added json request and control interface
This commit is contained in:
parent
04c5db785a
commit
9c9277b346
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@ -1,64 +1,151 @@
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import asyncio
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import json
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from typing import Any, Dict, Optional
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from fastapi import FastAPI, Request
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from fastapi.responses import StreamingResponse, JSONResponse
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app = FastAPI()
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clients: set[asyncio.Queue[str]] = set()
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current_emotion = "neutral"
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# Global state sent to clients
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state: Dict[str, Any] = {
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"emotion": "neutral",
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"intensity": 0.7, # 0..1
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"look": None, # {"x": -1..1, "y": -1..1} or None
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"mouth": {"open": False, "amount": 0.0, "duration_ms": 0},
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"talk": {"enabled": False, "rate_hz": 3.2, "amount": 0.9, "jitter": 0.25},
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}
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def clamp(v: float, lo: float, hi: float) -> float:
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return max(lo, min(hi, v))
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def sse(event: str, data: str) -> str:
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# SSE format: event + data + blank line
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return f"event: {event}\ndata: {data}\n\n"
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def normalize_patch(patch: Dict[str, Any]) -> Dict[str, Any]:
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out: Dict[str, Any] = {}
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if "emotion" in patch:
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out["emotion"] = str(patch["emotion"])
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if "intensity" in patch:
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try:
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out["intensity"] = clamp(float(patch["intensity"]), 0.0, 1.0)
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except Exception:
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pass
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if "look" in patch:
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look = patch["look"]
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if look is None:
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out["look"] = None
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elif isinstance(look, dict):
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try:
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x = clamp(float(look.get("x", 0.0)), -1.0, 1.0)
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y = clamp(float(look.get("y", 0.0)), -1.0, 1.0)
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out["look"] = {"x": x, "y": y}
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except Exception:
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pass
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if "mouth" in patch and isinstance(patch["mouth"], dict):
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m = patch["mouth"]
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try:
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open_ = bool(m.get("open", False))
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amount = clamp(float(m.get("amount", 0.0)), 0.0, 1.0)
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duration_ms = int(m.get("duration_ms", 0))
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duration_ms = max(0, min(duration_ms, 10_000))
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out["mouth"] = {"open": open_, "amount": amount, "duration_ms": duration_ms}
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except Exception:
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pass
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# one-shot flags are allowed but not stored in state
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if "blink" in patch:
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out["blink"] = bool(patch["blink"])
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if "talk" in patch:
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t = patch["talk"]
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if isinstance(t, dict):
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try:
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enabled = bool(t.get("enabled", False))
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rate_hz = float(t.get("rate_hz", 3.2))
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amount = float(t.get("amount", 0.9))
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jitter = float(t.get("jitter", 0.25))
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rate_hz = clamp(rate_hz, 0.5, 10.0)
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amount = clamp(amount, 0.0, 1.0)
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jitter = clamp(jitter, 0.0, 1.0)
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out["talk"] = {"enabled": enabled, "rate_hz": rate_hz, "amount": amount, "jitter": jitter}
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except Exception:
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pass
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return out
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async def broadcast(payload: Dict[str, Any]) -> None:
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msg = json.dumps(payload, separators=(",", ":"), ensure_ascii=False)
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dead = []
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for q in clients:
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try:
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q.put_nowait(msg)
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except Exception:
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dead.append(q)
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for q in dead:
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clients.discard(q)
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@app.get("/events")
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async def events(request: Request):
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"""
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Browser connects here via EventSource. We stream emotion updates.
