<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <link rel="stylesheet" href="style.css" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Transformers.js - Object Detection</title> </head> <body> <h1>Object Detection w/ 🤗 Transformers.js</h1> <label id="container" for="upload"> <svg width="25" height="25" viewBox="0 0 25 25" fill="none" xmlns="http://www.w3.org/2000/svg"> <path fill="#000" d="M3.5 24.3a3 3 0 0 1-1.9-.8c-.5-.5-.8-1.2-.8-1.9V2.9c0-.7.3-1.3.8-1.9.6-.5 1.2-.7 2-.7h18.6c.7 0 1.3.2 1.9.7.5.6.7 1.2.7 2v18.6c0 .7-.2 1.4-.7 1.9a3 3 0 0 1-2 .8H3.6Zm0-2.7h18.7V2.9H3.5v18.7Zm2.7-2.7h13.3c.3 0 .5 0 .6-.3v-.7l-3.7-5a.6.6 0 0 0-.6-.2c-.2 0-.4 0-.5.3l-3.5 4.6-2.4-3.3a.6.6 0 0 0-.6-.3c-.2 0-.4.1-.5.3l-2.7 3.6c-.1.2-.2.4 0 .7.1.2.3.3.6.3Z"> </path> </svg> Click to upload image <label id="example">(or try example)</label> </label> <label id="status">Loading model...</label> <input id="upload" type="file" accept="image/*" /> <script src="index.js" type="module"></script> </body> </html> <!DOCTYPE html> <html> <head> <title>3D Tic Tac Toe</title> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <style> body { margin: 0; } canvas { width: 100%; height: 100%; } #buttons { position: absolute; top: 10px; left: 10px; } button { margin-right: 10px; } </style> </head> <body> <div id="buttons"> <button id="placeX">Place X</button> <button id="placeO">Place O</button> </div> <script> // Set up the scene, camera, and renderer const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // Create the game board const boardSize = 3; const cellSize = 1; const board = new THREE.Group(); scene.add(board); for (let i = 0; i < boardSize; i++) { for (let j = 0; j < boardSize; j++) { const geometry = new THREE.BoxGeometry(cellSize, cellSize, cellSize); const material = new THREE.MeshBasicMaterial({ color: 0xffffff, wireframe: true }); const cell = new THREE.Mesh(geometry, material); cell.position.set(i * cellSize, 0, j * cellSize); board.add(cell); } } // Create the confined cube const cubeSize = 10; const cubeGeometry = new THREE.BoxGeometry(cubeSize, cubeSize, cubeSize); const cubeMaterial = new THREE.MeshBasicMaterial({ color: 0x00ff00, wireframe: true }); const cube = new THREE.Mesh(cubeGeometry, cubeMaterial); scene.add(cube); // Set up the camera position camera.position.set(5, 5, 5); camera.lookAt(board.position); // Set up the raycaster and mouse events const raycaster = new THREE.Raycaster(); const mouse = new THREE.Vector2(); let selectedObject = null; document.addEventListener('mousedown', onMouseDown, false); document.addEventListener('mousemove', onMouseMove, false); document.addEventListener('mouseup', onMouseUp, false); function onMouseDown(event) { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObjects(scene.children, true); if (intersects.length > 0) { selectedObject = intersects[0].object; } } function onMouseMove(event) { if (selectedObject) { mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1; raycaster.setFromCamera(mouse, camera); const intersects = raycaster.intersectObject(cube); if (intersects.length > 0) { selectedObject.position.copy(intersects[0].point); } } } function onMouseUp() { selectedObject = null; } // Set up the buttons for placing X and O const placeXButton = document.getElementById('placeX'); const placeOButton = document.getElementById('placeO'); placeXButton.addEventListener('click', placeX, false); placeOButton.addEventListener('click', placeO, false); function placeX() { const geometry = new THREE.BoxGeometry(cellSize * 0.8, cellSize * 0.8, cellSize * 0.8); const material = new THREE.MeshBasicMaterial({ color: 0xff0000 }); const xMark = new THREE.Mesh(geometry, material); xMark.position.set(Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2); scene.add(xMark); } function placeO() { const geometry = new THREE.SphereGeometry(cellSize * 0.4); const material = new THREE.MeshBasicMaterial({ color: 0x0000ff }); const oMark = new THREE.Mesh(geometry, material); oMark.position.set(Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2, Math.random() * cubeSize - cubeSize / 2); scene.add(oMark); } // Animation loop function animate() { requestAnimationFrame(animate); // Move and bounce the objects within the confined cube scene.children.forEach(object => { if (object !== board && object !== cube) { object.position.x += (Math.random() - 0.5) * 0.1; object.position.y += (Math.random() - 0.5) * 0.1; object.position.z += (Math.random() - 0.5) * 0.1; if (object.position.x < -cubeSize / 2 || object.position.x > cubeSize / 2) { object.position.x = THREE.MathUtils.clamp(object.position.x, -cubeSize / 2, cubeSize / 2); } if (object.position.y < -cubeSize / 2 || object.position.y > cubeSize / 2) { object.position.y = THREE.MathUtils.clamp(object.position.y, -cubeSize / 2, cubeSize / 2); } if (object.position.z < -cubeSize / 2 || object.position.z > cubeSize / 2) { object.position.z = THREE.MathUtils.clamp(object.position.z, -cubeSize / 2, cubeSize / 2); } } }); renderer.render(scene, camera); } animate(); </script> </body> </html>