Files
claw3d/src/features/retro-office/objects/agents.tsx
T
gsknnft 083c146aac feat: add runtime seam, Hermes adapter support, and demo gateway mode (#89)
* fix: include kanbanImmersive in immersiveOverlayActive calculation

When Kanban board is open, HUD elements (camera preset buttons, edit toolbar, overlays) should be suppressed. The kanbanImmersive flag was defined but not included in the immersiveOverlayActive condition, causing HUD elements to remain visible.

This fix adds kanbanImmersive to the immersiveOverlayActive calculation so HUD elements are properly hidden when the Kanban board is open.

Co-authored-by: Luke The Dev <iamlukethedev@users.noreply.github.com>

* Fix: Hide mini status bar when Kanban immersive overlay is open

Wraps the bottom-left mini status bar (showing agent stats, vibe score, and
control hints) with !immersiveOverlayActive check to match the behavior of
other HUD elements like camera controls and toolbar.

This ensures the status bar is properly hidden when the Kanban board or any
other immersive overlay is active, maintaining a clean immersive experience.

Co-authored-by: Luke The Dev <iamlukethedev@users.noreply.github.com>

* chore: drop unrelated package-lock line from branch

Co-authored-by: Luke The Dev <iamlukethedev@users.noreply.github.com>

* universal-backend-plan

* backend-neutral runtime seam

* package.json update

* feat: add Hermes gateway adapter as alternative to OpenClaw

Adds a WebSocket adapter that lets Claw3D connect to a Hermes AI agent
runtime without any changes to the frontend. The adapter implements the
full Claw3D gateway protocol and bridges it to the Hermes HTTP API.

Changes:
- server/hermes-gateway-adapter.js: WebSocket bridge implementing the
  Claw3D gateway protocol against the Hermes HTTP API. Supports all
  core methods (agents, sessions, chat streaming, cron, config, files,
  approvals) and multi-agent orchestration via spawn_agent/delegate_task
  tools. Persists conversation history to ~/.hermes/clawd3d-history.json.
- scripts/clawd3d-start.sh: All-in-one startup script that launches
  Hermes, the adapter, and the Next.js dev server with auto port
  conflict resolution. Alias as `claw3d` for convenience.
- src/features/office/hooks/useCronAgents.ts: Hook that polls the
  gateway for cron-scheduled agents and surfaces them in the 3D office.
- package.json: adds `hermes-adapter` npm script
- .env.example: documents Hermes config vars
- docs/hermes-gateway.md: setup guide and protocol reference

Usage:
  npm run hermes-adapter   # start adapter (connect to http://localhost:8642)
  npm run dev              # start Claw3D, point browser at localhost:3000
  # or: bash scripts/clawd3d-start.sh  (starts everything automatically)

Both OpenClaw and Hermes are supported simultaneously — the gateway URL
in NEXT_PUBLIC_GATEWAY_URL determines which backend Claw3D connects to.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* feat: add read_agent_context tool for cross-agent coordination

Agents can now read each other's conversation history via the
read_agent_context tool, enabling the orchestrator to check what
a sub-agent has done before re-delegating work.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>

* feat: wire Hermes office UX and role-aware runtime updates

* feature update - demomode & hermes adapter

* fix lint blockers

* lintfix #2

* fix: stabilize retro office camera preset callbacks

* Initial plan

* fix: stabilize retro office overview preset hooks

Agent-Logs-Url: https://github.com/gsknnft/Claw3D/sessions/9cc71555-591e-44cf-aec4-25affbdcb405

Co-authored-by: gsknnft <123185582+gsknnft@users.noreply.github.com>

* feat: add truthful backend selection, Hermes adapter hardening, and demo gateway mode

* fix: address bugbot review and finalize backend selection

* fixed - onboarding and hermes calls

* office systems roadmap

* feat specs in docs

* specs ready

* feat: continue custom runtime seam and gateway alignment

* custom lane wired

* feat: add custom runtime provider path and office runtime alignment

* runtime fixes

* fix lukes findings

* fix lukes findings #2

* stable UI & connect screen page -> overlay

* better baseline for connection

* stable providers & ui rendering

* best launch yet

* nearly no gateway on reconnect

* auto reconnect last state

* fix: preserve selected runtime across reconnects

Keep backend selection aligned with the operator's chosen runtime instead of reviving a mismatched last-known-good adapter, and keep custom runtimes prompting for reconnect when Studio cannot auto-connect them.

Made-with: Cursor

---------

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
Co-authored-by: Luke The Dev <iamlukethedev@users.noreply.github.com>
Co-authored-by: Elias Pfeffer <eliaspfeffer@gmail.com>
Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com>
Co-authored-by: iamlukethedev <lucas.guilherme@smartwayslfl.com>
2026-04-02 15:27:24 -05:00

