Add state handler implementations and documentation
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- Implemented StateHandler class with methods for entering, exiting, and updating states.
- Created TypeStateHandler for handling typing state with appropriate animations and transitions.
- Developed WaitStateHandler for managing idle state with quirk animations.
- Added JSDoc documentation for all new classes and methods.
- Included CSS styles for documentation formatting and syntax highlighting.

fix: update standard configuration to include ignore for scripts directory
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<title>JSDoc: Source: core/OwenAnimationContext.js</title>
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<h1 class="page-title">Source: core/OwenAnimationContext.js</h1>
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<pre class="prettyprint source linenums"><code>/**
* @fileoverview Main animation context controller
* @module core
*/
import { States, Emotions, Config } from '../constants.js'
import { AnimationNameMapper } from '../animation/AnimationNameMapper.js'
/**
* Main controller for the Owen animation system
* Manages state transitions, animation playback, and user interactions
* @class
*/
export class OwenAnimationContext {
/**
* Create an Owen animation context
* @param {THREE.Object3D} model - The 3D character model
* @param {THREE.AnimationMixer} mixer - The Three.js animation mixer
* @param {AnimationClipFactory} animationClipFactory - Factory for creating clips
* @param {StateFactory} stateFactory - Factory for creating state handlers
*/
constructor (model, mixer, animationClipFactory, stateFactory) {
/**
* The 3D character model
* @type {THREE.Object3D}
*/
this.model = model
/**
* The Three.js animation mixer
* @type {THREE.AnimationMixer}
*/
this.mixer = mixer
/**
* Factory for creating animation clips
* @type {AnimationClipFactory}
*/
this.animationClipFactory = animationClipFactory
/**
* Factory for creating state handlers
* @type {StateFactory}
*/
this.stateFactory = stateFactory
/**
* Multi-scheme animation name mapper
* @type {AnimationNameMapper}
*/
this.nameMapper = new AnimationNameMapper()
/**
* Map of animation clips by name
* @type {Map&lt;string, AnimationClip>}
*/
this.clips = new Map()
/**
* Map of state handlers by name
* @type {Map&lt;string, StateHandler>}
*/
this.states = new Map()
/**
* Current active state
* @type {string}
*/
this.currentState = States.WAITING
/**
* Current active state handler
* @type {StateHandler|null}
*/
this.currentStateHandler = null
/**
* Timer for inactivity detection
* @type {number}
*/
this.inactivityTimer = 0
/**
* Inactivity timeout in milliseconds
* @type {number}
*/
this.inactivityTimeout = Config.INACTIVITY_TIMEOUT
/**
* Whether the system is initialized
* @type {boolean}
*/
this.initialized = false
}
/**
* Initialize the animation system
* @returns {Promise&lt;void>}
*/
async initialize () {
if (this.initialized) return
// Create animation clips from model
this.clips = await this.animationClipFactory.createClipsFromModel(this.model)
// Create actions for all clips
for (const [, clip] of this.clips) {
clip.createAction(this.mixer)
}
// Initialize state handlers
this.initializeStates()
// Start in wait state
await this.transitionTo(States.WAITING)
this.initialized = true
console.log('Owen Animation System initialized')
}
/**
* Initialize all state handlers
* @private
* @returns {void}
*/
initializeStates () {
const stateNames = this.stateFactory.getAvailableStates()
for (const stateName of stateNames) {
const handler = this.stateFactory.createStateHandler(stateName, this)
this.states.set(stateName, handler)
}
}
/**
* Transition to a new state
* @param {string} newStateName - The name of the state to transition to
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion for the transition
* @returns {Promise&lt;void>}
* @throws {Error} If state is not found or transition is invalid
*/
async transitionTo (newStateName, emotion = Emotions.NEUTRAL) {
if (!this.states.has(newStateName)) {
throw new Error(`State '${newStateName}' not found`)
}
const oldState = this.currentState
const newStateHandler = this.states.get(newStateName)
console.log(`Transitioning from ${oldState} to ${newStateName}`)
// Exit current state
if (this.currentStateHandler) {
