Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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60aad20b5e
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734da64b98
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@ -1,70 +0,0 @@
|
||||
{
|
||||
"extends": [
|
||||
"eslint:recommended"
|
||||
],
|
||||
"env": {
|
||||
"browser": true,
|
||||
"es2022": true,
|
||||
"node": true
|
||||
},
|
||||
"parserOptions": {
|
||||
"ecmaVersion": 2022,
|
||||
"sourceType": "module"
|
||||
},
|
||||
"rules": {
|
||||
"indent": [
|
||||
"error",
|
||||
2
|
||||
],
|
||||
"linebreak-style": [
|
||||
"error",
|
||||
"unix"
|
||||
],
|
||||
"quotes": [
|
||||
"error",
|
||||
"single"
|
||||
],
|
||||
"semi": [
|
||||
"error",
|
||||
"always"
|
||||
],
|
||||
"no-unused-vars": [
|
||||
"warn",
|
||||
{
|
||||
"argsIgnorePattern": "^_"
|
||||
}
|
||||
],
|
||||
"no-console": [
|
||||
"warn"
|
||||
],
|
||||
"max-len": [
|
||||
"warn",
|
||||
{
|
||||
"code": 120
|
||||
}
|
||||
]
|
||||
},
|
||||
"overrides": [
|
||||
{
|
||||
"files": [
|
||||
"examples/**/*.js"
|
||||
],
|
||||
"rules": {
|
||||
"no-console": "off"
|
||||
}
|
||||
},
|
||||
{
|
||||
"files": [
|
||||
"src/**/*.js"
|
||||
],
|
||||
"rules": {
|
||||
"no-console": "off"
|
||||
}
|
||||
}
|
||||
],
|
||||
"ignorePatterns": [
|
||||
"node_modules/",
|
||||
"dist/",
|
||||
"docs/"
|
||||
]
|
||||
}
|
||||
41
.gitignore
vendored
41
.gitignore
vendored
@ -1,3 +1,30 @@
|
||||
# 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
|
||||
|
||||
@ -418,17 +445,3 @@ $RECYCLE.BIN/
|
||||
*.lnk
|
||||
|
||||
# End of https://www.toptal.com/developers/gitignore/api/windows,macos,linux,visualstudiocode,webstorm,vim,emacs,node
|
||||
|
||||
# Build outputs
|
||||
docs/
|
||||
|
||||
# Temporary files
|
||||
*.tmp
|
||||
*.temp
|
||||
|
||||
# 3D Models (optional - remove if you want to commit models)
|
||||
*.gltf
|
||||
*.glb
|
||||
*.fbx
|
||||
*.obj
|
||||
*.dae
|
||||
|
||||
123
CHANGELOG.md
123
CHANGELOG.md
@ -5,74 +5,89 @@ 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)
|
||||
|
||||
- 🎉 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
|
||||
- **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
|
||||
|
||||
- **Animation Loaders:**
|
||||
- `AnimationLoader` - Abstract animation loading interface
|
||||
- `GLTFAnimationLoader` - GLTF/GLB model animation loader
|
||||
- **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
|
||||
|
||||
- **Factories:**
|
||||
- `OwenSystemFactory` - Main system assembly factory
|
||||
- **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
|
||||
- **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
|
||||
|
||||
- **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
|
||||
- **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
|
||||
|
||||
- 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://github.com/your-username/owen-animation-system/releases/tag/v1.0.0
|
||||
- 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
|
||||
|
||||
10
README.md
10
README.md
@ -2,6 +2,10 @@
|
||||
|
||||
A comprehensive Three.js animation system for character state management with clean architecture principles, dependency injection, and factory patterns.
|
||||
|
||||
[](https://gitea.kajkowalski.nl/kjanat/Owen/issues)
|
||||
[](https://gitea.kajkowalski.nl/kjanat/Owen/pulls)
|
||||
[](https://gitea.kajkowalski.nl/kjanat/Owen/tags)
|
||||
|
||||
## 🎯 Overview
|
||||
|
||||
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.
|
||||
@ -181,7 +185,6 @@ Owen/
|
||||
│ └── basic-demo.js # Basic usage example
|
||||
├── package.json
|
||||
├── vite.config.js
|
||||
├── .eslintrc.json
|
||||
├── jsdoc.config.json
|
||||
└── README.md
|
||||
```
|
||||
@ -228,9 +231,10 @@ Documentation will be generated in the `docs/` directory.
|
||||
- `npm run dev` - Start development server
|
||||
- `npm run build` - Build for production
|
||||
- `npm run preview` - Preview production build
|
||||
- `npm run lint` - Run ESLint
|
||||
- `npm run lint:fix` - Fix ESLint issues
|
||||
- `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
|
||||
|
||||
|
||||
@ -1,332 +0,0 @@
|
||||
/**
|
||||
* @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;
|
||||
@ -3,9 +3,9 @@
|
||||
* @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';
|
||||
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
|
||||
@ -15,67 +15,67 @@ class OwenDemo {
|
||||
/**
|
||||
* Create the demo
|
||||
*/
|
||||
constructor() {
|
||||
constructor () {
|
||||
/**
|
||||
* The Three.js scene
|
||||
* @type {THREE.Scene}
|
||||
*/
|
||||
this.scene = new 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);
|
||||
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 });
|
||||
this.renderer = new THREE.WebGLRenderer({ antialias: true })
|
||||
|
||||
/**
|
||||
* The Owen animation system
|
||||
* @type {OwenAnimationContext|null}
|
||||
*/
|
||||
this.owenSystem = null;
|
||||
this.owenSystem = null
|
||||
|
||||
/**
|
||||
* Clock for tracking time
|
||||
* @type {THREE.Clock}
|
||||
*/
|
||||
this.clock = new THREE.Clock();
|
||||
this.clock = new THREE.Clock()
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the demo
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async init() {
|
||||
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);
|
||||
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);
|
||||
this.camera.position.set(0, 1.6, 3)
|
||||
this.camera.lookAt(0, 1, 0)
|
||||
|
||||
// Add lighting
|
||||
this.setupLighting();
|
||||
this.setupLighting()
|
||||
|
||||
// Load Owen model (replace with your model path)
|
||||
await this.loadOwenModel();
|
||||
await this.loadOwenModel()
|
||||
|
||||
// Setup event listeners
|
||||
this.setupEventListeners();
|
||||
this.setupEventListeners()
|
||||
|
||||
// Start render loop
|
||||
this.animate();
|
||||
this.animate()
|
||||
|
||||
console.log('Owen Demo initialized');
|
||||
console.log('Owen Demo initialized')
|
||||
}
|
||||
|
||||
/**
|
||||
@ -83,23 +83,23 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
setupLighting() {
|
||||
setupLighting () {
|
||||
// Ambient light
|
||||
const ambientLight = new THREE.AmbientLight(0x404040, 0.4);
|
||||
this.scene.add(ambientLight);
|
||||
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);
|
||||
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);
|
||||
const fillLight = new THREE.DirectionalLight(0x8bb7f0, 0.3)
|
||||
fillLight.position.set(-5, 5, -5)
|
||||
this.scene.add(fillLight)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -107,9 +107,9 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async loadOwenModel() {
|
||||
async loadOwenModel () {
|
||||
try {
|
||||
const loader = new GLTFLoader();
|
||||
const loader = new GLTFLoader()
|
||||
|
||||
// Replace 'path/to/owen.gltf' with your actual model path
|
||||
const gltf = await new Promise((resolve, reject) => {
|
||||
@ -118,34 +118,33 @@ class OwenDemo {
|
||||
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);
|
||||
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;
|
||||
child.castShadow = true
|
||||
child.receiveShadow = true
|
||||
}
|
||||
});
|
||||
})
|
||||
|
||||
this.scene.add(model);
|
||||
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();
|
||||
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);
|
||||
console.error('Error loading Owen model:', error)
|
||||
|
||||
// Create a placeholder cube for demo purposes
|
||||
this.createPlaceholderModel();
|
||||
this.createPlaceholderModel()
|
||||
}
|
||||
}
|
||||
|
||||
@ -154,16 +153,16 @@ class OwenDemo {
|
||||
* @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);
|
||||
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)');
|
||||
console.log('Created placeholder model (cube)')
|
||||
}
|
||||
|
||||
/**
|
||||
@ -171,46 +170,46 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
setupEventListeners() {
|
||||
setupEventListeners () {
|
||||
// Keyboard controls
|
||||
document.addEventListener('keydown', (event) => {
|
||||
if (!this.owenSystem) return;
|
||||
if (!this.owenSystem) return
|
||||
|
||||
switch (event.key) {
|
||||
case '1':
|
||||
this.owenSystem.transitionTo(States.WAIT);
|
||||
break;
|
||||
this.owenSystem.transitionTo(States.WAIT)
|
||||
break
|
||||
case '2':
|
||||
this.owenSystem.transitionTo(States.REACT);
|
||||
break;
|
||||
this.owenSystem.transitionTo(States.REACT)
|
||||
break
|
||||
case '3':
|
||||
this.owenSystem.transitionTo(States.TYPE);
|
||||
break;
|
||||
this.owenSystem.transitionTo(States.TYPE)
|
||||
break
|
||||
case '4':
|
||||
this.owenSystem.transitionTo(States.SLEEP);
|
||||
break;
|
||||
this.owenSystem.transitionTo(States.SLEEP)
|
||||
break
|
||||
case ' ':
|
||||
this.sendTestMessage();
|
||||
break;
|
||||
this.sendTestMessage()
|
||||
break
|
||||
}
|
||||
});
|
||||
})
|
||||
|
||||
// Mouse interaction
|
||||
document.addEventListener('click', () => {
|
||||
if (this.owenSystem) {
|
||||
this.owenSystem.onUserActivity();
|
||||
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);
|
||||
});
|
||||
this.camera.aspect = window.innerWidth / window.innerHeight
|
||||
this.camera.updateProjectionMatrix()
|
||||
this.renderer.setSize(window.innerWidth, window.innerHeight)
|
||||
})
|
||||
|
||||
// Add instructions to the page
|
||||
this.addInstructions();
|
||||
this.addInstructions()
|
||||
}
|
||||
|
||||
/**
|
||||
