Enhance demo examples and update changelog
- Added basic demo and simple example scripts for the Owen Animation System. - Created an interactive HTML demo with controls for state transitions and message handling. - Updated the changelog to reflect new features and improvements. - Modified package.json to include a separate development script for hosting.
This commit is contained in:
331
examples/basic-demo/basic-demo.js
Normal file
331
examples/basic-demo/basic-demo.js
Normal file
@ -0,0 +1,331 @@
|
||||
/**
|
||||
* @fileoverview Basic example of using the Owen Animation System
|
||||
* @author Owen Animation System
|
||||
*/
|
||||
|
||||
import * as THREE from 'three'
|
||||
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'
|
||||
import { OwenSystemFactory, States } from '../../src/index.js'
|
||||
|
||||
/**
|
||||
* Basic Owen Animation System demo
|
||||
* @class
|
||||
*/
|
||||
class OwenDemo {
|
||||
/**
|
||||
* Create the demo
|
||||
*/
|
||||
constructor () {
|
||||
/**
|
||||
* The Three.js scene
|
||||
* @type {THREE.Scene}
|
||||
*/
|
||||
this.scene = new THREE.Scene()
|
||||
|
||||
/**
|
||||
* The Three.js camera
|
||||
* @type {THREE.PerspectiveCamera}
|
||||
*/
|
||||
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
|
||||
|
||||
/**
|
||||
* The Three.js renderer
|
||||
* @type {THREE.WebGLRenderer}
|
||||
*/
|
||||
this.renderer = new THREE.WebGLRenderer({ antialias: true })
|
||||
|
||||
/**
|
||||
* The Owen animation system
|
||||
* @type {OwenAnimationContext|null}
|
||||
*/
|
||||
this.owenSystem = null
|
||||
|
||||
/**
|
||||
* Clock for tracking time
|
||||
* @type {THREE.Clock}
|
||||
*/
|
||||
this.clock = new THREE.Clock()
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the demo
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async init () {
|
||||
// Setup renderer
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight)
|
||||
this.renderer.setClearColor(0x1a1a1a)
|
||||
this.renderer.shadowMap.enabled = true
|
||||
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap
|
||||
document.body.appendChild(this.renderer.domElement)
|
||||
|
||||
// Setup camera
|
||||
this.camera.position.set(0, 1.6, 3)
|
||||
this.camera.lookAt(0, 1, 0)
|
||||
|
||||
// Add lighting
|
||||
this.setupLighting()
|
||||
|
||||
// Load Owen model (replace with your model path)
|
||||
await this.loadOwenModel()
|
||||
|
||||
// Setup event listeners
|
||||
this.setupEventListeners()
|
||||
|
||||
// Start render loop
|
||||
this.animate()
|
||||
|
||||
console.log('Owen Demo initialized')
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup scene lighting
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
setupLighting () {
|
||||
// Ambient light
|
||||
const ambientLight = new THREE.AmbientLight(0x404040, 0.4)
|
||||
this.scene.add(ambientLight)
|
||||
|
||||
// Directional light
|
||||
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8)
|
||||
directionalLight.position.set(5, 10, 5)
|
||||
directionalLight.castShadow = true
|
||||
directionalLight.shadow.mapSize.width = 2048
|
||||
directionalLight.shadow.mapSize.height = 2048
|
||||
this.scene.add(directionalLight)
|
||||
|
||||
// Fill light
|
||||
const fillLight = new THREE.DirectionalLight(0x8bb7f0, 0.3)
|
||||
fillLight.position.set(-5, 5, -5)
|
||||
this.scene.add(fillLight)
|
||||
}
|
||||
|
||||
/**
|
||||
* Load the Owen character model
|
||||
* @private
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async loadOwenModel () {
|
||||
try {
|
||||
const loader = new GLTFLoader()
|
||||
|
||||
// Replace 'path/to/owen.gltf' with your actual model path
|
||||
const gltf = await new Promise((resolve, reject) => {
|
||||
loader.load(
|
||||
'path/to/owen.gltf', // Update this path
|
||||
resolve,
|
||||
(progress) => console.log('Loading progress:', progress.loaded / progress.total * 100 + '%'),
|
||||
reject
|
||||
)
|
||||
})
|
||||
|
||||
const model = gltf.scene
|
||||
model.position.set(0, 0, 0)
|
||||
