@convai/embody 0.1.0
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/CHANGELOG.md +5 -0
- package/LICENSE +191 -0
- package/README.md +165 -0
- package/dist/character/createCharacter.d.ts +101 -0
- package/dist/character/createCharacter.js +163 -0
- package/dist/character/lifecycle.d.ts +55 -0
- package/dist/character/lifecycle.js +28 -0
- package/dist/character/pipeline.d.ts +46 -0
- package/dist/character/pipeline.js +29 -0
- package/dist/clips/animations.d.ts +39 -0
- package/dist/clips/animations.js +77 -0
- package/dist/decorate/types.d.ts +29 -0
- package/dist/decorate/types.js +13 -0
- package/dist/index.d.ts +30 -0
- package/dist/index.js +14 -0
- package/dist/motion/blink.d.ts +56 -0
- package/dist/motion/blink.js +127 -0
- package/dist/motion/breathe.d.ts +72 -0
- package/dist/motion/breathe.js +93 -0
- package/dist/motion/eyeGaze.d.ts +65 -0
- package/dist/motion/eyeGaze.js +66 -0
- package/dist/motion/gaze.d.ts +212 -0
- package/dist/motion/gaze.js +467 -0
- package/dist/motion/reducedMotion.d.ts +13 -0
- package/dist/motion/reducedMotion.js +13 -0
- package/dist/motion/types.d.ts +16 -0
- package/dist/motion/types.js +1 -0
- package/dist/react/ConvaiCharacter.d.ts +7 -0
- package/dist/react/ConvaiCharacter.js +25 -0
- package/dist/react/index.d.ts +4 -0
- package/dist/react/index.js +2 -0
- package/dist/react/useCharacter.d.ts +11 -0
- package/dist/react/useCharacter.js +45 -0
- package/dist/resolve/resolver.d.ts +56 -0
- package/dist/resolve/resolver.js +45 -0
- package/dist/rig/profile.d.ts +64 -0
- package/dist/rig/profile.js +110 -0
- package/dist/rig/resolve.d.ts +33 -0
- package/dist/rig/resolve.js +76 -0
- package/dist/rig/units.d.ts +27 -0
- package/dist/rig/units.js +61 -0
- package/dist/speech/lipsync.d.ts +56 -0
- package/dist/speech/lipsync.js +139 -0
- package/package.json +109 -0
package/CHANGELOG.md
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package/LICENSE
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END OF TERMS AND CONDITIONS
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Copyright 2026 Convai
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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package/README.md
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# @convai/embody
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**Give a Convai character a body.**
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[](https://www.npmjs.com/package/@convai/embody)
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[](https://www.typescriptlang.org/)
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[](./LICENSE)
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Resolves ready-to-use 3D characters by `characterId` and drives them with
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lipsync, gaze, breathing and blink. Layered on
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[`@convai/web-sdk`](https://www.npmjs.com/package/@convai/web-sdk).
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---
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> **Branch: `stg`** — this branch defaults to the staging backend, which has
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> its own character database. Use `main` or `prod` for production.
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>
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> **Status: early release (`0.1.0`).** The front-door API is still moving —
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> see [Roadmap](#roadmap).
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## Install
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```bash
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pnpm add @convai/embody three
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# React consumers also need:
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pnpm add @react-three/fiber react
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```
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`three` and `@convai/web-sdk` are peer dependencies. `react` and
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`@react-three/fiber` are optional peers — the `/core` path needs neither.
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## Quick start — React
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```tsx
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import { ConvaiCharacter } from '@convai/embody/react'
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import { httpResolver } from '@convai/embody'
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<ConvaiCharacter
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resolver={httpResolver({ apiKey })} // host defaults per release channel
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characterId={characterId}
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queue={client.blendshapeQueue} // only while this character owns the turn
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/>
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```
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## Quick start — core (plain three.js)
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```ts
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import { createCharacter, httpResolver } from '@convai/embody'
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const character = await createCharacter({
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resolver: httpResolver({ apiKey }), // host defaults per release channel
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characterId,
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})
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scene.add(character.root)
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character.camera = camera
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renderer.setAnimationLoop(() => {
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character.update(clock.getDelta(), client?.blendshapeQueue)
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renderer.render(scene, camera)
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})
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```
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`character.dispose()` releases the model, its materials and textures, the
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mixer, and the reduced-motion listener.
