@omote/three 0.3.1 → 0.3.3

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- {"version":3,"sources":["../src/index.ts","../src/OmoteAvatar.ts","../src/SceneDiscovery.ts","../src/BlendshapeWriter.ts","../src/BlendshapeController.ts"],"sourcesContent":["// High-level\nexport { OmoteAvatar } from './OmoteAvatar';\nexport type { OmoteAvatarOptions, FrameSource } from './OmoteAvatar';\n\n// Re-export TTSSpeakerConfig as TTSConfig for convenience\nexport type { TTSSpeakerConfig as TTSConfig } from '@omote/core';\n\n// Scene utilities (canonical — r3f imports from here)\nexport { discoverScene } from './SceneDiscovery';\nexport type { SceneDiscoveryResult, MorphIndexEntry, SceneObject, DiscoveredMesh, DiscoveredBone } from './SceneDiscovery';\nexport { writeBlendshapes } from './BlendshapeWriter';\n\n// Low-level escape hatch\nexport { BlendshapeController } from './BlendshapeController';\nexport type { BlendshapeControllerOptions } from './BlendshapeController';\n\n","/**\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 * @example Speaker integration\n * ```ts\n * const avatar = new OmoteAvatar({ target: avatarModel });\n * await avatar.connectSpeaker(myTTSBackend, { profile: { mouth: 1.2 } });\n * await avatar.speak(\"Hello world!\"); // lip-syncs automatically\n * ```\n *\n * @category Three\n */\n\nimport {\n CharacterController,\n TTSSpeaker,\n SpeechListener,\n VoiceOrchestrator,\n createLogger,\n} from '@omote/core';\nimport type {\n CharacterControllerConfig,\n CharacterProfile,\n EmotionWeights,\n ConversationalState,\n FaceCompositorConfig,\n FrameSource,\n TTSSpeakerConfig,\n TTSBackend,\n SpeechListenerConfig,\n TranscriptResult,\n VoiceOrchestratorConfig,\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// Re-export FrameSource from @omote/core for backward compatibility\nexport type { FrameSource } from '@omote/core';\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?: CharacterControllerConfig['gaze'];\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 // TTS integration\n private ttsSpeaker: TTSSpeaker | null = null;\n\n // Speech listener\n private speechListener: SpeechListener | null = null;\n\n // Voice orchestrator\n private voiceOrchestrator: VoiceOrchestrator | 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 // If connecting a different source while TTS is active, stop current speak\n if (this.ttsSpeaker && source !== this.ttsSpeaker.frameSource) {\n this.ttsSpeaker.stop();\n }\n\n // Disconnect existing source first\n this.disconnectFrameSource();\n\n this.frameSourceCallback = (frame: { blendshapes: Float32Array; emotion?: string }) => {\n this.currentBlendshapes = frame.blendshapes;\n if (frame.emotion !== undefined) {\n this._emotion = frame.emotion;\n }\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 // Speaker (TTS → lip sync)\n // -------------------------------------------------------------------------\n\n /**\n * Connect a TTS backend for speak() / streamText() support.\n * Loads LAM model and creates internal PlaybackPipeline.\n *\n * @param tts - TTS backend (e.g., KokoroTTSInference, ElevenLabs adapter)\n * @param config - A2E, expression profile, and playback configuration\n */\n async connectSpeaker(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void> {\n await this.disconnectSpeaker();\n this.ttsSpeaker = new TTSSpeaker();\n await this.ttsSpeaker.connect(tts, config);\n this.connectFrameSource(this.ttsSpeaker.frameSource!);\n }\n\n /**\n * Synthesize text and play with lip sync.\n * Auto-aborts previous speak if still in progress.\n *\n * @param text - Text to synthesize\n * @param options - Optional voice override and abort signal\n */\n async speak(text: string, options?: { signal?: AbortSignal; voice?: string }): Promise<void> {\n if (this.voiceOrchestrator) {\n await this.voiceOrchestrator.speak(text, options);\n return;\n }\n if (!this.ttsSpeaker) {\n throw new Error('No speaker connected. Call connectSpeaker() first.');\n }\n this._isSpeaking = true;\n this._state = 'speaking';\n try {\n await this.ttsSpeaker.speak(text, options);\n } finally {\n this._isSpeaking = false;\n if (this._state === 'speaking') {\n this._state = 'idle';\n }\n }\n }\n\n /**\n * Stream LLM tokens with sentence-buffered TTS + lip sync.