493 lines
14 KiB
TypeScript
493 lines
14 KiB
TypeScript
import React, {
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useEffect,
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useMemo,
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useState,
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useCallback,
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useRef,
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} from "react";
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import { useSimulationStates } from "../../../store/store";
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import * as THREE from "three";
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import { useThree } from "@react-three/fiber";
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import {
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ArmBotEventsSchema,
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ConveyorEventsSchema,
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VehicleEventsSchema,
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} from "../../../types/simulationTypes";
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import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
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// Type definitions
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export interface PointAction {
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uuid: string;
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name: string;
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type: string;
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material: string;
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delay: number | string;
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spawnInterval: string | number;
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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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// Update the connections type in your interfaces
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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; pointUUID?: 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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speed?: number;
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isActive: boolean;
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}
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export interface ArmBot {
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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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speed?: number;
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isActive: boolean;
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}
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export interface Process {
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id: string;
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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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isActive: boolean;
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}
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interface ProcessCreatorProps {
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onProcessesCreated: (processes: Process[]) => void;
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}
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// Convert event schemas to SimulationPath
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function convertToSimulationPath(
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path: ConveyorEventsSchema | VehicleEventsSchema | ArmBotEventsSchema
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): SimulationPath {
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const { modeluuid } = path;
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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: 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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})),
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},
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})),
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pathPosition: path.position,
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speed:
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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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isActive: false, // Added missing property
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};
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} else if (path.type === "ArmBot") {
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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.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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triggers: Array.isArray(path.points.triggers)
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? path.points.triggers.map(normalizeTrigger)
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: path.points.triggers
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? [normalizeTrigger(path.points.triggers)]
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: [],
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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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pointUUID: target.pointUUID, // Include if available
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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.points.actions?.speed || 1,
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isActive: false,
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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.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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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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})),
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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.points.speed || 1,
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isActive: false,
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};
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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: [],
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pointActions: [],
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pointTriggers: [], // Added point triggers array
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speed: 1,
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isActive: false,
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});
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// Enhanced connection checking function
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function shouldReverseNextPath(
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currentPath: SimulationPath,
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nextPath: SimulationPath
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): boolean {
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if (nextPath.points.length !== 3) return false;
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const currentLastPoint = currentPath.points[currentPath.points.length - 1];
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const nextFirstPoint = nextPath.points[0];
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const nextLastPoint = nextPath.points[nextPath.points.length - 1];
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// Check if current last connects to next last (requires reversal)
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const connectsToLast = currentLastPoint.connections.targets.some(
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(target) =>
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target.modelUUID === nextPath.modeluuid &&
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nextLastPoint.connections.targets.some(
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(t) => t.modelUUID === currentPath.modeluuid
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)
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);
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// Check if current last connects to next first (no reversal needed)
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const connectsToFirst = currentLastPoint.connections.targets.some(
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(target) =>
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target.modelUUID === nextPath.modeluuid &&
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nextFirstPoint.connections.targets.some(
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(t) => t.modelUUID === currentPath.modeluuid
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)
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);
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// Only reverse if connected to last point and not to first point
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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 < 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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if (shouldReverseNextPath(currentPath, nextPath)) {
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const reversedPoints = [
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nextPath.points[2],
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nextPath.points[1],
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nextPath.points[0],
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];
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adjustedPaths[i + 1] = {
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...nextPath,
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points: reversedPoints,
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};
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}
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}
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return adjustedPaths;
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}
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// Main hook for process creation
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export function useProcessCreation() {
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const { scene } = useThree();
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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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}, []);
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const createProcess = useCallback(
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(paths: SimulationPath[]): Process => {
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if (!paths || paths.length === 0) {
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return createEmptyProcess();
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}
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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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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 ${point.uuid} not found in scene`);
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continue;
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}
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const position = obj.getWorldPosition(new THREE.Vector3());
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animationPath.push(position.clone());
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pointActions.push(point.actions);
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pointTriggers.push(point.triggers); // Collect triggers for each point
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}
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}
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}
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return {
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id: `process-${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,
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speed: processSpeed,
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isActive: false,
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};
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},
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[scene]
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);
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const getAllConnectedPaths = useCallback(
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(
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initialPath: SimulationPath,
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allPaths: SimulationPath[],
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visited: Set<string> = new Set()
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): SimulationPath[] => {
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const connectedPaths: SimulationPath[] = [];
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const queue: SimulationPath[] = [initialPath];
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visited.add(initialPath.modeluuid);
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const pathMap = new Map<string, SimulationPath>();
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allPaths.forEach((path) => pathMap.set(path.modeluuid, path));
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while (queue.length > 0) {
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const currentPath = queue.shift()!;
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connectedPaths.push(currentPath);
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// Process outgoing connections
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for (const point of currentPath.points) {
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for (const target of point.connections.targets) {
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if (!visited.has(target.modelUUID)) {
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const targetPath = pathMap.get(target.modelUUID);
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if (targetPath) {
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visited.add(target.modelUUID);
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queue.push(targetPath);
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}
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}
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}
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}
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// Process incoming connections
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for (const [uuid, path] of pathMap) {
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if (!visited.has(uuid)) {
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const hasConnectionToCurrent = path.points.some((point) =>
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point.connections.targets.some(
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(t) => t.modelUUID === currentPath.modeluuid
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)
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);
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if (hasConnectionToCurrent) {
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visited.add(uuid);
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queue.push(path);
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}
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}
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}
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}
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return connectedPaths;
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},
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[]
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);
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const createProcessesFromPaths = useCallback(
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(paths: SimulationPath[]): Process[] => {
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if (!paths || paths.length === 0) return [];
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const visited = new Set<string>();
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const processes: Process[] = [];
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const pathMap = new Map<string, SimulationPath>();
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paths.forEach((path) => pathMap.set(path.modeluuid, path));
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for (const path of paths) {
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if (!visited.has(path.modeluuid) && hasSpawnAction(path)) {
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const connectedPaths = getAllConnectedPaths(path, paths, visited);
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const adjustedPaths = adjustPathPointsOrder(connectedPaths);
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const process = createProcess(adjustedPaths);
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processes.push(process);
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}
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}
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return processes;
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},
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[createProcess, getAllConnectedPaths, hasSpawnAction]
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);
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return {
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processes,
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createProcessesFromPaths,
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setProcesses,
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};
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}
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const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
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({ onProcessesCreated }) => {
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const { simulationStates } = useSimulationStates();
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const { createProcessesFromPaths } = useProcessCreation();
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const prevPathsRef = useRef<SimulationPath[]>([]);
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const prevProcessesRef = useRef<Process[]>([]);
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const { isPlaying } = usePlayButtonStore();
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const convertedPaths = useMemo((): SimulationPath[] => {
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if (!simulationStates) return [];
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return simulationStates.map((path) =>
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convertToSimulationPath(
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path as
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| ConveyorEventsSchema
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| VehicleEventsSchema
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| ArmBotEventsSchema
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)
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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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// 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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isActive: 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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onProcessesCreated([]);
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prevProcessesRef.current = [];
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}
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return;
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}
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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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// 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, // 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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]);
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return null;
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}
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);
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export default ProcessCreator;
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