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:
2025-05-24 03:40:17 +02:00
parent 52f5a204c4
commit 472de05e4b
6 changed files with 666 additions and 17 deletions

View 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