2025-04-01 13:24:04 +00:00
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import React, { useRef, useState, useEffect, useMemo } from "react";
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import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
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import { GLTFLoader } from "three-stdlib";
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import { useLoader, useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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import { GLTF } from "three-stdlib";
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import boxGltb from "../../../assets/gltf-glb/crate_box.glb";
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import camera from "../../../assets/gltf-glb/camera face 2.gltf";
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interface PointAction {
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uuid: string;
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name: string;
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type: "Inherit" | "Spawn" | "Despawn" | "Delay" | "Swap";
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objectType: string;
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material: string;
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delay: string | number;
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spawnInterval: string | number;
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isUsed: boolean;
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}
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interface ProcessPoint {
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uuid: string;
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position: number[];
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rotation: number[];
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actions: PointAction[];
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connections: {
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source: { pathUUID: string; pointUUID: string };
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targets: { pathUUID: string; pointUUID: string }[];
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};
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}
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interface ProcessPath {
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modeluuid: string;
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modelName: string;
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points: ProcessPoint[];
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pathPosition: number[];
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pathRotation: number[];
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speed: number;
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}
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interface ProcessData {
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id: string;
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paths: ProcessPath[];
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animationPath: { x: number; y: number; z: number }[];
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pointActions: PointAction[][];
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speed: number;
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}
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interface AnimationState {
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currentIndex: number;
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progress: number;
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isAnimating: boolean;
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speed: number;
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isDelaying: boolean;
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delayStartTime: number;
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currentDelayDuration: number;
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delayComplete: boolean;
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currentPathIndex: number;
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}
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const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
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processes,
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}) => {
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console.log("processes: ", processes);
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const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
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const { isPlaying, setIsPlaying } = usePlayButtonStore();
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const groupRef = useRef<THREE.Group>(null);
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const meshRef = useRef<THREE.Mesh>(null);
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const [visible, setVisible] = useState(false);
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const [currentPathIndex, setCurrentPathIndex] = useState(0);
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const materials = useMemo(
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() => ({
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Wood: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
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Box: new THREE.MeshStandardMaterial({
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color: 0xcccccc,
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metalness: 0.8,
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roughness: 0.2,
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}),
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Crate: new THREE.MeshStandardMaterial({
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color: 0x00aaff,
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metalness: 0.1,
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roughness: 0.5,
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}),
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Default: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
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}),
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[]
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);
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const [currentMaterial, setCurrentMaterial] = useState<THREE.Material>(
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materials.Default
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);
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const { animationPath, currentProcess } = useMemo(() => {
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const defaultProcess = {
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animationPath: [],
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pointActions: [],
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speed: 1,
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paths: [],
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};
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const cp = processes?.[0] || defaultProcess;
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return {
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animationPath:
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cp.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) || [],
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currentProcess: cp,
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};
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}, [processes]);
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const animationStateRef = useRef<AnimationState>({
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currentIndex: 0,
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progress: 0,
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isAnimating: false,
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speed: currentProcess.speed,
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isDelaying: false,
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delayStartTime: 0,
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currentDelayDuration: 0,
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delayComplete: false,
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currentPathIndex: 0,
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});
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const getPointDataForAnimationIndex = (index: number) => {
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if (!processes[0]?.paths) return null;
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let cumulativePoints = 0;
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console.log("cumulativePoints: ", cumulativePoints);
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for (const path of processes[0].paths) {
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const pointCount = path.points?.length || 0;
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if (index < cumulativePoints + pointCount) {
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const pointIndex = index - cumulativePoints;
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return path.points?.[pointIndex] || null;
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}
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cumulativePoints += pointCount;
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}
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return null;
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};
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useEffect(() => {
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if (isPlaying) {
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setVisible(true);
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animationStateRef.current = {
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currentIndex: 0,
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progress: 0,
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isAnimating: true,
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speed: currentProcess.speed,
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isDelaying: false,
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delayStartTime: 0,
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currentDelayDuration: 0,
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delayComplete: false,
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currentPathIndex: 0,
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};
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const currentRef = gltf?.scene ? groupRef.current : meshRef.current;
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if (currentRef && animationPath.length > 0) {
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currentRef.position.copy(animationPath[0]);
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}
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} else {
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animationStateRef.current.isAnimating = false;
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}
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}, [isPlaying, currentProcess, animationPath]);
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const handleMaterialSwap = (materialType: string) => {
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setCurrentMaterial(
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materials[materialType as keyof typeof materials] || materials.Default
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);
