"updated animation"
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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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// 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
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self.onmessage = function (event) {
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const { type, data } = event.data;
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log(`Worker received message: ${type}`);
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switch (type) {
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case "initialize":
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processes = data.processes;
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log(`Initialized with ${processes.length} 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 = lastTimestamp === 0 ? 0.016 : (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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log("Resetting animations");
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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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log(`Toggle play: ${data.isPlaying}`);
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lastTimestamp = data.timestamp;
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break;
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case "setDebug":
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debugMode = data.enabled;
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log(`Debug mode: ${debugMode}`);
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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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if (!process || !process.id) {
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log("Invalid process found:", process);
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return;
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}
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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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if (!process || !process.paths) {
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log(`No paths found for process ${process?.id}`);
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return null;
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}
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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,
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
|
@ -1,4 +0,0 @@
|
|||
|
||||
const animationWorker = () => {
|
||||
return;
|
||||
};
|
|
@ -5,7 +5,6 @@ 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";
|
||||
|
||||
interface PointAction {
|
||||
uuid: string;
|
||||
|
@ -44,6 +43,8 @@ interface ProcessData {
|
|||
animationPath: { x: number; y: number; z: number }[];
|
||||
pointActions: PointAction[][];
|
||||
speed: number;
|
||||
customMaterials?: Record<string, THREE.Material>;
|
||||
renderAs?: "box" | "custom";
|
||||
}
|
||||
|
||||
interface AnimationState {
|
||||
|
@ -58,19 +59,35 @@ interface AnimationState {
|
|||
currentPathIndex: number;
|
||||
}
|
||||
|
||||
interface SpawnedObject {
|
||||
ref: React.RefObject<THREE.Group | THREE.Mesh>;
|
||||
state: AnimationState;
|
||||
visible: boolean;
|
||||
material: THREE.Material;
|
||||
spawnTime: number;
|
||||
currentMaterialType: string;
|
||||
}
|
||||
|
||||
interface ProcessAnimationState {
|
||||
spawnedObjects: { [objectId: string]: SpawnedObject };
|
||||
nextSpawnTime: number;
|
||||
objectIdCounter: number;
|
||||
}
|
||||
|
||||
const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
||||
processes,
|
||||
}) => {
|
||||
console.log("processes: ", processes);