model.scale.setScalar(1)
|
||||
|
||||
// Enable shadows
|
||||
model.traverse((child) => {
|
||||
if (child.isMesh) {
|
||||
child.castShadow = true
|
||||
child.receiveShadow = true
|
||||
}
|
||||
})
|
||||
|
||||
this.scene.add(model)
|
||||
|
||||
// Create Owen animation system
|
||||
this.owenSystem = await OwenSystemFactory.createOwenSystem(gltf, this.scene)
|
||||
|
||||
console.log('Owen model loaded and animation system created')
|
||||
this.logSystemInfo()
|
||||
} catch (error) {
|
||||
console.error('Error loading Owen model:', error)
|
||||
|
||||
// Create a placeholder cube for demo purposes
|
||||
this.createPlaceholderModel()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a placeholder model for demo purposes
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
createPlaceholderModel () {
|
||||
const geometry = new THREE.BoxGeometry(1, 2, 1)
|
||||
const material = new THREE.MeshPhongMaterial({ color: 0x6699ff })
|
||||
const cube = new THREE.Mesh(geometry, material)
|
||||
cube.position.set(0, 1, 0)
|
||||
cube.castShadow = true
|
||||
cube.receiveShadow = true
|
||||
this.scene.add(cube)
|
||||
|
||||
console.log('Created placeholder model (cube)')
|
||||
}
|
||||
|
||||
/**
|
||||
* Setup event listeners for user interaction
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
setupEventListeners () {
|
||||
// Keyboard controls
|
||||
document.addEventListener('keydown', (event) => {
|
||||
if (!this.owenSystem) return
|
||||
|
||||
switch (event.key) {
|
||||
case '1':
|
||||
this.owenSystem.transitionTo(States.WAIT)
|
||||
break
|
||||
case '2':
|
||||
this.owenSystem.transitionTo(States.REACT)
|
||||
break
|
||||
case '3':
|
||||
this.owenSystem.transitionTo(States.TYPE)
|
||||
break
|
||||
case '4':
|
||||
this.owenSystem.transitionTo(States.SLEEP)
|
||||
break
|
||||
case ' ':
|
||||
this.sendTestMessage()
|
||||
break
|
||||
}
|
||||
})
|
||||
|
||||
// Mouse interaction
|
||||
document.addEventListener('click', () => {
|
||||
if (this.owenSystem) {
|
||||
this.owenSystem.onUserActivity()
|
||||
}
|
||||
})
|
||||
|
||||
// Window resize
|
||||
window.addEventListener('resize', () => {
|
||||
this.camera.aspect = window.innerWidth / window.innerHeight
|
||||
this.camera.updateProjectionMatrix()
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight)
|
||||
})
|
||||
|
||||
// Add instructions to the page
|
||||
this.addInstructions()
|
||||
}
|
||||
|
||||
/**
|
||||
* Add on-screen instructions
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
addInstructions () {
|
||||
const instructions = document.createElement('div')
|
||||
instructions.innerHTML = `
|
||||
<div style="position: absolute; top: 10px; left: 10px; color: white; ` +
|
||||
`font-family: monospace; font-size: 14px; line-height: 1.4;">
|
||||
<h3>Owen Animation System Demo</h3>
|
||||
<p><strong>Controls:</strong></p>
|
||||
<p>1 - Wait State</p>
|
||||
<p>2 - React State</p>
|
||||
<p>3 - Type State</p>
|
||||
<p>4 - Sleep State</p>
|
||||
<p>Space - Send Test Message</p>
|
||||
<p>Click - User Activity</p>
|
||||
<br>
|
||||
<p><strong>Current State:</strong> <span id="current-state">-</span></p>
|
||||
<p><strong>Available Transitions:</strong> <span id="transitions">-</span></p>
|
||||
</div>
|
||||
`
|
||||
document.body.appendChild(instructions)
|
||||
}
|
||||
|
||||
/**
|
||||
* Send a test message to Owen
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
sendTestMessage () {
|
||||
if (!this.owenSystem) return
|
||||
|
||||
const testMessages = [
|
||||
'Hello Owen!',
|
||||
'How are you doing?',
|
||||
'This is urgent!',
|
||||
'Great work!',
|
||||
'Error in the system!',
|
||||
'I\'m feeling sad today'
|
||||
]
|
||||
|
||||
const randomMessage = testMessages[Math.floor(Math.random() * testMessages.length)]
|
||||
console.log(`Sending message: "${randomMessage}"`)
|
||||
this.owenSystem.handleUserMessage(randomMessage)
|
||||
}
|
||||
|
||||
/**
|
||||
* Log system information
