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