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## What it does
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Eight systems run in an explicit, ordered frame pipeline. The order is
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load-bearing, not incidental:
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| Stage | System | Why here |
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|---|---|---|
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| 0 normalize | unit normalizer | root scale must settle before anything reads world space |
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| 1 mixer | animation clips | drives the skeleton |
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| 2 gaze | `GazeSystem` | **overrides** the mixer's head rotation rather than blending with it |
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| 3 additive | `BreathingSystem` | added *after* the mixer so nothing accumulates |
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| 4 ik / 5 attach | *(reserved)* | foot lock and hair land here later |
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| 6 morph | lipsync → `EyeGazeSystem` → `BlinkSystem` | blink must run after lipsync to win the eyelid channels |
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- **Gaze** — head/neck solve about the rig's own axis basis, idle micro-drift,
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occasional look-away shifts with dwell timing, turn banking, camera lock, and
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a deviation pull-back that lets the clip's own head motion flow until it strays.
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- **Breathing** — asymmetric waveform, chest leading the waist, composed onto
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whatever the mixer wrote.
|
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|
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- **Blink** — asymmetric close/hold/reopen envelope, resting droop that wanders
|
|
87
|
+
rather than loops, partial and double blinks, lids following downward gaze.
|
|
88
|
+
- **Eye gaze** — morph-only on `convai-mha-1`, which has no eye bones.
|
|
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|
+
- **`prefers-reduced-motion`** damps every additive layer and suppresses
|
|
90
|
+
look-away shifts, while leaving lipsync and clip playback untouched.
|
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|
+
|
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|
+
## Rigs
|
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+
|
|
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|
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`convai-mha-1` (the UE MetaHuman rig) is the registered profile. `CC4_LEGACY`
|
|
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|
+
ships but is deliberately not registered. Bone and morph names are data on the
|
|
96
|
+
profile, so a new rig is a value rather than a code change.
|
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|
+
|
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|
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## The resolver seam
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+
|
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`CharacterResolver` is the plug point between this package and the asset
|
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backend. `httpResolver` talks to `GET /character/{id}/embodiment`, but anything
|
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|
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returning a `CharacterBundle` works — the demo ships an offline fixture
|
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|
+
resolver for backend-free development.
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+
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|
+
## Docs
|
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|
+
|
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|
+
Design, plan and decision history live in [`docs/`](./docs):
|
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+
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+
| | |
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+
|---|---|
|
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|
+
| [motion-design.md](./docs/motion-design.md) | the approved design — the binding authority |
|
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|
+
| [motion-implementation-plan.md](./docs/motion-implementation-plan.md) | the 12-task TDD plan |
|
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|
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| [motion-decisions.md](./docs/motion-decisions.md) | 73 rulings, each with its cost if wrong |
|
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| [motion-execution-ledger.md](./docs/motion-execution-ledger.md) | the full execution record |
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|
+
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## Release channels
|
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|
+
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|
+
The backend host is a source constant, `DEFAULT_BASE_URL` in
|
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|
+
`src/resolve/resolver.ts`, pinned per release branch — the same shape
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`@convai/web-sdk` uses for its connect host.
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+
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| Branch | Host | npm tag |
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|
+
|---|---|---|
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| `stable-release` | `https://api.convai.com` | `latest` |
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|
+
| `beta-release` | `https://api.convai.com` | `beta` |
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| `stg-release` | `https://api-stg.convai.com` | `stg` |
|
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|
+
|
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|
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Beta points at **production** — it is the first line of testing against real
|
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|
+
infrastructure, not a staging channel. Only `stg-release` targets staging,
|
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|
+
which has its own character database.
