Mark Duppenthaler
Port over VR performance fixes and cleanup
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import * as THREE from 'three';
import {OrbitControls} from 'three/examples/jsm/controls/OrbitControls.js';
import ThreeMeshUI, {Block, Text} from 'three-mesh-ui';
import FontJSON from '../assets/RobotoMono-Regular-msdf.json?url';
import FontImage from '../assets/RobotoMono-Regular.png';
import {TranslationSentences} from '../types/StreamingTypes';
import supportedCharSet from './supportedCharSet';
// Augment three-mesh-ui types which aren't implemented
declare module 'three-mesh-ui' {
interface Block {
add(any: any);
set(props: BlockOptions);
position: {
x: number;
y: number;
z: number;
set: (x: number, y: number, z: number) => void;
};
}
interface Text {
set(props: {content: string});
}
}
// Various configuration parameters
const INITIAL_PROMPT = 'Listening...\n';
const NUM_LINES = 3;
const CHARS_PER_LINE = 37;
const CHARS_PER_SECOND = 15;
const MAX_WIDTH = 0.89;
const CHAR_WIDTH = 0.0233;
const Y_COORD_START = -0.38;
const Z_COORD = -1.3;
const LINE_HEIGHT = 0.062;
const BLOCK_SPACING = 0.02;
const FONT_SIZE = 0.038;
// Speed of scrolling of text lines
const SCROLL_Y_DELTA = 0.01;
// Overlay an extra block for padding due to inflexibilities of native padding
const OFFSET = 0.01;
const OFFSET_WIDTH = OFFSET * 3;
// The tick interval
const CURSOR_BLINK_INTERVAL_MS = 500;
type TranscriptState = {
translationText: string;
textBlocksProps: TextBlockProps[];
lastTranslationStringIndex: number;
lastTranslationLineStartIndex: number;
transcriptLines: string[];
lastUpdateTime: number;
};
type TextBlockProps = {
content: string;
// The end position when animating
targetY: number;
// Current scroll position that caps at targetY
currentY: number;
textOpacity: number;
backgroundOpacity: number;
index: number;
isBottomLine: boolean;
};
function initialTextBlockProps(count: number): TextBlockProps[] {
return Array.from({length: count}).map(() => {
// Push in non display blocks because mesh UI crashes if elements are add / removed from screen.
return {
// key: textBlocksProps.length,
targetY: Y_COORD_START,
currentY: Y_COORD_START,
index: 0,
textOpacity: 0,
backgroundOpacity: 0,
width: MAX_WIDTH,
height: LINE_HEIGHT,
content: '',
isBottomLine: true,
};
});
}
function initialState(): TranscriptState {
return {
translationText: '',
textBlocksProps: initialTextBlockProps(NUM_LINES),
lastTranslationStringIndex: 0,
lastTranslationLineStartIndex: 0,
transcriptLines: [],
lastUpdateTime: new Date().getTime(),
};
}
let transcriptState: TranscriptState = initialState();
let scene: THREE.Scene | null;
let camera: THREE.PerspectiveCamera | null;
let renderer: THREE.WebGLRenderer | null;
let controls: THREE.OrbitControls | null;
let cursorBlinkOn: boolean = false;
setInterval(() => {
cursorBlinkOn = !cursorBlinkOn;
}, CURSOR_BLINK_INTERVAL_MS);
type TextBlock = {
textBlockOuterContainer: Block;
textBlockInnerContainer: Block;
text: Text;
};
const textBlocks: TextBlock[] = [];
export function getRenderer(): THREE.WebGLRenderer | null {
return renderer;
}
export function init(
width: number,
height: number,
parentElement: HTMLDivElement | null,
): THREE.WebGLRenderer {
scene = new THREE.Scene();
scene.background = new THREE.Color(0x505050);
camera = new THREE.PerspectiveCamera(60, width / height, 0.1, 1000);
camera.position.z = 1;
renderer = new THREE.WebGLRenderer({
antialias: true,
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(width, height);
renderer.xr.enabled = true;
renderer.xr.setReferenceSpaceType('local');
parentElement?.appendChild(renderer.domElement);
controls = new OrbitControls(camera, renderer.domElement);
controls.update();
scene.add(camera);
textBlocks.push(
...initialTextBlockProps(NUM_LINES).map((props) => makeTextBlock(props)),
);
renderer.setAnimationLoop(loop);
return renderer;
}
export function updatetranslationText(
translationSentences: TranslationSentences,
): void {
const newText = INITIAL_PROMPT + translationSentences.join('\n');
if (transcriptState.translationText === newText) {
return;
}
transcriptState.translationText = newText;
}
export function resetState(): void {
transcriptState = initialState();
}
function makeTextBlock({
content,
backgroundOpacity,
}: TextBlockProps): TextBlock {
const width = MAX_WIDTH;
const height = LINE_HEIGHT;
const fontProps = {
fontSize: FONT_SIZE,
textAlign: 'left',
// TODO: support more language charsets
// This renders using MSDF format supported in WebGL. Renderable characters are defined in the "charset" json
// Currently supports most default keyboard inputs but this would exclude many non latin charset based languages.