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};
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const hasNonInheritActions = (actions: PointAction[] = []) => {
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return actions.some((action) => action.isUsed && action.type !== "Inherit");
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};
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const handlePointActions = (
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actions: PointAction[] = [],
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currentTime: number
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) => {
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let shouldStopAnimation = false;
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actions.forEach((action) => {
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if (!action.isUsed) return;
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switch (action.type) {
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case "Delay":
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if (
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!animationStateRef.current.isDelaying &&
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!animationStateRef.current.delayComplete
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) {
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const delayDuration =
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typeof action.delay === "number"
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? action.delay
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: parseFloat(action.delay as string) || 0;
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if (delayDuration > 0) {
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animationStateRef.current.isDelaying = true;
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animationStateRef.current.delayStartTime = currentTime;
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animationStateRef.current.currentDelayDuration = delayDuration;
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shouldStopAnimation = true;
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}
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}
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break;
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case "Despawn":
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setVisible(false);
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setIsPlaying(false);
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animationStateRef.current.isAnimating = false;
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shouldStopAnimation = true;
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break;
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case "Spawn":
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setVisible(true);
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break;
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case "Swap":
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if (action.material) {
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handleMaterialSwap(action.material);
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}
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break;
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case "Inherit":
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// Handle inherit logic if needed
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break;
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}
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});
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return shouldStopAnimation;
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};
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useFrame((state, delta) => {
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const currentRef = gltf?.scene ? groupRef.current : meshRef.current;
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if (
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!currentRef ||
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!animationStateRef.current.isAnimating ||
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animationPath.length < 2
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) {
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return;
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}
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const currentTime = state.clock.getElapsedTime();
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const path = animationPath;
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const stateRef = animationStateRef.current;
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// Check if we need to switch paths (specific to your structure)
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if (stateRef.currentIndex === 3 && stateRef.currentPathIndex === 0) {
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setCurrentPathIndex(1);
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stateRef.currentPathIndex = 1;
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}
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// Get the current point data
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const currentPointData = getPointDataForAnimationIndex(
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stateRef.currentIndex
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);
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// Execute actions when we first arrive at a point
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if (stateRef.progress === 0 && currentPointData?.actions) {
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console.log(
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`Processing actions at point ${stateRef.currentIndex}`,
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currentPointData.actions
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);
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const shouldStop = handlePointActions(
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currentPointData.actions,
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currentTime
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);
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if (shouldStop) return;
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}
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// Handle delays
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if (stateRef.isDelaying) {
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console.log(
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`Delaying... ${currentTime - stateRef.delayStartTime}/${
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stateRef.currentDelayDuration
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}`
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);
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if (
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currentTime - stateRef.delayStartTime >=
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stateRef.currentDelayDuration
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) {
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stateRef.isDelaying = false;
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stateRef.delayComplete = true;
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} else {
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return; // Keep waiting
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}
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}
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const nextPointIdx = stateRef.currentIndex + 1;
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const isLastPoint = nextPointIdx >= path.length;
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if (isLastPoint) {
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if (currentPointData?.actions) {
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const shouldStop = !hasNonInheritActions(currentPointData.actions);
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if (shouldStop) {
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currentRef.position.copy(path[stateRef.currentIndex]);
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setIsPlaying(false);
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stateRef.isAnimating = false;
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return;
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}
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}
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}
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if (!isLastPoint) {
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const nextPoint = path[nextPointIdx];
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const distance = path[stateRef.currentIndex].distanceTo(nextPoint);
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const movement = stateRef.speed * delta;
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stateRef.progress += movement / distance;
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if (stateRef.progress >= 1) {
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stateRef.currentIndex = nextPointIdx;
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stateRef.progress = 0;
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stateRef.delayComplete = false;
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currentRef.position.copy(nextPoint);
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} else {
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currentRef.position.lerpVectors(
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path[stateRef.currentIndex],
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nextPoint,
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stateRef.progress
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);
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}
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}
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});
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if (!processes || processes.length === 0) {
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return null;
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}
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if (!gltf?.scene) {
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return visible ? (
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<mesh ref={meshRef} material={currentMaterial}>
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<boxGeometry args={[1, 1, 1]} />
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</mesh>
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) : null;
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}
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return visible ? (
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<group ref={groupRef}>
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<primitive
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object={gltf.scene.clone()}
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scale={[1, 1, 1]}
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material={currentMaterial}
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/>
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</group>
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) : null;
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};
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export default ProcessAnimator;
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