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"""
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q: asyncio.Queue[str] = asyncio.Queue()
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clients.add(q)
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async def gen():
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try:
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# send current state immediately
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yield sse("emotion", current_emotion)
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# Send current state immediately on connect
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yield sse("state", json.dumps(state, separators=(",", ":"), ensure_ascii=False))
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while True:
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# abort if client disconnected
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if await request.is_disconnected():
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break
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msg = await q.get()
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yield sse("emotion", msg)
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yield sse("state", msg)
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finally:
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clients.discard(q)
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headers = {
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"Cache-Control": "no-cache",
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"Connection": "keep-alive",
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"X-Accel-Buffering": "no", # helpful behind nginx
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"X-Accel-Buffering": "no",
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}
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return StreamingResponse(gen(), media_type="text/event-stream", headers=headers)
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@app.post("/api/state")
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async def set_state(patch: Dict[str, Any]):
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global state
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normalized = normalize_patch(patch)
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# Merge persistent fields
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for k in ("emotion", "intensity", "look", "mouth", "talk"):
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if k in normalized:
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state[k] = normalized[k]
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# Broadcast merged state + one-shot flags if any
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payload = dict(state)
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if "blink" in normalized:
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payload["blink"] = normalized["blink"]
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await broadcast(payload)
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return JSONResponse({"ok": True, "state": state})
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# Compatibility endpoint (optional): keeps your old curl calls working
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@app.post("/api/emotion/{name}")
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async def set_emotion(name: str):
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global current_emotion
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current_emotion = name
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global state
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state["emotion"] = name
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payload = dict(state)
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await broadcast(payload)
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return JSONResponse({"ok": True, "state": state})
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# broadcast to all connected clients
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dead = []
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for q in clients:
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try:
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q.put_nowait(name)
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except Exception:
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dead.append(q)
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for q in dead:
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clients.discard(q)
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return JSONResponse({"ok": True, "emotion": current_emotion})
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@app.get("/api/emotion")
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async def get_emotion():
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return {"emotion": current_emotion}
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@app.get("/api/state")
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async def get_state():
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return {"state": state}
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@ -3,6 +3,14 @@ const eyes = Array.from(document.querySelectorAll(".eye"));
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const mouthShape = document.querySelector(".mouth-shape");
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let current = "neutral";