@ -218,11 +217,11 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
addInstructions() {
|
||||
const instructions = document.createElement('div');
|
||||
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;">
|
||||
`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>
|
||||
@ -235,8 +234,8 @@ class OwenDemo {
|
||||
<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);
|
||||
`
|
||||
document.body.appendChild(instructions)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -244,8 +243,8 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
sendTestMessage() {
|
||||
if (!this.owenSystem) return;
|
||||
sendTestMessage () {
|
||||
if (!this.owenSystem) return
|
||||
|
||||
const testMessages = [
|
||||
'Hello Owen!',
|
||||
@ -254,11 +253,11 @@ class OwenDemo {
|
||||
'Great work!',
|
||||
'Error in the system!',
|
||||
'I\'m feeling sad today'
|
||||
];
|
||||
]
|
||||
|
||||
const randomMessage = testMessages[ Math.floor(Math.random() * testMessages.length) ];
|
||||
console.log(`Sending message: "${randomMessage}"`);
|
||||
this.owenSystem.handleUserMessage(randomMessage);
|
||||
const randomMessage = testMessages[Math.floor(Math.random() * testMessages.length)]
|
||||
console.log(`Sending message: "${randomMessage}"`)
|
||||
this.owenSystem.handleUserMessage(randomMessage)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -266,14 +265,14 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
logSystemInfo() {
|
||||
if (!this.owenSystem) return;
|
||||
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('========================');
|
||||
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('========================')
|
||||
}
|
||||
|
||||
/**
|
||||
@ -281,18 +280,18 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
updateUI() {
|
||||
if (!this.owenSystem) return;
|
||||
updateUI () {
|
||||
if (!this.owenSystem) return
|
||||
|
||||
const currentStateElement = document.getElementById('current-state');
|
||||
const transitionsElement = document.getElementById('transitions');
|
||||
const currentStateElement = document.getElementById('current-state')
|
||||
const transitionsElement = document.getElementById('transitions')
|
||||
|
||||
if (currentStateElement) {
|
||||
currentStateElement.textContent = this.owenSystem.getCurrentState();
|
||||
currentStateElement.textContent = this.owenSystem.getCurrentState()
|
||||
}
|
||||
|
||||
if (transitionsElement) {
|
||||
transitionsElement.textContent = this.owenSystem.getAvailableTransitions().join(', ');
|
||||
transitionsElement.textContent = this.owenSystem.getAvailableTransitions().join(', ')
|
||||
}
|
||||
}
|
||||
|
||||
@ -301,32 +300,32 @@ class OwenDemo {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
animate() {
|
||||
requestAnimationFrame(() => this.animate());
|
||||
animate () {
|
||||
requestAnimationFrame(() => this.animate())
|
||||
|
||||
const deltaTime = this.clock.getDelta() * 1000; // Convert to milliseconds
|
||||
const deltaTime = this.clock.getDelta() * 1000 // Convert to milliseconds
|
||||
|
||||
// Update Owen system
|
||||
if (this.owenSystem) {
|
||||
this.owenSystem.update(deltaTime);
|
||||
this.owenSystem.update(deltaTime)
|
||||
}
|
||||
|
||||
// Update UI
|
||||
this.updateUI();
|
||||
this.updateUI()
|
||||
|
||||
// Render scene
|
||||
this.renderer.render(this.scene, this.camera);
|
||||
this.renderer.render(this.scene, this.camera)
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the demo when the page loads
|
||||
window.addEventListener('load', async () => {
|
||||
const demo = new OwenDemo();
|
||||
const demo = new OwenDemo()
|
||||
try {
|
||||
await demo.init();
|
||||
await demo.init()
|
||||
} catch (error) {
|
||||
console.error('Failed to initialize Owen demo:', error);
|
||||
console.error('Failed to initialize Owen demo:', error)
|
||||
}
|
||||
});
|
||||
})
|
||||
|
||||
export default OwenDemo;
|
||||
export default OwenDemo
|
||||
|
||||
@ -1,45 +1,45 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
#loading {
|
||||
position: fixed;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
color: white;
|
||||
font-size: 18px;
|
||||
z-index: 1000;
|
||||
}
|
||||
|
||||
.hidden {
|
||||
display: none;
|
||||
}
|
||||
.hidden {
|
||||
display: none;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
</head>
|
||||
<body>
|
||||
<div id="loading">Loading Owen Animation System...</div>
|
||||
|
||||
<script type="module">
|
||||
import './basic-demo.js';
|
||||
import "./basic-demo.js";
|
||||
|
||||
// Hide loading screen after a short delay
|
||||
setTimeout(() => {
|
||||
const loading = document.getElementById('loading');
|
||||
if (loading) {
|
||||
loading.classList.add('hidden');
|
||||
}
|
||||
}, 3000);
|
||||
// Hide loading screen after a short delay
|
||||
setTimeout(() => {
|
||||
const loading = document.getElementById("loading");
|
||||
if (loading) {
|
||||
loading.classList.add("hidden");
|
||||
}
|
||||
}, 3000);
|
||||
</script>
|
||||
</body>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@ -3,39 +3,38 @@
|
||||
* @author Owen Animation System
|
||||
*/
|
||||
|
||||
import { OwenSystemFactory, States } from '../src/index.js';
|
||||
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;
|
||||
constructor () {
|
||||
this.owenSystem = null
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the Owen system with a mock model
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async init() {
|
||||
async init () {
|
||||
try {
|
||||
// Create a mock GLTF model for demonstration
|
||||
const mockModel = this.createMockModel();
|
||||
const mockModel = this.createMockModel()
|
||||
|
||||
// Create the Owen system
|
||||
this.owenSystem = await OwenSystemFactory.createBasicOwenSystem(mockModel);
|
||||
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()}`);
|
||||
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();
|
||||
|
||||
await this.runExamples()
|
||||
} catch (error) {
|
||||
console.error('❌ Failed to initialize Owen system:', error.message);
|
||||
console.error('❌ Failed to initialize Owen system:', error.message)
|
||||
}
|
||||
}
|
||||
|
||||
@ -43,7 +42,7 @@ class SimpleOwenExample {
|
||||
* Create a mock 3D model for demonstration purposes
|
||||
* @returns {Object} Mock model object
|
||||
*/
|
||||
createMockModel() {
|
||||
createMockModel () {
|
||||
return {
|
||||
animations: [
|
||||
{ name: 'wait_idle_L' },
|
||||
@ -63,46 +62,46 @@ class SimpleOwenExample {
|
||||
],
|
||||
scene: {},
|
||||
userData: {}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Run example interactions with the Owen system
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async runExamples() {
|
||||
console.log('\n🎬 Running example interactions...\n');
|
||||
async runExamples () {
|
||||
console.log('\n🎬 Running example interactions...\n')
|
||||
|
||||
// Example 1: Basic state transitions
|
||||
console.log('📝 Example 1: Manual state transitions');
|
||||
await this.demonstrateStateTransitions();
|
||||
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();
|
||||
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📝 Example 3: System update simulation')
|
||||
this.demonstrateUpdateLoop()
|
||||
|
||||
console.log('\n✨ All examples completed!');
|
||||
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 ];
|
||||
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(', ')}`);
|
||||
console.log(`🔄 Transitioning to ${state.toUpperCase()} state...`)
|
||||
await this.owenSystem.transitionTo(state)
|
||||
console.log(` ✓ Current state: ${this.owenSystem.getCurrentState()}`)
|
||||
console.log(` ✓ Available transitions: ${this.owenSystem.getAvailableTransitions().join(', ')}`)
|
||||
|
||||
// Simulate some time passing
|
||||
await this.sleep(500);
|
||||
await this.sleep(500)
|
||||
}
|
||||
}
|
||||
|
||||
@ -110,23 +109,23 @@ class SimpleOwenExample {
|
||||
* Demonstrate message handling with emotional responses
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async demonstrateMessageHandling() {
|
||||
async demonstrateMessageHandling () {
|
||||
const messages = [
|
||||
{ text: 'Hello Owen!', expected: 'neutral response' },
|
||||
{ text: 'This is urgent!', expected: 'angry/urgent response' },
|
||||
{ text: 'Great work!', expected: 'happy response' },
|
||||
{ text: 'There\'s an error in the system', expected: 'shocked response' },
|
||||
{ text: 'I\'m feeling sad today', expected: 'sad response' }
|
||||
];
|
||||
]
|
||||
|
||||
for (const message of messages) {
|
||||
console.log(`💬 Sending message: "${message.text}"`);
|
||||
console.log(` Expected: ${message.expected}`);
|
||||
console.log(`💬 Sending message: "${message.text}"`)
|
||||
console.log(` Expected: ${message.expected}`)
|
||||
|
||||
await this.owenSystem.handleUserMessage(message.text);
|
||||
console.log(` ✓ Current state after message: ${this.owenSystem.getCurrentState()}`);
|
||||
await this.owenSystem.handleUserMessage(message.text)
|
||||
console.log(` ✓ Current state after message: ${this.owenSystem.getCurrentState()}`)
|
||||
|
||||
await this.sleep(300);
|
||||
await this.sleep(300)
|
||||
}
|
||||
}
|
||||
|
||||
@ -134,26 +133,26 @@ class SimpleOwenExample {
|
||||
* Demonstrate the system update loop
|
||||
* @returns {void}
|
||||
*/
|
||||
demonstrateUpdateLoop() {
|
||||
console.log('⏱️ Simulating update loop for 3 seconds...');
|
||||
demonstrateUpdateLoop () {
|
||||
console.log('⏱️ Simulating update loop for 3 seconds...')
