@spatius/avatarkit 0.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +22 -0
- package/README.md +976 -0
- package/dist/StreamingAudioPlayer-D-7zAYjb.js +639 -0
- package/dist/avatar_core_wasm-CQbUl6zN.js +2696 -0
- package/dist/avatar_core_wasm-bd762669.wasm +0 -0
- package/dist/core/Avatar.d.ts +13 -0
- package/dist/core/AvatarController.d.ts +140 -0
- package/dist/core/AvatarManager.d.ts +46 -0
- package/dist/core/AvatarSDK.d.ts +57 -0
- package/dist/core/AvatarView.d.ts +170 -0
- package/dist/index-DrRoews_.js +18246 -0
- package/dist/index.d.ts +9 -0
- package/dist/index.js +19 -0
- package/dist/next.d.ts +2 -0
- package/dist/performance/FrameRateMonitor.d.ts +85 -0
- package/dist/types/character-settings.d.ts +29 -0
- package/dist/types/character.d.ts +65 -0
- package/dist/types/index.d.ts +176 -0
- package/dist/vite.d.ts +19 -0
- package/next.d.ts +3 -0
- package/next.js +187 -0
- package/package.json +89 -0
- package/vite.d.ts +20 -0
- package/vite.js +126 -0
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import { CharacterMeta } from '../types';
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export declare class Avatar {
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readonly id: string;
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private characterMeta;
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private resources;
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/** Local-only field: tracks whether cached model is "standard" or "compressed". */
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_cachedModelType: string;
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/**
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* Get character metadata
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* @returns Character metadata, including all configuration information (version, resource URLs, camera config, etc.)
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*/
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getCharacterMeta(): CharacterMeta;
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}
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import { Avatar } from './Avatar';
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import { ConnectionState, AvatarError, DrivingServiceMode, ConversationState, PostProcessingConfig } from '../types';
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import { FrameRateInfo } from '../performance/FrameRateMonitor';
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export declare class AvatarController {
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private networkLayer?;
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private readonly playbackMode;
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private isStartingPlayback;
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private currentConversationId;
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private reqEnd;
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onConnectionState: ((state: ConnectionState) => void) | null;
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onConversationState: ((state: ConversationState) => void) | null;
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onError: ((error: AvatarError) => void) | null;
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private eventListeners;
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private readonly frameRateMonitor;
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/** Frame rate monitoring callback. Fires with aggregated metrics from a 2-second sliding window. */
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get onFrameRateInfo(): ((info: FrameRateInfo) => void) | null;
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set onFrameRateInfo(value: ((info: FrameRateInfo) => void) | null);
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/** Whether frame rate monitoring is enabled. Default is false (zero overhead when disabled). */
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get frameRateMonitorEnabled(): boolean;
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set frameRateMonitorEnabled(value: boolean);
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private renderCallback?;
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private characterHandle;
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private characterId;
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private postProcessingConfig;
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private playbackLoopId;
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private playbackLoopGeneration;
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private lastRenderedFrameIndex;
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private keyframesOffset;
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private readonly MAX_KEYFRAMES;
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private readonly KEYFRAMES_CLEANUP_THRESHOLD;
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private lastSyncLogTime;
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private lastOutOfBoundsState;
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private isFallbackMode;
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private frameStarvationEvents;
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private isFrameStarved;
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private playbackStuckCheckState;
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private readonly MAX_AUDIO_TIME_ZERO_COUNT;
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private readonly MAX_AUDIO_TIME_STUCK_COUNT;
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private readonly AUDIO_TIME_STUCK_THRESHOLD;
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private hostModeMetrics;
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private readonly audioBytesPerSecond;
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constructor(avatar: Avatar, options?: {
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playbackMode?: DrivingServiceMode;
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});
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private handleVisibilityChange;
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private shouldReportPlaybackStats;
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private _getDeviceScoreProps;
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/**
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* Get current conversation ID
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* Returns the current conversation ID for the active audio session
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* @returns Current conversation ID, or null if no active session
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*/
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getCurrentConversationId(): string | null;
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/**
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* Initialize audio context (must be called in user gesture context)
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*
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* This method must be called before any audio operations (send, yieldAudioData, etc.)
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* to ensure AudioContext is created and initialized in a user gesture context.