// You can use https://msdf-bmfont.donmccurdy.com/ for easily generating these files
fontFamily: FontJSON,
fontTexture: FontImage,
};
const textBlockOuterContainer = new Block({
backgroundOpacity,
width: width + OFFSET_WIDTH,
height: height,
borderRadius: 0,
...fontProps,
});
const text = new Text({content});
const textBlockInnerContainer = new Block({
padding: 0,
backgroundOpacity: 0,
width,
height,
});
// Adding it to the camera makes the UI follow it.
camera.add(textBlockOuterContainer);
textBlockOuterContainer.add(textBlockInnerContainer);
textBlockInnerContainer.add(text);
return {
textBlockOuterContainer,
textBlockInnerContainer,
text,
};
}
// Updates the position and text of a text block from its props
function updateTextBlock(
id: number,
{content, targetY, currentY, backgroundOpacity, isBottomLine}: TextBlockProps,
): void {
const {textBlockOuterContainer, textBlockInnerContainer, text} =
textBlocks[id];
const {lastTranslationStringIndex, translationText} = transcriptState;
// Add blinking cursor if we don't have any new input to render
const numChars = content.length;
if (
isBottomLine &&
cursorBlinkOn &&
lastTranslationStringIndex >= translationText.length
) {
content = content + '|';
}
// Accounting for potential cursor for block width (the +1)
const width =
(numChars + (isBottomLine ? 1.1 : 0) + (numChars < 10 ? 1 : 0)) *
CHAR_WIDTH;
const height = LINE_HEIGHT;
// Width starts from 0 and goes 1/2 in each direction so offset x
const xPosition = width / 2 - MAX_WIDTH / 2 + OFFSET_WIDTH;
textBlockOuterContainer?.set({
backgroundOpacity,
width: width + 2 * OFFSET_WIDTH,
height: height + OFFSET / 3,
borderRadius: 0,
});
// Scroll up line toward target
const y = isBottomLine
? targetY
: Math.min(currentY + SCROLL_Y_DELTA, targetY);
transcriptState.textBlocksProps[id].currentY = y;
textBlockOuterContainer.position.set(-OFFSET_WIDTH + xPosition, y, Z_COORD);
textBlockInnerContainer.set({
padding: 0,
backgroundOpacity: 0,
width,
height,
});
text.set({content});
}
// We split the text so it fits line by line into the UI
function chunkTranslationTextIntoLines(
translationText: string,
nextTranslationStringIndex: number,
): string[] {
// Ideally we continue where we left off but this is complicated when we have mid-words. Recalculating for now
const newSentences = translationText
.substring(0, nextTranslationStringIndex)
.split('\n');
const transcriptLines = [''];
newSentences.forEach((newSentence, sentenceIdx) => {
const words = newSentence.split(/\s+/);
words.forEach((word) => {
const filteredWord = [...word]
.filter((c) => {
if (supportedCharSet().has(c)) {
return true;
}
console.error(
`Unsupported char ${c} - make sure this is supported in the font family msdf file`,
);
return false;
})
.join('')
// Filter out unknown symbol
.replace('<unk>', '');
const lastLineSoFar = transcriptLines[0];
const charCount = lastLineSoFar.length + filteredWord.length + 1;
if (charCount <= CHARS_PER_LINE) {
transcriptLines[0] = lastLineSoFar + ' ' + filteredWord;
} else {
transcriptLines.unshift(filteredWord);
}
});
if (sentenceIdx < newSentences.length - 1) {
transcriptLines.unshift('\n');
transcriptLines.unshift('');
}
});
return transcriptLines;
}
// The main loop,
function updateTextBlocksProps(): void {
const {translationText, lastTranslationStringIndex, lastUpdateTime} =
transcriptState;
const currentTime = new Date().getTime();
const charsToRender = Math.round(
((currentTime - lastUpdateTime) * CHARS_PER_SECOND) / 1000,
);
if (charsToRender < 1) {
// Wait some more until we render more characters
return;
}
const nextTranslationStringIndex = Math.min(
lastTranslationStringIndex + charsToRender,
translationText.length,
);
if (nextTranslationStringIndex === lastTranslationStringIndex) {
// No new characters to render
transcriptState.lastUpdateTime = currentTime;
return;
}
// Ideally we continue where we left off but this is complicated when we have mid-words. Recalculating for now
const transcriptLines = chunkTranslationTextIntoLines(
translationText,
nextTranslationStringIndex,
);
transcriptState.transcriptLines = transcriptLines;
transcriptState.lastTranslationStringIndex = nextTranslationStringIndex;
// Compute the new props for each text block
const newTextBlocksProps: TextBlockProps[] = [];
// We start with the most recent line and increment the y coordinate for older lines.
// If it is a new sentence we increment the y coordinate a little more to leave a visible space
let y = Y_COORD_START;
transcriptLines.forEach((line, i) => {
if (newTextBlocksProps.length == NUM_LINES) {
return;
}
if (line === '\n') {
y += BLOCK_SPACING;
return;
}
const isBottomLine = newTextBlocksProps.length === 0;
const textOpacity = 1 - 0.1 * newTextBlocksProps.length;
const previousProps = transcriptState.textBlocksProps.find(
(props) => props.index === i,
);
const props = {
targetY: y + LINE_HEIGHT / 2,
currentY: isBottomLine ? y : previousProps?.currentY || y,
index: i,
textOpacity,
backgroundOpacity: 1,
content: line,
isBottomLine,
};
newTextBlocksProps.push(props);
y += LINE_HEIGHT;
});
transcriptState.textBlocksProps = newTextBlocksProps;
transcriptState.lastUpdateTime = currentTime;
}
// The main render loop, everything gets rendered here.
function loop() {
updateTextBlocksProps();
transcriptState.textBlocksProps.map((props, i) => updateTextBlock(i, props));
ThreeMeshUI.update();
controls.update();
renderer.render(scene, camera);
}