|
||||
|
||||
let iterations = 0;
|
||||
const startTime = Date.now();
|
||||
let iterations = 0
|
||||
const startTime = Date.now()
|
||||
|
||||
const updateLoop = () => {
|
||||
const deltaTime = 16.67; // ~60 FPS
|
||||
this.owenSystem.update(deltaTime);
|
||||
iterations++;
|
||||
const deltaTime = 16.67 // ~60 FPS
|
||||
this.owenSystem.update(deltaTime)
|
||||
iterations++
|
||||
|
||||
if (Date.now() - startTime < 3000) {
|
||||
setTimeout(updateLoop, 16);
|
||||
setTimeout(updateLoop, 16)
|
||||
} else {
|
||||
console.log(` ✓ Completed ${iterations} update iterations`);
|
||||
console.log(` ✓ Final state: ${this.owenSystem.getCurrentState()}`);
|
||||
console.log(` ✓ Completed ${iterations} update iterations`)
|
||||
console.log(` ✓ Final state: ${this.owenSystem.getCurrentState()}`)
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
updateLoop();
|
||||
updateLoop()
|
||||
}
|
||||
|
||||
/**
|
||||
@ -161,24 +160,24 @@ class SimpleOwenExample {
|
||||
* @param {number} ms - Milliseconds to sleep
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
sleep(ms) {
|
||||
return new Promise(resolve => setTimeout(resolve, ms));
|
||||
sleep (ms) {
|
||||
return new Promise(resolve => setTimeout(resolve, ms))
|
||||
}
|
||||
}
|
||||
|
||||
// Run the example if this file is executed directly
|
||||
if (import.meta.url === `file://${process.argv[ 1 ]}`) {
|
||||
console.log('🚀 Starting Owen Animation System Example\n');
|
||||
if (import.meta.url === `file://${process.argv[1]}`) {
|
||||
console.log('🚀 Starting Owen Animation System Example\n')
|
||||
|
||||
const example = new SimpleOwenExample();
|
||||
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');
|
||||
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);
|
||||
});
|
||||
console.error('\n💥 Example failed:', error)
|
||||
})
|
||||
}
|
||||
|
||||
export default SimpleOwenExample;
|
||||
export default SimpleOwenExample
|
||||
|
||||
3311
package-lock.json
generated
3311
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
35
package.json
35
package.json
@ -1,17 +1,18 @@
|
||||
{
|
||||
"name": "owen-animation-system",
|
||||
"version": "1.0.0",
|
||||
"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",
|
||||
"dev": "vite --host",
|
||||
"build": "vite build",
|
||||
"preview": "vite preview",
|
||||
"lint": "eslint src --ext .js",
|
||||
"lint:fix": "eslint src --ext .js --fix",
|
||||
"docs": "jsdoc -c jsdoc.config.json"
|
||||
"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",
|
||||
@ -21,17 +22,29 @@
|
||||
"gltf",
|
||||
"3d"
|
||||
],
|
||||
"author": "Owen Animation System",
|
||||
"author": "Kaj \"@kjanat\" Kowalski",
|
||||
"license": "AGPL-3.0-only OR LicenseRef-Commercial",
|
||||
"dependencies": {
|
||||
"three": "^0.176.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"vite": "^6.3.5",
|
||||
"eslint": "^9.27.0",
|
||||
"jsdoc": "^4.0.2"
|
||||
"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"
|
||||
]
|
||||
}
|
||||
|
||||
@ -3,8 +3,8 @@
|
||||
* @module animation
|
||||
*/
|
||||
|
||||
import * as THREE from 'three';
|
||||
import { ClipTypes, Config } from '../constants.js';
|
||||
import * as THREE from 'three'
|
||||
import { ClipTypes, Config } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Represents a single animation clip with metadata and Three.js action
|
||||
@ -17,36 +17,36 @@ export class AnimationClip {
|
||||
* @param {THREE.AnimationClip} threeAnimation - The Three.js animation clip
|
||||
* @param {Object} metadata - Parsed metadata from animation name
|
||||
*/
|
||||
constructor(name, threeAnimation, metadata) {
|
||||
constructor (name, threeAnimation, metadata) {
|
||||
/**
|
||||
* The name of the animation clip
|
||||
* @type {string}
|
||||
*/
|
||||
this.name = name;
|
||||
this.name = name
|
||||
|
||||
/**
|
||||
* The Three.js animation clip
|
||||
* @type {THREE.AnimationClip}
|
||||
*/
|
||||
this.animation = threeAnimation;
|
||||
this.animation = threeAnimation
|
||||
|
||||
/**
|
||||
* Parsed metadata about the animation
|
||||
* @type {Object}
|
||||
*/
|
||||
this.metadata = metadata;
|
||||
this.metadata = metadata
|
||||
|
||||
/**
|
||||
* The Three.js animation action
|
||||
* @type {THREE.AnimationAction|null}
|
||||
*/
|
||||
this.action = null;
|
||||
this.action = null
|
||||
|
||||
/**
|
||||
* The animation mixer
|
||||
* @type {THREE.AnimationMixer|null}
|
||||
*/
|
||||
this.mixer = null;
|
||||
this.mixer = null
|
||||
}
|
||||
|
||||
/**
|
||||
@ -54,22 +54,22 @@ export class AnimationClip {
|
||||
* @param {THREE.AnimationMixer} mixer - The animation mixer
|
||||
* @returns {THREE.AnimationAction} The created action
|
||||
*/
|
||||
createAction(mixer) {
|
||||
this.mixer = mixer;
|
||||
this.action = mixer.clipAction(this.animation);
|
||||
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);
|
||||
this.action.setLoop(THREE.LoopRepeat, Infinity)
|
||||
} else {
|
||||
this.action.setLoop(THREE.LoopOnce);
|
||||
this.action.clampWhenFinished = true;
|
||||
this.action.setLoop(THREE.LoopOnce)
|
||||
this.action.clampWhenFinished = true
|
||||
}
|
||||
|
||||
return this.action;
|
||||
return this.action
|
||||
}
|
||||
|
||||
/**
|
||||
@ -77,11 +77,11 @@ export class AnimationClip {
|
||||
* @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) {
|
||||
play (fadeInDuration = Config.DEFAULT_FADE_IN) {
|
||||
if (this.action) {
|
||||
this.action.reset();
|
||||
this.action.fadeIn(fadeInDuration);
|
||||
this.action.play();
|
||||
this.action.reset()
|
||||
this.action.fadeIn(fadeInDuration)
|
||||
this.action.play()
|
||||
}
|
||||
}
|
||||
|
||||
@ -90,14 +90,14 @@ export class AnimationClip {
|
||||
* @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) {
|
||||
stop (fadeOutDuration = Config.DEFAULT_FADE_OUT) {
|
||||
if (this.action) {
|
||||
this.action.fadeOut(fadeOutDuration);
|
||||
this.action.fadeOut(fadeOutDuration)
|
||||
setTimeout(() => {
|
||||
if (this.action) {
|
||||
this.action.stop();
|
||||
this.action.stop()
|
||||
}
|
||||
}, fadeOutDuration * 1000);
|
||||
}, fadeOutDuration * 1000)
|
||||
}
|
||||
}
|
||||
|
||||
@ -105,8 +105,8 @@ export class AnimationClip {
|
||||
* Check if the animation is currently playing
|
||||
* @returns {boolean} True if playing, false otherwise
|
||||
*/
|
||||
isPlaying() {
|
||||
return this.action?.isRunning() || false;
|
||||
isPlaying () {
|
||||
return this.action?.isRunning() || false
|
||||
}
|
||||
}
|
||||
|
||||
@ -119,18 +119,18 @@ export class AnimationClipFactory {
|
||||
* Create an animation clip factory
|
||||
* @param {AnimationLoader} animationLoader - The animation loader instance
|
||||
*/
|
||||
constructor(animationLoader) {
|
||||
constructor (animationLoader) {
|
||||
/**
|
||||
* The animation loader for loading animation data
|
||||
* @type {AnimationLoader}
|
||||
*/
|
||||
this.animationLoader = animationLoader;
|
||||
this.animationLoader = animationLoader
|
||||
|
||||
/**
|
||||
* Cache for created animation clips
|
||||
* @type {Map<string, AnimationClip>}
|
||||
*/
|
||||
this.clipCache = new Map();
|
||||
this.clipCache = new Map()
|
||||
}
|
||||
|
||||
/**
|
||||
@ -139,67 +139,67 @@ export class AnimationClipFactory {
|
||||
* @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 ];
|
||||
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');
|
||||
if (parts[2]?.includes('2') && parts[3] === ClipTypes.TRANSITION) {
|
||||
const [, toState] = parts[2].split('2')
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
toState,
|
||||
emotion: parts[ 2 ] || '',
|
||||
emotion: parts[2] || '',
|
||||
type: ClipTypes.TRANSITION,
|
||||
isTransition: true,
|
||||
hasEmotion: true,
|
||||
};
|
||||
hasEmotion: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle regular transitions
|
||||
if (parts[ 2 ] === ClipTypes.TRANSITION) {
|
||||
if (parts[2] === ClipTypes.TRANSITION) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: ClipTypes.TRANSITION,
|
||||
isTransition: true,
|
||||
};
|
||||
isTransition: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle nested animations
|
||||
if (parts[ 2 ] === ClipTypes.NESTED_IN || parts[ 2 ] === ClipTypes.NESTED_OUT) {
|
||||
if (parts[2] === ClipTypes.NESTED_IN || parts[2] === ClipTypes.NESTED_OUT) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: parts[ 2 ],
|
||||
nestedType: parts[ 3 ],
|
||||
isNested: true,
|
||||
};
|
||||
type: parts[2],
|
||||
nestedType: parts[3],
|
||||
isNested: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle nested loops and quirks
|
||||
if (
|
||||
parts[ 3 ] === ClipTypes.NESTED_LOOP ||
|
||||
parts[ 3 ] === ClipTypes.NESTED_QUIRK
|
||||
parts[3] === ClipTypes.NESTED_LOOP ||
|
||||
parts[3] === ClipTypes.NESTED_QUIRK
|
||||
) {
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
subAction: parts[ 2 ],
|
||||
type: parts[ 3 ],
|
||||
isNested: true,
|
||||
};
|
||||
subAction: parts[2],
|
||||
type: parts[3],
