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4 Commits
v0.1.0
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24
.editorconfig
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24
.editorconfig
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||||
# EditorConfig is awesome: https://EditorConfig.org
|
||||
|
||||
# top-most EditorConfig file
|
||||
root = true
|
||||
|
||||
[*]
|
||||
indent_style = space
|
||||
indent_size = 2
|
||||
end_of_line = lf
|
||||
charset = utf-8
|
||||
trim_trailing_whitespace = true
|
||||
insert_final_newline = true
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||||
|
||||
[*.{js,jsx,ts,tsx}]
|
||||
indent_size = 2
|
||||
max_line_length = 120
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||||
trim_trailing_whitespace = true
|
||||
insert_final_newline = true
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||||
|
||||
[*.{json,md}]
|
||||
indent_size = 2
|
||||
max_line_length = 120
|
||||
trim_trailing_whitespace = false
|
||||
insert_final_newline = true
|
||||
447
.gitignore
vendored
Normal file
447
.gitignore
vendored
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@ -0,0 +1,447 @@
|
||||
# Temporary files
|
||||
*.tmp
|
||||
*.temp
|
||||
|
||||
# Documentation output
|
||||
/docs/
|
||||
|
||||
# Animation assets (if storing locally)
|
||||
/assets/models/
|
||||
/assets/animations/
|
||||
|
||||
# Example build outputs
|
||||
/examples/dist/
|
||||
|
||||
# 3D Models (optional - remove if you want to commit models)
|
||||
*.gltf
|
||||
*.glb
|
||||
*.fbx
|
||||
*.obj
|
||||
*.dae
|
||||
|
||||
# Three.js cache
|
||||
.three-cache/
|
||||
|
||||
# Editor (optional - remove if you want to commit editor files)
|
||||
.vscode/
|
||||
|
||||
# Created by https://www.toptal.com/developers/gitignore/api/windows,macos,linux,visualstudiocode,webstorm,vim,emacs,node
|
||||
# Edit at https://www.toptal.com/developers/gitignore?templates=windows,macos,linux,visualstudiocode,webstorm,vim,emacs,node
|
||||
|
||||
### Emacs ###
|
||||
# -*- mode: gitignore; -*-
|
||||
*~
|
||||
\#*\#
|
||||
/.emacs.desktop
|
||||
/.emacs.desktop.lock
|
||||
*.elc
|
||||
auto-save-list
|
||||
tramp
|
||||
.\#*
|
||||
|
||||
# Org-mode
|
||||
.org-id-locations
|
||||
*_archive
|
||||
|
||||
# flymake-mode
|
||||
*_flymake.*
|
||||
|
||||
# eshell files
|
||||
/eshell/history
|
||||
/eshell/lastdir
|
||||
|
||||
# elpa packages
|
||||
/elpa/
|
||||
|
||||
# reftex files
|
||||
*.rel
|
||||
|
||||
# AUCTeX auto folder
|
||||
/auto/
|
||||
|
||||
# cask packages
|
||||
.cask/
|
||||
dist/
|
||||
|
||||
# Flycheck
|
||||
flycheck_*.el
|
||||
|
||||
# server auth directory
|
||||
/server/
|
||||
|
||||
# projectiles files
|
||||
.projectile
|
||||
|
||||
# directory configuration
|
||||
.dir-locals.el
|
||||
|
||||
# network security
|
||||
/network-security.data
|
||||
|
||||
|
||||
### Linux ###
|
||||
|
||||
# temporary files which can be created if a process still has a handle open of a deleted file
|
||||
.fuse_hidden*
|
||||
|
||||
# KDE directory preferences
|
||||
.directory
|
||||
|
||||
# Linux trash folder which might appear on any partition or disk
|
||||
.Trash-*
|
||||
|
||||
# .nfs files are created when an open file is removed but is still being accessed
|
||||
.nfs*
|
||||
|
||||
### macOS ###
|
||||
# General
|
||||
.DS_Store
|
||||
.AppleDouble
|
||||
.LSOverride
|
||||
|
||||
# Icon must end with two \r
|
||||
Icon
|
||||
|
||||
|
||||
# Thumbnails
|
||||
._*
|
||||
|
||||
# Files that might appear in the root of a volume
|
||||
.DocumentRevisions-V100
|
||||
.fseventsd
|
||||
.Spotlight-V100
|
||||
.TemporaryItems
|
||||
.Trashes
|
||||
.VolumeIcon.icns
|
||||
.com.apple.timemachine.donotpresent
|
||||
|
||||
# Directories potentially created on remote AFP share
|
||||
.AppleDB
|
||||
.AppleDesktop
|
||||
Network Trash Folder
|
||||
Temporary Items
|
||||
.apdisk
|
||||
|
||||
### macOS Patch ###
|
||||
# iCloud generated files
|
||||
*.icloud
|
||||
|
||||
### Node ###
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
lerna-debug.log*
|
||||
.pnpm-debug.log*
|
||||
|
||||
# Diagnostic reports (https://nodejs.org/api/report.html)
|
||||
report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json
|
||||
|
||||
# Runtime data
|
||||
pids
|
||||
*.pid
|
||||
*.seed
|
||||
*.pid.lock
|
||||
|
||||
# Directory for instrumented libs generated by jscoverage/JSCover
|
||||
lib-cov
|
||||
|
||||
# Coverage directory used by tools like istanbul
|
||||
coverage
|
||||
*.lcov
|
||||
|
||||
# nyc test coverage
|
||||
.nyc_output
|
||||
|
||||
# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
|
||||
.grunt
|
||||
|
||||
# Bower dependency directory (https://bower.io/)
|
||||
bower_components
|
||||
|
||||
# node-waf configuration
|
||||
.lock-wscript
|
||||
|
||||
# Compiled binary addons (https://nodejs.org/api/addons.html)
|
||||
build/Release
|
||||
|
||||
# Dependency directories
|
||||
node_modules/
|
||||
jspm_packages/
|
||||
|
||||
# Snowpack dependency directory (https://snowpack.dev/)
|
||||
web_modules/
|
||||
|
||||
# TypeScript cache
|
||||
*.tsbuildinfo
|
||||
|
||||
# Optional npm cache directory
|
||||
.npm
|
||||
|
||||
# Optional eslint cache
|
||||
.eslintcache
|
||||
|
||||
# Optional stylelint cache
|
||||
.stylelintcache
|
||||
|
||||
# Microbundle cache
|
||||
.rpt2_cache/
|
||||
.rts2_cache_cjs/
|
||||
.rts2_cache_es/
|
||||
.rts2_cache_umd/
|
||||
|
||||
# Optional REPL history
|
||||
.node_repl_history
|
||||
|
||||
# Output of 'npm pack'
|
||||
*.tgz
|
||||
|
||||
# Yarn Integrity file
|
||||
.yarn-integrity
|
||||
|
||||
# dotenv environment variable files
|
||||
.env
|
||||
.env.development.local
|
||||
.env.test.local
|
||||
.env.production.local
|
||||
.env.local
|
||||
|
||||
# parcel-bundler cache (https://parceljs.org/)
|
||||
.cache
|
||||
.parcel-cache
|
||||
|
||||
# Next.js build output
|
||||
.next
|
||||
out
|
||||
|
||||
# Nuxt.js build / generate output
|
||||
.nuxt
|
||||
dist
|
||||
|
||||
# Gatsby files
|
||||
.cache/
|
||||
# Comment in the public line in if your project uses Gatsby and not Next.js
|
||||
# https://nextjs.org/blog/next-9-1#public-directory-support
|
||||
# public
|
||||
|
||||
# vuepress build output
|
||||
.vuepress/dist
|
||||
|
||||
# vuepress v2.x temp and cache directory
|
||||
.temp
|
||||
|
||||
# Docusaurus cache and generated files
|
||||
.docusaurus
|
||||
|
||||
# Serverless directories
|
||||
.serverless/
|
||||
|
||||
# FuseBox cache
|
||||
.fusebox/
|
||||
|
||||
# DynamoDB Local files
|
||||
.dynamodb/
|
||||
|
||||
# TernJS port file
|
||||
.tern-port
|
||||
|
||||
# Stores VSCode versions used for testing VSCode extensions
|
||||
.vscode-test
|
||||
|
||||
# yarn v2
|
||||
.yarn/cache
|
||||
.yarn/unplugged
|
||||
.yarn/build-state.yml
|
||||
.yarn/install-state.gz
|
||||
.pnp.*
|
||||
|
||||
### Node Patch ###
|
||||
# Serverless Webpack directories
|
||||
.webpack/
|
||||
|
||||
# Optional stylelint cache
|
||||
|
||||
# SvelteKit build / generate output
|
||||
.svelte-kit
|
||||
|
||||
### Vim ###
|
||||
# Swap
|
||||
[._]*.s[a-v][a-z]
|
||||
!*.svg # comment out if you don't need vector files
|
||||
[._]*.sw[a-p]
|
||||
[._]s[a-rt-v][a-z]
|
||||
[._]ss[a-gi-z]
|
||||
[._]sw[a-p]
|
||||
|
||||
# Session
|
||||
Session.vim
|
||||
Sessionx.vim
|
||||
|
||||
# Temporary
|
||||
.netrwhist
|
||||
# Auto-generated tag files
|
||||
tags
|
||||
# Persistent undo
|
||||
[._]*.un~
|
||||
|
||||
### VisualStudioCode ###
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
!.vscode/*.code-snippets
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Built Visual Studio Code Extensions
|
||||
*.vsix
|
||||
|
||||
### VisualStudioCode Patch ###
|
||||
# Ignore all local history of files
|
||||
.history
|
||||
.ionide
|
||||
|
||||
### WebStorm ###
|
||||
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
|
||||
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
|
||||
|
||||
# User-specific stuff
|
||||
.idea/**/workspace.xml
|
||||
.idea/**/tasks.xml
|
||||
.idea/**/usage.statistics.xml
|
||||
.idea/**/dictionaries
|
||||
.idea/**/shelf
|
||||
|
||||
# AWS User-specific
|
||||
.idea/**/aws.xml
|
||||
|
||||
# Generated files
|
||||
.idea/**/contentModel.xml
|
||||
|
||||
# Sensitive or high-churn files
|
||||
.idea/**/dataSources/
|
||||
.idea/**/dataSources.ids
|
||||
.idea/**/dataSources.local.xml
|
||||
.idea/**/sqlDataSources.xml
|
||||
.idea/**/dynamic.xml
|
||||
.idea/**/uiDesigner.xml
|
||||
.idea/**/dbnavigator.xml
|
||||
|
||||
# Gradle
|
||||
.idea/**/gradle.xml
|
||||
.idea/**/libraries
|
||||
|
||||
# Gradle and Maven with auto-import
|
||||
# When using Gradle or Maven with auto-import, you should exclude module files,
|
||||
# since they will be recreated, and may cause churn. Uncomment if using
|
||||
# auto-import.
|
||||
# .idea/artifacts
|
||||
# .idea/compiler.xml
|
||||
# .idea/jarRepositories.xml
|
||||
# .idea/modules.xml
|
||||
# .idea/*.iml
|
||||
# .idea/modules
|
||||
# *.iml
|
||||
# *.ipr
|
||||
|
||||
# CMake
|
||||
cmake-build-*/
|
||||
|
||||
# Mongo Explorer plugin
|
||||
.idea/**/mongoSettings.xml
|
||||
|
||||
# File-based project format
|
||||
*.iws
|
||||
|
||||
# IntelliJ
|
||||
out/
|
||||
|
||||
# mpeltonen/sbt-idea plugin
|
||||
.idea_modules/
|
||||
|
||||
# JIRA plugin
|
||||
atlassian-ide-plugin.xml
|
||||
|
||||
# Cursive Clojure plugin
|
||||
.idea/replstate.xml
|
||||
|
||||
# SonarLint plugin
|
||||
.idea/sonarlint/
|
||||
|
||||
# Crashlytics plugin (for Android Studio and IntelliJ)
|
||||
com_crashlytics_export_strings.xml
|
||||
crashlytics.properties
|
||||
crashlytics-build.properties
|
||||
fabric.properties
|
||||
|
||||
# Editor-based Rest Client
|
||||
.idea/httpRequests
|
||||
|
||||
# Android studio 3.1+ serialized cache file
|
||||
.idea/caches/build_file_checksums.ser
|
||||
|
||||
### WebStorm Patch ###
|
||||
# Comment Reason: https://github.com/joeblau/gitignore.io/issues/186#issuecomment-215987721
|
||||
|
||||
# *.iml
|
||||
# modules.xml
|
||||
# .idea/misc.xml
|
||||
# *.ipr
|
||||
|
||||
# Sonarlint plugin
|
||||
# https://plugins.jetbrains.com/plugin/7973-sonarlint
|
||||
.idea/**/sonarlint/
|
||||
|
||||
# SonarQube Plugin
|
||||
# https://plugins.jetbrains.com/plugin/7238-sonarqube-community-plugin
|
||||
.idea/**/sonarIssues.xml
|
||||
|
||||
# Markdown Navigator plugin
|
||||
# https://plugins.jetbrains.com/plugin/7896-markdown-navigator-enhanced
|
||||
.idea/**/markdown-navigator.xml
|
||||
.idea/**/markdown-navigator-enh.xml
|
||||
.idea/**/markdown-navigator/
|
||||
|
||||
# Cache file creation bug
|
||||
# See https://youtrack.jetbrains.com/issue/JBR-2257
|
||||
.idea/$CACHE_FILE$
|
||||
|
||||
# CodeStream plugin
|
||||
# https://plugins.jetbrains.com/plugin/12206-codestream
|
||||
.idea/codestream.xml
|
||||
|
||||
# Azure Toolkit for IntelliJ plugin
|
||||
# https://plugins.jetbrains.com/plugin/8053-azure-toolkit-for-intellij
|
||||
.idea/**/azureSettings.xml
|
||||
|
||||
### Windows ###
|
||||
# Windows thumbnail cache files
|
||||
Thumbs.db
|
||||
Thumbs.db:encryptable
|
||||
ehthumbs.db
|
||||
ehthumbs_vista.db
|
||||
|
||||
# Dump file
|
||||
*.stackdump
|
||||
|
||||
# Folder config file
|
||||
[Dd]esktop.ini
|
||||
|
||||
# Recycle Bin used on file shares
|
||||
$RECYCLE.BIN/
|
||||
|
||||
# Windows Installer files
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# Windows shortcuts
|
||||
*.lnk
|
||||
|
||||
# End of https://www.toptal.com/developers/gitignore/api/windows,macos,linux,visualstudiocode,webstorm,vim,emacs,node
|
||||
93
CHANGELOG.md
Normal file
93
CHANGELOG.md
Normal file
@ -0,0 +1,93 @@
|
||||
# Changelog
|
||||
|
||||
All notable changes to the Owen Animation System will be documented in this file.
