File size: 39,362 Bytes
772074b 89dbee1 772074b 89dbee1 772074b de59038 772074b de59038 772074b de59038 772074b 89dbee1 772074b 89dbee1 772074b | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 | // PAREIDOLIA — the LIFE engine.
//
// Takes a still photo and the awakening record, and makes the object's found
// face *live* on it: eyes condense out of mist at the snapped feature points,
// blink, glance, follow you around the room, and speak with an amplitude-driven
// mouth. Everything renders as SVG layered over the photo — no WebGL, no
// framework, deterministic per record (seeded RNG), 60fps on a phone.
//
// Contract (ARCHITECTURE.md §4):
// createOverlay(containerEl, record, imgEl, opts = {})
// -> { playLine(audioUrlOrNull), setIdle(bool), destroy() }
//
// Constraints honored here:
// - one rAF loop per overlay; pauses when the card is off-viewport
// - transform/opacity mutations only after build (no layout thrash)
// - iris colors are SAMPLED from the photo around each snap point, so the
// eyes look OF the material — never cartoon-white
// - all idle randomness flows from a seed derived from the record id, so a
// persisted record replays identically forever
// - no imports from main.js / capture.js
// ---------------------------------------------------------------------------
// deterministic randomness
// ---------------------------------------------------------------------------
/** Hash a string into a 32-bit seed (xmur3). */
function hashSeed(str) {
let h = 1779033703 ^ str.length;
for (let i = 0; i < str.length; i++) {
h = Math.imul(h ^ str.charCodeAt(i), 3432918353);
h = (h << 13) | (h >>> 19);
}
h = Math.imul(h ^ (h >>> 16), 2246822507);
h = Math.imul(h ^ (h >>> 13), 3266489909);
return (h ^= h >>> 16) >>> 0;
}
/** Tiny deterministic PRNG (mulberry32). Returns () => [0,1). */
function mulberry32(seed) {
let a = seed >>> 0;
return function () {
a |= 0;
a = (a + 0x6d2b79f5) | 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
// ---------------------------------------------------------------------------
// color: sample the photo so the eye is made of the object's own material
// ---------------------------------------------------------------------------
function clamp(v, lo, hi) { return v < lo ? lo : v > hi ? hi : v; }
function lerp(a, b, t) { return a + (b - a) * t; }
function rgbToHsl(r, g, b) {
r /= 255; g /= 255; b /= 255;
const max = Math.max(r, g, b), min = Math.min(r, g, b);
let h = 0, s = 0;
const l = (max + min) / 2;
if (max !== min) {
const d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
if (max === r) h = ((g - b) / d + (g < b ? 6 : 0)) / 6;
else if (max === g) h = ((b - r) / d + 2) / 6;
else h = ((r - g) / d + 4) / 6;
}
return [h, s, l];
}
function hslToRgb(h, s, l) {
if (s === 0) { const v = Math.round(l * 255); return [v, v, v]; }
const q = l < 0.5 ? l * (1 + s) : l + s - l * s;
const p = 2 * l - q;
const f = (t) => {
t = ((t % 1) + 1) % 1;
if (t < 1 / 6) return p + (q - p) * 6 * t;
if (t < 1 / 2) return q;
if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
return p;
};
return [Math.round(f(h + 1 / 3) * 255), Math.round(f(h) * 255), Math.round(f(h - 1 / 3) * 255)];
}
function css([r, g, b], a = 1) {
return a >= 1 ? `rgb(${r},${g},${b})` : `rgba(${r},${g},${b},${a})`;
}
function shade(rgb, dl, ds = 0) {
const [h, s, l] = rgbToHsl(rgb[0], rgb[1], rgb[2]);
return hslToRgb(h, clamp(s + ds, 0, 1), clamp(l + dl, 0.02, 0.97));
}
function mixRgb(a, b, t) {
return [Math.round(lerp(a[0], b[0], t)), Math.round(lerp(a[1], b[1], t)), Math.round(lerp(a[2], b[2], t))];
}
const BONE = [239, 230, 212]; // #efe6d4
const FALLBACK_BASE = [110, 90, 72]; // warm cast iron — used if the canvas is tainted
/**
* Derive the full eye palette from one sampled patch color: a darker rim, a
* lighter glint, a photo-toned lid. The eye must look carved from the photo —
* and must always own one value-step DARKER than anything in the patch, so the
* sampled base is clamped before deriving (bright/low-chroma materials used to
* collapse the whole ramp into pastel rings: lavender-sticker eyes).
*/
function derivePalette(sampled) {
const [h, s, l] = rgbToHsl(sampled[0], sampled[1], sampled[2]);
let base = hslToRgb(h, s, clamp(l, 0.22, 0.58));
if (s < 0.12) base = mixRgb(base, FALLBACK_BASE, 0.4);
return {
base,
rim: shade(base, -0.4, 0.06),
mid: shade(base, -0.06, 0.12),
inner: shade(base, +0.22, 0.1),
glint: mixRgb(shade(base, +0.3), BONE, 0.65),
lid: shade(base, -0.06, 0.02),
lidEdge: shade(base, -0.28, 0.04),
pupil: shade(base, -0.38, -0.05),
pupilCore: shade(base, -0.6, -0.1),
mist: mixRgb(base, BONE, 0.45),
};
}
/**
* Draw the photo once to a small offscreen canvas; average a patch around each
* normalized feature point. Returns Map(featureIndex -> palette) or null when
* the image is cross-origin tainted (caller falls back to cast-iron tones).
