@omote/three 0.2.0 → 0.3.2

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/dist/index.js CHANGED
@@ -3,6 +3,7 @@ import {
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  CharacterController,
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  createLogger as createLogger2
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  } from "@omote/core";
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+ import { OmoteAvatarCore } from "@omote/avatar";
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  import { Vector3, Quaternion } from "three";
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  // src/SceneDiscovery.ts
@@ -98,19 +99,18 @@ function writeBlendshapes(blendshapes, morphEntries) {
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  }
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  // src/OmoteAvatar.ts
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- var logger2 = createLogger2("OmoteAvatar");
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+ var logger2 = createLogger2("OmoteAvatar.Three");
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  var _headWorldPos = new Vector3();
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  var _camWorldPos = new Vector3();
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  var _headWorldQuat = new Quaternion();
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  var OmoteAvatar = class {
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  constructor(options) {
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+ // External frame source (adapter-level, handles emotion extraction)
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  this.frameSourceCallback = null;
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  this.connectedSource = null;
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  // State
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  this.currentBlendshapes = null;
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  this._emotion = null;
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- this._isSpeaking = false;
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- this._state = "idle";
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  this._audioEnergy = 0;
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  this.discovery = discoverScene(options.target);
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  const controllerConfig = {
@@ -118,6 +118,13 @@ var OmoteAvatar = class {
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  gaze: options.gaze
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  };
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  this.controller = new CharacterController(controllerConfig);
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+ this.core = new OmoteAvatarCore();
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+ this.core.onFrame = (frame) => {
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+ this.currentBlendshapes = frame.blendshapes;
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+ if (frame.emotion !== void 0) {
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+ this._emotion = frame.emotion;
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+ }
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+ };
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  if (this.discovery.morphEntries.length === 0) {
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  logger2.warn("No morph targets found \u2014 blendshape animation will have no effect");
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  }
@@ -160,8 +167,8 @@ var OmoteAvatar = class {
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  deltaTime: delta,
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  baseBlendshapes: this.currentBlendshapes,
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  emotion: this._emotion,
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- isSpeaking: this._isSpeaking,
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- state: this._state,
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+ isSpeaking: this.core.isSpeaking,
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+ state: this.core.state,
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  audioEnergy: this._audioEnergy,
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  cameraWorldPos,
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  headWorldPos,
@@ -175,7 +182,7 @@ var OmoteAvatar = class {
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  }
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  }
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  // -------------------------------------------------------------------------
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- // Frame source connection
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+ // Frame source connection (adapter-level, with emotion extraction)
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  // -------------------------------------------------------------------------
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  /**
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  * Connect to any frame source (PlaybackPipeline, MicLipSync, etc.).
@@ -188,6 +195,9 @@ var OmoteAvatar = class {
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  this.disconnectFrameSource();
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  this.frameSourceCallback = (frame) => {
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  this.currentBlendshapes = frame.blendshapes;
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+ if (frame.emotion !== void 0) {
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+ this._emotion = frame.emotion;
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+ }
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  };
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  source.on("frame", this.frameSourceCallback);
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  this.connectedSource = source;
@@ -205,6 +215,81 @@ var OmoteAvatar = class {
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  this.frameSourceCallback = null;
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  }
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  // -------------------------------------------------------------------------
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+ // Speaker (TTS → lip sync) — delegated to OmoteAvatarCore
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+ // -------------------------------------------------------------------------
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+ /** Warm up AudioContext for iOS/Safari autoplay policy. Call from user gesture. */
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+ async warmup() {
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+ return this.core.warmup();
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+ }
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+ async connectSpeaker(tts, config) {
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+ return this.core.connectSpeaker(tts, config);
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+ }
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+ async speak(text, options) {
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+ return this.core.speak(text, options);
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+ }
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+ async streamText(options) {
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+ return this.core.streamText(options);
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+ }
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+ stopSpeaking() {
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+ this.core.stopSpeaking();
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+ }
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+ async disconnectSpeaker() {
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+ return this.core.disconnectSpeaker();
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+ }
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+ /** @deprecated Use connectSpeaker(). Will be removed in v1.0. */
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+ async connectTTS(tts, config) {
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+ return this.connectSpeaker(tts, config);
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+ }
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+ /** @deprecated Use disconnectSpeaker(). Will be removed in v1.0. */
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+ async disconnectTTS() {
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+ return this.disconnectSpeaker();
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+ }
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+ // -------------------------------------------------------------------------
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+ // Listener (mic → VAD → ASR → transcript) — delegated to OmoteAvatarCore
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+ // -------------------------------------------------------------------------
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+ async connectListener(config) {
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+ return this.core.connectListener(config);
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+ }