1186 lines
43 KiB
TypeScript

import { Billboard, Text } from "@react-three/drei";
import { useFrame } from "@react-three/fiber";
import { memo, useMemo, useRef } from "react";
import * as THREE from "three";
import { createDefaultAgentAvatarProfile } from "@/lib/avatars/profile";
import {
AGENT_SCALE,
WALK_ANIM_SPEED,
} from "@/features/retro-office/core/constants";
import { toWorld } from "@/features/retro-office/core/geometry";
import type {
JanitorActor,
RenderAgent,
} from "@/features/retro-office/core/types";
import { AgentModelProps } from "@/features/retro-office/objects/types";
const MAX_NAMEPLATE_TEXT_LENGTH = 10;
const formatAgentNameplateText = (value: string): string => {
const normalized = value.replace(/\s+/g, " ").trim();
if (!normalized) return "";
if (normalized.length <= MAX_NAMEPLATE_TEXT_LENGTH) return normalized;
const [firstName] = normalized.split(" ");
return firstName || normalized;
};
export const AgentModel = memo(function AgentModel({
agentId,
name,
subtitle,
status,
color,
appearance,
agentsRef,
agentLookupRef,
onHover,
onUnhover,
onClick,
onContextMenu,
showSpeech = false,
speechText = null,
suppressSpeechBubble = false,
}: AgentModelProps) {
const groupRef = useRef<THREE.Group>(null);
const leftArmRef = useRef<THREE.Group>(null);
const rightArmRef = useRef<THREE.Group>(null);
const leftLegRef = useRef<THREE.Group>(null);
const rightLegRef = useRef<THREE.Group>(null);
const statusDotMatRef = useRef<THREE.MeshBasicMaterial>(null);
const pulseRingRef = useRef<THREE.Mesh>(null);
const pulseRingMatRef = useRef<THREE.MeshBasicMaterial>(null);
const leftEyeRef = useRef<THREE.Mesh>(null);
const rightEyeRef = useRef<THREE.Mesh>(null);
const leftEyeHighlightRef = useRef<THREE.Mesh>(null);
const rightEyeHighlightRef = useRef<THREE.Mesh>(null);
const mouthRef = useRef<THREE.Mesh>(null);
const leftMouthCornerRef = useRef<THREE.Mesh>(null);
const rightMouthCornerRef = useRef<THREE.Mesh>(null);
const leftBrowRef = useRef<THREE.Mesh>(null);
const rightBrowRef = useRef<THREE.Mesh>(null);
const heldPaddleRef = useRef<THREE.Group>(null);
const heldPaddleFaceRef = useRef<THREE.MeshStandardMaterial>(null);
const heldCleaningToolRef = useRef<THREE.Group>(null);
const heldCleaningHeadRef = useRef<THREE.MeshStandardMaterial>(null);
const heldBucketRef = useRef<THREE.Group>(null);
const heldScrubberRef = useRef<THREE.Group>(null);
const speechBubbleRef = useRef<THREE.Group>(null);
const speechBubbleMatRef = useRef<THREE.MeshBasicMaterial>(null);
const awayBubbleRef = useRef<THREE.Group>(null);
const bodyMatRef = useRef<THREE.MeshLambertMaterial>(null);
const pos = useRef(new THREE.Vector3(0, 0, 0));
const resolvedAppearance = useMemo(
() => appearance ?? createDefaultAgentAvatarProfile(agentId),
[agentId, appearance],
);
useFrame(() => {
const agent =
agentLookupRef?.current?.get(agentId) ??
agentsRef.current?.find((candidate) => candidate.id === agentId);
if (!agent || !groupRef.current) return;
const [wx, , wz] = toWorld(agent.x, agent.y);
pos.current.set(wx, 0, wz);
groupRef.current.position.lerp(pos.current, 0.15);
const targetY = agent.facing;
let rotDelta = targetY - groupRef.current.rotation.y;
while (rotDelta > Math.PI) rotDelta -= Math.PI * 2;
while (rotDelta < -Math.PI) rotDelta += Math.PI * 2;
groupRef.current.rotation.y += rotDelta * 0.12;
const isWorkout = agent.state === "working_out";
const isDancing = agent.state === "dancing";
const isJanitor = "role" in agent && agent.role === "janitor";
const janitorTool = isJanitor
? (agent as RenderAgent & JanitorActor).janitorTool
: undefined;
const workoutStyle = agent.workoutStyle ?? "lift";
const frameValue = agent.frame + (agent.phaseOffset ?? 0) / WALK_ANIM_SPEED;
const walkPhase = Math.sin(frameValue * WALK_ANIM_SPEED);
const workoutPhase = Math.sin(
agent.frame * 0.18 + (agent.phaseOffset ?? 0),
);
const workoutPushPhase = Math.sin(
agent.frame * 0.18 + (agent.phaseOffset ?? 0) + Math.PI / 2,
);
groupRef.current.rotation.z = 0;
groupRef.current.rotation.x =
agent.state === "sitting"
? -0.15
: isDancing
? Math.sin(agent.frame * 0.18 + (agent.phaseOffset ?? 0)) * 0.06
: isWorkout
? workoutStyle === "bike"
? 0.18
: workoutStyle === "row"
? -0.12 + Math.max(0, workoutPhase) * 0.08
: workoutStyle === "stretch"
? -0.08
: workoutStyle === "run"
? 0.08
: workoutStyle === "box"
? 0.04
: 0.02
: agent.pingPongUntil
? 0.08
: 0;
const bounce =
agent.state === "walking"
? Math.sin(frameValue * WALK_ANIM_SPEED) * 0.04
: isDancing
? 0.03 +
Math.abs(Math.sin(agent.frame * 0.22 + (agent.phaseOffset ?? 0))) *
0.05
: isWorkout
? workoutStyle === "stretch"
? 0.012 + Math.abs(workoutPhase) * 0.018
: workoutStyle === "row"
? 0.015 + Math.abs(workoutPhase) * 0.028
: 0.02 + Math.abs(workoutPhase) * 0.04
: 0;
const breathe =
agent.state === "standing" || isWorkout || agent.pingPongUntil
? Math.sin(frameValue * 0.03) * 0.01
: 0;
groupRef.current.position.y = bounce + breathe;
if (leftArmRef.current) {
leftArmRef.current.rotation.x = 0;
