"updated overall animation logics"
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@ -1,19 +1,28 @@
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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 {
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useAnimationPlaySpeed,
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usePauseButtonStore,
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usePlayButtonStore,
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useResetButtonStore,
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} from "../../../store/usePlayButtonStore";
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const SimulationPlayer: React.FC = () => {
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const [speed, setSpeed] = useState<number>(1);
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const { speed, setSpeed } = useAnimationPlaySpeed();
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const [playSimulation, setPlaySimulation] = useState(false);
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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 { isPaused, setIsPaused } = usePauseButtonStore();
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const { isReset, setReset } = useResetButtonStore();
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// Button functions
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const handleReset = () => {
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setReset(true);
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setSpeed(1);
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};
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const handlePlayStop = () => {
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setIsPaused(!isPaused);
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setPlaySimulation(!playSimulation);
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};
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const handleExit = () => {
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@ -27,7 +36,7 @@ const SimulationPlayer: React.FC = () => {
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};
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const calculateHandlePosition = () => {
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return ((speed - 0.5) / (50 - 0.5)) * 100;
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return ((speed - 0.5) / (8 - 0.5)) * 100;
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};
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const handleMouseDown = () => {
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@ -115,7 +124,7 @@ const SimulationPlayer: React.FC = () => {
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<input
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type="range"
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min="0.5"
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max="50"
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max="8"
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step="0.1"
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value={speed}
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onChange={handleSpeedChange}
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@ -123,7 +132,7 @@ const SimulationPlayer: React.FC = () => {
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/>
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</div>
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</div>
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<div className="max-value">50x</div>
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<div className="max-value">8x</div>
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</div>
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</div>
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</div>
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@ -1,916 +0,0 @@
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// // animation-worker.js
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// // This web worker handles animation calculations off the main thread
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// /* eslint-disable no-restricted-globals */
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// // The above disables the ESLint rule for this file since 'self' is valid in web workers
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// // Store process data, animation states, and objects
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// let processes = [];
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// let animationStates = {};
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// let lastTimestamp = 0;
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// // Message handler for communication with main thread
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// self.onmessage = function (event) {
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// const { type, data } = event.data;
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// switch (type) {
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// case "initialize":
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// processes = data.processes;
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// initializeAnimationStates();
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// break;
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// case "update":
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// const { timestamp, isPlaying } = data;
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// if (isPlaying) {
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// const delta = (timestamp - lastTimestamp) / 1000; // Convert to seconds
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// updateAnimations(delta, timestamp);
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// }
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// lastTimestamp = timestamp;
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// break;
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// case "reset":
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// resetAnimations();
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// break;
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// case "togglePlay":
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// // If resuming from pause, recalculate the time delta
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// lastTimestamp = data.timestamp;
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// break;
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// }
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// };
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// // Initialize animation states for all processes
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// function initializeAnimationStates() {
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// animationStates = {};
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// processes.forEach((process) => {
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// animationStates[process.id] = {
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// spawnedObjects: {},
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// nextSpawnTime: 0,
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// objectIdCounter: 0,
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// };
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// });
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// // Send initial states back to main thread
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// self.postMessage({
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// type: "statesInitialized",
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// data: { animationStates },
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// });
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// }
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// // Reset all animations
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// function resetAnimations() {
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// initializeAnimationStates();
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// }
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// // Find spawn point in a process
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// function findSpawnPoint(process) {
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// for (const path of process.paths || []) {
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// for (const point of path.points || []) {
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// const spawnAction = point.actions?.find(
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// (a) => a.isUsed && a.type === "Spawn"
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// );
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// if (spawnAction) {
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// return { point, path };
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// }
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// }
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// }
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// return null;
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// }
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// // Create a new spawned object with proper initial position
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// function createSpawnedObject(process, spawnPoint, currentTime, materialType) {
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// // Extract spawn position from the actual spawn point
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// const position = spawnPoint.point.position
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// ? [...spawnPoint.point.position]
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// : [0, 0, 0];
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// // Get the path position and add it to the spawn point position
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// const pathPosition = spawnPoint.path.pathPosition || [0, 0, 0];