|
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|
+
|
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|
+
`scripts/check-hosts.mjs` enforces this. Each channel build asserts the policy
|
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|
+
for the release it claims to be, so a staging artifact cannot be cut from
|
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|
+
prod-host source:
|
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|
+
|
|
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|
+
```bash
|
|
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|
+
pnpm build:stg # refuses unless DEFAULT_BASE_URL is the staging host
|
|
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|
+
pnpm build:beta # refuses unless it is production
|
|
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|
+
pnpm build:prod # refuses unless it is production
|
|
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|
+
pnpm check:hosts # auto-detects the current branch
|
|
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|
+
```
|
|
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|
+
|
|
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|
+
## Development
|
|
144
|
+
|
|
145
|
+
```bash
|
|
146
|
+
pnpm install
|
|
147
|
+
pnpm test # 86 tests
|
|
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|
+
pnpm typecheck
|
|
149
|
+
pnpm build # emits dist/ with .d.ts
|
|
150
|
+
pnpm verify # hosts + typecheck + test + build
|
|
151
|
+
pnpm dev # the demo (see demo/verify.md)
|
|
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|
+
```
|
|
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|
+
|
|
154
|
+
## Roadmap
|
|
155
|
+
|
|
156
|
+
- **Credential-first API.** `apiKey` / `authToken` + `characterId` should be
|
|
157
|
+
enough; the resolver should become optional and be constructed internally.
|
|
158
|
+
The default host now exists, so this is the remaining half.
|
|
159
|
+
- **Retry on expired asset URLs** — re-resolve and retry once on a 403.
|
|
160
|
+
- Foot lock, locomotion, hair physics, idle gestures.
|
|
161
|
+
- Eye saccades and the speech lock.
|
|
162
|
+
|
|
163
|
+
## License
|
|
164
|
+
|
|
165
|
+
Apache-2.0. See [LICENSE](./LICENSE).
|
|
@@ -0,0 +1,101 @@
|
|
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1
|
+
/**
|
|
2
|
+
* createCharacter — the orchestrator. Resolve → load → wire → hand back a
|
|
3
|
+
* framework-free handle the app ticks once per frame.
|
|
4
|
+
*/
|
|
5
|
+
import * as THREE from 'three';
|
|
6
|
+
import { type CharacterResolver, type CharacterBundle, type Representation } from '../resolve/resolver.js';
|
|
7
|
+
import { type UnitNormalizer } from '../rig/units.js';
|
|
8
|
+
import { AnimationController } from '../clips/animations.js';
|
|
9
|
+
import { LipsyncSystem, type MouthTuning } from '../speech/lipsync.js';
|
|
10
|
+
import { type CharacterDecorator } from '../decorate/types.js';
|
|
11
|
+
import type { BlendshapeQueue } from '@convai/web-sdk/core';
|
|
12
|
+
import { Pipeline } from './pipeline.js';
|
|
13
|
+
import { type ResolvedRig } from '../rig/resolve.js';
|
|
14
|
+
import { GazeSystem, type GazeConfig } from '../motion/gaze.js';
|
|
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|
+
import { type BreathingConfig } from '../motion/breathe.js';
|
|
16
|
+
import { type EyeGazeConfig } from '../motion/eyeGaze.js';
|
|
17
|
+
import { type BlinkConfig } from '../motion/blink.js';
|
|
18
|
+
import { type ReducedMotion } from '../motion/reducedMotion.js';
|
|
19
|
+
export interface CreateCharacterOptions {
|
|
20
|
+
resolver: CharacterResolver;
|
|
21
|
+
characterId: string;
|
|
22
|
+
/** Rig profiles this build understands, in preference order. */
|
|
23
|
+
supportedRigs?: string[];
|
|
24
|
+
targetHeight?: number;
|
|
25
|
+
groundY?: number;
|
|
26
|
+
mouth?: MouthTuning;
|
|
27
|
+
/** Tier-2 customization: run once after load, before first frame. */
|
|
28
|
+
decorators?: CharacterDecorator[];
|
|
29
|
+
/** Extra local clips (name → url), merged OVER manifest clips by name. */
|
|
30
|
+
animations?: Record<string, string>;
|
|
31
|
+
/** Stage 2 head/neck gaze tracking config. */
|
|
32
|
+
gaze?: GazeConfig;
|
|
33
|
+
/** Stage 6 eyelid/blink config. */
|
|
34
|
+
blink?: BlinkConfig;
|
|
35
|
+
/** Stage 3 additive chest/spine breathing config. */
|
|
36
|
+
breathing?: BreathingConfig;
|
|
37
|
+
/** Stage 6 morph-only eye-look config. */
|
|
38
|
+
eyeGaze?: EyeGazeConfig;
|
|
39
|
+
/**
|
|
40
|
+
* When `false`, register only the units (0), mixer (1) and lipsync (6)
|
|
41
|
+
* systems — no gaze, breathing, eye-look or blink. Default `true`.
