"updated Animation"
This commit is contained in:
parent
1eec500955
commit
e48195db98
|
@ -1,68 +1,107 @@
|
|||
import { useEffect, useState } from "react";
|
||||
import { Line } from "@react-three/drei";
|
||||
import { useNavMesh, useSimulationStates } from "../../../store/store";
|
||||
import {
|
||||
useNavMesh,
|
||||
usePlayAgv,
|
||||
useSimulationStates,
|
||||
} from "../../../store/store";
|
||||
import PathNavigator from "./pathNavigator";
|
||||
import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
|
||||
|
||||
type PathPoints = {
|
||||
modelUuid: string;
|
||||
modelSpeed: number;
|
||||
bufferTime: number;
|
||||
points: { x: number; y: number; z: number }[];
|
||||
hitCount: number;
|
||||
modelUuid: string;
|
||||
modelSpeed: number;
|
||||
bufferTime: number;
|
||||
points: { x: number; y: number; z: number }[];
|
||||
hitCount: number;
|
||||
};
|
||||
interface ProcessContainerProps {
|
||||
processes: any[];
|
||||
agvRef: any;
|
||||
}
|
||||
|
||||
const Agv = () => {
|
||||
const [pathPoints, setPathPoints] = useState<PathPoints[]>([]);
|
||||
const { simulationStates } = useSimulationStates();
|
||||
const { navMesh } = useNavMesh();
|
||||
const { isPlaying } = usePlayButtonStore();
|
||||
const Agv: React.FC<ProcessContainerProps> = ({ processes, agvRef }) => {
|
||||
const [pathPoints, setPathPoints] = useState<PathPoints[]>([]);
|
||||
const { simulationStates } = useSimulationStates();
|
||||
const { navMesh } = useNavMesh();
|
||||
const { isPlaying } = usePlayButtonStore();
|
||||
const { PlayAgv, setPlayAgv } = usePlayAgv();
|
||||
|
||||
useEffect(() => {
|
||||
if (simulationStates.length > 0) {
|
||||
useEffect(() => {
|
||||
console.log("agvRef: ", agvRef);
|
||||
}, [agvRef]);
|
||||
|
||||
const agvModels = simulationStates.filter((val) => val.modelName === "agv" && val.type === "Vehicle");
|
||||
useEffect(() => {
|
||||
if (simulationStates.length > 0) {
|
||||
const agvModels = simulationStates.filter(
|
||||
(val) => val.modelName === "agv" && val.type === "Vehicle"
|
||||
);
|
||||
|
||||
const newPathPoints = agvModels.filter((model: any) => model.points && model.points.actions && typeof model.points.actions.start === "object" && typeof model.points.actions.end === "object" && "x" in model.points.actions.start && "y" in model.points.actions.start && "x" in model.points.actions.end && "y" in model.points.actions.end)
|
||||
.map((model: any) => ({
|
||||
modelUuid: model.modeluuid,
|
||||
modelSpeed: model.points.speed,
|
||||
bufferTime: model.points.actions.buffer,
|
||||
hitCount: model.points.actions.hitCount,
|
||||
points: [
|
||||
{ x: model.position[0], y: model.position[1], z: model.position[2] },
|
||||
{ x: model.points.actions.start.x, y: 0, z: model.points.actions.start.y },
|
||||
{ x: model.points.actions.end.x, y: 0, z: model.points.actions.end.y },
|
||||
],
|
||||
}));
|
||||
const newPathPoints = agvModels
|
||||
.filter(
|
||||
(model: any) =>
|
||||
model.points &&
|
||||
model.points.actions &&
|
||||
typeof model.points.actions.start === "object" &&
|
||||
typeof model.points.actions.end === "object" &&
|
||||
"x" in model.points.actions.start &&
|
||||
"y" in model.points.actions.start &&
|
||||
"x" in model.points.actions.end &&
|
||||
"y" in model.points.actions.end
|
||||
)
|
||||
.map((model: any) => ({
|
||||
modelUuid: model.modeluuid,
|
||||
modelSpeed: model.points.speed,
|
||||
bufferTime: model.points.actions.buffer,
|
||||
hitCount: model.points.actions.hitCount,
|
||||
points: [
|
||||
{
|
||||
x: model.position[0],
|
||||
y: model.position[1],
|
||||
z: model.position[2],
|
||||
},
|
||||
{
|
||||
x: model.points.actions.start.x,
|
||||
y: 0,
|
||||
z: model.points.actions.start.y,
|
||||
},
|
||||
{
|
||||
x: model.points.actions.end.x,
|
||||
y: 0,
|
||||
z: model.points.actions.end.y,
|
||||
},
|
||||
],
|
||||
}));
|
||||
|
||||
setPathPoints(newPathPoints);
|
||||
}
|
||||
}, [simulationStates]);
|
||||
setPathPoints(newPathPoints);
|
||||
}
|
||||
}, [simulationStates]);
|
||||
|
||||
return (
|
||||
<>
|
||||
{pathPoints.map((pair, i) => (
|
||||
<group key={i} visible={!isPlaying}>
|
||||
<PathNavigator
|
||||
navMesh={navMesh}
|
||||
pathPoints={pair.points}
|
||||
id={pair.modelUuid}
|
||||
speed={pair.modelSpeed}
|
||||
bufferTime={pair.bufferTime}
|
||||
hitCount={pair.hitCount}
|
||||
/>
|
||||
return (
|
||||
<>
|
||||
{pathPoints.map((pair, i) => (
|
||||
<group key={i} visible={!isPlaying}>
|
||||
<PathNavigator
|
||||
navMesh={navMesh}
|
||||
pathPoints={pair.points}
|
||||
id={pair.modelUuid}
|
||||
speed={pair.modelSpeed}
|
||||
bufferTime={pair.bufferTime}
|
||||
hitCount={pair.hitCount}
|
||||
processes={processes}
|
||||
agvRef={agvRef}
|
||||
/>
|
||||
|
||||
{pair.points.slice(1).map((point, idx) => (
|
||||
<mesh position={[point.x, point.y, point.z]} key={idx}>
|
||||
<sphereGeometry args={[0.3, 15, 15]} />
|
||||
<meshStandardMaterial color="red" />
|
||||
</mesh>
|
||||
))}
|
||||
</group>
|
||||
))}
|
||||
</>
|
||||
);
|
||||
{pair.points.slice(1).map((point, idx) => (
|
||||
<mesh position={[point.x, point.y, point.z]} key={idx}>
|
||||
<sphereGeometry args={[0.3, 15, 15]} />
|
||||
<meshStandardMaterial color="red" />
|
||||
</mesh>
|
||||
))}
|
||||
</group>
|
||||
))}
|
||||
</>
|
||||
);
|
||||
};
|
||||
|
||||
export default Agv;
|
||||
|
|
|
@ -4,206 +4,368 @@ import { useFrame, useThree } from "@react-three/fiber";
|
|||
import { NavMeshQuery } from "@recast-navigation/core";
|
||||
import { Line } from "@react-three/drei";
|
||||
import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
|
||||
import { usePlayAgv } from "../../../store/store";
|
||||
|
||||
interface PathNavigatorProps {
|
||||
navMesh: any;
|
||||
pathPoints: any;
|
||||
id: string;
|
||||
speed: number;
|
||||
bufferTime: number;
|
||||
hitCount: number;
|
||||
navMesh: any;
|
||||
pathPoints: any;
|
||||
id: string;
|
||||
speed: number;
|
||||
bufferTime: number;
|
||||
hitCount: number;
|
||||
processes: any[];
|
||||
agvRef: any;
|
||||
}
|
||||
interface AGVData {
|
||||
processId: string;
|
||||
vehicleId: string;
|
||||
hitCount: number;
|
||||
totalHits: number;
|
||||
}
|
||||
type Phase = "initial" | "toDrop" | "toPickup";
|
||||
|
||||
export default function PathNavigator({
|
||||
navMesh,
|
||||
pathPoints,
|
||||
id,
|
||||
speed,
|
||||
bufferTime,
|
||||
hitCount
|
||||
navMesh,
|
||||
pathPoints,
|
||||
id,
|
||||
speed,
|
||||
bufferTime,
|
||||
hitCount,
|
||||
processes,
|
||||
agvRef,
|
||||
}: PathNavigatorProps) {
|
||||
const [path, setPath] = useState<[number, number, number][]>([]);
|
||||
const [currentPhase, setCurrentPhase] = useState<'initial' | 'loop'>('initial');
|
||||
const [toPickupPath, setToPickupPath] = useState<[number, number, number][]>([]);
|
||||
const [pickupDropPath, setPickupDropPath] = useState<[number, number, number][]>([]);
|
||||
const [dropPickupPath, setDropPickupPath] = useState<[number, number, number][]>([]);
|
||||
const [initialPosition, setInitialPosition] = useState<THREE.Vector3 | null>(null);
|
||||
const [initialRotation, setInitialRotation] = useState<THREE.Euler | null>(null);
|
||||
const [currentPhase, setCurrentPhase] = useState<Phase>("initial");
|
||||
// console.log('agvRef: ', agvRef);
|
||||
|
||||
const distancesRef = useRef<number[]>([]);
|
||||
const totalDistanceRef = useRef(0);
|
||||
const progressRef = useRef(0);
|
||||
const isWaiting = useRef(false);
|
||||
const timeoutRef = useRef<NodeJS.Timeout | null>(null);
|
||||
const [path, setPath] = useState<[number, number, number][]>([]);
|
||||
|
||||
const { scene } = useThree();
|
||||
const { isPlaying } = usePlayButtonStore();
|
||||
// const [currentPhase, setCurrentPhase] = useState<"initial" | "loop">(
|
||||
// "initial"
|
||||
// );
|
||||
const [toPickupPath, setToPickupPath] = useState<[number, number, number][]>(
|
||||
[]
|
||||
);
|
||||
const [pickupDropPath, setPickupDropPath] = useState<
|
||||
[number, number, number][]
|
||||
>([]);
|
||||
const [dropPickupPath, setDropPickupPath] = useState<
|
||||
[number, number, number][]
|
||||
>([]);
|
||||
const [initialPosition, setInitialPosition] = useState<THREE.Vector3 | null>(
|
||||
null
|
||||
);
|
||||
const [initialRotation, setInitialRotation] = useState<THREE.Euler | null>(
