Files
Dwinzo_dev/app/src/modules/simulation/process/processAnimator.tsx
Jerald-Golden-B 8e491a0002 feat: Add isActive property to ArmBot state and update IKAnimationController logic
refactor: Remove commented console logs in ProcessAnimator and useProcessAnimations
2025-04-16 18:30:43 +05:30

612 lines
19 KiB
TypeScript

import React, { useRef, useEffect, useMemo, useCallback } from "react";
import { useLoader, useFrame } from "@react-three/fiber";
import { GLTFLoader } from "three-stdlib";
import * as THREE from "three";
import { GLTF } from "three-stdlib";
import crate from "../../../assets/gltf-glb/crate_box.glb";
import { useProcessAnimation } from "./useProcessAnimations";
import ProcessObject from "./processObject";
import { ProcessData } from "./types";
interface ArmBotState {
uuid: string;
position: [number, number, number];
rotation: [number, number, number];
status: string;
material: string;
triggerId: string;
connections: {
source: { modelUUID: string; pointUUID: string };
targets: { modelUUID: string; pointUUID: string }[];
};
actions: {
uuid: string;
name: string;
speed: number;
processes: { triggerId: string; startPoint: string; endPoint: string }[];
};
isActive?: boolean;
}
interface ProcessContainerProps {
processes: ProcessData[];
setProcesses: React.Dispatch<React.SetStateAction<any[]>>;
agvRef: any;
MaterialRef: any;
armBots: ArmBotState[];
setArmBots: React.Dispatch<React.SetStateAction<ArmBotState[]>>;
}
const ProcessAnimator: React.FC<ProcessContainerProps> = ({
processes,
setProcesses,
agvRef,
MaterialRef,
armBots,
setArmBots,
}) => {
const gltf = useLoader(GLTFLoader, crate) as GLTF;
const groupRef = useRef<THREE.Group>(null);
const tempStackedObjectsRef = useRef<Record<string, boolean>>({});
const {
animationStates,
setAnimationStates,
clockRef,
elapsedBeforePauseRef,
speedRef,
debugRef,
findSpawnPoint,
createSpawnedObject,
handlePointActions,
hasNonInheritActions,
getPointDataForAnimationIndex,
processes: processedProcesses,
checkAndCountTriggers,
} = useProcessAnimation(processes, setProcesses, agvRef, armBots, setArmBots);
const baseMaterials = useMemo(
() => ({
Box: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
Crate: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
Default: new THREE.MeshStandardMaterial(),
}),
[]
);
useEffect(() => {
// Update material references for all spawned objects
Object.entries(animationStates).forEach(([processId, processState]) => {
Object.keys(processState.spawnedObjects).forEach((objectId) => {
const entry = { processId, objectId };
const materialType =
processState.spawnedObjects[objectId]?.currentMaterialType;
if (!materialType) {
return;
}
const matRefArray = MaterialRef.current;
// Find existing material group
const existing = matRefArray.find(
(entryGroup: { material: string; objects: any[] }) =>
entryGroup.material === materialType
);
if (existing) {
// Check if this processId + objectId already exists
const alreadyExists = existing.objects.some(
(o: any) =>
o.processId === entry.processId && o.objectId === entry.objectId
);
if (!alreadyExists) {
existing.objects.push(entry);
}
} else {
// Create new group for this material type
matRefArray.push({
material: materialType,
objects: [entry],
});
}
});
});
}, [animationStates, MaterialRef, agvRef]);
// In processAnimator.tsx - only the relevant spawn logic part that needs fixes
// Add this function to ProcessAnimator component
const isConnectedToActiveArmBot = useCallback(
(processId: any) => {
// Check if any active armbot is connected to this process
return armBots.some((armbot) => {
if (!armbot.isActive) return false;
// Check if this armbot is connected to the process
return armbot.connections?.targets?.some((connection) => {
// Find the process that owns this modelUUID
const connectedProcess = processes.find((p) =>
p.paths?.some((path) => path.modeluuid === connection.modelUUID)
);
return connectedProcess?.id === processId;
});
});
},
[armBots, processes]
);
// First useFrame for spawn logic
useFrame(() => {
// Spawn logic frame
const currentTime =
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
setAnimationStates((prev) => {
const newStates = { ...prev };
processedProcesses.forEach((process) => {
const processState = newStates[process.id];
if (!processState) return;
// Check connection status
const isConnected = isConnectedToActiveArmBot(process.id);
if (processState.isProcessDelaying) {
// Existing delay handling logic...