|
||||
|
||||
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
|
||||
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
|
||||
|
||||
## [1.0.1] - 2025-05-24
|
||||
|
||||
### Changed
|
||||
|
||||
- 🎨 Standardized code style throughout the codebase
|
||||
- 🔧 Converted semicolons to non-semicolons according to JavaScript Standard Style
|
||||
- 📝 Improved code consistency and readability
|
||||
|
||||
## [1.0.0] - 2025-05-23
|
||||
|
||||
### Added
|
||||
|
||||
- 🎉 Initial release of Owen Animation System
|
||||
- ✨ Complete state machine implementation with Wait, React, Type, and Sleep states
|
||||
- 🤖 Emotional response system for character animations
|
||||
- 🏗️ Clean architecture with dependency injection and factory patterns
|
||||
- 📝 Animation naming convention parser
|
||||
- 🔄 Smooth animation transitions with fade in/out support
|
||||
- ⚡ Performance-optimized animation caching
|
||||
- 🧩 Extensible design for custom states and emotions
|
||||
- 📊 Comprehensive JSDoc documentation
|
||||
- 🎮 Interactive demo with keyboard controls
|
||||
- 📦 TypeScript type definitions
|
||||
- 🛠️ Development tooling (ESLint, Vite, JSDoc)
|
||||
|
||||
[1.0.1]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v1.0.1
|
||||
|
||||
### Architecture
|
||||
|
||||
- **Core Classes:**
|
||||
- `OwenAnimationContext` - Main system controller
|
||||
- `AnimationClip` - Individual animation management
|
||||
- `AnimationClipFactory` - Animation creation with metadata parsing
|
||||
- `StateHandler` - Abstract base for state implementations
|
||||
- `StateFactory` - Dynamic state handler creation
|
||||
|
||||
- **State Handlers:**
|
||||
- `WaitStateHandler` - Idle state with quirk animations
|
||||
- `ReactStateHandler` - User input response with emotion analysis
|
||||
- `TypeStateHandler` - Typing state with emotional variations
|
||||
- `SleepStateHandler` - Inactive state management
|
||||
|
||||
- **Animation Loaders:**
|
||||
- `AnimationLoader` - Abstract animation loading interface
|
||||
- `GLTFAnimationLoader` - GLTF/GLB model animation loader
|
||||
|
||||
- **Factories:**
|
||||
- `OwenSystemFactory` - Main system assembly factory
|
||||
|
||||
### Features
|
||||
|
||||
- **Animation System:**
|
||||
- Support for Loop (L), Quirk (Q), Transition (T), and Nested animations
|
||||
- Automatic metadata parsing from animation names
|
||||
- Efficient animation caching and resource management
|
||||
- Smooth transitions between states and emotions
|
||||
|
||||
- **State Machine:**
|
||||
- Four core states: Wait, React, Type, Sleep
|
||||
- Emotional state transitions (Neutral, Angry, Shocked, Happy, Sad)
|
||||
- Automatic inactivity detection and sleep transitions
|
||||
- Message analysis for emotional response determination
|
||||
|
||||
- **Developer Experience:**
|
||||
- Comprehensive TypeScript type definitions
|
||||
- JSDoc documentation for all public APIs
|
||||
- Example implementations and demos
|
||||
- ESLint configuration for code quality
|
||||
- Vite development server setup
|
||||
|
||||
### Documentation
|
||||
|
||||
- Complete README with installation and usage instructions
|
||||
- API documentation via JSDoc
|
||||
- Code examples for basic and advanced usage
|
||||
- Animation naming convention guide
|
||||
- Troubleshooting section
|
||||
|
||||
### Examples
|
||||
|
||||
- Basic browser demo with Three.js integration
|
||||
- Simple Node.js example for testing
|
||||
- Interactive controls for state transitions
|
||||
- Mock model implementation for development
|
||||
|
||||
[1.0.0]: https://gitea.kajkowalski.nl/kjanat/Owen/releases/tag/v1.0.0
|
||||
661
LICENSE.AGPL
Normal file
661
LICENSE.AGPL
Normal file
@ -0,0 +1,661 @@
|
||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||
Version 3, 19 November 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU Affero General Public License is a free, copyleft license for
|
||||
software and other kinds of works, specifically designed to ensure
|
||||
cooperation with the community in the case of network server software.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
our General Public Licenses are intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
Developers that use our General Public Licenses protect your rights
|
||||
with two steps: (1) assert copyright on the software, and (2) offer
|
||||
you this License which gives you legal permission to copy, distribute
|
||||
and/or modify the software.
|
||||
|
||||
A secondary benefit of defending all users' freedom is that
|
||||
improvements made in alternate versions of the program, if they
|
||||
receive widespread use, become available for other developers to
|
||||
incorporate. Many developers of free software are heartened and
|
||||
encouraged by the resulting cooperation. However, in the case of
|
||||
software used on network servers, this result may fail to come about.
|
||||
The GNU General Public License permits making a modified version and
|
||||
letting the public access it on a server without ever releasing its
|
||||
source code to the public.
|
||||
|
||||
The GNU Affero General Public License is designed specifically to
|
||||
ensure that, in such cases, the modified source code becomes available
|
||||
to the community. It requires the operator of a network server to
|
||||
provide the source code of the modified version running there to the
|
||||
users of that server. Therefore, public use of a modified version, on
|
||||
a publicly accessible server, gives the public access to the source
|
||||
code of the modified version.
|
||||
|
||||
An older license, called the Affero General Public License and
|
||||
published by Affero, was designed to accomplish similar goals. This is
|
||||
a different license, not a version of the Affero GPL, but Affero has
|
||||
released a new version of the Affero GPL which permits relicensing under
|
||||
this license.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published
|
||||
by the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
38
LICENSE.COMMERCIAL
Normal file
38
LICENSE.COMMERCIAL
Normal file
@ -0,0 +1,38 @@
|
||||
COMMERCIAL LICENSE AGREEMENT
|
||||
|
||||
Copyright (c) 2025 Kaj Kowalski
|
||||
|
||||
NOTICE: This software is dual-licensed. This commercial license applies only to those who have purchased a commercial license from Kaj Kowalski. If you have not purchased a commercial license, this software is licensed under the AGPL-3.0 license (see LICENSE.AGPL).
|
||||
|
||||
COMMERCIAL LICENSE TERMS
|
||||
|
||||
1. GRANT OF LICENSE
|
||||
Subject to the terms of this agreement and payment of applicable fees, Kaj Kowalski grants you a non-exclusive, non-transferable license to use, modify, and distribute this software for commercial purposes.
|
||||
|
||||
2. PERMITTED USES
|
||||
- Use the software in commercial applications
|
||||
- Modify the software for your internal use
|
||||
- Distribute the software as part of your commercial products
|
||||
- Use the software in SaaS applications without source code disclosure requirements
|
||||
|
||||
3. RESTRICTIONS
|
||||
- You may not sublicense, sell, or transfer this commercial license to third parties
|
||||
- You may not remove or alter any copyright notices
|
||||
- You may not reverse engineer the software beyond what is legally permitted
|
||||
|
||||
4. NO WARRANTY
|
||||
THE SOFTWARE IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
|
||||
|
||||
5. LIMITATION OF LIABILITY
|
||||
IN NO EVENT SHALL Kaj Kowalski BE LIABLE FOR ANY DAMAGES ARISING FROM USE OF THIS SOFTWARE.
|
||||
|
||||
6. TERMINATION
|
||||
This license terminates automatically if you breach any terms. Upon termination, you must cease all use and destroy all copies.
|
||||
|
||||
7. CONTACT
|
||||
For commercial licensing inquiries, contact:
|
||||
Email: licensing@kjanat.com
|
||||
Website: github.com/kjanat
|
||||
|
||||
---
|
||||
To obtain a commercial license, please contact us at licensing@kjanat.com
|
||||
356
README.md
356
README.md
@ -1,53 +1,341 @@
|
||||
# Owen
|
||||
# Owen Animation System
|
||||
|
||||
> Looking at this animation brief for Owen, I'll create a Three.js animation system that handles the state machine, animation clips, and transitions described in the document. This will use clean architecture principles with dependency injection and factory patterns.
|
||||
>
|
||||
> I've created a comprehensive Three.js animation system for Owen that implements the state machine and animation handling described in your brief. Here are the key architectural features:
|
||||
A comprehensive Three.js animation system for character state management with clean architecture principles, dependency injection, and factory patterns.
|
||||
|
||||
## **Clean Architecture Principles:**
|
||||
[](https://gitea.kajkowalski.nl/kjanat/Owen/issues)
|
||||
[](https://gitea.kajkowalski.nl/kjanat/Owen/pulls)
|
||||
[](https://gitea.kajkowalski.nl/kjanat/Owen/tags)
|
||||
|
||||
### **Dependency Injection:**
|
||||
## 🎯 Overview
|
||||
|
||||
- `OwenAnimationContext` receives its dependencies (mixer, factory, etc.) through constructor injection
|
||||
- State handlers are injected with the context they need
|
||||
- Animation loaders are injected into factories
|
||||
The Owen Animation System is a sophisticated character animation framework built for Three.js that manages complex state machines, emotional responses, and animation transitions. It's designed with clean architecture principles to be maintainable, extensible, and testable.
|
||||
|
||||
### **Factory Patterns:**
|
||||
## ✨ Key Features
|
||||
|
||||
- `AnimationClipFactory` - Creates animation clips with proper metadata parsing
|
||||
- `StateFactory` - Creates state handlers dynamically
|
||||
- `OwenSystemFactory` - Main factory that assembles the entire system
|
||||
- **🤖 State Machine Implementation** - Complete state management system with `Wait`, `React`, `Type`, and `Sleep` states
|
||||
- **😊 Emotional Response System** - Analyzes user input to determine appropriate emotional animations
|
||||
- **🔄 Animation Transition Management** - Smooth transitions between states with fade in/out support
|
||||
- **📝 Animation Naming Convention Parser** - Automatically parses animation metadata from naming conventions
|
||||
- **🏗️ Clean Architecture** - Uses dependency injection, factory patterns, and separation of concerns
|
||||
- **⚡ Performance Optimized** - Efficient animation caching and resource management
|
||||
- **🧩 Extensible Design** - Easy to add new states, emotions, and animation types
|
||||
|
||||
### **State Machine Implementation:**
|
||||
## 🚀 Installation
|
||||
|
||||
- Each state (`Wait`, `React`, `Type`, `Sleep`) has its own handler class
|
||||
- States manage their own entry/exit logic and transitions
|
||||
- Emotional transitions are handled with proper animation sequencing
|
||||
### Prerequisites
|
||||
|
||||
## **Key Features:**
|
||||
- Node.js 16.0.0 or higher
|
||||
- Three.js compatible 3D model with animations (GLTF/GLB format recommended)
|
||||
|
||||
1. **Animation Naming Convention Parser** - Automatically parses the naming convention from your brief (e.g., `wait_idle_L`, `react_angry2type_an_T`)
|
||||
### Install Dependencies
|
||||
|
||||
2. **Emotional State Management** - Handles emotional transitions like angry typing or shocked reactions
|
||||
```bash
|
||||
# Clone the repository
|
||||
git clone https://gitea.kajkowalski.nl/kjanat/Owen.git
|
||||
cd Owen
|
||||
|
||||
3. **Nested Animation Support** - Supports the nested sequences described in your brief
|
||||
# Install dependencies
|
||||
npm install
|
||||
|
||||
4. **Activity Monitoring** - Automatically transitions to sleep after inactivity
|
||||
# Install dev dependencies
|
||||
npm install --include dev
|
||||
```
|
||||
|
||||
5. **Message Analysis** - Analyzes user messages to determine appropriate emotional responses
|
||||
## 📖 Usage
|
||||
|
||||
6. **Clean Separation of Concerns:**
|
||||
- Animation loading is separate from clip management
|
||||
- State logic is isolated in individual handlers
|
||||
- The main context orchestrates everything without tight coupling
|
||||
### Basic Usage
|
||||
|
||||
## **Usage:**
|
||||
```javascript
|
||||
import * as THREE from "three";
|
||||
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
|
||||
import { OwenSystemFactory } from "owen";
|
||||
|
||||
The system is designed to be easily extensible. You can:
|
||||
// Load your 3D model
|
||||
const loader = new GLTFLoader();
|
||||
const gltf = await loader.loadAsync("path/to/your-model.gltf");
|
||||
|
||||
- Add new states by creating new handler classes
|
||||
- Modify emotional analysis logic
|
||||
- Swap out animation loaders for different formats
|
||||
- Add new animation types by extending the factory
|
||||
// Create a Three.js scene
|
||||
const scene = new THREE.Scene();
|
||||
scene.add(gltf.scene);
|
||||
|
||||
The code follows the workflows described in your brief, handling the transitions between Wait → React → Type → Wait states, with proper emotional branching and nested animation support.
|
||||
// Create the Owen animation system
|
||||
const owenSystem = await OwenSystemFactory.createOwenSystem(gltf, scene);
|
||||
|
||||
// Handle user messages
|
||||
await owenSystem.handleUserMessage("Hello Owen!");
|
||||
|
||||
// Update in your render loop
|
||||
function animate() {
|
||||
const deltaTime = clock.getDelta() * 1000; // Convert to milliseconds
|
||||
owenSystem.update(deltaTime);
|
||||
|
||||
renderer.render(scene, camera);
|
||||
requestAnimationFrame(animate);
|
||||
}
|
||||
```
|
||||
|
||||
> [!NOTE]
|
||||
> Replace `path/to/your-model.gltf` with the actual path to your 3D character model. The system is designed to work with any GLTF model that follows the animation naming convention.