leftArmRef.current.rotation.y = 0;
leftArmRef.current.rotation.z = 0;
if (isJanitor && janitorTool !== "broom") {
leftArmRef.current.rotation.x = -0.22;
leftArmRef.current.rotation.z = -0.08;
} else if (agent.state === "walking") {
leftArmRef.current.rotation.x = walkPhase * 0.4;
} else if (isDancing) {
leftArmRef.current.rotation.x =
-0.8 + Math.sin(agent.frame * 0.22) * 0.9;
leftArmRef.current.rotation.z =
-0.45 + Math.cos(agent.frame * 0.16) * 0.18;
leftArmRef.current.rotation.y = -0.08;
groupRef.current.rotation.z = Math.sin(agent.frame * 0.12) * 0.08;
} else if (isWorkout) {
if (workoutStyle === "run") {
leftArmRef.current.rotation.x = -(0.28 + workoutPhase * 1.05);
leftArmRef.current.rotation.z = -0.08;
} else if (workoutStyle === "bike") {
leftArmRef.current.rotation.x = -(1.05 + workoutPushPhase * 0.16);
leftArmRef.current.rotation.z = -0.18;
leftArmRef.current.rotation.y = -0.12;
} else if (workoutStyle === "row") {
leftArmRef.current.rotation.x = -(
0.95 -
Math.max(0, workoutPhase) * 0.7
);
leftArmRef.current.rotation.z = -0.16;
leftArmRef.current.rotation.y = -0.1;
} else if (workoutStyle === "box") {
leftArmRef.current.rotation.x = -(
0.92 +
Math.max(0, workoutPushPhase) * 0.45
);
leftArmRef.current.rotation.z = -0.52;
leftArmRef.current.rotation.y = -0.06;
groupRef.current.rotation.z = 0.05;
} else if (workoutStyle === "stretch") {
leftArmRef.current.rotation.x = -1.58;
leftArmRef.current.rotation.z = -0.42;
leftArmRef.current.rotation.y = -0.08;
} else {
leftArmRef.current.rotation.x = -(
0.28 +
Math.abs(workoutPhase) * 0.28
);
leftArmRef.current.rotation.z = -0.58;
leftArmRef.current.rotation.y = -0.12;
}
} else if (agent.pingPongUntil) {
leftArmRef.current.rotation.x =
0.2 + Math.sin(agent.frame * 0.08) * 0.28;
} else if (agent.state === "sitting") {
leftArmRef.current.rotation.x = 0.3;
}
}
if (rightArmRef.current) {
rightArmRef.current.rotation.x = 0;
rightArmRef.current.rotation.y = 0;
rightArmRef.current.rotation.z = 0;
if (isJanitor && janitorTool !== "broom") {
rightArmRef.current.rotation.x = -0.95;
rightArmRef.current.rotation.y = 0.18;
rightArmRef.current.rotation.z = 0.08;
} else if (agent.state === "walking") {
rightArmRef.current.rotation.x = -walkPhase * 0.4;
} else if (isDancing) {
rightArmRef.current.rotation.x =
-0.8 - Math.sin(agent.frame * 0.22) * 0.9;
rightArmRef.current.rotation.z =
0.45 - Math.cos(agent.frame * 0.16) * 0.18;
rightArmRef.current.rotation.y = 0.08;
groupRef.current.rotation.z = Math.sin(agent.frame * 0.12) * 0.08;
} else if (isWorkout) {
if (workoutStyle === "run") {
rightArmRef.current.rotation.x = -(0.28 - workoutPhase * 1.05);
rightArmRef.current.rotation.z = 0.08;
} else if (workoutStyle === "bike") {
rightArmRef.current.rotation.x = -(1.05 - workoutPushPhase * 0.16);
rightArmRef.current.rotation.z = 0.18;
rightArmRef.current.rotation.y = 0.12;
} else if (workoutStyle === "row") {
rightArmRef.current.rotation.x = -(
0.95 -
Math.max(0, -workoutPhase) * 0.7
);
rightArmRef.current.rotation.z = 0.16;
rightArmRef.current.rotation.y = 0.1;
} else if (workoutStyle === "box") {
rightArmRef.current.rotation.x = -(
0.92 +
Math.max(0, -workoutPushPhase) * 0.45
);
rightArmRef.current.rotation.z = 0.52;
rightArmRef.current.rotation.y = 0.06;
groupRef.current.rotation.z = -0.05;
} else if (workoutStyle === "stretch") {
rightArmRef.current.rotation.x = -1.58;
rightArmRef.current.rotation.z = 0.42;
rightArmRef.current.rotation.y = 0.08;
} else {
rightArmRef.current.rotation.x = -(
0.28 +
Math.abs(workoutPhase) * 0.28
);
rightArmRef.current.rotation.z = 0.58;
rightArmRef.current.rotation.y = 0.12;
}
} else if (agent.pingPongUntil) {
rightArmRef.current.rotation.x =
0.08 - Math.sin(agent.frame * 0.08) * 0.16;
} else if (agent.state === "sitting") {
rightArmRef.current.rotation.x = 0.3;
}
}
if (leftLegRef.current) {
leftLegRef.current.rotation.x =
agent.state === "walking"
? walkPhase * 0.35
: isDancing
? Math.sin(agent.frame * 0.22 + (agent.phaseOffset ?? 0)) * 0.35
: isWorkout
? workoutStyle === "run"
? workoutPhase * 0.7
: workoutStyle === "bike"
? workoutPhase * 0.82
: workoutStyle === "row"
? 0.14 + Math.max(0, workoutPhase) * 0.42
: workoutStyle === "stretch"
? -0.2 + Math.abs(workoutPhase) * 0.08
: workoutStyle === "box"
? 0.06 + workoutPhase * 0.14
: workoutPhase * 0.18
: 0;
}
if (rightLegRef.current) {
rightLegRef.current.rotation.x =
agent.state === "walking"
? -walkPhase * 0.35
: isDancing
? -Math.sin(agent.frame * 0.22 + (agent.phaseOffset ?? 0)) * 0.35
: isWorkout
? workoutStyle === "run"
? -workoutPhase * 0.7
: workoutStyle === "bike"
? -workoutPhase * 0.82
: workoutStyle === "row"
? 0.14 + Math.max(0, -workoutPhase) * 0.42
: workoutStyle === "stretch"
? -0.12 + Math.abs(workoutPhase) * 0.08
: workoutStyle === "box"
? 0.06 - workoutPhase * 0.14
: -workoutPhase * 0.18
: 0;
}
const working =
agent.state === "sitting" ||
isWorkout ||
isDancing ||
agent.status === "working";
const isError = agent.status === "error";
const isAway = agent.state === "away";