|
||||
const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
|
||||
const { isPlaying, setIsPlaying } = usePlayButtonStore();
|
||||
|
||||
const { isPlaying } = usePlayButtonStore();
|
||||
const groupRef = useRef<THREE.Group>(null);
|
||||
const meshRef = useRef<THREE.Mesh>(null);
|
||||
const [visible, setVisible] = useState(false);
|
||||
const [currentPathIndex, setCurrentPathIndex] = useState(0);
|
||||
|
||||
const materials = useMemo(
|
||||
const [animationStates, setAnimationStates] = useState<
|
||||
Record<string, ProcessAnimationState>
|
||||
>({});
|
||||
|
||||
// Base materials
|
||||
const baseMaterials = useMemo(
|
||||
() => ({
|
||||
Wood: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
|
||||
Box: new THREE.MeshStandardMaterial({
|
||||
|
@ -88,44 +105,211 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
[]
|
||||
);
|
||||
|
||||
const [currentMaterial, setCurrentMaterial] = useState<THREE.Material>(
|
||||
materials.Default
|
||||
);
|
||||
// Initialize animation states when processes or play state changes
|
||||
useEffect(() => {
|
||||
if (!isPlaying) {
|
||||
setAnimationStates({});
|
||||
return;
|
||||
}
|
||||
|
||||
const { animationPath, currentProcess } = useMemo(() => {
|
||||
const defaultProcess = {
|
||||
animationPath: [],
|
||||
pointActions: [],
|
||||
speed: 1,
|
||||
paths: [],
|
||||
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;
|
||||
};
|
||||
|
||||
// Create a new spawned object
|
||||
const createSpawnedObject = (
|
||||
process: ProcessData,
|
||||
currentTime: number,
|
||||
materialType: string
|
||||
): SpawnedObject => {
|
||||
const processMaterials = {
|
||||
...baseMaterials,
|
||||
...(process.customMaterials || {}),
|
||||
};
|
||||
const cp = processes?.[0] || defaultProcess;
|
||||
|
||||
return {
|
||||
animationPath:
|
||||
cp.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) || [],
|
||||
currentProcess: cp,
|
||||
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,
|
||||
};
|
||||
}, [processes]);
|
||||
};
|
||||
|
||||
const animationStateRef = useRef<AnimationState>({
|
||||
currentIndex: 0,
|
||||
progress: 0,
|
||||
isAnimating: false,
|
||||
speed: currentProcess.speed,
|
||||
isDelaying: false,
|
||||
delayStartTime: 0,
|
||||
currentDelayDuration: 0,
|
||||
delayComplete: false,
|
||||
currentPathIndex: 0,
|
||||
});
|
||||
// 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 getPointDataForAnimationIndex = (index: number) => {
|
||||
if (!processes[0]?.paths) return null;
|
||||
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;
|
||||
console.log("cumulativePoints: ", cumulativePoints);
|
||||
|
||||
for (const path of processes[0].paths) {
|
||||
for (const path of process.paths) {
|
||||
const pointCount = path.points?.length || 0;
|
||||
|
||||
if (index < cumulativePoints + pointCount) {
|
||||
|
@ -139,209 +323,202 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
return null;
|
||||
};
|
||||
|
||||
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,
|
||||
};
|
||||
|
||||
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) => {
|
||||
setCurrentMaterial(
|
||||
materials[materialType as keyof typeof materials] || materials.Default
|
||||
);
|
||||
};
|
||||
|
||||
const hasNonInheritActions = (actions: PointAction[] = []) => {
|
||||
return actions.some((action) => action.isUsed && action.type !== "Inherit");
|
||||
};
|
||||
|
||||
const handlePointActions = (
|
||||
actions: PointAction[] = [],
|
||||
currentTime: number
|
||||
) => {
|
||||
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":
|
||||
setVisible(true);
|
||||
break;
|
||||
|
||||
case "Swap":
|
||||
if (action.material) {
|
||||
handleMaterialSwap(action.material);
|
||||
}
|
||||
break;
|
||||
|
||||
case "Inherit":
|
||||