|
||||
|
||||
### Advanced Usage
|
||||
|
||||
```javascript
|
||||
import { OwenSystemFactory, States, Emotions, StateHandler } from "owen";
|
||||
|
||||
// Create custom state handler
|
||||
class CustomStateHandler extends StateHandler {
|
||||
async enter(fromState, emotion) {
|
||||
console.log(`Entering custom state from ${fromState}`);
|
||||
// Your custom logic here
|
||||
}
|
||||
|
||||
async exit(toState, emotion) {
|
||||
console.log(`Exiting custom state to ${toState}`);
|
||||
// Your custom logic here
|
||||
}
|
||||
}
|
||||
|
||||
// Register custom states
|
||||
const customStates = new Map();
|
||||
customStates.set("custom", CustomStateHandler);
|
||||
|
||||
// Create system with custom states
|
||||
const owenSystem = await OwenSystemFactory.createCustomOwenSystem(gltfModel, scene, customStates);
|
||||
|
||||
// Manual state transitions
|
||||
await owenSystem.transitionTo(States.REACT, Emotions.HAPPY);
|
||||
```
|
||||
|
||||
## 🎮 Animation Naming Convention
|
||||
|
||||
The system expects animations to follow this naming convention:
|
||||
|
||||
```txt
|
||||
[state]_[action]_[type]
|
||||
[state]_[action]2[toState]_[emotion]_T
|
||||
```
|
||||
|
||||
### Examples
|
||||
|
||||
- `wait_idle_L` - Wait state idle loop
|
||||
- `wait_quirk1_Q` - Wait state quirk animation
|
||||
- `react_angry2type_an_T` - Transition from react to type with angry emotion
|
||||
- `type_happy_L` - Type state with happy emotion loop
|
||||
- `sleep_wakeup_T` - Sleep wake up transition
|
||||
|
||||
### Animation Types
|
||||
|
||||
- `L` - Loop animation
|
||||
- `Q` - Quirk animation
|
||||
- `T` - Transition animation
|
||||
- `NL` - Nested loop
|
||||
- `NQ` - Nested quirk
|
||||
|
||||
### Emotions
|
||||
|
||||
- `an` - Angry
|
||||
- `sh` - Shocked
|
||||
- `ha` - Happy
|
||||
- `sa` - Sad
|
||||
|
||||
## 🏗️ Architecture
|
||||
|
||||
### **Dependency Injection**
|
||||
|
||||
- `OwenAnimationContext` receives dependencies through constructor injection
|
||||
- State handlers are injected with required context
|
||||
- Animation loaders are injected into factories
|
||||
|
||||
### **Factory Patterns**
|
||||
|
||||
- `AnimationClipFactory` - Creates animation clips with metadata parsing
|
||||
- `StateFactory` - Creates state handlers dynamically
|
||||
- `OwenSystemFactory` - Main factory that assembles the complete system
|
||||
|
||||
### **State Machine**
|
||||
|
||||
- Each state has its own handler class with entry/exit logic
|
||||
- States manage their own transitions and behaviors
|
||||
- Emotional transitions are handled with proper animation sequencing
|
||||
|
||||
## 📁 Project Structure
|
||||
|
||||
```sh
|
||||
Owen/
|
||||
├── src/
|
||||
│ ├── constants.js # Animation types, states, emotions
|
||||
│ ├── index.js # Main entry point
|
||||
│ ├── animation/
|
||||
│ │ └── AnimationClip.js # Core animation classes
|
||||
│ ├── core/
|
||||
│ │ └── OwenAnimationContext.js # Main system controller
|
||||
│ ├── factories/
|
||||
│ │ └── OwenSystemFactory.js # System factory
|
||||
│ ├── loaders/
|
||||
│ │ └── AnimationLoader.js # Animation loading interfaces
|
||||
│ └── states/
|
||||
│ ├── StateHandler.js # Base state handler
|
||||
│ ├── StateFactory.js # State factory
|
||||
│ ├── WaitStateHandler.js # Wait state implementation
|
||||
│ ├── ReactStateHandler.js # React state implementation
|
||||
│ ├── TypeStateHandler.js # Type state implementation
|
||||
│ └── SleepStateHandler.js # Sleep state implementation
|
||||
├── examples/
|
||||
│ ├── index.html # Demo HTML page
|
||||
│ └── basic-demo.js # Basic usage example
|
||||
├── package.json
|
||||
├── vite.config.js
|
||||
├── jsdoc.config.json
|
||||
└── README.md
|
||||
```
|
||||
|
||||
## 🛠️ Development
|
||||
|
||||
### Running the Development Server
|
||||
|
||||
```bash
|
||||
# Start the development server
|
||||
npm run dev
|
||||
```
|
||||
|
||||
This will start a Vite development server and open the basic demo at `http://localhost:3000`.
|
||||
|
||||
### Building for Production
|
||||
|
||||
```bash
|
||||
# Build the project
|
||||
npm run build
|
||||
```
|
||||
|
||||
### Linting
|
||||
|
||||
```bash
|
||||
# Run ESLint
|
||||
npm run lint
|
||||
|
||||
# Fix linting issues automatically
|
||||
npm run lint:fix
|
||||
```
|
||||
|
||||
### Generating Documentation
|
||||
|
||||
```bash
|
||||
# Generate JSDoc documentation
|
||||
npm run docs
|
||||
```
|
||||
|
||||
Documentation will be generated in the `docs/` directory.
|
||||
|
||||
### Project Scripts
|
||||
|
||||
- `npm run dev` - Start development server
|
||||
- `npm run build` - Build for production
|
||||
- `npm run preview` - Preview production build
|
||||
- `npm run lint` - Run StandardJS linting
|
||||
- `npm run lint:fix` - Fix StandardJS issues
|
||||
- `npm run docs` - Generate JSDoc documentation
|
||||
- `npm run format` - Format code with Prettier
|
||||
|
||||
## 🎮 Demo Controls
|
||||
|
||||
The basic demo includes these keyboard controls:
|
||||
|
||||
- **1** - Transition to Wait state
|
||||
- **2** - Transition to React state
|
||||
- **3** - Transition to Type state
|
||||
- **4** - Transition to Sleep state
|
||||
- **Space** - Send random test message
|
||||
- **Click** - Register user activity
|
||||
|
||||
## 🔧 Configuration
|
||||
|
||||
### Customizing Emotions
|
||||
|
||||
You can extend the emotion system by modifying the message analysis:
|
||||
|
||||
```javascript
|
||||
import { ReactStateHandler } from "owen";
|
||||
|
||||
class CustomReactHandler extends ReactStateHandler {
|
||||
analyzeMessageEmotion(message) {
|
||||
// Your custom emotion analysis logic
|
||||
if (message.includes("excited")) {
|
||||
return Emotions.HAPPY;
|
||||
}
|
||||
return super.analyzeMessageEmotion(message);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Adjusting Timing
|
||||
|
||||
Configure timing values in your application:
|
||||
|
||||
```javascript
|
||||
import { Config } from "owen";
|
||||
|
||||
// Modify default values
|
||||
Config.QUIRK_INTERVAL = 8000; // 8 seconds between quirks
|
||||
Config.INACTIVITY_TIMEOUT = 120000; // 2 minutes until sleep
|
||||
```
|
||||
|
||||
## 🐛 Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
1. **"Animation not found" errors**
|
||||
|
||||
- Ensure your 3D model contains animations with the correct naming convention
|
||||
- Check that animations are properly exported in your GLTF file
|
||||
|
||||
2. **State transitions not working**
|
||||
|
||||
- Verify that transition animations exist in your model
|
||||
- Check console for error messages about missing clips
|
||||
|
||||
3. **Performance issues**
|
||||
|
||||
- Ensure you're calling `owenSystem.update()` in your render loop
|
||||
- Check that unused animations are properly disposed
|
||||
|
||||
### Debug Mode
|
||||
|
||||
Enable debug logging by opening browser console. The system logs state transitions and important events.
|
||||
|
||||
## 🤝 Contributing
|
||||
|
||||
1. Fork the repository
|
||||
2. Create a feature branch: `git checkout -b feature/new-feature`
|
||||
3. Commit your changes: `git commit -am 'Add new feature'`
|
||||
4. Push to the branch: `git push origin feature/new-feature`
|
||||
5. Submit a pull request
|
||||
|
||||
### Code Style
|
||||
|
||||
- Follow the existing ESLint configuration
|
||||
- Add JSDoc comments for all public methods
|
||||
- Write unit tests for new features
|
||||
- Maintain the existing architecture patterns
|
||||
|
||||
## 📄 License
|
||||
|
||||
This project is dual-licensed under your choice of:
|
||||
|
||||
- **Open Source/Non-Commercial Use**: AGPL-3.0 - see the [LICENSE.AGPL](LICENSE.AGPL) file for details.
|
||||
- **Commercial/Enterprise Use**: Commercial License - see the [LICENSE.COMMERCIAL](LICENSE.COMMERCIAL) file for details. Requires a paid commercial license. Please contact us at [email] for pricing and terms.
|
||||
|
||||
### Quick Guide
|
||||
|
||||
- ✅ Personal/educational use → Use under AGPL-3.0
|
||||
- ✅ Open source projects → Use under AGPL-3.0
|
||||
- ✅ Commercial/proprietary use → Purchase commercial license
|
||||
- ❌ SaaS without source disclosure → Purchase commercial license
|
||||
|
||||
## 🙏 Acknowledgments
|
||||
|
||||
- Built with [Three.js][Three.js]
|
||||
- Inspired by modern character animation systems
|
||||
- Uses clean architecture principles from Robert C. Martin
|
||||
|
||||
<!-- LINK DEFINITIONS -->
|
||||
[Three.js]: https://threejs.org/ "Three.js - JavaScript 3D Library"
|
||||
|
||||
331
examples/basic-demo.js
Normal file
331
examples/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/index.html
Normal file
45
examples/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/simple-example.js
Normal file
183
examples/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
|
||||
23
jsdoc.config.json
Normal file
23
jsdoc.config.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
"source": {
|
||||
"include": [
|
||||
"./src"
|
||||
],
|
||||
"includePattern": "\\.(js|jsx)$",
|
||||
"exclude": [
|
||||
"node_modules/"
|
||||
]
|
||||
},
|
||||
"opts": {
|
||||
"destination": "./docs/",
|
||||
"recurse": true,
|
||||
"readme": "./README.md"
|
||||
},
|
||||
"plugins": [
|
||||
"plugins/markdown"
|
||||
],
|
||||
"templates": {
|
||||
"cleverLinks": false,
|
||||
"monospaceLinks": false
|
||||
}
|
||||
}
|
||||
@ -1,873 +0,0 @@
|
||||
// Animation Clip Types
|
||||
const ClipTypes = {
|
||||
LOOP: 'L',
|
||||
QUIRK: 'Q',
|
||||
NESTED_LOOP: 'NL',
|
||||
NESTED_QUIRK: 'NQ',
|
||||
NESTED_IN: 'IN_NT',
|
||||
NESTED_OUT: 'OUT_NT',
|
||||
TRANSITION: 'T',
|
||||
};
|
||||
|
||||
// Character States
|
||||
const States = {
|
||||
WAIT: 'wait',
|
||||
REACT: 'react',
|
||||
TYPE: 'type',
|
||||
SLEEP: 'sleep',
|
||||
};
|
||||
|
||||
// Emotions
|
||||
const Emotions = {
|
||||
NEUTRAL: '',
|
||||
ANGRY: 'an',
|
||||
SHOCKED: 'sh',
|
||||
HAPPY: 'ha',
|
||||
SAD: 'sa',
|
||||
};
|
||||
|
||||
/**
|
||||
* Animation Clip Factory - Creates animation clips based on naming convention
|
||||
*/
|
||||
class AnimationClipFactory {
|
||||
constructor(animationLoader) {
|
||||
this.animationLoader = animationLoader;
|
||||
this.clipCache = new Map();
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse animation name and create clip metadata
|
||||
* Format: [state]_[action]_[type] or [state]_[action]2[toState]_[emotion]_T
|
||||
*/
|
||||
parseAnimationName(name) {
|
||||
const parts = name.split('_');
|
||||
const state = parts[0];
|
||||
const action = parts[1];
|
||||
|
||||
// Handle transitions with emotions
|
||||
if (parts[2]?.includes('2') && parts[3] === ClipTypes.TRANSITION) {
|
||||
const [fromAction, toState] = parts[2].split('2');
|
||||
const emotion = parts[3] || Emotions.NEUTRAL;
|
||||
return {
|
||||
state,
|
||||
action: fromAction,
|
||||
toState,
|
||||
emotion,
|
||||
type: ClipTypes.TRANSITION,
|
||||
isEmotional: true,
|
||||
};
|
||||
}
|
||||
|
||||
// Handle regular transitions
|
||||
if (parts[2] === ClipTypes.TRANSITION) {
|
||||
const [fromState, toState] = parts[1].split('2');
|
||||
return {
|
||||
state,
|
||||
action: fromState,
|
||||
toState,
|
||||
type: ClipTypes.TRANSITION,
|
||||
isEmotional: false,
|
||||
};
|
||||
}
|
||||
|
||||
// Handle nested animations
|
||||
if (parts[2] === ClipTypes.NESTED_IN || parts[2] === ClipTypes.NESTED_OUT) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: parts[2],
|
||||
isNested: true,
|
||||
};
|
||||
}
|
||||
|
||||
// Handle nested loops and quirks
|
||||
if (
|
||||
parts[3] === ClipTypes.NESTED_LOOP ||
|
||||
parts[3] === ClipTypes.NESTED_QUIRK
|
||||
) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
nestedAction: parts[2],
|
||||
type: parts[3],
|
||||
isNested: true,
|
||||
};
|
||||
}
|
||||
|
||||
// Handle standard loops and quirks
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: parts[2],
|
||||
isStandard: true,
|
||||
};
|
||||
}
|
||||
|
||||
async createClip(name, model) {
|
||||
if (this.clipCache.has(name)) {
|
||||
return this.clipCache.get(name);
|
||||
}
|
||||
|
||||
const metadata = this.parseAnimationName(name);
|
||||
const animation = await this.animationLoader.loadAnimation(name);
|
||||
|
||||
const clip = new AnimationClip(name, animation, metadata);
|
||||
this.clipCache.set(name, clip);
|
||||
|
||||
return clip;
|
||||
}
|
||||
|
||||
async createClipsFromModel(model) {
|
||||
const clips = new Map();
|
||||
const animations = model.animations || [];
|
||||
|
||||
for (const animation of animations) {
|
||||
const clip = await this.createClip(animation.name, model);
|
||||
clips.set(animation.name, clip);
|
||||
}
|
||||
|
||||
return clips;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Animation Clip - Represents a single animation with metadata
|
||||
*/
|
||||
class AnimationClip {
|
||||
constructor(name, threeAnimation, metadata) {
|
||||
this.name = name;
|
||||
this.animation = threeAnimation;
|
||||
this.metadata = metadata;
|
||||
this.action = null;
|
||||
this.mixer = null;
|
||||
}
|
||||
|
||||
createAction(mixer) {
|
||||
this.mixer = mixer;
|
||||
this.action = mixer.clipAction(this.animation);
|
||||
|
||||
// Configure based on type
|
||||
if (
|
||||
this.metadata.type === ClipTypes.LOOP ||
|
||||
this.metadata.type === ClipTypes.NESTED_LOOP
|
||||
) {
|
||||
this.action.setLoop(THREE.LoopRepeat);
|
||||
} else {
|
||||
this.action.setLoop(THREE.LoopOnce);
|
||||
this.action.clampWhenFinished = true;
|
||||
}
|
||||
|
||||
return this.action;
|
||||
}
|
||||
|
||||
play(fadeInDuration = 0.3) {
|
||||
if (this.action) {
|
||||
this.action.reset();
|
||||
this.action.fadeIn(fadeInDuration);
|
||||
this.action.play();
|
||||
}
|
||||
}
|
||||
|
||||
stop(fadeOutDuration = 0.3) {
|
||||
if (this.action) {
|
||||
this.action.fadeOut(fadeOutDuration);
|
||||
}
|
||||
}
|
||||
|
||||
isPlaying() {
|
||||
return this.action?.isRunning() || false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* State Handler Interface
|
||||
*/
|
||||
class StateHandler {
|
||||
constructor(stateName, context) {
|
||||
this.stateName = stateName;
|
||||
this.context = context;
|
||||
this.currentClip = null;
|
||||
this.nestedState = null;
|
||||
}
|
||||
|
||||
async enter(fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
throw new Error('enter method must be implemented');
|
||||
}
|
||||
|
||||
async exit(toState = null, emotion = Emotions.NEUTRAL) {
|
||||
throw new Error('exit method must be implemented');