if (statusDotMatRef.current) {
statusDotMatRef.current.color.set(
isError ? "#ef4444" : working ? "#22c55e" : "#f59e0b",
);
}
if (pulseRingRef.current && pulseRingMatRef.current) {
if (working || isError) {
const pulse = (Math.sin(agent.frame * 0.05) + 1) / 2;
const scale = isError ? 1.25 + pulse * 0.55 : 1.2 + pulse * 0.8;
pulseRingRef.current.scale.setScalar(scale);
pulseRingMatRef.current.color.set(isError ? "#ef4444" : "#22c55e");
pulseRingMatRef.current.opacity = isError
? 0.7 - pulse * 0.3
: 0.55 - pulse * 0.45;
pulseRingRef.current.visible = true;
} else {
pulseRingRef.current.visible = false;
}
}
if (awayBubbleRef.current) awayBubbleRef.current.visible = isAway;
if (bodyMatRef.current) bodyMatRef.current.opacity = isAway ? 0.45 : 1;
if (groupRef.current) {
groupRef.current.traverse((child) => {
if (
child instanceof THREE.Mesh &&
child.material instanceof THREE.MeshLambertMaterial
) {
child.material.transparent = isAway;
child.material.opacity = isAway ? 0.45 : 1;
}
});
}
const blinkSeed = agentId
.split("")
.reduce((sum, char) => sum + char.charCodeAt(0), 0);
const blinkCycle = isAway ? 180 : isError ? 120 : working ? 170 : 240;
const blinkWindow = isAway ? 26 : isError ? 18 : 12;
const blinkPhase = (agent.frame + blinkSeed * 17) % blinkCycle;
let eyeOpen = isError ? 0.92 : working ? 0.84 : 1.12;
if (blinkPhase < blinkWindow) {
const midpoint = blinkWindow / 2;
eyeOpen *= Math.min(1, Math.abs(blinkPhase - midpoint) / midpoint);
}
if (working) eyeOpen = Math.max(0.48, eyeOpen);
if (isError) eyeOpen = Math.max(0.28, eyeOpen);
if (isAway) eyeOpen = Math.min(eyeOpen, 0.2);
const eyeScaleX = isError ? 1.2 : working ? 1.06 : 1.12;
const eyeScaleY = Math.max(0.05, eyeOpen);
const eyeOffsetY =
(working ? -0.006 : 0) +
(isError ? -0.004 : 0) +
(agent.state === "walking" ? 0.004 : 0) +
(isAway ? -0.008 : 0);
for (const eyeRef of [leftEyeRef, rightEyeRef]) {
if (!eyeRef.current) continue;
eyeRef.current.scale.x = eyeScaleX;
eyeRef.current.scale.y = eyeScaleY;
eyeRef.current.position.y = 0.475 + eyeOffsetY;
}
for (const highlightRef of [leftEyeHighlightRef, rightEyeHighlightRef]) {
if (!highlightRef.current) continue;
highlightRef.current.visible = eyeOpen > 0.45 && !isAway;
highlightRef.current.position.y = 0.482 + eyeOffsetY;
}
if (mouthRef.current) {
mouthRef.current.rotation.z = 0;
mouthRef.current.position.set(0, 0.436, 0.074);
if (isAway) {
mouthRef.current.scale.set(0.5, 0.12, 1);
mouthRef.current.position.y = 0.434;
} else if (isError) {
mouthRef.current.scale.set(1.28, 0.16, 1);
mouthRef.current.position.y = 0.43;
} else if (working) {
mouthRef.current.scale.set(0.92, 0.14, 1);
mouthRef.current.position.y = 0.437;
} else if (agent.state === "walking") {
const talkPulse =
0.38 + (Math.sin(agent.frame * 0.14 + blinkSeed) + 1) * 0.22;
mouthRef.current.scale.set(0.95, talkPulse, 1);
} else {
mouthRef.current.scale.set(1.35, 0.34, 1);
mouthRef.current.position.y = 0.428;
}
}
const showSmileCorners =
!isAway && !isError && !working && agent.state !== "walking";
const showFrownCorners = isError;
if (leftMouthCornerRef.current && rightMouthCornerRef.current) {
leftMouthCornerRef.current.visible = showSmileCorners || showFrownCorners;
rightMouthCornerRef.current.visible =
showSmileCorners || showFrownCorners;
leftMouthCornerRef.current.position.set(-0.031, 0.434, 0.074);
rightMouthCornerRef.current.position.set(0.031, 0.434, 0.074);
if (showFrownCorners) {
leftMouthCornerRef.current.rotation.z = -0.6;
rightMouthCornerRef.current.rotation.z = 0.6;
leftMouthCornerRef.current.position.y = 0.425;
rightMouthCornerRef.current.position.y = 0.425;
} else if (showSmileCorners) {
leftMouthCornerRef.current.rotation.z = 0.62;
rightMouthCornerRef.current.rotation.z = -0.62;
leftMouthCornerRef.current.position.y = 0.438;
rightMouthCornerRef.current.position.y = 0.438;
}
}
if (leftBrowRef.current && rightBrowRef.current) {
leftBrowRef.current.position.y = 0.52;
rightBrowRef.current.position.y = 0.52;
if (isAway) {
leftBrowRef.current.rotation.z = -0.24;
rightBrowRef.current.rotation.z = 0.24;
leftBrowRef.current.position.y = 0.512;
rightBrowRef.current.position.y = 0.512;
} else if (isError) {
leftBrowRef.current.rotation.z = 0.42;
rightBrowRef.current.rotation.z = -0.42;
leftBrowRef.current.position.y = 0.516;
rightBrowRef.current.position.y = 0.516;
} else if (working) {
leftBrowRef.current.rotation.z = 0.3;
rightBrowRef.current.rotation.z = -0.3;
} else {
leftBrowRef.current.rotation.z = -0.18;
rightBrowRef.current.rotation.z = 0.18;
leftBrowRef.current.position.y = 0.526;
rightBrowRef.current.position.y = 0.526;
}
}
const ambientBubbleVisible =
(!suppressSpeechBubble && isError) ||
(!isAway &&
!suppressSpeechBubble &&
!working &&
!isError &&
agent.state === "standing" &&
(agent.frame + blinkSeed * 11) % 320 < 42);
const bumpTalking = (agent.bumpTalkUntil ?? 0) > Date.now();
if (speechBubbleRef.current) {
const bubbleVisible =
!suppressSpeechBubble &&
(showSpeech || bumpTalking || ambientBubbleVisible);
