"updated Animation"
This commit is contained in:
@@ -24,16 +24,26 @@
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// isUsed: boolean;
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// }
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// export interface PointTrigger {
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// uuid: string;
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// bufferTime: number;
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// name: string;
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// type: string;
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// isUsed: boolean;
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// }
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// export interface PathPoint {
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// uuid: string;
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// position: [number, number, number];
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// actions: PointAction[];
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// triggers: PointTrigger[];
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// connections: {
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// targets: Array<{ modelUUID: string }>;
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// };
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// }
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// export interface SimulationPath {
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// type: string;
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// modeluuid: string;
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// points: PathPoint[];
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// pathPosition: [number, number, number];
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@@ -45,7 +55,9 @@
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// paths: SimulationPath[];
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// animationPath: THREE.Vector3[];
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// pointActions: PointAction[][];
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// pointTriggers: PointTrigger[][];
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// speed: number;
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// isplaying: boolean;
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// }
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// interface ProcessCreatorProps {
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@@ -58,18 +70,33 @@
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// ): SimulationPath {
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// const { modeluuid } = path;
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// // Simplified normalizeAction function that preserves exact original properties
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// // Normalized action handler
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// const normalizeAction = (action: any): PointAction => {
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// return { ...action }; // Return exact copy with no modifications
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// };
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// // Normalized trigger handler
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// const normalizeTrigger = (trigger: any): PointTrigger => {
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// return { ...trigger }; // Return exact copy with no modifications
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// };
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// if (path.type === "Conveyor") {
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// return {
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// type: path.type,
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// modeluuid,
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// points: path.points.map((point) => ({
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// uuid: point.uuid,
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// position: point.position,
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// actions: point.actions.map(normalizeAction), // Preserve exact actions
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// actions: Array.isArray(point.actions)
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// ? point.actions.map(normalizeAction)
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// : point.actions
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// ? [normalizeAction(point.actions)]
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// : [],
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// triggers: Array.isArray(point.triggers)
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// ? point.triggers.map(normalizeTrigger)
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// : point.triggers
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// ? [normalizeTrigger(point.triggers)]
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// : [],
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// connections: {
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// targets: point.connections.targets.map((target) => ({
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// modelUUID: target.modelUUID,
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@@ -83,44 +110,44 @@
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// : path.speed || 1,
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// };
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// } else {
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// // For vehicle paths, handle the case where triggers might not exist
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// return {
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// type: path.type,
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// modeluuid,
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// points: [
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// {
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// uuid: path.point.uuid,
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// position: path.point.position,
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// actions: Array.isArray(path.point.actions)
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// ? path.point.actions.map(normalizeAction)
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// : [normalizeAction(path.point.actions)],
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// uuid: path.points.uuid,
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// position: path.points.position,
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// actions: Array.isArray(path.points.actions)
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// ? path.points.actions.map(normalizeAction)
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// : path.points.actions
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// ? [normalizeAction(path.points.actions)]
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// : [],
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// // For vehicle paths, since triggers might not exist in the schema,
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// // we always define default to an empty array
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// triggers: [],
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// connections: {
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// targets: path.point.connections.targets.map((target) => ({
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// targets: path.points.connections.targets.map((target) => ({
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// modelUUID: target.modelUUID,
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// })),
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// },
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// },
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// ],
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// pathPosition: path.position,
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// speed: path.point.speed || 1,
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// speed: path.points.speed || 1,
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// };
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// }
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// }
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// // Custom shallow comparison for arrays
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// const areArraysEqual = (a: any[], b: any[]) => {
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// if (a.length !== b.length) return false;
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// for (let i = 0; i < a.length; i++) {
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// if (a[i] !== b[i]) return false;
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// }
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// return true;
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// };
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// // Helper function to create an empty process
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// const createEmptyProcess = (): Process => ({