|
|
42
|
+
*/
|
|
43
|
+
motion?: boolean;
|
|
44
|
+
}
|
|
45
|
+
export interface CharacterHandle {
|
|
46
|
+
root: THREE.Object3D;
|
|
47
|
+
bundle: CharacterBundle;
|
|
48
|
+
representation: Representation;
|
|
49
|
+
animations: AnimationController;
|
|
50
|
+
lipsync: LipsyncSystem;
|
|
51
|
+
rig: ResolvedRig;
|
|
52
|
+
pipeline: Pipeline;
|
|
53
|
+
gaze: GazeSystem;
|
|
54
|
+
/** Set by the app once its camera exists; gaze tracking no-ops without one. */
|
|
55
|
+
camera?: THREE.Camera;
|
|
56
|
+
/** Tick every frame; pass the queue only when this character owns the turn. */
|
|
57
|
+
update(delta: number, queue?: BlendshapeQueue): void;
|
|
58
|
+
/** Stop the reduced-motion media-query watcher. Call on teardown. */
|
|
59
|
+
dispose(): void;
|
|
60
|
+
}
|
|
61
|
+
/**
|
|
62
|
+
* The registration block, factored out as its own seam so it can be tested
|
|
63
|
+
* without a GLB or a network resolver — it only needs objects of the right
|
|
64
|
+
* shape (the `Pick<...>` deps below are satisfied by trivial `{ update() {} }`
|
|
65
|
+
* stubs). `createCharacter` is the only production caller.
|
|
66
|
+
*
|
|
67
|
+
* Registration order in stage 6 is the contract: lipsync, then eye gaze,
|
|
68
|
+
* then blink — see the stage-6 comment below and `pipeline.ts`'s header.
|
|
69
|
+
*/
|
|
70
|
+
export declare function buildPipeline(deps: {
|
|
71
|
+
units: Pick<UnitNormalizer, 'update'>;
|
|
72
|
+
animations: Pick<AnimationController, 'update'>;
|
|
73
|
+
lipsync: Pick<LipsyncSystem, 'update'>;
|
|
74
|
+
rig: ResolvedRig;
|
|
75
|
+
}, opts: Pick<CreateCharacterOptions, 'motion' | 'gaze' | 'breathing' | 'eyeGaze' | 'blink'>): {
|
|
76
|
+
pipeline: Pipeline;
|
|
77
|
+
gaze: GazeSystem;
|
|
78
|
+
};
|
|
79
|
+
/**
|
|
80
|
+
* The teardown block, factored out as its own seam (same rationale as
|
|
81
|
+
* `buildPipeline` above) so it can be tested without a GLB — real,
|
|
82
|
+
* lightweight `THREE.BufferGeometry`/`THREE.Material` instances are enough
|
|
83
|
+
* to prove every disposable is actually visited.
|
|
84
|
+
*
|
|
85
|
+
* RULING (2026-09-07 fix wave, "dispose() leaks the entire GLB"):
|
|
86
|
+
* `CharacterHandle.dispose()` used to release only the reduced-motion
|
|
87
|
+
* listener. `<primitive>` does not dispose on unmount, so every geometry,
|
|
88
|
+
* material and texture in the loaded GLB (31MB in the fixture used to
|
|
89
|
+
* measure this), plus the mixer's cached bindings, leaked on every
|
|
90
|
+
* `characterId` change. This traverses the whole scene graph exactly once,
|
|
91
|
+
* disposing every mesh's geometry and material(s) (array-aware) and every
|
|
92
|
+
* texture a material holds (deduped via a `Set`, since decorators or a
|
|
93
|
+
* shared-material GLB can point multiple meshes at the same texture),
|
|
94
|
+
* uncaches the root from the mixer, and detaches the root from its parent.
