"updated animation"

This commit is contained in:
SreeNath14 2025-04-01 18:54:04 +05:30
parent fa05e0c9c6
commit 8a177478c6
4 changed files with 833 additions and 0 deletions

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import React, { useRef, useState, useEffect, useMemo } from "react";
import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
import { GLTFLoader } from "three-stdlib";
import { useLoader, useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { GLTF } from "three-stdlib";
import boxGltb from "../../../assets/gltf-glb/crate_box.glb";
interface PointAction {
uuid: string;
name: string;
type: "Inherit" | "Spawn" | "Despawn" | "Delay" | "Swap";
material: string;
delay: string | number;
spawnInterval: string | number;
isUsed: boolean;
}
interface ProcessPoint {
uuid: string;
position: number[];
rotation: number[];
actions: PointAction[];
connections: {
source: { pathUUID: string; pointUUID: string };
targets: { pathUUID: string; pointUUID: string }[];
};
}
interface ProcessPath {
modeluuid: string;
modelName: string;
points: ProcessPoint[];
pathPosition: number[];
pathRotation: number[];
speed: number;
}
interface ProcessData {
id: string;
paths: ProcessPath[];
animationPath: { x: number; y: number; z: number }[];
pointActions: PointAction[][];
speed: number;
}
interface AnimationState {
currentIndex: number;
progress: number;
isAnimating: boolean;
speed: number;
isDelaying: boolean;
delayStartTime: number;
currentDelayDuration: number;
delayComplete: boolean;
currentPathIndex: number;
spawnPoints: Record<
string,
{
position: THREE.Vector3;
interval: number;
lastSpawnTime: number;
}
>;
}
const MAX_SPAWNED_OBJECTS = 20;
const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
processes,
}) => {
console.log("processes: ", processes);
const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
const { isPlaying, setIsPlaying } = usePlayButtonStore();
const groupRef = useRef<THREE.Group>(null);
const meshRef = useRef<THREE.Mesh>(null);
const [visible, setVisible] = useState(false);
const spawnedObjectsRef = useRef<THREE.Object3D[]>([]);
const materials = useMemo(
() => ({
Wood: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
Box: new THREE.MeshStandardMaterial({
color: 0xcccccc,
metalness: 0.8,
roughness: 0.2,
}),
Crate: new THREE.MeshStandardMaterial({
color: 0x00aaff,
metalness: 0.1,
roughness: 0.5,
}),
Default: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
}),
[]
);
const [currentMaterial, setCurrentMaterial] = useState<THREE.Material>(
materials.Default
);
const { animationPath, currentProcess } = useMemo(() => {
const defaultProcess = {
animationPath: [],
pointActions: [],
speed: 1,
paths: [],
};
const cp = processes?.[0] || defaultProcess;
return {
animationPath:
cp.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) || [],
currentProcess: cp,
};
}, [processes]);
const animationStateRef = useRef<AnimationState>({
currentIndex: 0,
progress: 0,
isAnimating: false,
speed: currentProcess.speed,
isDelaying: false,
delayStartTime: 0,
currentDelayDuration: 0,
delayComplete: false,
currentPathIndex: 0,
spawnPoints: {},
});
const getPointDataForAnimationIndex = (index: number) => {
if (!processes[0]?.paths) return null;
if (index < 3) {
return processes[0].paths[0]?.points[index];
} else {
const path2Index = index - 3;
return processes[0].paths[1]?.points[path2Index];
}
};
useEffect(() => {
if (isPlaying) {
setVisible(true);
animationStateRef.current = {
currentIndex: 0,
progress: 0,
isAnimating: true,
speed: currentProcess.speed,
isDelaying: false,
delayStartTime: 0,
currentDelayDuration: 0,
delayComplete: false,
currentPathIndex: 0,
spawnPoints: {},
};
// Clear spawned objects
if (groupRef.current) {
spawnedObjectsRef.current.forEach((obj) => {
if (groupRef.current?.children.includes(obj)) {
groupRef.current.remove(obj);
}
if (obj instanceof THREE.Mesh) {
obj.material.dispose();
}
});
spawnedObjectsRef.current = [];
}