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// id: `process-${Math.random().toString(36).substring(2, 11)}`,
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// paths: [],
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// animationPath: [],
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// pointActions: [],
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// pointTriggers: [], // Added point triggers array
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// speed: 1,
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// isplaying: false,
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// });
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// // Enhanced connection checking function
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@@ -156,12 +183,38 @@
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// return connectsToLast && !connectsToFirst;
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// }
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// // Check if a point has a spawn action
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// function hasSpawnAction(point: PathPoint): boolean {
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// return point.actions.some((action) => action.type.toLowerCase() === "spawn");
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// }
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// // Ensure spawn point is always at the beginning of the path
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// function ensureSpawnPointIsFirst(path: SimulationPath): SimulationPath {
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// if (path.points.length !== 3) return path;
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// // If the third point has spawn action and first doesn't, reverse the array
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// if (hasSpawnAction(path.points[2]) && !hasSpawnAction(path.points[0])) {
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// return {
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// ...path,
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// points: [...path.points].reverse(),
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// };
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// }
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// return path;
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// }
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// // Updated path adjustment function
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// function adjustPathPointsOrder(paths: SimulationPath[]): SimulationPath[] {
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// if (paths.length < 2) return paths;
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// if (paths.length < 1) return paths;
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// const adjustedPaths = [...paths];
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// // First ensure all paths have spawn points at the beginning
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// for (let i = 0; i < adjustedPaths.length; i++) {
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// adjustedPaths[i] = ensureSpawnPointIsFirst(adjustedPaths[i]);
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// }
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// // Then handle connections between paths
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// for (let i = 0; i < adjustedPaths.length - 1; i++) {
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// const currentPath = adjustedPaths[i];
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// const nextPath = adjustedPaths[i + 1];
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@@ -189,6 +242,7 @@
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// const [processes, setProcesses] = useState<Process[]>([]);
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// const hasSpawnAction = useCallback((path: SimulationPath): boolean => {
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// if (path.type !== "Conveyor") return false;
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// return path.points.some((point) =>
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// point.actions.some((action) => action.type.toLowerCase() === "spawn")
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// );
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@@ -202,19 +256,23 @@
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// const animationPath: THREE.Vector3[] = [];
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// const pointActions: PointAction[][] = [];
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// const pointTriggers: PointTrigger[][] = []; // Added point triggers collection
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// const processSpeed = paths[0]?.speed || 1;
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// for (const path of paths) {
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// for (const point of path.points) {
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// const obj = scene.getObjectByProperty("uuid", point.uuid);
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// if (!obj) {
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// console.warn(`Object with UUID ${point.uuid} not found in scene`);
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// continue;
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// }
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// if (path.type === "Conveyor") {
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// const obj = scene.getObjectByProperty("uuid", point.uuid);
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// if (!obj) {
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// console.warn(`Object with UUID ${point.uuid} not found in scene`);
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// continue;
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// }
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// const position = obj.getWorldPosition(new THREE.Vector3());
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// animationPath.push(position.clone());
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// pointActions.push(point.actions);
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// const position = obj.getWorldPosition(new THREE.Vector3());
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// animationPath.push(position.clone());
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// pointActions.push(point.actions);
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// pointTriggers.push(point.triggers); // Collect triggers for each point
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// }
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// }
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// }
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@@ -223,7 +281,9 @@
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// paths,
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// animationPath,
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// pointActions,
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// pointTriggers,
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// speed: processSpeed,
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// isplaying: false,
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// };
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// },
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// [scene]
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@@ -326,21 +386,35 @@
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// );
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// }, [simulationStates]);
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// // Enhanced dependency tracking that includes action and trigger types
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// const pathsDependency = useMemo(() => {
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// if (!convertedPaths) return null;
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// return convertedPaths.map((path) => ({
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// id: path.modeluuid,
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// hasSpawn: path.points.some((p: PathPoint) =>
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// p.actions.some((a: PointAction) => a.type.toLowerCase() === "spawn")
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// ),
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// // Track all action types for each point
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// actionSignature: path.points
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// .map((point, index) =>
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// point.actions.map((action) => `${index}-${action.type}`).join("|")
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// )
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// .join(","),
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// // Track all trigger types for each point
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// triggerSignature: path.points
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// .map((point, index) =>
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// point.triggers
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// .map((trigger) => `${index}-${trigger.type}`)