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// const absolutePosition = [
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// position[0] + pathPosition[0],
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// position[1] + pathPosition[1],
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// position[2] + pathPosition[2],
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// ];
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// return {
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// id: `obj-${process.id}-${animationStates[process.id].objectIdCounter}`,
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// position: absolutePosition,
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// state: {
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// currentIndex: 0,
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// progress: 0,
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// isAnimating: true,
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// speed: process.speed || 1,
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// isDelaying: false,
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// delayStartTime: 0,
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// currentDelayDuration: 0,
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// delayComplete: false,
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// currentPathIndex: 0,
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// // Store the spawn point index to start animation from correct path point
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// spawnPointIndex: getPointIndexInProcess(process, spawnPoint.point),
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// },
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// visible: true,
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// materialType: materialType || "Default",
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// spawnTime: currentTime,
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// };
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// }
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// // Get the index of a point within the process animation path
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// function getPointIndexInProcess(process, point) {
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// if (!process.paths) return 0;
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// let cumulativePoints = 0;
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// for (const path of process.paths) {
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// for (let i = 0; i < (path.points?.length || 0); i++) {
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// if (path.points[i].uuid === point.uuid) {
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// return cumulativePoints + i;
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// }
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// }
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// cumulativePoints += path.points?.length || 0;
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// }
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// return 0;
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// }
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// // Get point data for current animation index
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// function getPointDataForAnimationIndex(process, index) {
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// if (!process.paths) return null;
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// let cumulativePoints = 0;
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// for (const path of process.paths) {
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// const pointCount = path.points?.length || 0;
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// if (index < cumulativePoints + pointCount) {
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// const pointIndex = index - cumulativePoints;
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// return path.points?.[pointIndex] || null;
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// }
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// cumulativePoints += pointCount;
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// }
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// return null;
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// }
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// // Convert process paths to Vector3 format
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// function getProcessPath(process) {
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// return process.animationPath?.map((p) => ({ x: p.x, y: p.y, z: p.z })) || [];
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// }
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// // Handle material swap for an object
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// function handleMaterialSwap(processId, objectId, materialType) {
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// const processState = animationStates[processId];
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// if (!processState || !processState.spawnedObjects[objectId]) return;
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// processState.spawnedObjects[objectId].materialType = materialType;
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// // Notify main thread about material change
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// self.postMessage({
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// type: "materialChanged",
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// data: {
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// processId,
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// objectId,
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// materialType,
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// },
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// });
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// }
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// // Handle point actions for an object
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// function handlePointActions(processId, objectId, actions = [], currentTime) {
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// let shouldStopAnimation = false;
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// const processState = animationStates[processId];
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// if (!processState || !processState.spawnedObjects[objectId]) return false;
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// const objectState = processState.spawnedObjects[objectId];
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// actions.forEach((action) => {
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// if (!action.isUsed) return;
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// switch (action.type) {
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// case "Delay":
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// if (objectState.state.isDelaying) return;
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// const delayDuration =
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// typeof action.delay === "number"
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// ? action.delay
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// : parseFloat(action.delay || "0");
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// if (delayDuration > 0) {
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// objectState.state.isDelaying = true;
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// objectState.state.delayStartTime = currentTime;
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// objectState.state.currentDelayDuration = delayDuration;
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// objectState.state.delayComplete = false;
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// shouldStopAnimation = true;
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// }
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// break;
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// case "Despawn":
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// delete processState.spawnedObjects[objectId];
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// shouldStopAnimation = true;
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// // Notify main thread about despawn
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// self.postMessage({
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// type: "objectDespawned",
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// data: {
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// processId,
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// objectId,
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// },
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// });
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// break;
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// case "Swap":
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// if (action.material) {
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// handleMaterialSwap(processId, objectId, action.material);
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// }
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// break;
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// default:
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// break;
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// }
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// });
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// return shouldStopAnimation;
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// }
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// // Check if point has non-inherit actions
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// function hasNonInheritActions(actions = []) {
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// return actions.some((action) => action.isUsed && action.type !== "Inherit");
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// }
