"updated overall animation logics"
This commit is contained in:
@@ -1,590 +1,16 @@
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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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// 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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// customMaterials?: Record<string, THREE.Material>;
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// renderAs?: "box" | "custom";
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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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// interface SpawnedObject {
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// ref: React.RefObject<THREE.Group | THREE.Mesh>;
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// state: AnimationState;
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// visible: boolean;
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// material: THREE.Material;
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// spawnTime: number;
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// currentMaterialType: string;
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// position: THREE.Vector3; // The position of the object
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// }
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// interface ProcessAnimationState {
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// spawnedObjects: { [objectId: string]: SpawnedObject };
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// nextSpawnTime: number;
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// objectIdCounter: 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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//
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// const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
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// const { isPlaying } = usePlayButtonStore();
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// const groupRef = useRef<THREE.Group>(null);
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// const [animationStates, setAnimationStates] = useState<
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// Record<string, ProcessAnimationState>
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// >({});
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// // Base materials
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// const baseMaterials = 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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// // Initialize animation states when processes or play state changes
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// useEffect(() => {
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// if (!isPlaying) {
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// setAnimationStates({});
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// return;
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// }
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// const newStates: Record<string, ProcessAnimationState> = {};
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// processes.forEach((process) => {
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// newStates[process.id] = {
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// spawnedObjects: {},
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// nextSpawnTime: 0,
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// objectIdCounter: 0,
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// };
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// });
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// setAnimationStates(newStates);
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// }, [isPlaying, processes]);
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// // Find spawn point in a process
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// const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
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// for (const path of process.paths || []) {
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// for (const point of path.points || []) {
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// const spawnAction = point.actions?.find(
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// (a) => a.isUsed && a.type === "Spawn"
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// );
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// if (spawnAction) {
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// return point;
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// }
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// }
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// }
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// return null;
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// };
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// // Find the corresponding animation path point for a spawn point
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// const findAnimationPathPoint = (process: ProcessData, spawnPoint: ProcessPoint): THREE.Vector3 => {
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// // If we have an animation path, use the first point
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// if (process.animationPath && process.animationPath.length > 0) {
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// // Find the index of this point in the path
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// let pointIndex = 0;
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// // Try to find the corresponding point in the animation path
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// for (const path of process.paths || []) {
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// for (let i = 0; i < (path.points?.length || 0); i++) {
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// const point = path.points?.[i];
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// if (point && point.uuid === spawnPoint.uuid) {
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// // Found the matching point
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// if (process.animationPath[pointIndex]) {
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// const p = process.animationPath[pointIndex];
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// return new THREE.Vector3(p.x, p.y, p.z);
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// }
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// }
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// pointIndex++;
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// }
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// }
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// // Fallback to the spawn point's position
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// return new THREE.Vector3(
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// spawnPoint.position[0],
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// spawnPoint.position[1],
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// spawnPoint.position[2]
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// );
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// }
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// // If no animation path, use the spawn point's position
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// return new THREE.Vector3(
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// spawnPoint.position[0],
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// spawnPoint.position[1],
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// spawnPoint.position[2]
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// );
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// };
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// // Create a new spawned object
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// const createSpawnedObject = (
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// process: ProcessData,
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// currentTime: number,
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// materialType: string,
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// spawnPoint: ProcessPoint
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// ): SpawnedObject => {
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// const processMaterials = {
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// ...baseMaterials,
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// ...(process.customMaterials || {}),
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// };
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// // Get the position where we should spawn
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// const spawnPosition = findAnimationPathPoint(process, spawnPoint);
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// return {
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// ref: React.createRef(),
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// state: {
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// currentIndex: 0,
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// progress: 0,
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// isAnimating: true,
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// speed: process.speed || 1,
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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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// visible: true,
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// material:
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// processMaterials[materialType as keyof typeof processMaterials] ||
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// baseMaterials.Default,
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// currentMaterialType: materialType,
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// spawnTime: currentTime,
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// position: spawnPosition, // Store the position directly
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// };
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// };
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// // Handle material swap for an object
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// const handleMaterialSwap = (
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// processId: string,
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// objectId: string,
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// materialType: string
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// ) => {
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// setAnimationStates((prev) => {
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// const processState = prev[processId];
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// if (!processState || !processState.spawnedObjects[objectId]) return prev;
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// const process = processes.find((p) => p.id === processId);
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// const processMaterials = {
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// ...baseMaterials,
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// ...(process?.customMaterials || {}),
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// };
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// const newMaterial =
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// processMaterials[materialType as keyof typeof processMaterials] ||
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// baseMaterials.Default;
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// return {
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// ...prev,
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// [processId]: {
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// ...processState,
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// spawnedObjects: {
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// ...processState.spawnedObjects,
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// [objectId]: {
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// ...processState.spawnedObjects[objectId],
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// material: newMaterial,
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// currentMaterialType: materialType,
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// },
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// },
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// },
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// };
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// });
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// };
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// // Handle point actions for an object
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// const handlePointActions = (
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// processId: string,
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// objectId: string,
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// actions: PointAction[] = [],
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// currentTime: number
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// ): boolean => {