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+ async startListening() {
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+ return this.core.startListening();
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+ }
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+ stopListening() {
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+ this.core.stopListening();
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+ }
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+ onTranscript(callback) {
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+ return this.core.onTranscript(callback);
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+ }
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+ async disconnectListener() {
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+ return this.core.disconnectListener();
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+ }
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+ // -------------------------------------------------------------------------
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+ // Voice (combined speaker + listener + interruption) — delegated
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+ // -------------------------------------------------------------------------
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+ async connectVoice(config) {
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+ return this.core.connectVoice(config);
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+ }
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+ async disconnectVoice() {
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+ return this.core.disconnectVoice();
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+ }
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+ // -------------------------------------------------------------------------
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+ // Event subscriptions — delegated to OmoteAvatarCore
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+ // -------------------------------------------------------------------------
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+ onTranscriptEvent(callback) {
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+ return this.core.onTranscriptEvent(callback);
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+ }
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+ onVoiceStateChange(callback) {
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+ return this.core.onVoiceStateChange(callback);
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+ }
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+ onLoadingProgress(callback) {
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+ return this.core.onLoadingProgress(callback);
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+ }
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+ onError(callback) {
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+ return this.core.onError(callback);
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+ }
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+ onAudioLevel(callback) {
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+ return this.core.onAudioLevel(callback);
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+ }
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+ // -------------------------------------------------------------------------
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  // State setters
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  // -------------------------------------------------------------------------
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  /** Set raw blendshapes directly (alternative to connectFrameSource). */
@@ -217,16 +302,20 @@ var OmoteAvatar = class {
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  }
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  /** Set whether the avatar is currently speaking (drives mouth animation intensity). */
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  setSpeaking(speaking) {
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- this._isSpeaking = speaking;
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+ this.core.setSpeaking(speaking);
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  }
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  /** Set the conversational state (idle, listening, thinking, speaking). */
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  setState(state) {
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- this._state = state;
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+ this.core.setState(state);
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  }
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  /** Set audio energy level (0-1, drives emphasis/gesture intensity). */
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  setAudioEnergy(energy) {
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  this._audioEnergy = energy;
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  }
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+ /** Update character expression profile at runtime. */
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+ setProfile(profile) {
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+ this.controller.setProfile(profile);
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+ }
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  // -------------------------------------------------------------------------
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  // Accessors
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  // -------------------------------------------------------------------------
@@ -246,6 +335,26 @@ var OmoteAvatar = class {
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  get mappedBlendshapeCount() {
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  return this.discovery.mappedBlendshapeCount;
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  }
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+ /** Whether the avatar is currently speaking via TTS. */
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+ get isSpeaking() {
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+ return this.core.isSpeaking;
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+ }
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+ /** Whether the avatar is currently listening for speech. */
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+ get isListening() {
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+ return this.core.state === "listening";
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+ }
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+ /** Current conversational state. */
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+ get conversationalState() {
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+ return this.core.state;
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+ }
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+ /** Access the internal TTSSpeaker (null if not connected). */
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+ get speaker() {
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+ return this.core.speaker;
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+ }
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+ /** Access the internal SpeechListener (null if not connected). */
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+ get listener() {
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+ return this.core.listener;
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+ }
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  // -------------------------------------------------------------------------
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  // Lifecycle
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  // -------------------------------------------------------------------------
@@ -253,19 +362,88 @@ var OmoteAvatar = class {
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  reset() {
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  this.currentBlendshapes = null;
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  this._emotion = null;
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- this._isSpeaking = false;
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- this._state = "idle";
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  this._audioEnergy = 0;
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+ this.core.reset();
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  this.controller.reset();
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  }
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- /** Disconnect frame sources and dispose the controller. */
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- dispose() {
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+ /** Disconnect all voice resources, frame sources, and dispose the controller. */
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+ async dispose() {
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+ await this.core.dispose();
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  this.disconnectFrameSource();
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  this.controller.dispose();
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  logger2.debug("Disposed");