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// .join("|")
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// )
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// .join(","),
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// connections: path.points
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// .flatMap((p: PathPoint) =>
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// p.connections.targets.map((t: { modelUUID: string }) => t.modelUUID)
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// )
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// .join(","),
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// isplaying: false,
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// }));
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// }, [convertedPaths]);
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// // Force process recreation when paths change
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// useEffect(() => {
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// if (!convertedPaths || convertedPaths.length === 0) {
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// if (prevProcessesRef.current.length > 0) {
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@@ -350,42 +424,16 @@
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// return;
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// }
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// if (areArraysEqual(prevPathsRef.current, convertedPaths)) {
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// return;
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// }
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// prevPathsRef.current = convertedPaths;
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// // Always regenerate processes if the pathsDependency has changed
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// // This ensures action and trigger type changes will be detected
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// const newProcesses = createProcessesFromPaths(convertedPaths);
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// prevPathsRef.current = convertedPaths;
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// // console.log("--- Action Types in Paths ---");
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// // convertedPaths.forEach((path) => {
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// // path.points.forEach((point) => {
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// // point.actions.forEach((action) => {
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// // console.log(
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// // `Path ${path.modeluuid}, Point ${point.uuid}: ${action.type}`
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// // );
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// // });
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// // });
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// // });
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// // console.log("New processes:", newProcesses);
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// if (
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// newProcesses.length !== prevProcessesRef.current.length ||
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// !newProcesses.every(
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// (proc, i) =>
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// proc.paths.length === prevProcessesRef.current[i]?.paths.length &&
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// proc.paths.every(
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// (path, j) =>
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// path.modeluuid ===
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// prevProcessesRef.current[i]?.paths[j]?.modeluuid
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// )
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// )
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// ) {
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// onProcessesCreated(newProcesses);
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// // prevProcessesRef.current = newProcesses;
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// }
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// // Always update processes when action or trigger types change
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// onProcessesCreated(newProcesses);
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// prevProcessesRef.current = newProcesses;
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// }, [
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// pathsDependency,
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// pathsDependency, // This now includes action and trigger types
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// onProcessesCreated,
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// convertedPaths,
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// createProcessesFromPaths,
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@@ -423,10 +471,19 @@ export interface PointAction {
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isUsed: boolean;
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}
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export interface PointTrigger {
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uuid: string;
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bufferTime: number;
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name: string;
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type: string;
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isUsed: boolean;
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}
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export interface PathPoint {
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uuid: string;
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position: [number, number, number];
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actions: PointAction[];
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triggers: PointTrigger[];
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connections: {
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targets: Array<{ modelUUID: string }>;
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};
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@@ -438,6 +495,7 @@ export interface SimulationPath {
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points: PathPoint[];
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pathPosition: [number, number, number];
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speed?: number;
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isplaying: boolean;
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}
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export interface Process {
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@@ -445,7 +503,9 @@ export interface Process {
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paths: SimulationPath[];
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animationPath: THREE.Vector3[];
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pointActions: PointAction[][];
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pointTriggers: PointTrigger[][];
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speed: number;
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isplaying: boolean;
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}
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interface ProcessCreatorProps {
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@@ -458,11 +518,16 @@ function convertToSimulationPath(
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): SimulationPath {
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const { modeluuid } = path;
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// Simplified normalizeAction function that preserves exact original properties
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// Normalized action handler
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const normalizeAction = (action: any): PointAction => {
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return { ...action }; // Return exact copy with no modifications
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};
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// Normalized trigger handler
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const normalizeTrigger = (trigger: any): PointTrigger => {
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return { ...trigger }; // Return exact copy with no modifications
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};
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if (path.type === "Conveyor") {
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return {
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type: path.type,
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@@ -470,7 +535,16 @@ function convertToSimulationPath(
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points: path.points.map((point) => ({
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uuid: point.uuid,
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position: point.position,
