refactor: Remove commented console logs in ProcessAnimator and useProcessAnimations
612 lines
19 KiB
TypeScript
612 lines
19 KiB
TypeScript
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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import { GLTF } from "three-stdlib";
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import crate from "../../../assets/gltf-glb/crate_box.glb";
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import { useProcessAnimation } from "./useProcessAnimations";
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import ProcessObject from "./processObject";
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import { ProcessData } from "./types";
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interface ArmBotState {
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uuid: string;
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position: [number, number, number];
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rotation: [number, number, number];
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status: string;
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material: string;
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triggerId: string;
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connections: {
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source: { modelUUID: string; pointUUID: string };
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targets: { modelUUID: string; pointUUID: string }[];
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};
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actions: {
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uuid: string;
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name: string;
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speed: number;
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processes: { triggerId: string; startPoint: string; endPoint: string }[];
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};
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isActive?: boolean;
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}
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interface ProcessContainerProps {
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processes: ProcessData[];
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setProcesses: React.Dispatch<React.SetStateAction<any[]>>;
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agvRef: any;
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MaterialRef: any;
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armBots: ArmBotState[];
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setArmBots: React.Dispatch<React.SetStateAction<ArmBotState[]>>;
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}
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const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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processes,
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setProcesses,
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agvRef,
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MaterialRef,
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armBots,
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setArmBots,
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}) => {
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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 {
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animationStates,
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setAnimationStates,
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clockRef,
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elapsedBeforePauseRef,
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speedRef,
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debugRef,
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findSpawnPoint,
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createSpawnedObject,
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handlePointActions,
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hasNonInheritActions,
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getPointDataForAnimationIndex,
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processes: processedProcesses,
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checkAndCountTriggers,
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} = useProcessAnimation(processes, setProcesses, agvRef, armBots, setArmBots);
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const baseMaterials = useMemo(
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() => ({
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Box: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
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Crate: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
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Default: new THREE.MeshStandardMaterial(),
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}),
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[]
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);
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useEffect(() => {
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// Update material references for all spawned objects
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Object.entries(animationStates).forEach(([processId, processState]) => {
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Object.keys(processState.spawnedObjects).forEach((objectId) => {
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const entry = { processId, objectId };
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const materialType =
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processState.spawnedObjects[objectId]?.currentMaterialType;
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if (!materialType) {
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return;
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}
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const matRefArray = MaterialRef.current;
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// Find existing material group
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const existing = matRefArray.find(
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(entryGroup: { material: string; objects: any[] }) =>
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entryGroup.material === materialType
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);
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if (existing) {
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// Check if this processId + objectId already exists
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const alreadyExists = existing.objects.some(
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(o: any) =>
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o.processId === entry.processId && o.objectId === entry.objectId
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);
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if (!alreadyExists) {
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existing.objects.push(entry);
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}
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} else {
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// Create new group for this material type
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matRefArray.push({
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material: materialType,
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objects: [entry],
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});
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}
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});
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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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// Check if any active armbot is connected to this process
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return armBots.some((armbot) => {
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if (!armbot.isActive) return false;
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// Check if this armbot is connected to the process
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return armbot.connections?.targets?.some((connection) => {
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// Find the process that owns this modelUUID
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const connectedProcess = processes.find((p) =>
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p.paths?.some((path) => path.modeluuid === connection.modelUUID)
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);
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return connectedProcess?.id === processId;
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});
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});
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},
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[armBots, processes]
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);
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// First useFrame for spawn logic
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useFrame(() => {
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// Spawn logic frame
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const currentTime =
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clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
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setAnimationStates((prev) => {
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const newStates = { ...prev };
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processedProcesses.forEach((process) => {
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const processState = newStates[process.id];
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if (!processState) return;
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// Check connection status
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const isConnected = isConnectedToActiveArmBot(process.id);
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if (processState.isProcessDelaying) {
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// Existing delay handling logic...