|
||||
null
|
||||
);
|
||||
|
||||
useEffect(() => {
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
if (object) {
|
||||
setInitialPosition(object.position.clone());
|
||||
setInitialRotation(object.rotation.clone());
|
||||
}
|
||||
}, [scene, id]);
|
||||
const distancesRef = useRef<number[]>([]);
|
||||
const totalDistanceRef = useRef(0);
|
||||
const progressRef = useRef(0);
|
||||
const isWaiting = useRef(false);
|
||||
const timeoutRef = useRef<NodeJS.Timeout | null>(null);
|
||||
const hasStarted = useRef(false);
|
||||
|
||||
const computePath = (start: any, end: any) => {
|
||||
try {
|
||||
const navMeshQuery = new NavMeshQuery(navMesh);
|
||||
const { path: segmentPath } = navMeshQuery.computePath(start, end);
|
||||
return segmentPath?.map(({ x, y, z }) => [x, y + 0.1, z] as [number, number, number]) || [];
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
};
|
||||
const { scene } = useThree();
|
||||
const { isPlaying } = usePlayButtonStore();
|
||||
const { PlayAgv, setPlayAgv } = usePlayAgv();
|
||||
|
||||
const resetState = () => {
|
||||
if (timeoutRef.current) {
|
||||
clearTimeout(timeoutRef.current);
|
||||
timeoutRef.current = null;
|
||||
}
|
||||
useEffect(() => {
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
if (object) {
|
||||
setInitialPosition(object.position.clone());
|
||||
setInitialRotation(object.rotation.clone());
|
||||
}
|
||||
}, [scene, id]);
|
||||
|
||||
setPath([]);
|
||||
setCurrentPhase('initial');
|
||||
setPickupDropPath([]);
|
||||
setDropPickupPath([]);
|
||||
distancesRef.current = [];
|
||||
totalDistanceRef.current = 0;
|
||||
progressRef.current = 0;
|
||||
isWaiting.current = false;
|
||||
const computePath = (start: any, end: any) => {
|
||||
try {
|
||||
const navMeshQuery = new NavMeshQuery(navMesh);
|
||||
const { path: segmentPath } = navMeshQuery.computePath(start, end);
|
||||
return (
|
||||
segmentPath?.map(
|
||||
({ x, y, z }) => [x, y + 0.1, z] as [number, number, number]
|
||||
) || []
|
||||
);
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
};
|
||||
|
||||
if (initialPosition && initialRotation) {
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
if (object) {
|
||||
object.position.copy(initialPosition);
|
||||
object.rotation.copy(initialRotation);
|
||||
}
|
||||
}
|
||||
};
|
||||
const resetState = () => {
|
||||
if (timeoutRef.current) {
|
||||
clearTimeout(timeoutRef.current);
|
||||
timeoutRef.current = null;
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
if (!isPlaying) {
|
||||
resetState();
|
||||
}
|
||||
setPath([]);
|
||||
setCurrentPhase("initial");
|
||||
setPickupDropPath([]);
|
||||
setDropPickupPath([]);
|
||||
distancesRef.current = [];
|
||||
totalDistanceRef.current = 0;
|
||||
progressRef.current = 0;
|
||||
isWaiting.current = false;
|
||||
|
||||
if (!navMesh || pathPoints.length < 2) return;
|
||||
if (initialPosition && initialRotation) {
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
if (object) {
|
||||
object.position.copy(initialPosition);
|
||||
object.rotation.copy(initialRotation);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const [pickup, drop] = pathPoints.slice(-2);
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
if (!object) return;
|
||||
useEffect(() => {
|
||||
if (!isPlaying) {
|
||||
resetState();
|
||||
}
|
||||
|
||||
const currentPosition = { x: object.position.x, y: object.position.y, z: object.position.z };
|
||||
if (!navMesh || pathPoints.length < 2) return;
|
||||
|
||||
const toPickupPath = computePath(currentPosition, pickup);
|
||||
const pickupToDropPath = computePath(pickup, drop);
|
||||
const dropToPickupPath = computePath(drop, pickup);
|
||||
const [pickup, drop] = pathPoints.slice(-2);
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
|
||||
if (toPickupPath.length && pickupToDropPath.length && dropToPickupPath.length) {
|
||||
setPickupDropPath(pickupToDropPath);
|
||||
setDropPickupPath(dropToPickupPath);
|
||||
setToPickupPath(toPickupPath);
|
||||
setPath(toPickupPath);
|
||||
setCurrentPhase('initial');
|
||||
}
|
||||
}, [navMesh, pathPoints, hitCount, isPlaying]);
|
||||
if (!object) return;
|
||||
|
||||
useEffect(() => {
|
||||
if (path.length < 2) return;
|
||||
const currentPosition = {
|
||||
x: object.position.x,
|
||||
y: object.position.y,
|
||||
z: object.position.z,
|
||||
};
|
||||
|
||||
let total = 0;
|
||||
const segmentDistances = path.slice(0, -1).map((point, i) => {
|
||||
const dist = new THREE.Vector3(...point).distanceTo(new THREE.Vector3(...path[i + 1]));
|
||||
total += dist;
|
||||
return dist;
|
||||
});
|
||||
const toPickupPath = computePath(currentPosition, pickup);
|
||||
const pickupToDropPath = computePath(pickup, drop);
|
||||
const dropToPickupPath = computePath(drop, pickup);
|
||||
|
||||
distancesRef.current = segmentDistances;
|
||||
totalDistanceRef.current = total;
|
||||
progressRef.current = 0;
|
||||
isWaiting.current = false;
|
||||
}, [path]);
|
||||
if (
|
||||
toPickupPath.length &&
|
||||
pickupToDropPath.length &&
|
||||
dropToPickupPath.length
|
||||
) {
|
||||
setPickupDropPath(pickupToDropPath);
|
||||
setDropPickupPath(dropToPickupPath);
|
||||
setToPickupPath(toPickupPath);
|
||||
setPath(toPickupPath);
|
||||
setCurrentPhase("initial");
|
||||
}
|
||||
}, [navMesh, pathPoints, hitCount, isPlaying, PlayAgv]);
|
||||
|
||||
useFrame((_, delta) => {
|
||||
if (!isPlaying || path.length < 2 || !scene || !id) return;
|
||||
useEffect(() => {
|
||||
if (path.length < 2) return;
|
||||
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
if (!object) return;
|
||||
let total = 0;
|
||||
const segmentDistances = path.slice(0, -1).map((point, i) => {
|
||||
const dist = new THREE.Vector3(...point).distanceTo(
|
||||
new THREE.Vector3(...path[i + 1])
|
||||
);
|
||||
total += dist;
|
||||
return dist;
|
||||
});
|
||||
|
||||
const speedFactor = speed;
|
||||
progressRef.current += delta * speedFactor;
|
||||
distancesRef.current = segmentDistances;
|
||||
totalDistanceRef.current = total;
|
||||
progressRef.current = 0;
|
||||
isWaiting.current = false;
|
||||
}, [path]);
|
||||
|
||||
let covered = progressRef.current;
|
||||
let accumulated = 0;
|
||||
let index = 0;
|
||||
// Add these refs outside the useFrame if not already present:
|
||||
const startPointReached = useRef(false);
|
||||
|
||||
while (
|
||||
index < distancesRef.current.length &&
|
||||
covered > accumulated + distancesRef.current[index]
|
||||
) {
|
||||
accumulated += distancesRef.current[index];
|
||||
index++;
|
||||
}
|
||||
useFrame((_, delta) => {});
|
||||
|
||||
if (index >= distancesRef.current.length) {
|
||||
progressRef.current = totalDistanceRef.current;
|
||||
useFrame((_, delta) => {
|
||||
const currentAgv = (agvRef.current || []).find(
|
||||
(agv: AGVData) => agv.vehicleId === id
|
||||
);
|
||||
console.log("currentAgv: ", currentAgv?.isplaying);
|
||||
|
||||
if (!isWaiting.current) {
|
||||
isWaiting.current = true;
|
||||
if (!scene || !id || !isPlaying) return;
|
||||
|
||||
timeoutRef.current = setTimeout(() => {
|
||||
if (currentPhase === 'initial') {
|
||||
setPath(pickupDropPath);
|
||||
setCurrentPhase('loop');
|
||||
} else {
|
||||
setPath(prevPath =>
|
||||
prevPath === pickupDropPath ? dropPickupPath : pickupDropPath
|
||||
);
|
||||
}
|
||||
const object = scene.getObjectByProperty("uuid", id);
|
||||
if (!object) return;
|
||||
|
||||
progressRef.current = 0;
|
||||
isWaiting.current = false;
|
||||
}, bufferTime * 1000);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (isPlaying && !hasStarted.current) {
|
||||
hasStarted.current = false;
|
||||
startPointReached.current = false;
|
||||
progressRef.current = 0;
|
||||
isWaiting.current = false;
|
||||
if (timeoutRef.current) {
|
||||
clearTimeout(timeoutRef.current);
|
||||
timeoutRef.current = null;
|
||||
}
|
||||
}
|
||||
|
||||
const start = new THREE.Vector3(...path[index]);
|
||||
const end = new THREE.Vector3(...path[index + 1]);
|
||||
const dist = distancesRef.current[index];
|
||||
const t = THREE.MathUtils.clamp((covered - accumulated) / dist, 0, 1);
|
||||
const position = start.clone().lerp(end, t);
|
||||
const isAgvReady = () => {
|
||||
if (!agvRef.current || agvRef.current.length === 0) return false;