// Handle inherit logic if needed
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
return shouldStopAnimation;
|
||||
};
|
||||
|
||||
useFrame((state, delta) => {
|
||||
const currentRef = gltf?.scene ? groupRef.current : meshRef.current;
|
||||
if (
|
||||
!currentRef ||
|
||||
!animationStateRef.current.isAnimating ||
|
||||
animationPath.length < 2
|
||||
) {
|
||||
return;
|
||||
}
|
||||
// Spawn objects for all processes
|
||||
useFrame((state) => {
|
||||
if (!isPlaying) return;
|
||||
|
||||
const currentTime = state.clock.getElapsedTime();
|
||||
const path = animationPath;
|
||||
const stateRef = animationStateRef.current;
|
||||
setAnimationStates((prev) => {
|
||||
const newStates = { ...prev };
|
||||
|
||||
// Check if we need to switch paths (specific to your structure)
|
||||
if (stateRef.currentIndex === 3 && stateRef.currentPathIndex === 0) {
|
||||
setCurrentPathIndex(1);
|
||||
stateRef.currentPathIndex = 1;
|
||||
}
|
||||
processes.forEach((process) => {
|
||||
const processState = newStates[process.id];
|
||||
if (!processState) return;
|
||||
|
||||
// Get the current point data
|
||||
const currentPointData = getPointDataForAnimationIndex(
|
||||
stateRef.currentIndex
|
||||
);
|
||||
const spawnPoint = findSpawnPoint(process);
|
||||
if (!spawnPoint || !spawnPoint.actions) return;
|
||||
|
||||
// Execute actions when we first arrive at a point
|
||||
|
||||
if (stateRef.progress === 0 && currentPointData?.actions) {
|
||||
console.log(
|
||||
`Processing actions at point ${stateRef.currentIndex}`,
|
||||
currentPointData.actions
|
||||
);
|
||||
const shouldStop = handlePointActions(
|
||||
currentPointData.actions,
|
||||
currentTime
|
||||
);
|
||||
if (shouldStop) return;
|
||||
}
|
||||
|
||||
// Handle delays
|
||||
if (stateRef.isDelaying) {
|
||||
console.log(
|
||||
`Delaying... ${currentTime - stateRef.delayStartTime}/${
|
||||
stateRef.currentDelayDuration
|
||||
}`
|
||||
);
|
||||
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]);
|
||||
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
|
||||
const spawnAction = spawnPoint.actions.find(
|
||||
(a) => a.isUsed && a.type === "Spawn"
|
||||
);
|
||||
}
|
||||
}
|
||||
if (!spawnAction) return;
|
||||
|
||||
const spawnInterval =
|
||||
typeof spawnAction.spawnInterval === "number"
|
||||
? spawnAction.spawnInterval
|
||||
: 0;
|
||||
|
||||
if (currentTime >= processState.nextSpawnTime) {
|
||||
const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
|
||||
|
||||
newStates[process.id] = {
|
||||
...processState,
|
||||
spawnedObjects: {
|
||||
...processState.spawnedObjects,
|
||||
[objectId]: createSpawnedObject(
|
||||
process,
|
||||
currentTime,
|
||||
spawnAction.material || "Default"
|
||||
),
|
||||
},
|
||||
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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
if (!gltf?.scene) {
|
||||
return visible ? (
|
||||
<mesh ref={meshRef} material={currentMaterial}>
|
||||
<boxGeometry args={[1, 1, 1]} />
|
||||
</mesh>
|
||||
) : 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);
|
||||
console.log("process: ", process);
|
||||
const renderAs = process?.renderAs || "custom";
|
||||
|
||||
return visible ? (
|
||||
<group ref={groupRef}>
|
||||
<primitive
|
||||
object={gltf.scene.clone()}
|
||||
scale={[1, 1, 1]}
|
||||
material={currentMaterial}
|
||||
/>
|
||||
</group>
|
||||
) : null;
|
||||
return renderAs === "box" ? (
|
||||
<mesh
|
||||
key={objectId}
|
||||
ref={obj.ref as React.RefObject<THREE.Mesh>}
|
||||
material={obj.material}
|
||||
>
|
||||
<boxGeometry args={[1, 1, 1]} />
|
||||
</mesh>
|
||||
) : (
|
||||
gltf?.scene && (
|
||||
<group
|
||||
key={objectId}
|
||||
ref={obj.ref as React.RefObject<THREE.Group>}
|
||||
>
|
||||
<primitive
|
||||
object={gltf.scene.clone()}
|
