refactor: Clean up console logs and adjust MaterialSpawner properties
This commit is contained in:
@@ -20,7 +20,7 @@ function UndoRedo3DControls() {
|
||||
const { selectedVersion } = selectedVersionStore();
|
||||
|
||||
useEffect(() => {
|
||||
console.log(undoStack, redoStack);
|
||||
// console.log(undoStack, redoStack);
|
||||
}, [undoStack, redoStack]);
|
||||
|
||||
useEffect(() => {
|
||||
|
||||
@@ -6,9 +6,7 @@ import * as THREE from 'three';
|
||||
import { useSceneContext } from '../../../sceneContext';
|
||||
import { ColliderArrow } from './colliderArrow';
|
||||
|
||||
function ColliderInstance({ collider }: {
|
||||
collider: Collider
|
||||
}) {
|
||||
function ColliderInstance({ collider }: { collider: Collider }) {
|
||||
const { camera, gl, pointer, controls } = useThree();
|
||||
const { colliderStore } = useSceneContext();
|
||||
const { colliders, selectedCollider, setSelectedCollider, updateCollider, getArrowByArrowId } = colliderStore();
|
||||
@@ -18,19 +16,7 @@ function ColliderInstance({ collider }: {
|
||||
const ref = useRef<RapierRigidBody>(null);
|
||||
const [objectsOnCollider, setObjectsOnCollider] = useState<Set<RapierRigidBody>>(new Set());
|
||||
const isSelected = selectedCollider?.id === collider.id;
|
||||
|
||||
const getColorByType = (type: string) => {
|
||||
switch (type) {
|
||||
case 'Material 1':
|
||||
return new THREE.Color('blue');
|
||||
case 'Material 2':
|
||||
return new THREE.Color('purple');
|
||||
case 'Material 3':
|
||||
return new THREE.Color('yellow');
|
||||
default:
|
||||
return new THREE.Color('white');
|
||||
}
|
||||
};
|
||||
const objectCounterRef = useRef(0);
|
||||
|
||||
const handlePointerDown = (id: string) => {
|
||||
if (controls) {
|
||||
@@ -66,21 +52,11 @@ function ColliderInstance({ collider }: {
|
||||
return;
|
||||
};
|
||||
|
||||
const screenTarget = new THREE.Vector3(
|
||||
pointer.x + dragOffset.current.x,
|
||||
0,
|
||||
pointer.y + dragOffset.current.z
|
||||
);
|
||||
|
||||
const screenTarget = new THREE.Vector3(pointer.x + dragOffset.current.x, 0, pointer.y + dragOffset.current.z);
|
||||
const worldTarget = new THREE.Vector3(screenTarget.x, screenTarget.z, 0.5).unproject(camera);
|
||||
|
||||
const dir = worldTarget.clone().sub(camera.position).normalize();
|
||||
const finalPos = camera.position.clone().add(dir.multiplyScalar(initialDepth.current));
|
||||
|
||||
ref.current.setTranslation(
|
||||
{ x: finalPos.x, y: finalPos.y, z: finalPos.z },
|
||||
true
|
||||
);
|
||||
ref.current.setTranslation({ x: finalPos.x, y: finalPos.y, z: finalPos.z }, true);
|
||||
}
|
||||
|
||||
const handlePointerUp = () => {
|
||||
@@ -90,19 +66,16 @@ function ColliderInstance({ collider }: {
|
||||
if (!draggedId) return;
|
||||
|
||||
if (ref.current) {
|
||||
// restore physics
|
||||
ref.current.setGravityScale(1, true);
|
||||
ref.current.setLinearDamping(0.5);
|
||||
ref.current.setAngularDamping(0.5);
|
||||
|
||||
// get final transform
|
||||
const pos = ref.current.translation();
|
||||
const rot = ref.current.rotation();
|
||||
|
||||
// update Zustand store
|
||||
updateCollider(draggedId, {
|
||||
position: [pos.x, pos.y, pos.z],
|
||||
rotation: [rot.x, rot.y, rot.z], // quaternion
|
||||
rotation: [rot.x, rot.y, rot.z],
|
||||
});
|
||||
}
|
||||
|
||||
@@ -128,6 +101,10 @@ function ColliderInstance({ collider }: {
|
||||
newSet.add(body);
|
||||
return newSet;
|
||||
});
|
||||
|
||||
if (collider.colliderCondition.conditionType === "count") {
|
||||
objectCounterRef.current += 1;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@@ -145,36 +122,39 @@ function ColliderInstance({ collider }: {
|
||||
useFrame(() => {
|
||||
objectsOnCollider.forEach(rigidBody => {
|
||||
if (!rigidBody) return;
|
||||
// if (collider.colliderCondition.conditionType === 'material') {
|
||||
// if (collider.colliderCondition.materialType === (rigidBody as any).userData.materialType) {
|
||||
// console.log('(rigidBody as any).userData.materialType: ', (rigidBody as any).userData.materialType);
|
||||
// collider.colliderCondition.arrowsOrder.forEach((arrowId) => {
|
||||
// console.log('arrow: ', arrowId);
|
||||