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  }
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  };
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+ // src/createAvatar.ts
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+ import * as THREE from "three";
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+ import { GLTFLoader } from "three/addons/loaders/GLTFLoader.js";
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+ import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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+ async function createAvatar(config) {
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+ const container = typeof config.container === "string" ? document.querySelector(config.container) : config.container;
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+ if (!container) throw new Error(`Container not found: ${config.container}`);
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+ const { clientWidth: w, clientHeight: h } = container;
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+ const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
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+ renderer.setSize(w, h);
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+ renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
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+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
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+ container.appendChild(renderer.domElement);
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+ const scene = new THREE.Scene();
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+ const camera = new THREE.PerspectiveCamera(config.fov ?? 35, w / h, 0.1, 100);
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+ camera.position.set(0, 1.5, 0.8);
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+ scene.add(new THREE.AmbientLight(16777215, 0.5));
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+ const dirLight = new THREE.DirectionalLight(16777215, 1);
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+ dirLight.position.set(2, 3, 2);
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+ scene.add(dirLight);
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+ let controls = null;
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+ if (config.controls !== false) {
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+ controls = new OrbitControls(camera, renderer.domElement);
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+ controls.target.set(0, 1.5, 0);
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+ controls.enableDamping = true;
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+ controls.update();
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+ }
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+ const gltf = await new GLTFLoader().loadAsync(config.src);
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+ scene.add(gltf.scene);
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+ const avatar = new OmoteAvatar({
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+ target: gltf.scene,
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+ gaze: { enabled: true, smoothing: 0.08 }
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+ });
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+ const clock = new THREE.Clock();
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+ let animId = 0;
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+ function animate() {
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+ animId = requestAnimationFrame(animate);
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+ avatar.update(clock.getDelta(), camera);
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+ controls?.update();
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+ renderer.render(scene, camera);
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+ }
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+ animate();
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+ const ro = new ResizeObserver(() => {
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+ const { clientWidth: rw, clientHeight: rh } = container;
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+ camera.aspect = rw / rh;
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+ camera.updateProjectionMatrix();
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+ renderer.setSize(rw, rh);
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+ });
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+ ro.observe(container);
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+ return {
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+ avatar,
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+ scene,
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+ camera,
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+ renderer,
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+ controls,
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+ animations: gltf.animations ?? [],
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+ dispose() {
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+ cancelAnimationFrame(animId);
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+ ro.disconnect();
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+ controls?.dispose();
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+ avatar.dispose();
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+ renderer.dispose();
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+ if (renderer.domElement.parentElement) {
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+ renderer.domElement.parentElement.removeChild(renderer.domElement);
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+ }
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+ }
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+ };
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+ }
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+
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  // src/BlendshapeController.ts
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  import { LAM_BLENDSHAPES as LAM_BLENDSHAPES2, lerpBlendshapes } from "@omote/core";
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  var BlendshapeController = class {
@@ -327,46 +505,10 @@ var BlendshapeController = class {
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  this.currentWeights = [];
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  }
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  };
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-
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- // src/OmoteA2E.ts
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- import { A2EOrchestrator } from "@omote/core";
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- var OmoteA2E = class {
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- constructor(options) {
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- const { target, controllerOptions, ...orchestratorConfig } = options;
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- this.controller = new BlendshapeController(target, controllerOptions);
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- this.orchestrator = new A2EOrchestrator(orchestratorConfig);
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- }
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- async load() {
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- return this.orchestrator.load();
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- }
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- async start() {
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- return this.orchestrator.start();
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- }
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- stop() {
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- this.orchestrator.stop();
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- }
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- update() {
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- const w = this.orchestrator.latestWeights;
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- if (w) this.controller.update(w);
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- }
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- async dispose() {
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- await this.orchestrator.dispose();
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- this.controller.dispose();
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- }
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- get isReady() {
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- return this.orchestrator.isReady;
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- }
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- get isStreaming() {
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- return this.orchestrator.isStreaming;
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- }
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- get backend() {
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- return this.orchestrator.backend;
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- }
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- };
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  export {
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  BlendshapeController,