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let wanderEnabled = true;
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let wanderTimer = null;
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let talkEnabled = false;
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let talkCfg = { rate_hz: 3.2, amount: 0.9, jitter: 0.25 };
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let talkTimer = null;
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function clamp(v, lo, hi){ return Math.max(lo, Math.min(hi, v)); }
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function setEmotion(name) {
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const safe = String(name || "neutral")
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@ -13,62 +21,151 @@ function setEmotion(name) {
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document.body.className = `emotion-${safe}`;
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label.textContent = safe;
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// Sonderfall: surprised -> O-Mund aktivieren
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// surprised -> O-mouth
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if (safe === "surprised") document.body.classList.add("has-omouth");
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else document.body.classList.remove("has-omouth");
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// sad -> frown pseudo aktivieren (eigene Klasse)
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// frown for sad/angry
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if (safe === "sad" || safe === "angry") mouthShape.classList.add("frown");
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else mouthShape.classList.remove("frown");
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}
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/** Pupillen bewegen sich sanft, damit es "lebendig" wirkt */
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function startPupilWander() {
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const tick = () => {
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// kleine zufällige Offsets in Pixel (auf großen Displays reicht das)
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const x = Math.round((Math.random() * 2 - 1) * 10);
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const y = Math.round((Math.random() * 2 - 1) * 8);
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document.documentElement.style.setProperty("--pupil-x", `${x}px`);
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document.documentElement.style.setProperty("--pupil-y", `${y}px`);
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// alle 600-1400ms neu
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const next = 600 + Math.random() * 800;
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setTimeout(tick, next);
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};
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tick();
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}
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/** Blinzeln: in zufälligen Abständen, manchmal doppelt */
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function blinkOnce() {
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eyes.forEach(e => e.classList.add("blink"));
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setTimeout(() => eyes.forEach(e => e.classList.remove("blink")), 120);
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}
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function startBlinking() {
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const loop = () => {
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// sleepy blinzelt öfter/langsamer, angry etwas "härter"
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let base = 3500;
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if (current === "sleepy") base = 2200;
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if (current === "surprised") base = 4200;
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function setLook(x, y) {
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// x/y in -1..1 -> px offsets
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const pxX = Math.round(clamp(x, -1, 1) * 12);
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const pxY = Math.round(clamp(y, -1, 1) * 10);
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document.documentElement.style.setProperty("--pupil-x", `${pxX}px`);
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document.documentElement.style.setProperty("--pupil-y", `${pxY}px`);
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}
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const next = base + Math.random() * 2200;
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setTimeout(() => {
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blinkOnce();
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function setIntensity(v) {
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const val = clamp(Number(v ?? 0.7), 0, 1);
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document.documentElement.style.setProperty("--intensity", String(val));
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}
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// 15% chance auf Doppelt-Blink
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if (Math.random() < 0.15) setTimeout(blinkOnce, 220);