|
|
95
|
+
*/
|
|
96
|
+
export declare function disposeCharacter(deps: {
|
|
97
|
+
root: THREE.Object3D;
|
|
98
|
+
mixer: Pick<THREE.AnimationMixer, 'uncacheRoot'>;
|
|
99
|
+
reducedMotion: Pick<ReducedMotion, 'dispose'>;
|
|
100
|
+
}): void;
|
|
101
|
+
export declare function createCharacter(opts: CreateCharacterOptions): Promise<CharacterHandle>;
|
|
@@ -0,0 +1,163 @@
|
|
|
1
|
+
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
|
|
2
|
+
import { pickRepresentation } from '../resolve/resolver.js';
|
|
3
|
+
import { createUnitNormalizer } from '../rig/units.js';
|
|
4
|
+
import { AnimationController } from '../clips/animations.js';
|
|
5
|
+
import { LipsyncSystem } from '../speech/lipsync.js';
|
|
6
|
+
import { collectMaterials } from '../decorate/types.js';
|
|
7
|
+
import { Pipeline } from './pipeline.js';
|
|
8
|
+
import { CONVAI_MHA_1 } from '../rig/profile.js';
|
|
9
|
+
import { resolveRig } from '../rig/resolve.js';
|
|
10
|
+
import { GazeSystem } from '../motion/gaze.js';
|
|
11
|
+
import { BreathingSystem } from '../motion/breathe.js';
|
|
12
|
+
import { EyeGazeSystem } from '../motion/eyeGaze.js';
|
|
13
|
+
import { BlinkSystem } from '../motion/blink.js';
|
|
14
|
+
import { createReducedMotion } from '../motion/reducedMotion.js';
|
|
15
|
+
/**
|
|
16
|
+
* The registration block, factored out as its own seam so it can be tested
|
|
17
|
+
* without a GLB or a network resolver — it only needs objects of the right
|
|
18
|
+
* shape (the `Pick<...>` deps below are satisfied by trivial `{ update() {} }`
|
|
19
|
+
* stubs). `createCharacter` is the only production caller.
|
|
20
|
+
*
|
|
21
|
+
* Registration order in stage 6 is the contract: lipsync, then eye gaze,
|
|
22
|
+
* then blink — see the stage-6 comment below and `pipeline.ts`'s header.
|
|
23
|
+
*/
|
|
24
|
+
export function buildPipeline(deps, opts) {
|
|
25
|
+
const { units, animations, lipsync } = deps;
|
|
26
|
+
const pipeline = new Pipeline();
|
|
27
|
+
// Stage 0 — root scale must settle before anything reads world space.
|
|
28
|
+
pipeline.add({ stage: 0, update: () => void units.update() });
|
|
29
|
+
// Stage 1 — clips drive the skeleton.
|
|
30
|
+
pipeline.add({ stage: 1, update: (dt) => animations.update(dt) });
|
|
31
|
+
const gaze = new GazeSystem(opts.gaze);
|
|
32
|
+
if (opts.motion !== false) {
|
|
33
|
+
pipeline.add(gaze); // 2 — overrides mixer
|
|
34
|
+
pipeline.add(new BreathingSystem(opts.breathing)); // 3 — additive
|
|
35
|
+
}
|
|
36
|
+
// Stage 6 — ORDER IS THE CONTRACT: lipsync, then eye gaze, then blink.
