added avg paths
This commit is contained in:
@@ -1,98 +1,149 @@
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import React, { useEffect, useState, useRef } from "react";
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import * as THREE from "three";
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import { useFrame } from "@react-three/fiber";
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import { useFrame, useThree } from "@react-three/fiber";
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import { NavMeshQuery } from "@recast-navigation/core";
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import { Line } from "@react-three/drei";
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import { useTh } from "leva/dist/declarations/src/styles";
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import { useActiveTool } from "../../../store/store";
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// Define interface for props
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interface PathNavigatorProps {
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navMesh: any;
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selectedPoints: any;
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id: string;
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}
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export default function PathNavigator({
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navMesh,
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selectedPoints,
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id,
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}: PathNavigatorProps) {
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const [path, setPath] = useState<[number, number, number][]>([]);
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const progressRef = useRef(0);
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const distancesRef = useRef<number[]>([]);
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const totalDistanceRef = useRef(0);
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const currentSegmentIndex = useRef(0);
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const { scene } = useThree();
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const { activeTool } = useActiveTool();
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const [startPoint, setStartPoint] = useState(new THREE.Vector3());
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const meshRef = useRef<THREE.Mesh | null>(null);
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useEffect(() => {
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if (selectedPoints.length === 2 && navMesh) {
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const [start, end] = selectedPoints;
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if (!start || !end) return;
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if (!scene || !id || path.length < 2) return;
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const navMeshQuery = new NavMeshQuery(navMesh);
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const { path: computedPath } = navMeshQuery.computePath(start, end);
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if (computedPath.length > 0) {
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setPath(computedPath.map(({ x, y, z }) => [x, y + 0.1, z]));
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progressRef.current = 0;
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}
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let totalDistance = 0;
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const distances: number[] = [];
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for (let i = 0; i < path.length - 1; i++) {
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const start = new THREE.Vector3(...path[i]);
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const end = new THREE.Vector3(...path[i + 1]);
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const segmentDistance = start.distanceTo(end);
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distances.push(segmentDistance);
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totalDistance += segmentDistance;
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}
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}, [selectedPoints, navMesh]);
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distancesRef.current = distances;
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totalDistanceRef.current = totalDistance;
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progressRef.current = 0; // Reset progress when the path changes
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}, [path]);
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useEffect(() => {
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if (!navMesh || selectedPoints.length === 0) return;
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// Flatten the selectedPoints array into a single list of points
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const allPoints = selectedPoints.flat();
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// Compute paths between consecutive points
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const computedPath: [number, number, number][] = [];
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for (let i = 0; i < allPoints.length - 1; i++) {
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const start = allPoints[i];
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setStartPoint(
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new THREE.Vector3(allPoints[0].x, allPoints[0].y, allPoints[0].z)
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);
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const end = allPoints[i + 1];
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try {
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const navMeshQuery = new NavMeshQuery(navMesh);
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const { path: segmentPath } = navMeshQuery.computePath(start, end);
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if (segmentPath && segmentPath.length > 0) {
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computedPath.push(
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...segmentPath.map(({ x, y, z }): [number, number, number] => [
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x,
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y + 0.1,
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z,
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])
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);
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}
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} catch (error) {}
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}
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// Set the full computed path
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if (computedPath.length > 0) {
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setPath(computedPath);
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currentSegmentIndex.current = 0; // Reset to the first segment
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}
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}, [selectedPoints, navMesh, path]);
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useFrame((_, delta) => {
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if (path.length > 1 && meshRef.current) {
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const speed = 3;
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progressRef.current += delta * speed;
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if (!scene || !id || path.length < 2) return;
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let totalDistance = 0;
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const distances: number[] = [];
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for (let i = 0; i < path.length - 1; i++) {
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const start = new THREE.Vector3(...path[i]);
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const end = new THREE.Vector3(...path[i + 1]);
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const segmentDistance = start.distanceTo(end);
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distances.push(segmentDistance);
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totalDistance += segmentDistance;
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}
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// Find the object in the scene
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const findObject = scene.getObjectByProperty("uuid", id);
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if (activeTool === "play") {
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if (!findObject) return;
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const speed = 5;
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progressRef.current += delta * speed;
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let coveredDistance = progressRef.current;
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let accumulatedDistance = 0;
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let index = 0;
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// Determine the current segment of the path
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while (
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index < distances.length &&
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coveredDistance > accumulatedDistance + distances[index]
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index < distancesRef.current.length &&
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coveredDistance > accumulatedDistance + distancesRef.current[index]
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) {
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accumulatedDistance += distances[index];
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accumulatedDistance += distancesRef.current[index];
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index++;
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}
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if (index < distances.length) {
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const start = new THREE.Vector3(...path[index]);
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const end = new THREE.Vector3(...path[index + 1]);
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const segmentDistance = distances[index];
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const t = (coveredDistance - accumulatedDistance) / segmentDistance;
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const position = start.clone().lerp(end, t); // Use clone() to avoid mutating the original vector
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meshRef.current.position.copy(position);
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const direction = new THREE.Vector3()
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.subVectors(end, start)
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.normalize();
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const targetQuaternion = new THREE.Quaternion().setFromUnitVectors(
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new THREE.Vector3(0, 0, 1),
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direction
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);
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meshRef.current.quaternion.slerp(targetQuaternion, 0.1);
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} else {
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progressRef.current = totalDistance;
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// If the object has reached the end of the path, stop moving
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if (index >= distancesRef.current.length) {
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progressRef.current = totalDistanceRef.current;
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return;
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}
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// Interpolate position within the current segment
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const start = new THREE.Vector3(...path[index]);
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const end = new THREE.Vector3(...path[index + 1]);
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const segmentDistance = distancesRef.current[index];
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const t = (coveredDistance - accumulatedDistance) / segmentDistance;
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const position = start.clone().lerp(end, t);
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findObject.position.copy(position);
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// Rotate the object to face the direction of movement
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const direction = new THREE.Vector3().subVectors(end, start).normalize();
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const targetQuaternion = new THREE.Quaternion().setFromUnitVectors(
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new THREE.Vector3(0, 0, 1), // Assuming forward direction is (0, 0, 1)
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direction
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);
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findObject.quaternion.slerp(targetQuaternion, 0.1); // Smoothly interpolate rotation
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} else if (activeTool === "cursor") {
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findObject?.position.copy(startPoint);
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}
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});
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return (
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<>
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{/* {path.length > 0 && <Line points={path} color="blue" lineWidth={3} />} */}
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{path.length > 0 && (
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{path.length > 0 && <Line points={path} color="blue" lineWidth={3} />}
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{/* {path.length > 0 && (
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<mesh ref={meshRef} position={path.length > 0 ? path[0] : [0, 0.1, 0]}>
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<boxGeometry args={[1, 1, 1]} />
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<meshNormalMaterial />
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</mesh>
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)}
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)} */}
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</>
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);
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}
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