"updated overall animation logics"

This commit is contained in:
SreeNath14
2025-04-04 18:02:53 +05:30
parent 280fe59a14
commit c5ca0da1c5
8 changed files with 367 additions and 1540 deletions

View File

@@ -1,590 +1,16 @@
// import React, { useRef, useState, useEffect, useMemo } from "react";
// import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
// import { GLTFLoader } from "three-stdlib";
// import { useLoader, useFrame } from "@react-three/fiber";
// import * as THREE from "three";
// import { GLTF } from "three-stdlib";
// import boxGltb from "../../../assets/gltf-glb/crate_box.glb";
// interface PointAction {
// uuid: string;
// name: string;
// type: "Inherit" | "Spawn" | "Despawn" | "Delay" | "Swap";
// objectType: string;
// material: string;
// delay: string | number;
// spawnInterval: string | number;
// isUsed: boolean;
// }
// interface ProcessPoint {
// uuid: string;
// position: number[];
// rotation: number[];
// actions: PointAction[];
// connections: {
// source: { pathUUID: string; pointUUID: string };
// targets: { pathUUID: string; pointUUID: string }[];
// };
// }
// interface ProcessPath {
// modeluuid: string;
// modelName: string;
// points: ProcessPoint[];
// pathPosition: number[];
// pathRotation: number[];
// speed: number;
// }
// interface ProcessData {
// id: string;
// paths: ProcessPath[];
// animationPath: { x: number; y: number; z: number }[];
// pointActions: PointAction[][];
// speed: number;
// customMaterials?: Record<string, THREE.Material>;
// renderAs?: "box" | "custom";
// }
// interface AnimationState {
// currentIndex: number;
// progress: number;
// isAnimating: boolean;
// speed: number;
// isDelaying: boolean;
// delayStartTime: number;
// currentDelayDuration: number;
// delayComplete: boolean;
// currentPathIndex: number;
// }
// interface SpawnedObject {
// ref: React.RefObject<THREE.Group | THREE.Mesh>;
// state: AnimationState;
// visible: boolean;
// material: THREE.Material;
// spawnTime: number;
// currentMaterialType: string;
// position: THREE.Vector3; // The position of the object
// }
// interface ProcessAnimationState {
// spawnedObjects: { [objectId: string]: SpawnedObject };
// nextSpawnTime: number;
// objectIdCounter: number;
// }
// const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
// processes,
// }) => {
//
// const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
// const { isPlaying } = usePlayButtonStore();
// const groupRef = useRef<THREE.Group>(null);
// const [animationStates, setAnimationStates] = useState<
// Record<string, ProcessAnimationState>
// >({});
// // Base materials
// const baseMaterials = useMemo(
// () => ({
// Wood: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
// Box: new THREE.MeshStandardMaterial({
// color: 0xcccccc,
// metalness: 0.8,
// roughness: 0.2,
// }),
// Crate: new THREE.MeshStandardMaterial({
// color: 0x00aaff,
// metalness: 0.1,
// roughness: 0.5,
// }),
// Default: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
// }),
// []
// );
// // Initialize animation states when processes or play state changes
// useEffect(() => {
// if (!isPlaying) {
// setAnimationStates({});
// return;
// }
// const newStates: Record<string, ProcessAnimationState> = {};
// processes.forEach((process) => {
// newStates[process.id] = {
// spawnedObjects: {},
// nextSpawnTime: 0,
// objectIdCounter: 0,
// };
// });
// setAnimationStates(newStates);
// }, [isPlaying, processes]);
// // Find spawn point in a process
// const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
// for (const path of process.paths || []) {
// for (const point of path.points || []) {
// const spawnAction = point.actions?.find(
// (a) => a.isUsed && a.type === "Spawn"
// );
// if (spawnAction) {
// return point;
// }
// }
// }
// return null;
// };
// // Find the corresponding animation path point for a spawn point
// const findAnimationPathPoint = (process: ProcessData, spawnPoint: ProcessPoint): THREE.Vector3 => {
// // If we have an animation path, use the first point
// if (process.animationPath && process.animationPath.length > 0) {
// // Find the index of this point in the path
// let pointIndex = 0;
// // Try to find the corresponding point in the animation path
// for (const path of process.paths || []) {
// for (let i = 0; i < (path.points?.length || 0); i++) {
// const point = path.points?.[i];
// if (point && point.uuid === spawnPoint.uuid) {
// // Found the matching point
