"updated overall animation logics"
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114
app/src/modules/simulation/process/processObjectRender.tsx
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114
app/src/modules/simulation/process/processObjectRender.tsx
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import React, { useRef, useEffect } from "react";
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import { 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 { Box3Helper } from "three";
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import { SpawnedObject, ProcessData } from "./types";
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interface ProcessObjectRendererProps {
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objectId: string;
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object: SpawnedObject;
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process: ProcessData;
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gltf: GLTF;
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showBoundingBox?: boolean;
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}
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export const ProcessObjectRenderer: React.FC<ProcessObjectRendererProps> = ({
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objectId,
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object,
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process,
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gltf,
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showBoundingBox = false,
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}) => {
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const meshRef = useRef<THREE.Mesh>(null);
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const boxHelperRef = useRef<THREE.Box3Helper | null>(null);
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const boundingBoxRef = useRef<THREE.Box3>(new THREE.Box3());
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// Issue 1: Can't assign to ref.current as it's read-only
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useEffect(() => {
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if (object.ref && meshRef.current) {
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// Instead of direct assignment, we need to store the mesh reference another way
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// Option 1: If you can modify the SpawnedObject interface, add a setMesh method
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if (typeof (object as any).setMesh === 'function') {
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(object as any).setMesh(meshRef.current);
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}
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// Option 2: Store the mesh in a property that isn't ref.current
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// This requires modifying your SpawnedObject interface to include this property
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(object as any).meshInstance = meshRef.current;
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// Option 3: If you need to maintain compatibility, you could use Object.defineProperty
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// But this is a hack and not recommended
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// Object.defineProperty(object.ref, 'current', { value: meshRef.current, writable: true });
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}
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}, [object.ref]);
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// Create a bounding box helper for visualization
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useFrame(() => {
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if (meshRef.current && showBoundingBox) {
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// Update the bounding box to match the mesh position
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if (!boxHelperRef.current) {
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// Get the size of the mesh
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const size = new THREE.Vector3(1, 1, 1);
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// If the mesh has geometry, use its dimensions
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if (meshRef.current.geometry) {
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const box = new THREE.Box3().setFromObject(meshRef.current);
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box.getSize(size);
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}
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// Create a new bounding box centered on the mesh
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boundingBoxRef.current = new THREE.Box3().setFromCenterAndSize(
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meshRef.current.position,
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size
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);
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// Create a helper to visualize the box
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boxHelperRef.current = new Box3Helper(
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boundingBoxRef.current,
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new THREE.Color(0xff0000)
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);
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// Add the helper to the scene
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meshRef.current.parent?.add(boxHelperRef.current);
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} else {
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// Update the box position to match the mesh
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boundingBoxRef.current.setFromCenterAndSize(
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meshRef.current.position,
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boundingBoxRef.current.getSize(new THREE.Vector3())
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);
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// Force the helper to update
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boxHelperRef.current.updateMatrixWorld(true);
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}
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}
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});
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if (gltf?.scene) {
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return (
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<primitive
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ref={meshRef}
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object={gltf.scene.clone()}
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position={[0, 0, 0]}
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material={object.material}
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/>
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);
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}
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// Issue 2: Material color type problem
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return (
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<mesh ref={meshRef}>
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<boxGeometry args={[1, 1, 1]} />
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<meshStandardMaterial
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// Fix the color property access
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color={
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object.material && 'color' in object.material
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? (object.material as THREE.MeshStandardMaterial).color
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: "#00ff00"
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}
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metalness={0.5}
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roughness={0.3}
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/>
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</mesh>
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);
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};
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