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- OmoteA2E,
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  OmoteAvatar,
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+ createAvatar,
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  discoverScene,
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  writeBlendshapes
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  };
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/OmoteAvatar.ts","../src/SceneDiscovery.ts","../src/BlendshapeWriter.ts","../src/BlendshapeController.ts","../src/OmoteA2E.ts"],"sourcesContent":["/**\n * OmoteAvatar — Full-featured Three.js avatar class.\n *\n * Wraps CharacterController from @omote/core with Three.js scene discovery,\n * blendshape writing, and gaze bone rotation. Drop-in avatar for any\n * Three.js app that has a render loop.\n *\n * @example\n * ```ts\n * import { OmoteAvatar } from '@omote/three';\n * import { createA2E, PlaybackPipeline } from '@omote/core';\n *\n * const avatar = new OmoteAvatar({ target: avatarModel });\n * const lam = createA2E();\n * await lam.load();\n * const pipeline = new PlaybackPipeline({ lam, sampleRate: 16000 });\n * avatar.connectFrameSource(pipeline);\n *\n * // In render loop:\n * avatar.update(delta, camera);\n * ```\n *\n * @category Three\n */\n\nimport {\n CharacterController,\n createLogger,\n} from '@omote/core';\nimport type {\n CharacterControllerConfig,\n EmotionWeights,\n ConversationalState,\n FaceCompositorConfig,\n} from '@omote/core';\nimport { Vector3, Quaternion } from 'three';\nimport type { Camera, Object3D } from 'three';\nimport { discoverScene } from './SceneDiscovery';\nimport type { SceneDiscoveryResult } from './SceneDiscovery';\nimport { writeBlendshapes } from './BlendshapeWriter';\n\nconst logger = createLogger('OmoteAvatar');\n\n// Reusable scratch vectors — avoids per-frame allocation\nconst _headWorldPos = new Vector3();\nconst _camWorldPos = new Vector3();\nconst _headWorldQuat = new Quaternion();\n\n// ---------------------------------------------------------------------------\n// Types\n// ---------------------------------------------------------------------------\n\n/** Generic frame source — any object that emits 'frame' events with blendshapes. */\nexport interface FrameSource {\n on(event: 'frame', callback: (frame: { blendshapes: Float32Array }) => void): void;\n off?(event: 'frame', callback: (...args: any[]) => void): void;\n}\n\nexport interface OmoteAvatarOptions {\n /** Three.js Object3D (loaded GLB scene, Group, etc.) to traverse for meshes and bones. */\n target: Object3D;\n /** FaceCompositor configuration (profile, emotion, life layer). */\n compositor?: FaceCompositorConfig;\n /** Gaze tracking configuration. */\n gaze?: {\n enabled?: boolean;\n yawInfluence?: number;\n pitchInfluence?: number;\n smoothing?: number;\n };\n}\n\n// ---------------------------------------------------------------------------\n// OmoteAvatar\n// ---------------------------------------------------------------------------\n\nexport class OmoteAvatar {\n private readonly controller: CharacterController;\n private readonly discovery: SceneDiscoveryResult;\n private frameSourceCallback: ((frame: { blendshapes: Float32Array }) => void) | null = null;\n private connectedSource: FrameSource | null = null;\n\n // State\n private currentBlendshapes: Float32Array | null = null;\n private _emotion: string | EmotionWeights | null = null;\n private _isSpeaking = false;\n private _state: ConversationalState = 'idle';\n private _audioEnergy = 0;\n\n constructor(options: OmoteAvatarOptions) {\n this.discovery = discoverScene(options.target);\n\n const controllerConfig: CharacterControllerConfig = {\n compositor: options.compositor,\n gaze: options.gaze,\n };\n this.controller = new CharacterController(controllerConfig);\n\n if (this.discovery.morphEntries.length === 0) {\n logger.warn('No morph targets found — blendshape animation will have no effect');\n }\n if (!this.discovery.headBone) {\n logger.warn('Head bone not found — gaze tracking will be disabled');\n }\n logger.info(\n `Initialized: ${this.discovery.meshes.length} mesh(es), ${this.discovery.mappedBlendshapeCount} mapped blendshapes, headBone=${!!this.discovery.headBone}`,\n );\n }\n\n // -------------------------------------------------------------------------\n // Per-frame update\n // -------------------------------------------------------------------------\n\n /**\n * Call each frame in your render loop.\n *\n * Runs CharacterController (compositor + gaze + life layer), writes\n * blendshapes to morph targets, and applies head bone rotation.\n *\n * @param delta - Time since last frame in seconds\n * @param camera - The active Three.js camera (used for gaze direction)\n * @param avatarRotationY - Optional avatar Y rotation in radians for gaze compensation\n */\n update(delta: number, camera: Camera, avatarRotationY?: number): void {\n // Compute head world position + quaternion from bone\n let headWorldPos: { x: number; y: number; z: number } | undefined;\n let headWorldQuat: { x: number; y: number; z: number; w: number } | undefined;\n if (this.discovery.headBone?.getWorldPosition) {\n this.discovery.headBone.getWorldPosition(_headWorldPos);\n headWorldPos = { x: _headWorldPos.x, y: _headWorldPos.y, z: _headWorldPos.z };\n this.discovery.headBone.getWorldQuaternion(_headWorldQuat);\n headWorldQuat = { x: _headWorldQuat.x, y: _headWorldQuat.y, z: _headWorldQuat.z, w: _headWorldQuat.w };\n }\n\n // Camera world position (use getWorldPosition for parented cameras)\n camera.getWorldPosition(_camWorldPos);\n const cameraWorldPos = {\n x: _camWorldPos.x,\n y: _camWorldPos.y,\n z: _camWorldPos.z,\n };\n\n const output = this.controller.update({\n deltaTime: delta,\n baseBlendshapes: this.currentBlendshapes,\n emotion: this._emotion,\n isSpeaking: this._isSpeaking,\n state: this._state,\n audioEnergy: this._audioEnergy,\n cameraWorldPos,\n headWorldPos,\n headWorldQuat,\n avatarRotationY: avatarRotationY ?? 0,\n });\n\n // Write blendshapes to morph targets\n writeBlendshapes(output.blendshapes, this.discovery.morphEntries);\n\n // Apply head rotation from gaze + life layer\n if (this.discovery.headBone) {\n this.discovery.headBone.rotation.y = output.headDelta.yaw;\n this.discovery.headBone.rotation.x = output.headDelta.pitch;\n }\n }\n\n // -------------------------------------------------------------------------\n // Frame source connection\n // -------------------------------------------------------------------------\n\n /**\n * Connect to any frame source (PlaybackPipeline, MicLipSync, etc.).\n * Listens for 'frame' events and updates current blendshapes automatically.\n *\n * Only one source can be connected at a time. Connecting a new source\n * disconnects the previous one.\n */\n connectFrameSource(source: FrameSource): void {\n // Disconnect existing source first\n this.disconnectFrameSource();\n\n this.frameSourceCallback = (frame: { blendshapes: Float32Array }) => {\n this.currentBlendshapes = frame.blendshapes;\n };\n source.on('frame', this.frameSourceCallback);\n this.connectedSource = source;\n logger.debug('Frame source connected');\n }\n\n /** Disconnect the currently connected frame source. */\n disconnectFrameSource(): void {\n if (this.connectedSource && this.frameSourceCallback) {\n if (this.connectedSource.off) {\n this.connectedSource.off('frame', this.frameSourceCallback);\n }\n logger.debug('Frame source disconnected');\n }\n this.connectedSource = null;\n this.frameSourceCallback = null;\n }\n\n // -------------------------------------------------------------------------\n // State setters\n // -------------------------------------------------------------------------\n\n /** Set raw blendshapes directly (alternative to connectFrameSource). */\n setFrame(blendshapes: Float32Array): void {\n this.currentBlendshapes = blendshapes;\n }\n\n /** Set the current emotion (string preset name or EmotionWeights object). */\n setEmotion(emotion: string | EmotionWeights): void {\n this._emotion = emotion;\n }\n\n /** Set whether the avatar is currently speaking (drives mouth animation intensity). */\n setSpeaking(speaking: boolean): void {\n this._isSpeaking = speaking;\n }\n\n /** Set the conversational state (idle, listening, thinking, speaking). */\n setState(state: ConversationalState): void {\n this._state = state;\n }\n\n /** Set audio energy level (0-1, drives emphasis/gesture intensity). */\n setAudioEnergy(energy: number): void {\n this._audioEnergy = energy;\n }\n\n // -------------------------------------------------------------------------\n // Accessors\n // -------------------------------------------------------------------------\n\n /** Access the underlying FaceCompositor for advanced configuration. */\n get compositor() {\n return this.controller.compositor;\n }\n\n /** Access discovered scene parts (meshes, bones). */\n get parts(): SceneDiscoveryResult {\n return this.discovery;\n }\n\n /** Whether the scene has any mapped morph targets. */\n get hasMorphTargets(): boolean {\n return this.discovery.morphEntries.length > 0;\n }\n\n /** Number of successfully mapped ARKit blendshapes. */\n get mappedBlendshapeCount(): number {\n return this.discovery.mappedBlendshapeCount;\n }\n\n // -------------------------------------------------------------------------\n // Lifecycle\n // -------------------------------------------------------------------------\n\n /** Reset all state (smoothing, life layer, emotions). */\n reset(): void {\n this.currentBlendshapes = null;\n this._emotion = null;\n this._isSpeaking = false;\n this._state = 'idle';\n this._audioEnergy = 0;\n this.controller.reset();\n }\n\n /** Disconnect frame sources and dispose the controller. */\n dispose(): void {\n this.disconnectFrameSource();\n this.controller.dispose();\n logger.debug('Disposed');\n }\n}\n","/**\n * SceneDiscovery — Traverse a Three.js scene graph to discover bones and\n * morph targets. Pure function, no React or side-effect dependencies.