await this.currentStateHandler.exit(newStateName, emotion)
}
// Enter new state
this.currentState = newStateName
this.currentStateHandler = newStateHandler
await this.currentStateHandler.enter(oldState, emotion)
// Reset inactivity timer
this.resetActivityTimer()
}
/**
* Handle a user message
* @param {string} message - The user message
* @returns {Promise&lt;void>}
*/
async handleUserMessage (message) {
console.log(`Handling user message: "${message}"`)
this.onUserActivity()
// If sleeping, wake up first
if (this.currentState === States.SLEEPING) {
await this.transitionTo(States.REACTING)
}
// Let current state handle the message
if (this.currentStateHandler) {
await this.currentStateHandler.handleMessage(message)
}
// Transition to appropriate next state based on current state
if (this.currentState === States.WAITING) {
await this.transitionTo(States.REACTING)
} else if (this.currentState === States.REACTING) {
await this.transitionTo(States.TYPING)
}
}
/**
* Called when user activity is detected
* @returns {void}
*/
onUserActivity () {
this.resetActivityTimer()
// Wake up if sleeping
if (this.currentState === States.SLEEPING) {
this.transitionTo(States.WAITING)
}
}
/**
* Reset the inactivity timer
* @private
* @returns {void}
*/
resetActivityTimer () {
this.inactivityTimer = 0
}
/**
* Handle inactivity timeout
* @private
* @returns {Promise&lt;void>}
*/
async handleInactivity () {
console.log('Inactivity detected, transitioning to sleep')
await this.transitionTo(States.SLEEPING)
}
/**
* Update the animation system (call every frame)
* @param {number} deltaTime - Time elapsed since last update (ms)
* @returns {void}
*/
update (deltaTime) {
if (!this.initialized) return
// Update Three.js mixer
this.mixer.update(deltaTime / 1000) // Convert to seconds
// Update current state
if (this.currentStateHandler) {
this.currentStateHandler.update(deltaTime)
}
// Update inactivity timer
this.inactivityTimer += deltaTime
if (this.inactivityTimer > this.inactivityTimeout &amp;&amp; this.currentState !== States.SLEEPING) {
this.handleInactivity()
}
}
/**
* Get an animation clip by name (supports all naming schemes)
* @param {string} name - The animation clip name in any supported scheme
* @returns {AnimationClip|undefined} The animation clip or undefined if not found
*/
getClip (name) {
// First try direct lookup
let clip = this.clips.get(name)
if (clip) return clip
// Try to find clip using name mapper
try {
const allNames = this.nameMapper.getAllNames(name)
// Try each possible name variant
for (const variant of Object.values(allNames)) {
clip = this.clips.get(variant)
if (clip) return clip
}
} catch (error) {
// If name mapping fails, continue with pattern search
console.debug(`Name mapping failed for "${name}":`, error.message)
}
// Fall back to pattern matching for legacy compatibility
const exactMatches = this.getClipsByPattern(`^${name.replace(/[.*+?^${}()|[\]\\]/g, '\\$&amp;')}$`)
return exactMatches.length > 0 ? exactMatches[0] : undefined
}
/**
* Get animation clips matching a pattern
* @param {string} pattern - Pattern to match (supports * wildcards)
* @returns {AnimationClip[]} Array of matching clips
*/
getClipsByPattern (pattern) {
const regex = new RegExp(pattern.replace(/\*/g, '.*'))
const matches = []
for (const [name, clip] of this.clips) {
if (regex.test(name)) {
matches.push(clip)
}
}
return matches
}
/**
* Get an animation clip by name in a specific naming scheme
* @param {string} name - The animation name
* @param {string} [targetScheme] - Target scheme: 'legacy', 'artist', 'hierarchical', 'semantic'
* @returns {AnimationClip|undefined} The animation clip or undefined if not found
*/
getClipByScheme (name, targetScheme) {
try {
if (targetScheme) {
const convertedName = this.nameMapper.convert(name, targetScheme)
return this.clips.get(convertedName)
} else {
return this.getClip(name)
}
} catch (error) {
console.debug(`Scheme conversion failed for "${name}" to "${targetScheme}":`, error.message)
return undefined
}
}
/**
* Get all naming scheme variants for an animation
* @param {string} name - The animation name in any scheme
* @returns {Object} Object with all scheme variants: {legacy, artist, hierarchical, semantic}
*/
getAnimationNames (name) {
try {
return this.nameMapper.getAllNames(name)
} catch (error) {
console.warn(`Could not get animation name variants for "${name}":`, error.message)
