fbf90fd4fb
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
160 lines
6.6 KiB
Swift
160 lines
6.6 KiB
Swift
import SwiftUI
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import AppKit
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// MARK: - Memoji character (BroV)
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//
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// The character is 11 pre-rendered expressions (Resources/memoji/*.png, 256×256 RGBA).
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// BotEngine still runs every animation (gaze, blink, squash, bounce, roll, emotes,
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// particles); here we only pick the expression for the engine's state and draw the
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// picture with the engine's transforms. Expression changes cross-fade in 220 ms;
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// blinks swap neutral → halfblink → blink → halfblink → neutral instantly.
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enum MemojiExpression: String, CaseIterable {
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case neutral, blink, halfblink, happy, thinking, question, concern, wink, speaking, focused, surprised
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}
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enum MemojiAssets {
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nonisolated(unsafe) private static var cache: [MemojiExpression: CGImage] = [:]
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private static let lock = NSLock()
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static func image(_ e: MemojiExpression) -> CGImage? {
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lock.lock(); defer { lock.unlock() }
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if let img = cache[e] { return img }
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guard let url = Bundle.main.url(forResource: e.rawValue, withExtension: "png", subdirectory: "memoji"),
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let src = CGImageSourceCreateWithURL(url as CFURL, nil),
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let img = CGImageSourceCreateImageAtIndex(src, 0, [kCGImageSourceShouldCacheImmediately: true] as CFDictionary)
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else { return nil }
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cache[e] = img
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return img
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}
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/// Expression for an agent state (states.json from the kit).
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static func forState(_ s: BotState) -> MemojiExpression {
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switch s {
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case .idle: return .neutral
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case .working: return .focused
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case .thinking, .searching: return .thinking
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case .approval, .question: return .question
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case .error: return .concern
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case .finished: return .happy
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case .ratelimit, .dizzy: return .halfblink
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case .sleeping: return .blink
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}
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}
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/// Expression for an emote / transient eye override from the engine.
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static func forEye(_ e: EyeShape) -> MemojiExpression? {
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switch e {
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case .happy, .heart, .star: return .happy
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case .dot, .cup: return .surprised
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case .wink: return .wink
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case .line, .flat: return .concern
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case .closed: return .blink
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case .tired, .spiral: return .halfblink
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case .pill, .wide: return nil
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}
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}
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/// Faces whose eyes may be blinked by swapping in the neutral blink frames.
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static let blinkable: Set<MemojiExpression> = [.neutral, .focused, .thinking, .question, .concern, .speaking]
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}
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/// Cross-fade bookkeeping, one per drawn character.
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@MainActor
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final class MemojiFader {
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private(set) var current: MemojiExpression = .neutral
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private(set) var previous: MemojiExpression?
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private var changedAt: Double = 0
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static let fade: Double = 0.22
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/// Returns (previous, current, progress 0…1).
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func step(to e: MemojiExpression, now: Double) -> (MemojiExpression?, MemojiExpression, Double) {
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if e != current {
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previous = current
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current = e
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changedAt = now
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}
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let p = min(1, (now - changedAt) / Self.fade)
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if p >= 1 { previous = nil }
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return (previous, current, p)
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}
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}
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extension BotEngine {
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/// The face to show right now, before blinking.
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var memojiBase: MemojiExpression {
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if let eye = eyeOverride, let e = MemojiAssets.forEye(eye) { return e }
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if isDancing && dancingLevel > 0.15 { return .happy }
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return MemojiAssets.forState(state)
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}
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/// Draws the Memoji with the engine's current pose. Call after `update(dt:)`.
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func drawMemoji(context: GraphicsContext, size: CGSize, fader: MemojiFader, opacity: Double = 1) {
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guard opacity > 0.01 else { return }
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let W = size.width
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let R = W * 0.3
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let center = bodyCenter(size: size)
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// Expression + blink frames.
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var face = memojiBase
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if MemojiAssets.blinkable.contains(face) {
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if open < 0.35 { face = .blink } else if open < 0.8 { face = .halfblink }
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}
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let isBlinkFrame = face == .blink || face == .halfblink
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let now = CACurrentMediaTime()
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// Blinks don't cross-fade (they'd look like a dissolve, not a blink).
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let (prev, cur, p) = isBlinkFrame && MemojiAssets.blinkable.contains(memojiBase)
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? (nil, face, 1.0)
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: fader.step(to: face, now: now)
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var c = context
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c.opacity = opacity
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c.translateBy(x: center.x, y: center.y)
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// Head turn: slide toward the gaze and narrow a little, like turning a sphere.
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c.translateBy(x: yaw * R * 0.18, y: -pitch * R * 0.12)
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c.rotate(by: .radians(tilt + roll))
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c.scaleBy(x: sx * (1 - abs(yaw) * 0.10), y: sy * (1 - abs(pitch) * 0.06))
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// Status tint as a soft glow behind the head.
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if tint > 0.02 {
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let glow = Color(red: col.0, green: col.1, blue: col.2)
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let gr = R * 1.45
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c.fill(Path(ellipseIn: CGRect(x: -gr, y: -gr * 0.9, width: gr * 2, height: gr * 2)),
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with: .radialGradient(Gradient(colors: [glow.opacity(0.45 * Double(tint)), glow.opacity(0)]),
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center: .zero, startRadius: 0, endRadius: gr))
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}
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let side = R * 2.9 * es.clamped(0.9, 1.3)
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let rect = CGRect(x: -side / 2, y: -side * 0.52, width: side, height: side)
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if let prev, p < 1, let img = MemojiAssets.image(prev) {
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var pc = c
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pc.opacity = opacity * (1 - p)
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pc.draw(Image(decorative: img, scale: 1), in: rect)
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}
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if let img = MemojiAssets.image(cur) {
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var cc = c
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cc.opacity = opacity * (prev == nil ? 1 : p)
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cc.draw(Image(decorative: img, scale: 1), in: rect)
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}
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}
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}
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private extension CGFloat {
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func clamped(_ lo: CGFloat, _ hi: CGFloat) -> CGFloat { Swift.min(hi, Swift.max(lo, self)) }
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}
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// MARK: - Plain CGContext drawing (greeting scene)
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enum MemojiCG {
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/// Draws an expression centred at `center` with height `side` into a y-down CGContext.
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static func draw(_ e: MemojiExpression, in ctx: CGContext, center: CGPoint, side: CGFloat,
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tilt: CGFloat = 0, sx: CGFloat = 1, sy: CGFloat = 1, alpha: CGFloat = 1) {
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guard let img = MemojiAssets.image(e), alpha > 0.01 else { return }
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ctx.saveGState()
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ctx.setAlpha(alpha)
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ctx.translateBy(x: center.x, y: center.y)
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ctx.rotate(by: tilt)
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ctx.scaleBy(x: sx, y: -sy) // flip: CGImage draws y-up
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ctx.draw(img, in: CGRect(x: -side / 2, y: -side * 0.48, width: side, height: side))
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ctx.restoreGState()
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}
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}
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