merged with v2

This commit is contained in:
Poovizhi99 2025-04-28 11:43:06 +05:30
parent fe527a7e52
commit 29d38b4b40
2 changed files with 140 additions and 26 deletions

View File

@ -9,12 +9,13 @@ import { useVehicleStore } from '../../../../../store/simulation/useVehicleStore
interface VehicleAnimatorProps {
path: [number, number, number][];
handleCallBack: () => void;
reset: () => void;
currentPhase: string;
agvUuid: number;
agvDetail: any;
}
function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetail }: VehicleAnimatorProps) {
function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetail, reset }: VehicleAnimatorProps) {
const { decrementVehicleLoad, vehicles } = useVehicleStore();
const { isPaused } = usePauseButtonStore();
const { speed } = useAnimationPlaySpeed();
@ -44,8 +45,118 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
setProgress(0);
completedRef.current = false;
}, [currentPath]);
// useEffect(() => {
// console.log('isReset: ', isReset);
// if (isReset) {
// reset();
// setCurrentPath([]);
// setProgress(0);
// completedRef.current = false;
// decrementVehicleLoad(agvDetail.modelUuid, 0)
// }
// }, [isReset])
// useFrame((_, delta) => {
// const object = scene.getObjectByProperty('uuid', agvUuid);
// if (!object || currentPath.length < 2) return;
// if (isPaused) return;
// let totalDistance = 0;
// const distances = [];
// for (let i = 0; i < currentPath.length - 1; i++) {
// const start = new THREE.Vector3(...currentPath[i]);
// const end = new THREE.Vector3(...currentPath[i + 1]);
// const segmentDistance = start.distanceTo(end);
// distances.push(segmentDistance);
// totalDistance += segmentDistance;
// }
// let coveredDistance = progressRef.current;
// let accumulatedDistance = 0;
// let index = 0;
// while (
// index < distances.length &&
// coveredDistance > accumulatedDistance + distances[index]
// ) {
// accumulatedDistance += distances[index];
// index++;
// }
// if (index < distances.length) {
// const start = new THREE.Vector3(...currentPath[index]);
// const end = new THREE.Vector3(...currentPath[index + 1]);
// const segmentDistance = distances[index];
// const currentDirection = new THREE.Vector3().subVectors(end, start).normalize();
// const targetAngle = Math.atan2(currentDirection.x, currentDirection.z);
// const rotationSpeed = 2.0;
// const currentAngle = object.rotation.y;
// let angleDifference = targetAngle - currentAngle;
// if (angleDifference > Math.PI) angleDifference -= 2 * Math.PI;
// if (angleDifference < -Math.PI) angleDifference += 2 * Math.PI;
// const maxRotationStep = rotationSpeed * delta;
// object.rotation.y += Math.sign(angleDifference) * Math.min(Math.abs(angleDifference), maxRotationStep);
// const isAligned = Math.abs(angleDifference) < 0.01;
// if (isAligned) {
// progressRef.current += delta * (speed * agvDetail.speed);
// coveredDistance = progressRef.current;
// const t = (coveredDistance - accumulatedDistance) / segmentDistance;
// const position = start.clone().lerp(end, t);
// object.position.copy(position);
// }
// }
// if (progressRef.current >= totalDistance) {
// if (restRotation) {
// const targetQuaternion = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, 0, 0));
// object.quaternion.slerp(targetQuaternion, delta * 2);
// const angleDiff = object.quaternion.angleTo(targetQuaternion);
// if (angleDiff < 0.01) {
// let objectRotation = agvDetail.point.rotation
// object.rotation.set(objectRotation[0], objectRotation[1], objectRotation[2]);
// setRestingRotation(false);
// }
// return;
// }
// }
// if (progressRef.current >= totalDistance) {
// setRestingRotation(true);
// progressRef.current = 0;
// movingForward.current = !movingForward.current;
// setCurrentPath([]);
// handleCallBack();
// if (currentPhase === 'pickup-drop') {
// requestAnimationFrame(firstFrame);
// }
// }
// });
useEffect(() => {
console.log('isReset: ', isReset);
if (isReset) {
reset();
setCurrentPath([]);
setProgress(0);
progressRef.current = 0;
completedRef.current = false;
movingForward.current = true;
setRestingRotation(false);
decrementVehicleLoad(agvDetail.modelUuid, 0);
console.log('agvDetail: ', vehicles);
}
}, [isReset]);
useFrame((_, delta) => {
// If reset is active, don't run anything in frame
if (isReset) return;
const object = scene.getObjectByProperty('uuid', agvUuid);
if (!object || currentPath.length < 2) return;
if (isPaused) return;
@ -65,10 +176,7 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
let accumulatedDistance = 0;
let index = 0;
while (
index < distances.length &&
coveredDistance > accumulatedDistance + distances[index]
) {
while (index < distances.length && coveredDistance > accumulatedDistance + distances[index]) {
accumulatedDistance += distances[index];
index++;
}
@ -80,15 +188,16 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
const currentDirection = new THREE.Vector3().subVectors(end, start).normalize();
const targetAngle = Math.atan2(currentDirection.x, currentDirection.z);
const rotationSpeed = 2.0;
const currentAngle = object.rotation.y;
let angleDifference = targetAngle - currentAngle;
if (angleDifference > Math.PI) angleDifference -= 2 * Math.PI;
if (angleDifference < -Math.PI) angleDifference += 2 * Math.PI;
const rotationSpeed = 2.0;
const maxRotationStep = rotationSpeed * delta;
object.rotation.y += Math.sign(angleDifference) * Math.min(Math.abs(angleDifference), maxRotationStep);
const rotationStep = Math.sign(angleDifference) * Math.min(Math.abs(angleDifference), maxRotationStep);
object.rotation.y += rotationStep;
const isAligned = Math.abs(angleDifference) < 0.01;
@ -108,22 +217,19 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
object.quaternion.slerp(targetQuaternion, delta * 2);
const angleDiff = object.quaternion.angleTo(targetQuaternion);
if (angleDiff < 0.01) {
let objectRotation = agvDetail.point.rotation
const objectRotation = agvDetail.point.rotation;
object.rotation.set(objectRotation[0], objectRotation[1], objectRotation[2]);
setRestingRotation(false);
}
return;
}
}
if (progressRef.current >= totalDistance) {
setRestingRotation(true);
progressRef.current = 0;
movingForward.current = !movingForward.current;
setCurrentPath([]);
handleCallBack();
if (currentPhase === 'pickup-drop') {
requestAnimationFrame(firstFrame);
} else {
setRestingRotation(true);
progressRef.current = 0;
movingForward.current = !movingForward.current;
setCurrentPath([]);
handleCallBack();
if (currentPhase === 'pickup-drop') {
requestAnimationFrame(firstFrame);
}
}
}
});
@ -137,8 +243,7 @@ function VehicleAnimator({ path, handleCallBack, currentPhase, agvUuid, agvDetai
}
function step(droppedMaterial: number) {
const elapsedTime = performance.now() - startTime;
const elapsedTime = (performance.now() - startTime) * speed;
if (elapsedTime >= fixedInterval) {
console.log('fixedInterval: ', fixedInterval);
console.log('elapsedTime: ', elapsedTime);