\n * Returns a sink: call push(token) for each token, end() when done.\n */\n async streamText(options?: { signal?: AbortSignal; voice?: string }): Promise<{\n push: (token: string) => void;\n end: () => Promise<void>;\n }> {\n if (this.voiceOrchestrator) {\n return this.voiceOrchestrator.streamText(options);\n }\n if (!this.ttsSpeaker) {\n throw new Error('No speaker connected. Call connectSpeaker() first.');\n }\n this._isSpeaking = true;\n this._state = 'speaking';\n const stream = await this.ttsSpeaker.streamText(options ?? {});\n return {\n push: stream.push,\n end: async () => {\n try { await stream.end(); }\n finally { this._isSpeaking = false; if (this._state === 'speaking') this._state = 'idle'; }\n },\n };\n }\n\n /** Stop current TTS playback. */\n stopSpeaking(): void {\n if (this.voiceOrchestrator) {\n this.voiceOrchestrator.stopSpeaking();\n return;\n }\n this.ttsSpeaker?.stop();\n }\n\n /** Disconnect speaker and dispose its resources. */\n async disconnectSpeaker(): Promise<void> {\n if (this.ttsSpeaker) {\n this.disconnectFrameSource();\n await this.ttsSpeaker.dispose();\n this.ttsSpeaker = null;\n }\n }\n\n /** @deprecated Use connectSpeaker(). Will be removed in v1.0. */\n async connectTTS(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void> {\n return this.connectSpeaker(tts, config);\n }\n\n /** @deprecated Use disconnectSpeaker(). Will be removed in v1.0. */\n async disconnectTTS(): Promise<void> {\n return this.disconnectSpeaker();\n }\n\n // -------------------------------------------------------------------------\n // Listener (mic → VAD → ASR → transcript)\n // -------------------------------------------------------------------------\n\n /**\n * Connect a speech listener for startListening() / onTranscript() support.\n * Loads ASR + VAD models.\n */\n async connectListener(config?: SpeechListenerConfig): Promise<void> {\n await this.disconnectListener();\n this.speechListener = new SpeechListener(config);\n await this.speechListener.loadModels();\n }\n\n /** Start listening for user speech. Requires connectListener() or connectVoice() first. */\n async startListening(): Promise<void> {\n if (this.voiceOrchestrator) {\n await this.voiceOrchestrator.startListening();\n return;\n }\n if (!this.speechListener) {\n throw new Error('No listener connected. Call connectListener() first.');\n }\n this._state = 'listening';\n await this.speechListener.start();\n }\n\n /** Stop listening. */\n stopListening(): void {\n if (this.voiceOrchestrator) {\n this.voiceOrchestrator.stopListening();\n return;\n }\n this.speechListener?.stop();\n if (this._state === 'listening') this._state = 'idle';\n }\n\n /**\n * Subscribe to transcript events. Returns an unsubscribe function.\n * Requires connectListener() first.\n */\n onTranscript(callback: (result: TranscriptResult) => void): () => void {\n const listener = this.speechListener ?? this.voiceOrchestrator?.listener;\n if (!listener) {\n throw new Error('No listener connected. Call connectListener() or connectVoice() first.');\n }\n listener.on('transcript', callback);\n return () => { listener.off?.('transcript', callback); };\n }\n\n /** Disconnect listener and dispose its resources. */\n async disconnectListener(): Promise<void> {\n if (this.speechListener) {\n await this.speechListener.dispose();\n this.speechListener = null;\n }\n }\n\n // -------------------------------------------------------------------------\n // Voice (combined speaker + listener + interruption)\n // -------------------------------------------------------------------------\n\n /**\n * Connect voice with automatic speaker + listener + interruption wiring.\n * Supports both local TTS (mode: 'local') and cloud TTS (mode: 'cloud').\n * Does NOT auto-start listening — call startListening() when ready.