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function setMouthOpen(v) {
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const val = clamp(Number(v ?? 0), 0, 1);
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document.documentElement.style.setProperty("--mouth-open", String(val));
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}
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loop();
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}, next);
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function speak(amount = 0.8, durationMs = 600) {
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if (talkEnabled) return; // Talk-Mode steuert Mund
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setMouthOpen(amount);
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setTimeout(() => setMouthOpen(0), Math.max(0, durationMs));
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}
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function stopTalk() {
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talkEnabled = false;
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if (talkTimer) {
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clearTimeout(talkTimer);
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talkTimer = null;
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}
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setMouthOpen(0);
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}
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function startTalk(cfg) {
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talkEnabled = true;
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talkCfg = {
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rate_hz: clamp(Number(cfg?.rate_hz ?? 3.2), 0.5, 10),
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amount: clamp(Number(cfg?.amount ?? 0.9), 0, 1),
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jitter: clamp(Number(cfg?.jitter ?? 0.25), 0, 1),
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};
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loop();
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if (talkTimer) clearTimeout(talkTimer);
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// “sprech”-Animation: Mund öffnet/schließt schnell, mit bisschen Zufall
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const tick = () => {
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if (!talkEnabled) return;
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const base = talkCfg.amount;
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const j = talkCfg.jitter;
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// random-ish open amount between ~0.2..1.0, scaled
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const r = (0.35 + Math.random() * 0.65);
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const open = clamp(base * r * (1 - j + Math.random() * j), 0, 1);
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setMouthOpen(open);
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// timing from rate_hz (Hz -> ms)
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const interval = Math.max(60, Math.round(1000 / talkCfg.rate_hz));
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// add a bit of jitter to cadence
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const next = interval + Math.round((Math.random() * 2 - 1) * interval * 0.25);
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talkTimer = setTimeout(tick, next);
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};
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tick();
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}
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/* Pupillen-Wandern nur wenn kein look gesetzt ist */
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function startWander() {
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if (wanderTimer) clearTimeout(wanderTimer);
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const tick = () => {
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if (!wanderEnabled) return;
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const x = (Math.random() * 2 - 1) * 0.7;
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const y = (Math.random() * 2 - 1) * 0.6;
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setLook(x, y);
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const next = 600 + Math.random() * 900;
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wanderTimer = setTimeout(tick, next);
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};
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tick();
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}
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function applyState(s) {
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if (!s || typeof s !== "object") return;
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if (s.emotion) setEmotion(s.emotion);
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if (s.intensity !== undefined) setIntensity(s.intensity);
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// one-shot blink
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if (s.blink) blinkOnce();
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// look: if null -> enable wander. if object -> fixed look
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if ("look" in s) {
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if (s.look === null) {
