human assembly rotation and movement bug fixed
This commit is contained in:
@@ -34,6 +34,9 @@ function HumanAnimator({ path, handleCallBack, currentPhase, human, reset, start
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if (currentPhase === 'init-pickup' && path.length > 0) {
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setCurrentPath(path);
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setObjectRotation(human.point.action.pickUpPoint?.rotation ?? null)
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} else if (currentPhase === 'init_assembly' && path.length > 0) {
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setObjectRotation(human.point.action?.assemblyPoint?.rotation ?? null)
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setCurrentPath(path);
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} else if (currentPhase === 'pickup-drop' && path.length > 0) {
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setObjectRotation(human.point.action?.dropPoint?.rotation ?? null)
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setCurrentPath(path);
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@@ -123,8 +123,17 @@ function HumanInstance({ human }: { human: HumanStatus }) {
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if (!human.point.action.assemblyPoint || human.point.action.actionType === 'worker') return;
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if (!human.isActive && human.state === 'idle' && currentPhase === 'init') {
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const toPickupPath = computePath(
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new THREE.Vector3(human?.position[0], human?.position[1], human?.position[2]),
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new THREE.Vector3(
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human?.point?.action?.assemblyPoint?.position?.[0] ?? 0,
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human?.point?.action?.assemblyPoint?.position?.[1] ?? 0,
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human?.point?.action?.assemblyPoint?.position?.[2] ?? 0
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)
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);
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setPath(toPickupPath);
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setHumanState(human.modelUuid, 'idle');
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setCurrentPhase('waiting');
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setCurrentPhase('init_assembly');
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setHumanActive(human.modelUuid, false);
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setCurrentAnimation(human.modelUuid, 'idle', true, true, true);
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humanStatus(human.modelUuid, 'Human is waiting for material in assembly');
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@@ -293,6 +302,13 @@ function HumanInstance({ human }: { human: HumanStatus }) {
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setCurrentAnimation(human.modelUuid, 'idle', true, true, true);
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humanStatus(human.modelUuid, 'Reached pickup point, waiting for material');
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setPath([]);
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} if (currentPhase === 'init_assembly') {
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setCurrentPhase('waiting');
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setHumanState(human.modelUuid, 'idle');
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setHumanActive(human.modelUuid, false);
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setCurrentAnimation(human.modelUuid, 'idle', true, true, true);
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humanStatus(human.modelUuid, 'Reached assembly point, waiting for material');
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setPath([]);
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} else if (currentPhase === 'pickup-drop') {
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setCurrentPhase('dropping');
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setHumanState(human.modelUuid, 'idle');
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@@ -30,6 +30,7 @@ function HumanUi() {
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const { updateEvent } = productStore();
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const [startPosition, setStartPosition] = useState<[number, number, number]>([0, 1, 0]);
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const [endPosition, setEndPosition] = useState<[number, number, number]>([0, 1, 0]);
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const [assemblyPosition, setAssemblyPosition] = useState<[number, number, number]>([0, 1, 0]);
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const [startRotation, setStartRotation] = useState<[number, number, number]>([0, Math.PI, 0]);
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const [assemblyRotation, setAssemblyRotation] = useState<[number, number, number]>([0, 0, 0]);
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const [endRotation, setEndRotation] = useState<[number, number, number]>([0, 0, 0]);
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@@ -88,40 +89,44 @@ function HumanUi() {
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const action = selectedHuman.point.action;
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if (action.pickUpPoint?.position && outerGroup.current) {
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const worldPos = new Vector3(...action.pickUpPoint.position);
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const localPosition = outerGroup.current.worldToLocal(worldPos.clone());
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setStartPosition([localPosition.x, 1, localPosition.z]);
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setStartRotation(action.pickUpPoint.rotation || [0, 0, 0]);
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if (isAssembly) {
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if (action.assemblyPoint?.position && outerGroup.current) {
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const worldPos = new Vector3(...action.assemblyPoint.position);
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const localPosition = outerGroup.current.worldToLocal(worldPos.clone());
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setAssemblyPosition([localPosition.x, 1, localPosition.z]);
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setAssemblyRotation(action.assemblyPoint.rotation || [0, 0, 0]);
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} else {
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setAssemblyPosition([0, 1, 0]);
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setAssemblyRotation([0, 0, 0]);
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}
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} else {
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setStartPosition([0, 1, 0]);
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setStartRotation([0, Math.PI, 0]);
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}
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if (action.pickUpPoint?.position && outerGroup.current) {
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const worldPos = new Vector3(...action.pickUpPoint.position);
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const localPosition = outerGroup.current.worldToLocal(worldPos.clone());
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setStartPosition([localPosition.x, 1, localPosition.z]);
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setStartRotation(action.pickUpPoint.rotation || [0, 0, 0]);
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} else {
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setStartPosition([0, 1, 0]);
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setStartRotation([0, Math.PI, 0]);
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}
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if (action.dropPoint?.position && outerGroup.current) {
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const worldPos = new Vector3(...action.dropPoint.position);
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const localPosition = outerGroup.current.worldToLocal(worldPos.clone());
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setEndPosition([localPosition.x, 1, localPosition.z]);
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setEndRotation(action.dropPoint.rotation || [0, Math.PI, 0]);
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} else {
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setEndPosition([0, 1, 0]);
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setEndRotation([0, 0, 0]);
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if (action.dropPoint?.position && outerGroup.current) {
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const worldPos = new Vector3(...action.dropPoint.position);
