Merge remote-tracking branch 'origin/simulation-animation' into simulation
This commit is contained in:
commit
f7e4f5c580
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@ -1,10 +1,4 @@
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import React, {
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useRef,
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useEffect,
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useMemo,
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useCallback,
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useState,
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} from "react";
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import React, { useRef, useEffect, useMemo, useCallback } from "react";
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import { useLoader, useFrame } from "@react-three/fiber";
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import { GLTFLoader } from "three-stdlib";
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import * as THREE from "three";
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@ -54,8 +48,6 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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const gltf = useLoader(GLTFLoader, crate) as GLTF;
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const groupRef = useRef<THREE.Group>(null);
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const tempStackedObjectsRef = useRef<Record<string, boolean>>({});
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const [previouslyConnected, setPreviouslyConnected] = useState<any>({});
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const currentSpawnedObjectRef = useRef<any>(null);
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const {
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animationStates,
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@ -124,6 +116,8 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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});
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}, [animationStates, MaterialRef, agvRef]);
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// In processAnimator.tsx - only the relevant spawn logic part that needs fixes
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// Add this function to ProcessAnimator component
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const isConnectedToActiveArmBot = useCallback(
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(processId: any) => {
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@ -159,26 +153,6 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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// Check connection status
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const isConnected = isConnectedToActiveArmBot(process.id);
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const wasConnected = previouslyConnected[process.id] || false;
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// Track connection state changes
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if (wasConnected !== isConnected) {
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setTimeout(() => {
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setPreviouslyConnected((prev: any) => ({
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...prev,
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[process.id]: isConnected,
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}));
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}, 0);
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}
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// If just disconnected, reset the spawn timer to allow new spawns
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if (wasConnected && !isConnected) {
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newStates[process.id] = {
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...processState,
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nextSpawnTime: currentTime + 0.1,
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hasSpawnedZeroIntervalObject: false,
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};
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}
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if (processState.isProcessDelaying) {
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// Existing delay handling logic...
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@ -195,6 +169,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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const spawnPoint = findSpawnPoint(process);
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if (!spawnPoint || !spawnPoint.actions) {
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console.log(
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`Process ${process.id} has no valid spawn point or actions`
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);
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return;
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}
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@ -218,10 +195,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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return; // Don't spawn more objects for zero interval
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}
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const effectiveSpawnInterval = Math.max(
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0.1,
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spawnInterval / speedRef.current
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);
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const effectiveSpawnInterval = spawnInterval / speedRef.current;
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if (currentTime >= processState.nextSpawnTime) {
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const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
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@ -242,9 +216,6 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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progress: 0.005, // Start with tiny progress to ensure animation begins
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};
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// Calculate next spawn time
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const nextSpawnAt = currentTime + effectiveSpawnInterval;
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// Update state with the new object and flag for zero interval
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newStates[process.id] = {
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...processState,
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@ -253,7 +224,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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[objectId]: newObject,
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},
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objectIdCounter: processState.objectIdCounter + 1,
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nextSpawnTime: nextSpawnAt,
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nextSpawnTime: currentTime + effectiveSpawnInterval,
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// Mark that we've spawned an object for zero interval case
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hasSpawnedZeroIntervalObject:
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spawnInterval === 0
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@ -269,8 +240,6 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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// Second useFrame for animation logic
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useFrame((_, delta) => {
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let currentProcessObject: any = null;
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// Animation logic frame
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const currentTime =
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clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
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@ -284,8 +253,12 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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return;
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}
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// Check connection status
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// Check connection status with debugging
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const isConnected = isConnectedToActiveArmBot(process.id);
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console.log(
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`Process ${process.id} animation - connected:`,
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isConnected
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);
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if (isConnected) {
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// Stop all animations when connected to active arm bot
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@ -297,7 +270,6 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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[id]: {
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...obj,
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state: {
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visible: true,
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...obj.state,
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isAnimating: false, // Stop animation
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isDelaying: false, // Clear delays
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@ -321,6 +293,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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currentTime - processState.processDelayStartTime >=
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effectiveDelayTime
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) {
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console.log(
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`Process ${process.id} delay completed, resuming animation`
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);
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newStates[process.id] = {
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...processState,
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isProcessDelaying: false,
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@ -356,6 +331,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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[];
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if (path.length < 2) {
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console.log(
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`Process ${process.id} has insufficient path points: ${path.length}`
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);
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return;
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}
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@ -370,6 +348,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
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if (!currentRef) {
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console.log(
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`No reference for object ${objectId}, skipping animation`
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);
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return;
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}
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@ -397,6 +378,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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stateRef.currentDelayDuration / speedRef.current;
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if (currentTime - stateRef.delayStartTime >= effectiveDelayTime) {
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console.log(
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`Delay complete for object ${objectId}, resuming animation`
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);
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stateRef.isDelaying = false;
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stateRef.delayComplete = true;
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stateRef.isAnimating = true;
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@ -424,6 +408,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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// Skip non-animating objects
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if (!stateRef.isAnimating) {
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console.log(
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`Object ${objectId} not animating, skipping animation updates`
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);
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return;
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}
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@ -467,6 +454,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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if (shouldHide) {
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if (isAgvPicking) {
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console.log(
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`AGV picking at last point for object ${objectId}, hiding object`
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);
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updatedObjects[objectId] = {
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...obj,
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visible: false,
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@ -527,8 +517,14 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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if (stateRef.delayComplete && stateRef.progress < 0.01) {
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stateRef.progress = 0.05;
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stateRef.delayComplete = false;
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console.log(
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`Boosting progress for object ${objectId} after delay`
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);
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} else {
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stateRef.progress += movement / distance;
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console.log(
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`Object ${objectId} progress: ${stateRef.progress.toFixed(3)}`
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);
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}
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// Handle point transition
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@ -546,8 +542,12 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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currentTime
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);
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const newPointData = getPointDataForAnimationIndex(
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process,
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stateRef.currentIndex
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);
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// No action needed with newPointData here - will be handled in next frame
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getPointDataForAnimationIndex(process, stateRef.currentIndex);
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} else {
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// Update position with lerp
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currentRef.position.lerpVectors(
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