return {
legacy: name,
artist: name,
hierarchical: name,
semantic: name
}
}
}
/**
* Validate an animation name and get suggestions if invalid
* @param {string} name - The animation name to validate
* @returns {Object} Validation result with isValid, scheme, error, and suggestions
*/
validateAnimationName (name) {
try {
return this.nameMapper.validateAnimationName(name)
} catch (error) {
return {
isValid: false,
scheme: 'unknown',
error: error.message,
suggestions: []
}
}
}
/**
* Get available animations by state and emotion
* @param {string} state - The state name (wait, react, type, sleep)
* @param {string} [emotion] - The emotion name (angry, happy, sad, shocked, neutral)
* @param {string} [scheme='semantic'] - The naming scheme to return
* @returns {string[]} Array of animation names in the specified scheme
*/
getAnimationsByStateAndEmotion (state, emotion = '', scheme = 'semantic') {
try {
const animations = this.nameMapper.getAnimationsByFilter({ state, emotion })
return animations.map(anim => anim[scheme] || anim.semantic)
} catch (error) {
console.warn(`Could not filter animations by state "${state}" and emotion "${emotion}":`, error.message)
return []
}
}
/**
* Get the current state name
* @returns {string} The current state name
*/
getCurrentState () {
return this.currentState
}
/**
* Get the current state handler
* @returns {StateHandler|null} The current state handler
*/
getCurrentStateHandler () {
return this.currentStateHandler
}
/**
* Get available transitions from current state
* @returns {string[]} Array of available state transitions
*/
getAvailableTransitions () {
if (this.currentStateHandler) {
return this.currentStateHandler.getAvailableTransitions()
}
return []
}
/**
* Get all available animation clip names
* @returns {string[]} Array of clip names
*/
getAvailableClips () {
return Array.from(this.clips.keys())
}
/**
* Get all available state names
* @returns {string[]} Array of state names
*/
getAvailableStates () {
return Array.from(this.states.keys())
}
/**
* Dispose of the animation system and clean up resources
* @returns {void}
*/
dispose () {
// Stop all animations
for (const [, clip] of this.clips) {
if (clip.action) {
clip.action.stop()
}
}
// Clear caches
this.clips.clear()
this.states.clear()
this.animationClipFactory.clearCache()
this.initialized = false
console.log('Owen Animation System disposed')
}
}
</code></pre>
</article>
</section>
</div>
<nav>
<h2><a href="index.html">Home</a></h2>
<h3>Modules</h3>
<ul>
<li><a href="module-StateHandler.html">StateHandler</a></li>
<li><a href="module-animation.html">animation</a></li>
<li>
<a href="module-animation_AnimationConstants.html"
>animation/AnimationConstants</a
>
</li>
<li>
<a href="module-animation_AnimationNameMapper.html"
>animation/AnimationNameMapper</a
>
</li>
<li><a href="module-constants.html">constants</a></li>
<li><a href="module-core.html">core</a></li>
<li><a href="module-factories.html">factories</a></li>
<li><a href="module-loaders.html">loaders</a></li>
<li><a href="module-owen.html">owen</a></li>
<li><a href="module-states.html">states</a></li>
</ul>
<h3>Classes</h3>
<ul>
<li>
<a href="module-StateHandler.StateHandler.html">StateHandler</a>
</li>
<li><a href="module-animation.AnimationClip.html">AnimationClip</a></li>
<li>
<a href="module-animation.AnimationClipFactory.html"
>AnimationClipFactory</a
>
</li>
<li>
<a
href="module-animation_AnimationNameMapper.AnimationNameMapper.html"
>AnimationNameMapper</a
>
</li>
<li>
<a href="module-core.OwenAnimationContext.html"
>OwenAnimationContext</a
>
</li>
<li>
<a href="module-factories.OwenSystemFactory.html"
>OwenSystemFactory</a
>
</li>
<li>
<a href="module-loaders.AnimationLoader.html">AnimationLoader</a>
</li>
<li>
<a href="module-loaders.GLTFAnimationLoader.html"
>GLTFAnimationLoader</a
>
</li>
<li>
<a href="module-states.ReactStateHandler.html">ReactStateHandler</a>
</li>
<li>
<a href="module-states.SleepStateHandler.html">SleepStateHandler</a>
</li>
<li><a href="module-states.StateFactory.html">StateFactory</a></li>
<li>
<a href="module-states.TypeStateHandler.html">TypeStateHandler</a>
</li>
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<a href="module-states.WaitStateHandler.html">WaitStateHandler</a>
</li>
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