Implement Owen Animation System with core classes, loaders, and state handlers
- Added OwenSystemFactory for creating the animation system. - Introduced OwenAnimationContext to manage animations and states. - Created AnimationLoader and GLTFAnimationLoader for loading animations. - Developed state handlers: WaitStateHandler, ReactStateHandler, TypeStateHandler, SleepStateHandler. - Implemented StateFactory for managing state handlers. - Defined constants for clip types, states, and emotions. - Added type definitions for TypeScript support. - Configured Vite for building and serving the project. - Added licenses (dual) to project.
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CHANGELOG.md
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# Changelog
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All notable changes to the Owen Animation System will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## [1.0.0] - 2025-05-23
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### Added
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- 🎉 Initial release of Owen Animation System
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- ✨ Complete state machine implementation with Wait, React, Type, and Sleep states
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- 🤖 Emotional response system for character animations
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- 🏗️ Clean architecture with dependency injection and factory patterns
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- 📝 Animation naming convention parser
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- 🔄 Smooth animation transitions with fade in/out support
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- ⚡ Performance-optimized animation caching
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- 🧩 Extensible design for custom states and emotions
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- 📊 Comprehensive JSDoc documentation
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- 🎮 Interactive demo with keyboard controls
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- 📦 TypeScript type definitions
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- 🛠️ Development tooling (ESLint, Vite, JSDoc)
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### Architecture
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- **Core Classes:**
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- `OwenAnimationContext` - Main system controller
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- `AnimationClip` - Individual animation management
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- `AnimationClipFactory` - Animation creation with metadata parsing
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- `StateHandler` - Abstract base for state implementations
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- `StateFactory` - Dynamic state handler creation
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- **State Handlers:**
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- `WaitStateHandler` - Idle state with quirk animations
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- `ReactStateHandler` - User input response with emotion analysis
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- `TypeStateHandler` - Typing state with emotional variations
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- `SleepStateHandler` - Inactive state management
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- **Animation Loaders:**
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- `AnimationLoader` - Abstract animation loading interface
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- `GLTFAnimationLoader` - GLTF/GLB model animation loader
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- **Factories:**
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- `OwenSystemFactory` - Main system assembly factory
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### Features
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- **Animation System:**
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- Support for Loop (L), Quirk (Q), Transition (T), and Nested animations
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- Automatic metadata parsing from animation names
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- Efficient animation caching and resource management
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- Smooth transitions between states and emotions
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- **State Machine:**
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- Four core states: Wait, React, Type, Sleep
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- Emotional state transitions (Neutral, Angry, Shocked, Happy, Sad)
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- Automatic inactivity detection and sleep transitions
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- Message analysis for emotional response determination
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- **Developer Experience:**
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- Comprehensive TypeScript type definitions
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- JSDoc documentation for all public APIs
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- Example implementations and demos
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- ESLint configuration for code quality
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- Vite development server setup
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### Documentation
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- Complete README with installation and usage instructions
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- API documentation via JSDoc
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- Code examples for basic and advanced usage
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- Animation naming convention guide
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- Troubleshooting section
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### Examples
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- Basic browser demo with Three.js integration
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- Simple Node.js example for testing
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- Interactive controls for state transitions
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- Mock model implementation for development
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[1.0.0]: https://github.com/your-username/owen-animation-system/releases/tag/v1.0.0
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