// if (process.animationPath[pointIndex]) {
// const p = process.animationPath[pointIndex];
// return new THREE.Vector3(p.x, p.y, p.z);
// }
// }
// pointIndex++;
// }
// }
// // Fallback to the spawn point's position
// return new THREE.Vector3(
// spawnPoint.position[0],
// spawnPoint.position[1],
// spawnPoint.position[2]
// );
// }
// // If no animation path, use the spawn point's position
// return new THREE.Vector3(
// spawnPoint.position[0],
// spawnPoint.position[1],
// spawnPoint.position[2]
// );
// };
// // Create a new spawned object
// const createSpawnedObject = (
// process: ProcessData,
// currentTime: number,
// materialType: string,
// spawnPoint: ProcessPoint
// ): SpawnedObject => {
// const processMaterials = {
// ...baseMaterials,
// ...(process.customMaterials || {}),
// };
// // Get the position where we should spawn
// const spawnPosition = findAnimationPathPoint(process, spawnPoint);
// return {
// ref: React.createRef(),
// state: {
// currentIndex: 0,
// progress: 0,
// isAnimating: true,
// speed: process.speed || 1,
// isDelaying: false,
// delayStartTime: 0,
// currentDelayDuration: 0,
// delayComplete: false,
// currentPathIndex: 0,
// },
// visible: true,
// material:
// processMaterials[materialType as keyof typeof processMaterials] ||
// baseMaterials.Default,
// currentMaterialType: materialType,
// spawnTime: currentTime,
// position: spawnPosition, // Store the position directly
// };
// };
// // Handle material swap for an object
// const handleMaterialSwap = (
// processId: string,
// objectId: string,
// materialType: string
// ) => {
// setAnimationStates((prev) => {
// const processState = prev[processId];
// if (!processState || !processState.spawnedObjects[objectId]) return prev;
// const process = processes.find((p) => p.id === processId);
// const processMaterials = {
// ...baseMaterials,
// ...(process?.customMaterials || {}),
// };
// const newMaterial =
// processMaterials[materialType as keyof typeof processMaterials] ||
// baseMaterials.Default;
// return {
// ...prev,
// [processId]: {
// ...processState,
// spawnedObjects: {
// ...processState.spawnedObjects,
// [objectId]: {
// ...processState.spawnedObjects[objectId],
// material: newMaterial,
// currentMaterialType: materialType,
// },
// },
// },
// };
// });
// };
// // Handle point actions for an object
// const handlePointActions = (
// processId: string,
// objectId: string,
// actions: PointAction[] = [],
// currentTime: number
// ): boolean => {
// let shouldStopAnimation = false;
// actions.forEach((action) => {
// if (!action.isUsed) return;
// switch (action.type) {
// case "Delay":
// setAnimationStates((prev) => {
// const processState = prev[processId];
// if (
// !processState ||
// !processState.spawnedObjects[objectId] ||
// processState.spawnedObjects[objectId].state.isDelaying
// ) {
// return prev;
// }
// const delayDuration =
// typeof action.delay === "number"
// ? action.delay
// : parseFloat(action.delay as string) || 0;
// if (delayDuration > 0) {
// return {
// ...prev,
// [processId]: {
// ...processState,
// spawnedObjects: {
// ...processState.spawnedObjects,
// [objectId]: {
// ...processState.spawnedObjects[objectId],
// state: {
// ...processState.spawnedObjects[objectId].state,
// isDelaying: true,
// delayStartTime: currentTime,
// currentDelayDuration: delayDuration,
// delayComplete: false,
// },
// },
// },
// },
// };
// }
// return prev;
// });
// shouldStopAnimation = true;
// break;
// case "Despawn":
// setAnimationStates((prev) => {
// const processState = prev[processId];
// if (!processState) return prev;
// const newSpawnedObjects = { ...processState.spawnedObjects };
// delete newSpawnedObjects[objectId];
// return {
// ...prev,
// [processId]: {
// ...processState,
// spawnedObjects: newSpawnedObjects,
// },
// };
// });
// shouldStopAnimation = true;
// break;
// case "Swap":
// if (action.material) {
// handleMaterialSwap(processId, objectId, action.material);
// }
// break;
// default:
// break;
// }
// });
// return shouldStopAnimation;
// };
// // Check if point has non-inherit actions
// const hasNonInheritActions = (actions: PointAction[] = []): boolean => {
// return actions.some((action) => action.isUsed && action.type !== "Inherit");
// };
// // Get point data for current animation index
// const getPointDataForAnimationIndex = (
// process: ProcessData,
// index: number
// ): ProcessPoint | null => {