\n *\n * Backward compatible: `mode` defaults to 'local' when not specified.\n */\n async connectVoice(config: VoiceOrchestratorConfig): Promise<void> {\n await this.disconnectVoice();\n this.voiceOrchestrator = new VoiceOrchestrator();\n await this.voiceOrchestrator.connect(config);\n\n // Connect frame source from orchestrator\n if (this.voiceOrchestrator.frameSource) {\n this.connectFrameSource(this.voiceOrchestrator.frameSource);\n }\n\n // Sync state from orchestrator → avatar\n this.voiceOrchestrator.on('state', (state) => {\n this._state = state;\n this._isSpeaking = state === 'speaking';\n });\n }\n\n /** Disconnect voice (speaker + listener + interruption). */\n async disconnectVoice(): Promise<void> {\n if (this.voiceOrchestrator) {\n this.disconnectFrameSource();\n await this.voiceOrchestrator.disconnect();\n this.voiceOrchestrator = null;\n }\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 /** Update character expression profile at runtime. */\n setProfile(profile: CharacterProfile): void {\n this.controller.setProfile(profile);\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 /** Whether the avatar is currently speaking via TTS. */\n get isSpeaking(): boolean {\n return this._isSpeaking;\n }\n\n /** Whether the avatar is currently listening for speech. */\n get isListening(): boolean {\n return this._state === 'listening';\n }\n\n /** Current conversational state. */\n get conversationalState(): ConversationalState {\n return this._state;\n }\n\n /** Access the internal TTSSpeaker (null if not connected). */\n get speaker(): TTSSpeaker | null {\n return this.ttsSpeaker ?? this.voiceOrchestrator?.speaker ?? null;\n }\n\n /** Access the internal SpeechListener (null if not connected). */\n get listener(): SpeechListener | null {\n return this.speechListener ?? this.voiceOrchestrator?.listener ?? null;\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 all voice resources, frame sources, and dispose the controller. */\n async dispose(): Promise<void> {\n await this.disconnectVoice();\n await this.disconnectSpeaker();\n await this.disconnectListener();\n this.disconnectFrameSource();\n this.controller.dispose();\n logger.debug('Disposed');\n }\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 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1
+ {"version":3,"sources":["../src/index.ts","../src/OmoteAvatar.ts","../src/SceneDiscovery.ts","../src/BlendshapeWriter.ts","../src/createAvatar.ts","../src/BlendshapeController.ts"],"sourcesContent":["// High-level\r\nexport { OmoteAvatar } from './OmoteAvatar';\r\nexport type { OmoteAvatarOptions, FrameSource } from './OmoteAvatar';\r\n\r\n// Re-export TTSSpeakerConfig as TTSConfig for convenience\r\nexport type { TTSSpeakerConfig as TTSConfig } from '@omote/core';\r\n\r\n// Scene utilities (canonical — r3f imports from here)\r\nexport { discoverScene } from './SceneDiscovery';\r\nexport type { SceneDiscoveryResult, MorphIndexEntry, SceneObject, DiscoveredMesh, DiscoveredBone } from './SceneDiscovery';\r\nexport { writeBlendshapes } from './BlendshapeWriter';\r\n\r\n// Vanilla JS factory\r\nexport { createAvatar } from './createAvatar';\r\nexport type { CreateAvatarConfig, AvatarHandle } from './createAvatar';\r\n\r\n// Low-level escape hatch\r\nexport { BlendshapeController } from './BlendshapeController';\r\nexport type { BlendshapeControllerOptions } from './BlendshapeController';\r\n\r\n","/**\r\n * OmoteAvatar — Full-featured Three.js avatar class.\r\n *\r\n * Wraps CharacterController from @omote/core with Three.js scene discovery,\r\n * blendshape writing, and gaze bone rotation. 