speechBubbleRef.current.visible = bubbleVisible;
if (bubbleVisible) {
if (showSpeech && speechText?.trim()) {
speechBubbleRef.current.scale.setScalar(1);
} else {
const pulseBase = isError
? 1.06
: showSpeech || bumpTalking
? 1.03
: 0.98;
const pulse =
pulseBase + Math.sin(agent.frame * (isError ? 0.18 : 0.12)) * 0.06;
speechBubbleRef.current.scale.setScalar(pulse);
}
}
}
if (speechBubbleMatRef.current) {
speechBubbleMatRef.current.color.set(
isError ? "#3a1016" : working ? "#1d2a17" : "#1a2030",
);
speechBubbleMatRef.current.opacity = isError ? 0.97 : 0.92;
}
if (heldPaddleRef.current) {
const isPlaying = agent.pingPongUntil !== undefined;
heldPaddleRef.current.visible = isPlaying;
if (isPlaying) {
const swing = Math.sin(agent.frame * 0.08);
heldPaddleRef.current.position.set(-0.01, -0.21, 0.07 + swing * 0.015);
heldPaddleRef.current.rotation.set(-0.55 + swing * 0.1, 0.25, -0.35);
}
}
if (heldPaddleFaceRef.current) {
heldPaddleFaceRef.current.color.set(
agent.pingPongSide === 0 ? "#1f4fa8" : "#c53b30",
);
}
if (heldCleaningToolRef.current) {
const showBroom = isJanitor && janitorTool === "broom";
heldCleaningToolRef.current.visible = showBroom;
if (showBroom) {
const sweep =
agent.state === "walking" ? Math.sin(agent.frame * 0.08) * 0.08 : 0;
heldCleaningToolRef.current.position.set(
-0.02,
-0.2,
0.08 + sweep * 0.06,
);
heldCleaningToolRef.current.rotation.set(-0.8, 0.18, -0.18);
}
}
if (heldCleaningHeadRef.current) {
heldCleaningHeadRef.current.color.set("#facc15");
}
if (heldBucketRef.current) {
const showVacuum = isJanitor && janitorTool === "vacuum";
heldBucketRef.current.visible = showVacuum;
if (showVacuum) {
heldBucketRef.current.position.set(-0.08, -0.1, 0.18);
heldBucketRef.current.rotation.set(-0.32, 0.22, -0.38);
}
}
if (heldScrubberRef.current) {
const showScrubber = isJanitor && janitorTool === "floor_scrubber";
heldScrubberRef.current.visible = showScrubber;
if (showScrubber) {
heldScrubberRef.current.position.set(-0.1, -0.08, 0.2);
heldScrubberRef.current.rotation.set(-0.28, 0.18, -0.42);
}
}
});
const skin = resolvedAppearance.body.skinTone;
const topColor = resolvedAppearance.clothing.topColor;
const trouserColor = resolvedAppearance.clothing.bottomColor;
const shoeColor = resolvedAppearance.clothing.shoesColor;
const hairColor = resolvedAppearance.hair.color;
const hairStyle = resolvedAppearance.hair.style;
const topStyle = resolvedAppearance.clothing.topStyle;
const bottomStyle = resolvedAppearance.clothing.bottomStyle;
const hatStyle = resolvedAppearance.accessories.hatStyle;
const showGlasses = resolvedAppearance.accessories.glasses;
const showHeadset = resolvedAppearance.accessories.headset;
const showBackpack = resolvedAppearance.accessories.backpack;
const accessoryColor = topColor;
const sleeveColor = topStyle === "jacket" ? "#dbe4ff" : topColor;
const cuffColor = topStyle === "hoodie" ? "#d1d5db" : sleeveColor;
const topAccentColor = topStyle === "jacket" ? "#1f2937" : cuffColor;
const faceTexture = useMemo(() => {
const canvas = document.createElement("canvas");
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext("2d");
if (!ctx) return new THREE.CanvasTexture(canvas);
ctx.fillStyle = skin;
ctx.fillRect(0, 0, 64, 64);
ctx.fillStyle = "rgba(255,255,255,0.14)";
ctx.fillRect(0, 0, 64, 10);
ctx.fillStyle = "rgba(196,122,84,0.18)";
ctx.beginPath();
ctx.arc(18, 38, 7, 0, Math.PI * 2);
ctx.arc(46, 38, 7, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#d8a06e";
ctx.fillRect(30, 28, 4, 10);
ctx.fillRect(29, 37, 6, 2);
const texture = new THREE.CanvasTexture(canvas);
texture.colorSpace = THREE.SRGBColorSpace;
texture.needsUpdate = true;
return texture;
}, [skin]);
const resolvedSpeechText =
showSpeech && speechText?.trim()
? speechText.trim()
: status === "error"
? "error"
: "...";
const activeSpeechBubble = showSpeech && Boolean(speechText?.trim());
const normalizedSpeechBubbleText = activeSpeechBubble
? resolvedSpeechText.replace(/\s+/g, " ").trim()
: resolvedSpeechText;
const speechBubbleDisplayText = normalizedSpeechBubbleText;
const speechBubbleTextLength = speechBubbleDisplayText.length;
const speechBubbleWidth = activeSpeechBubble
? Math.min(4.6, Math.max(1.8, 1.55 + speechBubbleTextLength * 0.018))
: 0.36;
const speechBubblePaddingX = activeSpeechBubble ? 0.34 : 0.06;
const speechBubblePaddingY = activeSpeechBubble ? 0.3 : 0.06;
const speechBubbleMaxWidth = Math.max(
0.24,
speechBubbleWidth - speechBubblePaddingX,
);
const estimatedSpeechCharsPerLine = activeSpeechBubble
? Math.max(10, Math.floor(speechBubbleMaxWidth * 7))
: 8;
const estimatedSpeechLines = activeSpeechBubble
? Math.max(
1,
Math.ceil(speechBubbleTextLength / estimatedSpeechCharsPerLine),
)
: 1;
const speechBubbleHeight = activeSpeechBubble
? Math.max(0.72, estimatedSpeechLines * 0.26 + speechBubblePaddingY)
: 0.2;
const speechBubbleFontSize = activeSpeechBubble
? speechBubbleTextLength > 110
? 0.188
: speechBubbleTextLength > 70
? 0.2
: 0.216
: 0.13;