||||
material={obj.material}
|
||||
/>
|
||||
</group>
|
||||
)
|
||||
);
|
||||
})
|
||||
)}
|
||||
</>
|
||||
);
|
||||
};
|
||||
|
||||
export default ProcessAnimator;
|
||||
|
|
|
@ -10,6 +10,7 @@ const ProcessContainer: React.FC = () => {
|
|||
<>
|
||||
<ProcessCreator onProcessesCreated={setProcesses} />
|
||||
{processes.length > 0 && <ProcessAnimator processes={processes} />}
|
||||
|
||||
</>
|
||||
);
|
||||
};
|
||||
|
|
|
@ -422,6 +422,7 @@ export interface PointAction {
|
|||
spawnInterval: string | number;
|
||||
isUsed: boolean;
|
||||
}
|
||||
|
||||
export interface PathPoint {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
|
@ -430,12 +431,14 @@ export interface PathPoint {
|
|||
targets: Array<{ pathUUID: string }>;
|
||||
};
|
||||
}
|
||||
|
||||
export interface SimulationPath {
|
||||
modeluuid: string;
|
||||
points: PathPoint[];
|
||||
pathPosition: [number, number, number];
|
||||
speed?: number;
|
||||
}
|
||||
|
||||
export interface Process {
|
||||
id: string;
|
||||
paths: SimulationPath[];
|
||||
|
@ -443,6 +446,7 @@ export interface Process {
|
|||
pointActions: PointAction[][];
|
||||
speed: number;
|
||||
}
|
||||
|
||||
interface ProcessCreatorProps {
|
||||
onProcessesCreated: (processes: Process[]) => void;
|
||||
}
|
||||
|
@ -453,83 +457,51 @@ function convertToSimulationPath(
|
|||
): SimulationPath {
|
||||
const { modeluuid } = path;
|
||||
|
||||
// Helper function to normalize actions
|
||||
// Simplified normalizeAction function that preserves exact original properties
|
||||
const normalizeAction = (action: any): PointAction => {
|
||||
return { ...action }; // Return exact copy with no modifications
|
||||
};
|
||||
|
||||
// Extract points from the path
|
||||
let points: PathPoint[];
|
||||
if (path.type === "Conveyor") {
|
||||
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,
|
||||
})),
|
||||
},
|
||||
}));
|
||||
} else {
|
||||
points = [
|
||||
{
|
||||
uuid: path.point.uuid,
|
||||
position: path.point.position,
|
||||
actions: Array.isArray(path.point.actions)
|
||||
? path.point.actions.map(normalizeAction)
|
||||
: [normalizeAction(path.point.actions)],
|
||||
return {
|
||||
modeluuid,
|
||||
points: path.points.map((point) => ({
|
||||
uuid: point.uuid,
|
||||
position: point.position,
|
||||
actions: point.actions.map(normalizeAction), // Preserve exact actions
|
||||
connections: {
|
||||
targets: path.point.connections.targets.map((target) => ({
|
||||
targets: point.connections.targets.map((target) => ({
|
||||
pathUUID: target.pathUUID,
|
||||
})),
|
||||
},
|
||||
},
|
||||
];
|
||||
}
|
||||
|
||||
// Check if point 1 or point 2 has a spawn action
|
||||
const hasSpawnInFirstTwoPoints =
|
||||
points.length >= 2 &&
|
||||
(points[0].actions.some(
|
||||
(action) => action.type.toLowerCase() === "spawn"
|
||||
) ||
|
||||
points[1].actions.some(
|
||||
(action) => action.type.toLowerCase() === "spawn"
|
||||
));
|
||||
|
||||
// Swap points 1 and 3 only if:
|
||||
// 1. There are at least three points,
|
||||
// 2. The third point contains a spawn action, and
|
||||
// 3. Neither point 1 nor point 2 has a spawn action
|
||||
if (
|
||||
!hasSpawnInFirstTwoPoints &&
|
||||
points.length >= 3 &&
|
||||
points[2].actions.some((action) => action.type.toLowerCase() === "spawn")
|
||||
) {
|
||||
const temp = points[0];
|
||||
points[0] = points[2];
|
||||
points[2] = temp;
|
||||
}
|
||||
|
||||
// Determine the speed based on the type of path
|
||||
let speed: number;
|
||||
if (path.type === "Conveyor") {
|
||||
speed =
|
||||
typeof path.speed === "string"
|
||||
? parseFloat(path.speed) || 1
|
||||
: path.speed || 1;
|
||||
})),
|
||||
pathPosition: path.position,
|
||||
speed:
|
||||
typeof path.speed === "string"
|
||||
? parseFloat(path.speed) || 1
|
||||