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wanderEnabled = true;
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startWander();
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} else if (typeof s.look === "object") {
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wanderEnabled = false;
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setLook(s.look.x ?? 0, s.look.y ?? 0);
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}
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}
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// mouth command
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if (s.mouth && typeof s.mouth === "object") {
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const open = !!s.mouth.open;
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const amount = clamp(Number(s.mouth.amount ?? 0.8), 0, 1);
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const dur = Number(s.mouth.duration_ms ?? 600);
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if (open) speak(amount, dur);
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else setMouthOpen(0);
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}
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// talk mode
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if (s.talk && typeof s.talk === "object") {
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const enabled = !!s.talk.enabled;
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if (enabled) startTalk(s.talk);
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else stopTalk();
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}
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}
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function connect() {
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const es = new EventSource("/events");
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es.addEventListener("emotion", (e) => setEmotion(e.data));
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es.onmessage = (e) => setEmotion(e.data); // fallback
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es.addEventListener("state", (e) => {
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try { applyState(JSON.parse(e.data)); } catch {}
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});
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es.onmessage = (e) => {
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// fallback: treat as state json
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try { applyState(JSON.parse(e.data)); } catch {}
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};
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es.onerror = () => {
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es.close();
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setTimeout(connect, 1000);
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@ -76,6 +173,22 @@ function connect() {
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}
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connect();
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startPupilWander();
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startBlinking();
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startWander();
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/* zufälliges Blinzeln unabhängig vom Push */
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(function startBlinkLoop(){
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const loop = () => {
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let base = 3500;
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if (current === "sleepy") base = 2200;
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if (current === "surprised") base = 4200;
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const next = base + Math.random() * 2200;
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setTimeout(() => {
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blinkOnce();
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if (Math.random() < 0.12) setTimeout(blinkOnce, 220);
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loop();
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}, next);
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};
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loop();
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})();
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@ -0,0 +1,391 @@
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<!doctype html>
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<html lang="de">
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width,initial-scale=1" />
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<title>Robot Face Control</title>
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<style>
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:root { color-scheme: dark; }
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body {
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margin: 0;
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font-family: system-ui, -apple-system, Segoe UI, Roboto, sans-serif;
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background: #0b0f14;
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color: #d7e3f2;
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}
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.wrap {
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max-width: 720px;