*/
function samplePalettes(imgEl, features) {
try {
const nw = imgEl.naturalWidth, nh = imgEl.naturalHeight;
if (!nw || !nh) return null;
const scale = Math.min(1, 320 / Math.max(nw, nh));
const cw = Math.max(8, Math.round(nw * scale));
const ch = Math.max(8, Math.round(nh * scale));
const canvas = document.createElement("canvas");
canvas.width = cw; canvas.height = ch;
const ctx = canvas.getContext("2d", { willReadFrequently: true });
ctx.drawImage(imgEl, 0, 0, cw, ch);
const out = new Map();
for (let i = 0; i < features.length; i++) {
const f = features[i];
const px = clamp(Math.round(f.cx * cw), 0, cw - 1);
const py = clamp(Math.round(f.cy * ch), 0, ch - 1);
const pr = Math.max(2, Math.round((f.size || 0.06) * Math.min(cw, ch) * 0.45));
const x0 = clamp(px - pr, 0, cw - 1), y0 = clamp(py - pr, 0, ch - 1);
const w = clamp(px + pr, 1, cw) - x0, h = clamp(py + pr, 1, ch) - y0;
const data = ctx.getImageData(x0, y0, Math.max(1, w), Math.max(1, h)).data;
let r = 0, g = 0, b = 0, n = 0;
for (let k = 0; k < data.length; k += 4) { r += data[k]; g += data[k + 1]; b += data[k + 2]; n++; }
out.set(i, derivePalette([Math.round(r / n), Math.round(g / n), Math.round(b / n)]));
}
return out;
} catch (_taintedOrUndrawable) {
return null; // the photo keeps its secrets; we fall back to iron
}
}
// ---------------------------------------------------------------------------
// geometry: where the photo actually paints inside its element box
// ---------------------------------------------------------------------------
/**
* The box (relative to hostEl) where the image pixels are actually painted,
* honoring object-fit contain/cover. Normalized record coords map into THIS
* box, never the raw element box.
*/
function paintedBox(imgEl, hostEl) {
const ir = imgEl.getBoundingClientRect();
const hr = hostEl.getBoundingClientRect();
let x = ir.left - hr.left, y = ir.top - hr.top, w = ir.width, h = ir.height;
const nw = imgEl.naturalWidth, nh = imgEl.naturalHeight;
const fit = (getComputedStyle(imgEl).objectFit || "fill");
if (nw > 0 && nh > 0 && w > 0 && h > 0 && (fit === "contain" || fit === "cover" || fit === "scale-down")) {
let s = fit === "cover" ? Math.max(w / nw, h / nh) : Math.min(w / nw, h / nh);
if (fit === "scale-down") s = Math.min(s, 1);
const sw = nw * s, sh = nh * s;
x += (w - sw) / 2; y += (h - sh) / 2; w = sw; h = sh;
}
return { x, y, w, h };
}
// ---------------------------------------------------------------------------
// shared gaze source — one set of listeners no matter how many overlays live
// ---------------------------------------------------------------------------
const gaze = { px: null, py: null, tx: 0, ty: 0, tiltActive: false };
let gazeRefs = 0, gazeBase = null;
function onPointerMove(e) { gaze.px = e.clientX; gaze.py = e.clientY; }
function onTilt(e) {
if (e.beta == null || e.gamma == null) return;
if (!gazeBase) gazeBase = { beta: e.beta, gamma: e.gamma };
gaze.tx = clamp((e.gamma - gazeBase.gamma) / 18, -1, 1);
gaze.ty = clamp((e.beta - gazeBase.beta) / 18, -1, 1);
gaze.tiltActive = true;
}
function acquireGaze() {
if (gazeRefs++ === 0) {
window.addEventListener("pointermove", onPointerMove, { passive: true });
window.addEventListener("deviceorientation", onTilt, { passive: true });
}
}
function releaseGaze() {
if (--gazeRefs <= 0) {
gazeRefs = 0;
window.removeEventListener("pointermove", onPointerMove);
window.removeEventListener("deviceorientation", onTilt);
gazeBase = null;
}
}
// One AudioContext for the whole menagerie (browsers cap concurrent contexts).
let sharedAudioCtx = null;
function audioCtx() {
if (!sharedAudioCtx) {
const AC = window.AudioContext || window.webkitAudioContext;
sharedAudioCtx = new AC();
}
if (sharedAudioCtx.state === "suspended") sharedAudioCtx.resume().catch(() => {});
return sharedAudioCtx;
}
/**
* The glass breath — a tiny synthesized chime for the reveal's first blink.
* Two sine partials (~620Hz + ~930Hz), fast attack, long decay, ~0.4s, master
* gain ≤ 0.12 — quieter than a whisper. Skipped under prefers-reduced-motion;
* never throws on browsers without an AudioContext (a silent breath is still
* a breath). The reveal always follows a user gesture, so autoplay allows it.
