feat(task-21): Timmy face expressions + emotion engine
## What changed - the-matrix/js/agents.js — face expression system added to Timmy wizard ## Face geometry (all parented to head — follow head.rotation.z tilt) - White sclera eyes (MeshStandardMaterial f5f2e8, emissive 0x777777@0.10) replace the old flat dark-blue spheres - Dark pupils (MeshBasicMaterial 0x07070f) as child meshes of each sclera; they scale with the parent eye for squint effect - Mouth arc: TubeGeometry built from QuadraticBezierCurve3; control point moves ±0.065 on Y for smile/frown; rebuilt via _buildMouthGeo() only when |smileDelta| > 0.016 (throttled to avoid per-frame GC pressure) - All face meshes are children of `head` — head.rotation.z carries every face component naturally with the existing head-tilt animation ## FACE_TARGETS lookup table (lidScale, pupilScale, smileAmount) - idle (contemplative): 0.44 / 0.90 / 0.08 — half-lid, neutral - active (curious): 0.92 / 1.25 / 0.38 — wide eyes + dilated pupils, smile - thinking (focused): 0.30 / 0.72 / -0.06 — squint + constricted pupils, flat - working (attentive): 0.22 / 0.80 / 0.18 — very squint, slight grin ## setFaceEmotion(mood) exported API - Accepts both task-spec names (contemplative|curious|focused|attentive) and internal state names (idle|active|thinking|working) via MOOD_ALIASES - Immediately sets faceTarget; lerp in updateAgents() handles the smooth transition ## Per-frame lerp (rate 0.055/frame) in updateAgents - lidScale → eyeL.scale.y / eyeR.scale.y (squash for squint) - pupilScale → pupilL.scale / pupilR.scale (uniform dilation) - smileAmount → drives TubeGeometry rebuild when drift > 0.016 ## Lip-sync while speaking (~1 Hz) - speechTimer > 0: smileTarget = 0.28 + sin(t*6.283)*0.22 - Returns to mood target when timer expires ## Validation - Vite build: clean (14 modules, 542 kB, no errors) - testkit: 27/27 PASS (after server restart to clear rate-limit counters)
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@@ -15,56 +15,43 @@ function deriveTimmyState() {
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let scene = null;
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let timmy = null;
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// ── Face emotion targets per Timmy state ─────────────────────────────────────
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// lidScale: 0=fully closed, 1=wide open
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// smileAmount: -1=frown, 0=neutral, 1=big smile
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// ── Face emotion targets per internal state ───────────────────────────────────
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// lidScale: 0 = fully closed, 1 = wide open
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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, smileAmount: 0.08 }, // contemplative: half-lid, neutral
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active: { lidScale: 0.92, smileAmount: 0.38 }, // curious: wide eyes, smile
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thinking: { lidScale: 0.30, smileAmount: -0.06 }, // focused: squint, flat
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working: { lidScale: 0.22, smileAmount: 0.18 }, // attentive: very squint, slight grin
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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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};
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// ── Mouth canvas drawing ──────────────────────────────────────────────────────
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function _drawMouth(canvas, smileAmount, speaking) {
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const ctx = canvas.getContext('2d');
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Canonical mood aliases so setFaceEmotion() accepts both internal and task-spec names
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const MOOD_ALIASES = {
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contemplative: 'idle',
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curious: 'active',
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focused: 'thinking',
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attentive: 'working',
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idle: 'idle',
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active: 'active',
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thinking: 'thinking',
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working: 'working',
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};
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const w = canvas.width;
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const h = canvas.height;
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const x1 = 22, x2 = w - 22;
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const midX = w / 2;
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const midY = h / 2;
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// ── Mouth arc geometry helpers ────────────────────────────────────────────────
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// Control point: up for smile, down for frown
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const ctrlY = midY - smileAmount * 10;
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ctx.lineWidth = 3.5;
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ctx.lineCap = 'round';
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if (speaking) {
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// Upper lip
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ctx.strokeStyle = '#c48a58';
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ctx.beginPath();
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ctx.moveTo(x1, midY - 3);
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ctx.quadraticCurveTo(midX, ctrlY - 3, x2, midY - 3);
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ctx.stroke();
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// Lower lip (slightly lower → open mouth)
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ctx.strokeStyle = '#a06840';
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ctx.beginPath();
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ctx.moveTo(x1 + 8, midY + 5);
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ctx.quadraticCurveTo(midX, ctrlY + 14, x2 - 8, midY + 5);
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ctx.stroke();
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} else {
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ctx.strokeStyle = '#b87848';
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ctx.beginPath();
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ctx.moveTo(x1, midY);
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ctx.quadraticCurveTo(midX, ctrlY, x2, midY);
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ctx.stroke();
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}
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function _buildMouthGeo(smileAmount) {
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// smileAmount: +1 = smile (arc bows down), 0 = flat, -1 = frown (arc bows up)
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const ctrlY = -smileAmount * 0.065; // control point moves down for smile
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const curve = new THREE.QuadraticBezierCurve3(
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new THREE.Vector3(-0.115, 0.000, 0.000),
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new THREE.Vector3( 0.000, ctrlY, 0.020),
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new THREE.Vector3( 0.115, 0.000, 0.000)
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);
