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6b2de60 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 | // The on-screen robot. Consumes logical degrees (same tables as the real
// robot) and maps them to cartoon 2D transforms. All motion goes through
// tweenTo/playFrames — both are last-wins (starting a new one cancels the
// previous) and abort-aware. Rounded pose values are mirrored to data-*
// attributes on the <svg> root: that is the e2e assertion surface.
import type { LogicalPoseDeg, PoseTargetDeg, PuppetFrame } from "../robot/adapter";
import { INIT_LOGICAL_POSE, clampPose } from "../robot/poses";
import { buildPuppetSvg, type PuppetSvgParts } from "./svg";
// Cartoon mapping constants (px or ° of screen effect per logical degree).
const HEAD_TX_PER_YAW = 0.9;
const EYES_TX_PER_YAW = 0.45;
const HEAD_TY_PER_PITCH = 0.85;
const HEAD_ROT_PER_ROLL = -0.8; // roll+ = robot's right ear down = viewer-left dip (CCW)
const BODY_ROT_PER_YAW = 0.18;
const STRIPE_TX_PER_YAW = 0.55;
const ANTENNA_TOUCH_LATCH_MS = 1500;
const FRAME_LEAD_IN_MS = 400;
function easeInOutCubic(u: number): number {
return u < 0.5 ? 4 * u * u * u : 1 - Math.pow(-2 * u + 2, 3) / 2;
}
export type MotionOutcome = "done" | "aborted";
export class Puppet {
private parts: PuppetSvgParts;
private current: LogicalPoseDeg = { ...INIT_LOGICAL_POSE };
private activeToken = 0;
private touchedUntil = 0;
private audioEl: HTMLAudioElement | null = null;
constructor(host: HTMLElement) {
this.parts = buildPuppetSvg();
host.appendChild(this.parts.svg);
this.wireAntennaTaps();
this.applyPose(this.current);
}
get pose(): LogicalPoseDeg {
return { ...this.current };
}
get element(): SVGSVGElement {
return this.parts.svg;
}
antennaTouched(): boolean {
return performance.now() < this.touchedUntil;
}
/** Set the pose immediately (also used per-frame by tweens). */
setPose(pose: LogicalPoseDeg): void {
this.current = clampPose(pose);
this.applyPose(this.current);
}
/** Smoothly move to `target` over `ms`. Last-wins; freezes on abort. */
tweenTo(target: PoseTargetDeg, ms: number, signal?: AbortSignal): Promise<MotionOutcome> {
const token = ++this.activeToken;
const from = { ...this.current };
const to = clampPose({ ...from, ...target });
if (ms <= 0) {
this.setPose(to);
return Promise.resolve("done");
}
return new Promise((resolve) => {
const t0 = performance.now();
const tick = (): void => {
if (token !== this.activeToken || signal?.aborted) {
resolve("aborted");
return;
}
const u = Math.min(1, (performance.now() - t0) / ms);
const e = easeInOutCubic(u);
this.setPose({
headRoll: from.headRoll + (to.headRoll - from.headRoll) * e,
headPitch: from.headPitch + (to.headPitch - from.headPitch) * e,
headYaw: from.headYaw + (to.headYaw - from.headYaw) * e,
bodyYaw: from.bodyYaw + (to.bodyYaw - from.bodyYaw) * e,
antennaRight: from.antennaRight + (to.antennaRight - from.antennaRight) * e,
antennaLeft: from.antennaLeft + (to.antennaLeft - from.antennaLeft) * e,
});
if (u >= 1) resolve("done");
else requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
});
}
/**
* Replay an emotion trajectory: lead-in tween to frame 0, optional
* audio, then lerp through the recorded frames on the rAF clock.