// if (!process.paths) return null;
// let cumulativePoints = 0;
// for (const path of process.paths) {
// const pointCount = path.points?.length || 0;
// if (index < cumulativePoints + pointCount) {
// const pointIndex = index - cumulativePoints;
// return path.points?.[pointIndex] || null;
// }
// cumulativePoints += pointCount;
// }
// return null;
// };
// // Spawn objects for all processes
// useFrame((state) => {
// if (!isPlaying) return;
// const currentTime = state.clock.getElapsedTime();
// setAnimationStates((prev) => {
// const newStates = { ...prev };
// processes.forEach((process) => {
// const processState = newStates[process.id];
// if (!processState) return;
// const spawnPoint = findSpawnPoint(process);
// if (!spawnPoint || !spawnPoint.actions) return;
// const spawnAction = spawnPoint.actions.find(
// (a) => a.isUsed && a.type === "Spawn"
// );
// if (!spawnAction) return;
// const spawnInterval =
// typeof spawnAction.spawnInterval === "number"
// ? spawnAction.spawnInterval
// : parseFloat(spawnAction.spawnInterval as string) || 0;
// if (currentTime >= processState.nextSpawnTime) {
// const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
// // Create the new object with the spawn point
// const newObject = createSpawnedObject(
// process,
// currentTime,
// spawnAction.material || "Default",
// spawnPoint
// );
// newStates[process.id] = {
// ...processState,
// spawnedObjects: {
// ...processState.spawnedObjects,
// [objectId]: newObject,
// },
// objectIdCounter: processState.objectIdCounter + 1,
// nextSpawnTime: currentTime + spawnInterval,
// };
// }
// });
// return newStates;
// });
// });
// // Animate objects for all processes
// useFrame((state, delta) => {
// if (!isPlaying) return;
// const currentTime = state.clock.getElapsedTime();
// setAnimationStates((prev) => {
// const newStates = { ...prev };
// processes.forEach((process) => {
// const processState = newStates[process.id];
// if (!processState) return;
// const path =
// process.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) ||
// [];
// if (path.length < 2) return;
// const updatedObjects = { ...processState.spawnedObjects };
// Object.entries(processState.spawnedObjects).forEach(
// ([objectId, obj]) => {
// if (!obj.visible || !obj.state.isAnimating) return;
// const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
// if (!currentRef) return;
// // Set the position when the reference is first available
// if (obj.position && obj.state.currentIndex === 0 && obj.state.progress === 0) {
// currentRef.position.copy(obj.position);
// }
// const stateRef = obj.state;
// // Get current point data
// const currentPointData = getPointDataForAnimationIndex(
// process,
// stateRef.currentIndex
// );
// // Execute actions when arriving at a new point
// if (stateRef.progress === 0 && currentPointData?.actions) {
// const shouldStop = handlePointActions(
// process.id,
// objectId,
// currentPointData.actions,
// currentTime
// );
// if (shouldStop) return;
// }
// // Handle delays
// if (stateRef.isDelaying) {
// if (
// currentTime - stateRef.delayStartTime >=
// stateRef.currentDelayDuration
// ) {
// stateRef.isDelaying = false;
// stateRef.delayComplete = true;
// } else {
// return; // Keep waiting
// }
// }
// const nextPointIdx = stateRef.currentIndex + 1;
// const isLastPoint = nextPointIdx >= path.length;
// if (isLastPoint) {
// if (currentPointData?.actions) {
// const shouldStop = !hasNonInheritActions(
// currentPointData.actions
// );
// if (shouldStop) {
// currentRef.position.copy(path[stateRef.currentIndex]);
// delete updatedObjects[objectId];
// return;
// }
// }
// }
// if (!isLastPoint) {
// const nextPoint = path[nextPointIdx];
// const distance =
// path[stateRef.currentIndex].distanceTo(nextPoint);
// const movement = stateRef.speed * delta;
// stateRef.progress += movement / distance;
// if (stateRef.progress >= 1) {
// stateRef.currentIndex = nextPointIdx;
// stateRef.progress = 0;
// stateRef.delayComplete = false;
// currentRef.position.copy(nextPoint);
// } else {
// currentRef.position.lerpVectors(
// path[stateRef.currentIndex],
// nextPoint,
// stateRef.progress
// );
// }
// }
// updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
// }
// );
// newStates[process.id] = {
// ...processState,
// spawnedObjects: updatedObjects,
// };
// });
// return newStates;
// });
// });
// if (!processes || processes.length === 0) {
// return null;