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// // Calculate vector lerp (linear interpolation)
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// function lerpVectors(v1, v2, alpha) {
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// return {
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// x: v1.x + (v2.x - v1.x) * alpha,
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// y: v1.y + (v2.y - v1.y) * alpha,
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// z: v1.z + (v2.z - v1.z) * alpha,
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// };
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// }
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// // Calculate vector distance
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// function distanceBetweenVectors(v1, v2) {
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// const dx = v2.x - v1.x;
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// const dy = v2.y - v1.y;
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// const dz = v2.z - v1.z;
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// return Math.sqrt(dx * dx + dy * dy + dz * dz);
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// }
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// // Process spawn logic
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// function processSpawns(currentTime) {
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// processes.forEach((process) => {
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// const processState = animationStates[process.id];
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// if (!processState) return;
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// const spawnPointData = findSpawnPoint(process);
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// if (!spawnPointData || !spawnPointData.point.actions) return;
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// const spawnAction = spawnPointData.point.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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// const spawnInterval =
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// typeof spawnAction.spawnInterval === "number"
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// ? spawnAction.spawnInterval
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// : parseFloat(spawnAction.spawnInterval || "0");
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// if (currentTime >= processState.nextSpawnTime) {
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// const newObject = createSpawnedObject(
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// process,
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// spawnPointData,
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// currentTime,
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// spawnAction.material || "Default"
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// );
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// processState.spawnedObjects[newObject.id] = newObject;
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// processState.objectIdCounter++;
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// processState.nextSpawnTime = currentTime + spawnInterval;
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// // Notify main thread about new object
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// self.postMessage({
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// type: "objectSpawned",
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// data: {
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// processId: process.id,
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// object: newObject,
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// },
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// });
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// }
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// });
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// }
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// // Update all animations
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// function updateAnimations(delta, currentTime) {
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// // First handle spawning of new objects
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// processSpawns(currentTime);
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// // Then animate existing objects
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// processes.forEach((process) => {
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// const processState = animationStates[process.id];
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// if (!processState) return;
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// const path = getProcessPath(process);
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// if (path.length < 2) return;
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// const updatedObjects = {};
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// let hasChanges = false;
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// Object.entries(processState.spawnedObjects).forEach(([objectId, obj]) => {
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// if (!obj.visible || !obj.state.isAnimating) return;
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// const stateRef = obj.state;
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// // Use the spawnPointIndex as starting point if it's the initial movement
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// if (stateRef.currentIndex === 0 && stateRef.progress === 0) {
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// stateRef.currentIndex = stateRef.spawnPointIndex || 0;
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// }
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// // Get current point data
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// const currentPointData = getPointDataForAnimationIndex(
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// process,
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// stateRef.currentIndex
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// );
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// // Execute actions when arriving at a new point
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// if (stateRef.progress === 0 && currentPointData?.actions) {
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// const shouldStop = handlePointActions(
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// process.id,
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// objectId,
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// currentPointData.actions,
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// currentTime
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// );
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// if (shouldStop) return;
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// }
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// // Handle delays
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// if (stateRef.isDelaying) {
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// if (
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// currentTime - stateRef.delayStartTime >=
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// stateRef.currentDelayDuration
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// ) {
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// stateRef.isDelaying = false;
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// stateRef.delayComplete = true;
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// } else {
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// updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
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// return; // Keep waiting
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// }
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// }
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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(currentPointData.actions);
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// if (shouldStop) {
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// // Reached the end of path with no more actions
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// delete processState.spawnedObjects[objectId];
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// // Notify main thread to remove the object
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// self.postMessage({
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// type: "objectCompleted",
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// data: {
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// processId: process.id,
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// objectId,
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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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// }
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// if (!isLastPoint) {
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// const currentPos = path[stateRef.currentIndex];
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// const nextPos = path[nextPointIdx];
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// const distance = distanceBetweenVectors(currentPos, nextPos);
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// const movement = stateRef.speed * delta;
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// // Update progress based on distance and speed
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// const oldProgress = stateRef.progress;
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// stateRef.progress += movement / distance;
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// if (stateRef.progress >= 1) {
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// // Reached next point
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// stateRef.currentIndex = nextPointIdx;
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// stateRef.progress = 0;