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; y: number; z: number } | undefined;\r\n let headWorldQuat: { x: number; y: number; z: number; w: number } | undefined;\r\n if (this.discovery.headBone?.getWorldPosition) {\r\n this.discovery.headBone.getWorldPosition(_headWorldPos);\r\n headWorldPos = { x: _headWorldPos.x, y: _headWorldPos.y, z: _headWorldPos.z };\r\n this.discovery.headBone.getWorldQuaternion(_headWorldQuat);\r\n headWorldQuat = { x: _headWorldQuat.x, y: _headWorldQuat.y, z: _headWorldQuat.z, w: _headWorldQuat.w };\r\n }\r\n\r\n // Camera world position (use getWorldPosition for parented cameras)\r\n camera.getWorldPosition(_camWorldPos);\r\n const cameraWorldPos = {\r\n x: _camWorldPos.x,\r\n y: _camWorldPos.y,\r\n z: _camWorldPos.z,\r\n };\r\n\r\n const output = this.controller.update({\r\n deltaTime: delta,\r\n baseBlendshapes: this.currentBlendshapes,\r\n emotion: this._emotion,\r\n isSpeaking: this.core.isSpeaking,\r\n state: this.core.state,\r\n audioEnergy: this._audioEnergy,\r\n cameraWorldPos,\r\n headWorldPos,\r\n headWorldQuat,\r\n avatarRotationY: avatarRotationY ?? 0,\r\n });\r\n\r\n // Write blendshapes to morph targets\r\n writeBlendshapes(output.blendshapes, this.discovery.morphEntries);\r\n\r\n // Apply head rotation from gaze + life layer\r\n if (this.discovery.headBone) {\r\n this.discovery.headBone.rotation.y = output.headDelta.yaw;\r\n this.discovery.headBone.rotation.x = output.headDelta.pitch;\r\n }\r\n }\r\n\r\n // -------------------------------------------------------------------------\r\n // Frame source connection (adapter-level, with emotion extraction)\r\n // -------------------------------------------------------------------------\r\n\r\n /**\r\n * Connect to any frame source (PlaybackPipeline, MicLipSync, etc.).\r\n * Listens for 'frame' events and updates current blendshapes automatically.\r\n *\r\n * Only one source can be connected at a time. 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 ?? 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package/dist/index.d.cts CHANGED
@@ -1,7 +1,10 @@
1
1
  import * as _omote_core from '@omote/core';
2
- import { FaceCompositorConfig, CharacterControllerConfig, FrameSource, TTSBackend, TTSSpeakerConfig, SpeechListenerConfig, TranscriptResult, VoiceOrchestratorConfig, EmotionWeights, ConversationalState, CharacterProfile, TTSSpeaker, SpeechListener } from '@omote/core';
2
+ import { FaceCompositorConfig, CharacterControllerConfig, FrameSource, TTSBackend, TTSSpeakerConfig, SpeechListenerConfig, TranscriptResult, VoiceOrchestratorConfig, ConversationalState, LoadingProgress, EmotionWeights, CharacterProfile } from '@omote/core';
3
3
  export { FrameSource, TTSSpeakerConfig as TTSConfig } from '@omote/core';
4
+ import { SpeakOptions, StreamTextSink } from '@omote/avatar';
5
+ import * as THREE from 'three';
4
6
  import { Object3D, Camera, SkinnedMesh } from 'three';
7
+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
5
8
 
6
9
  /**
7
10
  * SceneDiscovery — Traverse a Three.js scene graph to discover bones and
@@ -79,15 +82,11 @@ interface OmoteAvatarOptions {
79
82
  declare class OmoteAvatar {
80
83
  private readonly controller;
81
84
  private readonly discovery;
85
+ private readonly core;
82
86
  private frameSourceCallback;
83
87
  private connectedSource;
84
- private ttsSpeaker;
85
- private speechListener;
86
- private voiceOrchestrator;
87
88
  private currentBlendshapes;
88
89
  private _emotion;
89
- private _isSpeaking;
90
- private _state;
91
90
  private _audioEnergy;
92
91
  constructor(options: OmoteAvatarOptions);
93
92
  /**
@@ -111,70 +110,32 @@ declare class OmoteAvatar {
111
110
  connectFrameSource(source: FrameSource): void;
112
111
  /** Disconnect the currently connected frame source. */
113
112
  disconnectFrameSource(): void;
114
- /**
115
- * Connect a TTS backend for speak() / streamText() support.
116
- * Loads LAM model and creates internal PlaybackPipeline.
117
- *
118
- * @param tts - TTS backend (e.g., KokoroTTSInference, ElevenLabs adapter)
119
- * @param config - A2E, expression profile, and playback configuration
120
- */
113
+ /** Warm up AudioContext for iOS/Safari autoplay policy. Call from user gesture. */
114
+ warmup(): Promise<void>;
121
115
  connectSpeaker(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void>;
122
- /**
123
- * Synthesize text and play with lip sync.