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
logSystemInfo () {
|
||||
if (!this.owenSystem) return
|
||||
|
||||
console.log('=== Owen System Info ===')
|
||||
console.log('Available States:', this.owenSystem.getAvailableStates())
|
||||
console.log('Available Clips:', this.owenSystem.getAvailableClips())
|
||||
console.log('Current State:', this.owenSystem.getCurrentState())
|
||||
console.log('========================')
|
||||
}
|
||||
|
||||
/**
|
||||
* Update UI with current system state
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
updateUI () {
|
||||
if (!this.owenSystem) return
|
||||
|
||||
const currentStateElement = document.getElementById('current-state')
|
||||
const transitionsElement = document.getElementById('transitions')
|
||||
|
||||
if (currentStateElement) {
|
||||
currentStateElement.textContent = this.owenSystem.getCurrentState()
|
||||
}
|
||||
|
||||
if (transitionsElement) {
|
||||
transitionsElement.textContent = this.owenSystem.getAvailableTransitions().join(', ')
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Main animation loop
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
animate () {
|
||||
requestAnimationFrame(() => this.animate())
|
||||
|
||||
const deltaTime = this.clock.getDelta() * 1000 // Convert to milliseconds
|
||||
|
||||
// Update Owen system
|
||||
if (this.owenSystem) {
|
||||
this.owenSystem.update(deltaTime)
|
||||
}
|
||||
|
||||
// Update UI
|
||||
this.updateUI()
|
||||
|
||||
// Render scene
|
||||
this.renderer.render(this.scene, this.camera)
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the demo when the page loads
|
||||
window.addEventListener('load', async () => {
|
||||
const demo = new OwenDemo()
|
||||
try {
|
||||
await demo.init()
|
||||
} catch (error) {
|
||||
console.error('Failed to initialize Owen demo:', error)
|
||||
}
|
||||
})
|
||||
|
||||
export default OwenDemo
|
||||
45
examples/basic-demo/index.html
Normal file
45
examples/basic-demo/index.html
Normal file
@ -0,0 +1,45 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>Owen Animation System - Basic Demo</title>
|
||||
<style>
|
||||
body {
|
||||
margin: 0;
|
||||
overflow: hidden;
|
||||
background: #1a1a1a;
|
||||
font-family: "Segoe UI", Tahoma, Geneva, Verdana, sans-serif;
|
||||
}
|
||||
|
||||
#loading {
|
||||
position: fixed;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
color: white;
|
||||
font-size: 18px;
|
||||
z-index: 1000;
|
||||
}
|
||||
|
||||
.hidden {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div id="loading">Loading Owen Animation System...</div>
|
||||
|
||||
<script type="module">
|
||||
import "./basic-demo.js";
|
||||
|
||||
// Hide loading screen after a short delay
|
||||
setTimeout(() => {
|
||||
const loading = document.getElementById("loading");
|
||||
if (loading) {
|
||||
loading.classList.add("hidden");
|
||||
}
|
||||
}, 3000);
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
183
examples/basic-demo/simple-example.js
Normal file
183
examples/basic-demo/simple-example.js
Normal file
@ -0,0 +1,183 @@
|
||||
/**
|
||||
* @fileoverview Simple usage example for Node.js environment
|
||||
* @author Owen Animation System
|
||||
*/
|
||||
|
||||
import { OwenSystemFactory, States } from '../../src/index.js'
|
||||
|
||||
/**
|
||||
* Simple example of using Owen Animation System
|
||||
* This example shows how to use the system without a browser environment
|
||||
*/
|
||||
class SimpleOwenExample {
|
||||
constructor () {
|
||||
this.owenSystem = null
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the Owen system with a mock model
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async init () {
|
||||
try {
|
||||
// Create a mock GLTF model for demonstration
|
||||
const mockModel = this.createMockModel()
|
||||
|
||||
// Create the Owen system
|
||||
this.owenSystem = await OwenSystemFactory.createBasicOwenSystem(mockModel)
|
||||
|
||||
console.log('✅ Owen Animation System initialized successfully!')