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// stateRef.delayComplete = false;
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// obj.position = [nextPos.x, nextPos.y, nextPos.z];
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// } else {
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// // Interpolate position
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// const lerpedPos = lerpVectors(currentPos, nextPos, stateRef.progress);
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// obj.position = [lerpedPos.x, lerpedPos.y, lerpedPos.z];
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// }
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// // Only send updates when there's meaningful movement
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// if (Math.abs(oldProgress - stateRef.progress) > 0.01) {
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// hasChanges = true;
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// }
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// }
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// updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
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// });
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// // Update animation state with modified objects
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// if (Object.keys(updatedObjects).length > 0) {
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// processState.spawnedObjects = {
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// ...processState.spawnedObjects,
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// ...updatedObjects,
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// };
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// // Only send position updates when there are meaningful changes
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// if (hasChanges) {
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// self.postMessage({
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// type: "positionsUpdated",
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// data: {
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// processId: process.id,
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// objects: updatedObjects,
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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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// animation-worker.js
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// This web worker handles animation calculations off the main thread
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/* eslint-disable no-restricted-globals */
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// The above disables the ESLint rule for this file since 'self' is valid in web workers
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|
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// Store process data, animation states, and objects
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let processes = [];
|
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let animationStates = {};
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let lastTimestamp = 0;
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let debugMode = true;
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// Logger function for debugging
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function log(...args) {
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if (debugMode) {
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self.postMessage({
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type: "debug",
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data: { message: args.join(' ') }
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});
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}
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}
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// Message handler for communication with main thread
|
||||
self.onmessage = function (event) {
|
||||
const { type, data } = event.data;
|
||||
log(`Worker received message: ${type}`);
|
||||
|
||||
switch (type) {
|
||||
case "initialize":
|
||||
processes = data.processes;
|
||||
log(`Initialized with ${processes.length} processes`);
|
||||
initializeAnimationStates();
|
||||
break;
|
||||
|
||||
case "update":
|
||||
const { timestamp, isPlaying } = data;
|
||||
if (isPlaying) {
|
||||
const delta = lastTimestamp === 0 ? 0.016 : (timestamp - lastTimestamp) / 1000; // Convert to seconds
|
||||
updateAnimations(delta, timestamp);
|
||||
}
|
||||
lastTimestamp = timestamp;
|
||||
break;
|
||||
|
||||
case "reset":
|
||||
log("Resetting animations");
|
||||
resetAnimations();
|
||||
break;
|
||||
|
||||
case "togglePlay":
|
||||
// If resuming from pause, recalculate the time delta
|
||||
log(`Toggle play: ${data.isPlaying}`);
|
||||
lastTimestamp = data.timestamp;
|
||||
break;
|
||||
|
||||
case "setDebug":
|
||||
debugMode = data.enabled;
|
||||
log(`Debug mode: ${debugMode}`);
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
// Initialize animation states for all processes
|
||||
function initializeAnimationStates() {
|
||||
animationStates = {};
|
||||
|
||||
processes.forEach((process) => {
|
||||
if (!process || !process.id) {
|
||||
log("Invalid process found:", process);
|
||||
return;
|
||||
}
|
||||
|
||||
animationStates[process.id] = {
|
||||
spawnedObjects: {},
|
||||
nextSpawnTime: 0,
|
||||
objectIdCounter: 0,
|
||||
};
|
||||
});
|
||||
|
||||
// Send initial states back to main thread
|
||||
self.postMessage({
|
||||
type: "statesInitialized",
|
||||
data: { animationStates },
|
||||
});
|
||||
}
|
||||
|
||||
// Reset all animations
|
||||
function resetAnimations() {
|
||||
initializeAnimationStates();
|
||||
}
|
||||
|
||||
// Find spawn point in a process
|
||||
function findSpawnPoint(process) {
|
||||
if (!process || !process.paths) {
|
||||
log(`No paths found for process ${process?.id}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
for (const path of process.paths) {
|
||||
if (!path || !path.points) continue;
|
||||
|
||||
for (const point of path.points) {
|
||||
if (!point || !point.actions) continue;
|
||||
|
||||
const spawnAction = point.actions.find(
|
||||
(a) => a && a.isUsed && a.type === "Spawn"
|
||||
);
|
||||
if (spawnAction) {
|
||||
return { point, path };
|
||||
}
|
||||
}
|
||||
}
|
||||
log(`No spawn points found for process ${process.id}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
// Create a new spawned object with proper initial position
|
||||
function createSpawnedObject(process, spawnPoint, currentTime, materialType) {
|
||||
// Extract spawn position from the actual spawn point
|
||||
const position = spawnPoint.point.position
|
||||
? [...spawnPoint.point.position]
|
||||
: [0, 0, 0];
|
||||
|
||||
// Get the path position and add it to the spawn point position
|
||||
const pathPosition = spawnPoint.path.pathPosition || [0, 0, 0];
|
||||
const absolutePosition = [
|
||||
position[0] + pathPosition[0],
|
||||
position[1] + pathPosition[1],
|
||||
position[2] + pathPosition[2],
|
||||
];
|
||||
|
||||
return {
|
||||
id: `obj-${process.id}-${animationStates[process.id].objectIdCounter}`,
|
||||
position: absolutePosition,
|
||||
state: {
|
||||
currentIndex: 0,
|
||||
progress: 0,
|
||||
isAnimating: true,
|
||||
speed: process.speed || 1,
|
||||
isDelaying: false,
|
||||
delayStartTime: 0,
|
||||
currentDelayDuration: 0,
|
||||
delayComplete: false,
|
||||
currentPathIndex: 0,
|
||||
// Store the spawn point index to start animation from correct path point
|
||||
spawnPointIndex: getPointIndexInProcess(process, spawnPoint.point),
|
||||
},
|
||||
visible: true,
|
||||
materialType: materialType || "Default",
|
||||
spawnTime: currentTime,
|
||||
};
|
||||
}
|
||||
|
||||
// Get the index of a point within the process animation path
|
||||
function getPointIndexInProcess(process, point) {
|
||||
if (!process.paths) return 0;
|
||||
|
||||
let cumulativePoints = 0;
|
||||
for (const path of process.paths) {
|
||||
for (let i = 0; i < (path.points?.length || 0); i++) {
|
||||
if (path.points[i].uuid === point.uuid) {
|
||||
return cumulativePoints + i;
|
||||
}
|
||||
}
|
||||
cumulativePoints += path.points?.length || 0;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Get point data for current animation index
|
||||
function getPointDataForAnimationIndex(process, index) {
|
||||
if (!process.paths) return null;
|
||||
|
||||
let cumulativePoints = 0;
|
||||
for (const path of process.paths) {
|
||||
const pointCount = path.points?.length || 0;
|
||||
|
||||
if (index < cumulativePoints + pointCount) {
|
||||
const pointIndex = index - cumulativePoints;
|
||||
return path.points?.[pointIndex] || null;
|
||||
}
|
||||
|
||||
cumulativePoints += pointCount;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
// Convert process paths to Vector3 format
|
||||
function getProcessPath(process) {
|
||||
if (!process.animationPath) {
|
||||
log(`No animation path for process ${process.id}`);
|
||||
return [];
|
||||
}
|
||||
return process.animationPath.map((p) => ({ x: p.x, y: p.y, z: p.z })) || [];
|
||||
}
|
||||
|
||||
// Handle material swap for an object
|
||||
function handleMaterialSwap(processId, objectId, materialType) {
|
||||
const processState = animationStates[processId];
|
||||
if (!processState || !processState.spawnedObjects[objectId]) return;
|
||||
|
||||
processState.spawnedObjects[objectId].materialType = materialType;
|
||||
|
||||
// Notify main thread about material change
|
||||
self.postMessage({
|
||||
type: "materialChanged",
|
||||
data: {
|
||||
processId,
|
||||
objectId,
|
||||
materialType,
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
// Handle point actions for an object
|
||||
function handlePointActions(processId, objectId, actions = [], currentTime) {
|
||||
let shouldStopAnimation = false;
|
||||
const processState = animationStates[processId];
|
||||
|
||||
if (!processState || !processState.spawnedObjects[objectId]) return false;
|
||||
|
||||
const objectState = processState.spawnedObjects[objectId];
|
||||
|
||||
actions.forEach((action) => {
|
||||
