bug fix
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b46b468e1c
commit
43d21a522c
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@ -9,7 +9,6 @@ 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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@ -21,7 +20,12 @@ interface ArmBotState {
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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: { uuid: string; name: string; speed: number; processes: { triggerId: string; startPoint: string; endPoint: string }[]; };
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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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@ -39,7 +43,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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agvRef,
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MaterialRef,
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armBots,
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setArmBots
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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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@ -114,7 +118,6 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -123,7 +126,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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: any) => {
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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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@ -135,8 +138,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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[armBots, processes]
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);
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// In processAnimator.tsx - only the relevant spawn logic part that needs fixes
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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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@ -149,12 +151,15 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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 (isConnectedToActiveArmBot(process.id)) {
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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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@ -163,17 +168,24 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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}
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const spawnPoint = findSpawnPoint(process);
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if (!spawnPoint || !spawnPoint.actions) return;
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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) return;
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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 as string) || 0;
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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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@ -195,6 +207,15 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -217,6 +238,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -227,9 +249,19 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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if (!processState) {
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return;
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}
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if (isConnectedToActiveArmBot(process.id)) {
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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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@ -252,6 +284,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -260,6 +293,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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currentTime - processState.processDelayStartTime >=
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effectiveDelayTime
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) {
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console.log(
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`Process ${process.id} delay completed, resuming animation`
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);
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newStates[process.id] = {
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...processState,
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isProcessDelaying: false,
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@ -283,26 +319,42 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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{}
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),
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};
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return newStates;
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return;
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} else {
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return newStates;
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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) return;
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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) return;
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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) return;
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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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@ -313,11 +365,22 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -343,8 +406,17 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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}
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}
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if (!stateRef.isAnimating) return;
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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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@ -369,42 +441,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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const nextPointIdx = stateRef.currentIndex + 1;
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const isLastPoint = nextPointIdx >= path.length;
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// if (isLastPoint) {
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// if (currentPointData?.actions) {
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// const shouldStop = !hasNonInheritActions(
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// currentPointData.actions
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// );
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// if (shouldStop) {
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// return;
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// }
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// }
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// }
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// if (isLastPoint) {
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// if (currentPointData?.actions) {
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// const hasNonInherit = hasNonInheritActions(
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// currentPointData.actions
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// );
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// if (!hasNonInherit) {
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// // Remove the object if all actions are inherit
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// updatedObjects[objectId] = {
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// ...obj,
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// visible: false,
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// state: { ...stateRef, isAnimating: false },
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// };
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// return;
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// }
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// } else {
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// // No actions at last point - remove the object
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// updatedObjects[objectId] = {
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// ...obj,
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// visible: false,
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// state: { ...stateRef, isAnimating: false },
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// };
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// return;
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// }
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// }
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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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@ -417,6 +454,9 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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if (shouldHide) {
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if (isAgvPicking) {
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console.log(
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`AGV picking at last point for object ${objectId}, hiding object`
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);
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updatedObjects[objectId] = {
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...obj,
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visible: false,
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@ -442,6 +482,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -459,9 +500,12 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -469,13 +513,21 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -494,7 +546,10 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -507,6 +562,13 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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@ -516,6 +578,7 @@ const ProcessAnimator: React.FC<ProcessContainerProps> = ({
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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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