XcryptoX
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XcryptoX
মাদারবোর্ড এর বাচ্চারা তদের লজ্জা করে না। ১০০$ দিয়া ১ হাজার চাস। চিন্তা করছিলাম ২০০$ দিবো। কিন্তু দালাল দরস। দালালের মায়েরে চুদি মরিচ লাগাইয়া,, খানকির পুলা দালাল। তুই দিতি আমায় ৫০ টু ৫০। যে খানকির পুলা দালাল দরছর তাদের কাছে চা তর $ বেক দিছি এছাড়া ১…
খানকির পুলা কী দালাল চিন্তা করা যায়।

কুকুর এর পয়দা নটির বাচ্চা। ১$ এর জন্য দালালি করে।

আরে কুকুর এর পয়দা, তুই একটা কথা চিন্তা কর, তুই এই বিষয় নিয়া কথা বলবি কে,, আমি কী তার পকেটে এর টাকা মেরে দিছি নাকি।

জন্মহিন খানকির পুলা দালাল। আলামিন পাইছর এটা খানকির পুলা।

১ ঘন্টা গেছে না পেমেন্ট পাইছি দালালি শুরু করছর মাদারবোর্ড
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Gesture Controlled 3D Particle System</title>
<style>
body { margin: 0; overflow: hidden; background: black; }
video { display: none; }
</style>
</head>
<body>

<video id="video" autoplay playsinline></video>

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r152/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/hands/hands.js"></script>
<script src="https://cdn.jsdelivr.net/npm/@mediapipe/camera_utils/camera_utils.js"></script>

<script>
let scene, camera, renderer, particles;
let particleGeometry, particleMaterial;
let currentShapeIndex = 0;
let shapes = ["sphere", "heart", "flower", "saturn", "fireworks"];
let scaleFactor = 1;
let hue = 0;

init();
animate();

function init() {

scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
camera.position.z = 5;

renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

createParticles("sphere");

window.addEventListener('resize', () => {
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
});

initHandTracking();
}

function createParticles(type) {

if (particles) scene.remove(particles);

const count = 3000;
particleGeometry = new THREE.BufferGeometry();
const positions = new Float32Array(count * 3);

for (let i = 0; i < count; i++) {

let x, y, z;

if (type === "sphere") {
const radius = 1.5;
const theta = Math.random() * Math.PI * 2;
const phi = Math.acos(2*Math.random()-1);
x = radius * Math.sin(phi) * Math.cos(theta);
y = radius * Math.sin(phi) * Math.sin(theta);
z = radius * Math.cos(phi);
}

else if (type === "heart") {
const t = Math.random() * Math.PI * 2;
x = 16 * Math.pow(Math.sin(t),3)/16;
y = (13*Math.cos(t) - 5*Math.cos(2*t) - 2*Math.cos(3*t) - Math.cos(4*t))/16;
z = (Math.random()-0.5)*0.5;
}

else if (type === "flower") {
const t = Math.random() * Math.PI * 2;
const r = Math.sin(6*t);
x = r * Math.cos(t);
y = r * Math.sin(t);
z = (Math.random()-0.5)*0.3;
}

else if (type === "saturn") {
const angle = Math.random() * Math.PI * 2;
const radius = 1 + Math.random()*0.3;
x = radius * Math.cos(angle);
y = (Math.random()-0.5)*0.2;
z = radius * Math.sin(angle);
}

else if (type === "fireworks") {
const r = Math.random()*1.5;
const theta = Math.random()*Math.PI*2;
const phi = Math.random()*Math.PI;
x = r * Math.sin(phi)*Math.cos(theta);
y = r * Math.sin(phi)*Math.sin(theta);
z = r * Math.cos(phi);
}

positions[i*3] = x;
positions[i*3+1] = y;
positions[i*3+2] = z;
}

particleGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));

particleMaterial = new THREE.PointsMaterial({
size: 0.03,
color: new THREE.Color(hsl(${hue},100%,50%))
});

particles = new THREE.Points(particleGeometry, particleMaterial);
scene.add(particles);
}

function animate() {
requestAnimationFrame(animate);

particles.rotation.y += 0.003;
particles.scale.set(scaleFactor, scaleFactor, scaleFactor);

renderer.render(scene, camera);
}

function initHandTracking() {

const video = document.getElementById('video');

const hands = new Hands({
locateFile: file => https://cdn.jsdelivr.net/npm/@mediapipe/hands/${file}
});

hands.setOptions({
maxNumHands: 1,
minDetectionConfidence: 0.7,
minTrackingConfidence: 0.7
});
hands.onResults(results => {

if (!results.multiHandLandmarks) return;

const lm = results.multiHandLandmarks[0];

const thumb = lm[4];
const index = lm[8];

const pinchDistance = Math.hypot(
thumb.x - index.x,
thumb.y - index.y
);

// Pinch = Change Color
if (pinchDistance < 0.05) {
hue = (hue + 5) % 360;
particleMaterial.color.set(hsl(${hue},100%,50%));
}

// Fist detection (rough)
if (lm[8].y > lm[6].y) {
scaleFactor = Math.max(0.5, scaleFactor - 0.02);
} else {
scaleFactor = Math.min(2.5, scaleFactor + 0.02);
}

// One finger up → switch shape
if (lm[8].y < lm[6].y && lm[12].y > lm[10].y) {
currentShapeIndex = (currentShapeIndex + 1) % shapes.length;
createParticles(shapes[currentShapeIndex]);
}
});

const cameraUtils = new Camera(video, {
onFrame: async () => { await hands.send({image: video}); },
width: 640,
height: 480
});

cameraUtils.start();
}
</script>
</body>
</html>
Create a real-time interactive 3D particle system in Three.js.

The system should use the camera to track hand gestures and dynamically control particle behavior-including expansion, color changes, and switching between particle templates such as hearts, flowers, Saturn shapes, fireworks, and more.

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