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import { useEffect, useRef, useState } from 'react'
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import { useAnimationPlaySpeed, usePauseButtonStore, usePlayButtonStore } from '../../../../../store/usePlayButtonStore';
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import MachineAnimator from '../animator/machineAnimator';
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import { useProductStore } from '../../../../../store/simulation/useProductStore';
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import { useTriggerHandler } from '../../../triggers/triggerHandler/useTriggerHandler';
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import { useSceneContext } from '../../../../scene/sceneContext';
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import { useProductContext } from '../../../products/productContext';
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function MachineInstance({ machineDetail }: { readonly machineDetail: MachineStatus }) {
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const [currentPhase, setCurrentPhase] = useState<string>('idle');
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let isIncrememtable = useRef<boolean>(true);
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const idleTimeRef = useRef<number>(0);
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const activeTimeRef = useRef<number>(0);
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const previousTimeRef = useRef<number | null>(null);
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const animationFrameIdRef = useRef<number | null>(null);
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const isSpeedRef = useRef<number>(0);
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const isPausedRef = useRef<boolean>(false);
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const { isPlaying } = usePlayButtonStore();
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const { machineStore } = useSceneContext();
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const { selectedProductStore } = useProductContext();
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const { machines, setMachineState, setMachineActive, incrementIdleTime, incrementActiveTime, resetTime } = machineStore();
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const { selectedProduct } = selectedProductStore();
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const { getActionByUuid } = useProductStore();
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const { triggerPointActions } = useTriggerHandler();
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const { speed } = useAnimationPlaySpeed();
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const { isPaused } = usePauseButtonStore();
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useEffect(() => {
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isPausedRef.current = isPaused;
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}, [isPaused]);
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useEffect(() => {
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isSpeedRef.current = speed;
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}, [speed]);
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const reset = () => {
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setCurrentPhase("idle");
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setMachineState(machineDetail.modelUuid, 'idle');
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setMachineActive(machineDetail.modelUuid, false);
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isIncrememtable.current = true;
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isPausedRef.current = false;
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resetTime(machineDetail.modelUuid)
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activeTimeRef.current = 0
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idleTimeRef.current = 0
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previousTimeRef.current = null
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if (animationFrameIdRef.current !== null) {
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cancelAnimationFrame(animationFrameIdRef.current)
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animationFrameIdRef.current = null
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}
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}
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function machineStatus(modelId: string, status: string) {
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// console.log(`${modelId} , ${status}`);
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}
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function animate(currentTime: number) {
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if (previousTimeRef.current === null) {
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previousTimeRef.current = currentTime;
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}
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const deltaTime = (currentTime - previousTimeRef.current) / 1000;
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previousTimeRef.current = currentTime;
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if (machineDetail.isActive) {
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if (!isPausedRef.current) {
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activeTimeRef.current += deltaTime * isSpeedRef.current;
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// console.log(' activeTimeRef.current: ', activeTimeRef.current);
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}
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} else {
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if (!isPausedRef.current) {
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idleTimeRef.current += deltaTime * isSpeedRef.current;
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// console.log('idleTimeRef.curre: ', idleTimeRef.current);
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}
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}
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animationFrameIdRef.current = requestAnimationFrame(animate);
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}
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useEffect(() => {
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if (!isPlaying) return
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if (!machineDetail.isActive) {
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const roundedActiveTime = Math.round(activeTimeRef.current);
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// console.log('Final Active Time:', roundedActiveTime, 'seconds');
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incrementActiveTime(machineDetail.modelUuid, roundedActiveTime);
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activeTimeRef.current = 0;
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} else {
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const roundedIdleTime = Math.round(idleTimeRef.current);
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// console.log('Final Idle Time:', roundedIdleTime, 'seconds');
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incrementIdleTime(machineDetail.modelUuid, roundedIdleTime);
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idleTimeRef.current = 0;
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}
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if (animationFrameIdRef.current === null) {
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animationFrameIdRef.current = requestAnimationFrame(animate);
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}
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return () => {
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if (animationFrameIdRef.current !== null) {
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cancelAnimationFrame(animationFrameIdRef.current);
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animationFrameIdRef.current = null;
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}
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};
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}, [machineDetail, isPlaying]);
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useEffect(() => {
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if (isPlaying) {
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if (!machineDetail.isActive && machineDetail.state === "idle" && currentPhase == "idle" && !machineDetail.currentAction) {
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machineStatus(machineDetail.modelUuid, 'Machine is idle and waiting for next instruction.')
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} else if (!machineDetail.isActive && machineDetail.state === "idle" && currentPhase == "idle" && machineDetail.currentAction) {
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setCurrentPhase("processing");
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setMachineState(machineDetail.modelUuid, 'running');
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setMachineActive(machineDetail.modelUuid, true);
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machineStatus(machineDetail.modelUuid, "Machine started processing")
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}
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}
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}, [currentPhase, isPlaying, machines])
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function handleCallBack() {
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if (currentPhase == "processing") {
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setMachineState(machineDetail.modelUuid, 'idle');
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setMachineActive(machineDetail.modelUuid, false);
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setCurrentPhase("idle")
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isIncrememtable.current = true;
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machineStatus(machineDetail.modelUuid, "Machine has completed the processing")
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if (machineDetail.currentAction) {
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const action = getActionByUuid(selectedProduct.productUuid, machineDetail.currentAction.actionUuid);
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if (action && machineDetail.currentAction.materialId) {
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triggerPointActions(action, machineDetail.currentAction.materialId)
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}
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}
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}
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}
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return (
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<>
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<MachineAnimator processingTime={machineDetail.point.action.processTime} handleCallBack={handleCallBack} currentPhase={currentPhase} machineUuid={machineDetail.modelUuid} machineStatus={machineStatus} reset={reset} />
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</>
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)
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}
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export default MachineInstance
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