124
- * Auto-aborts previous speak if still in progress.
125
- *
126
- * @param text - Text to synthesize
127
- * @param options - Optional voice override and abort signal
128
- */
129
- speak(text: string, options?: {
130
- signal?: AbortSignal;
131
- voice?: string;
132
- }): Promise<void>;
133
- /**
134
- * Stream LLM tokens with sentence-buffered TTS + lip sync.
135
- * Returns a sink: call push(token) for each token, end() when done.
136
- */
137
- streamText(options?: {
138
- signal?: AbortSignal;
139
- voice?: string;
140
- }): Promise<{
141
- push: (token: string) => void;
142
- end: () => Promise<void>;
143
- }>;
144
- /** Stop current TTS playback. */
116
+ speak(text: string, options?: SpeakOptions): Promise<void>;
117
+ streamText(options?: SpeakOptions): Promise<StreamTextSink>;
145
118
  stopSpeaking(): void;
146
- /** Disconnect speaker and dispose its resources. */
147
119
  disconnectSpeaker(): Promise<void>;
148
120
  /** @deprecated Use connectSpeaker(). Will be removed in v1.0. */
149
121
  connectTTS(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void>;
150
122
  /** @deprecated Use disconnectSpeaker(). Will be removed in v1.0. */
151
123
  disconnectTTS(): Promise<void>;
152
- /**
153
- * Connect a speech listener for startListening() / onTranscript() support.
154
- * Loads ASR + VAD models.
155
- */
156
124
  connectListener(config?: SpeechListenerConfig): Promise<void>;
157
- /** Start listening for user speech. Requires connectListener() or connectVoice() first. */
158
125
  startListening(): Promise<void>;
159
- /** Stop listening. */
160
126
  stopListening(): void;
161
- /**
162
- * Subscribe to transcript events. Returns an unsubscribe function.
163
- * Requires connectListener() first.
164
- */
165
127
  onTranscript(callback: (result: TranscriptResult) => void): () => void;
166
- /** Disconnect listener and dispose its resources. */
167
128
  disconnectListener(): Promise<void>;
168
- /**
169
- * Connect voice with automatic speaker + listener + interruption wiring.
170
- * Supports both local TTS (mode: 'local') and cloud TTS (mode: 'cloud').
171
- * Does NOT auto-start listening — call startListening() when ready.
172
- *
173
- * Backward compatible: `mode` defaults to 'local' when not specified.
174
- */
175
129
  connectVoice(config: VoiceOrchestratorConfig): Promise<void>;
176
- /** Disconnect voice (speaker + listener + interruption). */
177
130
  disconnectVoice(): Promise<void>;
131
+ onTranscriptEvent(callback: (result: TranscriptResult) => void): () => void;
132
+ onVoiceStateChange(callback: (state: ConversationalState) => void): () => void;
133
+ onLoadingProgress(callback: (progress: LoadingProgress) => void): () => void;
134
+ onError(callback: (error: Error) => void): () => void;
135
+ onAudioLevel(callback: (level: {
136
+ rms: number;
137
+ peak: number;
138
+ }) => void): () => void;
178
139
  /** Set raw blendshapes directly (alternative to connectFrameSource). */
179
140
  setFrame(blendshapes: Float32Array): void;
180
141
  /** Set the current emotion (string preset name or EmotionWeights object). */
@@ -202,9 +163,9 @@ declare class OmoteAvatar {
202
163
  /** Current conversational state. */
203
164
  get conversationalState(): ConversationalState;
204
165
  /** Access the internal TTSSpeaker (null if not connected). */
205
- get speaker(): TTSSpeaker | null;
166
+ get speaker(): _omote_core.TTSSpeaker | null;
206
167
  /** Access the internal SpeechListener (null if not connected). */
207
- get listener(): SpeechListener | null;
168
+ get listener(): _omote_core.SpeechListener | null;
208
169
  /** Reset all state (smoothing, life layer, emotions). */
209
170
  reset(): void;
210
171
  /** Disconnect all voice resources, frame sources, and dispose the controller. */
@@ -230,6 +191,48 @@ declare class OmoteAvatar {
230
191
  */
231
192
  declare function writeBlendshapes(blendshapes: Float32Array, morphEntries: MorphIndexEntry[]): void;
232
193
 
194
+ /**
195
+ * createAvatar — Async factory for a complete Three.js avatar scene.