|
||||
isNested: true
|
||||
}
|
||||
}
|
||||
|
||||
// Handle standard loops and quirks
|
||||
return {
|
||||
state,
|
||||
action,
|
||||
type: parts[ 2 ],
|
||||
isStandard: true,
|
||||
};
|
||||
type: parts[2],
|
||||
isStandard: true
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@ -207,18 +207,18 @@ export class AnimationClipFactory {
|
||||
* @param {string} name - The animation name
|
||||
* @returns {Promise<AnimationClip>} The created animation clip
|
||||
*/
|
||||
async createClip(name) {
|
||||
async createClip (name) {
|
||||
if (this.clipCache.has(name)) {
|
||||
return this.clipCache.get(name);
|
||||
return this.clipCache.get(name)
|
||||
}
|
||||
|
||||
const metadata = this.parseAnimationName(name);
|
||||
const animation = await this.animationLoader.loadAnimation(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);
|
||||
const clip = new AnimationClip(name, animation, metadata)
|
||||
this.clipCache.set(name, clip)
|
||||
|
||||
return clip;
|
||||
return clip
|
||||
}
|
||||
|
||||
/**
|
||||
@ -226,24 +226,24 @@ export class AnimationClipFactory {
|
||||
* @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 || [];
|
||||
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);
|
||||
const clip = await this.createClip(animation.name, model)
|
||||
clips.set(animation.name, clip)
|
||||
}
|
||||
|
||||
return clips;
|
||||
return clips
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the clip cache
|
||||
* @returns {void}
|
||||
*/
|
||||
clearCache() {
|
||||
this.clipCache.clear();
|
||||
clearCache () {
|
||||
this.clipCache.clear()
|
||||
}
|
||||
|
||||
/**
|
||||
@ -251,7 +251,7 @@ export class AnimationClipFactory {
|
||||
* @param {string} name - The animation name
|
||||
* @returns {AnimationClip|undefined} The cached clip or undefined
|
||||
*/
|
||||
getCachedClip(name) {
|
||||
return this.clipCache.get(name);
|
||||
getCachedClip (name) {
|
||||
return this.clipCache.get(name)
|
||||
}
|
||||
}
|
||||
|
||||
@ -9,21 +9,21 @@
|
||||
* @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',
|
||||
};
|
||||
/** 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
|
||||
@ -31,15 +31,15 @@ export const ClipTypes = {
|
||||
* @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',
|
||||
};
|
||||
/** Waiting/idle state */
|
||||
WAIT: 'wait',
|
||||
/** Reacting to input state */
|
||||
REACT: 'react',
|
||||
/** Typing response state */
|
||||
TYPE: 'type',
|
||||
/** Sleep/inactive state */
|
||||
SLEEP: 'sleep'
|
||||
}
|
||||
|
||||
/**
|
||||
* Character emotional states
|
||||
@ -47,17 +47,17 @@ export const States = {
|
||||
* @enum {string}
|
||||
*/
|
||||
export const Emotions = {
|
||||
/** Neutral emotion */
|
||||
NEUTRAL: '',
|
||||
/** Angry emotion */
|
||||
ANGRY: 'an',
|
||||
/** Shocked emotion */
|
||||
SHOCKED: 'sh',
|
||||
/** Happy emotion */
|
||||
HAPPY: 'ha',
|
||||
/** Sad emotion */
|
||||
SAD: 'sa',
|
||||
};
|
||||
/** Neutral emotion */
|
||||
NEUTRAL: '',
|
||||
/** Angry emotion */
|
||||
ANGRY: 'an',
|
||||
/** Shocked emotion */
|
||||
SHOCKED: 'sh',
|
||||
/** Happy emotion */
|
||||
HAPPY: 'ha',
|
||||
/** Sad emotion */
|
||||
SAD: 'sa'
|
||||
}
|
||||
|
||||
/**
|
||||
* Default configuration values
|
||||
@ -65,14 +65,14 @@ export const Emotions = {
|
||||
* @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,
|
||||
};
|
||||
/** 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
|
||||
}
|
||||
|
||||
@ -3,7 +3,7 @@
|
||||
* @module core
|
||||
*/
|
||||
|
||||
import { States, Emotions, Config } from '../constants.js';
|
||||
import { States, Emotions, Config } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Main controller for the Owen animation system
|
||||
@ -18,97 +18,97 @@ export class OwenAnimationContext {
|
||||
* @param {AnimationClipFactory} animationClipFactory - Factory for creating clips
|
||||
* @param {StateFactory} stateFactory - Factory for creating state handlers
|
||||
*/
|
||||
constructor(model, mixer, animationClipFactory, stateFactory) {
|
||||
constructor (model, mixer, animationClipFactory, stateFactory) {
|
||||
/**
|
||||
* The 3D character model
|
||||
* @type {THREE.Object3D}
|
||||
*/
|
||||
this.model = model;
|
||||
this.model = model
|
||||
|
||||
/**
|
||||
* The Three.js animation mixer
|
||||
* @type {THREE.AnimationMixer}
|
||||
*/
|
||||
this.mixer = mixer;
|
||||
this.mixer = mixer
|
||||
|
||||
/**
|
||||
* Factory for creating animation clips
|
||||
* @type {AnimationClipFactory}
|
||||
*/
|
||||
this.animationClipFactory = animationClipFactory;
|
||||
this.animationClipFactory = animationClipFactory
|
||||
|
||||
/**
|
||||
* Factory for creating state handlers
|
||||
* @type {StateFactory}
|
||||
*/
|
||||
this.stateFactory = stateFactory;
|
||||
this.stateFactory = stateFactory
|
||||
|
||||
/**
|
||||
* Map of animation clips by name
|
||||
* @type {Map<string, AnimationClip>}
|
||||
*/
|
||||
this.clips = new Map();
|
||||
this.clips = new Map()
|
||||
|
||||
/**
|
||||
* Map of state handlers by name
|
||||
* @type {Map<string, StateHandler>}
|
||||
*/
|
||||
this.states = new Map();
|
||||
this.states = new Map()
|
||||
|
||||
/**
|
||||
* Current active state
|
||||
* @type {string}
|
||||
*/
|
||||
this.currentState = States.WAIT;
|
||||
this.currentState = States.WAIT
|
||||
|
||||
/**
|
||||
* Current active state handler
|
||||
* @type {StateHandler|null}
|
||||
*/
|
||||
this.currentStateHandler = null;
|
||||
this.currentStateHandler = null
|
||||
|
||||
/**
|
||||
* Timer for inactivity detection
|
||||
* @type {number}
|
||||
*/
|
||||
this.inactivityTimer = 0;
|
||||
this.inactivityTimer = 0
|
||||
|
||||
/**
|
||||
* Inactivity timeout in milliseconds
|
||||
* @type {number}
|
||||
*/
|
||||
this.inactivityTimeout = Config.INACTIVITY_TIMEOUT;
|
||||
this.inactivityTimeout = Config.INACTIVITY_TIMEOUT
|
||||
|
||||
/**
|
||||
* Whether the system is initialized
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.initialized = false;
|
||||
this.initialized = false
|
||||
}
|
||||
|
||||
/**
|
||||
* Initialize the animation system
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async initialize() {
|
||||
if (this.initialized) return;
|
||||
async initialize () {
|
||||
if (this.initialized) return
|
||||
|
||||
// Create animation clips from model
|
||||
this.clips = await this.animationClipFactory.createClipsFromModel(this.model);
|
||||
this.clips = await this.animationClipFactory.createClipsFromModel(this.model)
|
||||
|
||||
// Create actions for all clips
|
||||
for (const [ , clip ] of this.clips) {
|
||||
clip.createAction(this.mixer);
|
||||
for (const [, clip] of this.clips) {
|
||||
clip.createAction(this.mixer)
|
||||
}
|
||||
|
||||
// Initialize state handlers
|
||||
this.initializeStates();
|
||||
this.initializeStates()
|
||||
|
||||
// Start in wait state
|
||||
await this.transitionTo(States.WAIT);
|
||||
await this.transitionTo(States.WAIT)
|
||||
|
||||
this.initialized = true;
|
||||
console.log('Owen Animation System initialized');
|
||||
this.initialized = true
|
||||
console.log('Owen Animation System initialized')
|
||||
}
|
||||
|
||||
/**
|
||||
@ -116,12 +116,12 @@ export class OwenAnimationContext {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
initializeStates() {
|
||||
const stateNames = this.stateFactory.getAvailableStates();
|
||||
initializeStates () {
|
||||
const stateNames = this.stateFactory.getAvailableStates()
|
||||
|
||||
for (const stateName of stateNames) {
|
||||
const handler = this.stateFactory.createStateHandler(stateName, this);
|
||||
this.states.set(stateName, handler);
|
||||
const handler = this.stateFactory.createStateHandler(stateName, this)
|
||||
this.states.set(stateName, handler)
|
||||
}
|
||||
}
|
||||
|
||||
@ -132,28 +132,28 @@ export class OwenAnimationContext {
|
||||
* @returns {Promise<void>}
|
||||
* @throws {Error} If state is not found or transition is invalid
|
||||
*/
|
||||
async transitionTo(newStateName, emotion = Emotions.NEUTRAL) {
|
||||
async transitionTo (newStateName, emotion = Emotions.NEUTRAL) {
|
||||
if (!this.states.has(newStateName)) {
|
||||
throw new Error(`State '${newStateName}' not found`);
|
||||
throw new Error(`State '${newStateName}' not found`)
|
||||
}
|
||||
|
||||
const oldState = this.currentState;
|
||||
const newStateHandler = this.states.get(newStateName);
|
||||
const oldState = this.currentState
|
||||
const newStateHandler = this.states.get(newStateName)
|
||||
|
||||
console.log(`Transitioning from ${oldState} to ${newStateName}`);
|
||||
console.log(`Transitioning from ${oldState} to ${newStateName}`)
|
||||
|
||||
// Exit current state
|
||||
if (this.currentStateHandler) {
|
||||
await this.currentStateHandler.exit(newStateName, emotion);
|
||||
await this.currentStateHandler.exit(newStateName, emotion)
|
||||
}
|
||||
|
||||
// Enter new state
|
||||