View File

@ -3,12 +3,13 @@ import VehicleAnimator from '../animator/vehicleAnimator';
import * as THREE from 'three';
import { NavMeshQuery } from '@recast-navigation/core';
import { useNavMesh } from '../../../../../store/store';
import { usePlayButtonStore } from '../../../../../store/usePlayButtonStore';
import { usePlayButtonStore, useResetButtonStore } from '../../../../../store/usePlayButtonStore';
import { useVehicleStore } from '../../../../../store/simulation/useVehicleStore';
function VehicleInstance({ agvDetail }: any) {
const { navMesh } = useNavMesh();
const { isPlaying } = usePlayButtonStore();
const { isPlaying, setIsPlaying } = usePlayButtonStore();
const { isReset } = useResetButtonStore();
const { vehicles, setVehicleActive, setVehicleState, incrementVehicleLoad } = useVehicleStore();
const [currentPhase, setCurrentPhase] = useState<string>('stationed');
const [path, setPath] = useState<[number, number, number][]>([]);
@ -31,6 +32,13 @@ function VehicleInstance({ agvDetail }: any) {
function vehicleStatus(modelid: string, status: string) {
// console.log(`AGV ${modelid}: ${status}`);
}
function reset() {
console.log("runs");
setVehicleActive(agvDetail.modelUuid, false);
setVehicleState(agvDetail.modelUuid, 'idle');
setPath([]);
setCurrentPhase('stationed')
}
useEffect(() => {
if (isPlaying) {
@ -50,7 +58,7 @@ function VehicleInstance({ agvDetail }: any) {
agvDetail.state === 'idle' &&
currentPhase === 'picking'
) {
setTimeout(() => {
incrementVehicleLoad(agvDetail.modelUuid, 2);
}, 5000);
@ -83,7 +91,7 @@ function VehicleInstance({ agvDetail }: any) {
vehicleStatus(agvDetail.modelUuid, 'Started from dropping point, heading to pickup point');
}
}
}, [vehicles, currentPhase, path, isPlaying]);
}, [vehicles, currentPhase, path, isPlaying, isReset]);
function handleCallBack() {
if (currentPhase === 'stationed-pickup') {
@ -115,6 +123,7 @@ function VehicleInstance({ agvDetail }: any) {
currentPhase={currentPhase}
agvUuid={agvDetail?.modelUuid}
agvDetail={agvDetail}
reset={reset}
/>
</>
);