return;
}
if (isConnected) {
newStates[process.id] = {
...processState,
nextSpawnTime: Infinity, // Prevent future spawns
};
return;
}
const spawnPoint = findSpawnPoint(process);
if (!spawnPoint || !spawnPoint.actions) {
// console.log(
// `Process ${process.id} has no valid spawn point or actions`
// );
return;
}
const spawnAction = spawnPoint.actions.find(
(a) => a.isUsed && a.type === "Spawn"
);
if (!spawnAction) {
return;
}
const spawnInterval =
typeof spawnAction.spawnInterval === "number"
? spawnAction.spawnInterval
: parseFloat(spawnAction.spawnInterval || "0") || 0;
// Check if this is a zero interval spawn and we already spawned an object
if (
spawnInterval === 0 &&
processState.hasSpawnedZeroIntervalObject === true
) {
return; // Don't spawn more objects for zero interval
}
const effectiveSpawnInterval = spawnInterval / speedRef.current;
if (currentTime >= processState.nextSpawnTime) {
const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
const newObject = createSpawnedObject(
process,
currentTime,
spawnAction.material || "Default",
spawnPoint,
baseMaterials
);
// Initialize state properly to ensure animation
newObject.state = {
...newObject.state,
isAnimating: true,
isDelaying: false,
delayComplete: false,
progress: 0.005, // Start with tiny progress to ensure animation begins
};
// Update state with the new object and flag for zero interval
newStates[process.id] = {
...processState,
spawnedObjects: {
...processState.spawnedObjects,
[objectId]: newObject,
},
objectIdCounter: processState.objectIdCounter + 1,
nextSpawnTime: currentTime + effectiveSpawnInterval,
// Mark that we've spawned an object for zero interval case
hasSpawnedZeroIntervalObject:
spawnInterval === 0
? true
: processState.hasSpawnedZeroIntervalObject,
};
}
});
return newStates;
});
});
// Second useFrame for animation logic
useFrame((_, delta) => {
// Animation logic frame
const currentTime =
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
setAnimationStates((prev) => {
const newStates = { ...prev };
processedProcesses.forEach((process) => {
const processState = newStates[process.id];
if (!processState) {
return;
}
// Check connection status with debugging
const isConnected = isConnectedToActiveArmBot(process.id);
// console.log(
// `Process ${process.id} animation - connected:`,
// isConnected
// );
if (isConnected) {
// Stop all animations when connected to active arm bot
newStates[process.id] = {
...processState,
spawnedObjects: Object.entries(processState.spawnedObjects).reduce(
(acc, [id, obj]) => ({
...acc,
[id]: {
...obj,
state: {
...obj.state,
isAnimating: false, // Stop animation
isDelaying: false, // Clear delays
delayComplete: false, // Reset delays
progress: 0, // Reset progress
},
},
}),
{}
),
};
return;
}
// Process delay handling
if (processState.isProcessDelaying) {
const effectiveDelayTime =
processState.processDelayDuration / speedRef.current;
if (
currentTime - processState.processDelayStartTime >=
effectiveDelayTime
) {
// console.log(
// `Process ${process.id} delay completed, resuming animation`
// );
newStates[process.id] = {
...processState,
isProcessDelaying: false,
spawnedObjects: Object.entries(
processState.spawnedObjects
).reduce(
(acc, [id, obj]) => ({
...acc,
[id]: {
...obj,
state: {
...obj.state,
isDelaying: false,
delayComplete: true,
isAnimating: true,
progress:
obj.state.progress === 0 ? 0.005 : obj.state.progress,
},
},
}),
{}
),
};
return;
} else {
return;
}
}
// Ensure we have a valid path to follow
const path =
process.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) ||
[];
if (path.length < 2) {
// console.log(
// `Process ${process.id} has insufficient path points: ${path.length}`
// );
return;
}
const updatedObjects = { ...processState.spawnedObjects };
let animationOccurring = false; // Track if any animation is happening
Object.entries(processState.spawnedObjects).forEach(
([objectId, obj]) => {
if (!obj.visible) {
return;
}
const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
if (!currentRef) {
// console.log(
// `No reference for object ${objectId}, skipping animation`
// );
return;
}
// Initialize position for new objects
if (
obj.position &&
obj.state.currentIndex === 0 &&
obj.state.progress === 0
) {
currentRef.position.copy(obj.position);
}
const stateRef = obj.state;
// Ensure animation state is properly set for objects
if (!stateRef.isAnimating && !stateRef.isDelaying && !isConnected) {
stateRef.isAnimating = true;
stateRef.progress =
stateRef.progress > 0 ? stateRef.progress : 0.005;
}
// Handle delay logic
if (stateRef.isDelaying) {
const effectiveDelayTime =
stateRef.currentDelayDuration / speedRef.current;
if (currentTime - stateRef.delayStartTime >= effectiveDelayTime) {