|
||||
if (!currentAgv) return false;
|
||||
return hitCount === currentAgv.expectedHitCount;
|
||||
};
|
||||
|
||||
object.position.copy(position);
|
||||
// Step 1: Snap to start point on first play
|
||||
if (isPlaying && !hasStarted.current && toPickupPath.length > 0) {
|
||||
const startPoint = new THREE.Vector3(...toPickupPath[0]);
|
||||
object.position.copy(startPoint);
|
||||
|
||||
const direction = new THREE.Vector3().subVectors(end, start).normalize();
|
||||
const targetRotationY = Math.atan2(direction.x, direction.z);
|
||||
if (toPickupPath.length > 1) {
|
||||
const nextPoint = new THREE.Vector3(...toPickupPath[1]);
|
||||
const direction = nextPoint.clone().sub(startPoint).normalize();
|
||||
object.rotation.y = Math.atan2(direction.x, direction.z);
|
||||
}
|
||||
|
||||
let angleDifference = targetRotationY - object.rotation.y;
|
||||
angleDifference = ((angleDifference + Math.PI) % (Math.PI * 2)) - Math.PI;
|
||||
object.rotation.y += angleDifference * 0.1;
|
||||
});
|
||||
hasStarted.current = true;
|
||||
startPointReached.current = true;
|
||||
progressRef.current = 0;
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
if (timeoutRef.current) {
|
||||
clearTimeout(timeoutRef.current);
|
||||
}
|
||||
};
|
||||
}, []);
|
||||
return;
|
||||
}
|
||||
|
||||
return (
|
||||
<group name="path-navigator-lines" visible={!isPlaying} >
|
||||
{toPickupPath.length > 0 && (
|
||||
<Line points={toPickupPath} color="blue" lineWidth={3} dashed dashSize={0.75} dashScale={2} />
|
||||
)}
|
||||
// Step 2: Wait at start point for AGV readiness (only if expected hit count is not met)
|
||||
if (
|
||||
isPlaying &&
|
||||
startPointReached.current &&
|
||||
path.length === 0 &&
|
||||
currentAgv?.isplaying
|
||||
) {
|
||||
if (!isAgvReady()) {
|
||||
return; // Prevent transitioning to the next phase if AGV is not ready
|
||||
}
|
||||
|
||||
{pickupDropPath.length > 0 && (
|
||||
<Line points={pickupDropPath} color="red" lineWidth={3} />
|
||||
)}
|
||||
setPath([...toPickupPath]); // Start path transition once the AGV is ready
|
||||
setCurrentPhase("toDrop");
|
||||
progressRef.current = 0;
|
||||
startPointReached.current = false;
|
||||
|
||||
{dropPickupPath.length > 0 && (
|
||||
<Line points={dropPickupPath} color="red" lineWidth={3} />
|
||||
)}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (path.length < 2) return;
|
||||
|
||||
progressRef.current += delta * speed;
|
||||
|
||||
let covered = progressRef.current;
|
||||
let accumulated = 0;
|
||||
let index = 0;
|
||||
|
||||
if (distancesRef.current.length !== path.length - 1) {
|
||||
distancesRef.current = [];
|
||||
totalDistanceRef.current = 0;
|
||||
|
||||
for (let i = 0; i < path.length - 1; i++) {
|
||||
const start = new THREE.Vector3(...path[i]);
|
||||
const end = new THREE.Vector3(...path[i + 1]);
|
||||
const distance = start.distanceTo(end);
|
||||
distancesRef.current.push(distance);
|
||||
totalDistanceRef.current += distance;
|
||||
}
|
||||
}
|
||||
|
||||
while (
|
||||
index < distancesRef.current.length &&
|
||||
covered > accumulated + distancesRef.current[index]
|
||||
) {
|
||||
accumulated += distancesRef.current[index];
|
||||
index++;
|
||||
}
|
||||
|
||||
// AGV has completed its path
|
||||
if (index >= distancesRef.current.length) {
|
||||
progressRef.current = totalDistanceRef.current;
|
||||
|
||||
timeoutRef.current = setTimeout(() => {
|
||||
if (!isAgvReady()) {
|
||||
isWaiting.current = false;
|
||||
return;
|
||||
}
|
||||
|
||||
let nextPath = [];
|
||||
let nextPhase = currentPhase;
|
||||
|
||||
if (currentPhase === "toDrop") {
|
||||
nextPath = dropPickupPath;
|
||||
nextPhase = "toPickup";
|
||||
} else if (currentPhase === "toPickup") {
|
||||
nextPath = pickupDropPath;
|
||||
nextPhase = "toDrop";
|
||||
} else {
|
||||
nextPath = pickupDropPath;
|
||||
nextPhase = "toDrop";
|
||||
}
|
||||
|
||||
setPath([...nextPath]);
|
||||
setCurrentPhase(nextPhase);
|
||||
progressRef.current = 0;
|
||||
isWaiting.current = false;
|
||||
distancesRef.current = [];
|
||||
|
||||
// Decrease the expected count if AGV is ready and has completed its path
|
||||
if (currentAgv) {
|
||||
currentAgv.expectedCount = Math.max(0, currentAgv.expectedCount - 1); // Decrease but ensure it's not negative
|
||||
console.log(
|
||||
"Decreased expected count to: ",
|
||||
currentAgv.expectedCount
|
||||
);
|
||||
}
|
||||
|
||||
if (agvRef.current) {
|
||||
agvRef.current = agvRef.current.map((agv: AGVData) =>
|
||||
agv.vehicleId === id ? { ...agv, hitCount: null } : agv
|
||||
);
|
||||
}
|
||||
|
||||
// 🔁 Reset and wait again after reaching start
|
||||
if (currentPhase === "toPickup" && currentAgv) {
|
||||
currentAgv.isplaying = false;
|
||||
setPath([]);
|
||||
startPointReached.current = true;
|
||||
progressRef.current = 0;
|
||||
}
|
||||
}, bufferTime * 1000);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Step 4: Interpolate position and rotation
|
||||
const start = new THREE.Vector3(...path[index]);
|
||||
const end = new THREE.Vector3(...path[index + 1]);
|
||||
const dist = distancesRef.current[index];
|
||||
|
||||
if (!dist || dist === 0) return;
|
||||
|
||||
const t = THREE.MathUtils.clamp((covered - accumulated) / dist, 0, 1);
|
||||
object.position.copy(start.clone().lerp(end, t));
|
||||
|
||||
const direction = new THREE.Vector3().subVectors(end, start).normalize();
|
||||
object.rotation.y = Math.atan2(direction.x, direction.z);
|
||||
});
|
||||
|
||||
useEffect(() => {
|
||||
return () => {
|
||||
if (timeoutRef.current) {
|
||||
clearTimeout(timeoutRef.current);
|
||||
}
|
||||
};
|
||||
}, []);
|
||||
|
||||
return (
|
||||
<group name="path-navigator-lines" visible={!isPlaying}>
|
||||
{toPickupPath.length > 0 && (
|
||||
<Line
|
||||
points={toPickupPath}
|
||||
color="blue"
|
||||
lineWidth={3}
|
||||
dashed
|
||||
dashSize={0.75}
|
||||
dashScale={2}
|
||||
/>
|
||||
)}
|
||||
|
||||
{pickupDropPath.length > 0 && (
|
||||
<Line points={pickupDropPath} color="red" lineWidth={3} />
|
||||
)}
|
||||
|
||||
{dropPickupPath.length > 0 && (
|
||||
<Line points={dropPickupPath} color="red" lineWidth={3} />
|
||||
)}
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
|
|
@ -150,6 +150,7 @@ async function handleModelLoad(
|
|||
const organization = email ? email.split("@")[1].split(".")[0] : "";
|
||||
|
||||
getAssetEventType(selectedItem.id, organization).then(async (res) => {
|
||||
console.log('res: ', res);
|
||||
|
||||
if (res.type === "Conveyor") {
|
||||
const pointUUIDs = res.points.map(() => THREE.MathUtils.generateUUID());
|
||||
|
@ -224,6 +225,7 @@ async function handleModelLoad(
|
|||
eventData as Types.ConveyorEventsSchema
|
||||
]);
|
||||
|
||||
console.log('data: ', data);
|
||||
socket.emit("v2:model-asset:add", data);
|
||||
|
||||
} else if (res.type === "Vehicle") {
|
||||
|
@ -324,6 +326,7 @@ async function handleModelLoad(
|
|||
return updatedItems;
|
||||
});
|
||||
|
||||
console.log('data: ', data);
|
||||
socket.emit("v2:model-asset:add", data);
|
||||
}
|
||||
|
||||
|
|
|
@ -20,6 +20,7 @@ async function loadInitialFloorItems(
|
|||
const organization = (email!.split("@")[1]).split(".")[0];
|
||||
|
||||
const items = await getFloorAssets(organization);
|
||||
console.log('items: ', items);
|
||||
localStorage.setItem("FloorItems", JSON.stringify(items));
|
||||
await initializeDB();
|
||||
|
||||
|
|
|
@ -1,7 +0,0 @@
|
|||
import React from "react";
|
||||
|
||||
const Mesh: React.FC = () => {
|
||||
return <mesh></mesh>;
|
||||
};
|
||||
|
||||
export default Mesh;
|
|
@ -1,134 +1,45 @@
|
|||
import React, { useRef, useState, useEffect, useMemo } from "react";
|
||||
import {
|
||||
useAnimationPlaySpeed,
|
||||
usePauseButtonStore,
|
||||
usePlayButtonStore,
|
||||
useResetButtonStore,
|
||||
} from "../../../store/usePlayButtonStore";
|
||||
import { GLTFLoader } from "three-stdlib";
|
||||
import React, { useRef, useEffect, useMemo } from "react";
|
||||
import { useLoader, useFrame } from "@react-three/fiber";
|
||||
import { GLTFLoader } from "three-stdlib";
|
||||
import * as THREE from "three";
|
||||
import { GLTF } from "three-stdlib";
|
||||
import crate from "../../../assets/gltf-glb/crate_box.glb";
|
||||
