@agent-os-lab/agent-game-sdk 0.1.16 → 0.1.17

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@agent-os-lab/agent-game-sdk",
3
- "version": "0.1.16",
3
+ "version": "0.1.17",
4
4
  "type": "module",
5
5
  "files": [
6
6
  "src",
@@ -115,6 +115,7 @@ export function applyAgentPose(
115
115
  function resetPose(mesh: AgentMeshParts): void {
116
116
  mesh.visualRoot.position.y = 0;
117
117
  mesh.body.rotation.set(0, 0, 0);
118
+ mesh.headRoot.rotation.set(0, 0, 0);
118
119
  mesh.head.rotation.set(0, 0, 0);
119
120
  mesh.leftArm.rotation.set(0, 0, 0);
120
121
  mesh.rightArm.rotation.set(0, 0, 0);
@@ -150,7 +151,7 @@ function applyPoseMode(
150
151
  applySeatedLowerBody(mesh);
151
152
  mesh.visualRoot.position.y = CHAIR_SEATED_VISUAL_Y;
152
153
  mesh.body.rotation.x = -0.1;
153
- mesh.head.rotation.x = -0.06;
154
+ mesh.headRoot.rotation.x = -0.06;
154
155
  mesh.leftArm.rotation.x = 0.58 + Math.sin(phase) * 0.18;
155
156
  mesh.rightArm.rotation.x = 0.58 - Math.sin(phase) * 0.18;
156
157
  mesh.leftArm.rotation.z = -0.08;
@@ -158,21 +159,21 @@ function applyPoseMode(
158
159
  return;
159
160
  }
160
161
  case "thinking":
161
- mesh.head.rotation.y = Math.sin(elapsedSeconds * 1.2) * 0.35;
162
- mesh.head.rotation.x = Math.sin(elapsedSeconds * 0.9) * 0.08;
162
+ mesh.headRoot.rotation.y = Math.sin(elapsedSeconds * 1.2) * 0.35;
163
+ mesh.headRoot.rotation.x = Math.sin(elapsedSeconds * 0.9) * 0.08;
163
164
  mesh.body.rotation.z = Math.sin(elapsedSeconds * 1.6) * 0.07;
164
165
  return;
165
166
  case "meeting":
166
167
  applySeatedLowerBody(mesh);
167
168
  mesh.visualRoot.position.y = CHAIR_SEATED_VISUAL_Y;
168
- mesh.head.rotation.x = Math.sin(elapsedSeconds * 2) * 0.08;
169
+ mesh.headRoot.rotation.x = Math.sin(elapsedSeconds * 2) * 0.08;
169
170
  mesh.leftArm.rotation.x = 0.08;
170
171
  mesh.rightArm.rotation.x = -0.08;
171
172
  return;
172
173
  case "waiting":
173
174
  applySeatedLowerBody(mesh);
174
175
  mesh.visualRoot.position.y = CHAIR_SEATED_VISUAL_Y;
175
- mesh.head.rotation.y = Math.sin(elapsedSeconds * 0.9) * 0.12;
176
+ mesh.headRoot.rotation.y = Math.sin(elapsedSeconds * 0.9) * 0.12;
176
177
  return;
177
178
  case "resting": {
178
179
  const breath = 1 + Math.sin(elapsedSeconds * 1.2) * 0.025;
@@ -180,7 +181,7 @@ function applyPoseMode(
180
181
  mesh.visualRoot.position.y = SOFA_SEATED_VISUAL_Y;
181
182
  mesh.body.scale.set(1, breath, 1);
182
183
  mesh.body.rotation.x = 0.08;
183
- mesh.head.rotation.z = Math.sin(elapsedSeconds * 0.8) * 0.05;
184
+ mesh.headRoot.rotation.z = Math.sin(elapsedSeconds * 0.8) * 0.05;
184
185
  return;
185
186
  }
186
187
  case "idle": {
@@ -10,6 +10,7 @@ export type AgentMeshParts = {
10
10
  group: THREE.Group;
11
11
  visualRoot: THREE.Group;
12
12
  body: THREE.Object3D;
13
+ headRoot: THREE.Object3D;
13
14
  head: THREE.Object3D;
14
15
  leftEye: THREE.Object3D;
15
16
  rightEye: THREE.Object3D;
@@ -61,6 +62,15 @@ export type AgentBodyPartRenderSpec = {
61
62
  z: number;
62
63
  };
63
64
 
65
+ const HEAD_ROOT_PART_KEYS = new Set<AgentBodyPartKey>([
66
+ "head",
67
+ "leftEye",
68
+ "rightEye",
69
+ "mouth",
70
+ "hairTop",
71
+ "hairBack",
72
+ ]);
73
+
64
74
  export function resolveAgentBodyPartRenderSpecs(index: number): AgentBodyPartRenderSpec[] {
65
75
  const shirt = agentColors[index % agentColors.length] ?? agentColors[0];
66
76
  const skin = skinColors[index % skinColors.length] ?? skinColors[0];
@@ -90,11 +100,25 @@ export function createAgentMesh(agent: AgentGameOfficeAgent, index: number): Age
90
100
  group.scale.setScalar(AGENT_MESH_SCALE);
91
101
  const visualRoot = new THREE.Group();
92
102
  group.add(visualRoot);
103
+ const specs = resolveAgentBodyPartRenderSpecs(index);
104
+ const headSpec = specs.find((part) => part.key === "head");
105
+ if (!headSpec) {
106
+ throw new Error("Agent mesh head part is required");
107
+ }
108
+ const headRoot = new THREE.Group();
109
+ headRoot.position.set(headSpec.x, headSpec.y, headSpec.z);
110
+ visualRoot.add(headRoot);
93
111
  const parts = Object.fromEntries(
94
- resolveAgentBodyPartRenderSpecs(index).map((part) => [
95
- part.key,
96
- addPart(visualRoot, part.x, part.y, part.z),
97
- ]),
112
+ specs.map((part) => {
113
+ const parent = HEAD_ROOT_PART_KEYS.has(part.key) ? headRoot : visualRoot;
114
+ const x = HEAD_ROOT_PART_KEYS.has(part.key) ? part.x - headSpec.x : part.x;
115
+ const y = HEAD_ROOT_PART_KEYS.has(part.key) ? part.y - headSpec.y : part.y;
116
+ const z = HEAD_ROOT_PART_KEYS.has(part.key) ? part.z - headSpec.z : part.z;
117
+ return [
118
+ part.key,
119
+ addPart(parent, x, y, z),
120
+ ];
121
+ }),
98
122
  ) as Record<AgentBodyPartKey, THREE.Object3D>;
99
123
  const activityGlow = createActivityGlow();
100
124
  const activityEffects = createAgentActivityEffects();
@@ -106,6 +130,7 @@ export function createAgentMesh(agent: AgentGameOfficeAgent, index: number): Age
106
130
  group,
107
131
  visualRoot,
108
132
  body: parts.body,
133
+ headRoot,
109
134
  head: parts.head,
110
135
  leftEye: parts.leftEye,
111
136
  rightEye: parts.rightEye,