\n *\n * This is the CANONICAL implementation. @omote/r3f imports from here.\n *\n * Public interfaces use duck types (no direct Three.js type imports) so\n * consumers with different @types/three versions avoid type-incompatibility\n * errors in monorepo setups.\n *\n * @category Three\n */\n\nimport { LAM_BLENDSHAPES, createLogger } from '@omote/core';\n\nconst logger = createLogger('SceneDiscovery');\n\n// ---------------------------------------------------------------------------\n// Duck-typed interfaces — structurally compatible with Three.js but\n// importable without pulling in @types/three.\n// ---------------------------------------------------------------------------\n\n/** Any object with `traverse` (structurally compatible with THREE.Object3D). */\nexport interface SceneObject {\n traverse(callback: (child: any) => void): void;\n}\n\n/** Minimal shape of a skinned mesh. */\nexport interface DiscoveredMesh {\n name: string;\n isSkinnedMesh?: boolean;\n morphTargetDictionary?: Record<string, number>;\n morphTargetInfluences?: number[];\n [key: string]: any;\n}\n\n/** Minimal shape of a bone. */\nexport interface DiscoveredBone {\n name: string;\n isBone?: boolean;\n rotation: { x: number; y: number; z: number };\n getWorldPosition?(target: any): any;\n [key: string]: any;\n}\n\n/** Pre-computed morph target index array for a single mesh */\nexport interface MorphIndexEntry {\n mesh: DiscoveredMesh;\n /** indices[lamIndex] = morphTargetIndex (or -1 if not found) */\n indices: Int16Array;\n}\n\nexport interface SceneDiscoveryResult {\n meshes: DiscoveredMesh[];\n headBone: DiscoveredBone | null;\n neckBone: DiscoveredBone | null;\n leftEyeBone: DiscoveredBone | null;\n rightEyeBone: DiscoveredBone | null;\n /** Pre-computed morph index arrays per mesh (for zero-lookup hot path) */\n morphEntries: MorphIndexEntry[];\n /** Primary face mesh (prefer 'Head_Mesh', fallback to first mesh with morph targets) */\n faceMesh: DiscoveredMesh | null;\n /** Number of successfully mapped ARKit blendshapes */\n mappedBlendshapeCount: number;\n}\n\n/**\n * Traverse a Three.js scene to discover bones and morph targets.\n * Pure function — no React, no side effects.\n *\n * Finds all SkinnedMesh nodes and named bones (Head, Neck, LeftEye, RightEye).\n * Pre-computes morph index arrays using LAM_BLENDSHAPES for zero-lookup\n * hot-path blendshape writing.\n */\nexport function discoverScene(scene: SceneObject): SceneDiscoveryResult {\n const meshes: DiscoveredMesh[] = [];\n let headBone: DiscoveredBone | null = null;\n let neckBone: DiscoveredBone | null = null;\n let leftEyeBone: DiscoveredBone | null = null;\n let rightEyeBone: DiscoveredBone | null = null;\n\n scene.traverse((child: any) => {\n if (child.isSkinnedMesh) {\n meshes.push(child as DiscoveredMesh);\n }\n if (child.isBone) {\n switch (child.name) {\n case 'Head': headBone = child as DiscoveredBone; break;\n case 'Neck': neckBone = child as DiscoveredBone; break;\n case 'LeftEye': leftEyeBone = child as DiscoveredBone; break;\n case 'RightEye': rightEyeBone = child as DiscoveredBone; break;\n }\n }\n });\n\n // Pre-compute morph target index arrays (hot path optimization)\n const morphEntries: MorphIndexEntry[] = [];\n let mappedCount = 0;\n\n for (const mesh of meshes) {\n if (!mesh.morphTargetDictionary || !mesh.morphTargetInfluences) continue;\n\n const indices = new Int16Array(LAM_BLENDSHAPES.length).fill(-1);\n let meshMapped = 0;\n\n for (let i = 0; i < LAM_BLENDSHAPES.length; i++) {\n const morphIdx = mesh.morphTargetDictionary[LAM_BLENDSHAPES[i]];\n if (morphIdx !== undefined) {\n indices[i] = morphIdx;\n meshMapped++;\n }\n }\n\n if (meshMapped > 0) {\n morphEntries.push({ mesh, indices });\n mappedCount = Math.max(mappedCount, meshMapped);\n }\n\n logger.debug(`Mesh \"${mesh.name}\": ${meshMapped}/${LAM_BLENDSHAPES.length} blendshapes mapped`);\n }\n\n const faceMesh = meshes.find(m => m.name === 'Head_Mesh' && m.morphTargetDictionary)\n ?? meshes.find(m => m.morphTargetDictionary)\n ?? null;\n\n if (morphEntries.length === 0) {\n logger.warn('No morph targets found in scene');\n }\n if (!headBone) {\n logger.warn('Head bone not found in scene');\n }\n\n const boneNames = [\n headBone && 'Head',\n neckBone && 'Neck',\n leftEyeBone && 'LeftEye',\n rightEyeBone && 'RightEye',\n ].filter(Boolean);\n\n logger.info(\n `Discovery complete: ${meshes.length} mesh(es), ${mappedCount} mapped blendshapes, bones: [${boneNames.join(', ')}]`,\n );\n\n return {\n meshes, headBone, neckBone, leftEyeBone, rightEyeBone,\n morphEntries, faceMesh, mappedBlendshapeCount: mappedCount,\n };\n}\n","/**\n * BlendshapeWriter — Write Float32Array[52] blendshapes to morph target\n * influences using pre-computed index arrays.\n *\n * Zero-lookup hot path: iterates a flat Int16Array per mesh instead\n * of doing string-keyed dictionary lookups every frame.\n *\n * @category Three\n */\n\nimport type { MorphIndexEntry } from './SceneDiscovery';\n\n/**\n * Write 52 ARKit blendshapes to morph target influences.\n * Uses pre-computed index arrays for zero-lookup hot path.\n *\n * @param blendshapes - Float32Array of 52 ARKit blendshape weights\n * @param morphEntries - Pre-computed morph index entries from discoverScene()\n */\nexport function writeBlendshapes(\n blendshapes: Float32Array,\n morphEntries: MorphIndexEntry[],\n): void {\n for (let e = 0; e < morphEntries.length; e++) {\n const { mesh, indices } = morphEntries[e];\n const influences = mesh.morphTargetInfluences;\n if (!influences) continue;\n for (let i = 0; i < 52; i++) {\n const morphIdx = indices[i];\n if (morphIdx >= 0) {\n influences[morphIdx] = blendshapes[i];\n }\n }\n }\n}\n","import { LAM_BLENDSHAPES, lerpBlendshapes } from '@omote/core';\nimport type { Object3D, SkinnedMesh } from 'three';\n\nexport interface BlendshapeControllerOptions {\n /** Blendshape names in order (default: LAM_BLENDSHAPES, 52 ARKit) */\n names?: readonly string[];\n /** Smoothing factor 0-1 (0 = no change, 1 = snap to target). Default: 0.7 */\n smoothing?: number;\n /** Traverse target for SkinnedMesh children automatically. Default: true */\n autoFind?: boolean;\n /** Called when meshes with morph targets are found */\n onMeshesFound?: (meshes: SkinnedMesh[]) => void;\n}\n\nexport class BlendshapeController {\n private _meshes: SkinnedMesh[] = [];\n private nameToIndex: Map<string, number>[] = [];\n private currentWeights: number[] = [];\n private blendshapeNames: readonly string[];\n private smoothing: number;\n private onMeshesFound?: (meshes: SkinnedMesh[]) => void;\n\n constructor(target: Object3D, options?: BlendshapeControllerOptions) {\n this.blendshapeNames = options?.names ?? LAM_BLENDSHAPES;\n this.smoothing = options?.smoothing ?? 0.7;\n this.onMeshesFound = options?.onMeshesFound;\n if (options?.autoFind !== false) {\n this.setTarget(target);\n }\n }\n\n get meshes(): SkinnedMesh[] {\n return this._meshes;\n }\n\n setTarget(target: Object3D): void {\n this._meshes = [];\n this.nameToIndex = [];\n\n target.traverse((child) => {\n const mesh = child as SkinnedMesh;\n if (mesh.morphTargetInfluences && mesh.morphTargetDictionary) {\n this._meshes.push(mesh);\n\n const map = new Map<string, number>();\n for (let i = 0; i < this.blendshapeNames.length; i++) {\n const name = this.blendshapeNames[i];\n const idx = mesh.morphTargetDictionary[name];\n if (idx !== undefined) {\n map.set(name, idx);\n }\n }\n this.nameToIndex.push(map);\n }\n });\n\n this.currentWeights = new Array(this.blendshapeNames.length).fill(0);\n\n if (this._meshes.length > 0 && this.onMeshesFound) {\n this.onMeshesFound(this._meshes);\n }\n }\n\n update(weights: Float32Array | number[]): void {\n this.currentWeights = lerpBlendshapes(this.currentWeights, weights, this.smoothing);\n\n for (let m = 0; m < this._meshes.length; m++) {\n const mesh = this._meshes[m];\n const map = this.nameToIndex[m];\n if (!mesh.morphTargetInfluences || !map) continue;\n\n for (let i = 0; i < this.blendshapeNames.length; i++) {\n const name = this.blendshapeNames[i];\n const dictIdx = map.get(name);\n if (dictIdx !== undefined) {\n mesh.morphTargetInfluences[dictIdx] = this.currentWeights[i];\n }\n }\n }\n }\n\n dispose(): void {\n this._meshes = [];\n this.nameToIndex = [];\n this.currentWeights = [];\n }\n}\n","import { A2EOrchestrator } from '@omote/core';\nimport type { A2EOrchestratorConfig } from '@omote/core';\nimport type { Object3D } from 'three';\nimport { BlendshapeController } from './BlendshapeController';\nimport type { BlendshapeControllerOptions } from './BlendshapeController';\n\nexport interface OmoteA2EOptions extends A2EOrchestratorConfig {\n target: Object3D;\n controllerOptions?: BlendshapeControllerOptions;\n}\n\n/**\n * @deprecated Use {@link OmoteAvatar} instead. OmoteA2E will be removed in v0.8.0.