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return new THREE.TubeGeometry(curve, 12, 0.013, 5, false);
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}
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// ── buildTimmy ────────────────────────────────────────────────────────────────
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// ── Build Timmy ───────────────────────────────────────────────────────────────
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export function initAgents(sceneRef) {
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scene = sceneRef;
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@@ -82,16 +69,16 @@ function buildTimmy(sc) {
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robe.castShadow = true;
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group.add(robe);
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// Head
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// Head (pivot for face — tilts via rotation.z in updateAgents)
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const headMat = new THREE.MeshStandardMaterial({ color: 0xf2d0a0, roughness: 0.7 });
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const head = new THREE.Mesh(new THREE.SphereGeometry(0.38, 16, 16), headMat);
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head.position.y = 2.6;
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head.castShadow = true;
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group.add(head);
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// ── Face features — parented to head so they follow head tilt ────────────
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// ── Face (ALL parented to head — follow head tilt naturally) ─────────────
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// White sclera (eye background)
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// White sclera background for each eye
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const scleraMat = new THREE.MeshStandardMaterial({
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color: 0xf5f2e8,
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emissive: 0x777777,
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@@ -100,9 +87,9 @@ function buildTimmy(sc) {
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});
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const scleraGeo = new THREE.SphereGeometry(0.079, 10, 10);
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// Head-relative positions: head center = (0,0,0), face = +z direction
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// group y=2.65, z=0.31 → head-relative y=0.05, z=0.31
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const eyeL = new THREE.Mesh(scleraGeo, scleraMat);
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// Position relative to head center (head is at group y=2.6, z=0)
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// Eyes at group y=2.65, z=0.31 → head-relative y=0.05, z=0.31
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eyeL.position.set(-0.14, 0.05, 0.31);
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head.add(eyeL);
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@@ -110,33 +97,29 @@ function buildTimmy(sc) {
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eyeR.position.set(0.14, 0.05, 0.31);
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head.add(eyeR);
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// Dark pupils (children of sclera — scale with eye)
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// Dark pupils — children of sclera so they scale with eye Y (squint effect)
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const pupilMat = new THREE.MeshBasicMaterial({ color: 0x07070f });
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const pupilGeo = new THREE.SphereGeometry(0.037, 8, 8);
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const pupilL = new THREE.Mesh(pupilGeo, pupilMat);
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pupilL.position.set(0, 0, 0.057); // slightly forward inside sclera
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pupilL.position.set(0, 0, 0.057); // forward from sclera center
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eyeL.add(pupilL);
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const pupilR = new THREE.Mesh(pupilGeo, pupilMat.clone());
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pupilR.position.set(0, 0, 0.057);
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eyeR.add(pupilR);
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// Mouth — canvas sprite (always faces camera — correct for face feature)
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const mouthCanvas = document.createElement('canvas');
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mouthCanvas.width = 128;
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mouthCanvas.height = 32;
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const mouthTex = new THREE.CanvasTexture(mouthCanvas);
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const mouthMat = new THREE.SpriteMaterial({ map: mouthTex, transparent: true });
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const mouth = new THREE.Sprite(mouthMat);
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mouth.scale.set(0.40, 0.10, 1);
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// Position in group space: just below eye level (eyes at group y≈2.65, mouth lower)
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mouth.position.set(0, 2.42, 0.30);
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group.add(mouth);
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// Draw initial mouth
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_drawMouth(mouthCanvas, 0.08, false);
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mouthTex.needsUpdate = true;
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// Mouth — TubeGeometry arc, child of head so it follows head tilt
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const mouthMat = new THREE.MeshStandardMaterial({
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color: 0x8a4a28,
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roughness: 0.7,
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metalness: 0.0,
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});
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const mouthInitialGeo = _buildMouthGeo(0.08); // start at idle smile
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const mouth = new THREE.Mesh(mouthInitialGeo, mouthMat);
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// Position in head-local space: lower face (y=-0.18), on the face surface (z≈0.30)
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mouth.position.set(0, -0.18, 0.30);
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head.add(mouth);
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// ── Hat ──────────────────────────────────────────────────────────────────
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@@ -218,26 +201,27 @@ function buildTimmy(sc) {
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bubble.position.set(TIMMY_POS.x, 5.4, TIMMY_POS.z);
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sc.add(bubble);
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// ── Face state ───────────────────────────────────────────────────────────
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// ── Face lerp state ───────────────────────────────────────────────────────
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return {
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group, robe, head, hat, star,
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eyeL, eyeR, pupilL, pupilR,