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actions: point.actions.map(normalizeAction), // Preserve exact actions
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actions: Array.isArray(point.actions)
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? point.actions.map(normalizeAction)
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: point.actions
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? [normalizeAction(point.actions)]
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: [],
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triggers: Array.isArray(point.triggers)
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? point.triggers.map(normalizeTrigger)
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: point.triggers
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? [normalizeTrigger(point.triggers)]
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: [],
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connections: {
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targets: point.connections.targets.map((target) => ({
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modelUUID: target.modelUUID,
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@@ -482,8 +556,10 @@ function convertToSimulationPath(
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typeof path.speed === "string"
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? parseFloat(path.speed) || 1
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: path.speed || 1,
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isplaying: false, // Added missing property
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};
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} else {
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// For vehicle paths, handle the case where triggers might not exist
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return {
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type: path.type,
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modeluuid,
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@@ -493,7 +569,10 @@ function convertToSimulationPath(
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position: path.points.position,
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actions: Array.isArray(path.points.actions)
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? path.points.actions.map(normalizeAction)
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: [normalizeAction(path.points.actions)],
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: path.points.actions
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? [normalizeAction(path.points.actions)]
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: [],
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triggers: [],
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connections: {
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targets: path.points.connections.targets.map((target) => ({
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modelUUID: target.modelUUID,
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@@ -503,26 +582,20 @@ function convertToSimulationPath(
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],
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pathPosition: path.position,
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speed: path.points.speed || 1,
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isplaying: false,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Custom shallow comparison for arrays
|
||||
const areArraysEqual = (a: any[], b: any[]) => {
|
||||
if (a.length !== b.length) return false;
|
||||
for (let i = 0; i < a.length; i++) {
|
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if (a[i] !== b[i]) return false;
|
||||
}
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return true;
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||||
};
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||||
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||||
// Helper function to create an empty process
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const createEmptyProcess = (): Process => ({
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id: `process-${Math.random().toString(36).substring(2, 11)}`,
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paths: [],
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||||
animationPath: [],
|
||||
pointActions: [],
|
||||
pointTriggers: [], // Added point triggers array
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||||
speed: 1,
|
||||
isplaying: false,
|
||||
});
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||||
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||||
// Enhanced connection checking function
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@@ -631,19 +704,23 @@ export function useProcessCreation() {
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||||
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||||
const animationPath: THREE.Vector3[] = [];
|
||||
const pointActions: PointAction[][] = [];
|
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const pointTriggers: PointTrigger[][] = []; // Added point triggers collection
|
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const processSpeed = paths[0]?.speed || 1;
|
||||
|
||||
for (const path of paths) {
|
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for (const point of path.points) {
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const obj = scene.getObjectByProperty("uuid", point.uuid);
|
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if (!obj) {
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console.warn(`Object with UUID ${point.uuid} not found in scene`);
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continue;
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}
|
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if (path.type === "Conveyor") {
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const obj = scene.getObjectByProperty("uuid", point.uuid);
|
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if (!obj) {
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console.warn(`Object with UUID ${point.uuid} not found in scene`);
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continue;
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}
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const position = obj.getWorldPosition(new THREE.Vector3());
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animationPath.push(position.clone());
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pointActions.push(point.actions);
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const position = obj.getWorldPosition(new THREE.Vector3());
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animationPath.push(position.clone());
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pointActions.push(point.actions);
|
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pointTriggers.push(point.triggers); // Collect triggers for each point
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||||
}
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||||
}
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||||
}
|
||||
|
||||
@@ -652,7 +729,9 @@ export function useProcessCreation() {
|
||||
paths,
|
||||
animationPath,
|
||||
pointActions,
|
||||
pointTriggers,
|
||||
speed: processSpeed,
|
||||
isplaying: false,
|
||||
};
|
||||
},
|
||||
[scene]
|
||||
@@ -755,7 +834,7 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
||||
);
|
||||
}, [simulationStates]);
|
||||
|
||||
// Enhanced dependency tracking that includes action types
|
||||
// Enhanced dependency tracking that includes action and trigger types
|
||||
const pathsDependency = useMemo(() => {
|
||||
if (!convertedPaths) return null;
|
||||
return convertedPaths.map((path) => ({
|
||||
@@ -766,11 +845,20 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
||||
point.actions.map((action) => `${index}-${action.type}`).join("|")
|
||||
)
|
||||
.join(","),
|
||||
// Track all trigger types for each point
|
||||
triggerSignature: path.points
|
||||
.map((point, index) =>
|
||||
point.triggers
|
||||
.map((trigger) => `${index}-${trigger.type}`)
|
||||
.join("|")
|
||||
)
|
||||
.join(","),
|
||||
connections: path.points
|
||||
.flatMap((p: PathPoint) =>
|
||||
p.connections.targets.map((t: { modelUUID: string }) => t.modelUUID)
|
||||
)
|
||||
.join(","),
|
||||
isplaying: false,
|
||||
}));
|
||||
}, [convertedPaths]);
|
||||
|
||||
@@ -785,15 +873,15 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
||||
}
|
||||
|
||||
// Always regenerate processes if the pathsDependency has changed
|
||||
// This ensures action type changes will be detected
|
||||
// This ensures action and trigger type changes will be detected
|
||||
const newProcesses = createProcessesFromPaths(convertedPaths);
|
||||
prevPathsRef.current = convertedPaths;
|
||||
|
||||
// Always update processes when action types change
|
||||
// Always update processes when action or trigger types change
|
||||
onProcessesCreated(newProcesses);
|
||||
prevProcessesRef.current = newProcesses;
|
||||
}, [
|
||||
pathsDependency, // This now includes action types
|
||||
pathsDependency, // This now includes action and trigger types
|
||||
onProcessesCreated,
|
||||
convertedPaths,
|
||||
createProcessesFromPaths,
|
||||
|
||||
Reference in New Issue
Block a user