this.currentState = newStateName;
|
||||
this.currentStateHandler = newStateHandler;
|
||||
await this.currentStateHandler.enter(oldState, emotion);
|
||||
this.currentState = newStateName
|
||||
this.currentStateHandler = newStateHandler
|
||||
await this.currentStateHandler.enter(oldState, emotion)
|
||||
|
||||
// Reset inactivity timer
|
||||
this.resetActivityTimer();
|
||||
this.resetActivityTimer()
|
||||
}
|
||||
|
||||
/**
|
||||
@ -161,26 +161,26 @@ export class OwenAnimationContext {
|
||||
* @param {string} message - The user message
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleUserMessage(message) {
|
||||
console.log(`Handling user message: "${message}"`);
|
||||
async handleUserMessage (message) {
|
||||
console.log(`Handling user message: "${message}"`)
|
||||
|
||||
this.onUserActivity();
|
||||
this.onUserActivity()
|
||||
|
||||
// If sleeping, wake up first
|
||||
if (this.currentState === States.SLEEP) {
|
||||
await this.transitionTo(States.REACT);
|
||||
await this.transitionTo(States.REACT)
|
||||
}
|
||||
|
||||
// Let current state handle the message
|
||||
if (this.currentStateHandler) {
|
||||
await this.currentStateHandler.handleMessage(message);
|
||||
await this.currentStateHandler.handleMessage(message)
|
||||
}
|
||||
|
||||
// Transition to appropriate next state based on current state
|
||||
if (this.currentState === States.WAIT) {
|
||||
await this.transitionTo(States.REACT);
|
||||
await this.transitionTo(States.REACT)
|
||||
} else if (this.currentState === States.REACT) {
|
||||
await this.transitionTo(States.TYPE);
|
||||
await this.transitionTo(States.TYPE)
|
||||
}
|
||||
}
|
||||
|
||||
@ -188,12 +188,12 @@ export class OwenAnimationContext {
|
||||
* Called when user activity is detected
|
||||
* @returns {void}
|
||||
*/
|
||||
onUserActivity() {
|
||||
this.resetActivityTimer();
|
||||
onUserActivity () {
|
||||
this.resetActivityTimer()
|
||||
|
||||
// Wake up if sleeping
|
||||
if (this.currentState === States.SLEEP) {
|
||||
this.transitionTo(States.WAIT);
|
||||
this.transitionTo(States.WAIT)
|
||||
}
|
||||
}
|
||||
|
||||
@ -202,8 +202,8 @@ export class OwenAnimationContext {
|
||||
* @private
|
||||
* @returns {void}
|
||||
*/
|
||||
resetActivityTimer() {
|
||||
this.inactivityTimer = 0;
|
||||
resetActivityTimer () {
|
||||
this.inactivityTimer = 0
|
||||
}
|
||||
|
||||
/**
|
||||
@ -211,9 +211,9 @@ export class OwenAnimationContext {
|
||||
* @private
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleInactivity() {
|
||||
console.log('Inactivity detected, transitioning to sleep');
|
||||
await this.transitionTo(States.SLEEP);
|
||||
async handleInactivity () {
|
||||
console.log('Inactivity detected, transitioning to sleep')
|
||||
await this.transitionTo(States.SLEEP)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -221,21 +221,21 @@ export class OwenAnimationContext {
|
||||
* @param {number} deltaTime - Time elapsed since last update (ms)
|
||||
* @returns {void}
|
||||
*/
|
||||
update(deltaTime) {
|
||||
if (!this.initialized) return;
|
||||
update (deltaTime) {
|
||||
if (!this.initialized) return
|
||||
|
||||
// Update Three.js mixer
|
||||
this.mixer.update(deltaTime / 1000); // Convert to seconds
|
||||
this.mixer.update(deltaTime / 1000) // Convert to seconds
|
||||
|
||||
// Update current state
|
||||
if (this.currentStateHandler) {
|
||||
this.currentStateHandler.update(deltaTime);
|
||||
this.currentStateHandler.update(deltaTime)
|
||||
}
|
||||
|
||||
// Update inactivity timer
|
||||
this.inactivityTimer += deltaTime;
|
||||
this.inactivityTimer += deltaTime
|
||||
if (this.inactivityTimer > this.inactivityTimeout && this.currentState !== States.SLEEP) {
|
||||
this.handleInactivity();
|
||||
this.handleInactivity()
|
||||
}
|
||||
}
|
||||
|
||||
@ -244,8 +244,8 @@ export class OwenAnimationContext {
|
||||
* @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);
|
||||
getClip (name) {
|
||||
return this.clips.get(name)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -253,80 +253,80 @@ export class OwenAnimationContext {
|
||||
* @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 = [];
|
||||
getClipsByPattern (pattern) {
|
||||
const regex = new RegExp(pattern.replace(/\*/g, '.*'))
|
||||
const matches = []
|
||||
|
||||
for (const [ name, clip ] of this.clips) {
|
||||
for (const [name, clip] of this.clips) {
|
||||
if (regex.test(name)) {
|
||||
matches.push(clip);
|
||||
matches.push(clip)
|
||||
}
|
||||
}
|
||||
|
||||
return matches;
|
||||
return matches
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current state name
|
||||
* @returns {string} The current state name
|
||||
*/
|
||||
getCurrentState() {
|
||||
return this.currentState;
|
||||
getCurrentState () {
|
||||
return this.currentState
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current state handler
|
||||
* @returns {StateHandler|null} The current state handler
|
||||
*/
|
||||
getCurrentStateHandler() {
|
||||
return this.currentStateHandler;
|
||||
getCurrentStateHandler () {
|
||||
return this.currentStateHandler
|
||||
}
|
||||
|
||||
/**
|
||||
* Get available transitions from current state
|
||||
* @returns {string[]} Array of available state transitions
|
||||
*/
|
||||
getAvailableTransitions() {
|
||||
getAvailableTransitions () {
|
||||
if (this.currentStateHandler) {
|
||||
return this.currentStateHandler.getAvailableTransitions();
|
||||
return this.currentStateHandler.getAvailableTransitions()
|
||||
}
|
||||
return [];
|
||||
return []
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all available animation clip names
|
||||
* @returns {string[]} Array of clip names
|
||||
*/
|
||||
getAvailableClips() {
|
||||
return Array.from(this.clips.keys());
|
||||
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());
|
||||
getAvailableStates () {
|
||||
return Array.from(this.states.keys())
|
||||
}
|
||||
|
||||
/**
|
||||
* Dispose of the animation system and clean up resources
|
||||
* @returns {void}
|
||||
*/
|
||||
dispose() {
|
||||
dispose () {
|
||||
// Stop all animations
|
||||
for (const [ , clip ] of this.clips) {
|
||||
for (const [, clip] of this.clips) {
|
||||
if (clip.action) {
|
||||
clip.action.stop();
|
||||
clip.action.stop()
|
||||
}
|
||||
}
|
||||
|
||||
// Clear caches
|
||||
this.clips.clear();
|
||||
this.states.clear();
|
||||
this.animationClipFactory.clearCache();
|
||||
this.clips.clear()
|
||||
this.states.clear()
|
||||
this.animationClipFactory.clearCache()
|
||||
|
||||
this.initialized = false;
|
||||
console.log('Owen Animation System disposed');
|
||||
this.initialized = false
|
||||
console.log('Owen Animation System disposed')
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,18 +3,18 @@
|
||||
* @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';
|
||||
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
|
||||
@ -22,70 +22,70 @@ export class OwenSystemFactory {
|
||||
* @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);
|
||||
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 GLTF loader if not provided
|
||||
const gltfLoader = options.gltfLoader || new THREE.GLTFLoader()
|
||||
|
||||
// Create animation loader
|
||||
const animationLoader = new GLTFAnimationLoader(gltfLoader);
|
||||
// Create animation loader
|
||||
const animationLoader = new GLTFAnimationLoader(gltfLoader)
|
||||
|
||||
// Preload animations from the model
|
||||
await animationLoader.preloadAnimations(gltfModel);
|
||||
// Preload animations from the model
|
||||
await animationLoader.preloadAnimations(gltfModel)
|
||||
|
||||
// Create animation clip factory
|
||||
const animationClipFactory = new AnimationClipFactory(animationLoader);
|
||||
// Create animation clip factory
|
||||
const animationClipFactory = new AnimationClipFactory(animationLoader)
|
||||
|
||||
// Create state factory
|
||||
const stateFactory = new StateFactory();
|
||||
// Create state factory
|
||||
const stateFactory = new StateFactory()
|
||||
|
||||
// Create the main Owen context
|
||||
const owenContext = new OwenAnimationContext(
|
||||
gltfModel,
|
||||
mixer,
|
||||
animationClipFactory,
|
||||
stateFactory
|
||||
);
|
||||
// Create the main Owen context
|
||||
const owenContext = new OwenAnimationContext(
|
||||
gltfModel,
|
||||
mixer,
|
||||
animationClipFactory,
|
||||
stateFactory
|
||||
)
|
||||
|
||||
// Initialize the system
|
||||
await owenContext.initialize();
|
||||
// Initialize the system
|
||||
await owenContext.initialize()
|
||||
|
||||
return owenContext;
|
||||
}
|
||||
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);
|
||||
static async createBasicOwenSystem (model) {
|
||||
const scene = new THREE.Scene()
|
||||
scene.add(model)
|
||||
|
||||
return await OwenSystemFactory.createOwenSystem(model, scene);
|
||||
}
|
||||
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);
|
||||
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;
