merged with v2
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@ -9,12 +9,13 @@ import { useVehicleStore } from '../../../../../store/simulation/useVehicleStore
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interface VehicleAnimatorProps {
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path: [number, number, number][];
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handleCallBack: () => void;
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reset: () => void;
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currentPhase: string;
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agvUuid: number;
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agvDetail: any;
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}
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function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetail }: VehicleAnimatorProps) {
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function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetail, reset }: VehicleAnimatorProps) {
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const { decrementVehicleLoad, vehicles } = useVehicleStore();
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const { isPaused } = usePauseButtonStore();
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const { speed } = useAnimationPlaySpeed();
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@ -44,8 +45,118 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
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setProgress(0);
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completedRef.current = false;
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}, [currentPath]);
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// useEffect(() => {
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// console.log('isReset: ', isReset);
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// if (isReset) {
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// reset();
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// setCurrentPath([]);
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// setProgress(0);
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// completedRef.current = false;
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// decrementVehicleLoad(agvDetail.modelUuid, 0)
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// }
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// }, [isReset])
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// useFrame((_, delta) => {
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// const object = scene.getObjectByProperty('uuid', agvUuid);
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// if (!object || currentPath.length < 2) return;
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// if (isPaused) return;
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// let totalDistance = 0;
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// const distances = [];
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// for (let i = 0; i < currentPath.length - 1; i++) {
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// const start = new THREE.Vector3(...currentPath[i]);
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// const end = new THREE.Vector3(...currentPath[i + 1]);
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// const segmentDistance = start.distanceTo(end);
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// distances.push(segmentDistance);
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// totalDistance += segmentDistance;
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// }
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// let coveredDistance = progressRef.current;
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// let accumulatedDistance = 0;
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// let index = 0;
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// while (
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// index < distances.length &&
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// coveredDistance > accumulatedDistance + distances[index]
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// ) {
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// accumulatedDistance += distances[index];
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// index++;
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// }
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// if (index < distances.length) {
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// const start = new THREE.Vector3(...currentPath[index]);
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// const end = new THREE.Vector3(...currentPath[index + 1]);
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// const segmentDistance = distances[index];
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// const currentDirection = new THREE.Vector3().subVectors(end, start).normalize();
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// const targetAngle = Math.atan2(currentDirection.x, currentDirection.z);
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// const rotationSpeed = 2.0;
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// const currentAngle = object.rotation.y;
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// let angleDifference = targetAngle - currentAngle;
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// if (angleDifference > Math.PI) angleDifference -= 2 * Math.PI;
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// if (angleDifference < -Math.PI) angleDifference += 2 * Math.PI;
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// const maxRotationStep = rotationSpeed * delta;
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// object.rotation.y += Math.sign(angleDifference) * Math.min(Math.abs(angleDifference), maxRotationStep);
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// const isAligned = Math.abs(angleDifference) < 0.01;
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// if (isAligned) {
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// progressRef.current += delta * (speed * agvDetail.speed);
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// coveredDistance = progressRef.current;
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// const t = (coveredDistance - accumulatedDistance) / segmentDistance;
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// const position = start.clone().lerp(end, t);
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// object.position.copy(position);
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// }
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// }
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// if (progressRef.current >= totalDistance) {
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// if (restRotation) {
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// const targetQuaternion = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, 0));
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// object.quaternion.slerp(targetQuaternion, delta * 2);
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// const angleDiff = object.quaternion.angleTo(targetQuaternion);
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// if (angleDiff < 0.01) {
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// let objectRotation = agvDetail.point.rotation
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// object.rotation.set(objectRotation[0], objectRotation[1], objectRotation[2]);
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// setRestingRotation(false);
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// }
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// return;
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// }
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// }
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// if (progressRef.current >= totalDistance) {
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// setRestingRotation(true);
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// progressRef.current = 0;
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// movingForward.current = !movingForward.current;
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// setCurrentPath([]);
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// handleCallBack();
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// if (currentPhase === 'pickup-drop') {
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// requestAnimationFrame(firstFrame);
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// }
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// }
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// });
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useEffect(() => {
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console.log('isReset: ', isReset);
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if (isReset) {
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reset();
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setCurrentPath([]);
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setProgress(0);
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progressRef.current = 0;
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completedRef.current = false;
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movingForward.current = true;
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setRestingRotation(false);
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decrementVehicleLoad(agvDetail.modelUuid, 0);
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console.log('agvDetail: ', vehicles);
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}
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}, [isReset]);
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useFrame((_, delta) => {
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// If reset is active, don't run anything in frame
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if (isReset) return;
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const object = scene.getObjectByProperty('uuid', agvUuid);
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if (!object || currentPath.length < 2) return;
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if (isPaused) return;
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@ -65,10 +176,7 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