// }
// return (
// <>
// {Object.entries(animationStates).flatMap(([processId, processState]) =>
// Object.entries(processState.spawnedObjects)
// .filter(([_, obj]) => obj.visible)
// .map(([objectId, obj]) => {
// const process = processes.find((p) => p.id === processId);
// const renderAs = process?.renderAs || "custom";
// return renderAs === "box" ? (
// <mesh
// key={objectId}
// ref={obj.ref as React.RefObject<THREE.Mesh>}
// material={obj.material}
// position={obj.position} // Set position directly in the JSX
// >
// <boxGeometry args={[1, 1, 1]} />
// </mesh>
// ) : (
// gltf?.scene && (
// <group
// key={objectId}
// ref={obj.ref as React.RefObject<THREE.Group>}
// position={obj.position} // Set position directly in the JSX
// >
// <primitive
// object={gltf.scene.clone()}
// material={obj.material}
// />
// </group>
// )
// );
// })
// )}
// </>
// );
// };
// export default ProcessAnimator;
import React, { useRef, useState, useEffect, useMemo } from "react";
import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
import {
useAnimationPlaySpeed,
usePauseButtonStore,
usePlayButtonStore,
useResetButtonStore,
} from "../../../store/usePlayButtonStore";
import { GLTFLoader } from "three-stdlib";
import { useLoader, useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { GLTF } from "three-stdlib";
import boxGltb from "../../../assets/gltf-glb/crate_box.glb";
import camera from "../../../assets/gltf-glb/camera face 2.gltf";
import crate from "../../../assets/gltf-glb/crate_box.glb";
import box from "../../../assets/gltf-glb/box.glb";
interface PointAction {
uuid: string;
@@ -661,15 +87,47 @@ interface ProcessAnimationState {
const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
processes,
}) => {
const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
const { isPlaying } = usePlayButtonStore();
const gltf = useLoader(GLTFLoader, crate) as GLTF;
const { isPlaying, setIsPlaying } = usePlayButtonStore();
const { isPaused, setIsPaused } = usePauseButtonStore();
const { isReset, setReset } = useResetButtonStore();
const groupRef = useRef<THREE.Group>(null);
const debugRef = useRef<boolean>(false);
const clockRef = useRef<THREE.Clock>(new THREE.Clock());
const pauseTimeRef = useRef<number>(0);
const elapsedBeforePauseRef = useRef<number>(0);
const animationStatesRef = useRef<Record<string, ProcessAnimationState>>({});
const { speed, setSpeed } = useAnimationPlaySpeed();
const prevIsPlaying = useRef<boolean | null>(null);
const [internalResetFlag, setInternalResetFlag] = useState(false);
const [animationStates, setAnimationStates] = useState<
Record<string, ProcessAnimationState>
>({});
// Store the speed in a ref to access the latest value in animation frames
const speedRef = useRef<number>(speed);
// Update the ref when speed changes
useEffect(() => {
speedRef.current = speed;
}, [speed]);
useEffect(() => {
if (prevIsPlaying.current !== null) {
setAnimationStates({});
}
// Update ref to current isPlaying after effect
prevIsPlaying.current = isPlaying;
// setAnimationStates({});
}, [isPlaying]);
// Sync ref with state
useEffect(() => {
animationStatesRef.current = animationStates;
}, [animationStates]);
// Base materials
const baseMaterials = useMemo(
() => ({
@@ -680,26 +138,66 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
[]
);
// Replace your reset effect with this:
useEffect(() => {
if (isReset) {
// 1. Mark that we're doing an internal reset
setInternalResetFlag(true);
// 2. Pause the animation first
setIsPlaying(false);
setIsPaused(false);
// 3. Reset all animation states
setAnimationStates({});
animationStatesRef.current = {};
// 4. Reset timing references
clockRef.current = new THREE.Clock();
elapsedBeforePauseRef.current = 0;
pauseTimeRef.current = 0;
// 5. Clear the external reset flag
setReset(false);
// 6. After state updates are complete, restart
setTimeout(() => {
setInternalResetFlag(false);
setIsPlaying(true);
}, 0);
}
}, [isReset, setReset, setIsPlaying, setIsPaused]);
// Handle pause state changes
useEffect(() => {
if (isPaused) {
pauseTimeRef.current = clockRef.current.getElapsedTime();
} else if (pauseTimeRef.current > 0) {
const pausedDuration =
clockRef.current.getElapsedTime() - pauseTimeRef.current;
elapsedBeforePauseRef.current += pausedDuration;
}
}, [isPaused]);
// Initialize animation states when processes or play state changes
useEffect(() => {
if (!isPlaying) {
setAnimationStates({});
return;
if (isPlaying && !internalResetFlag) {