\n */\nexport class OmoteA2E {\n private orchestrator: A2EOrchestrator;\n private controller: BlendshapeController;\n\n constructor(options: OmoteA2EOptions) {\n const { target, controllerOptions, ...orchestratorConfig } = options;\n this.controller = new BlendshapeController(target, controllerOptions);\n this.orchestrator = new A2EOrchestrator(orchestratorConfig);\n }\n\n async load(): Promise<void> { return this.orchestrator.load(); }\n async start(): Promise<void> { return this.orchestrator.start(); }\n stop(): void { this.orchestrator.stop(); }\n\n update(): void {\n const w = this.orchestrator.latestWeights;\n if (w) this.controller.update(w);\n }\n\n async dispose(): Promise<void> {\n await this.orchestrator.dispose();\n this.controller.dispose();\n }\n\n get isReady(): boolean { return this.orchestrator.isReady; }\n get isStreaming(): boolean { return this.orchestrator.isStreaming; }\n get backend(): string | null { return 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Drop-in avatar for any\r\n * Three.js app that has a render loop.\r\n *\r\n * Voice methods (speak, streamText, connectSpeaker, connectVoice, etc.) are\r\n * delegated to OmoteAvatarCore from @omote/avatar, eliminating duplication\r\n * across Three.js, Babylon, and R3F adapters.\r\n *\r\n * @example\r\n * ```ts\r\n * import { OmoteAvatar } from '@omote/three';\r\n * import { createA2E, PlaybackPipeline } from '@omote/core';\r\n *\r\n * const avatar = new OmoteAvatar({ target: avatarModel });\r\n * const lam = createA2E();\r\n * await lam.load();\r\n * const pipeline = new PlaybackPipeline({ lam, sampleRate: 16000 });\r\n * avatar.connectFrameSource(pipeline);\r\n *\r\n * // In render loop:\r\n * avatar.update(delta, camera);\r\n * ```\r\n *\r\n * @example Speaker integration\r\n * ```ts\r\n * const avatar = new OmoteAvatar({ target: avatarModel });\r\n * await avatar.connectSpeaker(myTTSBackend, { profile: { mouth: 1.2 } });\r\n * await avatar.speak(\"Hello world!\"); // lip-syncs automatically\r\n * ```\r\n *\r\n * @category Three\r\n */\r\n\r\nimport {\r\n CharacterController,\r\n createLogger,\r\n} from '@omote/core';\r\nimport type {\r\n CharacterControllerConfig,\r\n CharacterProfile,\r\n EmotionWeights,\r\n ConversationalState,\r\n FaceCompositorConfig,\r\n FrameSource,\r\n TTSSpeakerConfig,\r\n TTSBackend,\r\n SpeechListenerConfig,\r\n TranscriptResult,\r\n LoadingProgress,\r\n VoiceOrchestratorConfig,\r\n} from '@omote/core';\r\nimport { OmoteAvatarCore } from '@omote/avatar';\r\nimport type { SpeakOptions, StreamTextSink } from '@omote/avatar';\r\nimport { Vector3, Quaternion } from 'three';\r\nimport type { Camera, Object3D } from 'three';\r\nimport { discoverScene } from './SceneDiscovery';\r\nimport type { SceneDiscoveryResult } from './SceneDiscovery';\r\nimport { writeBlendshapes } from './BlendshapeWriter';\r\n\r\nconst logger = createLogger('OmoteAvatar.Three');\r\n\r\n// Reusable scratch vectors — avoids per-frame allocation\r\nconst _headWorldPos = new Vector3();\r\nconst _camWorldPos = new Vector3();\r\nconst _headWorldQuat = new Quaternion();\r\n\r\n// ---------------------------------------------------------------------------\r\n// Types\r\n// ---------------------------------------------------------------------------\r\n\r\n// Re-export FrameSource from @omote/core for backward compatibility\r\nexport type { FrameSource } from '@omote/core';\r\n\r\nexport interface OmoteAvatarOptions {\r\n /** Three.js Object3D (loaded GLB scene, Group, etc.) to traverse for meshes and bones. */\r\n target: Object3D;\r\n /** FaceCompositor configuration (profile, emotion, life layer). */\r\n compositor?: FaceCompositorConfig;\r\n /** Gaze tracking configuration. */\r\n gaze?: CharacterControllerConfig['gaze'];\r\n}\r\n\r\n// ---------------------------------------------------------------------------\r\n// OmoteAvatar\r\n// ---------------------------------------------------------------------------\r\n\r\nexport class OmoteAvatar {\r\n private readonly controller: CharacterController;\r\n private readonly discovery: SceneDiscoveryResult;\r\n private readonly core: OmoteAvatarCore;\r\n\r\n // External frame source (adapter-level, handles emotion extraction)\r\n private frameSourceCallback: ((frame: { blendshapes: Float32Array; emotion?: string }) => void) | null = null;\r\n private connectedSource: FrameSource | null = null;\r\n\r\n // State\r\n private currentBlendshapes: Float32Array | null = null;\r\n private _emotion: string | EmotionWeights | null = null;\r\n private _audioEnergy = 0;\r\n\r\n constructor(options: OmoteAvatarOptions) {\r\n this.discovery = discoverScene(options.target);\r\n\r\n const controllerConfig: CharacterControllerConfig = {\r\n compositor: options.compositor,\r\n gaze: options.gaze,\r\n };\r\n this.controller = new CharacterController(controllerConfig);\r\n\r\n // Voice composition core — handles speaker, listener, orchestrator\r\n this.core = new OmoteAvatarCore();\r\n this.core.onFrame = (frame) => {\r\n this.currentBlendshapes = frame.blendshapes;\r\n if (frame.emotion !== undefined) {\r\n this._emotion = frame.emotion;\r\n }\r\n };\r\n\r\n if (this.discovery.morphEntries.length === 0) {\r\n logger.warn('No morph targets found — blendshape animation will have no effect');\r\n }\r\n if (!this.discovery.headBone) {\r\n logger.warn('Head bone not found — gaze tracking will be disabled');\r\n }\r\n logger.info(\r\n `Initialized: ${this.discovery.meshes.length} mesh(es), ${this.discovery.mappedBlendshapeCount} mapped blendshapes, headBone=${!!this.discovery.headBone}`,\r\n );\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Per-frame update\r\n // -------------------------------------------------------------------------\r\n\r\n /**\r\n * Call each frame in your render loop.\r\n *\r\n * Runs CharacterController (compositor + gaze + life layer), writes\r\n * blendshapes to morph targets, and applies head bone rotation.\r\n *\r\n * @param delta - Time since last frame in seconds\r\n * @param camera - The active Three.js camera (used for gaze direction)\r\n * @param avatarRotationY - Optional avatar Y rotation in radians for gaze compensation\r\n */\r\n update(delta: number, camera: Camera, avatarRotationY?: number): void {\r\n // Compute head world position + quaternion from bone\r\n let headWorldPos: { x: number; 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Connecting a new source\r\n * disconnects the previous one.\r\n */\r\n connectFrameSource(source: FrameSource): void {\r\n // Disconnect existing source first\r\n this.disconnectFrameSource();\r\n\r\n this.frameSourceCallback = (frame: { blendshapes: Float32Array; emotion?: string }) => {\r\n this.currentBlendshapes = frame.blendshapes;\r\n if (frame.emotion !== undefined) {\r\n this._emotion = frame.emotion;\r\n }\r\n };\r\n source.on('frame', this.frameSourceCallback);\r\n this.connectedSource = source;\r\n logger.debug('Frame source connected');\r\n }\r\n\r\n /** Disconnect the currently connected frame source. */\r\n disconnectFrameSource(): void {\r\n if (this.connectedSource && this.frameSourceCallback) {\r\n if (this.connectedSource.off) {\r\n this.connectedSource.off('frame', this.frameSourceCallback);\r\n }\r\n logger.debug('Frame source disconnected');\r\n }\r\n this.connectedSource = null;\r\n this.frameSourceCallback = null;\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Speaker (TTS → lip sync) — delegated to OmoteAvatarCore\r\n // -------------------------------------------------------------------------\r\n\r\n /** Warm up AudioContext for iOS/Safari autoplay policy. Call from user gesture. */\r\n async warmup(): Promise<void> {\r\n return this.core.warmup();\r\n }\r\n\r\n async connectSpeaker(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void> {\r\n return this.core.connectSpeaker(tts, config);\r\n }\r\n\r\n async speak(text: string, options?: SpeakOptions): Promise<void> {\r\n return this.core.speak(text, options);\r\n }\r\n\r\n async streamText(options?: SpeakOptions): Promise<StreamTextSink> {\r\n return this.core.streamText(options);\r\n }\r\n\r\n stopSpeaking(): void {\r\n this.core.stopSpeaking();\r\n }\r\n\r\n async disconnectSpeaker(): Promise<void> {\r\n return this.core.disconnectSpeaker();\r\n }\r\n\r\n /** @deprecated Use connectSpeaker(). Will be removed in v1.0. */\r\n async connectTTS(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void> {\r\n return this.connectSpeaker(tts, config);\r\n }\r\n\r\n /** @deprecated Use disconnectSpeaker(). Will be removed in v1.0. */\r\n async disconnectTTS(): Promise<void> {\r\n return this.disconnectSpeaker();\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Listener (mic → VAD → ASR → transcript) — delegated to OmoteAvatarCore\r\n // -------------------------------------------------------------------------\r\n\r\n async connectListener(config?: SpeechListenerConfig): Promise<void> {\r\n return this.core.connectListener(config);\r\n }\r\n\r\n async startListening(): Promise<void> {\r\n return this.core.startListening();\r\n }\r\n\r\n stopListening(): void {\r\n this.core.stopListening();\r\n }\r\n\r\n onTranscript(callback: (result: TranscriptResult) => void): () => void {\r\n return this.core.onTranscript(callback);\r\n }\r\n\r\n async disconnectListener(): Promise<void> {\r\n return this.core.disconnectListener();\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Voice (combined speaker + listener + interruption) — delegated\r\n // -------------------------------------------------------------------------\r\n\r\n async connectVoice(config: VoiceOrchestratorConfig): Promise<void> {\r\n return this.core.connectVoice(config);\r\n }\r\n\r\n async disconnectVoice(): Promise<void> {\r\n return this.core.disconnectVoice();\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Event subscriptions — delegated to OmoteAvatarCore\r\n // -------------------------------------------------------------------------\r\n\r\n onTranscriptEvent(callback: (result: TranscriptResult) => void): () => void {\r\n return this.core.onTranscriptEvent(callback);\r\n }\r\n\r\n onVoiceStateChange(callback: (state: ConversationalState) => void): () => void {\r\n return this.core.onVoiceStateChange(callback);\r\n }\r\n\r\n onLoadingProgress(callback: (progress: LoadingProgress) => void): () => void {\r\n return this.core.onLoadingProgress(callback);\r\n }\r\n\r\n onError(callback: (error: Error) => void): () => void {\r\n return this.core.onError(callback);\r\n }\r\n\r\n onAudioLevel(callback: (level: { rms: number; peak: number }) => void): () => void {\r\n return this.core.onAudioLevel(callback);\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // State setters\r\n // -------------------------------------------------------------------------\r\n\r\n /** Set raw blendshapes directly (alternative to connectFrameSource). */\r\n setFrame(blendshapes: Float32Array): void {\r\n this.currentBlendshapes = blendshapes;\r\n }\r\n\r\n /** Set the current emotion (string preset name or EmotionWeights object). */\r\n setEmotion(emotion: string | EmotionWeights): void {\r\n this._emotion = emotion;\r\n }\r\n\r\n /** Set whether the avatar is currently speaking (drives mouth animation intensity). */\r\n setSpeaking(speaking: boolean): void {\r\n this.core.setSpeaking(speaking);\r\n }\r\n\r\n /** Set the conversational state (idle, listening, thinking, speaking). */\r\n setState(state: ConversationalState): void {\r\n this.core.setState(state);\r\n }\r\n\r\n /** Set audio energy level (0-1, drives emphasis/gesture intensity). */\r\n setAudioEnergy(energy: number): void {\r\n this._audioEnergy = energy;\r\n }\r\n\r\n /** Update character expression profile at runtime. */\r\n setProfile(profile: CharacterProfile): void {\r\n this.controller.setProfile(profile);\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Accessors\r\n // -------------------------------------------------------------------------\r\n\r\n /** Access the underlying FaceCompositor for advanced configuration. */\r\n get compositor() {\r\n return this.controller.compositor;\r\n }\r\n\r\n /** Access discovered scene parts (meshes, bones). */\r\n get parts(): SceneDiscoveryResult {\r\n return this.discovery;\r\n }\r\n\r\n /** Whether the scene has any mapped morph targets. */\r\n get hasMorphTargets(): boolean {\r\n return this.discovery.morphEntries.length > 0;\r\n }\r\n\r\n /** Number of successfully mapped ARKit blendshapes. */\r\n get mappedBlendshapeCount(): number {\r\n return this.discovery.mappedBlendshapeCount;\r\n }\r\n\r\n /** Whether the avatar is currently speaking via TTS. */\r\n get isSpeaking(): boolean {\r\n return this.core.isSpeaking;\r\n }\r\n\r\n /** Whether the avatar is currently listening for speech. */\r\n get isListening(): boolean {\r\n return this.core.state === 'listening';\r\n }\r\n\r\n /** Current conversational state. */\r\n get conversationalState(): ConversationalState {\r\n return this.core.state;\r\n }\r\n\r\n /** Access the internal TTSSpeaker (null if not connected). */\r\n get speaker() {\r\n return this.core.speaker;\r\n }\r\n\r\n /** Access the internal SpeechListener (null if not connected). */\r\n get listener() {\r\n return this.core.listener;\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Lifecycle\r\n // -------------------------------------------------------------------------\r\n\r\n /** Reset all state (smoothing, life layer, emotions). */\r\n reset(): void {\r\n this.currentBlendshapes = null;\r\n this._emotion = null;\r\n this._audioEnergy = 0;\r\n this.core.reset();\r\n this.controller.reset();\r\n }\r\n\r\n /** Disconnect all voice resources, frame sources, and dispose the controller. */\r\n async dispose(): Promise<void> {\r\n await this.core.dispose();\r\n this.disconnectFrameSource();\r\n this.controller.dispose();\r\n logger.debug('Disposed');\r\n }\r\n}\r\n","/**\n * SceneDiscovery — Traverse a Three.js scene graph to discover bones and\n * morph targets. Pure function, no React or side-effect dependencies.\n *\n * This is the CANONICAL implementation. @omote/r3f imports from here.\n *\n * Public interfaces use duck types (no direct Three.js type imports) so\n * consumers with different @types/three versions avoid type-incompatibility\n * errors in monorepo setups.\n *\n * @category Three\n */\n\nimport { LAM_BLENDSHAPES, createLogger } from '@omote/core';\n\nconst logger = createLogger('SceneDiscovery');\n\n// ---------------------------------------------------------------------------\n// Duck-typed interfaces — structurally compatible with Three.js but\n// importable without pulling in @types/three.\n// ---------------------------------------------------------------------------\n\n/** Any object with `traverse` (structurally compatible with THREE.Object3D). */\nexport interface SceneObject {\n traverse(callback: (child: any) => void): void;\n}\n\n/** Minimal shape of a skinned mesh. */\nexport interface DiscoveredMesh {\n name: string;\n isSkinnedMesh?: boolean;\n morphTargetDictionary?: Record<string, number>;\n morphTargetInfluences?: number[];\n [key: string]: any;\n}\n\n/** Minimal shape of a bone. */\nexport interface DiscoveredBone {\n name: string;\n isBone?: boolean;\n rotation: { x: number; y: number; z: number };\n getWorldPosition?(target: any): any;\n [key: string]: any;\n}\n\n/** Pre-computed morph target index array for a single mesh */\nexport interface MorphIndexEntry {\n mesh: DiscoveredMesh;\n /** indices[lamIndex] = morphTargetIndex (or -1 if not found) */\n indices: Int16Array;\n}\n\nexport interface SceneDiscoveryResult {\n meshes: DiscoveredMesh[];\n headBone: DiscoveredBone | null;\n neckBone: DiscoveredBone | null;\n leftEyeBone: DiscoveredBone | null;\n rightEyeBone: DiscoveredBone | null;\n /** Pre-computed morph index arrays per mesh (for zero-lookup hot path) */\n morphEntries: MorphIndexEntry[];\n /** Primary face mesh (prefer 'Head_Mesh', fallback to first mesh with morph targets) */\n faceMesh: DiscoveredMesh | null;\n /** Number of successfully mapped ARKit blendshapes */\n mappedBlendshapeCount: number;\n}\n\n/**\n * Traverse a Three.js scene to discover bones and morph targets.\n * Pure function — no React, no side effects.\n *\n * Finds all SkinnedMesh nodes and named bones (Head, Neck, LeftEye, RightEye).\n * Pre-computes morph index arrays using LAM_BLENDSHAPES for zero-lookup\n * hot-path blendshape writing.\n */\nexport function discoverScene(scene: SceneObject): SceneDiscoveryResult {\n const meshes: DiscoveredMesh[] = [];\n let headBone: DiscoveredBone | null = null;\n let neckBone: DiscoveredBone | null = null;\n let leftEyeBone: DiscoveredBone | null = null;\n let rightEyeBone: DiscoveredBone | null = null;\n\n scene.traverse((child: any) => {\n if (child.isSkinnedMesh) {\n meshes.push(child as DiscoveredMesh);\n }\n if (child.isBone) {\n switch (child.name) {\n case 'Head': headBone = child as DiscoveredBone; break;\n case 'Neck': neckBone = child as DiscoveredBone; break;\n case 'LeftEye': leftEyeBone = child as DiscoveredBone; break;\n case 'RightEye': rightEyeBone = child as DiscoveredBone; break;\n }\n }\n });\n\n // Pre-compute morph target index arrays (hot path optimization)\n const morphEntries: MorphIndexEntry[] = [];\n let mappedCount = 0;\n\n for (const mesh of meshes) {\n if (!mesh.morphTargetDictionary || !mesh.morphTargetInfluences) continue;\n\n const indices = new Int16Array(LAM_BLENDSHAPES.length).fill(-1);\n let meshMapped = 0;\n\n for (let i = 0; i < LAM_BLENDSHAPES.length; i++) {\n const morphIdx = mesh.morphTargetDictionary[LAM_BLENDSHAPES[i]];\n if (morphIdx !== undefined) {\n indices[i] = morphIdx;\n meshMapped++;\n }\n }\n\n if (meshMapped > 0) {\n morphEntries.push({ mesh, indices });\n mappedCount = Math.max(mappedCount, meshMapped);\n }\n\n logger.debug(`Mesh \"${mesh.name}\": ${meshMapped}/${LAM_BLENDSHAPES.length} blendshapes mapped`);\n }\n\n const faceMesh = meshes.find(m => m.name === 'Head_Mesh' && m.morphTargetDictionary)\n ?? meshes.find(m => m.morphTargetDictionary)\n ?? null;\n\n if (morphEntries.length === 0) {\n logger.warn('No morph targets found in scene');\n }\n if (!headBone) {\n logger.warn('Head bone not found in scene');\n }\n\n const boneNames = [\n headBone && 'Head',\n neckBone && 'Neck',\n leftEyeBone && 'LeftEye',\n rightEyeBone && 'RightEye',\n ].filter(Boolean);\n\n logger.info(\n `Discovery complete: ${meshes.length} mesh(es), ${mappedCount} mapped blendshapes, bones: [${boneNames.join(', ')}]`,\n );\n\n return {\n meshes, headBone, neckBone, leftEyeBone, rightEyeBone,\n morphEntries, faceMesh, mappedBlendshapeCount: mappedCount,\n };\n}\n","/**\n * BlendshapeWriter — Write Float32Array[52] blendshapes to morph target\n * influences using pre-computed index arrays.\n *\n * Zero-lookup hot path: iterates a flat Int16Array per mesh instead\n * of doing string-keyed dictionary lookups every frame.\n *\n * @category Three\n */\n\nimport type { MorphIndexEntry } from './SceneDiscovery';\n\n/**\n * Write 52 ARKit blendshapes to morph target influences.