|
||||
// 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
|
||||
}
|
||||
}
|
||||
|
||||
34
src/index.js
34
src/index.js
@ -4,32 +4,32 @@
|
||||
*/
|
||||
|
||||
// Core exports
|
||||
export { OwenAnimationContext } from './core/OwenAnimationContext.js';
|
||||
// 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';
|
||||
export { AnimationClip, AnimationClipFactory } from './animation/AnimationClip.js'
|
||||
|
||||
// Loader exports
|
||||
export { AnimationLoader, GLTFAnimationLoader } from './loaders/AnimationLoader.js';
|
||||
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';
|
||||
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';
|
||||
export { OwenSystemFactory } from './factories/OwenSystemFactory.js'
|
||||
|
||||
// Constants exports
|
||||
export { ClipTypes, States, Emotions, Config } from './constants.js';
|
||||
|
||||
// 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 { ClipTypes, States, Emotions, Config } from './constants.js'
|
||||
|
||||
/**
|
||||
* Default export - the main factory for easy usage
|
||||
@ -41,4 +41,4 @@ export default {
|
||||
Emotions,
|
||||
ClipTypes,
|
||||
Config
|
||||
};
|
||||
}
|
||||
|
||||
@ -9,16 +9,16 @@
|
||||
* @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');
|
||||
}
|
||||
async loadAnimation (_name) {
|
||||
throw new Error('loadAnimation method must be implemented by subclasses')
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@ -27,68 +27,68 @@ export class AnimationLoader {
|
||||
* @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();
|
||||
constructor (gltfLoader) {
|
||||
super()
|
||||
|
||||
/**
|
||||
/**
|
||||
* The Three.js GLTF loader
|
||||
* @type {THREE.GLTFLoader}
|
||||
*/
|
||||
this.gltfLoader = gltfLoader;
|
||||
this.gltfLoader = gltfLoader
|
||||
|
||||
/**
|
||||
/**
|
||||
* Cache for loaded animations
|
||||
* @type {Map<string, THREE.AnimationClip>}
|
||||
*/
|
||||
this.animationCache = new Map();
|
||||
}
|
||||
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.`);
|
||||
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);
|
||||
}
|
||||
}
|
||||
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();
|
||||
}
|
||||
clearCache () {
|
||||
this.animationCache.clear()
|
||||
}
|
||||
|
||||
/**
|
||||
/**
|
||||
* Get all cached animation names
|
||||
* @returns {string[]} Array of cached animation names
|
||||
*/
|
||||
getCachedAnimationNames() {
|
||||
return Array.from(this.animationCache.keys());
|
||||
}
|
||||
getCachedAnimationNames () {
|
||||
return Array.from(this.animationCache.keys())
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,8 +3,8 @@
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js';
|
||||
import { States, Emotions } from '../constants.js';
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the React state
|
||||
@ -12,148 +12,148 @@ import { States, Emotions } from '../constants.js';
|
||||
* @extends StateHandler
|
||||
*/
|
||||
export class ReactStateHandler extends StateHandler {
|
||||
/**
|
||||
/**
|
||||
* Create a react state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor(context) {
|
||||
super(States.REACT, context);
|
||||
constructor (context) {
|
||||
super(States.REACT, context)
|
||||
|
||||
/**
|
||||
/**
|
||||
* Current emotional state
|
||||
* @type {string}
|
||||
*/
|
||||
this.emotion = Emotions.NEUTRAL;
|
||||
}
|
||||
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;
|
||||
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;
|
||||
}
|
||||
// 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}`);
|
||||
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${toState}_T`;
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(transitionName);
|
||||
if (transition) {
|
||||
await transition.play();
|
||||
await this.waitForClipEnd(transition);
|
||||
}
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip()
|
||||
}
|
||||
|
||||
/**
|
||||
// Play emotional transition if available
|
||||
let transitionName
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
transitionName = `react_${this.emotion}2${toState}_${emotion}_T`
|
||||
} else {
|
||||
transitionName = `react_2${toState}_T`
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(transitionName)
|
||||
if (transition) {
|
||||
await transition.play()
|
||||
await this.waitForClipEnd(transition)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle a user message in react state
|
||||
* @param {string} message - The user message
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleMessage(message) {
|
||||
// Analyze message sentiment to determine emotion
|
||||
const emotion = this.analyzeMessageEmotion(message);
|
||||
this.emotion = emotion;
|
||||
async handleMessage (message) {
|
||||
// Analyze message sentiment to determine emotion
|
||||
const emotion = this.analyzeMessageEmotion(message)
|
||||
this.emotion = emotion
|
||||
|
||||
// Play emotional reaction if needed
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
const emotionalReaction = this.context.getClip(`react_${emotion}_Q`);
|
||||
if (emotionalReaction) {
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip(0.2);
|
||||
}
|
||||
await emotionalReaction.play();
|
||||
await this.waitForClipEnd(emotionalReaction);
|
||||
}
|
||||
// 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();
|
||||
analyzeMessageEmotion (message) {
|
||||
const text = message.toLowerCase()
|
||||
|
||||
// Check for urgent/angry indicators
|
||||
if (
|
||||
text.includes('!') ||
|
||||
// Check for urgent/angry indicators
|
||||
if (
|
||||
text.includes('!') ||
|
||||
text.includes('urgent') ||
|
||||
text.includes('asap') ||
|
||||
text.includes('hurry')
|
||||
) {
|
||||
return Emotions.ANGRY;
|
||||
}
|
||||
) {
|
||||
return Emotions.ANGRY
|
||||
}
|
||||
|
||||
// Check for error/shocked indicators
|
||||
if (
|
||||
text.includes('error') ||
|
||||
// Check for error/shocked indicators
|
||||
if (
|
||||
text.includes('error') ||
|
||||
text.includes('problem') ||
|
||||
text.includes('issue') ||
|
||||
text.includes('bug') ||
|
||||
text.includes('broken')
|
||||
) {
|
||||
return Emotions.SHOCKED;
|
||||
}
|
||||
) {
|
||||
return Emotions.SHOCKED
|
||||
}
|
||||
|
||||
// Check for positive/happy indicators
|
||||
if (
|
||||
text.includes('great') ||
|
||||
// Check for positive/happy indicators
|
||||
if (
|
||||
text.includes('great') ||
|
||||
text.includes('awesome') ||
|
||||
text.includes('good') ||
|
||||
text.includes('excellent') ||
|
||||
text.includes('perfect')
|
||||
) {
|
||||
return Emotions.HAPPY;
|
||||
}
|
||||
) {
|
||||
return Emotions.HAPPY
|
||||
}
|
||||
|
||||
// Check for sad indicators
|
||||
if (
|
||||
text.includes('sad') ||
|
||||
// Check for sad indicators
|
||||
if (
|
||||
text.includes('sad') ||
|
||||
text.includes('disappointed') ||
|
||||
text.includes('failed') ||
|
||||
text.includes('wrong')
|
||||
) {
|
||||
return Emotions.SAD;
|
||||
}
|
||||
|
||||
return Emotions.NEUTRAL;
|
||||
) {
|
||||
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 ];
|
||||
}
|
||||
getAvailableTransitions () {
|
||||
return [States.TYPE, States.WAIT]
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,8 +3,8 @@
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js';
|
||||
import { States, Emotions } from '../constants.js';
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the Sleep state
|
||||
@ -16,20 +16,20 @@ export class SleepStateHandler extends StateHandler {
|
||||
* Create a sleep state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor(context) {
|
||||
super(States.SLEEP, context);
|
||||
constructor (context) {
|
||||
super(States.SLEEP, context)
|
||||
|
||||
/**
|
||||
* Sleep animation clip
|
||||
* @type {AnimationClip|null}
|
||||
*/
|
||||
this.sleepClip = null;
|
||||
this.sleepClip = null
|
||||
|
||||
/**
|
||||
* Whether the character is in deep sleep
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.isDeepSleep = false;
|
||||
this.isDeepSleep = false
|
||||
}
|
||||
|
||||
/**
|
||||
@ -38,24 +38,24 @@ export class SleepStateHandler extends StateHandler {
|
||||
* @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}`);
|
||||
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');
|
||||
const sleepTransition = this.context.getClip('wait_2sleep_T')
|
||||
if (sleepTransition) {
|
||||
await sleepTransition.play();
|
||||
await this.waitForClipEnd(sleepTransition);
|
||||
await sleepTransition.play()
|
||||
await this.waitForClipEnd(sleepTransition)
|
||||
}
|
||||
|
||||
// Start sleep loop
|
||||
this.sleepClip = this.context.getClip('sleep_idle_L');
|
||||
this.sleepClip = this.context.getClip('sleep_idle_L')
|
||||
if (this.sleepClip) {
|
||||
await this.sleepClip.play();
|
||||
this.currentClip = this.sleepClip;
|
||||
await this.sleepClip.play()
|
||||
this.currentClip = this.sleepClip
|
||||
}
|
||||
|
||||
this.isDeepSleep = true;