if (!action || !action.isUsed) return;
|
||||
|
||||
switch (action.type) {
|
||||
case "Delay":
|
||||
if (objectState.state.isDelaying) return;
|
||||
|
||||
const delayDuration =
|
||||
typeof action.delay === "number"
|
||||
? action.delay
|
||||
: parseFloat(action.delay || "0");
|
||||
|
||||
if (delayDuration > 0) {
|
||||
objectState.state.isDelaying = true;
|
||||
objectState.state.delayStartTime = currentTime;
|
||||
objectState.state.currentDelayDuration = delayDuration;
|
||||
objectState.state.delayComplete = false;
|
||||
shouldStopAnimation = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case "Despawn":
|
||||
delete processState.spawnedObjects[objectId];
|
||||
shouldStopAnimation = true;
|
||||
|
||||
// Notify main thread about despawn
|
||||
self.postMessage({
|
||||
type: "objectDespawned",
|
||||
data: {
|
||||
processId,
|
||||
objectId,
|
||||
},
|
||||
});
|
||||
break;
|
||||
|
||||
case "Swap":
|
||||
if (action.material) {
|
||||
handleMaterialSwap(processId, objectId, action.material);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
return shouldStopAnimation;
|
||||
}
|
||||
|
||||
// Check if point has non-inherit actions
|
||||
function hasNonInheritActions(actions = []) {
|
||||
return actions.some((action) => action && action.isUsed && action.type !== "Inherit");
|
||||
}
|
||||
|
||||
// Calculate vector lerp (linear interpolation)
|
||||
function lerpVectors(v1, v2, alpha) {
|
||||
return {
|
||||
x: v1.x + (v2.x - v1.x) * alpha,
|
||||
y: v1.y + (v2.y - v1.y) * alpha,
|
||||
z: v1.z + (v2.z - v1.z) * alpha,
|
||||
};
|
||||
}
|
||||
|
||||
// Calculate vector distance
|
||||
function distanceBetweenVectors(v1, v2) {
|
||||
const dx = v2.x - v1.x;
|
||||
const dy = v2.y - v1.y;
|
||||
const dz = v2.z - v1.z;
|
||||
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
}
|
||||
|
||||
// Process spawn logic
|
||||
function processSpawns(currentTime) {
|
||||
processes.forEach((process) => {
|
||||
const processState = animationStates[process.id];
|
||||
if (!processState) return;
|
||||
|
||||
const spawnPointData = findSpawnPoint(process);
|
||||
if (!spawnPointData || !spawnPointData.point.actions) return;
|
||||
|
||||
const spawnAction = spawnPointData.point.actions.find(
|
||||
(a) => a.isUsed && a.type === "Spawn"
|
||||
);
|
||||
if (!spawnAction) return;
|
||||
|
||||
const spawnInterval =
|
||||
typeof spawnAction.spawnInterval === "number"
|
||||
? spawnAction.spawnInterval
|
||||
: parseFloat(spawnAction.spawnInterval || "2"); // Default to 2 seconds if not specified
|
||||
|
||||
if (currentTime >= processState.nextSpawnTime) {
|
||||
const newObject = createSpawnedObject(
|
||||
process,
|
||||
spawnPointData,
|
||||
currentTime,
|
||||
spawnAction.material || "Default"
|
||||
);
|
||||
|
||||
processState.spawnedObjects[newObject.id] = newObject;
|
||||
processState.objectIdCounter++;
|
||||
processState.nextSpawnTime = currentTime + spawnInterval;
|
||||
|
||||
log(`Spawned object ${newObject.id} for process ${process.id}`);
|
||||
|
||||
// Notify main thread about new object
|
||||
self.postMessage({
|
||||
type: "objectSpawned",
|
||||
data: {
|
||||
processId: process.id,
|
||||
object: newObject,
|
||||
},
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// Update all animations
|
||||
function updateAnimations(delta, currentTime) {
|
||||
// First handle spawning of new objects
|
||||
processSpawns(currentTime);
|
||||
|
||||
// Then animate existing objects
|
||||
processes.forEach((process) => {
|
||||
const processState = animationStates[process.id];
|
||||
if (!processState) return;
|
||||
|
||||
const path = getProcessPath(process);
|
||||
if (path.length < 2) {
|
||||
log(`Path too short for process ${process.id}, length: ${path.length}`);
|
||||
return;
|
||||
}
|
||||
|
||||
const updatedObjects = {};
|
||||
let hasChanges = false;
|
||||
|
||||
Object.entries(processState.spawnedObjects).forEach(([objectId, obj]) => {
|
||||
if (!obj.visible || !obj.state.isAnimating) return;
|
||||
|
||||
const stateRef = obj.state;
|
||||
|
||||
// Use the spawnPointIndex as starting point if it's the initial movement
|
||||
if (stateRef.currentIndex === 0 && stateRef.progress === 0) {
|
||||
stateRef.currentIndex = stateRef.spawnPointIndex || 0;
|
||||
}
|
||||
|
||||
// Get current point data
|
||||
const currentPointData = getPointDataForAnimationIndex(
|
||||
process,
|
||||
stateRef.currentIndex
|
||||
);
|
||||
|
||||
// Execute actions when arriving at a new point
|
||||
if (stateRef.progress === 0 && currentPointData?.actions) {
|
||||
const shouldStop = handlePointActions(
|
||||
process.id,
|
||||
objectId,
|
||||
currentPointData.actions,
|
||||
currentTime
|
||||
);
|
||||
if (shouldStop) return;
|
||||
}
|
||||
|
||||
// Handle delays
|
||||
if (stateRef.isDelaying) {
|
||||
if (
|
||||
currentTime - stateRef.delayStartTime >=
|
||||
stateRef.currentDelayDuration
|
||||
) {
|
||||
stateRef.isDelaying = false;
|
||||
stateRef.delayComplete = true;
|
||||
} else {
|
||||
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
|
||||
return; // Keep waiting
|
||||
}
|
||||
}
|
||||
|
||||
const nextPointIdx = stateRef.currentIndex + 1;
|
||||
const isLastPoint = nextPointIdx >= path.length;
|
||||
|
||||
if (isLastPoint) {
|
||||
if (currentPointData?.actions) {
|
||||
const shouldStop = !hasNonInheritActions(currentPointData.actions);
|
||||
if (shouldStop) {
|
||||
// Reached the end of path with no more actions
|
||||
delete processState.spawnedObjects[objectId];
|
||||
log(`Object ${objectId} completed path`);
|
||||
|
||||
// Notify main thread to remove the object
|
||||
self.postMessage({
|
||||
type: "objectCompleted",
|
||||
data: {
|
||||
processId: process.id,
|
||||
objectId,
|
||||
},
|
||||
});
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!isLastPoint) {
|
||||
const currentPos = path[stateRef.currentIndex];
|
||||
const nextPos = path[nextPointIdx];
|
||||
const distance = distanceBetweenVectors(currentPos, nextPos);
|
||||
|
||||
// Ensure we don't divide by zero
|
||||
if (distance > 0) {
|
||||
const movement = stateRef.speed * delta;
|
||||
|
||||
// Update progress based on distance and speed
|
||||
const oldProgress = stateRef.progress;
|
||||
stateRef.progress += movement / distance;
|
||||
|
||||
if (stateRef.progress >= 1) {
|
||||
// Reached next point
|
||||
stateRef.currentIndex = nextPointIdx;
|
||||
stateRef.progress = 0;
|
||||
stateRef.delayComplete = false;
|
||||
obj.position = [nextPos.x, nextPos.y, nextPos.z];
|
||||
} else {
|
||||
// Interpolate position
|
||||
const lerpedPos = lerpVectors(currentPos, nextPos, stateRef.progress);
|
||||
obj.position = [lerpedPos.x, lerpedPos.y, lerpedPos.z];
|
||||
}
|
||||
|
||||
// Only send updates when there's meaningful movement
|
||||
if (Math.abs(oldProgress - stateRef.progress) > 0.01) {
|
||||
hasChanges = true;
|
||||
}
|
||||
} else {
|
||||
// Skip to next point if distance is zero
|
||||
stateRef.currentIndex = nextPointIdx;
|
||||
stateRef.progress = 0;
|
||||
obj.position = [nextPos.x, nextPos.y, nextPos.z];
|
||||
hasChanges = true;
|
||||
}
|
||||
}
|
||||
|
||||
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
|
||||
});
|
||||
|
||||
// Update animation state with modified objects
|
||||
if (Object.keys(updatedObjects).length > 0) {
|
||||
processState.spawnedObjects = {
|
||||
...processState.spawnedObjects,
|
||||
...updatedObjects,
|
||||
};
|
||||
|
||||
// Only send position updates when there are meaningful changes
|
||||
if (hasChanges) {
|
||||
self.postMessage({
|
||||
type: "positionsUpdated",
|
||||
data: {
|
||||
processId: process.id,
|
||||
objects: updatedObjects,
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
|
@ -1,590 +1,16 @@
|
|||
// 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";
|
||||
// objectType: string;
|
||||
// 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;
|
||||
// customMaterials?: Record<string, THREE.Material>;
|
||||
// renderAs?: "box" | "custom";
|
||||
// }
|
||||
|
||||
// interface AnimationState {
|
||||
// currentIndex: number;
|
||||
// progress: number;
|
||||
// isAnimating: boolean;
|
||||
// speed: number;
|
||||
// isDelaying: boolean;
|
||||
// delayStartTime: number;
|
||||
// currentDelayDuration: number;
|
||||
// delayComplete: boolean;
|
||||
// currentPathIndex: number;
|
||||
// }
|
||||
|
||||
// interface SpawnedObject {
|
||||
// ref: React.RefObject<THREE.Group | THREE.Mesh>;
|
||||
// state: AnimationState;
|
||||
// visible: boolean;
|
||||
// material: THREE.Material;
|
||||
// spawnTime: number;
|
||||
// currentMaterialType: string;
|
||||
// position: THREE.Vector3; // The position of the object
|
||||
// }
|
||||
|
||||
// interface ProcessAnimationState {
|
||||
// spawnedObjects: { [objectId: string]: SpawnedObject };
|
||||
// nextSpawnTime: number;
|
||||
// objectIdCounter: number;
|
||||
// }
|
||||
|
||||
// const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
||||
// processes,
|
||||
// }) => {
|
||||
//
|
||||
// const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
|
||||
// const { isPlaying } = usePlayButtonStore();
|
||||
// const groupRef = useRef<THREE.Group>(null);
|
||||
|
||||
// const [animationStates, setAnimationStates] = useState<
|
||||
// Record<string, ProcessAnimationState>
|
||||
// >({});
|
||||
|
||||
// // Base materials
|
||||
// const baseMaterials = 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 }),
|
||||
// }),
|
||||
// []
|
||||
// );
|
||||
|
||||
// // Initialize animation states when processes or play state changes
|
||||
// useEffect(() => {
|
||||
// if (!isPlaying) {
|
||||
// setAnimationStates({});
|
||||
// return;
|
||||
// }
|
||||
|
||||
// const newStates: Record<string, ProcessAnimationState> = {};
|
||||
// processes.forEach((process) => {
|
||||
// newStates[process.id] = {
|
||||
// spawnedObjects: {},
|
||||
// nextSpawnTime: 0,
|
||||
// objectIdCounter: 0,
|
||||
// };
|
||||
// });
|
||||
// setAnimationStates(newStates);
|
||||
// }, [isPlaying, processes]);
|
||||
|
||||
// // Find spawn point in a process
|
||||
// const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
|
||||
// for (const path of process.paths || []) {
|
||||
// for (const point of path.points || []) {