const newStates: Record<string, ProcessAnimationState> = {};
processes.forEach((process) => {
newStates[process.id] = {
spawnedObjects: {},
nextSpawnTime: 0,
objectIdCounter: 0,
isProcessDelaying: false,
processDelayStartTime: 0,
processDelayDuration: 0,
};
});
setAnimationStates(newStates);
animationStatesRef.current = newStates;
clockRef.current.start();
}
const newStates: Record<string, ProcessAnimationState> = {};
processes.forEach((process) => {
newStates[process.id] = {
spawnedObjects: {},
nextSpawnTime: 0,
objectIdCounter: 0,
isProcessDelaying: false,
processDelayStartTime: 0,
processDelayDuration: 0,
};
});
setAnimationStates(newStates);
}, [isPlaying, processes]);
}, [isPlaying, processes, internalResetFlag]);
const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
for (const path of process.paths || []) {
@@ -767,7 +265,7 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
currentIndex: 0,
progress: 0,
isAnimating: true,
speed: process.speed || 1,
speed: process.speed || 1, // Process base speed (will be multiplied by global speed)
isDelaying: false,
delayStartTime: 0,
currentDelayDuration: 0,
@@ -953,10 +451,12 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
return null;
};
useFrame((state) => {
if (!isPlaying) return;
useFrame(() => {
if (!isPlaying || isPaused) return;
const currentTime =
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
const currentTime = state.clock.getElapsedTime();
setAnimationStates((prev) => {
const newStates = { ...prev };
@@ -965,9 +465,13 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
if (!processState) return;
if (processState.isProcessDelaying) {
// Apply global speed to delays (faster speed = shorter delays)
const effectiveDelayTime =
processState.processDelayDuration / speedRef.current;
if (
currentTime - processState.processDelayStartTime >=
processState.processDelayDuration
effectiveDelayTime
) {
newStates[process.id] = {
...processState,
@@ -1009,6 +513,9 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
? spawnAction.spawnInterval
: parseFloat(spawnAction.spawnInterval as string) || 0;
// Apply global speed to spawn intervals (faster speed = more frequent spawns)
const effectiveSpawnInterval = spawnInterval / speedRef.current;
if (currentTime >= processState.nextSpawnTime) {
const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
const newObject = createSpawnedObject(
@@ -1025,7 +532,7 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
[objectId]: newObject,
},
objectIdCounter: processState.objectIdCounter + 1,
nextSpawnTime: currentTime + spawnInterval,
nextSpawnTime: currentTime + effectiveSpawnInterval,
};
}
});
@@ -1034,10 +541,12 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
});
});
useFrame((state, delta) => {
if (!isPlaying) return;
useFrame((_, delta) => {
if (!isPlaying || isPaused) return;
const currentTime =
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
const currentTime = state.clock.getElapsedTime();
setAnimationStates((prev) => {
const newStates = { ...prev };
@@ -1046,9 +555,13 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
if (!processState) return;
if (processState.isProcessDelaying) {
// Apply global speed to delays (faster speed = shorter delays)
const effectiveDelayTime =
processState.processDelayDuration / speedRef.current;
if (
currentTime - processState.processDelayStartTime >=
processState.processDelayDuration
effectiveDelayTime
) {
newStates[process.id] = {
...processState,
@@ -1104,10 +617,11 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
const stateRef = obj.state;
if (stateRef.isDelaying) {
if (
currentTime - stateRef.delayStartTime >=
stateRef.currentDelayDuration
) {
// Apply global speed to delays (faster speed = shorter delays)
const effectiveDelayTime =
stateRef.currentDelayDuration / speedRef.current;
if (currentTime - stateRef.delayStartTime >= effectiveDelayTime) {
stateRef.isDelaying = false;
stateRef.delayComplete = true;
stateRef.isAnimating = true;
@@ -1177,7 +691,10 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
const nextPoint = path[nextPointIdx];
const distance =
path[stateRef.currentIndex].distanceTo(nextPoint);
const movement = stateRef.speed * delta;
// Apply both process-specific speed and global speed multiplier
const effectiveSpeed = stateRef.speed * speedRef.current;
const movement = effectiveSpeed * delta;
if (stateRef.delayComplete && stateRef.progress < 0.01) {
stateRef.progress = 0.05;