- 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.
333 lines
7.9 KiB
JavaScript
333 lines
7.9 KiB
JavaScript
/**
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* @fileoverview Main animation context controller
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* @module core
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*/
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import { States, Emotions, Config } from '../constants.js';
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/**
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* Main controller for the Owen animation system
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* Manages state transitions, animation playback, and user interactions
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* @class
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*/
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export class OwenAnimationContext {
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/**
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* Create an Owen animation context
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* @param {THREE.Object3D} model - The 3D character model
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* @param {THREE.AnimationMixer} mixer - The Three.js animation mixer
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* @param {AnimationClipFactory} animationClipFactory - Factory for creating clips
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* @param {StateFactory} stateFactory - Factory for creating state handlers
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*/
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constructor(model, mixer, animationClipFactory, stateFactory) {
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/**
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* The 3D character model
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* @type {THREE.Object3D}
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*/
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this.model = model;
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/**
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* The Three.js animation mixer
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* @type {THREE.AnimationMixer}
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*/
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this.mixer = mixer;
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/**
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* Factory for creating animation clips
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* @type {AnimationClipFactory}
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*/
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this.animationClipFactory = animationClipFactory;
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/**
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* Factory for creating state handlers
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* @type {StateFactory}
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*/
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this.stateFactory = stateFactory;
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/**
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* Map of animation clips by name
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* @type {Map<string, AnimationClip>}
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*/
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this.clips = new Map();
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/**
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* Map of state handlers by name
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* @type {Map<string, StateHandler>}
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*/
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this.states = new Map();
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/**
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* Current active state
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* @type {string}
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*/
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this.currentState = States.WAIT;
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/**
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* Current active state handler
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* @type {StateHandler|null}
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*/
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this.currentStateHandler = null;
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/**
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* Timer for inactivity detection
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* @type {number}
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*/
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this.inactivityTimer = 0;
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/**
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* Inactivity timeout in milliseconds
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* @type {number}
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*/
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this.inactivityTimeout = Config.INACTIVITY_TIMEOUT;
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/**
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* Whether the system is initialized
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* @type {boolean}
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*/
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this.initialized = false;
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}
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/**
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* Initialize the animation system
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* @returns {Promise<void>}
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*/
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async initialize() {
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if (this.initialized) return;
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// Create animation clips from model
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this.clips = await this.animationClipFactory.createClipsFromModel(this.model);
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// Create actions for all clips
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for (const [ , clip ] of this.clips) {
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clip.createAction(this.mixer);
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}
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// Initialize state handlers
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this.initializeStates();
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// Start in wait state
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await this.transitionTo(States.WAIT);
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this.initialized = true;
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console.log('Owen Animation System initialized');
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}
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/**
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* Initialize all state handlers
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* @private
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* @returns {void}
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*/
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initializeStates() {
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const stateNames = this.stateFactory.getAvailableStates();
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for (const stateName of stateNames) {
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const handler = this.stateFactory.createStateHandler(stateName, this);
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this.states.set(stateName, handler);
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}
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}
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/**
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* Transition to a new state
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* @param {string} newStateName - The name of the state to transition to
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* @param {string} [emotion=Emotions.NEUTRAL] - The emotion for the transition
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* @returns {Promise<void>}
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* @throws {Error} If state is not found or transition is invalid
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*/
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async transitionTo(newStateName, emotion = Emotions.NEUTRAL) {
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if (!this.states.has(newStateName)) {
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throw new Error(`State '${newStateName}' not found`);
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}
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const oldState = this.currentState;
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const newStateHandler = this.states.get(newStateName);
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console.log(`Transitioning from ${oldState} to ${newStateName}`);
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// Exit current state
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if (this.currentStateHandler) {
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await this.currentStateHandler.exit(newStateName, emotion);
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}
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// Enter new state
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this.currentState = newStateName;
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this.currentStateHandler = newStateHandler;
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await this.currentStateHandler.enter(oldState, emotion);
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// Reset inactivity timer
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this.resetActivityTimer();
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}
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/**
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* Handle a user message
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* @param {string} message - The user message
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* @returns {Promise<void>}
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*/
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async handleUserMessage(message) {
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console.log(`Handling user message: "${message}"`);