// console.log(
// `Delay complete for object ${objectId}, resuming animation`
// );
stateRef.isDelaying = false;
stateRef.delayComplete = true;
stateRef.isAnimating = true;
if (stateRef.progress === 0) {
stateRef.progress = 0.005;
}
const nextPointIdx = stateRef.currentIndex + 1;
if (nextPointIdx < path.length) {
const slightProgress = Math.max(stateRef.progress, 0.005);
currentRef.position.lerpVectors(
path[stateRef.currentIndex],
nextPointIdx < path.length
? path[nextPointIdx]
: path[stateRef.currentIndex],
slightProgress
);
}
} else {
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
return;
}
}
// Skip non-animating objects
if (!stateRef.isAnimating) {
// console.log(
// `Object ${objectId} not animating, skipping animation updates`
// );
return;
}
animationOccurring = true; // Mark that animation is happening
// Handle point actions
const currentPointData = getPointDataForAnimationIndex(
process,
stateRef.currentIndex
);
// Handle point actions when first arriving at point
if (stateRef.progress === 0 && currentPointData?.actions) {
const shouldStop = handlePointActions(
process.id,
objectId,
currentPointData.actions,
currentTime,
processedProcesses,
baseMaterials
);
if (shouldStop) {
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
return;
}
}
const nextPointIdx = stateRef.currentIndex + 1;
const isLastPoint = nextPointIdx >= path.length;
// Handle objects at the last point
if (isLastPoint) {
const isAgvPicking = agvRef.current.some(
(agv: any) =>
agv.processId === process.id && agv.status === "picking"
);
const shouldHide =
!currentPointData?.actions ||
!hasNonInheritActions(currentPointData.actions);
if (shouldHide) {
if (isAgvPicking) {
// console.log(
// `AGV picking at last point for object ${objectId}, hiding object`
// );
updatedObjects[objectId] = {
...obj,
visible: false,
state: {
...stateRef,
isAnimating: false,
},
};
} else {
tempStackedObjectsRef.current[objectId] = true;
updatedObjects[objectId] = {
...obj,
visible: true,
state: {
...stateRef,
isAnimating: true,
},
};
}
return;
}
}
// Handle stacked objects when AGV picks
if (tempStackedObjectsRef.current[objectId]) {
const isAgvPicking = agvRef.current.some(
(agv: any) =>
agv.processId === process.id && agv.status === "picking"
);
if (isAgvPicking) {
delete tempStackedObjectsRef.current[objectId];
updatedObjects[objectId] = {
...obj,
visible: false,
state: {
...stateRef,
isAnimating: false,
},
};
return;
}
}
// Handle normal animation progress for objects not at last point
if (!isLastPoint) {
const nextPoint = path[nextPointIdx];
const distance =
path[stateRef.currentIndex].distanceTo(nextPoint);
const effectiveSpeed = stateRef.speed * speedRef.current;
const movement = effectiveSpeed * delta;
// Ensure progress is always moving forward
if (stateRef.delayComplete && stateRef.progress < 0.01) {
stateRef.progress = 0.05;
stateRef.delayComplete = false;
// console.log(
// `Boosting progress for object ${objectId} after delay`
// );
} else {
stateRef.progress += movement / distance;
// console.log(
// `Object ${objectId} progress: ${stateRef.progress.toFixed(3)}`
// );
}
// Handle point transition
if (stateRef.progress >= 1) {
stateRef.currentIndex = nextPointIdx;
stateRef.progress = 0;
currentRef.position.copy(nextPoint);
// TRIGGER CHECK - When object arrives at new point
checkAndCountTriggers(
process.id,
objectId,
stateRef.currentIndex, // The new point index
processedProcesses,
currentTime
);
const newPointData = getPointDataForAnimationIndex(
process,
stateRef.currentIndex
);
// No action needed with newPointData here - will be handled in next frame
} else {
// Update position with lerp
currentRef.position.lerpVectors(
path[stateRef.currentIndex],
nextPoint,
stateRef.progress
);
}
}
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
}
);
// Log if no animation is occurring when it should
if (!animationOccurring && !isConnected) {
// console.log(
// `Warning: No animation occurring for process ${process.id} despite not being connected`
// );
}
newStates[process.id] = {
...processState,
spawnedObjects: updatedObjects,
};
});
return newStates;
});
});
if (!processedProcesses || processedProcesses.length === 0) {
return null;
}
return (
<group ref={groupRef}>
{Object.entries(animationStates).flatMap(([processId, processState]) =>
Object.entries(processState.spawnedObjects)
.filter(([_, obj]) => obj.visible)
.map(([objectId, obj]) => {
const process = processedProcesses.find((p) => p.id === processId);
const renderAs = process?.renderAs || "custom";
return (
<ProcessObject
key={objectId}
objectId={objectId}
obj={obj}
renderAs={renderAs}
gltf={gltf}
/>
);
})
)}
</group>
);
};
export default ProcessAnimator;