|
|
37
|
+
pipeline.add({ stage: 6, update: (dt, ctx) => lipsync.update(dt, ctx.queue) });
|
|
38
|
+
if (opts.motion !== false) {
|
|
39
|
+
pipeline.add(new EyeGazeSystem(gaze, opts.eyeGaze));
|
|
40
|
+
pipeline.add(new BlinkSystem(opts.blink, gaze));
|
|
41
|
+
}
|
|
42
|
+
return { pipeline, gaze };
|
|
43
|
+
}
|
|
44
|
+
/** Every material property that can hold a disposable `THREE.Texture`. */
|
|
45
|
+
const TEXTURE_PROPS = [
|
|
46
|
+
'map', 'normalMap', 'roughnessMap', 'metalnessMap', 'emissiveMap',
|
|
47
|
+
'aoMap', 'bumpMap', 'displacementMap', 'alphaMap', 'envMap', 'lightMap',
|
|
48
|
+
'clearcoatMap', 'clearcoatNormalMap', 'clearcoatRoughnessMap',
|
|
49
|
+
'sheenColorMap', 'sheenRoughnessMap', 'specularMap', 'specularColorMap',
|
|
50
|
+
'specularIntensityMap', 'transmissionMap', 'thicknessMap',
|
|
51
|
+
'iridescenceMap', 'iridescenceThicknessMap', 'gradientMap',
|
|
52
|
+
];
|
|
53
|
+
/**
|
|
54
|
+
* The teardown block, factored out as its own seam (same rationale as
|
|
55
|
+
* `buildPipeline` above) so it can be tested without a GLB — real,
|
|
56
|
+
* lightweight `THREE.BufferGeometry`/`THREE.Material` instances are enough
|
|
57
|
+
* to prove every disposable is actually visited.
|
|
58
|
+
*
|
|
59
|
+
* RULING (2026-09-07 fix wave, "dispose() leaks the entire GLB"):
|
|
60
|
+
* `CharacterHandle.dispose()` used to release only the reduced-motion
|
|
61
|
+
* listener. `<primitive>` does not dispose on unmount, so every geometry,
|
|
62
|
+
* material and texture in the loaded GLB (31MB in the fixture used to
|
|
63
|
+
* measure this), plus the mixer's cached bindings, leaked on every
|
|
64
|
+
* `characterId` change. This traverses the whole scene graph exactly once,
|
|
65
|
+
* disposing every mesh's geometry and material(s) (array-aware) and every
|
|
66
|
+
* texture a material holds (deduped via a `Set`, since decorators or a
|
|
67
|
+
* shared-material GLB can point multiple meshes at the same texture),
|
|
68
|
+
* uncaches the root from the mixer, and detaches the root from its parent.
|
|
69
|
+
*/
|
|
70
|
+
export function disposeCharacter(deps) {
|
|
71
|
+
const { root, mixer, reducedMotion } = deps;
|
|
72
|
+
const disposedTextures = new Set();
|
|
73
|
+
root.traverse((o) => {
|
|
74
|
+
const mesh = o;
|
|
75
|
+
if (!mesh.isMesh)
|
|
76
|
+
return;
|
|
77
|
+
mesh.geometry?.dispose();
|
|
78
|
+
const materials = Array.isArray(mesh.material) ? mesh.material : [mesh.material];
|
|
79
|
+
for (const mat of materials) {
|
|
80
|
+
if (!mat)
|
|
81
|
+
continue;
|
|
82
|
+
const m = mat;
|
|
83
|
+
for (const prop of TEXTURE_PROPS) {
|
|
84
|
+
const tex = m[prop];
|
|
85
|
+
if (tex && !disposedTextures.has(tex)) {
|
|
86
|
+
disposedTextures.add(tex);
|
|
87
|
+
tex.dispose();
|
|
88
|
+
}
|
|
89
|
+
}
|
|
90
|
+
mat.dispose();
|
|
91
|
+
}
|
|
92
|
+
});
|
|
93
|
+
mixer.uncacheRoot(root);
|
|
94
|
+
root.parent?.remove(root);
|
|
95
|
+
reducedMotion.dispose();
|
|
96
|
+
}
|
|
97
|
+
export async function createCharacter(opts) {
|
|
98
|
+
const bundle = await opts.resolver.resolve(opts.characterId);
|
|
