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import { ARKIT_CHANNELS, type BlendshapeFrame } from "@/lib/stageMachine/types";
const VISEMES = ["sil", "PP", "FF", "TH", "DD", "kk", "CH", "SS", "nn", "RR", "aa", "E", "ih", "oh", "ou"] as const;
function clamp01(n: number) {
return Math.min(1, Math.max(0, n));
}
/** Procedural ARKit frame — stands in for A2F-3D until live NIM is wired. */
export function synthesizeArkitFrame(
tMediaMs: number,
opts: { talking: boolean; energy: number; stageLive: boolean },
): BlendshapeFrame {
const t = tMediaMs / 1000;
const energy = clamp01(opts.energy);
const talk = opts.talking && opts.stageLive ? 1 : 0;
const breath = (Math.sin(t * 1.2) + 1) / 2;
const micro = (Math.sin(t * 0.35) + 1) / 2;
const jaw = talk * (0.12 + energy * 0.45 * (0.55 + 0.45 * Math.sin(t * 9.5)));
const smile = 0.08 + micro * 0.06 + talk * energy * 0.12;
const blinkCycle = t % 4.2;
const blink = blinkCycle > 4.0 ? clamp01((blinkCycle - 4.0) / 0.08) : blinkCycle > 3.92 ? 1 : 0;
const weights: Record<string, number> = {};
for (const ch of ARKIT_CHANNELS) {
weights[ch] = 0;
}
weights.jawOpen = jaw;
weights.mouthClose = talk * (1 - energy) * 0.15;
weights.mouthSmileLeft = smile;
weights.mouthSmileRight = smile * 0.98;
weights.mouthLeft = talk * 0.04 * Math.sin(t * 3.1);
weights.mouthRight = talk * 0.04 * Math.cos(t * 2.7);
weights.mouthFunnel = talk * energy * 0.18 * Math.max(0, Math.sin(t * 7.2));
weights.mouthPucker = talk * energy * 0.1 * Math.max(0, Math.sin(t * 5.1 + 1));
weights.browInnerUp = 0.05 + micro * 0.08 + talk * 0.04;
weights.browOuterUpLeft = 0.03 + micro * 0.04;
weights.browOuterUpRight = 0.03 + micro * 0.05;
weights.eyeBlinkLeft = blink;
weights.eyeBlinkRight = blink * 0.96;
weights.eyeLookInLeft = 0.04 * Math.sin(t * 0.5);
weights.eyeLookOutRight = 0.04 * Math.sin(t * 0.5);
weights.cheekSquintLeft = smile * 0.25;
weights.cheekSquintRight = smile * 0.22;
weights.noseSneerLeft = talk * energy * 0.03;
weights.mouthUpperUpLeft = talk * jaw * 0.2;
weights.mouthUpperUpRight = talk * jaw * 0.18;
weights.mouthLowerDownLeft = talk * jaw * 0.25;
weights.mouthLowerDownRight = talk * jaw * 0.22;
// Idle breath shoulders into cheek puff subtly
weights.cheekPuff = breath * 0.03 * (1 - talk);
const viseme =
!talk
? "sil"
: VISEMES[Math.floor(((Math.sin(t * 6.5) + 1) / 2) * (VISEMES.length - 1))]!;
return {
tMediaMs,
weights,
energy: talk ? energy : breath * 0.15,
viseme,
};
}
export function topBlendshapes(
frame: BlendshapeFrame,
n = 8,
): Array<{ name: string; value: number }> {
return Object.entries(frame.weights)
.map(([name, value]) => ({ name, value }))
.sort((a, b) => b.value - a.value)
.slice(0, n);
}