const currentRef = gltf?.scene ? groupRef.current : meshRef.current;
if (currentRef && animationPath.length > 0) {
currentRef.position.copy(animationPath[0]);
}
} else {
animationStateRef.current.isAnimating = false;
}
}, [isPlaying, currentProcess, animationPath]);
const handleMaterialSwap = (materialType: string) => {
const newMaterial =
materials[materialType as keyof typeof materials] || materials.Default;
setCurrentMaterial(newMaterial);
spawnedObjectsRef.current.forEach((obj) => {
if (obj instanceof THREE.Mesh) {
obj.material = newMaterial.clone();
}
});
};
const hasNonInheritActions = (actions: PointAction[] = []) => {
return actions.some((action) => action.isUsed && action.type !== "Inherit");
};
const handlePointActions = (
actions: PointAction[] = [],
currentTime: number,
currentPosition: THREE.Vector3
) => {
let shouldStopAnimation = false;
actions.forEach((action) => {
if (!action.isUsed) return;
switch (action.type) {
case "Delay":
if (
!animationStateRef.current.isDelaying &&
!animationStateRef.current.delayComplete
) {
const delayDuration =
typeof action.delay === "number"
? action.delay
: parseFloat(action.delay as string) || 0;
if (delayDuration > 0) {
animationStateRef.current.isDelaying = true;
animationStateRef.current.delayStartTime = currentTime;
animationStateRef.current.currentDelayDuration = delayDuration;
shouldStopAnimation = true;
}
}
break;
case "Despawn":
setVisible(false);
setIsPlaying(false);
animationStateRef.current.isAnimating = false;
shouldStopAnimation = true;
break;
case "Spawn":
const spawnInterval =
typeof action.spawnInterval === "number"
? action.spawnInterval
: parseFloat(action.spawnInterval as string) || 1;
const positionKey = currentPosition.toArray().join(",");
animationStateRef.current.spawnPoints[positionKey] = {
position: currentPosition.clone(),
interval: spawnInterval,
lastSpawnTime: currentTime - spawnInterval, // Force immediate spawn
};
break;
case "Swap":
if (action.material) {
handleMaterialSwap(action.material);
}
break;
case "Inherit":
break;
}
});
return shouldStopAnimation;
};
useFrame((state, delta) => {
const currentRef = gltf?.scene ? groupRef.current : meshRef.current;
if (
!currentRef ||
!animationStateRef.current.isAnimating ||
animationPath.length < 2
) {
return;
}
const currentTime = state.clock.getElapsedTime();
const path = animationPath;
const stateRef = animationStateRef.current;
if (stateRef.currentIndex === 3 && stateRef.currentPathIndex === 0) {
stateRef.currentPathIndex = 1;
}
const currentPointData = getPointDataForAnimationIndex(
stateRef.currentIndex
);
if (stateRef.progress === 0 && currentPointData?.actions) {
const shouldStop = handlePointActions(
currentPointData.actions,
currentTime,
currentRef.position
);
if (shouldStop) return;
}
if (stateRef.isDelaying) {
if (
currentTime - stateRef.delayStartTime >=
stateRef.currentDelayDuration
) {
stateRef.isDelaying = false;
stateRef.delayComplete = true;
} else {
return;
}
}
// Handle spawning - this is the key updated part
Object.entries(stateRef.spawnPoints).forEach(([key, spawnPoint]) => {
if (currentTime - spawnPoint.lastSpawnTime >= spawnPoint.interval) {
spawnPoint.lastSpawnTime = currentTime;
if (gltf?.scene && groupRef?.current) {
const newObject = gltf.scene.clone();
newObject.position.copy(spawnPoint.position);
newObject.traverse((child) => {
if (child instanceof THREE.Mesh) {
child.material = currentMaterial.clone();
}
});
groupRef.current.add(newObject);
spawnedObjectsRef.current.push(newObject);
// Clean up old objects if needed
console.log(
"spawnedObjectsRef.current.length: ",
spawnedObjectsRef.current.length
);
if (spawnedObjectsRef.current.length > MAX_SPAWNED_OBJECTS) {
const oldest = spawnedObjectsRef.current.shift();
if (oldest && groupRef.current.children.includes(oldest)) {
groupRef.current.remove(oldest);
if (oldest instanceof THREE.Mesh) {
oldest.material.dispose();
}
}
}
}
}
});
const nextPointIdx = stateRef.currentIndex + 1;
const isLastPoint = nextPointIdx >= path.length;
