solved few bugs in agv
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1dc04d19bb
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37f912a6f1
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@ -438,7 +438,6 @@ const Tools: React.FC = () => {
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}`}
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onClick={() => {
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setIsPlaying(!isPlaying);
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setActiveTool("play");
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}}
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>
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<PlayIcon isActive={activeTool === "play"} />
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@ -1,6 +1,7 @@
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import React, { useState, useRef, useEffect } from "react";
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import { ExitIcon, PlayStopIcon, ResetIcon } from "../../icons/SimulationIcons";
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import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
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import { useActiveTool } from "../../../store/store";
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const SimulationPlayer: React.FC = () => {
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const [speed, setSpeed] = useState<number>(1);
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@ -8,6 +9,7 @@ const SimulationPlayer: React.FC = () => {
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const { setIsPlaying } = usePlayButtonStore();
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const sliderRef = useRef<HTMLDivElement>(null);
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const isDragging = useRef(false);
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const { setActiveTool } = useActiveTool();
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// Button functions
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const handleReset = () => {
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@ -19,6 +21,7 @@ const SimulationPlayer: React.FC = () => {
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const handleExit = () => {
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setPlaySimulation(false);
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setIsPlaying(false);
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setActiveTool("cursor")
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};
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// Slider functions starts
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@ -19,7 +19,9 @@ const Agv = ({
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}) => {
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const [pathPoints, setPathPoints] = useState<
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{
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uuid: string;
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modelUuid: string;
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modelSpeed: number;
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bufferTime: number;
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points: { x: number; y: number; z: number }[];
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}[]
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>([]);
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@ -32,6 +34,7 @@ const Agv = ({
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(val: any) => val.modelName === "agv"
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);
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console.log("agvModels: ", agvModels);
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let findMesh = agvModels.filter(
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(val: any) =>
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val.modeluuid === selectedActionSphere?.path?.modeluuid &&
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@ -49,8 +52,9 @@ const Agv = ({
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"y" in findMesh[0].point.actions.end
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? [
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{
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uuid: findMesh[0].modeluuid, // Ensure it's a number
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modelUuid: findMesh[0].modeluuid, // Ensure it's a number
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modelSpeed: findMesh[0].point.speed,
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bufferTime: findMesh[0].point.actions.buffer,
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points: [
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{
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x: findMesh[0].position[0],
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@ -72,15 +76,29 @@ const Agv = ({
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]
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: [];
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if (result.length > 0) {
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// setPathPoints((prev) => [...prev, ...result]);
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setPathPoints((prev) => {
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const existingUUIDs = new Set(prev.map((item) => item.uuid));
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const newItems = result.filter(
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(item) => !existingUUIDs.has(item.uuid)
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const existingIndex = prev.findIndex(
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(item) => item.modelUuid === result[0].modelUuid
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);
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return [...prev, ...newItems];
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if (existingIndex !== -1) {
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const updatedPathPoints = [...prev];
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updatedPathPoints[existingIndex] = result[0];
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return updatedPathPoints;
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} else {
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return [...prev, ...result];
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}
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});
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}
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}
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// setPathPoints((prev) => {
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// const existingUUIDs = new Set(prev.map((item) => item.uuid));
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// const newItems = result.filter(
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// (item) => !existingUUIDs.has(item.uuid)
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// );
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// return [...prev, ...newItems];
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// });
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}, [simulationPaths, selectedActionSphere]);
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let groupRef = useRef() as Types.RefGroup;
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@ -96,12 +114,40 @@ const Agv = ({
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plane={plane}
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/>
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{pathPoints.map((pair, i) => (
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<>
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<PathNavigator
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navMesh={navMesh}
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selectedPoints={pair.points}
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id={pair.uuid}
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id={pair.modelUuid}
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key={i}
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speed={pair.modelSpeed}
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bufferTime={pair.bufferTime}
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/>
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{/* {pair.points.length > 2 && (
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<>
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<mesh
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position={[
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pair.points[1].x,
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pair.points[1].y,
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pair.points[1].z,
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]}
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>
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<sphereGeometry args={[0.3, 15, 15]} />
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<meshStandardMaterial color="red" />
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</mesh>
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<mesh
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position={[
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pair.points[2].x,
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pair.points[2].y,
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pair.points[2].z,
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]}
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>
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<sphereGeometry args={[0.3, 15, 15]} />
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<meshStandardMaterial color="red" />
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</mesh>
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</>
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)} */}
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</>
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))}
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<group ref={groupRef} visible={false} name="Meshes"></group>
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</>
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@ -3,30 +3,38 @@ import * as THREE from "three";
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import { useFrame, useThree } from "@react-three/fiber";
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import { NavMeshQuery } from "@recast-navigation/core";
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import { Line } from "@react-three/drei";
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import { useTh } from "leva/dist/declarations/src/styles";
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import { useActiveTool } from "../../../store/store";
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import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
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// Define interface for props
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interface PathNavigatorProps {
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navMesh: any;
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selectedPoints: any;
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id: string;
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speed: number;
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bufferTime: number;
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}
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export default function PathNavigator({
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navMesh,
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selectedPoints,
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id,
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speed,
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bufferTime,
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}: PathNavigatorProps) {
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const [path, setPath] = useState<[number, number, number][]>([]);