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
// Override in subclasses if needed
|
||||
}
|
||||
|
||||
async handleMessage(message) {
|
||||
// Override in subclasses if needed
|
||||
}
|
||||
|
||||
getAvailableTransitions() {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait State Handler
|
||||
*/
|
||||
class WaitStateHandler extends StateHandler {
|
||||
constructor(context) {
|
||||
super(States.WAIT, context);
|
||||
this.idleClip = null;
|
||||
this.quirks = [];
|
||||
this.quirkTimer = 0;
|
||||
this.quirkInterval = 5000; // 5 seconds between quirks
|
||||
}
|
||||
|
||||
async enter(fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering WAIT state from ${fromState}`);
|
||||
|
||||
// Play idle loop
|
||||
this.idleClip = this.context.getClip('wait_idle_L');
|
||||
if (this.idleClip) {
|
||||
await this.idleClip.play();
|
||||
}
|
||||
|
||||
// Collect available quirks
|
||||
this.quirks = this.context.getClipsByPattern('wait_*_Q');
|
||||
this.quirkTimer = 0;
|
||||
}
|
||||
|
||||
async exit(toState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting WAIT state to ${toState}`);
|
||||
|
||||
if (this.currentClip) {
|
||||
this.currentClip.stop();
|
||||
}
|
||||
|
||||
// Play transition if available
|
||||
const transitionName = `wait_2${toState}_T`;
|
||||
const transition = this.context.getClip(transitionName);
|
||||
if (transition) {
|
||||
await transition.play();
|
||||
await this.waitForClipEnd(transition);
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
this.quirkTimer += deltaTime;
|
||||
|
||||
// Randomly play quirks
|
||||
if (this.quirkTimer > this.quirkInterval && Math.random() < 0.3) {
|
||||
this.playRandomQuirk();
|
||||
this.quirkTimer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
async playRandomQuirk() {
|
||||
if (this.quirks.length === 0) return;
|
||||
|
||||
const quirk = this.quirks[Math.floor(Math.random() * this.quirks.length)];
|
||||
if (this.idleClip) {
|
||||
this.idleClip.stop(0.2);
|
||||
}
|
||||
|
||||
await quirk.play();
|
||||
await this.waitForClipEnd(quirk);
|
||||
|
||||
// Return to idle
|
||||
if (this.idleClip) {
|
||||
this.idleClip.play(0.2);
|
||||
}
|
||||
}
|
||||
|
||||
getAvailableTransitions() {
|
||||
return [States.REACT, States.SLEEP];
|
||||
}
|
||||
|
||||
async waitForClipEnd(clip) {
|
||||
return new Promise((resolve) => {
|
||||
const checkEnd = () => {
|
||||
if (!clip.isPlaying()) {
|
||||
resolve();
|
||||
} else {
|
||||
requestAnimationFrame(checkEnd);
|
||||
}
|
||||
};
|
||||
checkEnd();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* React State Handler
|
||||
*/
|
||||
class ReactStateHandler extends StateHandler {
|
||||
constructor(context) {
|
||||
super(States.REACT, context);
|
||||
this.emotion = Emotions.NEUTRAL;
|
||||
}
|
||||
|
||||
async enter(fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering REACT state with emotion: ${emotion}`);
|
||||
this.emotion = emotion;
|
||||
|
||||
// Play appropriate reaction
|
||||
const reactionClip = this.context.getClip('react_idle_L');
|
||||
if (reactionClip) {
|
||||
await reactionClip.play();
|
||||
}
|
||||
}
|
||||
|
||||
async exit(toState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting REACT state to ${toState} with emotion: ${emotion}`);
|
||||
|
||||
if (this.currentClip) {
|
||||
this.currentClip.stop();
|
||||
}
|
||||
|
||||
// Play emotional transition if available
|
||||
let transitionName;
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
transitionName = `react_${this.emotion}2${toState}_${emotion}_T`;
|
||||
} else {
|
||||
transitionName = `react_2${toState}_T`;
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(transitionName);
|
||||
if (transition) {
|
||||
await transition.play();
|
||||
await this.waitForClipEnd(transition);
|
||||
}
|
||||
}
|
||||
|
||||
async handleMessage(message) {
|
||||
// Analyze message sentiment to determine emotion
|
||||
const emotion = this.analyzeMessageEmotion(message);
|
||||
this.emotion = emotion;
|
||||
|
||||
// Play emotional reaction if needed
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
const emotionalClip = this.context.getClip(`react_${emotion}_L`);
|
||||
if (emotionalClip) {
|
||||
await emotionalClip.play();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
analyzeMessageEmotion(message) {
|
||||
const text = message.toLowerCase();
|
||||
|
||||
if (
|
||||
text.includes('!') ||
|
||||
text.includes('urgent') ||
|
||||
text.includes('asap')
|
||||
) {
|
||||
return Emotions.SHOCKED;
|
||||
}
|
||||
if (
|
||||
text.includes('error') ||
|
||||
text.includes('problem') ||
|
||||
text.includes('issue')
|
||||
) {
|
||||
return Emotions.ANGRY;
|
||||
}
|
||||
if (
|
||||
text.includes('great') ||
|
||||
text.includes('awesome') ||
|
||||
text.includes('good')
|
||||
) {
|
||||
return Emotions.HAPPY;
|
||||
}
|
||||
|
||||
return Emotions.NEUTRAL;
|
||||
}
|
||||
|
||||
getAvailableTransitions() {
|
||||
return [States.TYPE, States.WAIT];
|
||||
}
|
||||
|
||||
async waitForClipEnd(clip) {
|
||||
return new Promise((resolve) => {
|
||||
const checkEnd = () => {
|
||||
if (!clip.isPlaying()) {
|
||||
resolve();
|
||||
} else {
|
||||
requestAnimationFrame(checkEnd);
|
||||
}
|
||||
};
|
||||
checkEnd();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Type State Handler
|
||||
*/
|
||||
class TypeStateHandler extends StateHandler {
|
||||
constructor(context) {
|
||||
super(States.TYPE, context);
|
||||
this.emotion = Emotions.NEUTRAL;
|
||||
this.isTyping = false;
|
||||
}
|
||||
|
||||
async enter(fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering TYPE state with emotion: ${emotion}`);
|
||||
this.emotion = emotion;
|
||||
this.isTyping = true;
|
||||
|
||||
// Play appropriate typing animation
|
||||
let typingClipName = 'type_idle_L';
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
typingClipName = `type_${emotion}_L`;
|
||||
}
|
||||
|
||||
const typingClip = this.context.getClip(typingClipName);
|
||||
if (typingClip) {
|
||||
this.currentClip = typingClip;
|
||||
await typingClip.play();
|
||||
}
|
||||
}
|
||||
|
||||
async exit(toState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting TYPE state to ${toState}`);
|
||||
this.isTyping = false;
|
||||
|
||||
if (this.currentClip) {
|
||||
this.currentClip.stop();
|
||||
}
|
||||
|
||||
// Play appropriate exit transition
|
||||
let transitionName;
|
||||
if (this.emotion !== Emotions.NEUTRAL) {
|
||||
transitionName = `type_${this.emotion}2${toState}_T`;
|
||||
} else {
|
||||
transitionName = `type_2${toState}_T`;
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(transitionName);
|
||||
if (transition) {
|
||||
await transition.play();
|
||||
await this.waitForClipEnd(transition);
|
||||
}
|
||||
}
|
||||
|
||||
async finishTyping() {
|
||||
this.isTyping = false;
|
||||
|
||||
// Transition back to wait state
|
||||
return this.context.transitionTo(States.WAIT, this.emotion);
|
||||
}
|
||||
|
||||
getAvailableTransitions() {
|
||||
return [States.WAIT];
|
||||
}
|
||||
|
||||
async waitForClipEnd(clip) {
|
||||
return new Promise((resolve) => {
|
||||
const checkEnd = () => {
|
||||
if (!clip.isPlaying()) {
|
||||
resolve();
|
||||
} else {
|
||||
requestAnimationFrame(checkEnd);
|
||||
}
|
||||
};
|
||||
checkEnd();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Sleep State Handler
|
||||
*/
|
||||
class SleepStateHandler extends StateHandler {
|
||||
constructor(context) {
|
||||
super(States.SLEEP, context);
|
||||
this.sleepDuration = 0;
|
||||
this.maxSleepDuration = 30000; // 30 seconds max sleep
|
||||
}
|
||||
|
||||
async enter(fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering SLEEP state`);
|
||||
this.sleepDuration = 0;
|
||||
|
||||
const sleepClip = this.context.getClip('sleep_idle_L');
|
||||
if (sleepClip) {
|
||||
this.currentClip = sleepClip;
|
||||
await sleepClip.play();
|
||||
}
|
||||
}
|
||||
|
||||
async exit(toState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting SLEEP state to ${toState}`);
|
||||
|
||||
if (this.currentClip) {
|
||||
this.currentClip.stop();
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(`sleep_2${toState}_T`);
|
||||
if (transition) {
|
||||
await transition.play();
|
||||
await this.waitForClipEnd(transition);
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
this.sleepDuration += deltaTime;
|
||||
|
||||
// Wake up after max duration or on user activity
|
||||
if (this.sleepDuration > this.maxSleepDuration) {
|
||||
this.context.transitionTo(States.WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
getAvailableTransitions() {
|
||||
return [States.WAIT];
|
||||
}
|
||||
|
||||
async waitForClipEnd(clip) {
|
||||
return new Promise((resolve) => {
|
||||
const checkEnd = () => {
|
||||
if (!clip.isPlaying()) {
|
||||
resolve();
|
||||
} else {
|
||||
requestAnimationFrame(checkEnd);
|
||||
}
|
||||
};
|
||||
checkEnd();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* State Factory - Creates state handlers using dependency injection
|
||||
*/
|
||||
class StateFactory {
|
||||
constructor() {
|
||||
this.stateHandlers = new Map();
|
||||
}
|
||||
|
||||
registerStateHandler(stateName, handlerClass) {
|
||||
this.stateHandlers.set(stateName, handlerClass);
|
||||
}
|
||||
|
||||
createStateHandler(stateName, context) {
|
||||
const HandlerClass = this.stateHandlers.get(stateName);
|
||||
if (!HandlerClass) {
|
||||
throw new Error(`Unknown state: ${stateName}`);
|
||||
}
|
||||
|
||||
return new HandlerClass(context);
|
||||
}
|
||||
|
||||
getAvailableStates() {
|
||||
return Array.from(this.stateHandlers.keys());
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Owen Animation Context - Main controller for the animation system
|
||||
*/
|
||||
class OwenAnimationContext {
|
||||
constructor(model, mixer, animationClipFactory, stateFactory) {
|
||||
this.model = model;
|
||||
this.mixer = mixer;
|
||||
this.animationClipFactory = animationClipFactory;
|
||||
this.stateFactory = stateFactory;
|
||||
|
||||
this.clips = new Map();
|
||||
this.states = new Map();
|
||||
this.currentState = null;
|
||||
this.currentStateName = null;
|
||||
|
||||
this.userActivityTimeout = null;
|
||||
this.lastActivityTime = Date.now();
|
||||
this.inactivityThreshold = 180000; // 3 minutes
|
||||
}
|
||||
|
||||
async initialize() {
|
||||
// Load all animation clips
|
||||
this.clips = await this.animationClipFactory.createClipsFromModel(
|
||||
this.model
|
||||
);
|
||||
|
||||
// Create actions for all clips
|
||||
for (const clip of this.clips.values()) {
|
||||
clip.createAction(this.mixer);
|
||||
}
|
||||
|
||||
// Initialize state handlers
|
||||
this.initializeStates();
|
||||
|
||||
// Start in wait state
|
||||
await this.transitionTo(States.WAIT);
|
||||
|
||||
console.log('Owen Animation System initialized');
|
||||
}
|
||||
|
||||
initializeStates() {
|
||||
// Register state handlers
|
||||
this.stateFactory.registerStateHandler(States.WAIT, WaitStateHandler);
|
||||
this.stateFactory.registerStateHandler(States.REACT, ReactStateHandler);
|
||||
this.stateFactory.registerStateHandler(States.TYPE, TypeStateHandler);
|
||||
this.stateFactory.registerStateHandler(States.SLEEP, SleepStateHandler);
|
||||
|
||||
// Create state instances
|
||||
for (const stateName of this.stateFactory.getAvailableStates()) {
|
||||
const stateHandler = this.stateFactory.createStateHandler(
|
||||
stateName,
|
||||
this
|
||||
);
|
||||
this.states.set(stateName, stateHandler);
|
||||
}
|
||||
}
|
||||
|
||||
async transitionTo(newStateName, emotion = Emotions.NEUTRAL) {
|
||||
const newState = this.states.get(newStateName);
|
||||
if (!newState) {
|
||||
throw new Error(`Unknown state: ${newStateName}`);
|
||||
}
|
||||
|
||||
// Exit current state
|
||||
if (this.currentState) {
|
||||
await this.currentState.exit(newStateName, emotion);
|
||||
}
|
||||
|
||||
// Enter new state
|
||||
const fromState = this.currentStateName;
|
||||
this.currentState = newState;
|
||||
this.currentStateName = newStateName;
|
||||
|
||||
await this.currentState.enter(fromState, emotion);
|
||||
|
||||
// Reset activity timer
|
||||
this.resetActivityTimer();
|
||||
}
|
||||
|
||||
async handleUserMessage(message) {
|
||||
this.resetActivityTimer();
|
||||
|
||||
// Always go to react state first
|
||||
if (this.currentStateName !== States.REACT) {
|
||||
await this.transitionTo(States.REACT);
|
||||
}
|
||||
|
||||
// Let the react state handle the message
|
||||
await this.currentState.handleMessage(message);
|
||||
|
||||
// Transition to type state after a brief delay
|
||||
setTimeout(async () => {
|
||||
const emotion = this.currentState.emotion || Emotions.NEUTRAL;
|
||||
await this.transitionTo(States.TYPE, emotion);
|
||||
|
||||
// Simulate typing duration based on message length
|
||||
const typingDuration = Math.min(message.length * 100, 5000);
|
||||
setTimeout(async () => {
|
||||
await this.currentState.finishTyping();
|
||||
}, typingDuration);
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
onUserActivity() {
|
||||
this.resetActivityTimer();
|
||||
|
||||
// Wake up if sleeping
|
||||
if (this.currentStateName === States.SLEEP) {
|
||||
this.transitionTo(States.WAIT);
|
||||
}
|
||||
}
|
||||
|
||||
resetActivityTimer() {
|
||||
this.lastActivityTime = Date.now();
|
||||
|
||||
if (this.userActivityTimeout) {
|
||||
clearTimeout(this.userActivityTimeout);
|
||||
}
|
||||
|
||||
this.userActivityTimeout = setTimeout(() => {
|
||||
this.handleInactivity();
|
||||
}, this.inactivityThreshold);
|
||||
}
|
||||
|
||||
handleInactivity() {
|
||||
if (this.currentStateName === States.WAIT) {
|
||||
this.transitionTo(States.SLEEP);
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime) {
|
||||
// Update mixer
|
||||
this.mixer.update(deltaTime);
|
||||
|
||||
// Update current state
|
||||
if (this.currentState) {
|
||||
this.currentState.update(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
getClip(name) {
|
||||
return this.clips.get(name);
|
||||
}
|
||||
|
||||
getClipsByPattern(pattern) {
|
||||
const regex = new RegExp(pattern.replace('*', '.*'));
|
||||
return Array.from(this.clips.values()).filter((clip) =>
|
||||
regex.test(clip.name)
|
||||
);
|
||||
}
|
||||
|
||||
getCurrentState() {
|
||||
return this.currentStateName;
|
||||
}
|
||||
|
||||
getAvailableTransitions() {
|
||||