if (isLastPoint) {
if (currentPointData?.actions) {
const shouldStop = !hasNonInheritActions(currentPointData.actions);
if (shouldStop) {
currentRef.position.copy(path[stateRef.currentIndex]);
setIsPlaying(false);
stateRef.isAnimating = false;
return;
}
}
}
if (!isLastPoint) {
const nextPoint = path[nextPointIdx];
const distance = path[stateRef.currentIndex].distanceTo(nextPoint);
const movement = stateRef.speed * delta;
stateRef.progress += movement / distance;
if (stateRef.progress >= 1) {
stateRef.currentIndex = nextPointIdx;
stateRef.progress = 0;
stateRef.delayComplete = false;
currentRef.position.copy(nextPoint);
} else {
currentRef.position.lerpVectors(
path[stateRef.currentIndex],
nextPoint,
stateRef.progress
);
}
}
});
useEffect(() => {
return () => {
if (groupRef.current) {
spawnedObjectsRef.current.forEach((obj) => {
if (groupRef.current?.children.includes(obj)) {
groupRef.current.remove(obj);
}
if (obj instanceof THREE.Mesh) {
obj.material.dispose();
}
});
spawnedObjectsRef.current = [];
}
};
}, []);
if (!processes || processes.length === 0) {
return null;
}
if (!gltf?.scene) {
return visible ? (
<mesh ref={meshRef} material={currentMaterial}>
<boxGeometry args={[1, 1, 1]} />
</mesh>
) : null;
}
return visible ? (
<group ref={groupRef}>
<primitive
object={gltf.scene.clone()}
scale={[1, 1, 1]}
material={currentMaterial}
/>
</group>
) : null;
};
export default ProcessAnimator;

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import React, { useState } from "react";
import ProcessCreator from "./processCreator";
import ProcessAnimator from "./processAnimator";
const ProcessContainer: React.FC = () => {
const [processes, setProcesses] = useState<any[]>([]);
return (
<>
<ProcessCreator onProcessesCreated={setProcesses} />
{processes.length > 0 && <ProcessAnimator processes={processes} />}
</>
);
};
export default ProcessContainer;

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import React, {
useEffect,
useMemo,
useState,
useCallback,
useRef,
} from "react";
import { useSimulationPaths } from "../../../store/store";
import * as THREE from "three";
import { useThree } from "@react-three/fiber";
import {
ConveyorEventsSchema,
VehicleEventsSchema,
} from "../../../types/world/worldTypes";
// Type definitions
export interface PointAction {
uuid: string;
name: string;
type: string;
material: string;
delay: number | string;
spawnInterval: string | number;
isUsed: boolean;
}
export interface PathPoint {
uuid: string;
position: [number, number, number];
actions: PointAction[];
connections: {
targets: Array<{ pathUUID: string }>;
};
}
export interface SimulationPath {
modeluuid: string;
points: PathPoint[];
pathPosition: [number, number, number];
speed?: number;
}
export interface Process {
id: string;
paths: SimulationPath[];
animationPath: THREE.Vector3[];
pointActions: PointAction[][];
speed: number;
}
interface ProcessCreatorProps {
onProcessesCreated: (processes: Process[]) => void;
}
// Convert event schemas to SimulationPath
function convertToSimulationPath(
path: ConveyorEventsSchema | VehicleEventsSchema
): SimulationPath {
const { modeluuid } = path;
// Simplified normalizeAction function that preserves exact original properties
const normalizeAction = (action: any): PointAction => {
return { ...action }; // Return exact copy with no modifications
};
if (path.type === "Conveyor") {
return {
modeluuid,
points: path.points.map((point) => ({
uuid: point.uuid,
position: point.position,
actions: point.actions.map(normalizeAction), // Preserve exact actions
connections: {
targets: point.connections.targets.map((target) => ({
pathUUID: target.pathUUID,
})),
},
})),
pathPosition: path.position,
speed:
typeof path.speed === "string"
? parseFloat(path.speed) || 1
: path.speed || 1,
};
} else {
return {
modeluuid,
points: [
{
uuid: path.point.uuid,
position: path.point.position,
actions: Array.isArray(path.point.actions)
? path.point.actions.map(normalizeAction)