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let accumulatedDistance = 0;
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let index = 0;
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while (
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index < distances.length &&
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coveredDistance > accumulatedDistance + distances[index]
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) {
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while (index < distances.length && coveredDistance > accumulatedDistance + distances[index]) {
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accumulatedDistance += distances[index];
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index++;
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}
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@ -80,15 +188,16 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
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const currentDirection = new THREE.Vector3().subVectors(end, start).normalize();
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const targetAngle = Math.atan2(currentDirection.x, currentDirection.z);
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const rotationSpeed = 2.0;
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const currentAngle = object.rotation.y;
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let angleDifference = targetAngle - currentAngle;
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if (angleDifference > Math.PI) angleDifference -= 2 * Math.PI;
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if (angleDifference < -Math.PI) angleDifference += 2 * Math.PI;
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const rotationSpeed = 2.0;
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const maxRotationStep = rotationSpeed * delta;
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object.rotation.y += Math.sign(angleDifference) * Math.min(Math.abs(angleDifference), maxRotationStep);
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const rotationStep = Math.sign(angleDifference) * Math.min(Math.abs(angleDifference), maxRotationStep);
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object.rotation.y += rotationStep;
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const isAligned = Math.abs(angleDifference) < 0.01;
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@ -108,22 +217,19 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
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object.quaternion.slerp(targetQuaternion, delta * 2);
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const angleDiff = object.quaternion.angleTo(targetQuaternion);
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if (angleDiff < 0.01) {
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let objectRotation = agvDetail.point.rotation
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const objectRotation = agvDetail.point.rotation;
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object.rotation.set(objectRotation[0], objectRotation[1], objectRotation[2]);
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setRestingRotation(false);
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}
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return;
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}
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}
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if (progressRef.current >= totalDistance) {
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setRestingRotation(true);
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progressRef.current = 0;
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movingForward.current = !movingForward.current;
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setCurrentPath([]);
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handleCallBack();
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if (currentPhase === 'pickup-drop') {
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requestAnimationFrame(firstFrame);
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} else {
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setRestingRotation(true);
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progressRef.current = 0;
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movingForward.current = !movingForward.current;
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setCurrentPath([]);
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handleCallBack();
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if (currentPhase === 'pickup-drop') {
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requestAnimationFrame(firstFrame);
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}
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}
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}
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});
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@ -137,8 +243,7 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
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}
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function step(droppedMaterial: number) {
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const elapsedTime = performance.now() - startTime;
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const elapsedTime = (performance.now() - startTime) * speed;
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if (elapsedTime >= fixedInterval) {
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console.log('fixedInterval: ', fixedInterval);
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console.log('elapsedTime: ', elapsedTime);
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@ -3,12 +3,13 @@ import VehicleAnimator from '../animator/vehicleAnimator';
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import * as THREE from 'three';
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import { NavMeshQuery } from '@recast-navigation/core';
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import { useNavMesh } from '../../../../../store/store';
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import { usePlayButtonStore } from '../../../../../store/usePlayButtonStore';
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import { usePlayButtonStore, useResetButtonStore } from '../../../../../store/usePlayButtonStore';
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import { useVehicleStore } from '../../../../../store/simulation/useVehicleStore';
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function VehicleInstance({ agvDetail }: any) {
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const { navMesh } = useNavMesh();
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const { isPlaying } = usePlayButtonStore();
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const { isPlaying, setIsPlaying } = usePlayButtonStore();
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const { isReset } = useResetButtonStore();
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const { vehicles, setVehicleActive, setVehicleState, incrementVehicleLoad } = useVehicleStore();
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const [currentPhase, setCurrentPhase] = useState<string>('stationed');
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const [path, setPath] = useState<[number, number, number][]>([]);
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@ -31,6 +32,13 @@ function VehicleInstance({ agvDetail }: any) {
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function vehicleStatus(modelid: string, status: string) {
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// console.log(`AGV ${modelid}: ${status}`);
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}
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function reset() {
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console.log("runs");
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setVehicleActive(agvDetail.modelUuid, false);
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setVehicleState(agvDetail.modelUuid, 'idle');
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setPath([]);
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setCurrentPhase('stationed')
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}
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useEffect(() => {
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if (isPlaying) {
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@ -50,7 +58,7 @@ function VehicleInstance({ agvDetail }: any) {
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agvDetail.state === 'idle' &&
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currentPhase === 'picking'
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) {
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setTimeout(() => {
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incrementVehicleLoad(agvDetail.modelUuid, 2);
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}, 5000);
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@ -83,7 +91,7 @@ function VehicleInstance({ agvDetail }: any) {
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vehicleStatus(agvDetail.modelUuid, 'Started from dropping point, heading to pickup point');
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}
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}
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}, [vehicles, currentPhase, path, isPlaying]);
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}, [vehicles, currentPhase, path, isPlaying, isReset]);
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function handleCallBack() {
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if (currentPhase === 'stationed-pickup') {
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@ -115,6 +123,7 @@ function VehicleInstance({ agvDetail }: any) {
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currentPhase={currentPhase}
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agvUuid={agvDetail?.modelUuid}
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agvDetail={agvDetail}
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reset={reset}
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/>
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</>
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);
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