return this.currentState?.getAvailableTransitions() || [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Animation Loader Interface - Loads animations from various sources
|
||||
*/
|
||||
class AnimationLoader {
|
||||
async loadAnimation(name) {
|
||||
throw new Error('loadAnimation method must be implemented');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* GLTF Animation Loader - Loads animations from GLTF models
|
||||
*/
|
||||
class GLTFAnimationLoader extends AnimationLoader {
|
||||
constructor(gltfLoader) {
|
||||
super();
|
||||
this.gltfLoader = gltfLoader;
|
||||
this.animationCache = new Map();
|
||||
}
|
||||
|
||||
async loadAnimation(name) {
|
||||
if (this.animationCache.has(name)) {
|
||||
return this.animationCache.get(name);
|
||||
}
|
||||
|
||||
// In a real implementation, you would load the specific animation
|
||||
// For this mockup, we'll assume animations are already loaded in the model
|
||||
throw new Error(`Animation ${name} not found in model`);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Owen System Factory - Main factory for creating the complete Owen system
|
||||
*/
|
||||
class OwenSystemFactory {
|
||||
static async createOwenSystem(gltfModel, scene) {
|
||||
// Create Three.js mixer
|
||||
const mixer = new THREE.AnimationMixer(gltfModel);
|
||||
|
||||
// Create dependencies
|
||||
const gltfLoader = new THREE.GLTFLoader();
|
||||
const animationLoader = new GLTFAnimationLoader(gltfLoader);
|
||||
const animationClipFactory = new AnimationClipFactory(animationLoader);
|
||||
const stateFactory = new StateFactory();
|
||||
|
||||
// Create the main context
|
||||
const owenContext = new OwenAnimationContext(
|
||||
gltfModel,
|
||||
mixer,
|
||||
animationClipFactory,
|
||||
stateFactory
|
||||
);
|
||||
|
||||
// Initialize the system
|
||||
await owenContext.initialize();
|
||||
|
||||
// Add to scene
|
||||
scene.add(gltfModel);
|
||||
|
||||
return owenContext;
|
||||
}
|
||||
}
|
||||
|
||||
// Usage Example
|
||||
class OwenDemo {
|
||||
constructor() {
|
||||
this.scene = null;
|
||||
this.camera = null;
|
||||
this.renderer = null;
|
||||
this.owenSystem = null;
|
||||
this.clock = new THREE.Clock();
|
||||
}
|
||||
|
||||
async init() {
|
||||
// Setup Three.js scene
|
||||
this.scene = new THREE.Scene();
|
||||
this.camera = new THREE.PerspectiveCamera(
|
||||
75,
|
||||
window.innerWidth / window.innerHeight,
|
||||
0.1,
|
||||
1000
|
||||
);
|
||||
this.renderer = new THREE.WebGLRenderer();
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight);
|
||||
document.body.appendChild(this.renderer.domElement);
|
||||
|
||||
// Load Owen model (mockup)
|
||||
const loader = new THREE.GLTFLoader();
|
||||
const gltf = await loader.loadAsync('path/to/owen-model.gltf');
|
||||
|
||||
// Create Owen system
|
||||
this.owenSystem = await OwenSystemFactory.createOwenSystem(
|
||||
gltf.scene,
|
||||
this.scene
|
||||
);
|
||||
|
||||
// Setup event listeners
|
||||
this.setupEventListeners();
|
||||
|
||||
// Start render loop
|
||||
this.animate();
|
||||
}
|
||||
|
||||
setupEventListeners() {
|
||||
// Mouse activity
|
||||
document.addEventListener('mousemove', () => {
|
||||
this.owenSystem.onUserActivity();
|
||||
});
|
||||
|
||||
// Simulate user messages
|
||||
document.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Enter') {
|
||||
const message = prompt('Send message to Owen:');
|
||||
if (message) {
|
||||
this.owenSystem.handleUserMessage(message);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
animate() {
|
||||
requestAnimationFrame(() => this.animate());
|
||||
|
||||
const deltaTime = this.clock.getDelta();
|
||||
|
||||
// Update Owen system
|
||||
if (this.owenSystem) {
|
||||
this.owenSystem.update(deltaTime);
|
||||
}
|
||||
|
||||
// Render scene
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the demo
|
||||
const demo = new OwenDemo();
|
||||
demo.init().catch(console.error);
|
||||
|
||||
export {
|
||||
OwenSystemFactory,
|
||||
OwenAnimationContext,
|
||||
StateFactory,
|
||||
AnimationClipFactory,
|
||||
States,
|
||||
Emotions,
|
||||
ClipTypes,
|
||||
};
|
||||
5703
package-lock.json
generated
Normal file
5703
package-lock.json
generated
Normal file
File diff suppressed because it is too large
Load Diff
50
package.json
Normal file
50
package.json
Normal file
@ -0,0 +1,50 @@
|
||||
{
|
||||
"name": "@kjanat/owen",
|
||||
"version": "1.0.1",
|
||||
"description": "A comprehensive Three.js animation system for character state management with clean architecture principles",
|
||||
"main": "src/index.js",
|
||||
"types": "src/index.d.ts",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite --host",
|
||||
"build": "vite build",
|
||||
"preview": "vite preview",
|
||||
"lint": "standard",
|
||||
"lint:fix": "standard --fix",
|
||||
"docs": "jsdoc -c jsdoc.config.json",
|
||||
"format": "npx prettier --ignore-path --write '**/*.{html,css}' 'docs/**/*.{html,css}'"
|
||||
},
|
||||
"keywords": [
|
||||
"three.js",
|
||||
"animation",
|
||||
"state-machine",
|
||||
"character",
|
||||
"gltf",
|
||||
"3d"
|
||||
],
|
||||
"author": "Kaj \"@kjanat\" Kowalski",
|
||||
"license": "AGPL-3.0-only OR LicenseRef-Commercial",
|
||||
"dependencies": {
|
||||
"three": "^0.176.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"jsdoc": "^4.0.2",
|
||||
"pre-commit": "^1.2.2",
|
||||
"standard": "*",
|
||||
"vite": "^6.3.5"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=16.0.0"
|
||||
},
|
||||
"standard": {
|
||||
"globals": [
|
||||
"requestAnimationFrame"
|
||||
]
|
||||
},
|
||||
"pre-commit": [
|
||||
"lint:fix",
|
||||
"lint",
|
||||
"docs",
|
||||
"format"
|
||||
]
|
||||
}
|
||||
257
src/animation/AnimationClip.js
Normal file
257
src/animation/AnimationClip.js
Normal file
@ -0,0 +1,257 @@
|
||||
/**
|
||||
* @fileoverview Core animation classes for clip management and creation
|
||||
* @module animation
|
||||
*/
|
||||
|
||||
import * as THREE from 'three'
|
||||
import { ClipTypes, Config } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Represents a single animation clip with metadata and Three.js action
|
||||
* @class
|
||||
*/
|
||||
export class AnimationClip {
|
||||
/**
|
||||
* Create an animation clip
|
||||
* @param {string} name - The name of the animation clip
|
||||
* @param {THREE.AnimationClip} threeAnimation - The Three.js animation clip
|
||||
* @param {Object} metadata - Parsed metadata from animation name
|
||||
*/
|
||||
constructor (name, threeAnimation, metadata) {
|
||||
/**
|
||||
* The name of the animation clip
|
||||
* @type {string}
|
||||
*/
|
||||
this.name = name
|
||||
|
||||
/**
|
||||
* The Three.js animation clip
|
||||
* @type {THREE.AnimationClip}
|
||||
*/
|
||||
this.animation = threeAnimation
|
||||
|
||||
/**
|
||||
* Parsed metadata about the animation
|
||||
* @type {Object}
|
||||
*/
|
||||
this.metadata = metadata
|
||||
|
||||
/**
|
||||
* The Three.js animation action
|
||||
* @type {THREE.AnimationAction|null}
|
||||
*/
|
||||
this.action = null
|
||||
|
||||
/**
|
||||
* The animation mixer
|
||||
* @type {THREE.AnimationMixer|null}
|
||||
*/
|
||||
this.mixer = null
|
||||
}
|
||||
|
||||
/**
|
||||
* Create and configure a Three.js action for this clip
|
||||
* @param {THREE.AnimationMixer} mixer - The animation mixer
|
||||
* @returns {THREE.AnimationAction} The created action
|
||||
*/
|
||||
createAction (mixer) {
|
||||
this.mixer = mixer
|
||||
this.action = mixer.clipAction(this.animation)
|
||||
|
||||
// Configure based on type
|
||||
if (
|
||||
this.metadata.type === ClipTypes.LOOP ||
|
||||
this.metadata.type === ClipTypes.NESTED_LOOP
|
||||
) {
|
||||
this.action.setLoop(THREE.LoopRepeat, Infinity)
|
||||
} else {
|
||||
this.action.setLoop(THREE.LoopOnce)
|
||||
this.action.clampWhenFinished = true
|
||||
}
|
||||
|
||||
return this.action
|
||||
}
|
||||
|
||||
/**
|
||||
* Play the animation with optional fade in
|
||||
* @param {number} [fadeInDuration=0.3] - Fade in duration in seconds
|
||||
* @returns {Promise<void>} Promise that resolves when fade in completes
|
||||
*/
|
||||
play (fadeInDuration = Config.DEFAULT_FADE_IN) {
|
||||
if (this.action) {
|
||||
this.action.reset()
|
||||
this.action.fadeIn(fadeInDuration)
|
||||
this.action.play()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop the animation with optional fade out
|
||||
* @param {number} [fadeOutDuration=0.3] - Fade out duration in seconds
|
||||
* @returns {Promise<void>} Promise that resolves when fade out completes
|
||||
*/
|
||||
stop (fadeOutDuration = Config.DEFAULT_FADE_OUT) {
|
||||
if (this.action) {
|
||||
this.action.fadeOut(fadeOutDuration)
|
||||
setTimeout(() => {
|
||||
if (this.action) {
|
||||
this.action.stop()
|
||||
}
|
||||
}, fadeOutDuration * 1000)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if the animation is currently playing
|
||||
* @returns {boolean} True if playing, false otherwise
|
||||
*/
|
||||
isPlaying () {
|
||||
return this.action?.isRunning() || false
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Factory for creating animation clips with parsed metadata
|
||||
* @class
|
||||
*/
|
||||
export class AnimationClipFactory {
|
||||
/**
|
||||
* Create an animation clip factory
|
||||
* @param {AnimationLoader} animationLoader - The animation loader instance
|
||||
*/
|
||||
constructor (animationLoader) {
|
||||
/**
|
||||
* The animation loader for loading animation data
|
||||
* @type {AnimationLoader}
|
||||
*/
|
||||
this.animationLoader = animationLoader
|
||||
|
||||
/**
|
||||
* Cache for created animation clips
|
||||
* @type {Map<string, AnimationClip>}
|
||||
*/
|
||||
this.clipCache = new Map()
|
||||
}
|
||||
|
||||
/**
|
||||
* Parse animation name and create clip metadata
|
||||
* Format: [state]_[action]_[type] or [state]_[action]2[toState]_[emotion]_T
|
||||
* @param {string} name - The animation name to parse
|
||||
* @returns {Object} Parsed metadata object
|
||||
*/
|
||||
parseAnimationName (name) {
|
||||
const parts = name.split('_')
|
||||
const state = parts[0]
|
||||
const action = parts[1]
|
||||
|
||||
// Handle transitions with emotions
|
||||
if (parts[2]?.includes('2') && parts[3] === ClipTypes.TRANSITION) {
|
||||
const [, toState] = parts[2].split('2')
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
toState,
|
||||
emotion: parts[2] || '',
|
||||
type: ClipTypes.TRANSITION,
|
||||
isTransition: true,
|
||||
hasEmotion: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle regular transitions
|
||||
if (parts[2] === ClipTypes.TRANSITION) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: ClipTypes.TRANSITION,
|
||||
isTransition: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle nested animations
|
||||
if (parts[2] === ClipTypes.NESTED_IN || parts[2] === ClipTypes.NESTED_OUT) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: parts[2],
|
||||
nestedType: parts[3],
|
||||
isNested: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle nested loops and quirks
|
||||
if (
|
||||
parts[3] === ClipTypes.NESTED_LOOP ||
|
||||
parts[3] === ClipTypes.NESTED_QUIRK
|
||||
) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
subAction: parts[2],
|
||||
type: parts[3],
|
||||
isNested: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle standard loops and quirks
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: parts[2],
|
||||
isStandard: true
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an animation clip from a name
|
||||
* @param {string} name - The animation name
|
||||
* @returns {Promise<AnimationClip>} The created animation clip
|
||||
*/
|
||||
async createClip (name) {
|
||||
if (this.clipCache.has(name)) {
|
||||
return this.clipCache.get(name)
|
||||
}
|
||||
|
||||
const metadata = this.parseAnimationName(name)
|
||||
const animation = await this.animationLoader.loadAnimation(name)
|
||||
|
||||
const clip = new AnimationClip(name, animation, metadata)
|
||||
this.clipCache.set(name, clip)
|
||||
|
||||
return clip
|
||||
}
|
||||
|
||||
/**
|
||||
* Create all animation clips from a model's animations
|
||||
* @param {THREE.Object3D} model - The 3D model containing animations
|
||||
* @returns {Promise<Map<string, AnimationClip>>} Map of animation name to clip
|
||||
*/
|
||||
async createClipsFromModel (model) {
|
||||
const clips = new Map()
|
||||
const animations = model.animations || []
|
||||
|
||||
for (const animation of animations) {
|
||||
const clip = await this.createClip(animation.name, model)
|
||||
clips.set(animation.name, clip)
|
||||
}
|
||||
|
||||
return clips
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the clip cache
|
||||
* @returns {void}
|
||||
*/
|
||||
clearCache () {
|
||||
this.clipCache.clear()
|
||||
}
|
||||
|
||||
/**
|
||||
* Get cached clip by name
|
||||
* @param {string} name - The animation name
|
||||
* @returns {AnimationClip|undefined} The cached clip or undefined
|
||||
*/
|
||||
getCachedClip (name) {
|
||||
return this.clipCache.get(name)
|
||||
}
|
||||
}
|
||||
78
src/constants.js
Normal file
78
src/constants.js
Normal file
@ -0,0 +1,78 @@
|
||||
/**
|
||||
* @fileoverview Animation system constants and enumerations
|
||||
* @module constants
|
||||
*/
|
||||
|
||||
/**
|
||||
* Animation clip types based on naming convention
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
export const ClipTypes = {
|
||||
/** Loop animation */
|
||||
LOOP: 'L',
|
||||
/** Quirk animation */
|
||||
QUIRK: 'Q',
|
||||
/** Nested loop animation */
|
||||
NESTED_LOOP: 'NL',
|
||||
/** Nested quirk animation */
|
||||
NESTED_QUIRK: 'NQ',
|
||||
/** Nested in transition */
|
||||
NESTED_IN: 'IN_NT',
|
||||
/** Nested out transition */
|
||||
NESTED_OUT: 'OUT_NT',
|
||||
/** Transition animation */
|
||||
TRANSITION: 'T'
|
||||
}
|
||||
|
||||
/**
|
||||
* Character animation states
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
export const States = {
|
||||
/** Waiting/idle state */
|
||||
WAIT: 'wait',
|
||||
/** Reacting to input state */
|
||||
REACT: 'react',
|
||||
/** Typing response state */
|
||||
TYPE: 'type',
|
||||
/** Sleep/inactive state */
|
||||
SLEEP: 'sleep'
|
||||
}
|
||||
|
||||
/**
|
||||
* Character emotional states
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
export const Emotions = {
|
||||
/** Neutral emotion */
|
||||
NEUTRAL: '',
|
||||
/** Angry emotion */
|
||||
ANGRY: 'an',
|
||||
/** Shocked emotion */
|
||||
SHOCKED: 'sh',
|
||||
/** Happy emotion */
|
||||
HAPPY: 'ha',
|
||||
/** Sad emotion */
|
||||
SAD: 'sa'
|
||||
