- Updated import statements to use consistent formatting across files. - Adjusted method definitions and class constructors for uniform spacing and style. - Simplified promise handling and error messages in state handlers. - Enhanced state transition logic in various state handlers. - Improved quirk animation handling in WaitStateHandler. - Streamlined animation loading and caching mechanisms in AnimationLoader. - Updated Vite configuration for aliasing.
184 lines
5.3 KiB
JavaScript
184 lines
5.3 KiB
JavaScript
/**
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* @fileoverview Simple usage example for Node.js environment
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* @author Owen Animation System
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*/
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import { OwenSystemFactory, States } from '../src/index.js'
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/**
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* Simple example of using Owen Animation System
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* This example shows how to use the system without a browser environment
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*/
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class SimpleOwenExample {
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constructor () {
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this.owenSystem = null
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}
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/**
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* Initialize the Owen system with a mock model
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* @returns {Promise<void>}
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*/
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async init () {
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try {
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// Create a mock GLTF model for demonstration
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const mockModel = this.createMockModel()
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// Create the Owen system
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this.owenSystem = await OwenSystemFactory.createBasicOwenSystem(mockModel)
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console.log('✅ Owen Animation System initialized successfully!')
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console.log('📊 System Info:')
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console.log(` Available States: ${this.owenSystem.getAvailableStates().join(', ')}`)
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console.log(` Current State: ${this.owenSystem.getCurrentState()}`)
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// Run some example interactions
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await this.runExamples()
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} catch (error) {
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console.error('❌ Failed to initialize Owen system:', error.message)
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}
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}
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/**
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* Create a mock 3D model for demonstration purposes
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* @returns {Object} Mock model object
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*/
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createMockModel () {
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return {
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animations: [
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{ name: 'wait_idle_L' },
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{ name: 'wait_quirk1_Q' },
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{ name: 'wait_quirk2_Q' },
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{ name: 'react_idle_L' },
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{ name: 'react_angry_Q' },
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{ name: 'react_happy_Q' },
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{ name: 'type_idle_L' },
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{ name: 'type_angry_L' },
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{ name: 'sleep_idle_L' },
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{ name: 'wait_2react_T' },
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{ name: 'react_2type_T' },
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{ name: 'type_2wait_T' },
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{ name: 'wait_2sleep_T' },
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{ name: 'sleep_2wait_T' }
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],
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scene: {},
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userData: {}
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}
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}
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/**
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* Run example interactions with the Owen system
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* @returns {Promise<void>}
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*/
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async runExamples () {
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console.log('\n🎬 Running example interactions...\n')
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// Example 1: Basic state transitions
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console.log('📝 Example 1: Manual state transitions')
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await this.demonstrateStateTransitions()
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// Example 2: Message handling
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console.log('\n📝 Example 2: Message handling with emotions')
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await this.demonstrateMessageHandling()
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// Example 3: System update loop
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console.log('\n📝 Example 3: System update simulation')
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this.demonstrateUpdateLoop()
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console.log('\n✨ All examples completed!')
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}
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/**
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* Demonstrate manual state transitions
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* @returns {Promise<void>}
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*/
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async demonstrateStateTransitions () {
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const states = [States.REACT, States.TYPE, States.WAIT, States.SLEEP]
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for (const state of states) {
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console.log(`🔄 Transitioning to ${state.toUpperCase()} state...`)
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await this.owenSystem.transitionTo(state)
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console.log(` ✓ Current state: ${this.owenSystem.getCurrentState()}`)
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console.log(` ✓ Available transitions: ${this.owenSystem.getAvailableTransitions().join(', ')}`)
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// Simulate some time passing
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await this.sleep(500)
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}
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}
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/**
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* Demonstrate message handling with emotional responses
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* @returns {Promise<void>}
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*/
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async demonstrateMessageHandling () {
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const messages = [
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{ text: 'Hello Owen!', expected: 'neutral response' },
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{ text: 'This is urgent!', expected: 'angry/urgent response' },
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{ text: 'Great work!', expected: 'happy response' },
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{ text: 'There\'s an error in the system', expected: 'shocked response' },
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{ text: 'I\'m feeling sad today', expected: 'sad response' }
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]
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for (const message of messages) {
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console.log(`💬 Sending message: "${message.text}"`)
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console.log(` Expected: ${message.expected}`)
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await this.owenSystem.handleUserMessage(message.text)
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console.log(` ✓ Current state after message: ${this.owenSystem.getCurrentState()}`)
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await this.sleep(300)
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}
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}
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/**
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* Demonstrate the system update loop
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* @returns {void}
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*/
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demonstrateUpdateLoop () {
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console.log('⏱️ Simulating update loop for 3 seconds...')
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let iterations = 0
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const startTime = Date.now()
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const updateLoop = () => {
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const deltaTime = 16.67 // ~60 FPS
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this.owenSystem.update(deltaTime)
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iterations++
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if (Date.now() - startTime < 3000) {
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setTimeout(updateLoop, 16)
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} else {
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console.log(` ✓ Completed ${iterations} update iterations`)
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console.log(` ✓ Final state: ${this.owenSystem.getCurrentState()}`)
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}
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}
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updateLoop()
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}
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/**
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* Simple sleep utility for demonstrations
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* @param {number} ms - Milliseconds to sleep
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* @returns {Promise<void>}
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*/
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sleep (ms) {
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return new Promise(resolve => setTimeout(resolve, ms))
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}
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}
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// Run the example if this file is executed directly
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if (import.meta.url === `file://${process.argv[1]}`) {
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console.log('🚀 Starting Owen Animation System Example\n')
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const example = new SimpleOwenExample()
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example.init()
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.then(() => {
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console.log('\n🎉 Example completed successfully!')
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console.log('💡 Try modifying this example or check out the browser demo in examples/index.html')
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})
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.catch(error => {
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console.error('\n💥 Example failed:', error)
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})
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}
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export default SimpleOwenExample
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