feat: Implement Zustand stores for machine, simulation, storage unit, vehicle, and visualization management
- Added `useMachineStore` for managing machine statuses, including actions for adding, removing, and updating machines. - Introduced `useSimulationStore` to handle product and event management with actions for adding, removing, and updating products and events. - Created `useStorageUnitStore` for managing storage unit statuses, including load tracking and state updates. - Developed `useVehicleStore` for vehicle management, including load and state updates. - Implemented `useChartStore` for managing measurement data and visualization settings. - Added `useDroppedObjectsStore` for handling dropped objects in visualization zones, including object manipulation actions. - Created `useZone3DWidgetStore` for managing 3D widget data in zones, including position and rotation updates. - Introduced `useZoneStore` for managing selected zone states and widget configurations.
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@@ -0,0 +1,64 @@
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import React, { useEffect } from "react";
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import { init as initRecastNavigation } from "@recast-navigation/core";
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import { generateSoloNavMesh } from "@recast-navigation/generators";
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import { DebugDrawer, getPositionsAndIndices } from "@recast-navigation/three";
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import { useThree } from "@react-three/fiber";
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import * as THREE from "three";
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import * as Types from "../../../../types/world/worldTypes";
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interface NavMeshDetailsProps {
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setNavMesh: (navMesh: any) => void;
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groupRef: React.MutableRefObject<THREE.Group | null>;
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lines: Types.RefLines;
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}
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export default function NavMeshDetails({
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lines,
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setNavMesh,
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groupRef,
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}: NavMeshDetailsProps) {
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const { scene } = useThree();
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useEffect(() => {
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const initializeNavigation = async () => {
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try {
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await initRecastNavigation();
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if (!groupRef.current || groupRef.current.children.length === 0) {
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return;
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}
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const meshes = groupRef?.current?.children as THREE.Mesh[];
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const [positions, indices] = getPositionsAndIndices(meshes);
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const cellSize = 0.2;
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const cellHeight = 0.7;
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const walkableRadius = 0.5;
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const { success, navMesh } = generateSoloNavMesh(positions, indices, {
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cs: cellSize,
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ch: cellHeight,
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walkableRadius: Math.round(walkableRadius / cellHeight),
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});
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if (!success || !navMesh) {
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return;
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}
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setNavMesh(navMesh);
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scene.children
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.filter((child) => child instanceof DebugDrawer)
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.forEach((child) => scene.remove(child));
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const debugDrawer = new DebugDrawer();
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debugDrawer.drawNavMesh(navMesh);
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// scene.add(debugDrawer);
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} catch (error) { }
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};
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initializeNavigation();
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}, [scene, groupRef, lines.current]);
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return null;
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}
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