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margin: 0 auto;
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padding: 16px;
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display: grid;
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gap: 14px;
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}
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.card {
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background: rgba(18, 25, 37, 0.85);
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border: 1px solid rgba(255,255,255,0.08);
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border-radius: 18px;
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padding: 14px;
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box-shadow: 0 10px 30px rgba(0,0,0,0.25);
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}
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h1 { font-size: 18px; margin: 0 0 10px 0; opacity: 0.95; }
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h2 { font-size: 14px; margin: 0 0 10px 0; opacity: 0.85; }
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.grid {
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display: grid;
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grid-template-columns: repeat(3, minmax(0, 1fr));
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gap: 10px;
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}
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button {
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background: #121925;
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color: #d7e3f2;
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border: 1px solid rgba(255,255,255,0.10);
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padding: 12px 10px;
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border-radius: 14px;
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cursor: pointer;
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font-size: 14px;
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transition: transform 120ms ease, border-color 120ms ease;
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user-select: none;
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touch-action: manipulation;
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}
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button:active { transform: scale(0.98); }
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button.primary { border-color: rgba(0,255,180,0.35); }
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.row {
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display: grid;
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grid-template-columns: 1fr auto;
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align-items: center;
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gap: 10px;
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margin-top: 10px;
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}
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.row3 {
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display: grid;
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grid-template-columns: 1fr 1fr 1fr;
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gap: 10px;
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margin-top: 10px;
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}
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input[type="range"] {
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width: 100%;
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accent-color: #6ee7ff;
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}
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.value {
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font-variant-numeric: tabular-nums;
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opacity: 0.85;
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min-width: 72px;
|
||||
text-align: right;
|
||||
}
|
||||
.toggle {
|
||||
display: grid;
|
||||
grid-template-columns: auto 1fr;
|
||||
gap: 10px;
|
||||
align-items: center;
|
||||
}
|
||||
.pill {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
padding: 10px 12px;
|
||||
border-radius: 999px;
|
||||
border: 1px solid rgba(255,255,255,0.10);
|
||||
background: #121925;
|
||||
}
|
||||
.dot {
|
||||
width: 10px; height: 10px; border-radius: 999px;
|
||||
background: rgba(255,255,255,0.35);
|
||||
}
|
||||
.dot.ok { background: rgba(0,255,180,0.75); }
|
||||
.dot.bad { background: rgba(255,70,70,0.75); }
|
||||
.small { font-size: 12px; opacity: 0.75; }
|
||||
.footer {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
flex-wrap: wrap;
|
||||
margin-top: 10px;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div class="wrap">
|
||||
<div class="card">
|
||||
<h1>Robot Face Control</h1>
|
||||
<div class="toggle">
|
||||
<span class="pill"><span id="connDot" class="dot"></span><span id="connTxt">offline</span></span>
|
||||
<div class="small" id="stateTxt">–</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<h2>Emotion</h2>
|
||||
<div class="grid">
|
||||
<button data-emotion="neutral" class="primary">neutral</button>
|
||||
<button data-emotion="happy">happy</button>
|
||||
<button data-emotion="sad">sad</button>
|
||||
<button data-emotion="angry">angry</button>
|
||||
<button data-emotion="surprised">surprised</button>
|
||||
<button data-emotion="sleepy">sleepy</button>
|
||||
</div>
|
||||
|
||||
<div class="row">
|
||||
<label for="intensity">Intensität</label>
|
||||