|
||||
// const spawnAction = point.actions?.find(
|
||||
// (a) => a.isUsed && a.type === "Spawn"
|
||||
// );
|
||||
// if (spawnAction) {
|
||||
// return point;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// return null;
|
||||
// };
|
||||
|
||||
// // Find the corresponding animation path point for a spawn point
|
||||
// const findAnimationPathPoint = (process: ProcessData, spawnPoint: ProcessPoint): THREE.Vector3 => {
|
||||
// // If we have an animation path, use the first point
|
||||
// if (process.animationPath && process.animationPath.length > 0) {
|
||||
// // Find the index of this point in the path
|
||||
// let pointIndex = 0;
|
||||
|
||||
// // Try to find the corresponding point in the animation path
|
||||
// for (const path of process.paths || []) {
|
||||
// for (let i = 0; i < (path.points?.length || 0); i++) {
|
||||
// const point = path.points?.[i];
|
||||
// if (point && point.uuid === spawnPoint.uuid) {
|
||||
// // Found the matching point
|
||||
// if (process.animationPath[pointIndex]) {
|
||||
// const p = process.animationPath[pointIndex];
|
||||
// return new THREE.Vector3(p.x, p.y, p.z);
|
||||
// }
|
||||
// }
|
||||
// pointIndex++;
|
||||
// }
|
||||
// }
|
||||
|
||||
// // Fallback to the spawn point's position
|
||||
// return new THREE.Vector3(
|
||||
// spawnPoint.position[0],
|
||||
// spawnPoint.position[1],
|
||||
// spawnPoint.position[2]
|
||||
// );
|
||||
// }
|
||||
|
||||
// // If no animation path, use the spawn point's position
|
||||
// return new THREE.Vector3(
|
||||
// spawnPoint.position[0],
|
||||
// spawnPoint.position[1],
|
||||
// spawnPoint.position[2]
|
||||
// );
|
||||
// };
|
||||
|
||||
// // Create a new spawned object
|
||||
// const createSpawnedObject = (
|
||||
// process: ProcessData,
|
||||
// currentTime: number,
|
||||
// materialType: string,
|
||||
// spawnPoint: ProcessPoint
|
||||
// ): SpawnedObject => {
|
||||
// const processMaterials = {
|
||||
// ...baseMaterials,
|
||||
// ...(process.customMaterials || {}),
|
||||
// };
|
||||
|
||||
// // Get the position where we should spawn
|
||||
// const spawnPosition = findAnimationPathPoint(process, spawnPoint);
|
||||
|
||||
// return {
|
||||
// ref: React.createRef(),
|
||||
// state: {
|
||||
// currentIndex: 0,
|
||||
// progress: 0,
|
||||
// isAnimating: true,
|
||||
// speed: process.speed || 1,
|
||||
// isDelaying: false,
|
||||
// delayStartTime: 0,
|
||||
// currentDelayDuration: 0,
|
||||
// delayComplete: false,
|
||||
// currentPathIndex: 0,
|
||||
// },
|
||||
// visible: true,
|
||||
// material:
|
||||
// processMaterials[materialType as keyof typeof processMaterials] ||
|
||||
// baseMaterials.Default,
|
||||
// currentMaterialType: materialType,
|
||||
// spawnTime: currentTime,
|
||||
// position: spawnPosition, // Store the position directly
|
||||
// };
|
||||
// };
|
||||
|
||||
// // Handle material swap for an object
|
||||
// const handleMaterialSwap = (
|
||||
// processId: string,
|
||||
// objectId: string,
|
||||
// materialType: string
|
||||
// ) => {
|
||||
// setAnimationStates((prev) => {
|
||||
// const processState = prev[processId];
|
||||
// if (!processState || !processState.spawnedObjects[objectId]) return prev;
|
||||
|
||||
// const process = processes.find((p) => p.id === processId);
|
||||
// const processMaterials = {
|
||||
// ...baseMaterials,
|
||||
// ...(process?.customMaterials || {}),
|
||||
// };
|
||||
|
||||
// const newMaterial =
|
||||
// processMaterials[materialType as keyof typeof processMaterials] ||
|
||||
// baseMaterials.Default;
|
||||
|
||||
// return {
|
||||
// ...prev,
|
||||
// [processId]: {
|
||||
// ...processState,
|
||||
// spawnedObjects: {
|
||||
// ...processState.spawnedObjects,
|
||||
// [objectId]: {
|
||||
// ...processState.spawnedObjects[objectId],
|
||||
// material: newMaterial,
|
||||
// currentMaterialType: materialType,
|
||||
// },
|
||||
// },
|
||||
// },
|
||||
// };
|
||||
// });
|
||||
// };
|
||||
|
||||
// // Handle point actions for an object
|
||||
// const handlePointActions = (
|
||||
// processId: string,
|
||||
// objectId: string,
|
||||
// actions: PointAction[] = [],
|
||||
// currentTime: number
|
||||
// ): boolean => {
|
||||
// let shouldStopAnimation = false;
|
||||
|
||||
// actions.forEach((action) => {
|
||||
// if (!action.isUsed) return;
|
||||
|
||||
// switch (action.type) {
|
||||
// case "Delay":
|
||||
// setAnimationStates((prev) => {
|
||||
// const processState = prev[processId];
|
||||
// if (
|
||||
// !processState ||
|
||||
// !processState.spawnedObjects[objectId] ||
|
||||
// processState.spawnedObjects[objectId].state.isDelaying
|
||||
// ) {
|
||||
// return prev;
|
||||
// }
|
||||
|
||||
// const delayDuration =
|
||||
// typeof action.delay === "number"
|
||||
// ? action.delay
|
||||
// : parseFloat(action.delay as string) || 0;
|
||||
|
||||
// if (delayDuration > 0) {
|
||||
// return {
|
||||
// ...prev,
|
||||
// [processId]: {
|
||||
// ...processState,
|
||||
// spawnedObjects: {
|
||||
// ...processState.spawnedObjects,
|
||||
// [objectId]: {
|
||||
// ...processState.spawnedObjects[objectId],
|
||||
// state: {
|
||||
// ...processState.spawnedObjects[objectId].state,
|
||||
// isDelaying: true,
|
||||
// delayStartTime: currentTime,
|
||||
// currentDelayDuration: delayDuration,
|
||||
// delayComplete: false,
|
||||
// },
|
||||
// },
|
||||
// },
|
||||
// },
|
||||
// };
|
||||
// }
|
||||
// return prev;
|
||||
// });
|
||||
// shouldStopAnimation = true;
|
||||
// break;
|
||||
|
||||
// case "Despawn":
|
||||
// setAnimationStates((prev) => {
|
||||
// const processState = prev[processId];
|
||||
// if (!processState) return prev;
|
||||
|
||||
// const newSpawnedObjects = { ...processState.spawnedObjects };
|
||||
// delete newSpawnedObjects[objectId];
|
||||
|
||||
// return {
|
||||
// ...prev,
|
||||
// [processId]: {
|
||||
// ...processState,
|
||||
// spawnedObjects: newSpawnedObjects,
|
||||
// },
|
||||
// };
|
||||
// });
|
||||
// shouldStopAnimation = true;
|
||||
// break;
|
||||
|
||||
// case "Swap":
|
||||
// if (action.material) {
|
||||
// handleMaterialSwap(processId, objectId, action.material);
|
||||
// }
|
||||
// break;
|
||||
|
||||
// default:
|
||||
// break;
|
||||
// }
|
||||
// });
|
||||
|
||||
// return shouldStopAnimation;
|
||||
// };
|
||||
|
||||
// // Check if point has non-inherit actions
|
||||
// const hasNonInheritActions = (actions: PointAction[] = []): boolean => {
|
||||
// return actions.some((action) => action.isUsed && action.type !== "Inherit");
|
||||
// };
|
||||
|
||||
// // Get point data for current animation index
|
||||
// const getPointDataForAnimationIndex = (
|
||||
// process: ProcessData,
|
||||
// index: number
|
||||
// ): ProcessPoint | null => {
|
||||
// if (!process.paths) return null;
|
||||
|
||||
// let cumulativePoints = 0;
|
||||
// for (const path of process.paths) {
|
||||
// const pointCount = path.points?.length || 0;
|
||||
|
||||
// if (index < cumulativePoints + pointCount) {
|
||||
// const pointIndex = index - cumulativePoints;
|
||||
// return path.points?.[pointIndex] || null;
|
||||
// }
|
||||
|
||||
// cumulativePoints += pointCount;
|
||||
// }
|
||||
|
||||
// return null;
|
||||
// };
|
||||
|
||||
// // Spawn objects for all processes
|
||||
// useFrame((state) => {
|
||||
// if (!isPlaying) return;
|
||||
|
||||
// const currentTime = state.clock.getElapsedTime();
|
||||
// setAnimationStates((prev) => {
|
||||
// const newStates = { ...prev };
|
||||
|
||||
// processes.forEach((process) => {
|
||||
// const processState = newStates[process.id];
|
||||
// if (!processState) return;
|
||||
|
||||
// const spawnPoint = findSpawnPoint(process);
|
||||
// if (!spawnPoint || !spawnPoint.actions) return;
|
||||
|
||||
// const spawnAction = spawnPoint.actions.find(
|
||||
// (a) => a.isUsed && a.type === "Spawn"
|
||||
// );
|
||||
// if (!spawnAction) return;
|
||||
|
||||
// const spawnInterval =
|
||||
// typeof spawnAction.spawnInterval === "number"
|
||||
// ? spawnAction.spawnInterval
|
||||
// : parseFloat(spawnAction.spawnInterval as string) || 0;
|
||||
|
||||
// if (currentTime >= processState.nextSpawnTime) {
|
||||
// const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
|
||||
|
||||
// // Create the new object with the spawn point
|
||||
// const newObject = createSpawnedObject(
|
||||
// process,
|
||||
// currentTime,
|
||||
// spawnAction.material || "Default",
|
||||
// spawnPoint
|
||||
// );
|
||||
|
||||
// newStates[process.id] = {
|
||||
// ...processState,
|
||||
// spawnedObjects: {
|
||||
// ...processState.spawnedObjects,
|
||||
// [objectId]: newObject,
|
||||
// },
|
||||
// objectIdCounter: processState.objectIdCounter + 1,
|
||||
// nextSpawnTime: currentTime + spawnInterval,
|
||||
// };
|
||||
// }
|
||||
// });
|
||||
|
||||
// return newStates;
|
||||
// });
|
||||
// });
|
||||
|
||||
// // Animate objects for all processes
|
||||
// useFrame((state, delta) => {
|
||||
// if (!isPlaying) return;
|
||||
|
||||
// const currentTime = state.clock.getElapsedTime();
|
||||
// setAnimationStates((prev) => {
|
||||
// const newStates = { ...prev };
|
||||
|
||||
// processes.forEach((process) => {
|
||||
// const processState = newStates[process.id];
|
||||
// if (!processState) return;
|
||||
|
||||
// const path =
|
||||
// process.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) ||
|
||||
// [];
|
||||
// if (path.length < 2) return;
|
||||
|
||||
// const updatedObjects = { ...processState.spawnedObjects };
|
||||
|
||||
// Object.entries(processState.spawnedObjects).forEach(
|
||||
// ([objectId, obj]) => {
|
||||
// if (!obj.visible || !obj.state.isAnimating) return;
|
||||
|
||||
// const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
|
||||
// if (!currentRef) return;
|
||||
|
||||
// // Set the position when the reference is first available
|
||||
// if (obj.position && obj.state.currentIndex === 0 && obj.state.progress === 0) {
|
||||
// currentRef.position.copy(obj.position);
|
||||
// }
|
||||
|
||||
// const stateRef = obj.state;
|
||||
|
||||
// // Get current point data
|
||||
// const currentPointData = getPointDataForAnimationIndex(
