Implements a feature-rich animation system for Owen with state machines and transitions according to clean architecture principles. Introduces dependency injection and factory patterns to manage animation clips and states effectively. Supports emotional transitions, nested animations, and user inactivity handling. Initial commit
54 lines
2.4 KiB
Markdown
54 lines
2.4 KiB
Markdown
# Owen
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> Looking at this animation brief for Owen, I'll create a Three.js animation system that handles the state machine, animation clips, and transitions described in the document. This will use clean architecture principles with dependency injection and factory patterns.
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>
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> I've created a comprehensive Three.js animation system for Owen that implements the state machine and animation handling described in your brief. Here are the key architectural features:
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## **Clean Architecture Principles:**
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### **Dependency Injection:**
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- `OwenAnimationContext` receives its dependencies (mixer, factory, etc.) through constructor injection
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- State handlers are injected with the context they need
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- Animation loaders are injected into factories
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### **Factory Patterns:**
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- `AnimationClipFactory` - Creates animation clips with proper metadata parsing
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- `StateFactory` - Creates state handlers dynamically
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- `OwenSystemFactory` - Main factory that assembles the entire system
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### **State Machine Implementation:**
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- Each state (`Wait`, `React`, `Type`, `Sleep`) has its own handler class
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- States manage their own entry/exit logic and transitions
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- Emotional transitions are handled with proper animation sequencing
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## **Key Features:**
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1. **Animation Naming Convention Parser** - Automatically parses the naming convention from your brief (e.g., `wait_idle_L`, `react_angry2type_an_T`)
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2. **Emotional State Management** - Handles emotional transitions like angry typing or shocked reactions
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3. **Nested Animation Support** - Supports the nested sequences described in your brief
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4. **Activity Monitoring** - Automatically transitions to sleep after inactivity
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5. **Message Analysis** - Analyzes user messages to determine appropriate emotional responses
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6. **Clean Separation of Concerns:**
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- Animation loading is separate from clip management
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- State logic is isolated in individual handlers
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- The main context orchestrates everything without tight coupling
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## **Usage:**
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The system is designed to be easily extensible. You can:
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- Add new states by creating new handler classes
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- Modify emotional analysis logic
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- Swap out animation loaders for different formats
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- Add new animation types by extending the factory
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The code follows the workflows described in your brief, handling the transitions between Wait → React → Type → Wait states, with proper emotional branching and nested animation support.
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