import box from "../../../assets/gltf-glb/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;
|
||||
import { useProcessAnimation } from "./useProcessAnimations";
|
||||
import ProcessObject from "./processObject";
|
||||
import { ProcessData } from "./types";
|
||||
import { useSimulationStates } from "../../../store/store";
|
||||
|
||||
interface ProcessContainerProps {
|
||||
processes: ProcessData[];
|
||||
setProcesses: React.Dispatch<React.SetStateAction<any[]>>;
|
||||
agvRef: any;
|
||||
}
|
||||
|
||||
interface ProcessPoint {
|
||||
uuid: string;
|
||||
position: number[];
|
||||
rotation: number[];
|
||||
actions: PointAction[];
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: 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;
|
||||
}
|
||||
|
||||
interface ProcessAnimationState {
|
||||
spawnedObjects: { [objectId: string]: SpawnedObject };
|
||||
nextSpawnTime: number;
|
||||
objectIdCounter: number;
|
||||
isProcessDelaying: boolean;
|
||||
processDelayStartTime: number;
|
||||
processDelayDuration: number;
|
||||
}
|
||||
|
||||
const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
||||
const ProcessAnimator: React.FC<ProcessContainerProps> = ({
|
||||
processes,
|
||||
setProcesses,
|
||||
agvRef,
|
||||
}) => {
|
||||
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);
|
||||
const {
|
||||
animationStates,
|
||||
setAnimationStates,
|
||||
clockRef,
|
||||
elapsedBeforePauseRef,
|
||||
speedRef,
|
||||
debugRef,
|
||||
findSpawnPoint,
|
||||
createSpawnedObject,
|
||||
handlePointActions,
|
||||
hasNonInheritActions,
|
||||
getPointDataForAnimationIndex,
|
||||
processes: processedProcesses,
|
||||
checkAndCountTriggers,
|
||||
} = useProcessAnimation(processes, setProcesses, agvRef);
|
||||
|
||||
// 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(
|
||||
() => ({
|
||||
Box: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
|
||||
|
@ -138,365 +49,22 @@ 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 && !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();
|
||||
}
|
||||
}, [isPlaying, processes, internalResetFlag]);
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
const findAnimationPathPoint = (
|
||||
process: ProcessData,
|
||||
spawnPoint: ProcessPoint
|
||||
): THREE.Vector3 => {
|
||||
if (process.animationPath && process.animationPath.length > 0) {
|
||||
let pointIndex = 0;
|
||||
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) {
|
||||
if (process.animationPath[pointIndex]) {
|
||||
const p = process.animationPath[pointIndex];
|
||||
return new THREE.Vector3(p.x, p.y, p.z);
|
||||
}
|
||||
}
|
||||
pointIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
return new THREE.Vector3(
|
||||
spawnPoint.position[0],
|
||||
spawnPoint.position[1],
|
||||
spawnPoint.position[2]
|
||||
);
|
||||
};
|
||||
|
||||
const createSpawnedObject = (
|
||||
process: ProcessData,
|
||||
currentTime: number,
|
||||
materialType: string,
|
||||
spawnPoint: ProcessPoint
|
||||
): SpawnedObject => {
|
||||
const processMaterials = {
|
||||
...baseMaterials,
|
||||
...(process.customMaterials || {}),
|
||||
};
|
||||
|
||||
const spawnPosition = findAnimationPathPoint(process, spawnPoint);
|
||||
const material =
|
||||
processMaterials[materialType as keyof typeof processMaterials] ||
|
||||
baseMaterials.Default;
|
||||
|
||||
if (debugRef.current) {
|
||||
console.log(`Creating object with material: ${materialType}`, material);
|
||||
}
|
||||
|
||||
return {
|
||||
ref: React.createRef(),
|
||||
state: {
|
||||
currentIndex: 0,
|
||||
progress: 0,
|
||||
isAnimating: true,
|
||||
speed: process.speed || 1, // Process base speed (will be multiplied by global speed)
|
||||
isDelaying: false,
|
||||
delayStartTime: 0,
|
||||
currentDelayDuration: 0,
|
||||
delayComplete: false,
|
||||
currentPathIndex: 0,
|
||||
},
|
||||
visible: true,
|
||||
material: material,
|
||||
currentMaterialType: materialType,
|
||||
spawnTime: currentTime,
|
||||
position: spawnPosition,
|
||||
};
|
||||
};
|
||||
|
||||
const handleMaterialSwap = (
|
||||
processId: string,
|
||||
objectId: string,
|
||||
materialType: string
|
||||
) => {
|
||||
if (debugRef.current) {
|
||||
console.log(`Attempting material swap to: ${materialType}`);
|
||||
}
|
||||
|
||||
setAnimationStates((prev) => {
|
||||
const processState = prev[processId];
|
||||
if (!processState || !processState.spawnedObjects[objectId]) {
|
||||
if (debugRef.current) console.log("Object not found for swap");
|
||||
return prev;
|
||||
}
|
||||
|
||||
const process = processes.find((p) => p.id === processId);
|
||||
if (!process) {
|
||||
if (debugRef.current) console.log("Process not found");
|
||||
return prev;
|
||||
}
|
||||
|
||||
const processMaterials = {
|
||||
...baseMaterials,
|
||||
...(process.customMaterials || {}),
|
||||
};
|
||||
|
||||
const newMaterial =
|
||||
processMaterials[materialType as keyof typeof processMaterials];
|
||||
if (!newMaterial) {
|
||||
if (debugRef.current) console.log(`Material ${materialType} not found`);
|
||||
return prev;
|
||||
}
|
||||
|
||||
if (debugRef.current) {
|
||||
console.log(`Swapping material for ${objectId} to ${materialType}`);
|
||||
}
|
||||
|
||||
return {
|
||||
...prev,
|
||||
[processId]: {
|
||||
...processState,
|
||||
spawnedObjects: {
|
||||
...processState.spawnedObjects,
|
||||
[objectId]: {
|
||||
...processState.spawnedObjects[objectId],
|
||||
material: newMaterial,
|
||||
currentMaterialType: materialType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
});
|
||||
};
|
||||
|
||||
const handlePointActions = (
|
||||
processId: string,
|
||||
objectId: string,
|
||||
actions: PointAction[] = [],
|
||||
currentTime: number
|
||||
): boolean => {
|
||||
let shouldStopAnimation = false;
|
||||
|
||||
actions.forEach((action) => {
|
||||
if (!action.isUsed) return;
|
||||
|
||||
if (debugRef.current) {
|
||||
console.log(`Processing action: ${action.type} for ${objectId}`);
|
||||
}
|
||||
|
||||
switch (action.type) {
|
||||
case "Delay":
|
||||
setAnimationStates((prev) => {
|
||||
const processState = prev[processId];
|
||||
if (!processState || processState.isProcessDelaying) {
|
||||
return prev;
|
||||
}
|
||||
|
||||
const delayDuration =
|
||||
typeof action.delay === "number"
|
||||
? action.delay
|
||||
: parseFloat(action.delay as string) || 0;
|
||||
|
||||
if (delayDuration > 0) {
|
||||
return {
|
||||
...prev,
|
||||
[processId]: {
|
||||
...processState,
|
||||
isProcessDelaying: true,
|
||||
processDelayStartTime: currentTime,
|
||||
processDelayDuration: delayDuration,
|
||||
spawnedObjects: {
|
||||
...processState.spawnedObjects,
|
||||
[objectId]: {
|
||||
...processState.spawnedObjects[objectId],
|
||||
state: {
|
||||
...processState.spawnedObjects[objectId].state,
|
||||
isAnimating: false,
|
||||
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;
|
||||
};
|
||||
|
||||
const hasNonInheritActions = (actions: PointAction[] = []): boolean => {
|
||||
return actions.some((action) => action.isUsed && action.type !== "Inherit");
|
||||
};
|
||||
|
||||
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;
|
||||
};
|
||||
// In processAnimator.tsx - only the relevant spawn logic part that needs fixes
|
||||
|
||||
useFrame(() => {
|
||||
if (!isPlaying || isPaused) return;
|
||||
|
||||
// Spawn logic frame
|
||||
const currentTime =
|
||||
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
|
||||
|
||||
setAnimationStates((prev) => {
|
||||
const newStates = { ...prev };
|
||||
|
||||
processes.forEach((process) => {
|
||||
processedProcesses.forEach((process) => {
|
||||
const processState = newStates[process.id];
|
||||
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 >=
|
||||
effectiveDelayTime
|
||||
) {
|
||||
newStates[process.id] = {
|
||||
...processState,
|
||||
isProcessDelaying: false,
|
||||
spawnedObjects: Object.entries(
|
||||
processState.spawnedObjects
|
||||
).reduce(
|
||||
(acc, [id, obj]) => ({
|
||||
...acc,
|
||||
[id]: {
|
||||
...obj,
|
||||
state: {
|
||||
...obj.state,
|
||||
isDelaying: false,
|
||||
delayComplete: true,
|
||||
isAnimating: true,
|
||||
progress:
|
||||
obj.state.progress === 0 ? 0.001 : obj.state.progress,
|
||||
},
|
||||
},
|
||||
}),
|
||||
{}
|
||||
),
|
||||
};
|
||||
}
|
||||
// Existing delay handling logic...