: [normalizeAction(path.point.actions)],
connections: {
targets: path.point.connections.targets.map((target) => ({
pathUUID: target.pathUUID,
})),
},
},
],
pathPosition: path.position,
speed: path.point.speed || 1,
};
}
}
// Custom shallow comparison for arrays
const areArraysEqual = (a: any[], b: any[]) => {
if (a.length !== b.length) return false;
for (let i = 0; i < a.length; i++) {
if (a[i] !== b[i]) return false;
}
return true;
};
// Helper function to create an empty process
const createEmptyProcess = (): Process => ({
id: `process-${Math.random().toString(36).substring(2, 11)}`,
paths: [],
animationPath: [],
pointActions: [],
speed: 1,
});
// Enhanced connection checking function
function shouldReverseNextPath(
currentPath: SimulationPath,
nextPath: SimulationPath
): boolean {
if (nextPath.points.length !== 3) return false;
const currentLastPoint = currentPath.points[currentPath.points.length - 1];
const nextFirstPoint = nextPath.points[0];
const nextLastPoint = nextPath.points[nextPath.points.length - 1];
// Check if current last connects to next last (requires reversal)
const connectsToLast = currentLastPoint.connections.targets.some(
(target) =>
target.pathUUID === nextPath.modeluuid &&
nextLastPoint.connections.targets.some(
(t) => t.pathUUID === currentPath.modeluuid
)
);
// Check if current last connects to next first (no reversal needed)
const connectsToFirst = currentLastPoint.connections.targets.some(
(target) =>
target.pathUUID === nextPath.modeluuid &&
nextFirstPoint.connections.targets.some(
(t) => t.pathUUID === currentPath.modeluuid
)
);
// Only reverse if connected to last point and not to first point
return connectsToLast && !connectsToFirst;
}
// Updated path adjustment function
function adjustPathPointsOrder(paths: SimulationPath[]): SimulationPath[] {
if (paths.length < 2) return paths;
const adjustedPaths = [...paths];
for (let i = 0; i < adjustedPaths.length - 1; i++) {
const currentPath = adjustedPaths[i];
const nextPath = adjustedPaths[i + 1];
if (shouldReverseNextPath(currentPath, nextPath)) {
const reversedPoints = [
nextPath.points[2],
nextPath.points[1],
nextPath.points[0],
];
adjustedPaths[i + 1] = {
...nextPath,
points: reversedPoints,
};
}
}
return adjustedPaths;
}
// Main hook for process creation
export function useProcessCreation() {
const { scene } = useThree();
const [processes, setProcesses] = useState<Process[]>([]);
const hasSpawnAction = useCallback((path: SimulationPath): boolean => {
return path.points.some((point) =>
point.actions.some((action) => action.type.toLowerCase() === "spawn")
);
}, []);
const createProcess = useCallback(
(paths: SimulationPath[]): Process => {
if (!paths || paths.length === 0) {
return createEmptyProcess();
}
const animationPath: THREE.Vector3[] = [];
const pointActions: PointAction[][] = [];
const processSpeed = paths[0]?.speed || 1;
for (const path of paths) {
for (const point of path.points) {
const obj = scene.getObjectByProperty("uuid", point.uuid);
if (!obj) {
console.warn(`Object with UUID ${point.uuid} not found in scene`);
continue;
}
const position = obj.getWorldPosition(new THREE.Vector3());
animationPath.push(position.clone());
pointActions.push(point.actions);
}
}
return {
id: `process-${Math.random().toString(36).substring(2, 11)}`,
paths,
animationPath,
pointActions,
speed: processSpeed,
};
},
[scene]
);
const getAllConnectedPaths = useCallback(
(
initialPath: SimulationPath,
allPaths: SimulationPath[],
visited: Set<string> = new Set()
): SimulationPath[] => {
const connectedPaths: SimulationPath[] = [];
const queue: SimulationPath[] = [initialPath];
visited.add(initialPath.modeluuid);
const pathMap = new Map<string, SimulationPath>();
allPaths.forEach((path) => pathMap.set(path.modeluuid, path));
while (queue.length > 0) {
const currentPath = queue.shift()!;
connectedPaths.push(currentPath);
// Process outgoing connections
for (const point of currentPath.points) {