const speechBubbleTextColor = activeSpeechBubble
? "#f8fafc"
: status === "error"
? "#ff9aa5"
: status === "working"
? "#b9f99d"
: "#a0c8ff";
const speechBubbleBorderColor = activeSpeechBubble
? status === "error"
? "#ff7f93"
: status === "working"
? "#93f57d"
: "#8dc4ff"
: "transparent";
const speechBubbleBorderInset = activeSpeechBubble ? 0.03 : 0;
const nameplateText = name ? formatAgentNameplateText(name) : "";
const subtitleText = typeof subtitle === "string" ? subtitle.trim() : "";
const nameplateFontSize =
nameplateText.length > 9 ? 0.118 : nameplateText.length > 7 ? 0.13 : 0.144;
return (
<group
ref={groupRef}
scale={[AGENT_SCALE, AGENT_SCALE, AGENT_SCALE]}
onPointerOver={(event) => {
event.stopPropagation();
onHover?.(agentId);
}}
onPointerOut={() => onUnhover?.()}
onClick={(event) => {
event.stopPropagation();
onClick?.(agentId);
}}
onContextMenu={(event) => {
event.stopPropagation();
const nativeEvent = event.nativeEvent as MouseEvent;
onContextMenu?.(agentId, nativeEvent.clientX, nativeEvent.clientY);
}}
>
<mesh position={[0, 0.001, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<circleGeometry args={[0.12, 12]} />
<meshBasicMaterial color="#000" transparent opacity={0.2} />
</mesh>
<group ref={rightLegRef} position={[-0.045, 0.1, 0]}>
{bottomStyle === "shorts" ? (
<>
<mesh position={[0, 0.03, 0]}>
<boxGeometry args={[0.07, 0.08, 0.08]} />
<meshLambertMaterial color={trouserColor} />
</mesh>
<mesh position={[0, -0.045, 0]}>
<boxGeometry args={[0.05, 0.06, 0.05]} />
<meshLambertMaterial color={skin} />
</mesh>
</>
) : (
<>
<mesh>
<boxGeometry args={[0.07, 0.14, 0.08]} />
<meshLambertMaterial color={trouserColor} />
</mesh>
{bottomStyle === "cuffed" ? (
<mesh position={[0, -0.05, 0]}>
<boxGeometry args={[0.074, 0.022, 0.084]} />
<meshLambertMaterial color="#d1d5db" />
</mesh>
) : null}
</>
)}
<mesh position={[0, -0.09, 0]}>
<boxGeometry args={[0.07, 0.05, 0.12]} />
<meshLambertMaterial color={shoeColor} />
</mesh>
</group>
<group ref={leftLegRef} position={[0.045, 0.1, 0]}>
{bottomStyle === "shorts" ? (
<>
<mesh position={[0, 0.03, 0]}>
<boxGeometry args={[0.07, 0.08, 0.08]} />
<meshLambertMaterial color={trouserColor} />
</mesh>
<mesh position={[0, -0.045, 0]}>
<boxGeometry args={[0.05, 0.06, 0.05]} />
<meshLambertMaterial color={skin} />
</mesh>
</>
) : (
<>
<mesh>
<boxGeometry args={[0.07, 0.14, 0.08]} />
<meshLambertMaterial color={trouserColor} />
</mesh>
{bottomStyle === "cuffed" ? (
<mesh position={[0, -0.05, 0]}>
<boxGeometry args={[0.074, 0.022, 0.084]} />
<meshLambertMaterial color="#d1d5db" />
</mesh>
) : null}
</>
)}
<mesh position={[0, -0.09, 0]}>
<boxGeometry args={[0.07, 0.05, 0.12]} />
<meshLambertMaterial color={shoeColor} />
</mesh>
</group>
{showBackpack ? (
<group position={[0, 0.28, -0.08]}>
<mesh>
<boxGeometry args={[0.15, 0.18, 0.06]} />
<meshLambertMaterial color={accessoryColor} />
</mesh>
<mesh position={[-0.06, 0.02, 0.02]}>
<boxGeometry args={[0.018, 0.16, 0.018]} />
<meshLambertMaterial color="#cbd5e1" />
</mesh>
<mesh position={[0.06, 0.02, 0.02]}>
<boxGeometry args={[0.018, 0.16, 0.018]} />
<meshLambertMaterial color="#cbd5e1" />
</mesh>
</group>
) : null}
<mesh position={[0, 0.28, 0]}>
<boxGeometry args={[0.18, 0.2, 0.1]} />
<meshLambertMaterial ref={bodyMatRef} color={topColor} />
</mesh>
{topStyle === "hoodie" ? (
<>
<mesh position={[0, 0.35, -0.045]}>
<boxGeometry args={[0.17, 0.1, 0.03]} />
<meshLambertMaterial color={topColor} />
</mesh>
<mesh position={[0, 0.22, 0.056]}>
<boxGeometry args={[0.11, 0.03, 0.012]} />
<meshLambertMaterial color={cuffColor} />
</mesh>
</>
) : null}
{topStyle === "jacket" ? (
<>
<mesh position={[0, 0.28, 0.056]}>
<boxGeometry args={[0.182, 0.21, 0.012]} />
<meshLambertMaterial color={topAccentColor} />
</mesh>
<mesh position={[0, 0.28, 0.063]}>
<boxGeometry args={[0.034, 0.2, 0.01]} />
<meshLambertMaterial color="#f8fafc" />
</mesh>
</>
) : null}
<group ref={rightArmRef} position={[-0.12, 0.28, 0]}>
<mesh position={[0, -0.08, 0]}>
<boxGeometry args={[0.06, 0.16, 0.06]} />
<meshLambertMaterial color={sleeveColor} />
</mesh>
{topStyle === "hoodie" ? (
<mesh position={[0, -0.145, 0]}>
<boxGeometry args={[0.064, 0.03, 0.064]} />
<meshLambertMaterial color={cuffColor} />
</mesh>
) : null}
<mesh position={[0, -0.17, 0]}>
<boxGeometry args={[0.05, 0.05, 0.05]} />
<meshLambertMaterial color={skin} />
</mesh>
<group
ref={heldPaddleRef}
position={[-0.01, -0.21, 0.07]}
visible={false}
>
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<cylinderGeometry args={[0.042, 0.042, 0.012, 18]} />
<meshStandardMaterial
ref={heldPaddleFaceRef}
color="#c53b30"
roughness={0.72}
/>
</mesh>
<mesh position={[0, -0.045, -0.015]} rotation={[0.12, 0, 0]}>
<boxGeometry args={[0.014, 0.07, 0.014]} />
<meshStandardMaterial color="#c59a68" roughness={0.74} />
</mesh>
</group>
<group
ref={heldCleaningToolRef}
position={[-0.02, -0.2, 0.08]}
rotation={[-0.8, 0.18, -0.18]}
visible={false}
>
<mesh position={[0, -0.13, 0]}>
<boxGeometry args={[0.012, 0.28, 0.012]} />