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -513,7 +81,14 @@ 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)
|
||||
// Check if this is a zero interval spawn and we already spawned an object
|
||||
if (
|
||||
spawnInterval === 0 &&
|
||||
processState.hasSpawnedZeroIntervalObject === true
|
||||
) {
|
||||
return; // Don't spawn more objects for zero interval
|
||||
}
|
||||
|
||||
const effectiveSpawnInterval = spawnInterval / speedRef.current;
|
||||
|
||||
if (currentTime >= processState.nextSpawnTime) {
|
||||
|
@ -522,9 +97,11 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
process,
|
||||
currentTime,
|
||||
spawnAction.material || "Default",
|
||||
spawnPoint
|
||||
spawnPoint,
|
||||
baseMaterials
|
||||
);
|
||||
|
||||
// Update state with the new object and flag for zero interval
|
||||
newStates[process.id] = {
|
||||
...processState,
|
||||
spawnedObjects: {
|
||||
|
@ -533,6 +110,11 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
},
|
||||
objectIdCounter: processState.objectIdCounter + 1,
|
||||
nextSpawnTime: currentTime + effectiveSpawnInterval,
|
||||
// Mark that we've spawned an object for zero interval case
|
||||
hasSpawnedZeroIntervalObject:
|
||||
spawnInterval === 0
|
||||
? true
|
||||
: processState.hasSpawnedZeroIntervalObject,
|
||||
};
|
||||
}
|
||||
});
|
||||
|
@ -542,20 +124,18 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
});
|
||||
|
||||
useFrame((_, delta) => {
|
||||
if (!isPlaying || isPaused) return;
|
||||
|
||||
// Animation logic frame
|
||||
const currentTime =
|
||||
clockRef.current.getElapsedTime() - elapsedBeforePauseRef.current;
|
||||
|
||||
setAnimationStates((prev) => {
|
||||
const newStates = { ...prev };
|
||||
|
||||
processes.forEach((process) => {
|
||||
processedProcesses.forEach((process) => {
|
||||
const processState = newStates[process.id];
|
||||
if (!processState) return;
|
||||
|
||||
if (processState.isProcessDelaying) {
|
||||
// Apply global speed to delays (faster speed = shorter delays)
|
||||
const effectiveDelayTime =
|
||||
processState.processDelayDuration / speedRef.current;
|
||||
|
||||
|
@ -617,7 +197,6 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
const stateRef = obj.state;
|
||||
|
||||
if (stateRef.isDelaying) {
|
||||
// Apply global speed to delays (faster speed = shorter delays)
|
||||
const effectiveDelayTime =
|
||||
stateRef.currentDelayDuration / speedRef.current;
|
||||
|
||||
|
@ -654,18 +233,15 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
stateRef.currentIndex
|
||||
);
|
||||
|
||||
// Handle point actions when first arriving at point
|
||||
if (stateRef.progress === 0 && currentPointData?.actions) {
|
||||
if (debugRef.current) {
|
||||
console.log(
|
||||
`At point ${stateRef.currentIndex} with actions:`,
|
||||
currentPointData.actions
|
||||
);
|
||||
}
|
||||
const shouldStop = handlePointActions(
|
||||
process.id,
|
||||
objectId,
|
||||
currentPointData.actions,
|
||||
currentTime
|
||||
currentTime,
|
||||
processedProcesses,
|
||||
baseMaterials
|
||||
);
|
||||
if (shouldStop) {
|
||||
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
|
||||
|
@ -691,8 +267,6 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
const nextPoint = path[nextPointIdx];
|
||||
const distance =
|
||||
path[stateRef.currentIndex].distanceTo(nextPoint);
|
||||
|
||||
// Apply both process-specific speed and global speed multiplier
|
||||
const effectiveSpeed = stateRef.speed * speedRef.current;
|
||||
const movement = effectiveSpeed * delta;
|
||||
|
||||
|
@ -708,17 +282,19 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
stateRef.progress = 0;
|
||||
currentRef.position.copy(nextPoint);
|
||||
|
||||
// TRIGGER CHECK - When object arrives at new point
|
||||
checkAndCountTriggers(
|
||||
process.id,
|
||||
objectId,
|
||||
stateRef.currentIndex, // The new point index
|
||||
processedProcesses,
|
||||
currentTime
|
||||
);
|
||||
|
||||
const newPointData = getPointDataForAnimationIndex(
|
||||
process,
|
||||
stateRef.currentIndex
|
||||
);
|
||||
|
||||
if (newPointData?.actions && debugRef.current) {
|
||||
console.log(
|
||||
`Reached new point with actions:`,
|
||||
newPointData.actions
|
||||
);
|
||||
}
|
||||
} else {
|
||||
currentRef.position.lerpVectors(
|
||||
path[stateRef.currentIndex],
|
||||
|
@ -742,56 +318,31 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
|
|||
});
|
||||
});
|
||||
|
||||
if (!processes || processes.length === 0) {
|
||||
if (!processedProcesses || processedProcesses.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<group ref={groupRef}>
|
||||
{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 process = processedProcesses.find((p) => p.id === processId);
|
||||
const renderAs = process?.renderAs || "custom";
|
||||
|
||||
if (renderAs === "box") {
|
||||
return (
|
||||
<mesh
|
||||
key={objectId}
|
||||
ref={obj.ref as React.RefObject<THREE.Mesh>}
|
||||
material={obj.material}
|
||||
position={obj.position}
|
||||
>
|
||||
<boxGeometry args={[1, 1, 1]} />
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
|
||||
if (gltf?.scene) {
|
||||
// Clone the scene and apply the material to all meshes
|
||||
const clonedScene = gltf.scene.clone();
|
||||
clonedScene.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.material = obj.material;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<group
|
||||
key={objectId}
|
||||
ref={obj.ref as React.RefObject<THREE.Group>}
|
||||
position={obj.position}
|
||||
>
|
||||
<primitive object={clonedScene} />
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
return null;
|
||||
return (
|
||||
<ProcessObject
|
||||
key={objectId}
|
||||
objectId={objectId}
|
||||
obj={obj}
|
||||
renderAs={renderAs}
|
||||
gltf={gltf}
|
||||
/>
|
||||
);
|
||||
})
|
||||
)}
|
||||
</>
|
||||
</group>
|
||||
);
|
||||
};
|
||||
|
||||
|
|
|
@ -2,15 +2,22 @@ import React, { useState } from "react";
|
|||
import ProcessCreator from "./processCreator";
|
||||
import ProcessAnimator from "./processAnimator";
|
||||
|
||||
const ProcessContainer: React.FC = () => {
|
||||
const [processes, setProcesses] = useState<any[]>([]);
|
||||
|
||||
interface ProcessContainerProps {
|
||||
processes: any[];
|
||||
setProcesses: React.Dispatch<React.SetStateAction<any[]>>;
|
||||
agvRef: any;
|
||||
}
|
||||
|
||||
const ProcessContainer: React.FC<ProcessContainerProps> = ({
|
||||
processes,
|
||||
setProcesses,
|
||||
agvRef
|
||||
}) => {
|
||||
console.log("processes: ", processes);
|
||||
return (
|
||||
<>
|
||||
<ProcessCreator onProcessesCreated={setProcesses} />
|
||||
{processes.length > 0 && <ProcessAnimator processes={processes} />}
|
||||
|
||||
<ProcessAnimator processes={processes} setProcesses={setProcesses} agvRef={agvRef}/>
|
||||
</>
|
||||
);
|
||||
};
|
||||
|
|
|
@ -24,16 +24,26 @@
|
|||
// isUsed: boolean;
|
||||
// }
|
||||
|
||||
// export interface PointTrigger {
|
||||
// uuid: string;
|
||||
// bufferTime: number;
|
||||
// name: string;
|
||||
// type: string;
|
||||
// isUsed: boolean;
|
||||
// }
|
||||
|
||||
// export interface PathPoint {
|
||||
// uuid: string;
|
||||
// position: [number, number, number];
|
||||
// actions: PointAction[];
|
||||
// triggers: PointTrigger[];
|
||||
// connections: {
|
||||
// targets: Array<{ modelUUID: string }>;
|
||||
// };
|
||||
// }
|
||||
|
||||
// export interface SimulationPath {
|
||||
// type: string;
|
||||
// modeluuid: string;
|
||||
// points: PathPoint[];
|
||||
// pathPosition: [number, number, number];
|
||||
|
@ -45,7 +55,9 @@
|
|||
// paths: SimulationPath[];
|
||||
// animationPath: THREE.Vector3[];
|
||||
// pointActions: PointAction[][];
|
||||
// pointTriggers: PointTrigger[][];
|
||||
// speed: number;
|
||||
// isplaying: boolean;
|
||||
// }
|
||||
|
||||
// interface ProcessCreatorProps {
|
||||
|
@ -58,18 +70,33 @@
|
|||
// ): SimulationPath {
|
||||
// const { modeluuid } = path;
|
||||
|
||||
// // Simplified normalizeAction function that preserves exact original properties
|
||||
// // Normalized action handler
|
||||
// const normalizeAction = (action: any): PointAction => {
|
||||
// return { ...action }; // Return exact copy with no modifications
|
||||
// };
|
||||
|
||||
// // Normalized trigger handler
|
||||
// const normalizeTrigger = (trigger: any): PointTrigger => {
|
||||
// return { ...trigger }; // Return exact copy with no modifications
|
||||
// };
|
||||
|
||||
// if (path.type === "Conveyor") {
|
||||
// return {
|
||||
// type: path.type,
|
||||
// modeluuid,
|
||||
// points: path.points.map((point) => ({
|
||||
// uuid: point.uuid,
|
||||
// position: point.position,
|
||||
// actions: point.actions.map(normalizeAction), // Preserve exact actions
|
||||
// actions: Array.isArray(point.actions)
|
||||
// ? point.actions.map(normalizeAction)
|
||||
// : point.actions
|
||||
// ? [normalizeAction(point.actions)]
|
||||
// : [],
|
||||
// triggers: Array.isArray(point.triggers)
|
||||
// ? point.triggers.map(normalizeTrigger)
|
||||
// : point.triggers
|
||||
// ? [normalizeTrigger(point.triggers)]
|
||||
// : [],
|
||||
// connections: {
|
||||
// targets: point.connections.targets.map((target) => ({
|
||||
// modelUUID: target.modelUUID,
|
||||
|
@ -83,44 +110,44 @@
|
|||
// : path.speed || 1,
|
||||
// };
|
||||
// } else {
|
||||
// // For vehicle paths, handle the case where triggers might not exist
|
||||
// return {
|
||||
// type: path.type,
|
||||
// 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)],
|
||||
// uuid: path.points.uuid,
|
||||
// position: path.points.position,
|
||||
