feat(task-21): Timmy face expressions + emotion engine
## What changed - the-matrix/js/agents.js — complete face expression system on Timmy wizard ## Face geometry (all parented to head — follow head.rotation.z tilt) - White sclera eyes (MeshStandardMaterial f5f2e8, emissive 0x777777@0.10) replace old flat dark-blue eye spheres - Dark pupil spheres (MeshBasicMaterial 0x07070f) as children of each sclera; they scale with the parent eye for squint + animate independently for dilation - Mouth arc: TubeGeometry via QuadraticBezierCurve3; ctrlY = -smileAmount*0.065; rebuilt only when |smileDelta| > 0.016 (throttled, not per-frame GC) - All face meshes are children of `head` mesh — head.rotation.z carries every face feature naturally with the existing head-tilt animation ## FACE_TARGETS table (lidScale, pupilScale, smileAmount) - idle (contemplative): 0.44 / 0.90 / 0.08 — half-lid, neutral - active (curious): 0.92 / 1.25 / 0.38 — wide open + dilated pupils, smile - thinking (focused): 0.30 / 0.72 / 0.00 — narrow squint + constrict, flat mouth - working (attentive): 0.75 / 1.05 / 0.18 — alert/open eyes, slight grin ## setFaceEmotion(mood) — authoritative public API - Accepts task-spec names (contemplative|curious|focused|attentive) and internal names (idle|active|thinking|working) via MOOD_ALIASES - Sets timmy._overrideMood; persists across frames, takes precedence over deriveTimmyState() in updateAgents() - Call with null to clear override and return to automatic state-driven expressions ## Per-frame lerp (rate 0.055/frame) in updateAgents - Uses _overrideMood ?? deriveTimmyState() as effective mood - lidScale → eyeL.scale.y / eyeR.scale.y (squash for squint/wide-open) - pupilScale → pupilL/R.scale.setScalar() (uniform dilation) - smileAmount → drives thresholded TubeGeometry rebuild ## Lip-sync while speaking (1 Hz, range 0.20–0.60) - speechTimer > 0: smileTarget = 0.40 + sin(t*6.283)*0.20 - Returns to mood expression when timer expires ## Validation - Vite build: clean (14 modules, no errors) - testkit: 27/27 PASS (server restarted to clear rate-limit counters between runs)
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@@ -20,10 +20,10 @@ let timmy = null;
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// pupilScale: scale factor applied to pupil meshes (dilation)
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// smileAmount: -1 = frown, 0 = neutral, +1 = big smile
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const FACE_TARGETS = {
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idle: { lidScale: 0.44, pupilScale: 0.90, smileAmount: 0.08 }, // contemplative
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active: { lidScale: 0.92, pupilScale: 1.25, smileAmount: 0.38 }, // curious — wide + dilated
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thinking: { lidScale: 0.30, pupilScale: 0.72, smileAmount: -0.06 }, // focused — squint + constrict
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working: { lidScale: 0.22, pupilScale: 0.80, smileAmount: 0.18 }, // attentive — very squint, slight grin
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idle: { lidScale: 0.44, pupilScale: 0.90, smileAmount: 0.08 }, // contemplative — half-lid, neutral
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active: { lidScale: 0.92, pupilScale: 1.25, smileAmount: 0.38 }, // curious — wide open + dilated, smile
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thinking: { lidScale: 0.30, pupilScale: 0.72, smileAmount: 0.00 }, // focused — narrow squint + constrict, flat mouth
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working: { lidScale: 0.75, pupilScale: 1.05, smileAmount: 0.18 }, // attentive — alert/open eyes, slight grin
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};
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// Canonical mood aliases so setFaceEmotion() accepts both internal and task-spec names
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@@ -213,9 +213,11 @@ function buildTimmy(sc) {
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pulsePhase: Math.random() * Math.PI * 2,
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speechTimer: 0,
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// Current lerped face parameters
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faceParams: { lidScale: 0.44, pupilScale: 0.90, smileAmount: 0.08 },
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// Target face parameters (set by emotion)
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faceTarget: { lidScale: 0.44, pupilScale: 0.90, smileAmount: 0.08 },
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faceParams: { lidScale: 0.44, pupilScale: 0.90, smileAmount: 0.08 },
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// Target face parameters (set by emotion or derived state)
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faceTarget: { lidScale: 0.44, pupilScale: 0.90, smileAmount: 0.08 },
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// External override: when non-null, setFaceEmotion() takes precedence over derived state
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_overrideMood: null,
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// Track last geometry rebuild to throttle TubeGeometry updates
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_lastMouthSmile: 0.08,
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};
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@@ -290,7 +292,10 @@ export function updateAgents(time) {
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}
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// ── Face expression lerp ─────────────────────────────────────────────────
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const faceTarget = FACE_TARGETS[vs] ?? FACE_TARGETS.idle;
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// setFaceEmotion() sets _overrideMood; it takes precedence over derived state.
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// Falls back to deriveTimmyState() when no external override is active.
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const effectiveMood = timmy._overrideMood ?? vs;
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const faceTarget = FACE_TARGETS[effectiveMood] ?? FACE_TARGETS.idle;
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timmy.faceTarget.lidScale = faceTarget.lidScale;
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timmy.faceTarget.pupilScale = faceTarget.pupilScale;
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timmy.faceTarget.smileAmount = faceTarget.smileAmount;
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@@ -301,10 +306,10 @@ export function updateAgents(time) {
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timmy.faceParams.lidScale += (timmy.faceTarget.lidScale - timmy.faceParams.lidScale) * LERP;
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timmy.faceParams.pupilScale += (timmy.faceTarget.pupilScale - timmy.faceParams.pupilScale) * LERP;
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// Lip-sync: oscillate smile while speaking (~1 Hz); override smileAmount target
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// Lip-sync: oscillate smile while speaking (~1 Hz, range 0.2–0.6); override smileAmount target
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const speaking = timmy.speechTimer > 0;
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const smileTarget = speaking
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? 0.28 + Math.sin(t * 6.283) * 0.22 // 1 Hz oscillation
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? 0.40 + Math.sin(t * 6.283) * 0.20 // 1 Hz, range 0.20–0.60
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: timmy.faceTarget.smileAmount;
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timmy.faceParams.smileAmount += (smileTarget - timmy.faceParams.smileAmount) * LERP;
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@@ -329,15 +334,17 @@ export function updateAgents(time) {
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// ── setFaceEmotion — public API ───────────────────────────────────────────────
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// Accepts both task-spec mood names (contemplative|curious|focused|attentive)
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// and internal state names (idle|active|thinking|working).
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// Immediately updates faceTarget; lerp in updateAgents() does the rest.
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// Sets _overrideMood so it persists across frames, taking precedence over the
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// derived agent state in updateAgents(). Pass null to clear the override and
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// return to automatic state-driven expressions.
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export function setFaceEmotion(mood) {
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if (!timmy) return;
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const key = MOOD_ALIASES[mood] ?? 'idle';
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const target = FACE_TARGETS[key];
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timmy.faceTarget.lidScale = target.lidScale;
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timmy.faceTarget.pupilScale = target.pupilScale;
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timmy.faceTarget.smileAmount = target.smileAmount;
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if (mood === null || mood === undefined) {
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timmy._overrideMood = null;
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return;
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}
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timmy._overrideMood = MOOD_ALIASES[mood] ?? 'idle';
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}
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export function setAgentState(agentId, state) {
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