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const localPosition = outerGroup.current.worldToLocal(worldPos.clone());
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setEndPosition([localPosition.x, 1, localPosition.z]);
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setEndRotation(action.dropPoint.rotation || [0, Math.PI, 0]);
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} else {
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setEndPosition([0, 1, 0]);
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setEndRotation([0, 0, 0]);
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}
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}
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if (action.assemblyPoint?.rotation) {
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setAssemblyRotation(action.assemblyPoint.rotation);
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} else {
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setAssemblyRotation([0, 0, 0]);
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}
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}, [selectedEventSphere, outerGroup.current, selectedAction, humans]);
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const handlePointerDown = (
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e: any,
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state: "start" | "end",
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rotation: "start" | "end"
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state: "start" | "end" | "assembly",
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rotation: "start" | "end" | "assembly"
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) => {
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if (isAssembly) return;
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e.stopPropagation();
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const intersection = new Vector3();
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const pointer = new Vector2((e.clientX / window.innerWidth) * 2 - 1, -(e.clientY / window.innerHeight) * 2 + 1);
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@@ -144,7 +149,10 @@ function HumanUi() {
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if (outerGroup.current) {
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localPoint = outerGroup.current.worldToLocal(intersection.clone());
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}
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const marker = state === "start" ? startMarker.current : endMarker.current;
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const marker =
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state === "start" ? startMarker.current :
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state === "end" ? endMarker.current :
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assemblyMarker.current;
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if (marker && localPoint) {
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const markerPos = new Vector3().copy(marker.position);
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dragOffset.current.copy(markerPos.sub(localPoint));
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@@ -154,7 +162,6 @@ function HumanUi() {
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if (controls) (controls as any).enabled = false;
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};
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const handlePointerUp = () => {
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(controls as any).enabled = true;
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setIsDragging(null);
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@@ -165,14 +172,18 @@ function HumanUi() {
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const selectedHuman = getHumanById(selectedEventSphere.userData.modelUuid);
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if (!selectedHuman || !outerGroup.current) return;
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const isAssembly = selectedHuman.point?.action?.actionType === 'assembly';
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let updatedAction;
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if (isAssembly) {
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if (!assemblyMarker.current) return;
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const worldPosAssembly = new Vector3(...assemblyPosition);
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const globalAssemblyPosition = outerGroup.current.localToWorld(worldPosAssembly.clone());
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updatedAction = {
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...selectedHuman.point.action,
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assemblyPoint: {
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position: [globalAssemblyPosition.x, globalAssemblyPosition.y, globalAssemblyPosition.z] as [number, number, number],
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rotation: assemblyRotation
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},
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};
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@@ -221,7 +232,7 @@ function HumanUi() {
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};
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useFrame(() => {
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if (isAssembly || !isDragging || !plane.current || !raycaster || !outerGroup.current) return;
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if (!isDragging || !plane.current || !raycaster || !outerGroup.current) return;
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const intersectPoint = new Vector3();
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const intersects = raycaster.ray.intersectPlane(plane.current, intersectPoint);
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if (!intersects) return;
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@@ -232,6 +243,8 @@ function HumanUi() {
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setStartPosition([localPoint.x, 1, localPoint.z]);
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} else if (isDragging === "end") {
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setEndPosition([localPoint.x, 1, localPoint.z]);
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} else if (isDragging === "assembly") {
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setAssemblyPosition([localPoint.x, 1, localPoint.z]);
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}
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});
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@@ -240,28 +253,34 @@ function HumanUi() {
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const currentPointerX = state.pointer.x;
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const deltaX = currentPointerX - prevMousePos.current.x;
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prevMousePos.current.x = currentPointerX;
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const marker = isRotating === "start" ? isAssembly ? assemblyMarker.current : startMarker.current : isAssembly ? assemblyMarker.current : endMarker.current;
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const marker =
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isRotating === "start" ? startMarker.current :
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isRotating === "end" ? endMarker.current :
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assemblyMarker.current;
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if (marker) {
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const rotationSpeed = 10;
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marker.rotation.y += deltaX * rotationSpeed;
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if (isAssembly && isRotating === "start") {
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setAssemblyRotation([
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marker.rotation.x,
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marker.rotation.y,
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marker.rotation.z,
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]);
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} else if (isRotating === "start") {
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if (isRotating === "start") {
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setStartRotation([
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marker.rotation.x,
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marker.rotation.y,
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marker.rotation.z,
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]);
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} else {
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} else if (isRotating === "end") {
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setEndRotation([