// actions: Array.isArray(path.points.actions)
|
||||
// ? path.points.actions.map(normalizeAction)
|
||||
// : path.points.actions
|
||||
// ? [normalizeAction(path.points.actions)]
|
||||
// : [],
|
||||
// // For vehicle paths, since triggers might not exist in the schema,
|
||||
// // we always define default to an empty array
|
||||
// triggers: [],
|
||||
// connections: {
|
||||
// targets: path.point.connections.targets.map((target) => ({
|
||||
// targets: path.points.connections.targets.map((target) => ({
|
||||
// modelUUID: target.modelUUID,
|
||||
// })),
|
||||
// },
|
||||
// },
|
||||
// ],
|
||||
// pathPosition: path.position,
|
||||
// speed: path.point.speed || 1,
|
||||
// speed: path.points.speed || 1,
|
||||
// };
|
||||
// }
|
||||
// }
|
||||
|
||||
// // Custom shallow comparison for arrays
|
||||
// const areArraysEqual = (a: any[], b: any[]) => {
|
||||
// if (a.length !== b.length) return false;
|
||||
// for (let i = 0; i < a.length; i++) {
|
||||
// if (a[i] !== b[i]) return false;
|
||||
// }
|
||||
// return true;
|
||||
// };
|
||||
|
||||
// // Helper function to create an empty process
|
||||
// const createEmptyProcess = (): Process => ({
|
||||
// id: `process-${Math.random().toString(36).substring(2, 11)}`,
|
||||
// paths: [],
|
||||
// animationPath: [],
|
||||
// pointActions: [],
|
||||
// pointTriggers: [], // Added point triggers array
|
||||
// speed: 1,
|
||||
// isplaying: false,
|
||||
// });
|
||||
|
||||
// // Enhanced connection checking function
|
||||
|
@ -156,12 +183,38 @@
|
|||
// 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];
|
||||
|
@ -189,6 +242,7 @@
|
|||
// const [processes, setProcesses] = useState<Process[]>([]);
|
||||
|
||||
// const hasSpawnAction = useCallback((path: SimulationPath): boolean => {
|
||||
// if (path.type !== "Conveyor") return false;
|
||||
// return path.points.some((point) =>
|
||||
// point.actions.some((action) => action.type.toLowerCase() === "spawn")
|
||||
// );
|
||||
|
@ -202,19 +256,23 @@
|
|||
|
||||
// const animationPath: THREE.Vector3[] = [];
|
||||
// const pointActions: PointAction[][] = [];
|
||||
// const pointTriggers: PointTrigger[][] = []; // Added point triggers collection
|
||||
// const processSpeed = paths[0]?.speed || 1;
|
||||
|
||||
// for (const path of paths) {
|
||||
// for (const point of path.points) {
|
||||
// const obj = scene.getObjectByProperty("uuid", point.uuid);
|
||||
// if (!obj) {
|
||||
// console.warn(`Object with UUID ${point.uuid} not found in scene`);
|
||||
// continue;
|
||||
// }
|
||||
// if (path.type === "Conveyor") {
|
||||
// const obj = scene.getObjectByProperty("uuid", point.uuid);
|
||||
// if (!obj) {
|
||||
// console.warn(`Object with UUID ${point.uuid} not found in scene`);
|
||||
// continue;
|
||||
// }
|
||||
|
||||
// const position = obj.getWorldPosition(new THREE.Vector3());
|
||||
// animationPath.push(position.clone());
|
||||
// pointActions.push(point.actions);
|
||||
// const position = obj.getWorldPosition(new THREE.Vector3());
|
||||
// animationPath.push(position.clone());
|
||||
// pointActions.push(point.actions);
|
||||
// pointTriggers.push(point.triggers); // Collect triggers for each point
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
|
@ -223,7 +281,9 @@
|
|||
// paths,
|
||||
// animationPath,
|
||||
// pointActions,
|
||||
// pointTriggers,
|
||||
// speed: processSpeed,
|
||||
// isplaying: false,
|
||||
// };
|
||||
// },
|
||||
// [scene]
|
||||
|
@ -326,21 +386,35 @@
|
|||
// );
|
||||
// }, [simulationStates]);
|
||||
|
||||
// // Enhanced dependency tracking that includes action and trigger types
|
||||
// const pathsDependency = useMemo(() => {
|
||||
// if (!convertedPaths) return null;
|
||||
// return convertedPaths.map((path) => ({
|
||||
// id: path.modeluuid,
|
||||
// hasSpawn: path.points.some((p: PathPoint) =>
|
||||
// p.actions.some((a: PointAction) => a.type.toLowerCase() === "spawn")
|
||||
// ),
|
||||
// // Track all action types for each point
|
||||
// actionSignature: path.points
|
||||
// .map((point, index) =>
|
||||
// point.actions.map((action) => `${index}-${action.type}`).join("|")
|
||||
// )
|
||||
// .join(","),
|
||||
// // Track all trigger types for each point
|
||||
// triggerSignature: path.points
|
||||
// .map((point, index) =>
|
||||
// point.triggers
|
||||
// .map((trigger) => `${index}-${trigger.type}`)
|
||||
// .join("|")
|
||||
// )
|
||||
// .join(","),
|
||||
// connections: path.points
|
||||
// .flatMap((p: PathPoint) =>
|
||||
// p.connections.targets.map((t: { modelUUID: string }) => t.modelUUID)
|
||||
// )
|
||||
// .join(","),
|
||||
// isplaying: false,
|
||||
// }));
|
||||
// }, [convertedPaths]);
|
||||
|
||||
// // Force process recreation when paths change
|
||||
// useEffect(() => {
|
||||
// if (!convertedPaths || convertedPaths.length === 0) {
|
||||
// if (prevProcessesRef.current.length > 0) {
|
||||
|
@ -350,42 +424,16 @@
|
|||
// return;
|
||||
// }
|
||||
|
||||
// if (areArraysEqual(prevPathsRef.current, convertedPaths)) {
|
||||
// return;
|
||||
// }
|
||||
|
||||
// prevPathsRef.current = convertedPaths;
|
||||
// // Always regenerate processes if the pathsDependency has changed
|
||||
// // This ensures action and trigger type changes will be detected
|
||||
// const newProcesses = createProcessesFromPaths(convertedPaths);
|
||||
// prevPathsRef.current = convertedPaths;
|
||||
|
||||
// // console.log("--- Action Types in Paths ---");
|
||||
// // convertedPaths.forEach((path) => {
|
||||
// // path.points.forEach((point) => {
|
||||
// // point.actions.forEach((action) => {
|
||||
// // console.log(
|
||||
// // `Path ${path.modeluuid}, Point ${point.uuid}: ${action.type}`
|
||||
// // );
|
||||
// // });
|
||||
// // });
|
||||
// // });
|
||||
// // console.log("New processes:", newProcesses);
|
||||
|
||||
// if (
|
||||
// newProcesses.length !== prevProcessesRef.current.length ||
|
||||
// !newProcesses.every(
|
||||
// (proc, i) =>
|
||||
// proc.paths.length === prevProcessesRef.current[i]?.paths.length &&
|
||||
// proc.paths.every(
|
||||
// (path, j) =>
|
||||
// path.modeluuid ===
|
||||
// prevProcessesRef.current[i]?.paths[j]?.modeluuid
|
||||
// )
|
||||
// )
|
||||
// ) {
|
||||
// onProcessesCreated(newProcesses);
|
||||
// // prevProcessesRef.current = newProcesses;
|
||||
// }
|
||||
// // Always update processes when action or trigger types change
|
||||
// onProcessesCreated(newProcesses);
|
||||
// prevProcessesRef.current = newProcesses;
|
||||
// }, [
|
||||
// pathsDependency,
|
||||
// pathsDependency, // This now includes action and trigger types
|
||||
// onProcessesCreated,
|
||||
// convertedPaths,
|
||||
// createProcessesFromPaths,
|
||||
|
@ -423,10 +471,19 @@ export interface PointAction {
|
|||
isUsed: boolean;
|
||||
}
|
||||
|
||||
export interface PointTrigger {
|
||||
uuid: string;
|
||||
bufferTime: number;
|
||||
name: string;
|
||||
type: string;
|
||||
isUsed: boolean;
|
||||
}
|
||||
|
||||
export interface PathPoint {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: PointAction[];
|
||||
triggers: PointTrigger[];
|
||||
connections: {
|
||||
targets: Array<{ modelUUID: string }>;
|
||||
};
|
||||
|
@ -438,6 +495,7 @@ export interface SimulationPath {
|
|||
points: PathPoint[];
|
||||
pathPosition: [number, number, number];
|
||||
speed?: number;
|
||||
isplaying: boolean;
|
||||
}
|
||||
|
||||
export interface Process {
|
||||
|
@ -445,7 +503,9 @@ export interface Process {
|
|||
paths: SimulationPath[];
|
||||
animationPath: THREE.Vector3[];
|
||||
pointActions: PointAction[][];
|
||||
pointTriggers: PointTrigger[][];
|
||||
speed: number;
|
||||
isplaying: boolean;
|
||||
}
|
||||
|
||||
interface ProcessCreatorProps {
|
||||
|
@ -458,11 +518,16 @@ function convertToSimulationPath(
|
|||
): SimulationPath {
|
||||
const { modeluuid } = path;
|
||||
|
||||
// Simplified normalizeAction function that preserves exact original properties
|
||||
// Normalized action handler
|
||||
const normalizeAction = (action: any): PointAction => {
|
||||
return { ...action }; // Return exact copy with no modifications
|
||||
};
|
||||
|
||||
// Normalized trigger handler
|
||||
const normalizeTrigger = (trigger: any): PointTrigger => {
|
||||
return { ...trigger }; // Return exact copy with no modifications
|
||||
};
|
||||
|
||||
if (path.type === "Conveyor") {
|
||||
return {
|
||||
type: path.type,
|
||||
|
@ -470,7 +535,16 @@ function convertToSimulationPath(
|
|||
points: path.points.map((point) => ({
|
||||
uuid: point.uuid,
|
||||
position: point.position,
|
||||
actions: point.actions.map(normalizeAction), // Preserve exact actions
|
||||
actions: Array.isArray(point.actions)
|
||||
? point.actions.map(normalizeAction)
|
||||
: point.actions
|
||||
? [normalizeAction(point.actions)]
|
||||
: [],
|
||||
triggers: Array.isArray(point.triggers)
|
||||
? point.triggers.map(normalizeTrigger)
|
||||
: point.triggers
|
||||
? [normalizeTrigger(point.triggers)]
|
||||
: [],
|
||||
connections: {
|
||||
targets: point.connections.targets.map((target) => ({
|
||||
modelUUID: target.modelUUID,
|
||||
|
@ -482,8 +556,10 @@ function convertToSimulationPath(
|
|||
typeof path.speed === "string"
|
||||
? parseFloat(path.speed) || 1
|
||||
: path.speed || 1,
|
||||
isplaying: false, // Added missing property
|
||||
};
|
||||
} else {
|
||||
// For vehicle paths, handle the case where triggers might not exist
|
||||
return {
|
||||
type: path.type,
|
||||
modeluuid,
|
||||
|
@ -493,7 +569,10 @@ function convertToSimulationPath(
|
|||