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*
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* @example
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* // In user click handler
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* button.addEventListener('click', async () => {
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* await avatarView.controller.initializeAudioContext()
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* // Now you can safely use send() or yieldAudioData()
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* })
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*/
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initializeAudioContext(): Promise<void>;
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/**
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* Start service (SDK mode only)
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*/
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start(): Promise<void>;
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/**
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* Send audio to server (SDK mode only)
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* Also cache to data layer for playback
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* @returns conversationId - Conversation ID for this audio session
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*/
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send(audioData: ArrayBuffer, end?: boolean): string | null;
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/**
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* Close service (SDK mode only)
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*/
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close(): void;
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/**
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* Send audio data (host mode)
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* Stream additional audio data after playback()
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* @returns conversationId - Conversation ID for this audio session
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*/
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yieldAudioData(data: Uint8Array, isLast?: boolean): string | null;
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/**
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* Send animation keyframes (host mode or SDK mode)
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* Stream additional animation data after playback()
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*
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* Public API: accepts binary data array (protobuf encoded Message array)
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* @param keyframesDataArray - Animation keyframes binary data array (each element is a protobuf encoded Message) or empty array to trigger audio-only mode
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* @param conversationId - Conversation ID (required). If conversationId doesn't match current conversationId, keyframes will be discarded.
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* Use getCurrentConversationId() to get the current conversationId.
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* @returns `true` if the server has sent all animation data for this conversation (end signal received), `false` otherwise.
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*/
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yieldFramesData(keyframesDataArray: (Uint8Array | ArrayBuffer)[], conversationId: string): boolean;
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/**
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* Pause playback (can be resumed later)
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* Pause audio playback and stop render loop, but preserve all state (keyframes, audio buffers, etc.)
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*/
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pause(): void;
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/**
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* Resume playback (from paused state)
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* Resume audio playback and restart render loop
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* Animation will continue from paused frame (because animation time base comes from audio, will auto-sync)
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*/
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resume(): Promise<void>;
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/**
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* Interrupt current playback
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*/
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interrupt(): void;
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/**
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* Clear all data and resources
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*/
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clear(): void;
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/**
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* Get point cloud count of the current avatar
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* @returns Point cloud count, or null if avatar is not loaded
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*/
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getPointCount(): number | null;
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/**
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* Set post-processing configuration
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* These parameters will be applied in real-time to animation parameters returned by the server
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* @param config Post-processing configuration, or null to clear
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*/
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setPostProcessingConfig(config: PostProcessingConfig | null): void;
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/**
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* Set audio playback volume
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* Note: This only controls the avatar audio player volume, not the system volume
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* @param volume Volume value, range from 0.0 to 1.0 (0.0 = mute, 1.0 = max volume)
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*/
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setVolume(volume: number): void;
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/**
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* Get current audio playback volume
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* @returns Current volume value (0.0 - 1.0)
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*/
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getVolume(): number;
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}
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import { LoadProgressInfo } from '../types';
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import { Avatar } from './Avatar';
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export declare class AvatarManager {
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private static _instance;
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private avatarDownloader;
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private avatarCache;
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/** 下载队列:FIFO 顺序 */
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private downloadQueue;
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/** 当前正在执行的任务 */
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private currentTask;
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/** 任务索引:快速查找 id 对应的任务 */
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private taskIndex;
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/**
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* Access via global singleton
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*/
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static get shared(): AvatarManager;
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/**
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* Load avatar
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* @param id Avatar ID
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* @param onProgress Progress callback
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* @param useCompressedModel Use compressed model resource (~30% of original size, with minor quality degradation). Defaults to false.
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* @returns Promise<Avatar>
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*/
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load(id: string, onProgress?: (progress: LoadProgressInfo) => void, useCompressedModel?: boolean): Promise<Avatar>;
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/**
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* Cancel a pending or running download task
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* @param id Avatar ID to cancel
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* @returns true if task was found and cancelled
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*/
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cancelLoad(id: string): boolean;
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/**
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* Get cached avatar
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* @param id Avatar ID
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* @returns Avatar instance, or undefined if not in cache
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*/
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retrieve(id: string): Avatar | undefined;
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/**
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* Clear cached avatar for specified ID
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* @param id Avatar ID
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*/
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clear(id: string): void;
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/**
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* Clear all avatar cache and cancel all tasks
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*/
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clearAll(): void;
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}
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import { Configuration } from '../types';
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export declare class AvatarSDK {
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private static _initializationState;
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private static _initializingPromise;
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private static _configuration;
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private static readonly _version;
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private static _avatarCore;
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private static _cachedDeviceScore;
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private static _rendererBackend;
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/**
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* Initialize SDK
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* @param appId Application ID to be included in both HTTP Headers and WebSocket Headers
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* @param configuration Configuration parameters
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*/
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static initialize(appId: string, configuration: Configuration): Promise<void>;
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private static _initializeInternal;
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/**
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* Set sessionToken
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* Developer Client -> Developer Server -> AvatarKit Server -> return sessionToken (max 1 hour validity)
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* Include in WebSocket Headers for avatar WebSocket service authentication
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*/
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static setSessionToken(token: string): void;
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/**
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* Set userId
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* Optional interface for developers, SDK includes this in telemetry logs
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*/
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static setUserId(userId: string): void;
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static get isInitialized(): boolean;
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static get appId(): string | null;
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static get configuration(): Configuration | null;
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static get sessionToken(): string | null;
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static get userId(): string | null;
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static get version(): string;
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/**
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* Cleanup resources
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*/
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static cleanup(): void;
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/**
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* Device performance score (CPU + GPU).