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mouth, mouthCanvas, mouthTex, mouthMat,
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mouth,
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cb, cbMat, crystalGroup, crystalLight,
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pip, pipLight, pipMat,
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bubble, bubbleCanvas, bubbleTex, bubbleMat,
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pulsePhase: Math.random() * Math.PI * 2,
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speechTimer: 0,
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// Lerped face state
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faceParams: { lidScale: 0.44, smileAmount: 0.08 },
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faceTarget: { lidScale: 0.44, smileAmount: 0.08 },
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_mouthLastSmile: null,
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_mouthLastSpeaking: false,
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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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// Track last geometry rebuild to throttle TubeGeometry updates
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_lastMouthSmile: 0.08,
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};
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}
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// ── updateAgents ─────────────────────────────────────────────────────────────
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// ── updateAgents (called every frame) ────────────────────────────────────────
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export function updateAgents(time) {
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if (!timmy) return;
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@@ -307,37 +291,55 @@ export function updateAgents(time) {
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// ── Face expression lerp ─────────────────────────────────────────────────
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const faceTarget = FACE_TARGETS[vs] ?? FACE_TARGETS.idle;
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timmy.faceTarget.lidScale = faceTarget.lidScale;
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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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const LERP = 0.055;
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timmy.faceParams.lidScale += (timmy.faceTarget.lidScale - timmy.faceParams.lidScale) * LERP;
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// Lip-sync: oscillate smile/open-mouth while speaking (~1 Hz)
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// Lerp all three face parameters toward targets
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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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const speaking = timmy.speechTimer > 0;
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let smileTarget;
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if (speaking) {
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smileTarget = 0.28 + Math.sin(t * 6.283) * 0.22; // 1 Hz
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} else {
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smileTarget = timmy.faceTarget.smileAmount;
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}
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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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: timmy.faceTarget.smileAmount;
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timmy.faceParams.smileAmount += (smileTarget - timmy.faceParams.smileAmount) * LERP;
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// Apply lid scale to eyes (squash Y axis for squint/wide-open effect)
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// Apply lid scale — squash eye Y axis for squint / wide-open effect
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timmy.eyeL.scale.y = timmy.faceParams.lidScale;
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timmy.eyeR.scale.y = timmy.faceParams.lidScale;
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// Redraw mouth canvas only when value changes meaningfully
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const smileDelta = Math.abs(timmy.faceParams.smileAmount - (timmy._mouthLastSmile ?? 999));
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const speakingChanged = speaking !== timmy._mouthLastSpeaking;
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if (smileDelta > 0.016 || speakingChanged) {
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_drawMouth(timmy.mouthCanvas, timmy.faceParams.smileAmount, speaking);
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timmy.mouthTex.needsUpdate = true;
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timmy._mouthLastSmile = timmy.faceParams.smileAmount;
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timmy._mouthLastSpeaking = speaking;
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// Apply pupil dilation — uniform scale on pupil meshes
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const ps = timmy.faceParams.pupilScale;
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timmy.pupilL.scale.setScalar(ps);
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timmy.pupilR.scale.setScalar(ps);
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// Rebuild TubeGeometry mouth arc when smile value changes enough
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const smileDelta = Math.abs(timmy.faceParams.smileAmount - timmy._lastMouthSmile);
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if (smileDelta > 0.016) {
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timmy.mouth.geometry.dispose();
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timmy.mouth.geometry = _buildMouthGeo(timmy.faceParams.smileAmount);
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timmy._lastMouthSmile = timmy.faceParams.smileAmount;
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}
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}
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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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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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}
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export function setAgentState(agentId, state) {
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if (agentId in agentStates) agentStates[agentId] = state;
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}
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@@ -416,8 +418,8 @@ export function disposeAgents() {
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[timmy.eyeL, timmy.eyeR].forEach(m => {
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if (m) { m.geometry?.dispose(); m.material?.dispose(); }
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});
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timmy.mouthTex?.dispose();
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timmy.mouthMat?.dispose();
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timmy.mouth?.geometry?.dispose();
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timmy.mouth?.material?.dispose();
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timmy.bubbleTex?.dispose();
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timmy.bubbleMat?.dispose();
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timmy = null;
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