}
|
||||
|
||||
/**
|
||||
* Default configuration values
|
||||
* @readonly
|
||||
* @type {Object}
|
||||
*/
|
||||
export const Config = {
|
||||
/** Default fade in duration for animations (ms) */
|
||||
DEFAULT_FADE_IN: 0.3,
|
||||
/** Default fade out duration for animations (ms) */
|
||||
DEFAULT_FADE_OUT: 0.3,
|
||||
/** Default quirk interval (ms) */
|
||||
QUIRK_INTERVAL: 5000,
|
||||
/** Default inactivity timeout (ms) */
|
||||
INACTIVITY_TIMEOUT: 60000,
|
||||
/** Quirk probability threshold */
|
||||
QUIRK_PROBABILITY: 0.3
|
||||
}
|
||||
332
src/core/OwenAnimationContext.js
Normal file
332
src/core/OwenAnimationContext.js
Normal file
@ -0,0 +1,332 @@
|
||||
/**
|
||||
* @fileoverview Main animation context controller
|
||||
* @module core
|
||||
*/
|
||||
|
||||
import { States, Emotions, Config } from '../constants.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
|
||||
|
||||
/**
|
||||
* Map of animation clips by name
|
||||
* @type {Map<string, AnimationClip>}
|
||||
*/
|
||||
this.clips = new Map()
|
||||
|
||||
/**
|
||||
* Map of state handlers by name
|
||||
* @type {Map<string, StateHandler>}
|
||||
*/
|
||||
this.states = new Map()
|
||||
|
||||
/**
|
||||
* Current active state
|
||||
* @type {string}
|
||||
*/
|
||||
this.currentState = States.WAIT
|
||||
|
||||
/**
|
||||
* 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<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.WAIT)
|
||||
|
||||
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<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 ${newStateName}`)
|
||||
|
||||
// Exit current state
|
||||
if (this.currentStateHandler) {
|
||||
await this.currentStateHandler.exit(newStateName, emotion)
|
||||
}
|
||||
|
||||
// Enter new state
|
||||
this.currentState = newStateName
|
||||
this.currentStateHandler = newStateHandler
|
||||
await this.currentStateHandler.enter(oldState, emotion)
|
||||
|
||||
// Reset inactivity timer
|
||||
this.resetActivityTimer()
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle a user message
|
||||
* @param {string} message - The user message
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleUserMessage (message) {
|
||||
console.log(`Handling user message: "${message}"`)
|
||||
|
||||
this.onUserActivity()
|
||||
|
||||
// If sleeping, wake up first
|
||||
if (this.currentState === States.SLEEP) {
|
||||
await this.transitionTo(States.REACT)
|
||||
}
|
||||
|
||||
// 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.WAIT) {
|
||||
await this.transitionTo(States.REACT)
|
||||
} else if (this.currentState === States.REACT) {
|
||||
await this.transitionTo(States.TYPE)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when user activity is detected
|
||||
* @returns {void}
|
||||
*/
|
||||
onUserActivity () {
|
||||
this.resetActivityTimer()
|
||||
|
||||
// Wake up if sleeping
|
||||
if (this.currentState === States.SLEEP) {
|
||||
this.transitionTo(States.WAIT)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset the inactivity timer
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
resetActivityTimer () {
|
||||
this.inactivityTimer = 0
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle inactivity timeout
|
||||
* @private
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleInactivity () {
|
||||
console.log('Inactivity detected, transitioning to sleep')
|
||||
await this.transitionTo(States.SLEEP)
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 && this.currentState !== States.SLEEP) {
|
||||
this.handleInactivity()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get an animation clip by name
|
||||
* @param {string} name - The animation clip name
|
||||
* @returns {AnimationClip|undefined} The animation clip or undefined if not found
|
||||
*/
|
||||
getClip (name) {
|
||||
return this.clips.get(name)
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 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')
|
||||
}
|
||||
}
|
||||
91
src/factories/OwenSystemFactory.js
Normal file
91
src/factories/OwenSystemFactory.js
Normal file
@ -0,0 +1,91 @@
|
||||
/**
|
||||
* @fileoverview Main system factory for creating the complete Owen system
|
||||
* @module factories
|
||||
*/
|
||||
|
||||
import * as THREE from 'three'
|
||||
import { OwenAnimationContext } from '../core/OwenAnimationContext.js'
|
||||
import { AnimationClipFactory } from '../animation/AnimationClip.js'
|
||||
import { GLTFAnimationLoader } from '../loaders/AnimationLoader.js'
|
||||
import { StateFactory } from '../states/StateFactory.js'
|
||||
|
||||
/**
|
||||
* Main factory for creating the complete Owen animation system
|
||||
* @class
|
||||
*/
|
||||
export class OwenSystemFactory {
|
||||
/**
|
||||
* Create a complete Owen animation system
|
||||
* @param {THREE.Object3D} gltfModel - The loaded GLTF model
|
||||
* @param {THREE.Scene} scene - The Three.js scene
|
||||
* @param {Object} [options={}] - Configuration options
|
||||
* @param {THREE.GLTFLoader} [options.gltfLoader] - Custom GLTF loader
|
||||
* @returns {Promise<OwenAnimationContext>} The configured Owen system
|
||||
*/
|
||||
static async createOwenSystem (gltfModel, scene, options = {}) {
|
||||
// Create Three.js animation mixer
|
||||
const mixer = new THREE.AnimationMixer(gltfModel)
|
||||
|
||||
// Create GLTF loader if not provided
|
||||
const gltfLoader = options.gltfLoader || new THREE.GLTFLoader()
|
||||
|
||||
// Create animation loader
|
||||
const animationLoader = new GLTFAnimationLoader(gltfLoader)
|
||||
|
||||
// Preload animations from the model
|
||||
await animationLoader.preloadAnimations(gltfModel)
|
||||
|
||||
// Create animation clip factory
|
||||
const animationClipFactory = new AnimationClipFactory(animationLoader)
|
||||
|
||||
// Create state factory
|
||||
const stateFactory = new StateFactory()
|
||||
|
||||
// Create the main Owen context
|
||||
const owenContext = new OwenAnimationContext(
|
||||
gltfModel,
|
||||
mixer,
|
||||
animationClipFactory,
|
||||
stateFactory
|
||||
)
|
||||
|
||||
// Initialize the system
|
||||
await owenContext.initialize()
|
||||
|
||||
return owenContext
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a basic Owen system with minimal configuration
|
||||
* @param {THREE.Object3D} model - The 3D model
|
||||
* @returns {Promise<OwenAnimationContext>} The configured Owen system
|
||||
*/
|
||||
static async createBasicOwenSystem (model) {
|
||||
const scene = new THREE.Scene()
|
||||
scene.add(model)
|
||||
|
||||
return await OwenSystemFactory.createOwenSystem(model, scene)
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an Owen system with custom state handlers
|
||||
* @param {THREE.Object3D} gltfModel - The loaded GLTF model
|
||||
* @param {THREE.Scene} scene - The Three.js scene
|
||||
* @param {Map<string, Function>} customStates - Map of state name to handler class
|
||||
* @returns {Promise<OwenAnimationContext>} The configured Owen system
|
||||
*/
|
||||
static async createCustomOwenSystem (gltfModel, scene, customStates) {
|
||||
const system = await OwenSystemFactory.createOwenSystem(gltfModel, scene)
|
||||
|
||||
// Register custom state handlers
|
||||
const stateFactory = system.stateFactory
|
||||
for (const [stateName, handlerClass] of customStates) {
|
||||
stateFactory.registerStateHandler(stateName, handlerClass)
|
||||
}
|
||||
|
||||
// Reinitialize with custom states
|
||||
system.initializeStates()
|
||||
|
||||
return system
|
||||
}
|
||||
}
|
||||
222
src/index.d.ts
vendored
Normal file
222
src/index.d.ts
vendored
Normal file
@ -0,0 +1,222 @@
|
||||
// Type definitions for Owen Animation System
|
||||
// Project: Owen Animation System
|
||||
// Definitions by: Owen Animation System
|
||||
|
||||
export as namespace Owen;
|
||||
|
||||
// Constants
|
||||
export const ClipTypes: {
|
||||
readonly LOOP: 'L';
|
||||
readonly QUIRK: 'Q';
|
||||
readonly NESTED_LOOP: 'NL';
|
||||
readonly NESTED_QUIRK: 'NQ';
|
||||
readonly NESTED_IN: 'IN_NT';
|
||||
readonly NESTED_OUT: 'OUT_NT';
|
||||
readonly TRANSITION: 'T';
|
||||
};
|
||||
|
||||
export const States: {
|
||||
readonly WAIT: 'wait';
|
||||
readonly REACT: 'react';
|
||||
readonly TYPE: 'type';
|
||||
readonly SLEEP: 'sleep';
|
||||
};
|
||||
|
||||
export const Emotions: {
|
||||
readonly NEUTRAL: '';
|
||||
readonly ANGRY: 'an';
|
||||
readonly SHOCKED: 'sh';
|
||||
readonly HAPPY: 'ha';
|
||||
readonly SAD: 'sa';
|
||||
};
|
||||
|
||||
export const Config: {
|
||||
DEFAULT_FADE_IN: number;
|
||||
DEFAULT_FADE_OUT: number;
|
||||
QUIRK_INTERVAL: number;
|
||||
INACTIVITY_TIMEOUT: number;
|
||||
QUIRK_PROBABILITY: number;
|
||||
};
|
||||
|
||||
// Interfaces
|
||||
export interface AnimationMetadata {
|
||||
state: string;
|
||||
action: string;
|
||||
type: string;
|
||||
toState?: string;
|
||||
emotion?: string;
|
||||
isTransition?: boolean;
|
||||
hasEmotion?: boolean;
|
||||
isNested?: boolean;
|
||||
isStandard?: boolean;
|
||||
subAction?: string;
|
||||
nestedType?: string;
|
||||
}
|
||||
|
||||
// Classes
|
||||
export class AnimationClip {
|
||||
constructor(name: string, threeAnimation: any, metadata: AnimationMetadata);
|
||||
|
||||
readonly name: string;
|
||||
readonly animation: any;
|
||||
readonly metadata: AnimationMetadata;
|
||||
action: any | null;
|
||||
mixer: any | null;
|
||||
|
||||
createAction(mixer: any): any;
|
||||
play(fadeInDuration?: number): Promise<void>;
|
||||
stop(fadeOutDuration?: number): Promise<void>;
|
||||
isPlaying(): boolean;
|
||||
}
|
||||
|
||||
export class AnimationClipFactory {
|
||||
constructor(animationLoader: AnimationLoader);
|
||||
|
||||
parseAnimationName(name: string): AnimationMetadata;
|
||||
createClip(name: string, model: any): Promise<AnimationClip>;
|
||||
createClipsFromModel(model: any): Promise<Map<string, AnimationClip>>;
|
||||
clearCache(): void;
|
||||
getCachedClip(name: string): AnimationClip | undefined;
|
||||
}
|
||||
|
||||
export abstract class AnimationLoader {
|
||||
abstract loadAnimation(name: string): Promise<any>;
|
||||
}
|
||||
|
||||
export class GLTFAnimationLoader extends AnimationLoader {
|
||||
constructor(gltfLoader: any);
|
||||
|
||||
loadAnimation(name: string): Promise<any>;
|
||||
preloadAnimations(gltfModel: any): Promise<void>;
|
||||
clearCache(): void;
|
||||
getCachedAnimationNames(): string[];
|
||||
}
|
||||
|
||||
export abstract class StateHandler {
|
||||
constructor(stateName: string, context: OwenAnimationContext);
|
||||
|
||||
readonly stateName: string;
|
||||
readonly context: OwenAnimationContext;
|
||||
currentClip: AnimationClip | null;
|
||||
nestedState: any | null;
|
||||
|
||||
abstract enter(fromState?: string | null, emotion?: string): Promise<void>;
|
||||
abstract exit(toState?: string | null, emotion?: string): Promise<void>;
|
||||
update(deltaTime: number): void;
|
||||
handleMessage(message: string): Promise<void>;
|
||||
getAvailableTransitions(): string[];
|
||||
protected waitForClipEnd(clip: AnimationClip): Promise<void>;
|
||||
protected stopCurrentClip(fadeOutDuration?: number): Promise<void>;
|
||||
}
|
||||
|
||||
export class WaitStateHandler extends StateHandler {
|
||||
constructor(context: OwenAnimationContext);
|
||||
|
||||
enter(fromState?: string | null, emotion?: string): Promise<void>;
|
||||
exit(toState?: string | null, emotion?: string): Promise<void>;
|
||||
update(deltaTime: number): void;
|
||||
getAvailableTransitions(): string[];
|
||||
}
|
||||
|
||||
export class ReactStateHandler extends StateHandler {
|
||||
constructor(context: OwenAnimationContext);
|
||||
|
||||
enter(fromState?: string | null, emotion?: string): Promise<void>;
|
||||
exit(toState?: string | null, emotion?: string): Promise<void>;
|
||||
handleMessage(message: string): Promise<void>;
|
||||
getAvailableTransitions(): string[];
|
||||
}
|
||||
|
||||
export class TypeStateHandler extends StateHandler {
|
||||
constructor(context: OwenAnimationContext);
|
||||
|
||||
enter(fromState?: string | null, emotion?: string): Promise<void>;
|
||||
exit(toState?: string | null, emotion?: string): Promise<void>;
|
||||
finishTyping(): Promise<void>;
|
||||
getAvailableTransitions(): string[];
|
||||
getIsTyping(): boolean;
|
||||
setTyping(typing: boolean): void;
|
||||
}
|
||||
|
||||
export class SleepStateHandler extends StateHandler {
|
||||
constructor(context: OwenAnimationContext);
|
||||
|
||||
enter(fromState?: string | null, emotion?: string): Promise<void>;
|
||||
exit(toState?: string | null, emotion?: string): Promise<void>;
|
||||
update(deltaTime: number): void;
|
||||
handleMessage(message: string): Promise<void>;
|
||||
getAvailableTransitions(): string[];
|
||||
isInDeepSleep(): boolean;
|
||||
wakeUp(): Promise<void>;
|
||||
}
|
||||
|
||||
export class StateFactory {
|
||||
constructor();
|
||||
|
||||
registerStateHandler(stateName: string, handlerClass: new (context: OwenAnimationContext) => StateHandler): void;
|
||||
createStateHandler(stateName: string, context: OwenAnimationContext): StateHandler;
|
||||
getAvailableStates(): string[];
|
||||
isStateRegistered(stateName: string): boolean;
|
||||
unregisterStateHandler(stateName: string): boolean;
|
||||
}
|
||||
|
||||
export class OwenAnimationContext {
|
||||
constructor(
|
||||
model: any,
|
||||
mixer: any,
|
||||
animationClipFactory: AnimationClipFactory,
|
||||
stateFactory: StateFactory
|
||||
);
|
||||
|
||||
readonly model: any;
|
||||
readonly mixer: any;
|
||||
readonly animationClipFactory: AnimationClipFactory;
|
||||
readonly stateFactory: StateFactory;
|
||||
readonly clips: Map<string, AnimationClip>;
|
||||
readonly states: Map<string, StateHandler>;
|
||||
currentState: string;
|
||||
currentStateHandler: StateHandler | null;
|
||||
initialized: boolean;
|
||||
|
||||
initialize(): Promise<void>;
|
||||
transitionTo(newStateName: string, emotion?: string): Promise<void>;
|
||||
handleUserMessage(message: string): Promise<void>;
|
||||
onUserActivity(): void;
|
||||
update(deltaTime: number): void;
|
||||
getClip(name: string): AnimationClip | undefined;
|
||||
getClipsByPattern(pattern: string): AnimationClip[];
|
||||
getCurrentState(): string;
|
||||
getCurrentStateHandler(): StateHandler | null;
|
||||
getAvailableTransitions(): string[];
|
||||
getAvailableClips(): string[];
|
||||
getAvailableStates(): string[];
|
||||
dispose(): void;
|
||||
}
|
||||
|
||||
export class OwenSystemFactory {
|
||||
static createOwenSystem(