position: path.points.position,
|
||||
actions: Array.isArray(path.points.actions)
|
||||
? path.points.actions.map(normalizeAction)
|
||||
: [normalizeAction(path.points.actions)],
|
||||
: path.points.actions
|
||||
? [normalizeAction(path.points.actions)]
|
||||
: [],
|
||||
triggers: [],
|
||||
connections: {
|
||||
targets: path.points.connections.targets.map((target) => ({
|
||||
modelUUID: target.modelUUID,
|
||||
|
@ -503,26 +582,20 @@ function convertToSimulationPath(
|
|||
],
|
||||
pathPosition: path.position,
|
||||
speed: path.points.speed || 1,
|
||||
isplaying: false,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Custom shallow comparison for arrays
|
||||
const areArraysEqual = (a: any[], b: any[]) => {
|
||||
if (a.length !== b.length) return false;
|
||||
for (let i = 0; i < a.length; i++) {
|
||||
if (a[i] !== b[i]) return false;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
|
||||
// Helper function to create an empty process
|
||||
const createEmptyProcess = (): Process => ({
|
||||
id: `process-${Math.random().toString(36).substring(2, 11)}`,
|
||||
paths: [],
|
||||
animationPath: [],
|
||||
pointActions: [],
|
||||
pointTriggers: [], // Added point triggers array
|
||||
speed: 1,
|
||||
isplaying: false,
|
||||
});
|
||||
|
||||
// Enhanced connection checking function
|
||||
|
@ -631,19 +704,23 @@ export function useProcessCreation() {
|
|||
|
||||
const animationPath: THREE.Vector3[] = [];
|
||||
const pointActions: PointAction[][] = [];
|
||||
const pointTriggers: PointTrigger[][] = []; // Added point triggers collection
|
||||
const processSpeed = paths[0]?.speed || 1;
|
||||
|
||||
for (const path of paths) {
|
||||
for (const point of path.points) {
|
||||
const obj = scene.getObjectByProperty("uuid", point.uuid);
|
||||
if (!obj) {
|
||||
console.warn(`Object with UUID ${point.uuid} not found in scene`);
|
||||
continue;
|
||||
}
|
||||
if (path.type === "Conveyor") {
|
||||
const obj = scene.getObjectByProperty("uuid", point.uuid);
|
||||
if (!obj) {
|
||||
console.warn(`Object with UUID ${point.uuid} not found in scene`);
|
||||
continue;
|
||||
}
|
||||
|
||||
const position = obj.getWorldPosition(new THREE.Vector3());
|
||||
animationPath.push(position.clone());
|
||||
pointActions.push(point.actions);
|
||||
const position = obj.getWorldPosition(new THREE.Vector3());
|
||||
animationPath.push(position.clone());
|
||||
pointActions.push(point.actions);
|
||||
pointTriggers.push(point.triggers); // Collect triggers for each point
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -652,7 +729,9 @@ export function useProcessCreation() {
|
|||
paths,
|
||||
animationPath,
|
||||
pointActions,
|
||||
pointTriggers,
|
||||
speed: processSpeed,
|
||||
isplaying: false,
|
||||
};
|
||||
},
|
||||
[scene]
|
||||
|
@ -755,7 +834,7 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
|||
);
|
||||
}, [simulationStates]);
|
||||
|
||||
// Enhanced dependency tracking that includes action types
|
||||
// Enhanced dependency tracking that includes action and trigger types
|
||||
const pathsDependency = useMemo(() => {
|
||||
if (!convertedPaths) return null;
|
||||
return convertedPaths.map((path) => ({
|
||||
|
@ -766,11 +845,20 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
|||
point.actions.map((action) => `${index}-${action.type}`).join("|")
|
||||
)
|
||||
.join(","),
|
||||
// Track all trigger types for each point
|
||||
triggerSignature: path.points
|
||||
.map((point, index) =>
|
||||
point.triggers
|
||||
.map((trigger) => `${index}-${trigger.type}`)
|
||||
.join("|")
|
||||
)
|
||||
.join(","),
|
||||
connections: path.points
|
||||
.flatMap((p: PathPoint) =>
|
||||
p.connections.targets.map((t: { modelUUID: string }) => t.modelUUID)
|
||||
)
|
||||
.join(","),
|
||||
isplaying: false,
|
||||
}));
|
||||
}, [convertedPaths]);
|
||||
|
||||
|
@ -785,15 +873,15 @@ const ProcessCreator: React.FC<ProcessCreatorProps> = React.memo(
|
|||
}
|
||||
|
||||
// Always regenerate processes if the pathsDependency has changed
|
||||
// This ensures action type changes will be detected
|
||||
// This ensures action and trigger type changes will be detected
|
||||
const newProcesses = createProcessesFromPaths(convertedPaths);
|
||||
prevPathsRef.current = convertedPaths;
|
||||
|
||||
// Always update processes when action types change
|
||||
// Always update processes when action or trigger types change
|
||||
onProcessesCreated(newProcesses);
|
||||
prevProcessesRef.current = newProcesses;
|
||||
}, [
|
||||
pathsDependency, // This now includes action types
|
||||
pathsDependency, // This now includes action and trigger types
|
||||
onProcessesCreated,
|
||||
convertedPaths,
|
||||
createProcessesFromPaths,
|
||||
|
|
|
@ -0,0 +1,58 @@
|
|||
import React, { useMemo } from "react";
|
||||
import * as THREE from "three";
|
||||
import { GLTF } from "three-stdlib";
|
||||
import { SpawnedObject } from "./types";
|
||||
|
||||
interface ProcessObjectProps {
|
||||
objectId: string;
|
||||
obj: SpawnedObject;
|
||||
renderAs?: "box" | "custom";
|
||||
gltf?: GLTF;
|
||||
}
|
||||
|
||||
const ProcessObject: React.FC<ProcessObjectProps> = ({
|
||||
objectId,
|
||||
obj,
|
||||
renderAs = "custom",
|
||||
gltf,
|
||||
}) => {
|
||||
const renderedObject = useMemo(() => {
|
||||
if (renderAs === "box") {
|
||||
return (
|
||||
<mesh
|
||||
key={objectId}
|
||||
ref={obj.ref as React.RefObject<THREE.Mesh>}
|
||||
material={obj.material}
|
||||
position={obj.position}
|
||||
>
|
||||
<boxGeometry args={[1, 1, 1]} />
|
||||
</mesh>
|
||||
);
|
||||
}
|
||||
|
||||
if (gltf?.scene) {
|
||||
const clonedScene = gltf.scene.clone();
|
||||
clonedScene.traverse((child) => {
|
||||
if (child instanceof THREE.Mesh) {
|
||||
child.material = obj.material;
|
||||
}
|
||||
});
|
||||
|
||||
return (
|
||||
<group
|
||||
key={objectId}
|
||||
ref={obj.ref as React.RefObject<THREE.Group>}
|
||||
position={obj.position}
|
||||
>
|
||||
<primitive object={clonedScene} />
|
||||
</group>
|
||||
);
|
||||
}
|
||||
|
||||
return null;
|
||||
}, [objectId, obj, renderAs, gltf]);
|
||||
|
||||
return renderedObject;
|
||||
};
|
||||
|
||||
export default ProcessObject;
|
|
@ -1,114 +0,0 @@
|
|||
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>
|
||||
);
|
||||
};
|
|
@ -1,79 +1,86 @@
|
|||
import * as THREE from "three";
|
||||
import React from "react";
|
||||
|
||||
export interface ProcessPoint {
|
||||
export interface Trigger {
|
||||
uuid: string;
|
||||
position: number[];
|
||||
actions?: PointAction[];
|
||||
name: string;
|
||||
type: string;
|
||||
bufferTime: number;
|
||||
isUsed: boolean;
|
||||
}
|
||||
|
||||
export interface PointAction {
|
||||
type: string;
|
||||
uuid: string;
|
||||
name: string;
|
||||
type: "Inherit" | "Spawn" | "Despawn" | "Delay" | "Swap";
|
||||
objectType: string;
|
||||
material: string;
|
||||
delay: string | number;
|
||||
spawnInterval: string | number;
|
||||
isUsed: boolean;
|
||||
spawnInterval?: number | string;
|
||||
material?: string;
|
||||
delay?: number | string;
|
||||
hitCount?: number;
|
||||
}
|
||||
|
||||
export interface ProcessPoint {
|
||||
uuid: string;
|
||||
position: number[];
|
||||
rotation: number[];
|
||||
actions: PointAction[];
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: string; pointUUID: string }[];
|
||||
};
|
||||
triggers?: Trigger[];
|
||||
}
|
||||
export interface ProcessPath {
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
points: ProcessPoint[];
|
||||
pathPosition: number[];
|
||||
pathRotation: number[];
|
||||
speed: number;
|
||||
type: "Conveyor" | "Vehicle";
|
||||
isplaying: boolean
|
||||
}
|
||||
|
||||
export interface ProcessData {
|
||||
id: string;
|
||||
name: string;
|
||||
paths?: {
|
||||
points?: ProcessPoint[];
|
||||
}[];
|
||||
animationPath?: { x: number; y: number; z: number }[];
|
||||
speed?: number;
|
||||
paths: ProcessPath[];
|
||||
animationPath: { x: number; y: number; z: number }[];
|
||||
pointActions: PointAction[][];
|
||||
speed: number;
|
||||
customMaterials?: Record<string, THREE.Material>;
|
||||
renderAs?: "box" | "custom";
|
||||
pointTriggers: [];
|
||||
}
|
||||
|
||||
export interface AnimationState {
|
||||
currentIndex: number;
|
||||
progress: number;
|
||||
isAnimating: boolean;
|
||||
speed: number;
|
||||
isDelaying: boolean;
|
||||
delayStartTime: number;
|
||||
currentDelayDuration: number;
|
||||
delayComplete: boolean;
|
||||
currentPathIndex: number;
|
||||
}
|
||||
|
||||
export interface SpawnedObject {
|
||||
ref: React.RefObject<THREE.Group | THREE.Mesh>;
|
||||
state: AnimationState;
|
||||
visible: boolean;
|
||||
material: THREE.Material;
|
||||
spawnTime: number;
|
||||
currentMaterialType: string;
|
||||
position: THREE.Vector3;
|
||||
}
|
||||
|
||||
export interface ProcessAnimationState {
|
||||
spawnedObjects: Record<string, SpawnedObject | SpawnedObjectWithCollision>;
|
||||
spawnedObjects: { [objectId: string]: SpawnedObject };
|
||||
nextSpawnTime: number;
|
||||
objectIdCounter: number;
|
||||
isProcessDelaying: boolean;
|
||||
processDelayStartTime: number;
|
||||
processDelayDuration: number;
|
||||
isCollisionPaused?: boolean;
|
||||
hasSpawnedZeroIntervalObject?: 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[];
|
||||
};
|
||||
}
|
||||
|
|
|
@ -0,0 +1,542 @@
|
|||
import { useCallback, useEffect, useRef, useState } from "react";
|
||||
import * as THREE from "three";
|
||||
import {
|
||||
ProcessData,
|
||||
ProcessAnimationState,
|
||||
SpawnedObject,
|
||||
AnimationState,
|
||||
ProcessPoint,
|
||||
PointAction,
|
||||
Trigger,
|
