length === 16, "extrinsic must be a 4x4 matrix") Rt = new THREE.Matrix4() // @ts-expect-error 16 elements Rt.set(...extrinsic) } else { throw new Error("extrinsic must be a 4x4 matrix or an array of 16 elements") } // Then handle OpenCV to OpenGL camera convention const cameraCvt = CV_TO_GL_MAT.clone() // Convert from Z-up to Y-up first (this affects world coordinates) const worldCvt = Z_UP_TO_Y_UP.clone() // Final transformation: // 1. Convert world from Z-up to Y-up // 2. Apply the camera transform // 3. Convert camera coordinates from OpenCV to OpenGL const final = new THREE.Matrix4() final .multiply(cameraCvt) .multiply(Rt) .multiply(worldCvt) // Invert to get the camera-to-world transform final.invert() return final } interface Human3DSkeletonProps { skeleton: AnimePosePoints3D startFrame?: number jointRadius?: number boneRadius?: number showJoints?: boolean showBones?: boolean frameRate?: number } const Human3DSkeleton = ({ skeleton, startFrame = 0, jointRadius = 0.01, boneRadius = 0.005, showJoints = true, showBones = true, frameRate = 30 }: Human3DSkeletonProps) => { const [frameIndex, setFrameIndex] = useState(startFrame) const totalFrames = skeleton.length const onFrame: RenderCallback = (totalFrames === 0) ? (state, delta) => { } : (state: RootState, delta: number) => { // Calculate next frame based on desired frame rate and delta time setFrameIndex(prevFrame => { // Calculate next frame const nextFrame = prevFrame + frameRate * delta // Loop back to start if we reach the end return nextFrame >= totalFrames ? 0 : nextFrame }) return null } // Use frame to animate through the skeleton poses useFrame(onFrame) // Get the current frame joints - use Math.floor to get the nearest frame const currentFrame = Math.floor(frameIndex) % totalFrames const joints = skeleton[currentFrame] // Function to get appropriate color for a joint index const getJointColor = (idx: number) => { // Face joints (23-90) if (idx >= 23 && idx <= 90) return COLOR_FACE // Hand joints (91-132) if (idx >= 91 && idx <= 132) return COLOR_FINGERS // Foot joints (17-22) if (idx >= 17 && idx <= 22) return COLOR_FOOT // Head (0-4) if (idx <= 4) return COLOR_HEAD // Arms (5-10) if (idx >= 5 && idx <= 10) return COLOR_ARMS // Legs (11-16) if (idx >= 11 && idx <= 16) return COLOR_LEGS // Default return COLOR_SPINE } // Transform a joint position using the coordinate system conversion const transformJointPosition = (j: [number, number, number]) => { const [x, y, z] = j const V = new THREE.Vector3(x, y, z) const worldCvt = Z_UP_TO_Y_UP_PRIME.clone() V.applyMatrix4(worldCvt) return V } // Create the joint spheres const jointMeshes = showJoints ? joints.map((j, idx) => { const position = transformJointPosition(j) const color = getJointColor(idx) return ( ) }) : null // Create the bone cylinders const boneMeshes = showBones ? ( <> {BODY_BONES.map((bone, idx) => { const [startIdx, endIdx] = bone if (startIdx >= joints.length || endIdx >= joints.length) return null const startPos = transformJointPosition(joints[startIdx]) const endPos = transformJointPosition(joints[endIdx]) const color = BODY_BONE_COLORS[idx] // Calculate midpoint and length const midpoint = new THREE.Vector3().addVectors(startPos, endPos).multiplyScalar(0.5) const length = startPos.distanceTo(endPos) // Calculate rotation const direction = new THREE.Vector3().subVectors(endPos, startPos).normalize() const quaternion = new THREE.Quaternion() const up = new THREE.Vector3(0, 1, 0) quaternion.setFromUnitVectors(up, direction) return ( ) })} {HAND_BONES.map((bone, idx) => { const [startIdx, endIdx] = bone if (startIdx >= joints.length || endIdx >= joints.length) return null const startPos = transformJointPosition(joints[startIdx]) const endPos = transformJointPosition(joints[endIdx]) // Calculate midpoint and length const midpoint = new THREE.Vector3().addVectors(startPos, endPos).multiplyScalar(0.5) const length = startPos.distanceTo(endPos) // Calculate rotation const direction = new THREE.Vector3().subVectors(endPos, startPos).normalize() const quaternion = new THREE.Quaternion() const up = new THREE.Vector3(0, 1, 0) quaternion.setFromUnitVectors(up, direction) return ( ) })} ) : null return ( {jointMeshes} {boneMeshes} ) } // const S0 = [POSE_3D_MANY[0][0]] // const S1 = [POSE_3D_MANY[0][1]] // const skeletons = POSE_3D_MANY.map((el) => ) // const skeletons = [, // // ] // const skeletons = [ // , // ] const skeletons = [ , , ] const cameras = Object.entries(CAMERA_EXTRINSIC_MATRIX_MAP).map(([key, value]) => { const intrinsic = CAMERA_INTRINSIC_MATRIX_MAP[key] const { fov_x, fov_y } = intrinsicToFov(intrinsic, { width: IMAGE_WIDTH, height: IMAGE_HEIGHT }) // make the far reverse proportional to the fov const far = (1 / fov_x) * 20 return }) const scene = ( {/* */} {/* */} { } {cameras} {skeletons} ) return ( // Note that we don't need to import anything, All three.js objects will be treated // as native JSX elements, just like you can just write
or in // regular ReactDOM. The general rule is that Fiber components are available under // the camel-case version of their name in three.js. <> {scene} ) } function App() { return ( ) } export default App