|
||||
gltfModel: any,
|
||||
scene: any,
|
||||
options?: { gltfLoader?: any; }
|
||||
): Promise<OwenAnimationContext>;
|
||||
|
||||
static createBasicOwenSystem(model: any): Promise<OwenAnimationContext>;
|
||||
|
||||
static createCustomOwenSystem(
|
||||
gltfModel: any,
|
||||
scene: any,
|
||||
customStates: Map<string, new (context: OwenAnimationContext) => StateHandler>
|
||||
): Promise<OwenAnimationContext>;
|
||||
}
|
||||
|
||||
// Default export
|
||||
declare const Owen: {
|
||||
OwenSystemFactory: typeof OwenSystemFactory;
|
||||
OwenAnimationContext: typeof OwenAnimationContext;
|
||||
States: typeof States;
|
||||
Emotions: typeof Emotions;
|
||||
ClipTypes: typeof ClipTypes;
|
||||
Config: typeof Config;
|
||||
};
|
||||
|
||||
export default Owen;
|
||||
44
src/index.js
Normal file
44
src/index.js
Normal file
@ -0,0 +1,44 @@
|
||||
/**
|
||||
* @fileoverview Main entry point for the Owen Animation System
|
||||
* @module owen
|
||||
*/
|
||||
|
||||
// Core exports
|
||||
// Import for default export
|
||||
import { OwenSystemFactory } from './factories/OwenSystemFactory.js'
|
||||
import { OwenAnimationContext } from './core/OwenAnimationContext.js'
|
||||
import { States, Emotions, ClipTypes, Config } from './constants.js'
|
||||
|
||||
export { OwenAnimationContext } from './core/OwenAnimationContext.js'
|
||||
|
||||
// Animation system exports
|
||||
export { AnimationClip, AnimationClipFactory } from './animation/AnimationClip.js'
|
||||
|
||||
// Loader exports
|
||||
export { AnimationLoader, GLTFAnimationLoader } from './loaders/AnimationLoader.js'
|
||||
|
||||
// State system exports
|
||||
export { StateHandler } from './states/StateHandler.js'
|
||||
export { WaitStateHandler } from './states/WaitStateHandler.js'
|
||||
export { ReactStateHandler } from './states/ReactStateHandler.js'
|
||||
export { TypeStateHandler } from './states/TypeStateHandler.js'
|
||||
export { SleepStateHandler } from './states/SleepStateHandler.js'
|
||||
export { StateFactory } from './states/StateFactory.js'
|
||||
|
||||
// Factory exports
|
||||
export { OwenSystemFactory } from './factories/OwenSystemFactory.js'
|
||||
|
||||
// Constants exports
|
||||
export { ClipTypes, States, Emotions, Config } from './constants.js'
|
||||
|
||||
/**
|
||||
* Default export - the main factory for easy usage
|
||||
*/
|
||||
export default {
|
||||
OwenSystemFactory,
|
||||
OwenAnimationContext,
|
||||
States,
|
||||
Emotions,
|
||||
ClipTypes,
|
||||
Config
|
||||
}
|
||||
94
src/loaders/AnimationLoader.js
Normal file
94
src/loaders/AnimationLoader.js
Normal file
@ -0,0 +1,94 @@
|
||||
/**
|
||||
* @fileoverview Animation loader interfaces and implementations
|
||||
* @module loaders
|
||||
*/
|
||||
|
||||
/**
|
||||
* Abstract base class for animation loaders
|
||||
* @abstract
|
||||
* @class
|
||||
*/
|
||||
export class AnimationLoader {
|
||||
/**
|
||||
* Load an animation by name
|
||||
* @abstract
|
||||
* @param {string} _name - The animation name to load (unused in base class)
|
||||
* @returns {Promise<THREE.AnimationClip>} The loaded animation clip
|
||||
* @throws {Error} Must be implemented by subclasses
|
||||
*/
|
||||
async loadAnimation (_name) {
|
||||
throw new Error('loadAnimation method must be implemented by subclasses')
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* GLTF animation loader implementation
|
||||
* @class
|
||||
* @extends AnimationLoader
|
||||
*/
|
||||
export class GLTFAnimationLoader extends AnimationLoader {
|
||||
/**
|
||||
* Create a GLTF animation loader
|
||||
* @param {THREE.GLTFLoader} gltfLoader - The Three.js GLTF loader instance
|
||||
*/
|
||||
constructor (gltfLoader) {
|
||||
super()
|
||||
|
||||
/**
|
||||
* The Three.js GLTF loader
|
||||
* @type {THREE.GLTFLoader}
|
||||
*/
|
||||
this.gltfLoader = gltfLoader
|
||||
|
||||
/**
|
||||
* Cache for loaded animations
|
||||
* @type {Map<string, THREE.AnimationClip>}
|
||||
*/
|
||||
this.animationCache = new Map()
|
||||
}
|
||||
|
||||
/**
|
||||
* Load an animation from GLTF by name
|
||||
* @param {string} name - The animation name to load
|
||||
* @returns {Promise<THREE.AnimationClip>} The loaded animation clip
|
||||
* @throws {Error} If animation is not found
|
||||
*/
|
||||
async loadAnimation (name) {
|
||||
if (this.animationCache.has(name)) {
|
||||
return this.animationCache.get(name)
|
||||
}
|
||||
|
||||
// In a real implementation, this would load from GLTF files
|
||||
// For now, we'll assume animations are already loaded in the model
|
||||
throw new Error(`Animation '${name}' not found. Implement GLTF loading logic.`)
|
||||
}
|
||||
|
||||
/**
|
||||
* Preload animations from a GLTF model
|
||||
* @param {Object} gltfModel - The loaded GLTF model
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async preloadAnimations (gltfModel) {
|
||||
if (gltfModel.animations) {
|
||||
for (const animation of gltfModel.animations) {
|
||||
this.animationCache.set(animation.name, animation)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the animation cache
|
||||
* @returns {void}
|
||||
*/
|
||||
clearCache () {
|
||||
this.animationCache.clear()
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all cached animation names
|
||||
* @returns {string[]} Array of cached animation names
|
||||
*/
|
||||
getCachedAnimationNames () {
|
||||
return Array.from(this.animationCache.keys())
|
||||
}
|
||||
}
|
||||
159
src/states/ReactStateHandler.js
Normal file
159
src/states/ReactStateHandler.js
Normal file
@ -0,0 +1,159 @@
|
||||
/**
|
||||
* @fileoverview React state handler implementation
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the React state
|
||||
* @class
|
||||
* @extends StateHandler
|
||||
*/
|
||||
export class ReactStateHandler extends StateHandler {
|
||||
/**
|
||||
* Create a react state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor (context) {
|
||||
super(States.REACT, context)
|
||||
|
||||
/**
|
||||
* Current emotional state
|
||||
* @type {string}
|
||||
*/
|
||||
this.emotion = Emotions.NEUTRAL
|
||||
}
|
||||
|
||||
/**
|
||||
* Enter the react state
|
||||
* @param {string|null} [_fromState=null] - The previous state (unused)
|
||||
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to enter with
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async enter (_fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering REACT state with emotion: ${emotion}`)
|
||||
this.emotion = emotion
|
||||
|
||||
// Play appropriate reaction
|
||||
const reactionClip = this.context.getClip('react_idle_L')
|
||||
if (reactionClip) {
|
||||
await reactionClip.play()
|
||||
this.currentClip = reactionClip
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Exit the react state
|
||||
* @param {string|null} [toState=null] - The next state
|
||||
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to exit with
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async exit (toState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting REACT state to ${toState} with emotion: ${emotion}`)
|
||||
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip()
|
||||
}
|
||||
|
||||
// Play emotional transition if available
|
||||
let transitionName
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
transitionName = `react_${this.emotion}2${toState}_${emotion}_T`
|
||||
} else {
|
||||
transitionName = `react_2${toState}_T`
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(transitionName)
|
||||
if (transition) {
|
||||
await transition.play()
|
||||
await this.waitForClipEnd(transition)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle a user message in react state
|
||||
* @param {string} message - The user message
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleMessage (message) {
|
||||
// Analyze message sentiment to determine emotion
|
||||
const emotion = this.analyzeMessageEmotion(message)
|
||||
this.emotion = emotion
|
||||
|
||||
// Play emotional reaction if needed
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
const emotionalReaction = this.context.getClip(`react_${emotion}_Q`)
|
||||
if (emotionalReaction) {
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip(0.2)
|
||||
}
|
||||
await emotionalReaction.play()
|
||||
await this.waitForClipEnd(emotionalReaction)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Analyze message to determine emotional response
|
||||
* @private
|
||||
* @param {string} message - The message to analyze
|
||||
* @returns {string} The determined emotion
|
||||
*/
|
||||
analyzeMessageEmotion (message) {
|
||||
const text = message.toLowerCase()
|
||||
|
||||
// Check for urgent/angry indicators
|
||||
if (
|
||||
text.includes('!') ||
|
||||
text.includes('urgent') ||
|
||||
text.includes('asap') ||
|
||||
text.includes('hurry')
|
||||
) {
|
||||
return Emotions.ANGRY
|
||||
}
|
||||
|
||||
// Check for error/shocked indicators
|
||||
if (
|
||||
text.includes('error') ||
|
||||
text.includes('problem') ||
|
||||
text.includes('issue') ||
|
||||
text.includes('bug') ||
|
||||
text.includes('broken')
|
||||
) {
|
||||
return Emotions.SHOCKED
|
||||
}
|
||||
|
||||
// Check for positive/happy indicators
|
||||
if (
|
||||
text.includes('great') ||
|
||||
text.includes('awesome') ||
|
||||
text.includes('good') ||
|
||||
text.includes('excellent') ||
|
||||
text.includes('perfect')
|
||||
) {
|
||||
return Emotions.HAPPY
|
||||
}
|
||||
|
||||
// Check for sad indicators
|
||||
if (
|
||||
text.includes('sad') ||
|
||||
text.includes('disappointed') ||
|
||||
text.includes('failed') ||
|
||||
text.includes('wrong')
|
||||
) {
|
||||
return Emotions.SAD
|
||||
}
|
||||
|
||||
return Emotions.NEUTRAL
|
||||
}
|
||||
|
||||
/**
|
||||
* Get available transitions from react state
|
||||
* @returns {string[]} Array of available state transitions
|
||||
*/
|
||||
getAvailableTransitions () {
|
||||
return [States.TYPE, States.WAIT]
|
||||
}
|
||||
}
|
||||
140
src/states/SleepStateHandler.js
Normal file
140
src/states/SleepStateHandler.js
Normal file
@ -0,0 +1,140 @@
|
||||
/**
|
||||
* @fileoverview Sleep state handler implementation
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the Sleep state
|
||||
* @class
|
||||
* @extends StateHandler
|
||||
*/
|
||||
export class SleepStateHandler extends StateHandler {
|
||||
/**
|
||||
* Create a sleep state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor (context) {
|
||||
super(States.SLEEP, context)
|
||||
|
||||
/**
|
||||
* Sleep animation clip
|
||||
* @type {AnimationClip|null}
|
||||
*/
|
||||
this.sleepClip = null
|
||||
|
||||
/**
|
||||
* Whether the character is in deep sleep
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.isDeepSleep = false
|
||||
}
|
||||
|
||||
/**
|
||||
* Enter the sleep state
|
||||
* @param {string|null} [fromState=null] - The previous state
|
||||
* @param {string} [_emotion=Emotions.NEUTRAL] - The emotion to enter with (unused)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async enter (fromState = null, _emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering SLEEP state from ${fromState}`)
|
||||
|
||||
// Play sleep transition if available
|
||||
const sleepTransition = this.context.getClip('wait_2sleep_T')
|
||||
if (sleepTransition) {
|
||||
await sleepTransition.play()
|
||||
await this.waitForClipEnd(sleepTransition)
|
||||
}
|
||||
|
||||
// Start sleep loop
|
||||
this.sleepClip = this.context.getClip('sleep_idle_L')
|
||||
if (this.sleepClip) {
|
||||
await this.sleepClip.play()
|
||||
this.currentClip = this.sleepClip
|
||||
}
|
||||
|
||||
this.isDeepSleep = true
|
||||
}
|
||||
|
||||
/**
|
||||
* Exit the sleep state
|
||||
* @param {string|null} [toState=null] - The next state
|
||||
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to exit with
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async exit (toState = null, _emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting SLEEP state to ${toState}`)
|
||||
this.isDeepSleep = false
|
||||
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip()
|
||||
}
|
||||
|
||||
// Play wake up animation
|
||||
const wakeUpClip = this.context.getClip('sleep_wakeup_T')
|
||||
if (wakeUpClip) {
|
||||
await wakeUpClip.play()
|
||||
await this.waitForClipEnd(wakeUpClip)
|
||||
}
|
||||
|
||||
// Play transition to next state if available
|
||||
const transitionName = `sleep_2${toState}_T`
|
||||
const transition = this.context.getClip(transitionName)
|
||||
if (transition) {
|
||||
await transition.play()
|
||||
await this.waitForClipEnd(transition)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the sleep state
|
||||
* @param {number} _deltaTime - Time elapsed since last update (ms, unused)
|
||||
* @returns {void}
|
||||
*/
|
||||
update (_deltaTime) {
|
||||
// Sleep state doesn't need regular updates
|
||||
// Character remains asleep until external stimulus
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle a user message in sleep state (wake up)
|
||||
* @param {string} _message - The user message (unused, just triggers wake up)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleMessage (_message) {
|
||||
// Any message should wake up the character
|
||||
if (this.isDeepSleep) {
|
||||
console.log('Waking up due to user message')
|
||||
// This will trigger a state transition to REACT
|
||||
await this.context.transitionTo(States.REACT)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get available transitions from sleep state
|
||||
* @returns {string[]} Array of available state transitions
|
||||
*/
|
||||
getAvailableTransitions () {
|
||||
return [States.WAIT, States.REACT]
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if in deep sleep
|
||||
* @returns {boolean} True if in deep sleep, false otherwise
|
||||
*/
|
||||
isInDeepSleep () {
|
||||
return this.isDeepSleep
|
||||
}
|
||||
|
||||
/**
|
||||
* Force wake up from sleep
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async wakeUp () {
|
||||
if (this.isDeepSleep) {
|
||||
await this.context.transitionTo(States.WAIT)
|
||||
}
|
||||
}
|
||||
}
|
||||
86
src/states/StateFactory.js
Normal file
86
src/states/StateFactory.js
Normal file
@ -0,0 +1,86 @@
|
||||
/**
|
||||
* @fileoverview State factory for creating state handlers
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { WaitStateHandler } from './WaitStateHandler.js'
|
||||
import { ReactStateHandler } from './ReactStateHandler.js'
|
||||