196
+ *
197
+ * Sets up renderer, scene, camera, lighting, GLTF loading, OmoteAvatar,
198
+ * render loop, and resize handling. Returns a handle with all sub-objects.
199
+ *
200
+ * @example
201
+ * ```typescript
202
+ * import { createAvatar } from '@omote/three';
203
+ *
204
+ * const { avatar, dispose } = await createAvatar({
205
+ * src: '/avatar.glb',
206
+ * container: '#avatar-container',
207
+ * });
208
+ * avatar.connectFrameSource(pipeline);
209
+ * ```
210
+ *
211
+ * @category Three
212
+ */
213
+
214
+ interface CreateAvatarConfig {
215
+ /** URL to GLB/GLTF avatar model */
216
+ src: string;
217
+ /** Container element or CSS selector */
218
+ container: HTMLElement | string;
219
+ /** Camera FOV (default: 35) */
220
+ fov?: number;
221
+ /** Enable orbit controls (default: true) */
222
+ controls?: boolean;
223
+ }
224
+ interface AvatarHandle {
225
+ avatar: OmoteAvatar;
226
+ scene: THREE.Scene;
227
+ camera: THREE.PerspectiveCamera;
228
+ renderer: THREE.WebGLRenderer;
229
+ controls: OrbitControls | null;
230
+ /** Animation clips embedded in the GLTF/GLB file. Pass to avatar.connectAnimations(). */
231
+ animations: THREE.AnimationClip[];
232
+ dispose(): void;
233
+ }
234
+ declare function createAvatar(config: CreateAvatarConfig): Promise<AvatarHandle>;
235
+
233
236
  interface BlendshapeControllerOptions {
234
237
  /** Blendshape names in order (default: LAM_BLENDSHAPES, 52 ARKit) */
235
238
  names?: readonly string[];
@@ -254,4 +257,4 @@ declare class BlendshapeController {
254
257
  dispose(): void;
255
258
  }
256
259
 
257
- export { BlendshapeController, type BlendshapeControllerOptions, type DiscoveredBone, type DiscoveredMesh, type MorphIndexEntry, OmoteAvatar, type OmoteAvatarOptions, type SceneDiscoveryResult, type SceneObject, discoverScene, writeBlendshapes };
260
+ export { type AvatarHandle, BlendshapeController, type BlendshapeControllerOptions, type CreateAvatarConfig, type DiscoveredBone, type DiscoveredMesh, type MorphIndexEntry, OmoteAvatar, type OmoteAvatarOptions, type SceneDiscoveryResult, type SceneObject, createAvatar, discoverScene, writeBlendshapes };
package/dist/index.d.ts CHANGED
@@ -1,7 +1,10 @@
1
1
  import * as _omote_core from '@omote/core';
2
- import { FaceCompositorConfig, CharacterControllerConfig, FrameSource, TTSBackend, TTSSpeakerConfig, SpeechListenerConfig, TranscriptResult, VoiceOrchestratorConfig, EmotionWeights, ConversationalState, CharacterProfile, TTSSpeaker, SpeechListener } from '@omote/core';
2
+ import { FaceCompositorConfig, CharacterControllerConfig, FrameSource, TTSBackend, TTSSpeakerConfig, SpeechListenerConfig, TranscriptResult, VoiceOrchestratorConfig, ConversationalState, LoadingProgress, EmotionWeights, CharacterProfile } from '@omote/core';
3
3
  export { FrameSource, TTSSpeakerConfig as TTSConfig } from '@omote/core';
4
+ import { SpeakOptions, StreamTextSink } from '@omote/avatar';
5
+ import * as THREE from 'three';
4
6
  import { Object3D, Camera, SkinnedMesh } from 'three';
7
+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
5
8
 
6
9
  /**
7
10
  * SceneDiscovery — Traverse a Three.js scene graph to discover bones and
@@ -79,15 +82,11 @@ interface OmoteAvatarOptions {
79
82
  declare class OmoteAvatar {
80
83
  private readonly controller;
81
84
  private readonly discovery;
85
+ private readonly core;
82
86
  private frameSourceCallback;
83
87
  private connectedSource;
84
- private ttsSpeaker;
85
- private speechListener;
86
- private voiceOrchestrator;
87
88
  private currentBlendshapes;
88
89
  private _emotion;
89
- private _isSpeaking;
90
- private _state;
91
90
  private _audioEnergy;
92
91
  constructor(options: OmoteAvatarOptions);
93
92
  /**
@@ -111,70 +110,32 @@ declare class OmoteAvatar {
111
110
  connectFrameSource(source: FrameSource): void;
112
111
  /** Disconnect the currently connected frame source. */
113
112
  disconnectFrameSource(): void;
114
- /**
115
- * Connect a TTS backend for speak() / streamText() support.