<div class="value" id="intensityVal">0.70</div>
|
||||
</div>
|
||||
<input id="intensity" type="range" min="0" max="1" step="0.01" value="0.70" />
|
||||
<div class="footer">
|
||||
<button id="blinkBtn">Blinzeln</button>
|
||||
<button id="wanderBtn" class="primary">Blick: wander</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<h2>Blick (fix)</h2>
|
||||
<div class="row">
|
||||
<label for="lookX">X (links ↔ rechts)</label>
|
||||
<div class="value" id="lookXVal">0.00</div>
|
||||
</div>
|
||||
<input id="lookX" type="range" min="-1" max="1" step="0.01" value="0" />
|
||||
|
||||
<div class="row">
|
||||
<label for="lookY">Y (oben ↕ unten)</label>
|
||||
<div class="value" id="lookYVal">0.00</div>
|
||||
</div>
|
||||
<input id="lookY" type="range" min="-1" max="1" step="0.01" value="0" />
|
||||
|
||||
<div class="footer">
|
||||
<button id="applyLookBtn">Blick anwenden</button>
|
||||
<button id="centerLookBtn">Zentrieren</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<h2>Sprechen</h2>
|
||||
|
||||
<div class="footer">
|
||||
<button id="speakBtn">Speak (700ms)</button>
|
||||
<button id="talkToggleBtn" class="primary">Talk: OFF</button>
|
||||
</div>
|
||||
|
||||
<div class="row">
|
||||
<label for="talkRate">Rate (Hz)</label>
|
||||
<div class="value" id="talkRateVal">3.20</div>
|
||||
</div>
|
||||
<input id="talkRate" type="range" min="0.5" max="10" step="0.1" value="3.2" />
|
||||
|
||||
<div class="row">
|
||||
<label for="talkAmount">Mund-Öffnung</label>
|
||||
<div class="value" id="talkAmountVal">0.90</div>
|
||||
</div>
|
||||
<input id="talkAmount" type="range" min="0" max="1" step="0.01" value="0.9" />
|
||||
|
||||
<div class="row">
|
||||
<label for="talkJitter">Jitter</label>
|
||||
<div class="value" id="talkJitterVal">0.25</div>
|
||||
</div>
|
||||
<input id="talkJitter" type="range" min="0" max="1" step="0.01" value="0.25" />
|
||||
</div>
|
||||
|
||||
<div class="card small">
|
||||
Tipp: URL am Handy öffnen: <b>/control/</b> (z. B. http://raspy/control/)
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script>
|
||||
const $ = (id) => document.getElementById(id);
|
||||
|
||||
const connDot = $("connDot");
|
||||
const connTxt = $("connTxt");
|
||||
const stateTxt = $("stateTxt");
|
||||
|
||||
const intensity = $("intensity");
|
||||
const intensityVal = $("intensityVal");
|
||||
|
||||
const lookX = $("lookX"), lookXVal = $("lookXVal");
|
||||
const lookY = $("lookY"), lookYVal = $("lookYVal");
|
||||
|
||||
const talkToggleBtn = $("talkToggleBtn");
|
||||
const talkRate = $("talkRate"), talkRateVal = $("talkRateVal");
|
||||
const talkAmount = $("talkAmount"), talkAmountVal = $("talkAmountVal");
|
||||
const talkJitter = $("talkJitter"), talkJitterVal = $("talkJitterVal");
|
||||
|
||||
let talkEnabled = false;
|
||||
let wander = true;
|
||||
let lastState = null;
|
||||
|
||||
function fmt(n, d=2){ return Number(n).toFixed(d); }
|
||||
|
||||
async function postState(patch) {
|
||||
const res = await fetch("/api/state", {
|
||||
method: "POST",
|
||||
headers: {"Content-Type":"application/json"},
|
||||
body: JSON.stringify(patch),
|
||||
});
|
||||
if (!res.ok) throw new Error("POST failed: " + res.status);
|
||||
return res.json();
|
||||
}
|
||||
|
||||
function setConn(ok) {
|
||||
connDot.classList.toggle("ok", ok);
|
||||
connDot.classList.toggle("bad", !ok);
|
||||
connTxt.textContent = ok ? "online" : "offline";
|
||||
}
|
||||
|
||||
function updateStateText(s) {
|
||||
if (!s) { stateTxt.textContent = "–"; return; }
|
||||
const e = s.emotion ?? "?";
|
||||
const i = s.intensity ?? "?";
|
||||
const t = s.talk?.enabled ? "talk" : "silent";
|
||||
const lk = (s.look === null || s.look === undefined) ? "wander" : `look(${fmt(s.look.x)},${fmt(s.look.y)})`;
|
||||
stateTxt.textContent = `${e} | intensity ${fmt(i)} | ${t} | ${lk}`;
|
||||
}
|
||||
|
||||
// Emotion buttons
|
||||
document.querySelectorAll("button[data-emotion]").forEach(btn => {
|
||||
btn.addEventListener("click", async () => {
|
||||
try {
|
||||
await postState({ emotion: btn.dataset.emotion });
|
||||
} catch(e) { console.error(e); }
|
||||
});
|
||||
});
|
||||
|
||||
// Intensity slider
|
||||
intensity.addEventListener("input", () => intensityVal.textContent = fmt(intensity.value));
|
||||
intensity.addEventListener("change", async () => {
|
||||
try { await postState({ intensity: Number(intensity.value) }); } catch(e){ console.error(e); }
|
||||
});
|
||||
|
||||
// Blink + Wander toggle
|
||||
$("blinkBtn").addEventListener("click", async () => {
|
||||
try { await postState({ blink: true }); } catch(e){ console.error(e); }
|
||||
});
|
||||
|
||||
$("wanderBtn").addEventListener("click", async (ev) => {
|
||||
wander = !wander;
|
||||
ev.target.textContent = "Blick: " + (wander ? "wander" : "fix");
|
||||
ev.target.classList.toggle("primary", wander);
|
||||
try {
|
||||
await postState({ look: wander ? null : { x: Number(lookX.value), y: Number(lookY.value) } });
|
||||
} catch(e){ console.error(e); }
|
||||
});
|
||||
|
||||
// Look sliders
|
||||
function updateLookLabels(){
|
||||
lookXVal.textContent = fmt(lookX.value);
|
||||
lookYVal.textContent = fmt(lookY.value);
|
||||
}
|
||||
lookX.addEventListener("input", updateLookLabels);
|
||||
lookY.addEventListener("input", updateLookLabels);
|
||||
updateLookLabels();
|
||||
|
||||
$("applyLookBtn").addEventListener("click", async () => {
|
||||
try {
|
||||
wander = false;
|
||||
$("wanderBtn").textContent = "Blick: fix";
|
||||
$("wanderBtn").classList.remove("primary");
|
||||