|
||||
// process,
|
||||
// stateRef.currentIndex
|
||||
// );
|
||||
|
||||
// // Execute actions when arriving at a new point
|
||||
// if (stateRef.progress === 0 && currentPointData?.actions) {
|
||||
// const shouldStop = handlePointActions(
|
||||
// process.id,
|
||||
// objectId,
|
||||
// currentPointData.actions,
|
||||
// currentTime
|
||||
// );
|
||||
// if (shouldStop) return;
|
||||
// }
|
||||
|
||||
// // Handle delays
|
||||
// if (stateRef.isDelaying) {
|
||||
// if (
|
||||
// currentTime - stateRef.delayStartTime >=
|
||||
// stateRef.currentDelayDuration
|
||||
// ) {
|
||||
// stateRef.isDelaying = false;
|
||||
// stateRef.delayComplete = true;
|
||||
// } else {
|
||||
// return; // Keep waiting
|
||||
// }
|
||||
// }
|
||||
|
||||
// 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]);
|
||||
// delete updatedObjects[objectId];
|
||||
// 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
|
||||
// );
|
||||
// }
|
||||
// }
|
||||
|
||||
// updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
|
||||
// }
|
||||
// );
|
||||
|
||||
// newStates[process.id] = {
|
||||
// ...processState,
|
||||
// spawnedObjects: updatedObjects,
|
||||
// };
|
||||
// });
|
||||
|
||||
// return newStates;
|
||||
// });
|
||||
// });
|
||||
|
||||
// if (!processes || processes.length === 0) {
|
||||
// return null;
|
||||
// }
|
||||
|
||||
// return (
|
||||
// <>
|
||||
// {Object.entries(animationStates).flatMap(([processId, processState]) =>
|
||||
// Object.entries(processState.spawnedObjects)
|
||||
// .filter(([_, obj]) => obj.visible)
|
||||
// .map(([objectId, obj]) => {
|
||||
// const process = processes.find((p) => p.id === processId);
|
||||
// const renderAs = process?.renderAs || "custom";
|
||||
|
||||
// return renderAs === "box" ? (
|
||||
// <mesh
|
||||
// key={objectId}
|
||||
// ref={obj.ref as React.RefObject<THREE.Mesh>}
|
||||
// material={obj.material}
|
||||
// position={obj.position} // Set position directly in the JSX
|
||||
// >
|
||||
// <boxGeometry args={[1, 1, 1]} />
|
||||
// </mesh>
|
||||
// ) : (
|
||||
// gltf?.scene && (
|
||||
// <group
|
||||
// key={objectId}
|
||||
// ref={obj.ref as React.RefObject<THREE.Group>}
|
||||
// position={obj.position} // Set position directly in the JSX
|
||||
// >
|
||||
// <primitive
|
||||
// object={gltf.scene.clone()}
|
||||
// material={obj.material}
|
||||
// />
|
||||
// </group>
|
||||
// )
|
||||
// );
|
||||
// })
|
||||
// )}
|
||||
// </>
|
||||
// );
|
||||
// };
|
||||
|
||||
// export default ProcessAnimator;
|
||||
|
||||
import React, { useRef, useState, useEffect, useMemo } from "react";
|
||||
import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
|
||||
import {
|
||||
useAnimationPlaySpeed,
|
||||
usePauseButtonStore,
|
||||
usePlayButtonStore,
|
||||
useResetButtonStore,
|
||||
} 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";
|
||||
import camera from "../../../assets/gltf-glb/camera face 2.gltf";
|
||||
import crate from "../../../assets/gltf-glb/crate_box.glb";
|
||||
import box from "../../../assets/gltf-glb/box.glb";
|
||||
|
||||
interface PointAction {
|
||||
uuid: string;
|
||||
|
@ -661,15 +87,47 @@ interface ProcessAnimationState {
|
|||
const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
||||
processes,
|
||||
}) => {
|
||||
const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
|
||||
const { isPlaying } = usePlayButtonStore();
|
||||
const gltf = useLoader(GLTFLoader, crate) as GLTF;
|
||||
const { isPlaying, setIsPlaying } = usePlayButtonStore();
|
||||
const { isPaused, setIsPaused } = usePauseButtonStore();
|
||||
const { isReset, setReset } = useResetButtonStore();
|
||||
const groupRef = useRef<THREE.Group>(null);
|
||||
const debugRef = useRef<boolean>(false);
|
||||
|
||||
const clockRef = useRef<THREE.Clock>(new THREE.Clock());
|
||||
const pauseTimeRef = useRef<number>(0);
|
||||
const elapsedBeforePauseRef = useRef<number>(0);
|
||||
const animationStatesRef = useRef<Record<string, ProcessAnimationState>>({});
|
||||
const { speed, setSpeed } = useAnimationPlaySpeed();
|
||||
const prevIsPlaying = useRef<boolean | null>(null);
|
||||
const [internalResetFlag, setInternalResetFlag] = useState(false);
|
||||
const [animationStates, setAnimationStates] = useState<
|
||||
Record<string, ProcessAnimationState>
|
||||
>({});
|
||||
|
||||
// Store the speed in a ref to access the latest value in animation frames
|
||||
const speedRef = useRef<number>(speed);
|
||||
|
||||
// Update the ref when speed changes
|
||||
useEffect(() => {
|
||||
speedRef.current = speed;
|
||||
}, [speed]);
|
||||
|
||||
useEffect(() => {
|
||||
if (prevIsPlaying.current !== null) {
|
||||
setAnimationStates({});
|
||||
}
|
||||
|
||||
// Update ref to current isPlaying after effect
|
||||
prevIsPlaying.current = isPlaying;
|
||||
|
||||
// setAnimationStates({});
|
||||
}, [isPlaying]);
|
||||
|
||||
// Sync ref with state
|
||||
useEffect(() => {
|
||||
animationStatesRef.current = animationStates;
|
||||
}, [animationStates]);
|
||||
|
||||
// Base materials
|
||||
const baseMaterials = useMemo(
|
||||
() => ({
|
||||
|
@ -680,26 +138,66 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
[]
|
||||
);
|
||||
|
||||
// Replace your reset effect with this:
|
||||
useEffect(() => {
|
||||
if (isReset) {
|
||||
// 1. Mark that we're doing an internal reset
|
||||
setInternalResetFlag(true);
|
||||
|
||||
// 2. Pause the animation first
|
||||
setIsPlaying(false);
|
||||
setIsPaused(false);
|
||||
|
||||
// 3. Reset all animation states
|
||||
setAnimationStates({});
|
||||
animationStatesRef.current = {};
|
||||
|
||||
// 4. Reset timing references
|
||||
clockRef.current = new THREE.Clock();
|
||||
elapsedBeforePauseRef.current = 0;
|
||||
pauseTimeRef.current = 0;
|
||||
|
||||
// 5. Clear the external reset flag
|
||||
setReset(false);
|
||||
|
||||
// 6. After state updates are complete, restart
|
||||
setTimeout(() => {
|
||||
setInternalResetFlag(false);
|
||||
setIsPlaying(true);
|
||||
}, 0);
|
||||
}
|
||||
}, [isReset, setReset, setIsPlaying, setIsPaused]);
|
||||
|
||||
// Handle pause state changes
|
||||
useEffect(() => {
|
||||
if (isPaused) {
|
||||
pauseTimeRef.current = clockRef.current.getElapsedTime();
|
||||
} else if (pauseTimeRef.current > 0) {
|
||||
const pausedDuration =
|
||||
clockRef.current.getElapsedTime() - pauseTimeRef.current;
|
||||
elapsedBeforePauseRef.current += pausedDuration;
|
||||
}
|
||||
}, [isPaused]);
|
||||
|
||||
// Initialize animation states when processes or play state changes
|
||||
useEffect(() => {
|
||||
if (!isPlaying) {
|
||||
setAnimationStates({});
|
||||
return;
|
||||
if (isPlaying && !internalResetFlag) {
|
||||
const newStates: Record<string, ProcessAnimationState> = {};
|
||||
processes.forEach((process) => {
|
||||
newStates[process.id] = {
|
||||
spawnedObjects: {},
|
||||
nextSpawnTime: 0,
|
||||
objectIdCounter: 0,
|
||||
isProcessDelaying: false,
|
||||
processDelayStartTime: 0,
|
||||
processDelayDuration: 0,
|
||||
};
|
||||
});
|
||||
setAnimationStates(newStates);
|
||||
animationStatesRef.current = newStates;
|
||||
clockRef.current.start();
|
||||
}
|
||||
|
||||
const newStates: Record<string, ProcessAnimationState> = {};
|
||||
processes.forEach((process) => {
|
||||
newStates[process.id] = {
|
||||
spawnedObjects: {},
|
||||
nextSpawnTime: 0,
|
||||
objectIdCounter: 0,
|
||||
isProcessDelaying: false,
|
||||
processDelayStartTime: 0,
|
||||
processDelayDuration: 0,
|
||||
};
|
||||
});
|
||||
setAnimationStates(newStates);
|
||||
}, [isPlaying, processes]);
|
||||
}, [isPlaying, processes, internalResetFlag]);
|
||||
|
||||
const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
|
||||
for (const path of process.paths || []) {
|
||||
|
@ -767,7 +265,7 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
currentIndex: 0,
|
||||
progress: 0,
|
||||
isAnimating: true,
|
||||
speed: process.speed || 1,
|
||||
speed: process.speed || 1, // Process base speed (will be multiplied by global speed)
|
||||
isDelaying: false,
|
||||
delayStartTime: 0,
|
||||
currentDelayDuration: 0,
|
||||
|
@ -953,10 +451,12 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
return null;
|
||||
};
|
||||
|
||||
useFrame((state) => {
|
||||
if (!isPlaying) return;
|
||||
useFrame(() => {
|
||||
if (!isPlaying || isPaused) return;
|
||||
|
||||
const currentTime =
|
||||
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
|
||||
|
||||
const currentTime = state.clock.getElapsedTime();
|
||||
setAnimationStates((prev) => {
|
||||
const newStates = { ...prev };
|
||||
|
||||
|
@ -965,9 +465,13 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
if (!processState) return;
|
||||
|
||||
if (processState.isProcessDelaying) {
|
||||
// Apply global speed to delays (faster speed = shorter delays)
|
||||
const effectiveDelayTime =
|
||||
processState.processDelayDuration / speedRef.current;
|
||||
|
||||
if (
|
||||
currentTime - processState.processDelayStartTime >=
|
||||
processState.processDelayDuration
|
||||
effectiveDelayTime
|
||||
) {
|
||||
newStates[process.id] = {
|
||||
...processState,
|
||||
|
@ -1009,6 +513,9 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
? spawnAction.spawnInterval
|
||||
: parseFloat(spawnAction.spawnInterval as string) || 0;
|
||||
|
||||
// Apply global speed to spawn intervals (faster speed = more frequent spawns)
|
||||
const effectiveSpawnInterval = spawnInterval / speedRef.current;
|
||||
|
||||
if (currentTime >= processState.nextSpawnTime) {
|
||||
const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
|
||||
const newObject = createSpawnedObject(
|
||||
|
@ -1025,7 +532,7 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
[objectId]: newObject,
|
||||
},
|
||||
objectIdCounter: processState.objectIdCounter + 1,
|
||||
nextSpawnTime: currentTime + spawnInterval,
|
||||
nextSpawnTime: currentTime + effectiveSpawnInterval,
|
||||
};
|
||||
}
|
||||
});
|
||||
|
@ -1034,10 +541,12 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
});
|
||||
});
|
||||
|
||||
useFrame((state, delta) => {
|
||||
if (!isPlaying) return;
|
||||
useFrame((_, delta) => {
|
||||
if (!isPlaying || isPaused) return;
|
||||
|
||||
const currentTime =
|