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marker.rotation.x,
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marker.rotation.y,
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marker.rotation.z,
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]);
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} else {
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setAssemblyRotation([
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marker.rotation.x,
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marker.rotation.y,
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marker.rotation.z,
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]);
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}
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}
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});
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@@ -281,7 +300,7 @@ function HumanUi() {
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return () => {
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window.removeEventListener("pointerup", handleGlobalPointerUp);
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};
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}, [isDragging, isRotating, startPosition, startRotation, endPosition, endRotation, assemblyRotation]);
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}, [isDragging, isRotating, startPosition, startRotation, endPosition, endRotation, assemblyPosition, assemblyRotation]);
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return (
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<>
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@@ -295,16 +314,13 @@ function HumanUi() {
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<primitive
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ref={assemblyMarker}
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object={assemblyScene}
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position={[0, 1, 0]}
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position={assemblyPosition}
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rotation={assemblyRotation}
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onPointerDown={(e: any) => {
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if (e.object.parent.name === "handle") {
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e.stopPropagation();
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const normalizedX = (e.clientX / window.innerWidth) * 2 - 1;
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prevMousePos.current.x = normalizedX;
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setIsRotating("start");
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setIsDragging(null);
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if (controls) (controls as any).enabled = false;
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handlePointerDown(e, "assembly", "assembly");
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} else {
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handlePointerDown(e, "assembly", "assembly");
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}
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}}
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onPointerMissed={() => {
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@@ -322,8 +338,11 @@ function HumanUi() {
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position={startPosition}
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rotation={startRotation}
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onPointerDown={(e: any) => {
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e.stopPropagation();
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handlePointerDown(e, "start", "start");
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if (e.object.parent.name === "handle") {
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handlePointerDown(e, "start", "start");
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} else {
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handlePointerDown(e, "start", "start");
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}
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}}
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onPointerMissed={() => {
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setIsDragging(null);
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@@ -339,8 +358,11 @@ function HumanUi() {
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position={endPosition}
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rotation={endRotation}
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onPointerDown={(e: any) => {
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e.stopPropagation();
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handlePointerDown(e, "end", "end");
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if (e.object.parent.name === "handle") {
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handlePointerDown(e, "end", "end");
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} else {
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handlePointerDown(e, "end", "end");
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}
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}}
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onPointerMissed={() => {
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setIsDragging(null);
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@@ -356,4 +378,4 @@ function HumanUi() {
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);
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}
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export default HumanUi
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export default HumanUi;
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@@ -203,8 +203,8 @@ export const useSelectedAnimation = create<SelectedAnimationState>()(
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);
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interface IsDraggingState {
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isDragging: "start" | "end" | null;
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setIsDragging: (state: "start" | "end" | null) => void;
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isDragging: "start" | "end" | "assembly" | null;
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setIsDragging: (state: "start" | "end" | "assembly" | null) => void;
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}
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export const useIsDragging = create<IsDraggingState>()(
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@@ -219,8 +219,8 @@ export const useIsDragging = create<IsDraggingState>()(
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);
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interface IsRotatingState {
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isRotating: "start" | "end" | null;
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setIsRotating: (state: "start" | "end" | null) => void;
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isRotating: "start" | "end" | "assembly" | null;
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setIsRotating: (state: "start" | "end" | "assembly" | null) => void;
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}
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export const useIsRotating = create<IsRotatingState>()(
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4
app/src/types/simulationTypes.d.ts
vendored
4
app/src/types/simulationTypes.d.ts
vendored
@@ -75,7 +75,7 @@ interface HumanAction {
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actionType: "worker" | "assembly";
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processTime?: number;
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swapMaterial?: string;
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assemblyPoint?: { rotation: [number, number, number] | null; }
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assemblyPoint?: { position: [number, number, number] | null; rotation: [number, number, number] | null; }
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pickUpPoint?: { position: [number, number, number] | null; rotation: [number, number, number] | null; }
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dropPoint?: { position: [number, number, number] | null; rotation: [number, number, number] | null; }
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loadCapacity: number;
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@@ -306,4 +306,4 @@ type IK = {
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maxDistance?: number;
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maxheight?: number;
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minheight?: number;
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} ;
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};
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