*/
function playGlassBreath() {
try {
if (window.matchMedia && window.matchMedia("(prefers-reduced-motion: reduce)").matches) return;
const ctx = audioCtx();
const t0 = ctx.currentTime;
const master = ctx.createGain();
master.gain.setValueAtTime(0.0001, t0);
master.gain.exponentialRampToValueAtTime(0.11, t0 + 0.015); // fast attack
master.gain.exponentialRampToValueAtTime(0.0001, t0 + 0.42); // long decay
master.connect(ctx.destination);
for (const [freq, level] of [[622, 0.66], [932, 0.36]]) {
const osc = ctx.createOscillator();
osc.type = "sine";
osc.frequency.setValueAtTime(freq, t0);
const g = ctx.createGain();
g.gain.setValueAtTime(level, t0);
osc.connect(g);
g.connect(master);
osc.start(t0);
osc.stop(t0 + 0.5);
}
setTimeout(() => { try { master.disconnect(); } catch (_) { /* gone */ } }, 700);
} catch (_noAudio) { /* the browser declined to breathe — fine */ }
}
// easing
const easeOutQuad = (t) => 1 - (1 - t) * (1 - t);
const easeInOutQuad = (t) => (t < 0.5 ? 2 * t * t : 1 - 2 * (1 - t) * (1 - t));
const smoothstep = (t) => { t = clamp(t, 0, 1); return t * t * (3 - 2 * t); };
/** back-out with slight overshoot — the snap of a real saccade. */
function easeBackOut(t) {
const s = 1.35;
const u = t - 1;
return 1 + (s + 1) * u * u * u + s * u * u;
}
const SVG_NS = "http://www.w3.org/2000/svg";
function el(name, attrs = {}) {
const n = document.createElementNS(SVG_NS, name);
for (const k in attrs) n.setAttribute(k, attrs[k]);
return n;
}
let uidCounter = 0;
// ---------------------------------------------------------------------------
// createOverlay — the contract entrypoint
// ---------------------------------------------------------------------------
/**
* Bring a record's found face to life on top of `imgEl`.
*
* @param {HTMLElement} containerEl positioned ancestor the SVG is appended to
* @param {object} record awakening record; reads `features` (cx/cy/size/role
* normalized to the painted image), `id` (RNG seed), `persona` (unused here)
* @param {HTMLImageElement} imgEl the photo the face was found in
* @param {object} [opts]
* @param {string} [opts.mode="reveal"] "card" = wall-card scale: eyes get a
* minimum rendered radius, brighter glints, and a denser 3–5s blink cadence
* so a static glance at the wall always catches life
* @param {boolean} [opts.emerge=true] play the mist emergence (wall cards may skip)
* @param {boolean} [opts.idle=true] start with idle life enabled
* @param {string} [opts.seed] override the RNG seed
* @param {number} [opts.timeScale=1] stretch time (dev)
* @param {boolean} [opts.dev=false] expose `_dev` deterministic drive hooks
* @returns {{playLine: (url: string|null) => Promise<void>, setIdle: (on: boolean) => void, destroy: () => void}}
*/
export function createOverlay(containerEl, record, imgEl, opts = {}) {
const uid = `pdov${++uidCounter}`;
const emerge = opts.emerge !== false;
const isCard = opts.mode === "card";
const glintBoost = isCard ? 1.5 : 1;
const timeScale = opts.timeScale || 1;
const featuresRaw = record.features || record.candidate_features || [];
const eyes = [];
let mouthFeature = null;
featuresRaw.forEach((f, i) => {
if (typeof f.cx !== "number" || typeof f.cy !== "number") return;
if ((f.role || "").startsWith("eye")) eyes.push({ ...f, index: i });
else if (f.role === "mouth" && !mouthFeature) mouthFeature = { ...f, index: i };
});
// G2 mitigation: a degenerate eye pair (cx nearly coincident) reads as one
// smeared eye — spread the pair symmetrically about its midpoint to a 0.05
// gap. Render-only: we mutate our local copies, never the record.
if (eyes.length === 2 && Math.abs(eyes[0].cx - eyes[1].cx) < 0.05) {
const mid = (eyes[0].cx + eyes[1].cx) / 2;
const left = eyes[0].cx <= eyes[1].cx ? eyes[0] : eyes[1];
const right = left === eyes[0] ? eyes[1] : eyes[0];
left.cx = clamp(mid - 0.025, 0, 1);
right.cx = clamp(mid + 0.025, 0, 1);
}
const seedStr = opts.seed || record.id || record.record_token ||
`${record.object || "thing"}:${featuresRaw.map((f) => `${f.cx},${f.cy}`).join(";")}`;
const rng = mulberry32(hashSeed(String(seedStr)));
// ensure the container can host an absolutely-positioned layer
if (getComputedStyle(containerEl).position === "static") containerEl.style.position = "relative";
const svg = el("svg", { "aria-hidden": "true" });
svg.style.cssText = "position:absolute;pointer-events:none;display:block;overflow:hidden;";
if (opts.zIndex != null) svg.style.zIndex = String(opts.zIndex);
const defs = el("defs");
svg.appendChild(defs);
containerEl.appendChild(svg);
// ------------------------------------------------------------- state
let destroyed = false;
let clock = 0; // logical seconds since creation (deterministic)
let lastMs = null;
let rafId = 0;
let visible = true;
let idleEnabled = opts.idle !== false;
let paused = false; // dev: freeze logical time
let frameCount = 0;
let box = { x: 0, y: 0, w: 1, h: 1 };
let svgRect = null, rectDirty = true;
// emergence schedule (per feature) — generous mist: a wider, longer
// condensation forgives the ±15% the CV snap may have missed by
const EMERGE_DUR = 1.35;
eyes.forEach((e, i) => { e.emergeStart = emerge ? i * (0.18 + rng() * 0.1) : -EMERGE_DUR; });
if (mouthFeature) mouthFeature.emergeStart = emerge ? 0.42 + rng() * 0.12 : -EMERGE_DUR;
const allEyesEmergedAt = eyes.length
? Math.max(...eyes.map((e) => e.emergeStart + EMERGE_DUR))
: 0;
// blink machine — the first blink is the money frame. Card mode blinks on a
// dense 3–5s cadence with a per-record phase stagger (rng is id-seeded), so
// a wall of cards always has someone mid-blink; reveal keeps the slow burn.
const blinkGap = () => (isCard ? 3 + rng() * 2 : 5 + rng() * 6);
const blinkDown = isCard ? 0.16 : 0.11;
const blinkUp = isCard ? 0.13 : 0.09;
let blink = null; // {start, amp, down, up, repeats, gap}
let firstBlinkAt = allEyesEmergedAt + 0.7 + (isCard ? rng() * 2.8 : 0);
let firstBlinkDone = false;
let chimeAt = Infinity; // glass breath fires as the first blink completes
let nextBlinkAt = Infinity; // set after the first blink
let nextFlutterAt = Infinity;
let lidOverride = null; // dev hook
// saccade machine — both eyes jump together
let sacc = { x: 0, y: 0 }; // current offset in eye-diameter units
let saccAnim = null; // {fromX, fromY, toX, toY, start, dur}
let nextSaccadeAt = allEyesEmergedAt + 1.2 + rng() * 2;
// slow look-straight-at-camera
let stareUntil = -1;
let nextStareAt = allEyesEmergedAt + 12 + rng() * 14;
// pupil follow smoothing
const follow = { x: 0, y: 0 }; // smoothed, in [-1,1] gaze space
// speech
let speech = null; // {audio, srcNode, analyser, buf, resolve}
let env = 0; // smoothed mouth amplitude [0,1]
let ampOverride = null; // dev hook
let whisperUntil = -1;
let widen = 1;
// -------------------------------------------------------- palettes
let palettes = null;
function paletteFor(featureIndex) {
return (palettes && palettes.get(featureIndex)) || derivePalette(FALLBACK_BASE);
}
function resamplePalettes() {
palettes = samplePalettes(imgEl, featuresRaw);
applyPalettes();
}
// -------------------------------------------------------- DOM build
// Geometry is rebuilt (cheaply, rarely) whenever the painted box changes;
// every per-frame mutation afterwards is transform/opacity only.
const eyeNodes = []; // [{g, gAnim, gIris, gPupil, lid, lidEdge, mist, gMain, d, ex, ey, jitterP}]
let mouthNodes = null;
function grad(id, stops, opts2 = {}) {
const g = el("radialGradient", { id, ...opts2 });
for (const [offset, color, opacity] of stops) {
g.appendChild(el("stop", { offset, "stop-color": color, "stop-opacity": opacity == null ? 1 : opacity }));
}
return g;
}
function buildEye(slot) {
const f = eyes[slot];
// card-scale floor: at wall-card sizes the proportional radius collapses
// into invisible dots — never render an eye smaller than 8px radius
let r = (f.size * Math.min(box.w, box.h)) / 2;
if (isCard) r = Math.max(8, (f.size * box.w) / 2);
const d = r * 2;
const ex = f.cx * box.w, ey = f.cy * box.h;
const p = paletteFor(f.index);
const idp = `${uid}e${slot}`;
defs.appendChild(grad(`${idp}-socket`, [
["55%", css(p.rim), 0.0], ["82%", css(p.rim), 0.5], ["100%", css(p.rim), 0.0],
]));
// readability grounding (June 12 live audit): correctly-placed eyes sank
// into busy foliage and bright chrome. A soft near-black pool settles the
// iris into a socket, and a thin blurred penumbra ring grounds its edge —
// a shadow the eye sits IN, never a sticker outline (no pure black, no
// hard edge). Card mode runs slightly stronger: a wall card gets one
// glance, not a stare.
// Tiny rendered eyes (small features, small cards, phone reveals) need
// proportionally MORE grounding than big ones — at r≥16px the pool relaxes
// to its quiet baseline so large reveal eyes never look ringed-on.
const small = clamp((16 - r) / 10, 0, 1);
const groundRingA = isCard ? 0.55 : 0.45;
const groundPoolA = (isCard ? 0.4 : 0.3) + 0.12 * small;
const groundPoolR = (isCard ? 1.5 : 1.4) + 0.15 * small;
defs.appendChild(grad(`${idp}-ground`, [
["0%", "rgb(4,3,2)", groundPoolA],
["55%", "rgb(4,3,2)", groundPoolA * 0.85],
["100%", "rgb(4,3,2)", 0],
]));
const ringW = clamp(r * 0.12, isCard ? 1.8 : 1.5, 2.4);
const soften = el("filter", {
id: `${idp}-soften`, x: "-30%", y: "-30%", width: "160%", height: "160%",
});
soften.appendChild(el("feGaussianBlur", { stdDeviation: (ringW * 0.42).toFixed(2) }));
defs.appendChild(soften);
defs.appendChild(grad(`${idp}-iris`, [
["0%", css(p.inner), 0.96], ["34%", css(p.mid), 0.95],
["72%", css(p.rim), 0.97], ["100%", css(shade(p.rim, -0.1)), 0.9],
]));
defs.appendChild(grad(`${idp}-pupil`, [
["0%", css(p.pupilCore)], ["62%", css(p.pupil)], ["100%", css(p.pupil), 0.0],
]));
defs.appendChild(grad(`${idp}-mist`, [
["0%", css(p.mist), 0.5], ["55%", css(p.mist), 0.26], ["100%", css(p.mist), 0],
]));
const clip = el("clipPath", { id: `${idp}-clip` });
clip.appendChild(el("ellipse", { cx: 0, cy: 0, rx: r * 1.04, ry: r * 1.0 }));
defs.appendChild(clip);
const g = el("g"); // positioned at eye center
const gAnim = el("g"); // jitter + widen
const gMain = el("g"); // fades in on emergence
const gIris = el("g"); // small shift with saccade
const gPupil = el("g"); // pupil-follow
// socket shadow seats the eye INTO the material — first the near-black
// grounding pool (normal blend: multiply vanishes on bright chrome),
// slightly low, like weight settling…
gMain.appendChild(el("ellipse", {
cx: 0, cy: r * 0.1, rx: r * groundPoolR, ry: r * groundPoolR * 0.94,
fill: `url(#${idp}-ground)`,
}));
// …then the palette-tinted socket that keeps it of the material
gMain.appendChild(el("ellipse", {
cx: 0, cy: 0, rx: r * 1.5, ry: r * 1.32,
fill: `url(#${idp}-socket)`, style: "mix-blend-mode:multiply", opacity: 0.65,
}));
// iris: concentric translucent layers tinted from the photo
gIris.appendChild(el("circle", { cx: 0, cy: 0, r: r, fill: `url(#${idp}-iris)` }));
gIris.appendChild(el("circle", {
cx: 0, cy: 0, r: r * 0.72, fill: "none",
stroke: css(p.inner, 0.5), "stroke-width": Math.max(0.6, r * 0.06),
}));
// soft catchlight along the lower iris — light pooling in the material
gIris.appendChild(el("ellipse", {
cx: 0, cy: r * 0.55, rx: r * 0.44, ry: r * 0.13, fill: css(p.glint),
opacity: Math.min(1, 0.2 * glintBoost),
}));
gPupil.appendChild(el("circle", { cx: 0, cy: 0, r: r * 0.4, fill: `url(#${idp}-pupil)` }));
gPupil.appendChild(el("circle", {
cx: -r * 0.15, cy: -r * 0.17, r: r * 0.12, fill: css(p.glint),
opacity: Math.min(1, 0.95 * glintBoost),
}));
gPupil.appendChild(el("circle", {
cx: r * 0.14, cy: r * 0.12, r: r * 0.05, fill: css(p.glint),
opacity: Math.min(1, 0.4 * glintBoost),
}));
gIris.appendChild(gPupil);
// clipped group: top shading crescent + the lid
const gClipped = el("g", { "clip-path": `url(#${idp}-clip)` });
gClipped.appendChild(el("ellipse", {
cx: 0, cy: -r * 0.62, rx: r * 1.05, ry: r * 0.78,
fill: css(p.rim), opacity: 0.3, style: "mix-blend-mode:multiply",
}));
const lid = el("ellipse", {
cx: 0, cy: -(r * 1.5) - r, rx: r * 1.6, ry: r * 1.5,
fill: css(p.lid), stroke: css(p.lidEdge, 0.55), "stroke-width": Math.max(0.7, r * 0.07),
});
gClipped.appendChild(lid);
gMain.appendChild(gIris);
gMain.appendChild(gClipped);
// the penumbra ring rides the socket edge, just outside the iris — soft
// (blurred), thin, and dark enough that foliage and chrome can't eat it
gMain.appendChild(el("circle", {
cx: 0, cy: 0, r: r + ringW * 0.45, fill: "none",
stroke: `rgba(4,3,2,${groundRingA})`, "stroke-width": ringW.toFixed(2),
filter: `url(#${idp}-soften)`,
}));
gMain.setAttribute("opacity", emerge ? 0 : 1);
// emergence mist sits above everything for this eye — generously wide,
// so a slightly-missed snap point still reads as condensation, not error
const mist = el("circle", { cx: 0, cy: 0, r: r * 2.05, fill: `url(#${idp}-mist)`, opacity: 0 });
gAnim.appendChild(gMain);
gAnim.appendChild(mist);
g.appendChild(gAnim);
g.setAttribute("transform", `translate(${ex} ${ey})`);
svg.appendChild(g);
return {
f, g, gAnim, gMain, gIris, gPupil, lid, mist, d, r, ex, ey,
jitterP: [rng() * 6.28, rng() * 6.28, 0.7 + rng() * 0.5, 1.3 + rng() * 0.8],
};
}
function buildMouth() {
const f = mouthFeature;
const d = f.size * Math.min(box.w, box.h);
const mr = d / 2;
const mx = f.cx * box.w, my = f.cy * box.h;
const p = paletteFor(f.index);
const idp = `${uid}m`;
defs.appendChild(grad(`${idp}-shade`, [
["40%", css(p.rim), 0.0], ["80%", css(p.rim), 0.45], ["100%", css(p.rim), 0.0],
]));
defs.appendChild(grad(`${idp}-cavity`, [
["0%", css(p.pupilCore), 0.95], ["70%", css(p.pupil), 0.9], ["100%", css(p.pupil), 0.0],
]));
defs.appendChild(grad(`${idp}-mist`, [
["0%", css(p.mist), 0.42], ["55%", css(p.mist), 0.22], ["100%", css(p.mist), 0],
]));
const g = el("g");
const gMain = el("g");
const gAnim = el("g");
gMain.appendChild(el("ellipse", {
cx: 0, cy: 0, rx: mr * 1.05, ry: mr * 0.5,
fill: `url(#${idp}-shade)`, style: "mix-blend-mode:multiply", opacity: 0.38,
}));
const cavity = el("ellipse", { cx: 0, cy: 0, rx: mr * 0.72, ry: mr * 0.5, fill: `url(#${idp}-cavity)` });
const cavityG = el("g");
cavityG.appendChild(cavity);
// at rest the mouth is a closed seam — a shadow crease across the material
const seam = el("ellipse", {
cx: 0, cy: 0, rx: mr * 0.82, ry: mr * 0.09,
fill: css(p.pupil, 0.6),
});
const lipGlint = el("ellipse", {
cx: 0, cy: mr * 0.22, rx: mr * 0.56, ry: mr * 0.07, fill: css(p.glint), opacity: 0.16,
});
gAnim.appendChild(cavityG);
gAnim.appendChild(seam);
gAnim.appendChild(lipGlint);
gMain.appendChild(gAnim);
gMain.setAttribute("opacity", emerge ? 0 : 1);
const mist = el("circle", { cx: 0, cy: 0, r: mr * 1.8, fill: `url(#${idp}-mist)`, opacity: 0 });
g.appendChild(gMain);
g.appendChild(mist);
g.setAttribute("transform", `translate(${mx} ${my})`);
svg.appendChild(g);
return { f, g, gMain, gAnim, cavityG, cavity, seam, mist, mr, mx, my };
}
function rebuild() {
// wipe and rebuild geometry at current px box (rare: init / resize / palette)
while (svg.lastChild !== defs && svg.lastChild) svg.removeChild(svg.lastChild);
while (defs.firstChild) defs.removeChild(defs.firstChild);
eyeNodes.length = 0;
eyes.forEach((_, i) => eyeNodes.push(buildEye(i)));
mouthNodes = mouthFeature ? buildMouth() : null;
renderFrame(0); // re-apply current animation state immediately
}
function applyPalettes() { rebuild(); }
function layout() {
const b = paintedBox(imgEl, containerEl);
if (b.w <= 1 || b.h <= 1) return;
const changed = Math.abs(b.w - box.w) > 0.5 || Math.abs(b.h - box.h) > 0.5 ||
Math.abs(b.x - box.x) > 0.5 || Math.abs(b.y - box.y) > 0.5;
box = b;
svg.style.left = `${b.x}px`;
svg.style.top = `${b.y}px`;
svg.setAttribute("width", b.w);
svg.setAttribute("height", b.h);
svg.setAttribute("viewBox", `0 0 ${b.w} ${b.h}`);
rectDirty = true;
if (changed) rebuild();
}
// ------------------------------------------------------------ animation
function emergeT(f) {
return clamp((clock - f.emergeStart) / EMERGE_DUR, 0, 1);
}
function startBlink(amp, down, up, repeats) {
blink = { start: clock, amp, down, up, repeats: repeats || 1, gap: 0.07 };
}
/** lid closure [0..1] from the blink machine (or dev override). */
function lidValue() {
if (lidOverride != null) return lidOverride;
if (!blink) return 0;
const cycle = blink.down + blink.up + blink.gap;
const t = clock - blink.start;
const rep = Math.floor(t / cycle);
if (rep >= blink.repeats) { blink = null; return 0; }
const u = t - rep * cycle;
if (u < blink.down) return blink.amp * easeOutQuad(u / blink.down);
if (u < blink.down + blink.up) return blink.amp * (1 - easeInOutQuad((u - blink.down) / blink.up));
return 0;
}
function scheduleIdle() {
// saccades — shared, sudden, slightly overshooting
if (clock >= nextSaccadeAt) {
const recenter = rng() < 0.4;
const mag = recenter ? 0 : 0.05 + rng() * 0.09;
const ang = rng() * Math.PI * 2;
saccAnim = {
fromX: sacc.x, fromY: sacc.y,
toX: Math.cos(ang) * mag, toY: Math.sin(ang) * mag * 0.7,
start: clock, dur: 0.06 + rng() * 0.03,
};
nextSaccadeAt = clock + 2 + rng() * 4;
}
if (saccAnim) {
const t = clamp((clock - saccAnim.start) / saccAnim.dur, 0, 1);
const e = easeBackOut(t);
sacc.x = lerp(saccAnim.fromX, saccAnim.toX, e);
sacc.y = lerp(saccAnim.fromY, saccAnim.toY, e);
if (t >= 1) saccAnim = null;
}
// the slow look-straight-at-camera
if (clock >= nextStareAt) {
stareUntil = clock + 4;
nextStareAt = clock + 18 + rng() * 22;
}
// blinks + flutters
if (firstBlinkDone && clock >= nextBlinkAt) {
startBlink(1, blinkDown, blinkUp, 1);
nextBlinkAt = clock + blinkGap();
}
if (firstBlinkDone && clock >= nextFlutterAt) {
startBlink(0.55, 0.07, 0.06, 2);
nextFlutterAt = clock + 8 + rng() * 6;
}
}
function gazeVector(node) {
// normalized [-1,1] direction toward the pointer / device tilt
if (gaze.tiltActive) return { x: gaze.tx, y: gaze.ty };
if (gaze.px == null) return { x: 0, y: 0 };
if (rectDirty || !svgRect) { svgRect = svg.getBoundingClientRect(); rectDirty = false; }
const exs = svgRect.left + node.ex, eys = svgRect.top + node.ey;
return {
x: clamp((gaze.px - exs) / (window.innerWidth * 0.35), -1, 1),
y: clamp((gaze.py - eys) / (window.innerHeight * 0.35), -1, 1),
};
}
function updateEnvelope(dt) {
let target = 0;
if (ampOverride != null) { env = ampOverride; return; }
if (speech && speech.analyser) {
speech.analyser.getByteTimeDomainData(speech.buf);
let sum = 0;
for (let i = 0; i < speech.buf.length; i++) {
const v = (speech.buf[i] - 128) / 128;
sum += v * v;
}
const rms = Math.sqrt(sum / speech.buf.length);
target = clamp((rms - 0.015) * 5.5, 0, 1);
} else if (clock < whisperUntil) {
target = 0.06 + 0.05 * (0.5 + 0.5 * Math.sin(clock * 9 + 1.3));
}
const tau = target > env ? 0.028 : 0.12; // fast attack, ~120ms release
const k = dt <= 0 ? 0 : 1 - Math.exp(-dt / tau);
env += (target - env) * k;
}
function renderFrame(dt) {
frameCount++;
if (idleEnabled && !destroyed) scheduleIdle();
if (!firstBlinkDone && clock >= firstBlinkAt) {
startBlink(1, Math.max(0.12, blinkDown), blinkUp, 1);
firstBlinkDone = true;
// the glass breath belongs to the REVEAL's money frame only — wall
// cards blink constantly and must never become a wind-chime shop
if (!isCard) chimeAt = clock + Math.max(0.12, blinkDown) + blinkUp;
nextBlinkAt = clock + blinkGap();
nextFlutterAt = clock + 8 + rng() * 6;
}
if (clock >= chimeAt) {
chimeAt = Infinity;
playGlassBreath();
}
updateEnvelope(dt);
const lid = lidValue();
const staring = clock < stareUntil;
const speakingAloud = !!speech;
const widenTarget = speakingAloud ? 1.08 : 1;
const wk = dt <= 0 ? 0 : 1 - Math.exp(-dt / 0.12);
widen += (widenTarget - widen) * wk;
// shared gaze smoothing — eyes are near each other; one follow vector,
// updated ONCE per frame (per-eye updates would double the smoothing rate)
if (idleEnabled && eyeNodes.length) {
const gz = staring ? { x: 0, y: 0 } : gazeVector(eyeNodes[0]);
const fk = dt <= 0 ? 0 : 1 - Math.exp(-dt / (staring ? 0.45 : 0.09));
follow.x += (gz.x - follow.x) * fk;
follow.y += (gz.y - follow.y) * fk;
}
for (const n of eyeNodes) {
const e = emergeT(n.f);
// emergence: mist swells then clears; the eye condenses underneath
if (e < 1) {
const mistA = e < 0.28 ? smoothstep(e / 0.28) : 1 - smoothstep((e - 0.28) / 0.72);
n.mist.setAttribute("opacity", (mistA * 0.95).toFixed(3));
n.mist.setAttribute("transform", `scale(${(0.9 + e * 1.3).toFixed(3)})`);
const reveal = smoothstep((e - 0.25) / 0.75);
n.gMain.setAttribute("opacity", reveal.toFixed(3));
n.gMain.setAttribute("transform", `scale(${(1.12 - 0.12 * reveal).toFixed(4)})`);
} else if (n.gMain.getAttribute("opacity") !== "1") {
n.mist.setAttribute("opacity", "0");
n.gMain.setAttribute("opacity", "1");
n.gMain.removeAttribute("transform");
}
// idle micro-jitter (≤0.3% of size) — independent per eye
let jx = 0, jy = 0;
if (idleEnabled) {
const [p1, p2, f1, f2] = n.jitterP;
const ja = 0.003 * n.d;
jx = ja * (Math.sin(clock * 2.1 * f1 + p1) + 0.6 * Math.sin(clock * 4.7 * f2 + p2));
jy = ja * (Math.cos(clock * 1.7 * f2 + p2) + 0.6 * Math.cos(clock * 3.9 * f1 + p1));
}
n.g.setAttribute("transform", `translate(${(n.ex + jx).toFixed(2)} ${(n.ey + jy).toFixed(2)})`);
n.gAnim.setAttribute("transform", `scale(${widen.toFixed(4)})`);
// pupil-follow + saccade, clamped to ±25% of eye size
let px2 = 0, py2 = 0, ix = 0, iy = 0;
if (idleEnabled) {
const lim = 0.25 * n.d;
px2 = clamp(follow.x * 0.22 * n.d + sacc.x * n.d, -lim, lim);
py2 = clamp(follow.y * 0.18 * n.d + sacc.y * n.d, -lim, lim);
ix = px2 * 0.35; iy = py2 * 0.35;
}
n.gPupil.setAttribute("transform", `translate(${(px2 - ix).toFixed(2)} ${(py2 - iy).toFixed(2)})`);
n.gIris.setAttribute("transform", `translate(${ix.toFixed(2)} ${iy.toFixed(2)})`);
// the lid sweep
n.lid.setAttribute("transform", `translate(0 ${(lid * 2.04 * n.r).toFixed(2)})`);
}
if (mouthNodes) {
const m = mouthNodes;
const e = emergeT(m.f);
if (e < 1) {
const mistA = e < 0.3 ? smoothstep(e / 0.3) : 1 - smoothstep((e - 0.3) / 0.7);
m.mist.setAttribute("opacity", (mistA * 0.7).toFixed(3));
m.mist.setAttribute("transform", `scale(${(0.85 + e * 1.0).toFixed(3)})`);
m.gMain.setAttribute("opacity", smoothstep((e - 0.32) / 0.68).toFixed(3));
} else if (m.gMain.getAttribute("opacity") !== "1") {
m.mist.setAttribute("opacity", "0");
m.gMain.setAttribute("opacity", "1");
}
// squash/stretch with the envelope; sync beats viseme accuracy
const sy = 1 + env * 0.85;
const sx = 1 - env * 0.16;
m.gAnim.setAttribute("transform", `scale(${sx.toFixed(4)} ${sy.toFixed(4)})`);
m.cavityG.setAttribute("transform", `scale(1 ${(0.1 + env * 1.2).toFixed(4)})`);
m.cavity.setAttribute("opacity", (0.08 + env * 0.92).toFixed(3));
m.seam.setAttribute("transform", `scale(1 ${(1 + env * 2.2).toFixed(4)})`);
m.seam.setAttribute("opacity", (1 - env * 0.55).toFixed(3));
}
}
function frame(nowMs) {
if (destroyed) return;
if (!visible || document.hidden) { rafId = 0; lastMs = null; return; } // truly stop off-viewport
rafId = requestAnimationFrame(frame);
if (lastMs == null) lastMs = nowMs;
let dt = Math.min(0.05, (nowMs - lastMs) / 1000);
lastMs = nowMs;
if (paused) dt = 0;
dt *= timeScale;
clock += dt;
renderFrame(dt);
}
function ensureLoop() {
if (!rafId && !destroyed) { lastMs = null; rafId = requestAnimationFrame(frame); }
}
// ------------------------------------------------------------ observers
const ro = new ResizeObserver(() => layout());
ro.observe(imgEl);
ro.observe(containerEl);
const io = new IntersectionObserver((entries) => {
for (const en of entries) visible = en.isIntersecting;
if (visible) ensureLoop();
});
io.observe(containerEl);
const onScroll = () => { rectDirty = true; };
window.addEventListener("scroll", onScroll, { passive: true });
const onVisibility = () => { if (!document.hidden) ensureLoop(); };
document.addEventListener("visibilitychange", onVisibility);
acquireGaze();
if (imgEl.complete && imgEl.naturalWidth) {
layout();
resamplePalettes();
} else {
imgEl.addEventListener("load", () => {
if (destroyed) return;
layout();
resamplePalettes();
}, { once: true });
layout();
rebuild(); // fallback palette until pixels arrive
}
ensureLoop();
// ------------------------------------------------------------ speech
function stopSpeech(resolveIt = true) {
if (!speech) return;
const s = speech;
speech = null;
try { s.audio.pause(); } catch (_) { /* already gone */ }
try { s.srcNode.disconnect(); s.analyser.disconnect(); } catch (_) { /* fine */ }
if (resolveIt && s.resolve) s.resolve();
}
/**
* Speak one line. With a wav URL: WebAudio analyser drives the mouth and the
* eyes widen while it talks. With null (mutter-only cards): the mouth pulses
* subtly for a few seconds while the CALLER shows the whisper-bubble caption.
* Resolves when the line finishes (or quietly, if the audio fails to load —
* never throws at the visitor).
* @param {string|null} audioUrlOrNull
* @returns {Promise<void>}
*/
function playLine(audioUrlOrNull) {
if (destroyed) return Promise.resolve();
stopSpeech();
ensureLoop();
if (!audioUrlOrNull) {
whisperUntil = clock + 2.8;
return new Promise((res) => setTimeout(res, 2800 / timeScale));
}
return new Promise((resolve) => {
let ctx;
try { ctx = audioCtx(); } catch (_noAudio) { resolve(); return; }
const audio = new Audio();
audio.crossOrigin = "anonymous";
audio.src = audioUrlOrNull;
let srcNode, analyser;
try {
srcNode = ctx.createMediaElementSource(audio);
analyser = ctx.createAnalyser();
analyser.fftSize = 512;
analyser.smoothingTimeConstant = 0.4;
srcNode.connect(analyser);
analyser.connect(ctx.destination);
} catch (_graphFail) { resolve(); return; }
speech = { audio, srcNode, analyser, buf: new Uint8Array(analyser.fftSize), resolve };
audio.addEventListener("ended", () => stopSpeech());
audio.addEventListener("error", () => stopSpeech());
audio.play().catch(() => stopSpeech()); // autoplay gates resolve quietly
});
}
/**
* Toggle idle life (jitter/saccades/blinks/pupil-follow). Emergence and
* speech still animate while idle is off.
*/
function setIdle(on) {
idleEnabled = !!on;
if (idleEnabled) ensureLoop();
}
function destroy() {
if (destroyed) return;
destroyed = true;
stopSpeech(false);
cancelAnimationFrame(rafId);
rafId = 0;
ro.disconnect();
io.disconnect();
window.removeEventListener("scroll", onScroll);
document.removeEventListener("visibilitychange", onVisibility);
releaseGaze();
svg.remove();
}
const handle = { playLine, setIdle, destroy };
if (opts.dev) {
// Deterministic drive hooks for the screenshot harness — never shipped UI.
handle._dev = {
setPaused(b) { paused = !!b; },
/** advance logical time by ms and render one frame */
pump(ms) { clock += ms / 1000; renderFrame(ms / 1000); },
blink() { startBlink(1, 0.12, 0.09, 1); },
setLid(v) { lidOverride = v; renderFrame(0); },
forceAmp(v) {
ampOverride = v;
if (v != null && v > 0.2) widen = 1.08; // shot shows the speaking widen too
renderFrame(0);
},
state() {
return {
clock, frameCount, lid: lidValue(), env, widen,
emerged: eyes.map((e2) => emergeT(e2)), firstBlinkDone, box,
};
},
};
}
return handle;
}
|