// let arrowDetails = getArrowByArrowId(arrowId);
|
||||
// if (arrowDetails?.position) {
|
||||
// const arrowPos = new THREE.Vector3(...arrowDetails?.position); // arrow position
|
||||
// const colliderPos = new THREE.Vector3(...(selectedCollider?.position || [0, 0, 0])); // collider position
|
||||
// const direction = new THREE.Vector3();
|
||||
// direction.subVectors(arrowPos, colliderPos).normalize();
|
||||
// console.log('Direction vector:', direction);
|
||||
// rigidBody.setLinvel({ x: direction.x, y: direction.y, z: direction.z }, true);
|
||||
// }
|
||||
|
||||
// // rigidBody.setAngvel({ x: 0, y: 0, z: 0 }, true);
|
||||
|
||||
|
||||
// // Direction vector from collider to arrow
|
||||
|
||||
|
||||
// });
|
||||
|
||||
// } else {
|
||||
|
||||
|
||||
// }
|
||||
// } else if (collider.colliderCondition.conditionType === 'count') {
|
||||
|
||||
// }
|
||||
if (collider.colliderCondition.conditionType === "material") {
|
||||
const bodyMaterial = (rigidBody as any).userData.materialType;
|
||||
if (!bodyMaterial) return;
|
||||
let matchedCondition = collider.colliderCondition.arrowCondition?.find((material) => material.materialType === bodyMaterial);
|
||||
if (!matchedCondition) {
|
||||
matchedCondition = collider.colliderCondition.arrowCondition?.find((material) => material.materialType === "Any");
|
||||
}
|
||||
if (matchedCondition) {
|
||||
let arrowDetails = getArrowByArrowId(matchedCondition.arrowId);
|
||||
if (arrowDetails?.position && ref.current) {
|
||||
const arrowPos = new THREE.Vector3(...arrowDetails.position);
|
||||
const colliderPos = new THREE.Vector3(...(collider.position || [0, 0, 0]));
|
||||
const direction = new THREE.Vector3();
|
||||
direction.subVectors(arrowPos, colliderPos).normalize();
|
||||
rigidBody.setLinvel({ x: direction.x, y: direction.y, z: direction.z }, true);
|
||||
}
|
||||
}
|
||||
} else if (collider.colliderCondition.conditionType === "count") {
|
||||
let { count, arrowsOrder } = collider.colliderCondition;
|
||||
if (!arrowsOrder || arrowsOrder.length === 0) return;
|
||||
const totalProcessed = objectCounterRef.current;
|
||||
const arrowIndex = Math.floor(totalProcessed / count) % arrowsOrder.length;
|
||||
const arrowId = arrowsOrder[arrowIndex];
|
||||
const arrowDetails = getArrowByArrowId(arrowId);
|
||||
if (arrowDetails?.position && ref.current) {
|
||||
const arrowPos = new THREE.Vector3(...arrowDetails.position);
|
||||
const colliderPos = new THREE.Vector3(...(collider.position || [0, 0, 0]));
|
||||
const direction = new THREE.Vector3();
|
||||
direction.subVectors(arrowPos, colliderPos).normalize();
|
||||
rigidBody.setLinvel({ x: direction.x, y: direction.y, z: direction.z }, true);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@@ -253,7 +253,7 @@ function YSplitConveyorCollider({
|
||||
>
|
||||
<mesh geometry={geometry}>
|
||||
<meshStandardMaterial
|
||||
// visible={false}
|
||||
visible={false}
|
||||
color={forward ? "#64b5f6" : "#f48fb1"} // More subtle colors
|
||||
side={THREE.DoubleSide}
|
||||
transparent
|
||||
@@ -277,6 +277,7 @@ function YSplitConveyorCollider({
|
||||
<group>
|
||||
{geometries.map((geometry, index) => (
|
||||
<mesh
|
||||
// visible={false}
|
||||
key={`highlight-${index}`}
|
||||
geometry={geometry}
|
||||
position={[0, 0.002, 0]}
|
||||
|
||||
@@ -21,7 +21,7 @@ function MaterialSpawner({ position: initialPos, spawnInterval, spawnCount }: Ma
|
||||
ref: React.RefObject<RapierRigidBody>;
|
||||
materialType: string;
|
||||
}[]>([]);
|
||||
const [spawningPaused, setSpawningPaused] = useState(false);
|
||||
const [spawningPaused, setSpawningPaused] = useState(true);
|
||||
const spawnedCount = useRef(0);
|
||||
const { gl, camera, pointer, controls } = useThree();
|
||||
const [draggedId, setDraggedId] = useState<string | null>(null);
|
||||
|
||||
@@ -8,9 +8,9 @@ function PhysicsSimulator() {
|
||||
<>
|
||||
|
||||
<MaterialSpawner
|
||||
position={[7.1, 2, 12.6]}
|
||||
position={[7.3, 2, 12.6]}
|
||||
spawnInterval={1000}
|
||||
spawnCount={10}
|
||||
spawnCount={50}
|
||||
/>
|
||||
{/* <MaterialSpawner
|
||||
position={[3.8, 3, 3]}
|
||||
|
||||
Reference in New Issue
Block a user