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this.onUserActivity();
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// If sleeping, wake up first
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if (this.currentState === States.SLEEP) {
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await this.transitionTo(States.REACT);
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}
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// Let current state handle the message
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if (this.currentStateHandler) {
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await this.currentStateHandler.handleMessage(message);
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}
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// Transition to appropriate next state based on current state
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if (this.currentState === States.WAIT) {
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await this.transitionTo(States.REACT);
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} else if (this.currentState === States.REACT) {
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await this.transitionTo(States.TYPE);
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}
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}
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/**
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* Called when user activity is detected
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* @returns {void}
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*/
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onUserActivity() {
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this.resetActivityTimer();
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// Wake up if sleeping
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if (this.currentState === States.SLEEP) {
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this.transitionTo(States.WAIT);
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}
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}
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/**
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* Reset the inactivity timer
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* @private
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* @returns {void}
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*/
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resetActivityTimer() {
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this.inactivityTimer = 0;
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}
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/**
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* Handle inactivity timeout
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* @private
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* @returns {Promise<void>}
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*/
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async handleInactivity() {
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console.log('Inactivity detected, transitioning to sleep');
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await this.transitionTo(States.SLEEP);
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}
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/**
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* Update the animation system (call every frame)
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* @param {number} deltaTime - Time elapsed since last update (ms)
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* @returns {void}
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*/
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update(deltaTime) {
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if (!this.initialized) return;
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// Update Three.js mixer
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this.mixer.update(deltaTime / 1000); // Convert to seconds
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// Update current state
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if (this.currentStateHandler) {
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this.currentStateHandler.update(deltaTime);
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}
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// Update inactivity timer
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this.inactivityTimer += deltaTime;
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if (this.inactivityTimer > this.inactivityTimeout && this.currentState !== States.SLEEP) {
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this.handleInactivity();
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}
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}
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/**
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* Get an animation clip by name
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* @param {string} name - The animation clip name
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* @returns {AnimationClip|undefined} The animation clip or undefined if not found
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*/
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getClip(name) {
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return this.clips.get(name);
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}
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/**
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* Get animation clips matching a pattern
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* @param {string} pattern - Pattern to match (supports * wildcards)
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* @returns {AnimationClip[]} Array of matching clips
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*/
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getClipsByPattern(pattern) {
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const regex = new RegExp(pattern.replace(/\*/g, '.*'));
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const matches = [];
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for (const [ name, clip ] of this.clips) {
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if (regex.test(name)) {
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matches.push(clip);
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}
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}
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return matches;
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}
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/**
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* Get the current state name
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* @returns {string} The current state name
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*/
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getCurrentState() {
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return this.currentState;
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}
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/**
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* Get the current state handler
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* @returns {StateHandler|null} The current state handler
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*/
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getCurrentStateHandler() {
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return this.currentStateHandler;
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}
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/**
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* Get available transitions from current state
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* @returns {string[]} Array of available state transitions
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*/
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getAvailableTransitions() {
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if (this.currentStateHandler) {
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return this.currentStateHandler.getAvailableTransitions();
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}
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return [];
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}
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/**
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* Get all available animation clip names
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* @returns {string[]} Array of clip names
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*/
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getAvailableClips() {
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return Array.from(this.clips.keys());
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}
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/**
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* Get all available state names
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* @returns {string[]} Array of state names
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*/
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getAvailableStates() {
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return Array.from(this.states.keys());
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}
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/**
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* Dispose of the animation system and clean up resources
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* @returns {void}
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*/
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dispose() {
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// Stop all animations
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for (const [ , clip ] of this.clips) {
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if (clip.action) {
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clip.action.stop();
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}
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}
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// Clear caches
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this.clips.clear();
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this.states.clear();
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this.animationClipFactory.clearCache();
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this.initialized = false;
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console.log('Owen Animation System disposed');
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}
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}
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