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* CPU: matrix multiply throughput in Web Worker (warmup 1s + measure 1s).
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* GPU: WebGPU compute shader throughput (warmup 1s + measure 1s).
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* Returns 0 for GPU if WebGPU is not available.
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*/
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static deviceScore(): Promise<{
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cpuScore: number;
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gpuScore: number;
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}>;
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private static readonly CPU_SCORE_THRESHOLD;
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private static readonly GPU_SCORE_THRESHOLD;
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/**
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* Check if the current device can run the avatar.
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* Runs a ~2s benchmark, reports device info and scores to PostHog.
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* Currently always returns true — thresholds will be calibrated from production data.
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*/
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static isDeviceSupported(): Promise<boolean>;
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private static _getGPURenderer;
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}
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import { CameraConfig } from '../types';
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import { Avatar } from './Avatar';
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import { AvatarController } from './AvatarController';
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export declare class AvatarView {
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private readonly avatarController;
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private readonly avatar;
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onFirstRendering?: () => void;
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private canvas;
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private renderSystem;
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private isInitialized;
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private cameraConfig;
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private renderingState;
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private currentKeyframes;
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private lastRenderedFrameIndex;
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private lastRealtimeProtoFrame;
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private idleAnimationLoopId;
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private realtimeAnimationLoopId;
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private resizeObserver;
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private onWindowResize;
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private frameCount;
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private lastFpsUpdate;
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private currentFPS;
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private transitionKeyframes;
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private transitionStartTime;
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private readonly startTransitionDurationMs;
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private readonly endTransitionDurationMs;
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private cachedIdleFirstFrame;
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private idleCurrentFrameIndex;
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private currentPlayingFrame;
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private characterHandle;
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private characterId;
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private isPureRenderingMode;
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private _renderingEnabled;
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private avatarActiveTimer;
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private readonly AVATAR_ACTIVE_INTERVAL;
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/**
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* Constructor
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* Creates a unified AvatarController, internally composes network layer based on configuration
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* @param avatar - Avatar instance
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* @param container - Canvas container element (required)
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*/
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constructor(avatar: Avatar, container: HTMLElement);
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/**
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* Get controller (public interface)
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*/
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get controller(): AvatarController;
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/**
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* Cleanup view resources
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* Closes avatarController and cleans up all related resources
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*/
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dispose(): void;
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/**
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+
* 获取相机配置
|
|
54
|
+
*/
|
|
55
|
+
getCameraConfig(): CameraConfig | null;
|
|
56
|
+
/**
|
|
57
|
+
* 更新相机配置
|
|
58
|
+
*/
|
|
59
|
+
updateCameraConfig(cameraConfig: CameraConfig): void;
|
|
60
|
+
/**
|
|
61
|
+
* Render a single animation frame from raw protobuf data.
|
|
62
|
+
*
|
|
63
|
+
* Decodes the protobuf Message internally and renders the first keyframe.
|
|
64
|
+
* This is the preferred method for RTC consumers that receive raw animation bytes.
|
|
65
|
+
*
|
|
66
|
+
* @param data - Raw protobuf bytes (a single Message containing ServerResponseAnimation)
|
|
67
|
+
*/
|
|
68
|
+
renderFromProtobuf(data: ArrayBuffer | Uint8Array): Promise<void>;
|
|
69
|
+
/**
|
|
70
|
+
* Play a transition from idle to the target frame in the protobuf data,
|
|
71
|
+
* then resolve when the transition is complete.
|
|
72
|
+
*
|
|
73
|
+
* The transition frames are generated and played internally at 25fps.
|
|
74
|
+
* The caller should wait for the returned Promise before pushing streaming frames.
|
|
75
|
+
*
|
|
76
|
+
* @param data - Raw protobuf bytes containing the target frame
|
|
77
|
+
* @param frameCount - Number of transition frames to generate
|
|
78
|
+
* @returns Promise that resolves when the transition playback finishes
|
|
79
|
+
*/
|
|
80
|
+
playTransitionFromProtobuf(data: ArrayBuffer | Uint8Array, frameCount: number): Promise<void>;
|
|
81
|
+
/**
|
|
82
|
+
* Play a transition from current animation back to idle,
|
|
83
|
+
* then start the idle animation loop.