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return;
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}
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if (isConnected) {
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newStates[process.id] = {
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...processState,
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nextSpawnTime: Infinity, // Prevent future spawns
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};
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return;
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}
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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 ${process.id} has no valid spawn point or actions`
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// );
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return;
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}
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const spawnAction = spawnPoint.actions.find(
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(a) => a.isUsed && a.type === "Spawn"
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);
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if (!spawnAction) {
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return;
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}
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const spawnInterval =
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typeof spawnAction.spawnInterval === "number"
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? spawnAction.spawnInterval
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: parseFloat(spawnAction.spawnInterval || "0") || 0;
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// Check if this is a zero interval spawn and we already spawned an object
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if (
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spawnInterval === 0 &&
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processState.hasSpawnedZeroIntervalObject === true
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) {
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return; // Don't spawn more objects for zero interval
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}
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const effectiveSpawnInterval = spawnInterval / speedRef.current;
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if (currentTime >= processState.nextSpawnTime) {
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const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
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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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baseMaterials
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);
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// Initialize state properly to ensure animation
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newObject.state = {
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...newObject.state,
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isAnimating: true,
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isDelaying: false,
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delayComplete: false,
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progress: 0.005, // Start with tiny progress to ensure animation begins
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};
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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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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 + 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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? true
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: processState.hasSpawnedZeroIntervalObject,
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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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// Second useFrame for animation logic
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useFrame((_, delta) => {
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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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setAnimationStates((prev) => {
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const newStates = { ...prev };
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processedProcesses.forEach((process) => {
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const processState = newStates[process.id];
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if (!processState) {
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return;
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}
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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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newStates[process.id] = {
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...processState,
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spawnedObjects: Object.entries(processState.spawnedObjects).reduce(
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(acc, [id, obj]) => ({
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...acc,
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[id]: {
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...obj,
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state: {
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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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delayComplete: false, // Reset delays
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progress: 0, // Reset progress
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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;
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}
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// Process delay handling
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if (processState.isProcessDelaying) {
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const effectiveDelayTime =
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processState.processDelayDuration / speedRef.current;
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if (
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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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spawnedObjects: Object.entries(
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processState.spawnedObjects
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).reduce(
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(acc, [id, obj]) => ({
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...acc,
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[id]: {
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...obj,
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state: {
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...obj.state,
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isDelaying: false,
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delayComplete: true,
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isAnimating: true,
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progress:
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obj.state.progress === 0 ? 0.005 : obj.state.progress,
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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;
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} else {
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return;
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}
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}
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// Ensure we have a valid path to follow
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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) {
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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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const updatedObjects = { ...processState.spawnedObjects };
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let animationOccurring = false; // Track if any animation is happening
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Object.entries(processState.spawnedObjects).forEach(
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([objectId, obj]) => {
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if (!obj.visible) {
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return;
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}
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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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// Initialize position for new objects
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if (
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obj.position &&
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obj.state.currentIndex === 0 &&
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obj.state.progress === 0
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) {
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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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// Ensure animation state is properly set for objects
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if (!stateRef.isAnimating && !stateRef.isDelaying && !isConnected) {
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stateRef.isAnimating = true;
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stateRef.progress =
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stateRef.progress > 0 ? stateRef.progress : 0.005;
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}
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// Handle delay logic
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if (stateRef.isDelaying) {
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const effectiveDelayTime =
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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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if (stateRef.progress === 0) {
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stateRef.progress = 0.005;
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}
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const nextPointIdx = stateRef.currentIndex + 1;
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if (nextPointIdx < path.length) {
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const slightProgress = Math.max(stateRef.progress, 0.005);
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currentRef.position.lerpVectors(
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path[stateRef.currentIndex],
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nextPointIdx < path.length
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? path[nextPointIdx]
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: path[stateRef.currentIndex],
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slightProgress
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);
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}
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} else {
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updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
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return;
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}
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}
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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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animationOccurring = true; // Mark that animation is happening
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// Handle point actions
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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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// Handle point actions when first arriving at 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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processedProcesses,
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baseMaterials
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);
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if (shouldStop) {
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updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
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return;
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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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// Handle objects at the last point
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if (isLastPoint) {
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const isAgvPicking = agvRef.current.some(
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(agv: any) =>
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agv.processId === process.id && agv.status === "picking"
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);
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const shouldHide =
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!currentPointData?.actions ||
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!hasNonInheritActions(currentPointData.actions);
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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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state: {
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...stateRef,
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isAnimating: false,
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},
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};
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} else {
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tempStackedObjectsRef.current[objectId] = true;
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updatedObjects[objectId] = {
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...obj,
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visible: true,
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state: {
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...stateRef,
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isAnimating: true,
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},
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};
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}
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return;
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}
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}
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// Handle stacked objects when AGV picks
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if (tempStackedObjectsRef.current[objectId]) {
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const isAgvPicking = agvRef.current.some(
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(agv: any) =>
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agv.processId === process.id && agv.status === "picking"
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);
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if (isAgvPicking) {
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delete tempStackedObjectsRef.current[objectId];
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updatedObjects[objectId] = {
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...obj,
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visible: false,
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state: {
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...stateRef,
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isAnimating: false,
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},
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};
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return;
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}
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}
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// Handle normal animation progress for objects not at last point
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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 effectiveSpeed = stateRef.speed * speedRef.current;
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const movement = effectiveSpeed * delta;
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// Ensure progress is always moving forward
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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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if (stateRef.progress >= 1) {
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stateRef.currentIndex = nextPointIdx;
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stateRef.progress = 0;
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currentRef.position.copy(nextPoint);
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// TRIGGER CHECK - When object arrives at new point
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checkAndCountTriggers(
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process.id,
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objectId,
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stateRef.currentIndex, // The new point index
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processedProcesses,
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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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} else {
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// Update position with lerp
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currentRef.position.lerpVectors(
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path[stateRef.currentIndex],
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nextPoint,
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stateRef.progress
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);
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}
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}
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updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
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}
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);
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// Log if no animation is occurring when it should
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if (!animationOccurring && !isConnected) {
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// console.log(
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// `Warning: No animation occurring for process ${process.id} despite not being connected`
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// );
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}
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newStates[process.id] = {
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...processState,
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spawnedObjects: updatedObjects,
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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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if (!processedProcesses || processedProcesses.length === 0) {
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return null;
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}
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return (
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<group ref={groupRef}>
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{Object.entries(animationStates).flatMap(([processId, processState]) =>
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Object.entries(processState.spawnedObjects)
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.filter(([_, obj]) => obj.visible)
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.map(([objectId, obj]) => {
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const process = processedProcesses.find((p) => p.id === processId);
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|
|
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const renderAs = process?.renderAs || "custom";
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|
|
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return (
|
|
<ProcessObject
|
|
key={objectId}
|
|
objectId={objectId}
|
|
obj={obj}
|
|
renderAs={renderAs}
|
|
gltf={gltf}
|
|
/>
|
|
);
|
|
})
|
|
)}
|
|
</group>
|
|
);
|
|
};
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|
|
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export default ProcessAnimator;
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