116
- * Loads LAM model and creates internal PlaybackPipeline.
117
- *
118
- * @param tts - TTS backend (e.g., KokoroTTSInference, ElevenLabs adapter)
119
- * @param config - A2E, expression profile, and playback configuration
120
- */
113
+ /** Warm up AudioContext for iOS/Safari autoplay policy. Call from user gesture. */
114
+ warmup(): Promise<void>;
121
115
  connectSpeaker(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void>;
122
- /**
123
- * Synthesize text and play with lip sync.
124
- * Auto-aborts previous speak if still in progress.
125
- *
126
- * @param text - Text to synthesize
127
- * @param options - Optional voice override and abort signal
128
- */
129
- speak(text: string, options?: {
130
- signal?: AbortSignal;
131
- voice?: string;
132
- }): Promise<void>;
133
- /**
134
- * Stream LLM tokens with sentence-buffered TTS + lip sync.
135
- * Returns a sink: call push(token) for each token, end() when done.
136
- */
137
- streamText(options?: {
138
- signal?: AbortSignal;
139
- voice?: string;
140
- }): Promise<{
141
- push: (token: string) => void;
142
- end: () => Promise<void>;
143
- }>;
144
- /** Stop current TTS playback. */
116
+ speak(text: string, options?: SpeakOptions): Promise<void>;
117
+ streamText(options?: SpeakOptions): Promise<StreamTextSink>;
145
118
  stopSpeaking(): void;
146
- /** Disconnect speaker and dispose its resources. */
147
119
  disconnectSpeaker(): Promise<void>;
148
120
  /** @deprecated Use connectSpeaker(). Will be removed in v1.0. */
149
121
  connectTTS(tts: TTSBackend, config?: TTSSpeakerConfig): Promise<void>;
150
122
  /** @deprecated Use disconnectSpeaker(). Will be removed in v1.0. */
151
123
  disconnectTTS(): Promise<void>;
152
- /**
153
- * Connect a speech listener for startListening() / onTranscript() support.
154
- * Loads ASR + VAD models.
155
- */
156
124
  connectListener(config?: SpeechListenerConfig): Promise<void>;
157
- /** Start listening for user speech. Requires connectListener() or connectVoice() first. */
158
125
  startListening(): Promise<void>;
159
- /** Stop listening. */
160
126
  stopListening(): void;
161
- /**
162
- * Subscribe to transcript events. Returns an unsubscribe function.
163
- * Requires connectListener() first.
164
- */
165
127
  onTranscript(callback: (result: TranscriptResult) => void): () => void;
166
- /** Disconnect listener and dispose its resources. */
167
128
  disconnectListener(): Promise<void>;
168
- /**
169
- * Connect voice with automatic speaker + listener + interruption wiring.
170
- * Supports both local TTS (mode: 'local') and cloud TTS (mode: 'cloud').
171
- * Does NOT auto-start listening — call startListening() when ready.
172
- *
173
- * Backward compatible: `mode` defaults to 'local' when not specified.