|
|
84
|
+
*
|
|
85
|
+
* Generates reverse transition frames from idle→lastFrame, reverses them,
|
|
86
|
+
* plays at 25fps, then starts idle.
|
|
87
|
+
*
|
|
88
|
+
* @param data - Raw protobuf bytes containing the last animation frame
|
|
89
|
+
* @param frameCount - Number of transition frames to generate
|
|
90
|
+
* @returns Promise that resolves when idle animation starts
|
|
91
|
+
*/
|
|
92
|
+
playTransitionToIdleFromProtobuf(data: ArrayBuffer | Uint8Array, frameCount: number): Promise<void>;
|
|
93
|
+
/**
|
|
94
|
+
* Start idle animation (stop pure rendering mode, resume idle loop).
|
|
95
|
+
*/
|
|
96
|
+
startIdle(): void;
|
|
97
|
+
/**
|
|
98
|
+
* Generate transition frames from protobuf data.
|
|
99
|
+
*
|
|
100
|
+
* Decodes the protobuf, extracts the target keyframe, and generates
|
|
101
|
+
* transition frames from the current idle position to the target.
|
|
102
|
+
* The caller is responsible for playing the returned frames at the desired cadence.
|
|
103
|
+
*
|
|
104
|
+
* @param data - Raw protobuf bytes containing the target frame
|
|
105
|
+
* @param frameCount - Number of transition frames to generate
|
|
106
|
+
* @param options - Additional options
|
|
107
|
+
* @param options.useLinear - Use linear interpolation (default: true)
|
|
108
|
+
* @returns Array of opaque keyframe data for sequential playback
|
|
109
|
+
*/
|
|
110
|
+
generateTransitionFromProtobuf(data: ArrayBuffer | Uint8Array, frameCount: number, options?: {
|
|
111
|
+
useLinear?: boolean;
|
|
112
|
+
}): Promise<unknown[]>;
|
|
113
|
+
/**
|
|
114
|
+
* Cancel any in-progress frame sequence playback.
|
|
115
|
+
* Called by renderFromProtobuf when streaming frames arrive during transition.
|
|
116
|
+
*/
|
|
117
|
+
cancelFrameSequence(): void;
|
|
118
|
+
/**
|
|
119
|
+
* Pause rendering loop
|
|
120
|
+
*
|
|
121
|
+
* When called:
|
|
122
|
+
* - Rendering loop stops (no GPU/canvas updates)
|
|
123
|
+
* - Audio playback continues normally
|
|
124
|
+
* - Animation state machine continues running
|
|
125
|
+
*
|
|
126
|
+
* Use `resumeRendering()` to resume rendering.
|
|
127
|
+
*
|
|
128
|
+
* @example
|
|
129
|
+
* // Stop rendering to save GPU resources (audio continues)
|
|
130
|
+
* avatarView.pauseRendering()
|
|
131
|
+
*/
|
|
132
|
+
pauseRendering(): void;
|
|
133
|
+
/**
|
|
134
|
+
* Resume rendering loop
|
|
135
|
+
*
|
|
136
|
+
* When called:
|
|
137
|
+
* - Rendering loop resumes from current state
|
|
138
|
+
* - If in Idle state, immediately renders current frame to restore display
|
|
139
|
+
*
|
|
140
|
+
* @example
|
|
141
|
+
* // Resume rendering
|
|
142
|
+
* avatarView.resumeRendering()
|
|
143
|
+
*/
|
|
144
|
+
resumeRendering(): void;
|
|
145
|
+
/**
|
|
146
|
+
* Check if rendering is currently enabled
|
|
147
|
+
* @returns true if rendering is enabled, false if paused
|
|
148
|
+
*/
|
|
149
|
+
isRenderingEnabled(): boolean;
|
|
150
|
+
/**
|
|
151
|
+
* Get or set avatar transform in canvas
|
|
152
|
+
*
|
|
153
|
+
* @example
|
|
154
|
+
* // Get current transform
|
|
155
|
+
* const current = avatarView.avatarTransform
|
|
156
|
+
*
|
|
157
|
+
* // Set transform
|
|
158
|
+
* avatarView.avatarTransform = { x: 0.5, y: 0, scale: 2.0 }
|
|
159
|
+
*/
|
|
160
|
+
get avatarTransform(): {
|
|
161
|
+
x: number;
|
|
162
|
+
y: number;
|
|
163
|
+
scale: number;
|
|
164
|
+
};
|
|
165
|
+
set avatarTransform(value: {
|
|
166
|
+
x: number;
|
|
167
|
+
y: number;
|
|
168
|
+
scale: number;
|
|
169
|
+
});
|
|
170
|
+
}
|