*/
async playFrames(
frames: readonly PuppetFrame[],
audioUrl: string | null,
signal?: AbortSignal,
): Promise<MotionOutcome> {
if (frames.length === 0) return "done";
const first = frames[0]!;
const lead = await this.tweenTo(first, FRAME_LEAD_IN_MS, signal);
if (lead === "aborted") return "aborted";
const token = ++this.activeToken;
this.parts.svg.setAttribute("data-anim", "emotion");
if (audioUrl) {
this.audioEl = new Audio(audioUrl);
// Best-effort: browsers that can't decode the container (Safari/ogg)
// reject play() — the motion still runs, just silently.
this.audioEl.play().catch(() => {});
}
const outcome = await new Promise<MotionOutcome>((resolve) => {
const t0 = performance.now();
const lastT = frames[frames.length - 1]!.t;
let idx = 0;
const tick = (): void => {
if (token !== this.activeToken || signal?.aborted) {
resolve("aborted");
return;
}
const t = (performance.now() - t0) / 1000;
while (idx < frames.length - 2 && frames[idx + 1]!.t <= t) idx++;
const a = frames[idx]!;
const b = frames[Math.min(idx + 1, frames.length - 1)]!;
const span = b.t - a.t;
const u = span > 0 ? Math.min(1, Math.max(0, (t - a.t) / span)) : 1;
this.setPose({
headRoll: a.headRoll + (b.headRoll - a.headRoll) * u,
headPitch: a.headPitch + (b.headPitch - a.headPitch) * u,
headYaw: a.headYaw + (b.headYaw - a.headYaw) * u,
bodyYaw: a.bodyYaw + (b.bodyYaw - a.bodyYaw) * u,
antennaRight: a.antennaRight + (b.antennaRight - a.antennaRight) * u,
antennaLeft: a.antennaLeft + (b.antennaLeft - a.antennaLeft) * u,
});
if (t >= lastT) resolve("done");
else requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
});
this.stopAudio();
this.parts.svg.setAttribute("data-anim", "idle");
return outcome;
}
/** Cancel any active tween/frame replay (pose freezes) and audio. */
cancelActive(): void {
this.activeToken++;
this.stopAudio();
this.parts.svg.setAttribute("data-anim", "idle");
}
private stopAudio(): void {
if (this.audioEl) {
this.audioEl.pause();
this.audioEl.src = "";
this.audioEl = null;
}
}
private wireAntennaTaps(): void {
for (const g of [this.parts.antRight, this.parts.antLeft]) {
g.addEventListener("pointerdown", (ev) => {
ev.preventDefault();
this.touchedUntil = performance.now() + ANTENNA_TOUCH_LATCH_MS;
this.parts.svg.setAttribute("data-ant-touched", "1");
g.classList.remove("pp-ant-tapped");
// Force a reflow so re-adding the class restarts the CSS wiggle.
void (g as unknown as HTMLElement).getBoundingClientRect();
g.classList.add("pp-ant-tapped");
setTimeout(() => {
if (!this.antennaTouched()) this.parts.svg.setAttribute("data-ant-touched", "0");
}, ANTENNA_TOUCH_LATCH_MS + 50);
});
}
}
private applyPose(p: LogicalPoseDeg): void {
const { body, stripe, head, eyes, antRight, antLeft, svg } = this.parts;
body.setAttribute("transform", `rotate(${(p.bodyYaw * BODY_ROT_PER_YAW).toFixed(2)} 120 240)`);
stripe.setAttribute("transform", `translate(${(p.bodyYaw * STRIPE_TX_PER_YAW).toFixed(2)} 0)`);
head.setAttribute(
"transform",
`translate(${(p.headYaw * HEAD_TX_PER_YAW).toFixed(2)} ${(p.headPitch * HEAD_TY_PER_PITCH).toFixed(2)}) ` +
`rotate(${(p.headRoll * HEAD_ROT_PER_ROLL).toFixed(2)} 120 150)`,
);
eyes.setAttribute("transform", `translate(${(p.headYaw * EYES_TX_PER_YAW).toFixed(2)} 0)`);
antRight.setAttribute("transform", `rotate(${p.antennaRight.toFixed(2)} 86 64)`);
antLeft.setAttribute("transform", `rotate(${p.antennaLeft.toFixed(2)} 154 64)`);
svg.setAttribute("data-head-roll", String(Math.round(p.headRoll)));
svg.setAttribute("data-head-pitch", String(Math.round(p.headPitch)));
svg.setAttribute("data-head-yaw", String(Math.round(p.headYaw)));
svg.setAttribute("data-body-yaw", String(Math.round(p.bodyYaw)));
svg.setAttribute("data-ant-r", String(Math.round(p.antennaRight)));
svg.setAttribute("data-ant-l", String(Math.round(p.antennaLeft)));
}
}
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