Files
Owen/examples/basic-demo-fixed.js
Kaj Kowalski 658e1e64b2 Implement Owen Animation System with core classes, loaders, and state handlers
- Added OwenSystemFactory for creating the animation system.
- Introduced OwenAnimationContext to manage animations and states.
- Created AnimationLoader and GLTFAnimationLoader for loading animations.
- Developed state handlers: WaitStateHandler, ReactStateHandler, TypeStateHandler, SleepStateHandler.
- Implemented StateFactory for managing state handlers.
- Defined constants for clip types, states, and emotions.
- Added type definitions for TypeScript support.
- Configured Vite for building and serving the project.
- Added licenses (dual) to project.
2025-05-23 22:52:29 +02:00

333 lines
8.3 KiB
JavaScript

/**
* @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;