||||
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
|
||||
|
||||
const currentTime = state.clock.getElapsedTime();
|
||||
setAnimationStates((prev) => {
|
||||
const newStates = { ...prev };
|
||||
|
||||
|
@ -1046,9 +555,13 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
if (!processState) return;
|
||||
|
||||
if (processState.isProcessDelaying) {
|
||||
// Apply global speed to delays (faster speed = shorter delays)
|
||||
const effectiveDelayTime =
|
||||
processState.processDelayDuration / speedRef.current;
|
||||
|
||||
if (
|
||||
currentTime - processState.processDelayStartTime >=
|
||||
processState.processDelayDuration
|
||||
effectiveDelayTime
|
||||
) {
|
||||
newStates[process.id] = {
|
||||
...processState,
|
||||
|
@ -1104,10 +617,11 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
const stateRef = obj.state;
|
||||
|
||||
if (stateRef.isDelaying) {
|
||||
if (
|
||||
currentTime - stateRef.delayStartTime >=
|
||||
stateRef.currentDelayDuration
|
||||
) {
|
||||
// Apply global speed to delays (faster speed = shorter delays)
|
||||
const effectiveDelayTime =
|
||||
stateRef.currentDelayDuration / speedRef.current;
|
||||
|
||||
if (currentTime - stateRef.delayStartTime >= effectiveDelayTime) {
|
||||
stateRef.isDelaying = false;
|
||||
stateRef.delayComplete = true;
|
||||
stateRef.isAnimating = true;
|
||||
|
@ -1177,7 +691,10 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
const nextPoint = path[nextPointIdx];
|
||||
const distance =
|
||||
path[stateRef.currentIndex].distanceTo(nextPoint);
|
||||
const movement = stateRef.speed * delta;
|
||||
|
||||
// Apply both process-specific speed and global speed multiplier
|
||||
const effectiveSpeed = stateRef.speed * speedRef.current;
|
||||
const movement = effectiveSpeed * delta;
|
||||
|
||||
if (stateRef.delayComplete && stateRef.progress < 0.01) {
|
||||
stateRef.progress = 0.05;
|
||||
|
|
|
@ -0,0 +1,114 @@
|
|||
import React, { useRef, useEffect } from "react";
|
||||
import { useFrame } from "@react-three/fiber";
|
||||
import * as THREE from "three";
|
||||
import { GLTF } from "three-stdlib";
|
||||
import { Box3Helper } from "three";
|
||||
import { SpawnedObject, ProcessData } from "./types";
|
||||
|
||||
interface ProcessObjectRendererProps {
|
||||
objectId: string;
|
||||
object: SpawnedObject;
|
||||
process: ProcessData;
|
||||
gltf: GLTF;
|
||||
showBoundingBox?: boolean;
|
||||
}
|
||||
|
||||
export const ProcessObjectRenderer: React.FC<ProcessObjectRendererProps> = ({
|
||||
objectId,
|
||||
object,
|
||||
process,
|
||||
gltf,
|
||||
showBoundingBox = false,
|
||||
}) => {
|
||||
const meshRef = useRef<THREE.Mesh>(null);
|
||||
const boxHelperRef = useRef<THREE.Box3Helper | null>(null);
|
||||
const boundingBoxRef = useRef<THREE.Box3>(new THREE.Box3());
|
||||
|
||||
// Issue 1: Can't assign to ref.current as it's read-only
|
||||
useEffect(() => {
|
||||
if (object.ref && meshRef.current) {
|
||||
// Instead of direct assignment, we need to store the mesh reference another way
|
||||
// Option 1: If you can modify the SpawnedObject interface, add a setMesh method
|
||||
if (typeof (object as any).setMesh === 'function') {
|
||||
(object as any).setMesh(meshRef.current);
|
||||
}
|
||||
|
||||
// Option 2: Store the mesh in a property that isn't ref.current
|
||||
// This requires modifying your SpawnedObject interface to include this property
|
||||
(object as any).meshInstance = meshRef.current;
|
||||
|
||||
// Option 3: If you need to maintain compatibility, you could use Object.defineProperty
|
||||
// But this is a hack and not recommended
|
||||
// Object.defineProperty(object.ref, 'current', { value: meshRef.current, writable: true });
|
||||
}
|
||||
}, [object.ref]);
|
||||
|
||||
// Create a bounding box helper for visualization
|
||||
useFrame(() => {
|
||||
if (meshRef.current && showBoundingBox) {
|
||||
// Update the bounding box to match the mesh position
|
||||
if (!boxHelperRef.current) {
|
||||
// Get the size of the mesh
|
||||
const size = new THREE.Vector3(1, 1, 1);
|
||||
|
||||
// If the mesh has geometry, use its dimensions
|
||||
if (meshRef.current.geometry) {
|
||||
const box = new THREE.Box3().setFromObject(meshRef.current);
|
||||
box.getSize(size);
|
||||
}
|
||||
|
||||
// Create a new bounding box centered on the mesh
|
||||
boundingBoxRef.current = new THREE.Box3().setFromCenterAndSize(
|
||||
meshRef.current.position,
|
||||
size
|
||||
);
|
||||
|
||||
// Create a helper to visualize the box
|
||||
boxHelperRef.current = new Box3Helper(
|
||||
boundingBoxRef.current,
|
||||
new THREE.Color(0xff0000)
|
||||
);
|
||||
|
||||
// Add the helper to the scene
|
||||
meshRef.current.parent?.add(boxHelperRef.current);
|
||||
} else {
|
||||
// Update the box position to match the mesh
|
||||
boundingBoxRef.current.setFromCenterAndSize(
|
||||
meshRef.current.position,
|
||||
boundingBoxRef.current.getSize(new THREE.Vector3())
|
||||
);
|
||||
|
||||
// Force the helper to update
|
||||
boxHelperRef.current.updateMatrixWorld(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
if (gltf?.scene) {
|
||||
return (
|
||||
<primitive
|
||||
ref={meshRef}
|
||||
object={gltf.scene.clone()}
|
||||
position={[0, 0, 0]}
|
||||
material={object.material}
|
||||
/>
|
||||
);
|
||||
}
|
||||
|
||||
// Issue 2: Material color type problem
|
||||
return (
|
||||
<mesh ref={meshRef}>
|
||||
<boxGeometry args={[1, 1, 1]} />
|
||||
<meshStandardMaterial
|
||||
// Fix the color property access
|
||||
color={
|
||||
object.material && 'color' in object.material
|
||||
? (object.material as THREE.MeshStandardMaterial).color
|
||||
: "#00ff00"
|
||||
}
|
||||
metalness={0.5}
|
||||
roughness={0.3}
|
||||
/>
|
||||
</mesh>
|
||||
);
|
||||
};
|
|
@ -0,0 +1,79 @@
|
|||
import * as THREE from "three";
|
||||
import React from "react";
|
||||
|
||||
export interface ProcessPoint {
|
||||
uuid: string;
|
||||
position: number[];
|
||||
actions?: PointAction[];
|
||||
}
|
||||
|
||||
export interface PointAction {
|
||||
type: string;
|
||||
isUsed: boolean;
|
||||
spawnInterval?: number | string;
|
||||
material?: string;
|
||||
delay?: number | string;
|
||||
}
|
||||
|
||||
export interface ProcessData {
|
||||
id: string;
|
||||
name: string;
|
||||
paths?: {
|
||||
points?: ProcessPoint[];
|
||||
}[];
|
||||
animationPath?: { x: number; y: number; z: number }[];
|
||||
speed?: number;
|
||||
customMaterials?: Record<string, THREE.Material>;
|
||||
}
|
||||
|
||||
export interface ProcessAnimationState {
|
||||
spawnedObjects: Record<string, SpawnedObject | SpawnedObjectWithCollision>;
|
||||
nextSpawnTime: number;
|
||||
objectIdCounter: number;
|
||||
isProcessDelaying: boolean;
|
||||
processDelayStartTime: number;
|
||||
processDelayDuration: number;
|
||||
isCollisionPaused?: boolean;
|
||||
}
|
||||
|
||||
export interface SpawnedObject {
|
||||
ref: React.RefObject<THREE.Object3D>;
|
||||
state: {
|
||||
currentIndex: number;
|
||||
progress: number;
|
||||
isAnimating: boolean;
|
||||
speed: number;
|
||||
isDelaying: boolean;
|
||||
delayStartTime: number;
|
||||
currentDelayDuration: number;
|
||||
delayComplete: boolean;
|
||||
currentPathIndex: number;
|
||||
};
|
||||
visible: boolean;
|
||||
material: THREE.Material;
|
||||
currentMaterialType: string;
|
||||
spawnTime: number;
|
||||
position: THREE.Vector3;
|
||||
collision?: {
|
||||
boundingBox: THREE.Box3;
|
||||
isColliding: boolean;
|
||||
colliding: boolean; // Added this property
|
||||
};
|
||||
}
|
||||
|
||||
// For use in your processAnimator.tsx
|
||||
// Update the CollisionState interface to include all required properties
|
||||
interface CollisionState {
|
||||
boundingBox: THREE.Box3;
|
||||
isColliding: boolean;
|
||||
colliding: boolean; // This was missing
|
||||
collidingWith: string[];
|
||||
}
|
||||
export interface SpawnedObjectWithCollision extends SpawnedObject {
|
||||
collision: {
|
||||
boundingBox: THREE.Box3;
|
||||
isColliding: boolean;
|
||||
colliding: boolean;
|
||||
collidingWith: string[];
|
||||
};
|
||||
}
|
|
@ -1,8 +1,8 @@
|
|||
let BackEnd_url = `http://${process.env.REACT_APP_SERVER_ASSET_LIBRARY_URL}`;
|
||||
let BackEnd_url = `http://${process.env.REACT_APP_SERVER_MARKETPLACE_URL}`;
|
||||
export const getCategoryAsset = async (categoryName: any) => {
|
||||
try {
|
||||
const response = await fetch(
|
||||
`${BackEnd_url}/api/v2/getCatagoryAssets/${categoryName}`,
|
||||
`${BackEnd_url}/api/v2/getCategoryAssets/${categoryName}`,
|
||||
{
|
||||
method: "GET",
|
||||
headers: {
|
||||
|
|
|
@ -4,8 +4,32 @@ type PlayButtonStore = {
|
|||
isPlaying: boolean; // Updated state name to reflect the play/pause status more clearly
|
||||
setIsPlaying: (value: boolean) => void; // Updated setter function name for clarity
|
||||
};
|
||||
type PauseButtonStore = {
|
||||
isPaused: boolean; // Updated state name to reflect the play/pause status more clearly
|
||||
setIsPaused: (value: boolean) => void; // Updated setter function name for clarity
|
||||
};
|
||||
type ResetButtonStore = {
|
||||
isReset: boolean; // Updated state name to reflect the play/pause status more clearly
|
||||
setReset: (value: boolean) => void; // Updated setter function name for clarity
|
||||
};
|
||||
interface AnimationSpeedState {
|
||||
speed: number;
|
||||
setSpeed: (value: number) => void;
|
||||
}
|
||||
|
||||
export const usePlayButtonStore = create<PlayButtonStore>((set) => ({
|
||||
isPlaying: false, // Default state for play/pause
|
||||
setIsPlaying: (value) => set({ isPlaying: value }), // Update isPlaying state
|
||||
}));
|
||||
export const useResetButtonStore = create<ResetButtonStore>((set) => ({
|
||||
isReset: false, // Default state for play/pause
|
||||
setReset: (value) => set({ isReset: value }), // Update isPlaying state
|
||||
}));
|
||||
export const usePauseButtonStore = create<PauseButtonStore>((set) => ({
|
||||
isPaused: false, // Default state for play/pause
|
||||
setIsPaused: (value) => set({ isPaused: value }), // Update isPlaying state
|
||||
}));
|
||||
export const useAnimationPlaySpeed = create<AnimationSpeedState>((set) => ({
|
||||
speed: 1,
|
||||
setSpeed: (value) => set({ speed: value }),
|
||||
}));
|
||||
|
|
Loading…
Reference in New Issue