99
|
+
const rep = pickRepresentation(bundle, opts.supportedRigs ?? ['convai-mha-1']);
|
|
100
|
+
const loader = new GLTFLoader();
|
|
101
|
+
const modelUrl = rep.model[0].url;
|
|
102
|
+
// clip sources: manifest clips, with local overrides winning by name
|
|
103
|
+
const clipUrls = new Map();
|
|
104
|
+
for (const [name, c] of Object.entries(rep.clips ?? {}))
|
|
105
|
+
clipUrls.set(name, c.url);
|
|
106
|
+
for (const [name, url] of Object.entries(opts.animations ?? {}))
|
|
107
|
+
clipUrls.set(name, url);
|
|
108
|
+
const uniqueUrls = [...new Set(clipUrls.values())];
|
|
109
|
+
const [modelGltf, ...clipGltfs] = await Promise.all([
|
|
110
|
+
loader.loadAsync(modelUrl),
|
|
111
|
+
...uniqueUrls.map((u) => loader.loadAsync(u)),
|
|
112
|
+
]);
|
|
113
|
+
const root = modelGltf.scene;
|
|
114
|
+
// gather every clip whose name the manifest/overrides declared
|
|
115
|
+
const wanted = new Set(clipUrls.keys());
|
|
116
|
+
const clips = [];
|
|
117
|
+
for (const g of clipGltfs)
|
|
118
|
+
for (const a of g.animations)
|
|
119
|
+
if (wanted.has(a.name))
|
|
120
|
+
clips.push(a);
|
|
121
|
+
const animations = new AnimationController(root);
|
|
122
|
+
animations.register(clips);
|
|
123
|
+
const lipsync = new LipsyncSystem(opts.mouth);
|
|
124
|
+
lipsync.bind(root);
|
|
125
|
+
for (const d of opts.decorators ?? []) {
|
|
126
|
+
d({ root, bundle, representation: rep, materials: collectMaterials(root) });
|
|
127
|
+
}
|
|
128
|
+
const units = createUnitNormalizer(root, {
|
|
129
|
+
targetHeight: opts.targetHeight,
|
|
130
|
+
groundY: opts.groundY,
|
|
131
|
+
});
|
|
132
|
+
const rig = resolveRig(root, CONVAI_MHA_1);
|
|
133
|
+
const reduced = createReducedMotion();
|
|
134
|
+
const { pipeline, gaze } = buildPipeline({ units, animations, lipsync, rig }, { motion: opts.motion, gaze: opts.gaze, breathing: opts.breathing, eyeGaze: opts.eyeGaze, blink: opts.blink });
|
|
135
|
+
// Reused every frame — mutated in place rather than reallocated, so the
|
|
136
|
+
// per-frame path makes zero steady-state allocations for the frame context.
|
|
137
|
+
const frameCtx = {
|
|
138
|
+
root, rig,
|
|
139
|
+
camera: undefined,
|
|
140
|
+
queue: undefined,
|
|
141
|
+
speaking: false,
|
|
142
|
+
energy: 0,
|
|
143
|
+
reducedMotion: false,
|
|
144
|
+
};
|
|
145
|
+
const handle = {
|
|
146
|
+
root, bundle, representation: rep, animations, lipsync, rig, pipeline, gaze,
|
|
147
|
+
camera: undefined,
|
|
148
|
+
update(delta, queue) {
|
|
149
|
+
frameCtx.camera = handle.camera;
|
|
150
|
+
frameCtx.queue = queue;
|
|
151
|
+
// Produced in stage 6 last frame — deliberately one frame stale (see
|
|
152
|
+
// FrameContext's doc comment on `speaking`/`energy`).
|
|
153
|
+
frameCtx.speaking = lipsync.speaking;
|
|
154
|
+
frameCtx.energy = lipsync.energy;
|
|
155
|
+
frameCtx.reducedMotion = reduced.value;
|
|
156
|
+
pipeline.update(delta, frameCtx);
|
|
157
|
+
},
|
|
158
|
+
dispose() {
|
|
159
|
+
disposeCharacter({ root, mixer: animations.mixer, reducedMotion: reduced });
|
|
160
|
+
},
|
|
161
|
+
};
|
|
162
|
+
return handle;
|
|
163
|
+
}
|