## 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)
Timmy Tower World
A Three.js 3D visualization of the Timmy agent network. Agents appear as glowing icosahedra connected by lines, pulsing as they process jobs. A matrix-rain particle effect fills the background.
Quick start
npm install
npm run dev # Vite dev server with hot reload → http://localhost:5173
npm run build # Production bundle → dist/
npm run preview # Serve dist/ locally
Configuration
Set these in a .env.local file (not committed):
VITE_WS_URL=ws://localhost:8080/ws/agents
Leave VITE_WS_URL unset to run in offline/demo mode (agents animate but
receive no live updates).
Adding custom agents
Edit one file only: js/agent-defs.js
export const AGENT_DEFS = [
// existing agents …
{
id: 'zeta', // unique string — matches WebSocket message agentId
label: 'ZETA', // displayed in the 3D HUD
color: 0xff00aa, // hex integer (0xRRGGBB)
role: 'observer', // shown under the label sprite
direction: 'east', // cardinal facing direction (north/east/south/west)
x: 12, // world-space position (horizontal)
z: 0, // world-space position (depth)
},
];
Nothing else needs to change. agents.js reads positions from x/z,
and websocket.js reads colors and labels — both derive everything from
AGENT_DEFS.
Architecture
js/
├── agent-defs.js ← single source of truth: id, label, color, role, position
├── agents.js ← Three.js scene objects, animation loop
├── effects.js ← matrix rain particles, starfield
├── interaction.js ← OrbitControls (pan, zoom, rotate)
├── main.js ← entry point, rAF loop
├── ui.js ← DOM HUD overlay (FPS, agent states, chat)
└── websocket.js ← WebSocket reconnect, message dispatch
WebSocket protocol
The backend sends JSON messages on the agents channel:
type |
Fields | Effect |
|---|---|---|
agent_state |
agentId, state |
Update agent visual state |
job_started |
agentId, jobId |
Increment job counter, pulse |
job_completed |
agentId, jobId |
Decrement job counter |
chat |
agentId, text |
Append to chat panel |
Agent states: idle (dim pulse) · active (bright pulse + fast ring spin)