<meshStandardMaterial color="#9a6b3c" roughness={0.76} />
</mesh>
<mesh position={[0, -0.28, 0.012]}>
<boxGeometry args={[0.09, 0.028, 0.03]} />
<meshStandardMaterial
ref={heldCleaningHeadRef}
color="#facc15"
roughness={0.68}
/>
</mesh>
</group>
{/* Vacuum cleaner: larger upright silhouette so it reads clearly in-scene. */}
<group
ref={heldBucketRef}
position={[-0.08, -0.1, 0.18]}
visible={false}
>
<mesh position={[0, -0.02, 0]}>
<boxGeometry args={[0.015, 0.3, 0.015]} />
<meshStandardMaterial color="#555" roughness={0.72} />
</mesh>
<mesh position={[0.025, -0.16, 0]}>
<boxGeometry args={[0.08, 0.12, 0.07]} />
<meshStandardMaterial color="#dc2626" roughness={0.48} />
</mesh>
<mesh position={[0.05, -0.24, 0.02]}>
<boxGeometry args={[0.11, 0.024, 0.06]} />
<meshStandardMaterial color="#1f2937" roughness={0.65} />
</mesh>
<mesh position={[0.02, -0.11, 0.035]} rotation={[0, Math.PI / 2, 0]}>
<torusGeometry args={[0.03, 0.005, 10, 18, Math.PI]} />
<meshStandardMaterial
color="#94a3b8"
roughness={0.36}
metalness={0.18}
/>
</mesh>
</group>
{/* Floor scrubber: prominent handle, body, and wide cleaning base. */}
<group
ref={heldScrubberRef}
position={[-0.1, -0.08, 0.2]}
visible={false}
>
<mesh position={[0, -0.02, 0]}>
<boxGeometry args={[0.015, 0.32, 0.015]} />
<meshStandardMaterial color="#777" roughness={0.7} />
</mesh>
<mesh position={[0.035, -0.17, 0]}>
<boxGeometry args={[0.085, 0.08, 0.065]} />
<meshStandardMaterial color="#f59e0b" roughness={0.46} />
</mesh>
<mesh position={[0.06, -0.27, 0.02]} rotation={[-Math.PI / 2, 0, 0]}>
<cylinderGeometry args={[0.075, 0.075, 0.018, 24]} />
<meshStandardMaterial color="#0ea5e9" roughness={0.52} />
</mesh>
<mesh position={[0.06, -0.23, 0.02]}>
<boxGeometry args={[0.12, 0.018, 0.07]} />
<meshStandardMaterial color="#1f2937" roughness={0.6} />
</mesh>
</group>
</group>
<group ref={leftArmRef} position={[0.12, 0.28, 0]}>
<mesh position={[0, -0.08, 0]}>
<boxGeometry args={[0.06, 0.16, 0.06]} />
<meshLambertMaterial color={sleeveColor} />
</mesh>
{topStyle === "hoodie" ? (
<mesh position={[0, -0.145, 0]}>
<boxGeometry args={[0.064, 0.03, 0.064]} />
<meshLambertMaterial color={cuffColor} />
</mesh>
) : null}
<mesh position={[0, -0.17, 0]}>
<boxGeometry args={[0.05, 0.05, 0.05]} />
<meshLambertMaterial color={skin} />
</mesh>
</group>
<mesh position={[0, 0.39, 0]}>
<boxGeometry args={[0.07, 0.05, 0.07]} />
<meshLambertMaterial color={skin} />
</mesh>
<mesh position={[0, 0.47, 0]}>
<boxGeometry args={[0.16, 0.16, 0.14]} />
<meshLambertMaterial attach="material-0" color={skin} />
<meshLambertMaterial attach="material-1" color={skin} />
<meshLambertMaterial attach="material-2" color={skin} />
<meshLambertMaterial attach="material-3" color={skin} />
<meshLambertMaterial attach="material-4" map={faceTexture} />
<meshLambertMaterial attach="material-5" color={skin} />
</mesh>
{hairStyle === "short" ? (
<mesh position={[0, 0.555, 0]}>
<boxGeometry args={[0.17, 0.05, 0.15]} />
<meshLambertMaterial color={hairColor} />
</mesh>
) : null}
{hairStyle === "parted" ? (
<>
<mesh position={[0, 0.555, 0]}>
<boxGeometry args={[0.17, 0.045, 0.15]} />
<meshLambertMaterial color={hairColor} />
</mesh>
<mesh position={[-0.035, 0.59, 0.01]} rotation={[0.1, 0, -0.2]}>
<boxGeometry args={[0.12, 0.03, 0.08]} />
<meshLambertMaterial color={hairColor} />
</mesh>
</>
) : null}
{hairStyle === "spiky" ? (
<>
<mesh position={[0, 0.55, 0]}>
<boxGeometry args={[0.16, 0.035, 0.14]} />
<meshLambertMaterial color={hairColor} />
</mesh>
<mesh position={[-0.05, 0.59, 0]} rotation={[0, 0, -0.2]}>
<boxGeometry args={[0.04, 0.06, 0.04]} />
<meshLambertMaterial color={hairColor} />
</mesh>
<mesh position={[0, 0.605, 0]} rotation={[0, 0, 0]}>
<boxGeometry args={[0.04, 0.08, 0.04]} />
<meshLambertMaterial color={hairColor} />
</mesh>
<mesh position={[0.05, 0.59, 0]} rotation={[0, 0, 0.2]}>
<boxGeometry args={[0.04, 0.06, 0.04]} />
<meshLambertMaterial color={hairColor} />
</mesh>
</>
) : null}
{hairStyle === "bun" ? (
<>
<mesh position={[0, 0.548, 0]}>
<boxGeometry args={[0.17, 0.04, 0.15]} />
<meshLambertMaterial color={hairColor} />
</mesh>
<mesh position={[0, 0.6, -0.035]}>
<sphereGeometry args={[0.042, 14, 14]} />
<meshLambertMaterial color={hairColor} />
</mesh>
</>
) : null}
{hatStyle === "cap" ? (
<>
<mesh position={[0, 0.59, 0]}>
<boxGeometry args={[0.172, 0.03, 0.152]} />
<meshLambertMaterial color={accessoryColor} />
</mesh>
<mesh position={[0, 0.575, 0.07]}>
<boxGeometry args={[0.09, 0.012, 0.05]} />
<meshLambertMaterial color={accessoryColor} />
</mesh>
</>
) : null}
{hatStyle === "beanie" ? (
<mesh position={[0, 0.59, 0]}>
<boxGeometry args={[0.18, 0.06, 0.16]} />
<meshLambertMaterial color={accessoryColor} />
</mesh>
) : null}
{showHeadset ? (
<>
<mesh position={[0, 0.57, 0]} rotation={[0, 0, Math.PI / 2]}>
<torusGeometry args={[0.09, 0.008, 8, 24, Math.PI]} />
<meshLambertMaterial color="#94a3b8" />
</mesh>
<mesh position={[-0.1, 0.48, 0]}>
<boxGeometry args={[0.018, 0.05, 0.028]} />