import { TypeStateHandler } from './TypeStateHandler.js'
|
||||
import { SleepStateHandler } from './SleepStateHandler.js'
|
||||
import { States } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Factory for creating state handlers using dependency injection
|
||||
* @class
|
||||
*/
|
||||
export class StateFactory {
|
||||
/**
|
||||
* Create a state factory
|
||||
*/
|
||||
constructor () {
|
||||
/**
|
||||
* Registry of state handler classes
|
||||
* @type {Map<string, Function>}
|
||||
* @private
|
||||
*/
|
||||
this.stateHandlers = new Map()
|
||||
|
||||
// Register default state handlers
|
||||
this.registerStateHandler(States.WAIT, WaitStateHandler)
|
||||
this.registerStateHandler(States.REACT, ReactStateHandler)
|
||||
this.registerStateHandler(States.TYPE, TypeStateHandler)
|
||||
this.registerStateHandler(States.SLEEP, SleepStateHandler)
|
||||
}
|
||||
|
||||
/**
|
||||
* Register a state handler class
|
||||
* @param {string} stateName - The name of the state
|
||||
* @param {Function} handlerClass - The handler class constructor
|
||||
* @returns {void}
|
||||
*/
|
||||
registerStateHandler (stateName, handlerClass) {
|
||||
this.stateHandlers.set(stateName, handlerClass)
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a state handler instance
|
||||
* @param {string} stateName - The name of the state
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
* @returns {StateHandler} The created state handler
|
||||
* @throws {Error} If state handler is not registered
|
||||
*/
|
||||
createStateHandler (stateName, context) {
|
||||
const HandlerClass = this.stateHandlers.get(stateName)
|
||||
if (!HandlerClass) {
|
||||
throw new Error(`No handler registered for state: ${stateName}`)
|
||||
}
|
||||
|
||||
return new HandlerClass(context)
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all available state names
|
||||
* @returns {string[]} Array of registered state names
|
||||
*/
|
||||
getAvailableStates () {
|
||||
return Array.from(this.stateHandlers.keys())
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a state is registered
|
||||
* @param {string} stateName - The state name to check
|
||||
* @returns {boolean} True if registered, false otherwise
|
||||
*/
|
||||
isStateRegistered (stateName) {
|
||||
return this.stateHandlers.has(stateName)
|
||||
}
|
||||
|
||||
/**
|
||||
* Unregister a state handler
|
||||
* @param {string} stateName - The state name to unregister
|
||||
* @returns {boolean} True if removed, false if not found
|
||||
*/
|
||||
unregisterStateHandler (stateName) {
|
||||
return this.stateHandlers.delete(stateName)
|
||||
}
|
||||
}
|
||||
126
src/states/StateHandler.js
Normal file
126
src/states/StateHandler.js
Normal file
@ -0,0 +1,126 @@
|
||||
/**
|
||||
* @fileoverview Base state handler class and utilities
|
||||
* @module StateHandler
|
||||
*/
|
||||
|
||||
import { Emotions, Config } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Abstract base class for state handlers
|
||||
* @abstract
|
||||
* @class
|
||||
*/
|
||||
export class StateHandler {
|
||||
/**
|
||||
* Create a state handler
|
||||
* @param {string} stateName - The name of the state
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor (stateName, context) {
|
||||
/**
|
||||
* The name of this state
|
||||
* @type {string}
|
||||
*/
|
||||
this.stateName = stateName
|
||||
|
||||
/**
|
||||
* The animation context
|
||||
* @type {OwenAnimationContext}
|
||||
*/
|
||||
this.context = context
|
||||
|
||||
/**
|
||||
* Currently playing animation clip
|
||||
* @type {AnimationClip|null}
|
||||
*/
|
||||
this.currentClip = null
|
||||
|
||||
/**
|
||||
* Nested state information
|
||||
* @type {Object|null}
|
||||
*/
|
||||
this.nestedState = null
|
||||
}
|
||||
|
||||
/**
|
||||
* Enter this state
|
||||
* @abstract
|
||||
* @param {string|null} [_fromState=null] - The previous state (unused in base class)
|
||||
* @param {string} [_emotion=Emotions.NEUTRAL] - The emotion to enter with (unused in base class)
|
||||
* @returns {Promise<void>}
|
||||
* @throws {Error} Must be implemented by subclasses
|
||||
*/
|
||||
async enter (_fromState = null, _emotion = Emotions.NEUTRAL) {
|
||||
throw new Error('enter method must be implemented by subclasses')
|
||||
}
|
||||
|
||||
/**
|
||||
* Exit this state
|
||||
* @abstract
|
||||
* @param {string|null} [_toState=null] - The next state (unused in base class)
|
||||
* @param {string} [_emotion=Emotions.NEUTRAL] - The emotion to exit with (unused in base class)
|
||||
* @returns {Promise<void>}
|
||||
* @throws {Error} Must be implemented by subclasses
|
||||
*/
|
||||
async exit (_toState = null, _emotion = Emotions.NEUTRAL) {
|
||||
throw new Error('exit method must be implemented by subclasses')
|
||||
}
|
||||
|
||||
/**
|
||||
* Update this state (called every frame)
|
||||
* @param {number} _deltaTime - Time elapsed since last update (ms, unused in base class)
|
||||
* @returns {void}
|
||||
*/
|
||||
update (_deltaTime) {
|
||||
// Override in subclasses if needed
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle a user message while in this state
|
||||
* @param {string} _message - The user message (unused in base class)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleMessage (_message) {
|
||||
// Override in subclasses if needed
|
||||
}
|
||||
|
||||
/**
|
||||
* Get available transitions from this state
|
||||
* @returns {string[]} Array of state names that can be transitioned to
|
||||
*/
|
||||
getAvailableTransitions () {
|
||||
return []
|
||||
}
|
||||
|
||||
/**
|
||||
* Wait for an animation clip to finish playing
|
||||
* @protected
|
||||
* @param {AnimationClip} clip - The animation clip to wait for
|
||||
* @returns {Promise<void>} Promise that resolves when the clip finishes
|
||||
*/
|
||||
async waitForClipEnd (clip) {
|
||||
return new Promise((resolve) => {
|
||||
const checkFinished = () => {
|
||||
if (!clip.isPlaying()) {
|
||||
resolve()
|
||||
} else {
|
||||
requestAnimationFrame(checkFinished)
|
||||
}
|
||||
}
|
||||
checkFinished()
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop the currently playing clip
|
||||
* @protected
|
||||
* @param {number} [fadeOutDuration] - Fade out duration
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async stopCurrentClip (fadeOutDuration = Config.DEFAULT_FADE_OUT) {
|
||||
if (this.currentClip) {
|
||||
await this.currentClip.stop(fadeOutDuration)
|
||||
this.currentClip = null
|
||||
}
|
||||
}
|
||||
}
|
||||
128
src/states/TypeStateHandler.js
Normal file
128
src/states/TypeStateHandler.js
Normal file
@ -0,0 +1,128 @@
|
||||
/**
|
||||
* @fileoverview Type state handler implementation
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the Type state
|
||||
* @class
|
||||
* @extends StateHandler
|
||||
*/
|
||||
export class TypeStateHandler extends StateHandler {
|
||||
/**
|
||||
* Create a type state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor (context) {
|
||||
super(States.TYPE, context)
|
||||
|
||||
/**
|
||||
* Current emotional state
|
||||
* @type {string}
|
||||
*/
|
||||
this.emotion = Emotions.NEUTRAL
|
||||
|
||||
/**
|
||||
* Whether currently typing
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.isTyping = false
|
||||
}
|
||||
|
||||
/**
|
||||
* Enter the type state
|
||||
* @param {string|null} [_fromState=null] - The previous state (unused)
|
||||
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to enter with
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async enter (_fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering TYPE state with emotion: ${emotion}`)
|
||||
this.emotion = emotion
|
||||
this.isTyping = true
|
||||
|
||||
// Play appropriate typing animation
|
||||
let typingClipName = 'type_idle_L'
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
typingClipName = `type_${emotion}_L`
|
||||
}
|
||||
|
||||
const typingClip = this.context.getClip(typingClipName)
|
||||
if (typingClip) {
|
||||
await typingClip.play()
|
||||
this.currentClip = typingClip
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Exit the type state
|
||||
* @param {string|null} [toState=null] - The next state
|
||||
* @param {string} [_emotion=Emotions.NEUTRAL] - The emotion to exit with (unused)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async exit (toState = null, _emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting TYPE state to ${toState}`)
|
||||
this.isTyping = false
|
||||
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip()
|
||||
}
|
||||
|
||||
// Play transition if available
|
||||
let transitionName = `type_2${toState}_T`
|
||||
if (this.emotion !== Emotions.NEUTRAL) {
|
||||
transitionName = `type_${this.emotion}2${toState}_T`
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(transitionName)
|
||||
if (transition) {
|
||||
await transition.play()
|
||||
await this.waitForClipEnd(transition)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Finish typing and prepare to transition
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async finishTyping () {
|
||||
if (!this.isTyping) return
|
||||
|
||||
// Play typing finish animation if available
|
||||
const finishClip = this.context.getClip('type_finish_Q')
|
||||
if (finishClip && this.currentClip) {
|
||||
await this.stopCurrentClip(0.2)
|
||||
await finishClip.play()
|
||||
await this.waitForClipEnd(finishClip)
|
||||
}
|
||||
|
||||
this.isTyping = false
|
||||
}
|
||||
|
||||
/**
|
||||
* Get available transitions from type state
|
||||
* @returns {string[]} Array of available state transitions
|
||||
*/
|
||||
getAvailableTransitions () {
|
||||
return [States.WAIT, States.REACT]
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if currently typing
|
||||
* @returns {boolean} True if typing, false otherwise
|
||||
*/
|
||||
getIsTyping () {
|
||||
return this.isTyping
|
||||
}
|
||||
|
||||
/**
|
||||
* Set typing state
|
||||
* @param {boolean} typing - Whether currently typing
|
||||
* @returns {void}
|
||||
*/
|
||||
setTyping (typing) {
|
||||
this.isTyping = typing
|
||||
}
|
||||
}
|
||||
138
src/states/WaitStateHandler.js
Normal file
138
src/states/WaitStateHandler.js
Normal file
@ -0,0 +1,138 @@
|
||||
/**
|
||||
* @fileoverview Wait state handler implementation
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions, Config } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the Wait/Idle state
|
||||
* @class
|
||||
* @extends StateHandler
|
||||
*/
|
||||
export class WaitStateHandler extends StateHandler {
|
||||
/**
|
||||
* Create a wait state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor (context) {
|
||||
super(States.WAIT, context)
|
||||
|
||||
/**
|
||||
* The main idle animation clip
|
||||
* @type {AnimationClip|null}
|
||||
*/
|
||||
this.idleClip = null
|
||||
|
||||
/**
|
||||
* Available quirk animations
|
||||
* @type {AnimationClip[]}
|
||||
*/
|
||||
this.quirks = []
|
||||
|
||||
/**
|
||||
* Timer for quirk animations
|
||||
* @type {number}
|
||||
*/
|
||||
this.quirkTimer = 0
|
||||
|
||||
/**
|
||||
* Interval between quirk attempts (ms)
|
||||
* @type {number}
|
||||
*/
|
||||
this.quirkInterval = Config.QUIRK_INTERVAL
|
||||
}
|
||||
|
||||
/**
|
||||
* Enter the wait state
|
||||
* @param {string|null} [fromState=null] - The previous state
|
||||
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to enter with
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async enter (fromState = null, _emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering WAIT state from ${fromState}`)
|
||||
|
||||
// Play idle loop
|
||||
this.idleClip = this.context.getClip('wait_idle_L')
|
||||
if (this.idleClip) {
|
||||
await this.idleClip.play()
|
||||
this.currentClip = this.idleClip
|
||||
}
|
||||
|
||||
// Collect available quirks
|
||||
this.quirks = this.context.getClipsByPattern('wait_*_Q')
|
||||
this.quirkTimer = 0
|
||||
}
|
||||
|
||||
/**
|
||||
* Exit the wait state
|
||||
* @param {string|null} [toState=null] - The next state
|
||||
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to exit with
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async exit (toState = null, _emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting WAIT state to ${toState}`)
|
||||
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip()
|
||||
}
|
||||
|
||||
// Play transition if available
|
||||
const transitionName = `wait_2${toState}_T`
|
||||
const transition = this.context.getClip(transitionName)
|
||||
if (transition) {
|
||||
await transition.play()
|
||||
await this.waitForClipEnd(transition)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the wait state
|
||||
* @param {number} deltaTime - Time elapsed since last update (ms)
|
||||
* @returns {void}
|
||||
*/
|
||||
update (deltaTime) {
|
||||
this.quirkTimer += deltaTime
|
||||
|
||||
// Randomly play quirks
|
||||
if (this.quirkTimer > this.quirkInterval && Math.random() < Config.QUIRK_PROBABILITY) {
|
||||
this.playRandomQuirk()
|
||||
this.quirkTimer = 0
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Play a random quirk animation
|
||||
* @private
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async playRandomQuirk () {
|
||||
if (this.quirks.length === 0) return
|
||||
|
||||
const quirk = this.quirks[Math.floor(Math.random() * this.quirks.length)]
|
||||
|
||||
// Fade out idle
|
||||
if (this.idleClip) {
|
||||
await this.idleClip.stop(0.2)
|
||||
}
|
||||
|
||||
// Play quirk
|
||||
await quirk.play()
|
||||
await this.waitForClipEnd(quirk)
|
||||
|
||||
// Return to idle
|
||||
if (this.idleClip) {
|
||||
await this.idleClip.play()
|
||||
this.currentClip = this.idleClip
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get available transitions from wait state
|
||||
* @returns {string[]} Array of available state transitions
|
||||
*/
|
||||
getAvailableTransitions () {
|
||||
return [States.REACT, States.SLEEP]
|
||||
}
|
||||
}
|
||||
23
vite.config.js
Normal file
23
vite.config.js
Normal file
@ -0,0 +1,23 @@
|
||||
import { defineConfig } from 'vite'
|
||||
|
||||
export default defineConfig({
|
||||
root: 'examples',
|
||||
server: {
|
||||
port: 3000,
|
||||
open: true
|
||||
},
|
||||
build: {
|
||||
outDir: '../dist',
|
||||
emptyOutDir: true,
|
||||
rollupOptions: {
|
||||
input: {
|
||||
main: 'index.html'
|
||||
}
|
||||
}
|
||||
},
|
||||
resolve: {
|
||||
alias: {
|
||||
owen: '/src/index.js'
|
||||
}
|
||||
}
|
||||
})
|
||||
Reference in New Issue
Block a user