: path.speed || 1,
|
||||
};
|
||||
} else {
|
||||
// For VehicleEventsSchema, use a default speed of 1
|
||||
speed = 1;
|
||||
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,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
modeluuid,
|
||||
points,
|
||||
pathPosition: path.position,
|
||||
speed,
|
||||
};
|
||||
}
|
||||
|
||||
// Custom shallow comparison for arrays
|
||||
|
@ -556,6 +528,7 @@ function shouldReverseNextPath(
|
|||
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];
|
||||
|
@ -582,25 +555,56 @@ function shouldReverseNextPath(
|
|||
return connectsToLast && !connectsToFirst;
|
||||
}
|
||||
|
||||
// Check if a point has a spawn action
|
||||
function hasSpawnAction(point: PathPoint): boolean {
|
||||
return point.actions.some((action) => action.type.toLowerCase() === "spawn");
|
||||
}
|
||||
|
||||
// Ensure spawn point is always at the beginning of the path
|
||||
function ensureSpawnPointIsFirst(path: SimulationPath): SimulationPath {
|
||||
if (path.points.length !== 3) return path;
|
||||
|
||||
// If the third point has spawn action and first doesn't, reverse the array
|
||||
if (hasSpawnAction(path.points[2]) && !hasSpawnAction(path.points[0])) {
|
||||
return {
|
||||
...path,
|
||||
points: [...path.points].reverse(),
|
||||
};
|
||||
}
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
// Updated path adjustment function
|
||||
function adjustPathPointsOrder(paths: SimulationPath[]): SimulationPath[] {
|
||||
if (paths.length < 2) return paths;
|
||||
if (paths.length < 1) return paths;
|
||||
|
||||
const adjustedPaths = [...paths];
|
||||
|
||||
// First ensure all paths have spawn points at the beginning
|
||||
for (let i = 0; i < adjustedPaths.length; i++) {
|
||||
adjustedPaths[i] = ensureSpawnPointIsFirst(adjustedPaths[i]);
|
||||
}
|
||||
|
||||
// Then handle connections between 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;
|
||||
}
|
||||
|
||||
|
@ -608,6 +612,7 @@ function adjustPathPointsOrder(paths: SimulationPath[]): SimulationPath[] {
|
|||
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")
|
||||
|
@ -619,9 +624,11 @@ export function useProcessCreation() {
|
|||
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);
|
||||
|
@ -629,11 +636,13 @@ export function useProcessCreation() {
|
|||
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,
|
||||
|
@ -654,8 +663,10 @@ export function useProcessCreation() {
|
|||
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);
|
||||
|
@ -688,6 +699,7 @@ export function useProcessCreation() {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
return connectedPaths;
|
||||
},
|
||||
[]
|
||||
|
@ -696,10 +708,12 @@ export function useProcessCreation() {
|
|||
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);
|
||||
|
@ -708,6 +722,7 @@ export function useProcessCreation() {
|
|||
processes.push(process);
|
||||
}
|
||||
}
|
||||
|
||||
return processes;
|
||||
},
|
||||
[createProcess, getAllConnectedPaths, hasSpawnAction]
|
||||
|
@ -736,24 +751,26 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
|||
);
|
||||
}, [simulationPaths]);
|
||||
|
||||
// Enhanced dependency tracking that includes action types
|
||||
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")
|
||||
),
|
||||
// Track all action types for each point
|
||||
actionSignature: path.points
|
||||
.map((point, index) =>
|
||||
point.actions.map((action) => `${index}-${action.type}`).join("|")
|
||||
)
|
||||
.join(","),
|
||||
connections: path.points
|
||||
.flatMap((p: PathPoint) =>
|
||||
p.connections.targets.map((t: { pathUUID: string }) => t.pathUUID)
|
||||
)
|
||||
.join(","),
|
||||
actions: JSON.stringify(
|
||||
path.points.flatMap((p: PathPoint) => p.actions)
|
||||
), // Serialize all actions
|
||||
}));
|
||||
}, [convertedPaths]);