for (const target of point.connections.targets) {
if (!visited.has(target.pathUUID)) {
const targetPath = pathMap.get(target.pathUUID);
if (targetPath) {
visited.add(target.pathUUID);
queue.push(targetPath);
}
}
}
}
// Process incoming connections
for (const [uuid, path] of pathMap) {
if (!visited.has(uuid)) {
const hasConnectionToCurrent = path.points.some((point) =>
point.connections.targets.some(
(t) => t.pathUUID === currentPath.modeluuid
)
);
if (hasConnectionToCurrent) {
visited.add(uuid);
queue.push(path);
}
}
}
}
return connectedPaths;
},
[]
);
const createProcessesFromPaths = useCallback(
(paths: SimulationPath[]): Process[] => {
if (!paths || paths.length === 0) return [];
const visited = new Set<string>();
const processes: Process[] = [];
const pathMap = new Map<string, SimulationPath>();
paths.forEach((path) => pathMap.set(path.modeluuid, path));
for (const path of paths) {
if (!visited.has(path.modeluuid) && hasSpawnAction(path)) {
const connectedPaths = getAllConnectedPaths(path, paths, visited);
const adjustedPaths = adjustPathPointsOrder(connectedPaths);
const process = createProcess(adjustedPaths);
processes.push(process);
}
}
return processes;
},
[createProcess, getAllConnectedPaths, hasSpawnAction]
);
return {
processes,
createProcessesFromPaths,
setProcesses,
};
}
const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
({ onProcessesCreated }) => {
const { simulationPaths } = useSimulationPaths();
const { createProcessesFromPaths } = useProcessCreation();
const prevPathsRef = useRef<SimulationPath[]>([]);
const prevProcessesRef = useRef<Process[]>([]);
const convertedPaths = useMemo((): SimulationPath[] => {
if (!simulationPaths) return [];
return simulationPaths.map((path) =>
convertToSimulationPath(
path as ConveyorEventsSchema | VehicleEventsSchema
)
);
}, [simulationPaths]);
const pathsDependency = useMemo(() => {
if (!convertedPaths) return null;
return convertedPaths.map((path) => ({
id: path.modeluuid,
hasSpawn: path.points.some((p: PathPoint) =>
p.actions.some((a: PointAction) => a.type.toLowerCase() === "spawn")
),
connections: path.points
.flatMap((p: PathPoint) =>
p.connections.targets.map((t: { pathUUID: string }) => t.pathUUID)
)
.join(","),
}));
}, [convertedPaths]);
useEffect(() => {
if (!convertedPaths || convertedPaths.length === 0) {
if (prevProcessesRef.current.length > 0) {
onProcessesCreated([]);
prevProcessesRef.current = [];
}
return;
}
if (areArraysEqual(prevPathsRef.current, convertedPaths)) {
return;
}
prevPathsRef.current = convertedPaths;
const newProcesses = createProcessesFromPaths(convertedPaths);
// console.log("--- Action Types in Paths ---");
// convertedPaths.forEach((path) => {
// path.points.forEach((point) => {
// point.actions.forEach((action) => {
// console.log(
// `Path ${path.modeluuid}, Point ${point.uuid}: ${action.type}`
// );
// });
// });
// });
// console.log("New processes:", newProcesses);
if (
newProcesses.length !== prevProcessesRef.current.length ||
!newProcesses.every(
(proc, i) =>
proc.paths.length === prevProcessesRef.current[i]?.paths.length &&
proc.paths.every(
(path, j) =>
path.modeluuid ===
prevProcessesRef.current[i]?.paths[j]?.modeluuid
)
)
) {
onProcessesCreated(newProcesses);
// prevProcessesRef.current = newProcesses;
}
}, [
pathsDependency,
onProcessesCreated,
convertedPaths,
createProcessesFromPaths,
]);
return null;
}
);
export default ProcessCreator;

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@ -5,6 +5,7 @@ import Behaviour from './behaviour/behaviour';
import PathCreation from './path/pathCreation';
import PathConnector from './path/pathConnector';
import useModuleStore from '../../store/useModuleStore';
import ProcessContainer from './process/processContainer';
function Simulation() {
const { activeModule } = useModuleStore();
@ -35,6 +36,7 @@ function Simulation() {
<>
<PathCreation pathsGroupRef={pathsGroupRef} />
<PathConnector pathsGroupRef={pathsGroupRef} />
<ProcessContainer />
</>
)}
</>