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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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// setAnimationStates((prev) => {
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// const processState = prev[processId];
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// if (
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// !processState ||
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// !processState.spawnedObjects[objectId] ||
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// processState.spawnedObjects[objectId].state.isDelaying
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// ) {
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// return prev;
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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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// return {
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// ...prev,
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// [processId]: {
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// ...processState,
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// spawnedObjects: {
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// ...processState.spawnedObjects,
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// [objectId]: {
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// ...processState.spawnedObjects[objectId],
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// state: {
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// ...processState.spawnedObjects[objectId].state,
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// isDelaying: true,
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// delayStartTime: currentTime,
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// currentDelayDuration: delayDuration,
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// delayComplete: false,
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// },
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// },
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// },
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// },
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// };
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// }
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// return prev;
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// });
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// shouldStopAnimation = true;
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// break;
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// case "Despawn":
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// setAnimationStates((prev) => {
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// const processState = prev[processId];
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// if (!processState) return prev;
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// const newSpawnedObjects = { ...processState.spawnedObjects };
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// delete newSpawnedObjects[objectId];
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// return {
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// ...prev,
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// [processId]: {
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// ...processState,
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// spawnedObjects: newSpawnedObjects,
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// },
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// };
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// });
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// shouldStopAnimation = true;
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// break;
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// case "Swap":
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// if (action.material) {
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// handleMaterialSwap(processId, objectId, action.material);
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// }
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// break;
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// default:
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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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// // Check if point has non-inherit actions
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// const hasNonInheritActions = (actions: PointAction[] = []): boolean => {
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// return actions.some((action) => action.isUsed && action.type !== "Inherit");
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// };
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// // Get point data for current animation index
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// const getPointDataForAnimationIndex = (
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// process: ProcessData,
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// index: number
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// ): ProcessPoint | null => {
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// if (!process.paths) return null;
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// let cumulativePoints = 0;
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// for (const path of process.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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// // Spawn objects for all processes
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// useFrame((state) => {
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// if (!isPlaying) return;
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// const currentTime = state.clock.getElapsedTime();
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// setAnimationStates((prev) => {
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// const newStates = { ...prev };
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// processes.forEach((process) => {
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// const processState = newStates[process.id];
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// if (!processState) return;
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// const spawnPoint = findSpawnPoint(process);
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// if (!spawnPoint || !spawnPoint.actions) return;
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// const spawnAction = spawnPoint.actions.find(
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// (a) => a.isUsed && a.type === "Spawn"
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// );
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// if (!spawnAction) return;
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// const spawnInterval =
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// typeof spawnAction.spawnInterval === "number"
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// ? spawnAction.spawnInterval
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// : parseFloat(spawnAction.spawnInterval as string) || 0;
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// if (currentTime >= processState.nextSpawnTime) {
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// const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
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// // Create the new object with the spawn point
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// const newObject = createSpawnedObject(
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// process,
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// currentTime,
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// spawnAction.material || "Default",
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// spawnPoint
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// );
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// newStates[process.id] = {
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// ...processState,
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// spawnedObjects: {
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// ...processState.spawnedObjects,
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// [objectId]: newObject,
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// },
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// objectIdCounter: processState.objectIdCounter + 1,
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// nextSpawnTime: currentTime + spawnInterval,
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// };
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// }
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// });
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// return newStates;
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// });
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// });
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// // Animate objects for all processes
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// useFrame((state, delta) => {
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// if (!isPlaying) return;
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// const currentTime = state.clock.getElapsedTime();
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// setAnimationStates((prev) => {
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// const newStates = { ...prev };
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// processes.forEach((process) => {
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// const processState = newStates[process.id];
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// if (!processState) return;
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// const path =
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// process.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) ||
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// [];
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// if (path.length < 2) return;
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// const updatedObjects = { ...processState.spawnedObjects };
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// Object.entries(processState.spawnedObjects).forEach(
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// ([objectId, obj]) => {
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// if (!obj.visible || !obj.state.isAnimating) return;
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// const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
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// if (!currentRef) return;
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// // Set the position when the reference is first available
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// if (obj.position && obj.state.currentIndex === 0 && obj.state.progress === 0) {
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// currentRef.position.copy(obj.position);
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// }
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// const stateRef = obj.state;
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// // Get current point data
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// const currentPointData = getPointDataForAnimationIndex(
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// process,
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// stateRef.currentIndex
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// );
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// // Execute actions when arriving at a new point
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// if (stateRef.progress === 0 && currentPointData?.actions) {
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// const shouldStop = handlePointActions(
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// process.id,
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// objectId,
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// currentPointData.actions,
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// currentTime
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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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// 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) {
|
||||
// if (currentPointData?.actions) {
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// const shouldStop = !hasNonInheritActions(
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// currentPointData.actions
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||||
// );
|
||||
// if (shouldStop) {
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// currentRef.position.copy(path[stateRef.currentIndex]);
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||||
// delete updatedObjects[objectId];
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||||
// return;
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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 =
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||||
// path[stateRef.currentIndex].distanceTo(nextPoint);
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||||
// const movement = stateRef.speed * delta;
|
||||
// stateRef.progress += movement / distance;
|
||||
|
||||
// if (stateRef.progress >= 1) {
|
||||
// stateRef.currentIndex = nextPointIdx;
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||||
// 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;
|
||||
|
||||
Reference in New Issue
Block a user