await postState({ look: { x: Number(lookX.value), y: Number(lookY.value) } });
|
||||
} catch(e){ console.error(e); }
|
||||
});
|
||||
|
||||
$("centerLookBtn").addEventListener("click", async () => {
|
||||
lookX.value = 0; lookY.value = 0; updateLookLabels();
|
||||
try {
|
||||
wander = false;
|
||||
$("wanderBtn").textContent = "Blick: fix";
|
||||
$("wanderBtn").classList.remove("primary");
|
||||
await postState({ look: { x: 0, y: 0 } });
|
||||
} catch(e){ console.error(e); }
|
||||
});
|
||||
|
||||
// Speak (one-shot)
|
||||
$("speakBtn").addEventListener("click", async () => {
|
||||
try {
|
||||
await postState({ mouth: { open: true, amount: Number(talkAmount.value), duration_ms: 700 } });
|
||||
} catch(e){ console.error(e); }
|
||||
});
|
||||
|
||||
// Talk controls
|
||||
function updateTalkLabels(){
|
||||
talkRateVal.textContent = fmt(talkRate.value);
|
||||
talkAmountVal.textContent = fmt(talkAmount.value);
|
||||
talkJitterVal.textContent = fmt(talkJitter.value);
|
||||
}
|
||||
talkRate.addEventListener("input", updateTalkLabels);
|
||||
talkAmount.addEventListener("input", updateTalkLabels);
|
||||
talkJitter.addEventListener("input", updateTalkLabels);
|
||||
updateTalkLabels();
|
||||
|
||||
async function pushTalk() {
|
||||
try {
|
||||
await postState({
|
||||
talk: {
|
||||
enabled: talkEnabled,
|
||||
rate_hz: Number(talkRate.value),
|
||||
amount: Number(talkAmount.value),
|
||||
jitter: Number(talkJitter.value),
|
||||
}
|
||||
});
|
||||
} catch(e){ console.error(e); }
|
||||
}
|
||||
|
||||
talkToggleBtn.addEventListener("click", async () => {
|
||||
talkEnabled = !talkEnabled;
|
||||
talkToggleBtn.textContent = "Talk: " + (talkEnabled ? "ON" : "OFF");
|
||||
talkToggleBtn.classList.toggle("primary", !talkEnabled); // OFF = primary (wie vorher)
|
||||
await pushTalk();
|
||||
});
|
||||
|
||||
[talkRate, talkAmount, talkJitter].forEach(el => {
|
||||
el.addEventListener("change", async () => {
|
||||
if (talkEnabled) await pushTalk();
|
||||
});
|
||||
});
|
||||
|
||||
// Live state via SSE (optional, aber nice)
|
||||
function connectSSE() {
|
||||
try {
|
||||
const es = new EventSource("/events");
|
||||
es.addEventListener("state", (e) => {
|
||||
setConn(true);
|
||||
try {
|
||||
lastState = JSON.parse(e.data);
|
||||
updateStateText(lastState);
|
||||
|
||||
// sync some UI hints
|
||||
if (typeof lastState?.intensity === "number") {
|
||||
intensity.value = lastState.intensity;
|
||||
intensityVal.textContent = fmt(intensity.value);
|
||||
}
|
||||
if (lastState?.look === null) {
|
||||
wander = true;
|
||||
$("wanderBtn").textContent = "Blick: wander";
|
||||
$("wanderBtn").classList.add("primary");
|
||||
} else if (lastState?.look) {
|
||||
wander = false;
|
||||
$("wanderBtn").textContent = "Blick: fix";
|
||||
$("wanderBtn").classList.remove("primary");
|
||||
lookX.value = lastState.look.x ?? 0;
|
||||
lookY.value = lastState.look.y ?? 0;
|
||||
updateLookLabels();
|
||||
}
|
||||
if (lastState?.talk) {
|
||||
talkEnabled = !!lastState.talk.enabled;
|
||||
talkToggleBtn.textContent = "Talk: " + (talkEnabled ? "ON" : "OFF");
|
||||
talkToggleBtn.classList.toggle("primary", !talkEnabled);
|
||||
if (typeof lastState.talk.rate_hz === "number") talkRate.value = lastState.talk.rate_hz;
|
||||
if (typeof lastState.talk.amount === "number") talkAmount.value = lastState.talk.amount;
|
||||
if (typeof lastState.talk.jitter === "number") talkJitter.value = lastState.talk.jitter;
|
||||
updateTalkLabels();
|
||||
}
|
||||
} catch {}
|
||||
});
|
||||
es.onerror = () => { setConn(false); es.close(); setTimeout(connectSSE, 1200); };
|
||||
} catch {
|
||||
setConn(false);
|
||||
}
|
||||
}
|
||||
connectSSE();
|
||||
|
||||
// Initial ping
|
||||
fetch("/api/state").then(r => r.json()).then(j => {
|
||||
setConn(true);
|
||||
lastState = j.state;
|
||||
updateStateText(lastState);
|
||||
}).catch(() => setConn(false));
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
|
|
@ -205,9 +205,14 @@ body.emotion-happy {
|
|||
--omouth: 0;
|
||||
--mouth-line-y: 58%;
|
||||
--mouth-line-h: 12px;
|
||||
--mouth-line-opacity: 0;
|
||||
}
|
||||
body.emotion-happy .mouth-shape { }
|
||||
body.emotion-happy .mouth-shape.frown { } /* no-op */
|
||||
body.emotion-happy .mouth-shape::before {
|
||||
top: -20%; /* war 38% -> kleiner = weiter nach oben */
|
||||
height: 62%; /* etwas größer, damit der Bogen schön wirkt */
|
||||
}
|
||||
|
||||
body.emotion-sad {
|
||||
--glow: rgba(120, 180, 255, 0.32);
|
||||
|
|
@ -216,6 +221,7 @@ body.emotion-sad {
|
|||
--omouth: 0;
|
||||
--mouth-line-y: 42%;
|
||||
--mouth-line-h: 12px;
|
||||
--mouth-line-opacity: 0;
|
||||
}
|
||||
body.emotion-sad .mouth-shape { }
|
||||
body.emotion-sad .mouth-shape.frown { } /* no-op */
|
||||
|
|
@ -256,6 +262,25 @@ body.emotion-sleepy .eye {
|
|||
max-height: 90px;
|
||||
}
|
||||
|
||||
|
||||
/* Smooth transition for everything */
|
||||
* { box-sizing: border-box; }
|
||||
|
||||
|
||||
:root{
|
||||
--intensity: 0.7; /* 0..1 */
|
||||
--mouth-open: 0; /* 0..1 */
|
||||
}
|
||||
|
||||
/* Glow stärker je nach Intensität */
|
||||
.eye, .mouth {
|
||||
box-shadow: 0 0 calc(26px + 30px * var(--intensity)) var(--glow);
|
||||
}
|
||||
|
||||
/* Mund-Linie “öffnet”: wird dicker und etwas tiefer */
|
||||
.mouth-shape::after {
|
||||
height: calc(var(--mouth-line-h) + 26px * var(--mouth-open));
|
||||
top: calc(var(--mouth-line-y) + 6% * var(--mouth-open));
|
||||
opacity: calc(var(--mouth-line-opacity) + 0.10 * var(--mouth-open));
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue