233 lines
8.9 KiB
Python
233 lines
8.9 KiB
Python
"""Live animated face for the mask, driven by pre-uploaded DIY frames + PLAY.
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This is the smooth path (no per-frame upload logo): a frame set is uploaded to
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the mask once (slow, one-time), then animation is just ``PLAY <slot>`` commands
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(fast). The background loop blinks, glances around when idle, and moves the
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mouth while "speaking".
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Driving the mouth (best -> simplest):
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* :meth:`set_audio_level` (0..1 from live audio RMS) -> real lip-sync; the
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mouth opens proportionally to loudness and closes on pauses. Use this with
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Gemini Live / TTS audio for a human-looking mouth.
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* :meth:`set_speaking` (True/False) -> a natural *auto* talk envelope (varied
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open/close with word-break pauses) when you don't have amplitude.
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* :meth:`set_mouth` (0..3) -> drive a fixed level directly.
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Interactivity:
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* :meth:`set_expression` holds an expression (e.g. "surprised", "smile",
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"listening") over the idle/talk animation until cleared with ``None``.
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"""
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from __future__ import annotations
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import asyncio
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import random
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import time
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from typing import Dict, Optional
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import colorface
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_GLANCE = ["look_left", "neutral", "look_right", "neutral"]
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_MOUTH_BY_LEVEL = ["neutral", "talk1", "talk2", "talk3"]
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class FaceAnimator:
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def __init__(self, mask, frames: Optional[Dict[str, bytes]] = None, *,
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fps: float = 8.0, brightness: int = 95):
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self.mask = mask
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self.frames = frames or colorface.default_frames()
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self.fps = fps
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self.brightness = brightness
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self.slots: Dict[str, int] = {}
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# drive state
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self._speaking = False # auto talk envelope
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self._mouth: Optional[int] = None # fixed manual level
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self._level = 0.0 # live audio level 0..1 (lip-sync)
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self._lipsync = False
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self._expression: Optional[str] = None # held override frame
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self._blink = True
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# internal animation state
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self._talk_cur = 0.0 # smoothed auto-talk mouth position
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self._talk_target = 0.0
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self._talk_hold = 0
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self._task: Optional[asyncio.Task] = None
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self._stop = False
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self._last: Optional[str] = None
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# -- lifecycle ------------------------------------------------------------
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async def load(self, force: bool = False):
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"""Upload the frame set to the mask (skipped if already present).
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Resilient to a flaky BLE link: if the connection drops mid-upload, it
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reconnects and retries the current frame, so a weak signal slows the
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one-time upload rather than failing it.
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"""
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names = list(self.frames)
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count = await self.mask.get_diy_count(timeout=4.0) or 0
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if not force and count >= len(names):
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# Frames already stored (DIY images persist on the mask's flash).
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# ``>=`` tolerates the CHEC count being off-by-one on some units, so
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# we don't needlessly re-upload (which is slow + risks corruption).
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self.slots = {name: i + 1 for i, name in enumerate(names)}
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return
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await self.mask.clear_diy()
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for i, (name, data) in enumerate(self.frames.items(), start=1):
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await self._upload_frame_resilient(i, data)
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self.slots[name] = i
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await asyncio.sleep(0.2)
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async def _upload_frame_resilient(self, slot: int, data: bytes, tries: int = 5):
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from bleak.exc import BleakError
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for attempt in range(tries):
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try:
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await self.mask.upload_frame(data, slot)
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return
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except (BleakError, EOFError, OSError) as exc:
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if attempt == tries - 1:
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raise
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# link dropped mid-upload -> reconnect and re-send this frame
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# (a fresh DATS resets any half-finished slot on the mask)
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try:
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await self.mask.disconnect()
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except Exception:
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pass
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await asyncio.sleep(1.0)
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try:
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await self.mask.connect(timeout=15.0, attempts=8)
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await self.mask.set_brightness(self.brightness)
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except Exception:
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pass # next attempt's upload_frame will surface a clear error
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async def start(self, *, reload: bool = False):
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await self.mask.set_brightness(self.brightness)
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await self.load(force=reload)
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self._stop = False
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await self._play("neutral")
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self._task = asyncio.create_task(self._loop())
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return self
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async def stop(self):
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self._stop = True
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if self._task:
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self._task.cancel()
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try:
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await self._task
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except asyncio.CancelledError:
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pass
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self._task = None
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async def __aenter__(self):
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return await self.start()
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async def __aexit__(self, *exc):
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await self.stop()
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# -- control --------------------------------------------------------------
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def set_audio_level(self, level: float):
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"""Real lip-sync: 0..1 live audio amplitude -> mouth openness.
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Call this as fast as you like from an audio callback; the loop samples
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it at ``fps`` and the level decays so the mouth closes on silence.
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"""
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self._lipsync = True
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self._speaking = False
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self._mouth = None
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self._level = max(self._level * 0.4, min(1.0, float(level))) # fast attack
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def set_speaking(self, speaking: bool):
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"""Auto talk envelope while speaking; closes the mouth when False."""
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self._mouth = None
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self._lipsync = False
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self._speaking = bool(speaking)
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if not speaking:
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self._talk_cur = self._talk_target = 0.0
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def set_mouth(self, level: int):
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"""Drive the mouth at a fixed level (0=closed..3=wide)."""
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self._speaking = False
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self._lipsync = False
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self._mouth = max(0, min(3, int(level)))
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def set_expression(self, name: Optional[str]):
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"""Hold an expression frame over the animation (None clears it)."""
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self._expression = name if name in self.frames else None
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def set_blink(self, enabled: bool):
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self._blink = bool(enabled)
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async def show(self, name: str):
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"""Show one named frame immediately (one-off)."""
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await self._play(name)
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# -- internals ------------------------------------------------------------
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@staticmethod
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def _level_to_mouth(level: float) -> int:
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if level < 0.06:
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return 0
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if level < 0.16:
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return 1
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if level < 0.32:
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return 2
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return 3
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def _auto_talk_mouth(self) -> int:
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"""A speech-like envelope: ease toward random targets, with word breaks."""
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if self._talk_hold <= 0:
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# mostly open of varying degree, with occasional full closes (breaks)
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self._talk_target = random.choice([0, 1, 1, 2, 2, 3, 3, 2, 1, 0])
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self._talk_hold = random.randint(1, 3)
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self._talk_hold -= 1
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# ease current toward target so motion is smooth, not steppy
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self._talk_cur += (self._talk_target - self._talk_cur) * 0.6
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return int(round(self._talk_cur))
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async def _play(self, name: str):
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slot = self.slots.get(name)
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if slot is None or name == self._last:
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return
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try:
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await self.mask.play_diy(slot)
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self._last = name
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except Exception:
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self._last = None # retry next tick on transient BLE error
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async def _loop(self):
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dt = 1.0 / self.fps
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next_blink = time.monotonic() + random.uniform(2.0, 5.0)
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next_glance = time.monotonic() + random.uniform(4.0, 9.0)
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while not self._stop:
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now = time.monotonic()
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# periodic blink (skipped while a held expression is active)
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if self._blink and self._expression is None and now >= next_blink:
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await self._play("blink")
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await asyncio.sleep(0.12)
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next_blink = now + random.uniform(2.5, 6.0)
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if self._expression is not None:
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await self._play(self._expression)
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elif self._lipsync:
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await self._play(_MOUTH_BY_LEVEL[self._level_to_mouth(self._level)])
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self._level *= 0.55 # release toward closed
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if self._level < 0.02:
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self._lipsync = False # idle once silent
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elif self._speaking:
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await self._play(_MOUTH_BY_LEVEL[self._auto_talk_mouth()])
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elif self._mouth is not None:
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await self._play(_MOUTH_BY_LEVEL[self._mouth])
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elif now >= next_glance:
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for g in _GLANCE:
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await self._play(g)
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await asyncio.sleep(0.25)
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next_glance = now + random.uniform(5.0, 11.0)
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else:
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await self._play("neutral")
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await asyncio.sleep(dt)
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