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const progressRef = useRef(0);
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const distancesRef = useRef<number[]>([]);
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const totalDistanceRef = useRef(0);
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const currentSegmentIndex = useRef(0);
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const [stop, setStop] = useState<boolean>(true);
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const { scene } = useThree();
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const { activeTool } = useActiveTool();
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const { isPlaying, setIsPlaying } = usePlayButtonStore();
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const [startPoint, setStartPoint] = useState(new THREE.Vector3());
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const meshRef = useRef<THREE.Mesh | null>(null);
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const isWaiting = useRef<boolean>(false); // Flag to track waiting state
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const delayTime = bufferTime;
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const movingForward = useRef<boolean>(true); // Tracks whether the object is moving forward
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// Compute distances and total distance when the path changes
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useEffect(() => {
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if (!scene || !id || path.length < 2) return;
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@ -39,19 +47,17 @@ export default function PathNavigator({
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distances.push(segmentDistance);
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totalDistance += segmentDistance;
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}
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distancesRef.current = distances;
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totalDistanceRef.current = totalDistance;
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progressRef.current = 0; // Reset progress when the path changes
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progressRef.current = 0;
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}, [path]);
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useEffect(() => {
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if (!navMesh || selectedPoints.length === 0) return;
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// Flatten the selectedPoints array into a single list of points
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const allPoints = selectedPoints.flat();
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// Compute paths between consecutive points
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const computedPath: [number, number, number][] = [];
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for (let i = 0; i < allPoints.length - 1; i++) {
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const start = allPoints[i];
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setStartPoint(
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@ -64,7 +70,10 @@ export default function PathNavigator({
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const navMeshQuery = new NavMeshQuery(navMesh);
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const { path: segmentPath } = navMeshQuery.computePath(start, end);
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if (segmentPath && segmentPath.length > 0) {
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if (!segmentPath || segmentPath.length === 0) {
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continue;
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}
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computedPath.push(
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...segmentPath.map(({ x, y, z }): [number, number, number] => [
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x,
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@ -72,28 +81,24 @@ export default function PathNavigator({
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z,
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])
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);
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}
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} catch (error) {}
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}
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// Set the full computed path
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if (computedPath.length > 0) {
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setPath(computedPath);
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currentSegmentIndex.current = 0; // Reset to the first segment
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currentSegmentIndex.current = 0;
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}
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}, [selectedPoints, navMesh, path]);
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}, [selectedPoints, navMesh]);
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useFrame((_, delta) => {
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if (!scene || !id || path.length < 2) return;
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// Find the object in the scene
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// Find the object in the scene by its UUID
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const findObject = scene.getObjectByProperty("uuid", id);
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if (activeTool === "play") {
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if (!findObject) return;
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const speed = 5;
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progressRef.current += delta * speed;
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if (isPlaying) {
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const fast = speed;
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progressRef.current += delta * fast;
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let coveredDistance = progressRef.current;
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let accumulatedDistance = 0;
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@ -108,9 +113,24 @@ export default function PathNavigator({
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index++;
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}
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// If the object has reached the end of the path, stop moving
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if (index >= distancesRef.current.length) {
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progressRef.current = totalDistanceRef.current;
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if (!isWaiting.current) {
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isWaiting.current = true; // Set waiting flag
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setTimeout(() => {
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progressRef.current = 0; // Reset progress
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movingForward.current = !movingForward.current; // Toggle direction
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// Reverse the path and distances arrays
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path.reverse();
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distancesRef.current.reverse();
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// Reset the waiting flag
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isWaiting.current = false;
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}, delayTime * 1000); // Convert seconds to milliseconds
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}
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return;
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}
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@ -119,31 +139,35 @@ export default function PathNavigator({
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const end = new THREE.Vector3(...path[index + 1]);
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const segmentDistance = distancesRef.current[index];
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const t = (coveredDistance - accumulatedDistance) / segmentDistance;
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const t = Math.min(
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(coveredDistance - accumulatedDistance) / segmentDistance,
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1
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); // Clamp t to avoid overshooting
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const position = start.clone().lerp(end, t);
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findObject.position.copy(position);
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// Rotate the object to face the direction of movement
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const direction = new THREE.Vector3().subVectors(end, start).normalize();
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const targetQuaternion = new THREE.Quaternion().setFromUnitVectors(
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new THREE.Vector3(0, 0, 1), // Assuming forward direction is (0, 0, 1)
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direction
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);
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findObject.quaternion.slerp(targetQuaternion, 0.1); // Smoothly interpolate rotation
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} else if (activeTool === "cursor") {
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findObject?.position.copy(startPoint);
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const targetYRotation = Math.atan2(direction.x, direction.z);
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findObject.rotation.y += (targetYRotation - findObject.rotation.y) * 0.1;
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} else {
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findObject.position.copy(startPoint);
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}
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});
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return (
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<>
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{path.length > 0 && <Line points={path} color="blue" lineWidth={3} />}
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{/* {path.length > 0 && (
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<mesh ref={meshRef} position={path.length > 0 ? path[0] : [0, 0.1, 0]}>
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<boxGeometry args={[1, 1, 1]} />
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<meshNormalMaterial />
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{path.length > 0 && (
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<>
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<Line points={path} color="blue" lineWidth={3} />
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{selectedPoints.map((val: any, i: any) => (
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<mesh position={[val[0], val[1] + 1, val[2]]} key={i}>
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<sphereGeometry args={[50, 5, 5]} />
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<meshBasicMaterial color={"red"} />
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</mesh>
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)} */}
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))}
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</>
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)}
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</>
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);
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}
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