174
- */
175
129
  connectVoice(config: VoiceOrchestratorConfig): Promise<void>;
176
- /** Disconnect voice (speaker + listener + interruption). */
177
130
  disconnectVoice(): Promise<void>;
131
+ onTranscriptEvent(callback: (result: TranscriptResult) => void): () => void;
132
+ onVoiceStateChange(callback: (state: ConversationalState) => void): () => void;
133
+ onLoadingProgress(callback: (progress: LoadingProgress) => void): () => void;
134
+ onError(callback: (error: Error) => void): () => void;
135
+ onAudioLevel(callback: (level: {
136
+ rms: number;
137
+ peak: number;
138
+ }) => void): () => void;
178
139
  /** Set raw blendshapes directly (alternative to connectFrameSource). */
179
140
  setFrame(blendshapes: Float32Array): void;
180
141
  /** Set the current emotion (string preset name or EmotionWeights object). */
@@ -202,9 +163,9 @@ declare class OmoteAvatar {
202
163
  /** Current conversational state. */
203
164
  get conversationalState(): ConversationalState;
204
165
  /** Access the internal TTSSpeaker (null if not connected). */
205
- get speaker(): TTSSpeaker | null;
166
+ get speaker(): _omote_core.TTSSpeaker | null;
206
167
  /** Access the internal SpeechListener (null if not connected). */
207
- get listener(): SpeechListener | null;
168
+ get listener(): _omote_core.SpeechListener | null;
208
169
  /** Reset all state (smoothing, life layer, emotions). */
209
170
  reset(): void;
210
171
  /** Disconnect all voice resources, frame sources, and dispose the controller. */
@@ -230,6 +191,48 @@ declare class OmoteAvatar {
230
191
  */
231
192
  declare function writeBlendshapes(blendshapes: Float32Array, morphEntries: MorphIndexEntry[]): void;
232
193
 
194
+ /**
195
+ * createAvatar — Async factory for a complete Three.js avatar scene.
196
+ *
197
+ * Sets up renderer, scene, camera, lighting, GLTF loading, OmoteAvatar,
198
+ * render loop, and resize handling. Returns a handle with all sub-objects.
199
+ *
200
+ * @example
201
+ * ```typescript
202
+ * import { createAvatar } from '@omote/three';
203
+ *
204
+ * const { avatar, dispose } = await createAvatar({
205
+ * src: '/avatar.glb',
206
+ * container: '#avatar-container',
207
+ * });
208
+ * avatar.connectFrameSource(pipeline);
209
+ * ```
210
+ *
211
+ * @category Three
212
+ */
213
+
214
+ interface CreateAvatarConfig {
215
+ /** URL to GLB/GLTF avatar model */
216
+ src: string;
217
+ /** Container element or CSS selector */
218
+ container: HTMLElement | string;
219
+ /** Camera FOV (default: 35) */
220
+ fov?: number;
221
+ /** Enable orbit controls (default: true) */
222
+ controls?: boolean;
223
+ }
224
+ interface AvatarHandle {
225
+ avatar: OmoteAvatar;
226
+ scene: THREE.Scene;
227
+ camera: THREE.PerspectiveCamera;
228
+ renderer: THREE.WebGLRenderer;
229
+ controls: OrbitControls | null;
230
+ /** Animation clips embedded in the GLTF/GLB file. Pass to avatar.connectAnimations(). */
231
+ animations: THREE.AnimationClip[];
232
+ dispose(): void;
233
+ }
234
+ declare function createAvatar(config: CreateAvatarConfig): Promise<AvatarHandle>;
235
+
233
236
  interface BlendshapeControllerOptions {
234
237
  /** Blendshape names in order (default: LAM_BLENDSHAPES, 52 ARKit) */
235
238
  names?: readonly string[];
@@ -254,4 +257,4 @@ declare class BlendshapeController {
254
257
  dispose(): void;
255
258
  }
256
259
 
257
- export { BlendshapeController, type BlendshapeControllerOptions, type DiscoveredBone, type DiscoveredMesh, type MorphIndexEntry, OmoteAvatar, type OmoteAvatarOptions, type SceneDiscoveryResult, type SceneObject, discoverScene, writeBlendshapes };
260
+ export { type AvatarHandle, BlendshapeController, type BlendshapeControllerOptions, type CreateAvatarConfig, type DiscoveredBone, type DiscoveredMesh, type MorphIndexEntry, OmoteAvatar, type OmoteAvatarOptions, type SceneDiscoveryResult, type SceneObject, createAvatar, discoverScene, writeBlendshapes };