|
||||
this.isDeepSleep = true
|
||||
}
|
||||
|
||||
/**
|
||||
@ -64,27 +64,27 @@ export class SleepStateHandler extends StateHandler {
|
||||
* @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;
|
||||
async exit (toState = null, _emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting SLEEP state to ${toState}`)
|
||||
this.isDeepSleep = false
|
||||
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip();
|
||||
await this.stopCurrentClip()
|
||||
}
|
||||
|
||||
// Play wake up animation
|
||||
const wakeUpClip = this.context.getClip('sleep_wakeup_T');
|
||||
const wakeUpClip = this.context.getClip('sleep_wakeup_T')
|
||||
if (wakeUpClip) {
|
||||
await wakeUpClip.play();
|
||||
await this.waitForClipEnd(wakeUpClip);
|
||||
await wakeUpClip.play()
|
||||
await this.waitForClipEnd(wakeUpClip)
|
||||
}
|
||||
|
||||
// Play transition to next state if available
|
||||
const transitionName = `sleep_2${toState}_T`;
|
||||
const transition = this.context.getClip(transitionName);
|
||||
const transitionName = `sleep_2${toState}_T`
|
||||
const transition = this.context.getClip(transitionName)
|
||||
if (transition) {
|
||||
await transition.play();
|
||||
await this.waitForClipEnd(transition);
|
||||
await transition.play()
|
||||
await this.waitForClipEnd(transition)
|
||||
}
|
||||
}
|
||||
|
||||
@ -93,7 +93,7 @@ export class SleepStateHandler extends StateHandler {
|
||||
* @param {number} _deltaTime - Time elapsed since last update (ms, unused)
|
||||
* @returns {void}
|
||||
*/
|
||||
update(_deltaTime) {
|
||||
update (_deltaTime) {
|
||||
// Sleep state doesn't need regular updates
|
||||
// Character remains asleep until external stimulus
|
||||
}
|
||||
@ -103,12 +103,12 @@ export class SleepStateHandler extends StateHandler {
|
||||
* @param {string} _message - The user message (unused, just triggers wake up)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleMessage(_message) {
|
||||
async handleMessage (_message) {
|
||||
// Any message should wake up the character
|
||||
if (this.isDeepSleep) {
|
||||
console.log('Waking up due to user message');
|
||||
console.log('Waking up due to user message')
|
||||
// This will trigger a state transition to REACT
|
||||
await this.context.transitionTo(States.REACT);
|
||||
await this.context.transitionTo(States.REACT)
|
||||
}
|
||||
}
|
||||
|
||||
@ -116,25 +116,25 @@ export class SleepStateHandler extends StateHandler {
|
||||
* Get available transitions from sleep state
|
||||
* @returns {string[]} Array of available state transitions
|
||||
*/
|
||||
getAvailableTransitions() {
|
||||
return [ States.WAIT, States.REACT ];
|
||||
getAvailableTransitions () {
|
||||
return [States.WAIT, States.REACT]
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if in deep sleep
|
||||
* @returns {boolean} True if in deep sleep, false otherwise
|
||||
*/
|
||||
isInDeepSleep() {
|
||||
return this.isDeepSleep;
|
||||
isInDeepSleep () {
|
||||
return this.isDeepSleep
|
||||
}
|
||||
|
||||
/**
|
||||
* Force wake up from sleep
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async wakeUp() {
|
||||
async wakeUp () {
|
||||
if (this.isDeepSleep) {
|
||||
await this.context.transitionTo(States.WAIT);
|
||||
await this.context.transitionTo(States.WAIT)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,11 +3,11 @@
|
||||
* @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';
|
||||
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
|
||||
@ -17,19 +17,19 @@ export class StateFactory {
|
||||
/**
|
||||
* Create a state factory
|
||||
*/
|
||||
constructor() {
|
||||
constructor () {
|
||||
/**
|
||||
* Registry of state handler classes
|
||||
* @type {Map<string, Function>}
|
||||
* @private
|
||||
*/
|
||||
this.stateHandlers = new Map();
|
||||
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);
|
||||
this.registerStateHandler(States.WAIT, WaitStateHandler)
|
||||
this.registerStateHandler(States.REACT, ReactStateHandler)
|
||||
this.registerStateHandler(States.TYPE, TypeStateHandler)
|
||||
this.registerStateHandler(States.SLEEP, SleepStateHandler)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -38,8 +38,8 @@ export class StateFactory {
|
||||
* @param {Function} handlerClass - The handler class constructor
|
||||
* @returns {void}
|
||||
*/
|
||||
registerStateHandler(stateName, handlerClass) {
|
||||
this.stateHandlers.set(stateName, handlerClass);
|
||||
registerStateHandler (stateName, handlerClass) {
|
||||
this.stateHandlers.set(stateName, handlerClass)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -49,21 +49,21 @@ export class StateFactory {
|
||||
* @returns {StateHandler} The created state handler
|
||||
* @throws {Error} If state handler is not registered
|
||||
*/
|
||||
createStateHandler(stateName, context) {
|
||||
const HandlerClass = this.stateHandlers.get(stateName);
|
||||
createStateHandler (stateName, context) {
|
||||
const HandlerClass = this.stateHandlers.get(stateName)
|
||||
if (!HandlerClass) {
|
||||
throw new Error(`No handler registered for state: ${stateName}`);
|
||||
throw new Error(`No handler registered for state: ${stateName}`)
|
||||
}
|
||||
|
||||
return new HandlerClass(context);
|
||||
return new HandlerClass(context)
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all available state names
|
||||
* @returns {string[]} Array of registered state names
|
||||
*/
|
||||
getAvailableStates() {
|
||||
return Array.from(this.stateHandlers.keys());
|
||||
getAvailableStates () {
|
||||
return Array.from(this.stateHandlers.keys())
|
||||
}
|
||||
|
||||
/**
|
||||
@ -71,8 +71,8 @@ export class StateFactory {
|
||||
* @param {string} stateName - The state name to check
|
||||
* @returns {boolean} True if registered, false otherwise
|
||||
*/
|
||||
isStateRegistered(stateName) {
|
||||
return this.stateHandlers.has(stateName);
|
||||
isStateRegistered (stateName) {
|
||||
return this.stateHandlers.has(stateName)
|
||||
}
|
||||
|
||||
/**
|
||||
@ -80,7 +80,7 @@ export class StateFactory {
|
||||
* @param {string} stateName - The state name to unregister
|
||||
* @returns {boolean} True if removed, false if not found
|
||||
*/
|
||||
unregisterStateHandler(stateName) {
|
||||
return this.stateHandlers.delete(stateName);
|
||||
unregisterStateHandler (stateName) {
|
||||
return this.stateHandlers.delete(stateName)
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,7 +3,7 @@
|
||||
* @module StateHandler
|
||||
*/
|
||||
|
||||
import { Emotions, Config } from '../constants.js';
|
||||
import { Emotions, Config } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Abstract base class for state handlers
|
||||
@ -16,30 +16,30 @@ export class StateHandler {
|
||||
* @param {string} stateName - The name of the state
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor(stateName, context) {
|
||||
constructor (stateName, context) {
|
||||
/**
|
||||
* The name of this state
|
||||
* @type {string}
|
||||
*/
|
||||
this.stateName = stateName;
|
||||
this.stateName = stateName
|
||||
|
||||
/**
|
||||
* The animation context
|
||||
* @type {OwenAnimationContext}
|
||||
*/
|
||||
this.context = context;
|
||||
this.context = context
|
||||
|
||||
/**
|
||||
* Currently playing animation clip
|
||||
* @type {AnimationClip|null}
|
||||
*/
|
||||
this.currentClip = null;
|
||||
this.currentClip = null
|
||||
|
||||
/**
|
||||
* Nested state information
|
||||
* @type {Object|null}
|
||||
*/
|
||||
this.nestedState = null;
|
||||
this.nestedState = null
|
||||
}
|
||||
|
||||
/**
|
||||
@ -50,8 +50,8 @@ export class StateHandler {
|
||||
* @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');
|
||||
async enter (_fromState = null, _emotion = Emotions.NEUTRAL) {
|
||||
throw new Error('enter method must be implemented by subclasses')
|
||||
}
|
||||
|
||||
/**
|
||||
@ -62,8 +62,8 @@ export class StateHandler {
|
||||
* @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');
|
||||
async exit (_toState = null, _emotion = Emotions.NEUTRAL) {
|
||||
throw new Error('exit method must be implemented by subclasses')
|
||||
}
|
||||
|
||||
/**
|
||||
@ -71,7 +71,7 @@ export class StateHandler {
|
||||
* @param {number} _deltaTime - Time elapsed since last update (ms, unused in base class)
|
||||
* @returns {void}
|
||||
*/
|
||||
update(_deltaTime) {
|
||||
update (_deltaTime) {
|
||||
// Override in subclasses if needed
|
||||
}
|
||||
|
||||
@ -80,7 +80,7 @@ export class StateHandler {
|
||||
* @param {string} _message - The user message (unused in base class)
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async handleMessage(_message) {
|
||||
async handleMessage (_message) {
|
||||
// Override in subclasses if needed
|
||||
}
|
||||
|
||||
@ -88,8 +88,8 @@ export class StateHandler {
|
||||
* Get available transitions from this state
|
||||
* @returns {string[]} Array of state names that can be transitioned to
|
||||
*/
|
||||
