Feat: Sprechen-Tab — mit Hermes per Sprache reden (Browser-Voice + 3D-Avatar)

Voll-Duplex Sprach-Interaktion vom lokalen PC mit dem vollen Hermes-Agenten
(api_server :8642, OpenAI-kompatibel → gleiche Tools + geteiltes Mem0 wie CLI/Telegram).

- Voice-Sidecar (voice_service/, eigenes Py3.12-venv ~/.voice, :8650): STT faster-whisper
  (medium, de) + gestuftes TTS — Piper (schnell, Default) + Chatterbox (premium, Voice-Cloning,
  lazy-load, CPU-Start). Analog mem0_service.
- Backend: routers/voice.py (Proxy /api/voice/stt|tts|voices + /chat-SSE an Hermes mit
  Bearer API_SERVER_KEY + X-Hermes-Session-Id für server-seitigen Verlauf). config.py:
  VOICE_SERVICE_URL + HERMES_API_KEY (Fallback aus ~/.hermes/.env). System-Dienstliste +
  Wartung (Restart/Logs) um voice-service ergänzt.
- Frontend: Sprechen-Tab mit 3D-Avatar (VRM via three-vrm) — Lippensync (Web-Audio-Pegel),
  Blinzeln, Sentiment-Mimik, Ruhepose. Avatar-Picker (CORS-freie Galerie + .vrm-Upload + URL
  + VRoid-Hub-Link) + Stimm-Auswahl. Push-to-talk (Knopf/Leertaste). Deps: three, r3f, drei.
- Deploy: deploy/voice-service.service + deploy.sh (idempotenter Sidecar-Install, enable, restart).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hitonabi
2026-06-27 23:26:58 +02:00
parent 2360ad173a
commit 8e7ce1b1d3
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import { Canvas, useFrame } from "@react-three/fiber"
import { OrbitControls } from "@react-three/drei"
import { useEffect, useRef, useState, type MutableRefObject } from "react"
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js"
import { VRM, VRMLoaderPlugin, VRMUtils } from "@pixiv/three-vrm"
import type { Emotion } from "@/lib/voice/sentiment"
// 3D-Avatar (VRM) mit Lippensync (Mund folgt dem TTS-Audiopegel), automatischem Blinzeln und
// stimmungsabhängiger Mimik. Liest die Live-Werte aus Mutable-Refs (kein Re-Render pro Frame).
type LevelRef = MutableRefObject<{ current: number }> // audioLevel.current.current = Pegel 0..1
type EmotionRef = MutableRefObject<Emotion>
// VRMs laden in T-Pose (Bindepose, Arme waagerecht). Wir senken Ober-/Unterarme auf den
// normalisierten Humanoid-Knoten zu einer ruhigen A-Pose ab — sieht sofort natürlich aus.
// (Echte Idle-Animation wäre die spätere Stufe.)
function applyRestPose(vrm: VRM) {
const set = (name: any, x: number, y: number, z: number) => {
const b = vrm.humanoid?.getNormalizedBoneNode(name)
if (b) b.rotation.set(x, y, z)
}
set("leftUpperArm", 0, 0, 1.2) // Arm runter an die Seite
set("rightUpperArm", 0, 0, -1.2)
set("leftLowerArm", 0, -0.2, 0) // leichte Beugung
set("rightLowerArm", 0, 0.2, 0)
vrm.humanoid?.update()
}
const EXPRESSIONS = ["happy", "angry", "sad", "surprised", "relaxed"] as const
const EMO_TO_EXPR: Record<Emotion, string | null> = {
neutral: null, happy: "happy", angry: "angry", sad: "sad", surprised: "surprised", relaxed: "relaxed",
}
function VrmModel({ url, audioLevel, emotion, onError }: {
url: string; audioLevel: LevelRef; emotion: EmotionRef; onError: (m: string) => void
}) {
const [vrm, setVrm] = useState<VRM | null>(null)
const smooth = useRef<Record<string, number>>({})
const blink = useRef({ t: 0, next: 3, active: 0 })
useEffect(() => {
let disposed = false
let loaded: VRM | null = null
const loader = new GLTFLoader()
loader.register((parser) => new VRMLoaderPlugin(parser))
loader.load(
url,
(gltf) => {
if (disposed) return
const v = gltf.userData.vrm as VRM | undefined
if (!v) { onError("Datei enthält kein gültiges VRM-Modell."); return }
VRMUtils.removeUnnecessaryVertices(gltf.scene)
if (v.meta?.metaVersion === "0") VRMUtils.rotateVRM0(v)
v.scene.rotation.y = Math.PI // dem Betrachter zuwenden
applyRestPose(v) // T-Pose → entspannte A-Pose (Arme unten)
loaded = v
setVrm(v)
},
undefined,
(err) => { console.error("VRM-Load-Fehler:", err); onError("Avatar konnte nicht geladen werden (CORS/URL?).") },
)
return () => {
disposed = true
if (loaded) VRMUtils.deepDispose(loaded.scene)
setVrm(null)
}
}, [url, onError])
useFrame((_, delta) => {
if (!vrm) return
const em = vrm.expressionManager
if (em) {
// Lippensync: 'aa' folgt geglättet dem Audiopegel.
const target = audioLevel.current?.current ?? 0
const aa = (smooth.current.aa ?? 0) * 0.4 + target * 0.6
smooth.current.aa = aa
em.setValue("aa", aa)
// Mimik: weich zur Ziel-Expression lerpen.
const want = EMO_TO_EXPR[emotion.current]
for (const name of EXPRESSIONS) {
const tv = want === name ? 0.75 : 0
const cv = smooth.current[name] ?? 0
const nv = cv + (tv - cv) * Math.min(1, delta * 4)
smooth.current[name] = nv
em.setValue(name, nv)
}
// Blinzeln: kurzer Dreieckspuls alle 37 s.
const b = blink.current
b.t += delta
if (b.active <= 0 && b.t > b.next) { b.active = 0.16; b.t = 0; b.next = 3 + Math.random() * 4 }
let blinkVal = 0
if (b.active > 0) {
b.active -= delta
const p = 1 - b.active / 0.16 // 0..1 Fortschritt
blinkVal = 1 - Math.abs(p - 0.5) * 2 // 0 → 1 → 0
}
em.setValue("blink", Math.max(0, blinkVal))
}
vrm.update(delta)
})
return vrm ? <primitive object={vrm.scene} /> : null
}
export function Avatar3D({ url, audioLevel, emotion }: {
url: string; audioLevel: LevelRef; emotion: EmotionRef
}) {
const [err, setErr] = useState<string | null>(null)
return (
<div className="relative h-full w-full">
<Canvas
camera={{ position: [0, 1.35, 1.25], fov: 30 }}
gl={{ alpha: true, antialias: true }}
style={{ background: "transparent" }}
>
<ambientLight intensity={0.85} />
<directionalLight position={[1, 2, 2]} intensity={1.1} />
<directionalLight position={[-1, 1, -1]} intensity={0.4} />
{/* key=url → bei Avatarwechsel sauber neu mounten */}
<VrmModel key={url} url={url} audioLevel={audioLevel} emotion={emotion} onError={setErr} />
<OrbitControls
target={[0, 1.3, 0]}
enablePan={false}
minDistance={0.7}
maxDistance={3}
minPolarAngle={Math.PI / 3}
maxPolarAngle={Math.PI / 1.8}
/>
</Canvas>
{err && (
<div className="absolute inset-x-0 bottom-3 mx-auto w-fit rounded-md bg-red-500/15 border border-red-500/30 px-3 py-1.5 text-xs text-red-300">
{err}
</div>
)}
</div>
)
}