<meshLambertMaterial color="#475569" />
</mesh>
<mesh position={[0.1, 0.48, 0]}>
<boxGeometry args={[0.018, 0.05, 0.028]} />
<meshLambertMaterial color="#475569" />
</mesh>
<mesh position={[0.085, 0.43, 0.06]} rotation={[0.25, 0.25, -0.4]}>
<boxGeometry args={[0.012, 0.06, 0.012]} />
<meshLambertMaterial color="#94a3b8" />
</mesh>
</>
) : null}
<mesh ref={leftBrowRef} position={[-0.04, 0.52, 0.074]}>
<boxGeometry args={[0.04, 0.01, 0.01]} />
<meshBasicMaterial color="#342016" />
</mesh>
<mesh ref={rightBrowRef} position={[0.04, 0.52, 0.074]}>
<boxGeometry args={[0.04, 0.01, 0.01]} />
<meshBasicMaterial color="#342016" />
</mesh>
<mesh ref={leftEyeRef} position={[-0.04, 0.475, 0.072]}>
<boxGeometry args={[0.03, 0.03, 0.01]} />
<meshBasicMaterial color="#1a1a2e" />
</mesh>
<mesh ref={rightEyeRef} position={[0.04, 0.475, 0.072]}>
<boxGeometry args={[0.03, 0.03, 0.01]} />
<meshBasicMaterial color="#1a1a2e" />
</mesh>
<mesh ref={leftEyeHighlightRef} position={[-0.03, 0.482, 0.074]}>
<boxGeometry args={[0.008, 0.008, 0.01]} />
<meshBasicMaterial color="#fff" />
</mesh>
<mesh ref={rightEyeHighlightRef} position={[0.05, 0.482, 0.074]}>
<boxGeometry args={[0.008, 0.008, 0.01]} />
<meshBasicMaterial color="#fff" />
</mesh>
{showGlasses ? (
<>
<mesh position={[-0.04, 0.475, 0.078]}>
<boxGeometry args={[0.05, 0.05, 0.01]} />
<meshBasicMaterial color="#111827" wireframe />
</mesh>
<mesh position={[0.04, 0.475, 0.078]}>
<boxGeometry args={[0.05, 0.05, 0.01]} />
<meshBasicMaterial color="#111827" wireframe />
</mesh>
<mesh position={[0, 0.475, 0.078]}>
<boxGeometry args={[0.02, 0.008, 0.01]} />
<meshBasicMaterial color="#111827" />
</mesh>
</>
) : null}
<mesh ref={mouthRef} position={[0, 0.436, 0.074]}>
<boxGeometry args={[0.05, 0.014, 0.01]} />
<meshBasicMaterial color="#9c4a4a" />
</mesh>
<mesh
ref={leftMouthCornerRef}
position={[-0.031, 0.438, 0.074]}
visible={false}
>
<boxGeometry args={[0.014, 0.014, 0.01]} />
<meshBasicMaterial color="#9c4a4a" />
</mesh>
<mesh
ref={rightMouthCornerRef}
position={[0.031, 0.438, 0.074]}
visible={false}
>
<boxGeometry args={[0.014, 0.014, 0.01]} />
<meshBasicMaterial color="#9c4a4a" />
</mesh>
<mesh
ref={pulseRingRef}
position={[0, 0.005, 0]}
rotation={[-Math.PI / 2, 0, 0]}
visible={false}
>
<ringGeometry args={[0.13, 0.19, 24]} />
<meshBasicMaterial
ref={pulseRingMatRef}
color="#22c55e"
transparent
opacity={0.5}
depthWrite={false}
/>
</mesh>
{!activeSpeechBubble && nameplateText ? (
<Billboard position={[0, 1.05, 0]}>
<mesh position={[0, 0, -0.001]}>
<planeGeometry args={[0.82, subtitleText ? 0.34 : 0.24]} />
<meshBasicMaterial color="#080c14" transparent opacity={0.9} />
</mesh>
<mesh position={[-0.392, 0, 0]}>
<planeGeometry args={[0.028, subtitleText ? 0.34 : 0.24]} />
<meshBasicMaterial color={color} />
</mesh>
<mesh position={[0.355, subtitleText ? 0.05 : 0, 0]}>
<circleGeometry args={[0.052, 14]} />
<meshBasicMaterial ref={statusDotMatRef} color="#ef4444" />
</mesh>
<Text
position={[-0.02, subtitleText ? 0.05 : 0, 0.001]}
fontSize={nameplateFontSize}
color="#e8dfc0"
anchorX="center"
anchorY="middle"
maxWidth={0.68}
font={undefined}
>
{nameplateText}
</Text>
{subtitleText ? (
<Text
position={[-0.02, -0.085, 0.001]}
fontSize={0.082}
color="#8ab4ff"
anchorX="center"
anchorY="middle"
maxWidth={0.68}
font={undefined}
>
{subtitleText}
</Text>
) : null}
</Billboard>
) : null}
<group ref={awayBubbleRef} visible={false}>
<Billboard position={[0, 1.3, 0]}>
<mesh position={[0, 0, -0.001]}>
<planeGeometry args={[0.32, 0.18]} />
<meshBasicMaterial color="#0d1015" transparent opacity={0.85} />
</mesh>
<Text
position={[0, 0, 0.001]}
fontSize={0.11}
color="#6080b0"
anchorX="center"
anchorY="middle"
>
z z z
</Text>
</Billboard>
</group>
<group ref={speechBubbleRef} visible={false}>
<Billboard position={[0, 1.45, 0]}>
{activeSpeechBubble ? (
<mesh position={[0, 0, -0.0015]} renderOrder={99998}>
<planeGeometry
args={[
speechBubbleWidth + speechBubbleBorderInset,
speechBubbleHeight + speechBubbleBorderInset,
]}
/>
<meshBasicMaterial
color={speechBubbleBorderColor}
transparent
opacity={0.88}
depthTest={false}
depthWrite={false}
/>
</mesh>
) : null}
<mesh position={[0, 0, -0.001]} renderOrder={99999}>
<planeGeometry args={[speechBubbleWidth, speechBubbleHeight]} />
<meshBasicMaterial
ref={speechBubbleMatRef}
color="#1a2030"
transparent
opacity={activeSpeechBubble ? 0.76 : 0.92}
depthTest={false}
depthWrite={false}
/>
</mesh>
<Text
position={
activeSpeechBubble
? [-speechBubbleWidth / 2 + speechBubblePaddingX / 2, 0, 0.001]
: [0, 0, 0.001]
}
fontSize={speechBubbleFontSize}
color={speechBubbleTextColor}
anchorX={activeSpeechBubble ? "left" : "center"}
anchorY="middle"
maxWidth={speechBubbleMaxWidth}
textAlign={activeSpeechBubble ? "left" : "center"}
lineHeight={1.1}
renderOrder={100000}
depthOffset={-10}
material-depthTest={false}
material-depthWrite={false}
>
{speechBubbleDisplayText}
</Text>
</Billboard>
</group>
</group>
);
});
AgentModel.displayName = "AgentModel";