\n * Uses pre-computed index arrays for zero-lookup hot path.\n *\n * @param blendshapes - Float32Array of 52 ARKit blendshape weights\n * @param morphEntries - Pre-computed morph index entries from discoverScene()\n */\nexport function writeBlendshapes(\n blendshapes: Float32Array,\n morphEntries: MorphIndexEntry[],\n): void {\n for (let e = 0; e < morphEntries.length; e++) {\n const { mesh, indices } = morphEntries[e];\n const influences = mesh.morphTargetInfluences;\n if (!influences) continue;\n for (let i = 0; i < 52; i++) {\n const morphIdx = indices[i];\n if (morphIdx >= 0) {\n influences[morphIdx] = blendshapes[i];\n }\n }\n }\n}\n","/**\r\n * createAvatar — Async factory for a complete Three.js avatar scene.\r\n *\r\n * Sets up renderer, scene, camera, lighting, GLTF loading, OmoteAvatar,\r\n * render loop, and resize handling. Returns a handle with all sub-objects.\r\n *\r\n * @example\r\n * ```typescript\r\n * import { createAvatar } from '@omote/three';\r\n *\r\n * const { avatar, dispose } = await createAvatar({\r\n * src: '/avatar.glb',\r\n * container: '#avatar-container',\r\n * });\r\n * avatar.connectFrameSource(pipeline);\r\n * ```\r\n *\r\n * @category Three\r\n */\r\n\r\nimport * as THREE from 'three';\r\nimport { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';\r\nimport { OrbitControls } from 'three/addons/controls/OrbitControls.js';\r\nimport { OmoteAvatar } from './OmoteAvatar';\r\n\r\nexport interface CreateAvatarConfig {\r\n /** URL to GLB/GLTF avatar model */\r\n src: string;\r\n /** Container element or CSS selector */\r\n container: HTMLElement | string;\r\n /** Camera FOV (default: 35) */\r\n fov?: number;\r\n /** Enable orbit controls (default: true) */\r\n controls?: boolean;\r\n}\r\n\r\nexport interface AvatarHandle {\r\n avatar: OmoteAvatar;\r\n scene: THREE.Scene;\r\n camera: THREE.PerspectiveCamera;\r\n renderer: THREE.WebGLRenderer;\r\n controls: OrbitControls | null;\r\n /** Animation clips embedded in the GLTF/GLB file. Pass to avatar.connectAnimations(). */\r\n animations: THREE.AnimationClip[];\r\n dispose(): void;\r\n}\r\n\r\nexport async function createAvatar(config: CreateAvatarConfig): Promise<AvatarHandle> {\r\n const container = typeof config.container === 'string'\r\n ? document.querySelector<HTMLElement>(config.container)\r\n : config.container;\r\n if (!container) throw new Error(`Container not found: ${config.container}`);\r\n\r\n const { clientWidth: w, clientHeight: h } = container;\r\n\r\n // Renderer\r\n const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });\r\n renderer.setSize(w, h);\r\n renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));\r\n renderer.toneMapping = THREE.ACESFilmicToneMapping;\r\n container.appendChild(renderer.domElement);\r\n\r\n // Scene + Camera\r\n const scene = new THREE.Scene();\r\n const camera = new THREE.PerspectiveCamera(config.fov ?? 35, w / h, 0.1, 100);\r\n camera.position.set(0, 1.5, 0.8);\r\n\r\n // Lighting\r\n scene.add(new THREE.AmbientLight(0xffffff, 0.5));\r\n const dirLight = new THREE.DirectionalLight(0xffffff, 1.0);\r\n dirLight.position.set(2, 3, 2);\r\n scene.add(dirLight);\r\n\r\n // Controls\r\n let controls: OrbitControls | null = null;\r\n if (config.controls !== false) {\r\n controls = new OrbitControls(camera, renderer.domElement);\r\n controls.target.set(0, 1.5, 0);\r\n controls.enableDamping = true;\r\n controls.update();\r\n }\r\n\r\n // Load GLTF\r\n const gltf = await new GLTFLoader().loadAsync(config.src);\r\n scene.add(gltf.scene);\r\n\r\n // OmoteAvatar\r\n const avatar = new OmoteAvatar({\r\n target: gltf.scene,\r\n gaze: { enabled: true, smoothing: 0.08 },\r\n });\r\n\r\n // Render loop\r\n const clock = new THREE.Clock();\r\n let animId = 0;\r\n function animate() {\r\n animId = requestAnimationFrame(animate);\r\n avatar.update(clock.getDelta(), camera);\r\n controls?.update();\r\n renderer.render(scene, camera);\r\n }\r\n animate();\r\n\r\n // Resize\r\n const ro = new ResizeObserver(() => {\r\n const { clientWidth: rw, clientHeight: rh } = container;\r\n camera.aspect = rw / rh;\r\n camera.updateProjectionMatrix();\r\n renderer.setSize(rw, rh);\r\n });\r\n ro.observe(container);\r\n\r\n return {\r\n avatar, scene, camera, renderer, controls,\r\n animations: gltf.animations ?? [],\r\n dispose() {\r\n cancelAnimationFrame(animId);\r\n ro.disconnect();\r\n controls?.dispose();\r\n avatar.dispose();\r\n renderer.dispose();\r\n if (renderer.domElement.parentElement) {\r\n renderer.domElement.parentElement.removeChild(renderer.domElement);\r\n }\r\n },\r\n };\r\n}\r\n","import { LAM_BLENDSHAPES, lerpBlendshapes } from '@omote/core';\nimport type { Object3D, SkinnedMesh } from 'three';\n\nexport interface BlendshapeControllerOptions {\n /** Blendshape names in order (default: LAM_BLENDSHAPES, 52 ARKit) */\n names?: readonly string[];\n /** Smoothing factor 0-1 (0 = no change, 1 = snap to target). Default: 0.7 */\n smoothing?: number;\n /** Traverse target for SkinnedMesh children automatically. Default: true */\n autoFind?: boolean;\n /** Called when meshes with morph targets are found */\n onMeshesFound?: (meshes: SkinnedMesh[]) => void;\n}\n\nexport class BlendshapeController {\n private _meshes: SkinnedMesh[] = [];\n private nameToIndex: Map<string, number>[] = [];\n private currentWeights: number[] = [];\n private blendshapeNames: readonly string[];\n private smoothing: number;\n private onMeshesFound?: (meshes: SkinnedMesh[]) => void;\n\n constructor(target: Object3D, options?: BlendshapeControllerOptions) {\n this.blendshapeNames = options?.names ?? LAM_BLENDSHAPES;\n this.smoothing = options?.smoothing ?? 0.7;\n this.onMeshesFound = options?.onMeshesFound;\n if (options?.autoFind !== false) {\n this.setTarget(target);\n }\n }\n\n get meshes(): SkinnedMesh[] {\n return this._meshes;\n }\n\n setTarget(target: Object3D): void {\n this._meshes = [];\n this.nameToIndex = [];\n\n target.traverse((child) => {\n const mesh = child as SkinnedMesh;\n if (mesh.morphTargetInfluences && mesh.morphTargetDictionary) {\n this._meshes.push(mesh);\n\n const map = new Map<string, number>();\n for (let i = 0; i < this.blendshapeNames.length; i++) {\n const name = this.blendshapeNames[i];\n const idx = mesh.morphTargetDictionary[name];\n if (idx !== undefined) {\n map.set(name, idx);\n }\n }\n this.nameToIndex.push(map);\n }\n });\n\n this.currentWeights = new Array(this.blendshapeNames.length).fill(0);\n\n if (this._meshes.length > 0 && this.onMeshesFound) {\n this.onMeshesFound(this._meshes);\n }\n }\n\n update(weights: Float32Array | number[]): void {\n this.currentWeights = lerpBlendshapes(this.currentWeights, weights, this.smoothing);\n\n for (let m = 0; m < this._meshes.length; m++) {\n const mesh = this._meshes[m];\n const map = this.nameToIndex[m];\n if (!mesh.morphTargetInfluences || !map) continue;\n\n for (let i = 0; i < this.blendshapeNames.length; i++) {\n const name = this.blendshapeNames[i];\n const dictIdx = map.get(name);\n if (dictIdx !== undefined) {\n mesh.morphTargetInfluences[dictIdx] = this.currentWeights[i];\n }\n }\n }\n }\n\n dispose(): void {\n this._meshes = [];\n this.nameToIndex = [];\n this.currentWeights = [];\n 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package/package.json CHANGED
@@ -1,42 +1,48 @@
1
- {
2
- "name": "@omote/three",
3
- "version": "0.2.0",
4
- "description": "Three.js adapter for Omote AI character SDK",
5
- "type": "module",
6
- "main": "./dist/index.cjs",
7
- "module": "./dist/index.js",
8
- "types": "./dist/index.d.ts",
9
- "exports": {
10
- ".": {
11
- "types": "./dist/index.d.ts",
12
- "import": "./dist/index.js",
13
- "require": "./dist/index.cjs"
14
- }
15
- },
16
- "scripts": {
17
- "build": "tsup",
18
- "typecheck": "tsc --noEmit",
19
- "test": "vitest run",
20
- "test:watch": "vitest"
21
- },
22
- "peerDependencies": {
23
- "@omote/core": ">=0.7.0",
24
- "three": ">=0.150.0"
25
- },
26
- "devDependencies": {
27
- "@omote/core": "file:../core",
28
- "three": "^0.170.0",
29
- "@types/three": "^0.170.0",
30
- "tsup": "^8.0.0",
31
- "typescript": "^5.3.0",
32
- "vitest": "^4.0.16"
33
- },
34
- "publishConfig": { "access": "public" },
35
- "files": ["dist"],
36
- "license": "MIT",
37
- "repository": {
38
- "type": "git",
39
- "url": "https://github.com/omoteai/omote.git",
40
- "directory": "packages/three"
41
- }
42
- }
1
+ {
2
+ "name": "@omote/three",
3
+ "version": "0.3.2",
4
+ "description": "Three.js adapter for Omote AI character SDK",
5
+ "type": "module",
6
+ "main": "./dist/index.cjs",
7
+ "module": "./dist/index.js",
8
+ "types": "./dist/index.d.ts",
9
+ "exports": {
10
+ ".": {
11
+ "types": "./dist/index.d.ts",
12
+ "import": "./dist/index.js",
13
+ "require": "./dist/index.cjs"
14
+ }
15
+ },
16
+ "scripts": {
17
+ "build": "tsup",
18
+ "typecheck": "tsc --noEmit",
19
+ "test": "vitest run",
20
+ "test:watch": "vitest"
21
+ },
22
+ "peerDependencies": {
23
+ "@omote/avatar": ">=0.1.0",
24
+ "@omote/core": ">=0.9.0",
25
+ "three": ">=0.150.0"
26
+ },
27
+ "devDependencies": {
28
+ "@omote/avatar": "file:../avatar",
29
+ "@omote/core": "file:../core",
30
+ "three": "^0.170.0",
31
+ "@types/three": "^0.170.0",
32
+ "tsup": "^8.0.0",
33
+ "typescript": "^5.3.0",
34
+ "vitest": "^4.0.16"
35
+ },
36
+ "publishConfig": {
37
+ "access": "public"
38
+ },
39
+ "files": [
40
+ "dist"
41
+ ],
42
+ "license": "MIT",
43
+ "repository": {
44
+ "type": "git",
45
+ "url": "https://github.com/omoteai/omote.git",
46
+ "directory": "packages/three"
47
+ }
48
+ }