getAvailableTransitions() {
|
||||
return [];
|
||||
getAvailableTransitions () {
|
||||
return []
|
||||
}
|
||||
|
||||
/**
|
||||
@ -98,17 +98,17 @@ export class StateHandler {
|
||||
* @param {AnimationClip} clip - The animation clip to wait for
|
||||
* @returns {Promise<void>} Promise that resolves when the clip finishes
|
||||
*/
|
||||
async waitForClipEnd(clip) {
|
||||
async waitForClipEnd (clip) {
|
||||
return new Promise((resolve) => {
|
||||
const checkFinished = () => {
|
||||
if (!clip.isPlaying()) {
|
||||
resolve();
|
||||
resolve()
|
||||
} else {
|
||||
requestAnimationFrame(checkFinished);
|
||||
requestAnimationFrame(checkFinished)
|
||||
}
|
||||
};
|
||||
checkFinished();
|
||||
});
|
||||
}
|
||||
checkFinished()
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
@ -117,10 +117,10 @@ export class StateHandler {
|
||||
* @param {number} [fadeOutDuration] - Fade out duration
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async stopCurrentClip(fadeOutDuration = Config.DEFAULT_FADE_OUT) {
|
||||
async stopCurrentClip (fadeOutDuration = Config.DEFAULT_FADE_OUT) {
|
||||
if (this.currentClip) {
|
||||
await this.currentClip.stop(fadeOutDuration);
|
||||
this.currentClip = null;
|
||||
await this.currentClip.stop(fadeOutDuration)
|
||||
this.currentClip = null
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,8 +3,8 @@
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js';
|
||||
import { States, Emotions } from '../constants.js';
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the Type state
|
||||
@ -16,20 +16,20 @@ export class TypeStateHandler extends StateHandler {
|
||||
* Create a type state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor(context) {
|
||||
super(States.TYPE, context);
|
||||
constructor (context) {
|
||||
super(States.TYPE, context)
|
||||
|
||||
/**
|
||||
* Current emotional state
|
||||
* @type {string}
|
||||
*/
|
||||
this.emotion = Emotions.NEUTRAL;
|
||||
this.emotion = Emotions.NEUTRAL
|
||||
|
||||
/**
|
||||
* Whether currently typing
|
||||
* @type {boolean}
|
||||
*/
|
||||
this.isTyping = false;
|
||||
this.isTyping = false
|
||||
}
|
||||
|
||||
/**
|
||||
@ -38,21 +38,21 @@ export class TypeStateHandler extends StateHandler {
|
||||
* @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;
|
||||
async enter (_fromState = null, emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Entering TYPE state with emotion: ${emotion}`)
|
||||
this.emotion = emotion
|
||||
this.isTyping = true
|
||||
|
||||
// Play appropriate typing animation
|
||||
let typingClipName = 'type_idle_L';
|
||||
let typingClipName = 'type_idle_L'
|
||||
if (emotion !== Emotions.NEUTRAL) {
|
||||
typingClipName = `type_${emotion}_L`;
|
||||
typingClipName = `type_${emotion}_L`
|
||||
}
|
||||
|
||||
const typingClip = this.context.getClip(typingClipName);
|
||||
const typingClip = this.context.getClip(typingClipName)
|
||||
if (typingClip) {
|
||||
await typingClip.play();
|
||||
this.currentClip = typingClip;
|
||||
await typingClip.play()
|
||||
this.currentClip = typingClip
|
||||
}
|
||||
}
|
||||
|
||||
@ -62,24 +62,24 @@ export class TypeStateHandler extends StateHandler {
|
||||
* @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;
|
||||
async exit (toState = null, _emotion = Emotions.NEUTRAL) {
|
||||
console.log(`Exiting TYPE state to ${toState}`)
|
||||
this.isTyping = false
|
||||
|
||||
if (this.currentClip) {
|
||||
await this.stopCurrentClip();
|
||||
await this.stopCurrentClip()
|
||||
}
|
||||
|
||||
// Play transition if available
|
||||
let transitionName = `type_2${toState}_T`;
|
||||
let transitionName = `type_2${toState}_T`
|
||||
if (this.emotion !== Emotions.NEUTRAL) {
|
||||
transitionName = `type_${this.emotion}2${toState}_T`;
|
||||
transitionName = `type_${this.emotion}2${toState}_T`
|
||||
}
|
||||
|
||||
const transition = this.context.getClip(transitionName);
|
||||
const transition = this.context.getClip(transitionName)
|
||||
if (transition) {
|
||||
await transition.play();
|
||||
await this.waitForClipEnd(transition);
|
||||
await transition.play()
|
||||
await this.waitForClipEnd(transition)
|
||||
}
|
||||
}
|
||||
|
||||
@ -87,34 +87,34 @@ export class TypeStateHandler extends StateHandler {
|
||||
* Finish typing and prepare to transition
|
||||
* @returns {Promise<void>}
|
||||
*/
|
||||
async finishTyping() {
|
||||
if (!this.isTyping) return;
|
||||
async finishTyping () {
|
||||
if (!this.isTyping) return
|
||||
|
||||
// Play typing finish animation if available
|
||||
const finishClip = this.context.getClip('type_finish_Q');
|
||||
const finishClip = this.context.getClip('type_finish_Q')
|
||||
if (finishClip && this.currentClip) {
|
||||
await this.stopCurrentClip(0.2);
|
||||
await finishClip.play();
|
||||
await this.waitForClipEnd(finishClip);
|
||||
await this.stopCurrentClip(0.2)
|
||||
await finishClip.play()
|
||||
await this.waitForClipEnd(finishClip)
|
||||
}
|
||||
|
||||
this.isTyping = false;
|
||||
this.isTyping = false
|
||||
}
|
||||
|
||||
/**
|
||||
* Get available transitions from type state
|
||||
* @returns {string[]} Array of available state transitions
|
||||
*/
|
||||
getAvailableTransitions() {
|
||||
return [ States.WAIT, States.REACT ];
|
||||
getAvailableTransitions () {
|
||||
return [States.WAIT, States.REACT]
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if currently typing
|
||||
* @returns {boolean} True if typing, false otherwise
|
||||
*/
|
||||
getIsTyping() {
|
||||
return this.isTyping;
|
||||
getIsTyping () {
|
||||
return this.isTyping
|
||||
}
|
||||
|
||||
/**
|
||||
@ -122,7 +122,7 @@ export class TypeStateHandler extends StateHandler {
|
||||
* @param {boolean} typing - Whether currently typing
|
||||
* @returns {void}
|
||||
*/
|
||||
setTyping(typing) {
|
||||
this.isTyping = typing;
|
||||
setTyping (typing) {
|
||||
this.isTyping = typing
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,8 +3,8 @@
|
||||
* @module states
|
||||
*/
|
||||
|
||||
import { StateHandler } from './StateHandler.js';
|
||||
import { States, Emotions, Config } from '../constants.js';
|
||||
import { StateHandler } from './StateHandler.js'
|
||||
import { States, Emotions, Config } from '../constants.js'
|
||||
|
||||
/**
|
||||
* Handler for the Wait/Idle state
|
||||
@ -12,127 +12,127 @@ import { States, Emotions, Config } from '../constants.js';
|
||||
* @extends StateHandler
|
||||
*/
|
||||
export class WaitStateHandler extends StateHandler {
|
||||
/**
|
||||
/**
|
||||
* Create a wait state handler
|
||||
* @param {OwenAnimationContext} context - The animation context
|
||||
*/
|
||||
constructor(context) {
|
||||
super(States.WAIT, context);
|
||||
constructor (context) {
|
||||
super(States.WAIT, context)
|
||||
|
||||
/**
|
||||
/**
|
||||
* The main idle animation clip
|
||||
* @type {AnimationClip|null}
|
||||
*/
|
||||
this.idleClip = null;
|
||||
this.idleClip = null
|
||||
|
||||
/**
|
||||
/**
|
||||
* Available quirk animations
|
||||
* @type {AnimationClip[]}
|
||||
*/
|
||||
this.quirks = [];
|
||||
this.quirks = []
|
||||
|
||||
/**
|
||||
/**
|
||||
* Timer for quirk animations
|
||||
* @type {number}
|
||||
*/
|
||||
this.quirkTimer = 0;
|
||||
this.quirkTimer = 0
|
||||
|
||||
/**
|
||||
/**
|
||||
* Interval between quirk attempts (ms)
|
||||
* @type {number}
|
||||
*/
|
||||
this.quirkInterval = Config.QUIRK_INTERVAL;
|
||||
}
|
||||
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}`);
|
||||
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;
|
||||
// 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}`);
|
||||
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);
|
||||
}
|
||||
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;
|
||||
update (deltaTime) {
|
||||
this.quirkTimer += deltaTime
|
||||
|
||||
// Randomly play quirks
|
||||
if (this.quirkTimer > this.quirkInterval && Math.random() < Config.QUIRK_PROBABILITY) {
|
||||
this.playRandomQuirk();
|
||||
this.quirkTimer = 0;
|
||||
}
|
||||
// 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;
|
||||
async playRandomQuirk () {
|
||||
if (this.quirks.length === 0) return
|
||||
|
||||
const quirk = this.quirks[ Math.floor(Math.random() * this.quirks.length) ];
|
||||
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;
|
||||
}
|
||||
// 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 ];
|
||||
}
|
||||
getAvailableTransitions () {
|
||||
return [States.REACT, States.SLEEP]
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
import { defineConfig } from 'vite';
|
||||
import { defineConfig } from 'vite'
|
||||
|
||||
export default defineConfig({
|
||||
root: 'examples',
|
||||
@ -17,7 +17,7 @@ export default defineConfig({
|
||||
},
|
||||
resolve: {
|
||||
alias: {
|
||||
'owen': '/src/index.js'
|
||||
owen: '/src/index.js'
|
||||
}
|
||||
}
|
||||
});
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user