|
||||
|
||||
// Force process recreation when paths change
|
||||
useEffect(() => {
|
||||
if (!convertedPaths || convertedPaths.length === 0) {
|
||||
if (prevProcessesRef.current.length > 0) {
|
||||
|
@ -762,28 +779,17 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
|||
}
|
||||
return;
|
||||
}
|
||||
if (areArraysEqual(prevPathsRef.current, convertedPaths)) {
|
||||
return;
|
||||
}
|
||||
prevPathsRef.current = convertedPaths;
|
||||
|
||||
// Always regenerate processes if the pathsDependency has changed
|
||||
// This ensures action type changes will be detected
|
||||
const newProcesses = createProcessesFromPaths(convertedPaths);
|
||||
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;
|
||||
}
|
||||
prevPathsRef.current = convertedPaths;
|
||||
|
||||
// Always update processes when action types change
|
||||
onProcessesCreated(newProcesses);
|
||||
prevProcessesRef.current = newProcesses;
|
||||
}, [
|
||||
pathsDependency,
|
||||
pathsDependency, // This now includes action types
|
||||
onProcessesCreated,
|
||||
convertedPaths,
|
||||
createProcessesFromPaths,
|
||||
|
|
|
@ -1,47 +1,50 @@
|
|||
import { useState, useEffect, useRef, useMemo } from 'react';
|
||||
import { useSelectedActionSphere, useSelectedPath, useSimulationPaths } from '../../store/store';
|
||||
import * as THREE from 'three';
|
||||
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';
|
||||
import { useState, useEffect, useRef, useMemo } from "react";
|
||||
import {
|
||||
useSelectedActionSphere,
|
||||
useSelectedPath,
|
||||
useSimulationPaths,
|
||||
} from "../../store/store";
|
||||
import * as THREE from "three";
|
||||
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();
|
||||
const pathsGroupRef = useRef() as React.MutableRefObject<THREE.Group>;
|
||||
const { simulationPaths, setSimulationPaths } = useSimulationPaths();
|
||||
const [processes, setProcesses] = useState([]);
|
||||
const { activeModule } = useModuleStore();
|
||||
const pathsGroupRef = useRef() as React.MutableRefObject<THREE.Group>;
|
||||
const { simulationPaths, setSimulationPaths } = useSimulationPaths();
|
||||
const [processes, setProcesses] = useState([]);
|
||||
|
||||
useEffect(() => {
|
||||
// console.log('simulationPaths: ', simulationPaths);
|
||||
}, [simulationPaths]);
|
||||
useEffect(() => {
|
||||
// console.log('simulationPaths: ', simulationPaths);
|
||||
}, [simulationPaths]);
|
||||
|
||||
// useEffect(() => {
|
||||
// if (selectedActionSphere) {
|
||||
// console.log('selectedActionSphere: ', selectedActionSphere);
|
||||
// }
|
||||
// }, [selectedActionSphere]);
|
||||
// useEffect(() => {
|
||||
// if (selectedActionSphere) {
|
||||
// console.log('selectedActionSphere: ', selectedActionSphere);
|
||||
// }
|
||||
// }, [selectedActionSphere]);
|
||||
|
||||
// useEffect(() => {
|
||||
// if (selectedPath) {
|
||||
// console.log('selectedPath: ', selectedPath);
|
||||
// }
|
||||
// }, [selectedPath]);
|
||||
// useEffect(() => {
|
||||
// if (selectedPath) {
|
||||
// console.log('selectedPath: ', selectedPath);
|
||||
// }
|
||||
// }, [selectedPath]);
|
||||
|
||||
|
||||
return (
|
||||
return (
|
||||
<>
|
||||
<Behaviour />
|
||||
{activeModule === "simulation" && (
|
||||
<>
|
||||
<Behaviour />
|
||||
{activeModule === 'simulation' && (
|
||||
<>
|
||||
<PathCreation pathsGroupRef={pathsGroupRef} />
|
||||
<PathConnector pathsGroupRef={pathsGroupRef} />
|
||||
<ProcessContainer />
|
||||
</>
|
||||
)}
|
||||
<PathCreation pathsGroupRef={pathsGroupRef} />
|
||||
<PathConnector pathsGroupRef={pathsGroupRef} />
|
||||
<ProcessContainer />
|
||||
</>
|
||||
);
|
||||
)}
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
export default Simulation;
|
||||
export default Simulation;
|
||||
|
|
Loading…
Reference in New Issue