|
||||
console.log('📊 System Info:')
|
||||
console.log(` Available States: ${this.owenSystem.getAvailableStates().join(', ')}`)
|
||||
console.log(` Current State: ${this.owenSystem.getCurrentState()}`)
|
||||
|
||||
// Run some example interactions
|
||||
await this.runExamples()
|
||||
} catch (error) {
|
||||
console.error('❌ Failed to initialize Owen system:', error.message)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a mock 3D model for demonstration purposes
|
||||
* @returns {Object} Mock model object
|
||||
*/
|
||||
createMockModel () {
|
||||
return {
|
||||
animations: [
|
||||
{ name: 'wait_idle_L' },
|
||||
{ name: 'wait_quirk1_Q' },
|
||||
{ name: 'wait_quirk2_Q' },
|
||||
{ name: 'react_idle_L' },
|
||||
{ name: 'react_angry_Q' },
|
||||
{ name: 'react_happy_Q' },
|
||||
{ name: 'type_idle_L' },
|
||||
{ name: 'type_angry_L' },
|
||||
{ name: 'sleep_idle_L' },
|
||||
{ name: 'wait_2react_T' },
|
||||
{ name: 'react_2type_T' },
|
||||
{ name: 'type_2wait_T' },
|
||||
{ name: 'wait_2sleep_T' },
|
||||
{ name: 'sleep_2wait_T' }
|
||||
],
|
||||
scene: {},
|
||||
userData: {}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Run example interactions with the Owen system
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async runExamples () {
|
||||
console.log('\n🎬 Running example interactions...\n')
|
||||
|
||||
// Example 1: Basic state transitions
|
||||
console.log('📝 Example 1: Manual state transitions')
|
||||
await this.demonstrateStateTransitions()
|
||||
|
||||
// Example 2: Message handling
|
||||
console.log('\n📝 Example 2: Message handling with emotions')
|
||||
await this.demonstrateMessageHandling()
|
||||
|
||||
// Example 3: System update loop
|
||||
console.log('\n📝 Example 3: System update simulation')
|
||||
this.demonstrateUpdateLoop()
|
||||
|
||||
console.log('\n✨ All examples completed!')
|
||||
}
|
||||
|
||||
/**
|
||||
* Demonstrate manual state transitions
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async demonstrateStateTransitions () {
|
||||
const states = [States.REACT, States.TYPE, States.WAIT, States.SLEEP]
|
||||
|
||||
for (const state of states) {
|
||||
console.log(`🔄 Transitioning to ${state.toUpperCase()} state...`)
|
||||
await this.owenSystem.transitionTo(state)
|
||||
console.log(` ✓ Current state: ${this.owenSystem.getCurrentState()}`)
|
||||
console.log(` ✓ Available transitions: ${this.owenSystem.getAvailableTransitions().join(', ')}`)
|
||||
|
||||
// Simulate some time passing
|
||||
await this.sleep(500)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Demonstrate message handling with emotional responses
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async demonstrateMessageHandling () {
|
||||
const messages = [
|
||||
{ text: 'Hello Owen!', expected: 'neutral response' },
|
||||
{ text: 'This is urgent!', expected: 'angry/urgent response' },
|
||||
{ text: 'Great work!', expected: 'happy response' },
|
||||
{ text: 'There\'s an error in the system', expected: 'shocked response' },
|
||||
{ text: 'I\'m feeling sad today', expected: 'sad response' }
|
||||
]
|
||||
|
||||
for (const message of messages) {
|
||||
console.log(`💬 Sending message: "${message.text}"`)
|
||||
console.log(` Expected: ${message.expected}`)
|
||||
|
||||
await this.owenSystem.handleUserMessage(message.text)
|
||||
console.log(` ✓ Current state after message: ${this.owenSystem.getCurrentState()}`)
|
||||
|
||||
await this.sleep(300)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Demonstrate the system update loop
|
||||
* @returns {void}
|
||||
*/
|
||||
demonstrateUpdateLoop () {
|
||||
console.log('⏱️ Simulating update loop for 3 seconds...')
|
||||
|
||||
let iterations = 0
|
||||
const startTime = Date.now()
|
||||
|
||||
const updateLoop = () => {
|
||||
const deltaTime = 16.67 // ~60 FPS
|
||||
this.owenSystem.update(deltaTime)
|
||||
iterations++
|
||||
|
||||
if (Date.now() - startTime < 3000) {
|
||||
setTimeout(updateLoop, 16)
|
||||
} else {
|
||||
console.log(` ✓ Completed ${iterations} update iterations`)
|
||||
console.log(` ✓ Final state: ${this.owenSystem.getCurrentState()}`)
|
||||
}
|
||||
}
|
||||
|
||||
updateLoop()
|
||||
}
|
||||
|
||||
/**
|
||||
* Simple sleep utility for demonstrations
|
||||
* @param {number} ms - Milliseconds to sleep
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
sleep (ms) {
|
||||
return new Promise(resolve => setTimeout(resolve, ms))
|
||||
}
|
||||
}
|
||||
|
||||
// Run the example if this file is executed directly
|
||||
if (import.meta.url === `file://${process.argv[1]}`) {
|
||||
console.log('🚀 Starting Owen Animation System Example\n')
|
||||
|
||||
const example = new SimpleOwenExample()
|
||||
example.init()
|
||||
.then(() => {
|
||||
console.log('\n🎉 Example completed successfully!')
|
||||
console.log('💡 Try modifying this example or check out the browser demo in examples/index.html')
|
||||
})
|
||||
.catch(error => {
|
||||
console.error('\n💥 Example failed:', error)
|
||||
})
|
||||
}
|
||||
|
||||
export default SimpleOwenExample
|
||||
Reference in New Issue
Block a user