||||
} from "./types";
|
||||
import {
|
||||
useAnimationPlaySpeed,
|
||||
usePauseButtonStore,
|
||||
usePlayButtonStore,
|
||||
useResetButtonStore,
|
||||
} from "../../../store/usePlayButtonStore";
|
||||
import { usePlayAgv } from "../../../store/store";
|
||||
|
||||
// Enhanced ProcessAnimationState with trigger tracking
|
||||
interface EnhancedProcessAnimationState extends ProcessAnimationState {
|
||||
triggerCounts: Record<string, number>;
|
||||
triggerLogs: Array<{
|
||||
timestamp: number;
|
||||
pointId: string;
|
||||
objectId: string;
|
||||
triggerId: string;
|
||||
hasSpawnedZeroIntervalObject?: boolean;
|
||||
}>;
|
||||
}
|
||||
|
||||
interface ProcessContainerProps {
|
||||
processes: ProcessData[];
|
||||
setProcesses: React.Dispatch<React.SetStateAction<any[]>>;
|
||||
agvRef: any;
|
||||
}
|
||||
|
||||
interface PlayAgvState {
|
||||
playAgv: Record<string, any>;
|
||||
setPlayAgv: (data: any) => void;
|
||||
}
|
||||
|
||||
export const useProcessAnimation = (
|
||||
processes: ProcessData[],
|
||||
setProcesses: React.Dispatch<React.SetStateAction<any[]>>,
|
||||
agvRef: any
|
||||
) => {
|
||||
// State and refs initialization
|
||||
const { isPlaying, setIsPlaying } = usePlayButtonStore();
|
||||
const { isPaused, setIsPaused } = usePauseButtonStore();
|
||||
const { isReset, setReset } = useResetButtonStore();
|
||||
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, EnhancedProcessAnimationState>
|
||||
>({});
|
||||
const { speed } = useAnimationPlaySpeed();
|
||||
const prevIsPlaying = useRef<boolean | null>(null);
|
||||
const [internalResetFlag, setInternalResetFlag] = useState(false);
|
||||
const [animationStates, setAnimationStates] = useState<
|
||||
Record<string, EnhancedProcessAnimationState>
|
||||
>({});
|
||||
const speedRef = useRef<number>(speed);
|
||||
const { PlayAgv, setPlayAgv } = usePlayAgv();
|
||||
|
||||
// Effect hooks
|
||||
useEffect(() => {
|
||||
speedRef.current = speed;
|
||||
}, [speed]);
|
||||
|
||||
useEffect(() => {
|
||||
if (prevIsPlaying.current !== null) {
|
||||
setAnimationStates({});
|
||||
}
|
||||
prevIsPlaying.current = isPlaying;
|
||||
}, [isPlaying]);
|
||||
|
||||
useEffect(() => {
|
||||
animationStatesRef.current = animationStates;
|
||||
}, [animationStates]);
|
||||
|
||||
// Reset handler
|
||||
useEffect(() => {
|
||||
if (isReset) {
|
||||
setInternalResetFlag(true);
|
||||
setIsPlaying(false);
|
||||
setIsPaused(false);
|
||||
setAnimationStates({});
|
||||
animationStatesRef.current = {};
|
||||
clockRef.current = new THREE.Clock();
|
||||
elapsedBeforePauseRef.current = 0;
|
||||
pauseTimeRef.current = 0;
|
||||
setReset(false);
|
||||
setTimeout(() => {
|
||||
setInternalResetFlag(false);
|
||||
setIsPlaying(true);
|
||||
}, 0);
|
||||
}
|
||||
}, [isReset, setReset, setIsPlaying, setIsPaused]);
|
||||
|
||||
// Pause handler
|
||||
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 with trigger tracking
|
||||
useEffect(() => {
|
||||
if (isPlaying && !internalResetFlag) {
|
||||
const newStates: Record<string, EnhancedProcessAnimationState> = {};
|
||||
|
||||
processes.forEach((process) => {
|
||||
const triggerCounts: Record<string, number> = {};
|
||||
|
||||
// Initialize trigger counts for all On-Hit triggers
|
||||
process.paths?.forEach((path) => {
|
||||
path.points?.forEach((point) => {
|
||||
point.triggers?.forEach((trigger: Trigger) => {
|
||||
if (trigger.type === "On-Hit" && trigger.isUsed) {
|
||||
triggerCounts[`${point.uuid}-${trigger.uuid}`] = 0;
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
newStates[process.id] = {
|
||||
spawnedObjects: {},
|
||||
nextSpawnTime: 0,
|
||||
objectIdCounter: 0,
|
||||
isProcessDelaying: false,
|
||||
processDelayStartTime: 0,
|
||||
processDelayDuration: 0,
|
||||
triggerCounts,
|
||||
triggerLogs: [],
|
||||
hasSpawnedZeroIntervalObject: false, // Initialize the new property
|
||||
};
|
||||
});
|
||||
|
||||
setAnimationStates(newStates);
|
||||
animationStatesRef.current = newStates;
|
||||
clockRef.current.start();
|
||||
}
|
||||
}, [isPlaying, processes, internalResetFlag]);
|
||||
|
||||
// Helper functions
|
||||
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;
|
||||
};
|
||||
|
||||
const findAnimationPathPoint = (
|
||||
process: ProcessData,
|
||||
spawnPoint: ProcessPoint
|
||||
): THREE.Vector3 => {
|
||||
if (process.animationPath && process.animationPath.length > 0) {
|
||||
let pointIndex = 0;
|
||||
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) {
|
||||
if (process.animationPath[pointIndex]) {
|
||||
const p = process.animationPath[pointIndex];
|
||||
return new THREE.Vector3(p.x, p.y, p.z);
|
||||
}
|
||||
}
|
||||
pointIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
return new THREE.Vector3(
|
||||
spawnPoint.position[0],
|
||||
spawnPoint.position[1],
|
||||
spawnPoint.position[2]
|
||||
);
|
||||
};
|
||||
|
||||
// Optimized object creation
|
||||
const createSpawnedObject = useCallback(
|
||||
(
|
||||
process: ProcessData,
|
||||
currentTime: number,
|
||||
materialType: string,
|
||||
spawnPoint: ProcessPoint,
|
||||
baseMaterials: Record<string, THREE.Material>
|
||||
): SpawnedObject => {
|
||||
const processMaterials = {
|
||||
...baseMaterials,
|
||||
...(process.customMaterials || {}),
|
||||
};
|
||||
|
||||
const spawnPosition = findAnimationPathPoint(process, spawnPoint);
|
||||
const material =
|
||||
processMaterials[materialType as keyof typeof processMaterials] ||
|
||||
baseMaterials.Default;
|
||||
|
||||
return {
|
||||
ref: { current: null },
|
||||
state: {
|
||||
currentIndex: 0,
|
||||
progress: 0,
|
||||
isAnimating: true,
|
||||
speed: process.speed || 1,
|
||||
isDelaying: false,
|
||||
delayStartTime: 0,
|
||||
currentDelayDuration: 0,
|
||||
delayComplete: false,
|
||||
currentPathIndex: 0,
|
||||
},
|
||||
visible: true,
|
||||
material: material,
|
||||
currentMaterialType: materialType,
|
||||
spawnTime: currentTime,
|
||||
position: spawnPosition,
|
||||
};
|
||||
},
|
||||
[]
|
||||
);
|
||||
|
||||
// Material handling
|
||||
const handleMaterialSwap = useCallback(
|
||||
(
|
||||
processId: string,
|
||||
objectId: string,
|
||||
materialType: string,
|
||||
processes: ProcessData[],
|
||||
baseMaterials: Record<string, THREE.Material>
|
||||
) => {
|
||||
setAnimationStates((prev) => {
|
||||
const processState = prev[processId];
|
||||
if (!processState || !processState.spawnedObjects[objectId])
|
||||
return prev;
|
||||
|
||||
const process = processes.find((p) => p.id === processId);
|
||||
if (!process) return prev;
|
||||
|
||||
const processMaterials = {
|
||||
...baseMaterials,
|
||||
...(process.customMaterials || {}),
|
||||
};
|
||||
|
||||
const newMaterial =
|
||||
processMaterials[materialType as keyof typeof processMaterials];
|
||||
if (!newMaterial) return prev;
|
||||
|
||||
return {
|
||||
...prev,
|
||||
[processId]: {
|
||||
...processState,
|
||||
spawnedObjects: {
|
||||
...processState.spawnedObjects,
|
||||
[objectId]: {
|
||||
...processState.spawnedObjects[objectId],
|
||||
material: newMaterial,
|
||||
currentMaterialType: materialType,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
[]
|
||||
);
|
||||
|
||||
// Point action handler with trigger counting
|
||||
const handlePointActions = useCallback(
|
||||
(
|
||||
processId: string,
|
||||
objectId: string,
|
||||
actions: PointAction[] = [],
|
||||
currentTime: number,
|
||||
processes: ProcessData[],
|
||||
baseMaterials: Record<string, THREE.Material>
|
||||
): 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.isProcessDelaying) return prev;
|
||||
|
||||
const delayDuration =
|
||||
typeof action.delay === "number"
|
||||
? action.delay
|
||||
: parseFloat(action.delay as string) || 0;
|
||||
|
||||
if (delayDuration > 0) {
|
||||
return {
|
||||
...prev,
|
||||
[processId]: {
|
||||
...processState,
|
||||
isProcessDelaying: true,
|
||||
processDelayStartTime: currentTime,
|
||||
processDelayDuration: delayDuration,
|
||||
spawnedObjects: {
|
||||
...processState.spawnedObjects,
|
||||
[objectId]: {
|
||||
...processState.spawnedObjects[objectId],
|
||||
state: {
|
||||
...processState.spawnedObjects[objectId].state,
|
||||
isAnimating: false,
|
||||
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,
|
||||
processes,
|
||||
baseMaterials
|
||||
);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
});
|
||||
|
||||
return shouldStopAnimation;
|
||||
},
|
||||
[handleMaterialSwap]
|
||||
);
|
||||
|
||||
// Trigger counting system
|
||||
const checkAndCountTriggers = useCallback(
|
||||
(
|
||||
processId: string,
|
||||
objectId: string,
|
||||
currentPointIndex: number,
|
||||
processes: ProcessData[],
|
||||
currentTime: number
|
||||
) => {
|
||||
setAnimationStates((prev) => {
|
||||
const processState = prev[processId];
|
||||
if (!processState) return prev;
|
||||
|
||||
const process = processes.find((p) => p.id === processId);
|
||||
if (!process) return prev;
|
||||
|
||||
const point = getPointDataForAnimationIndex(process, currentPointIndex);
|
||||
if (!point?.triggers) return prev;
|
||||
|
||||
const onHitTriggers = point.triggers.filter(
|
||||
(t: Trigger) => t.type === "On-Hit" && t.isUsed
|
||||
);
|
||||
if (onHitTriggers.length === 0) return prev;
|
||||
|
||||
const newTriggerCounts = { ...processState.triggerCounts };
|
||||
const newTriggerLogs = [...processState.triggerLogs];
|
||||
let shouldLog = false;
|
||||
|
||||
// Update counts for all valid triggers
|
||||
onHitTriggers.forEach((trigger: Trigger) => {
|
||||
const triggerKey = `${point.uuid}-${trigger.uuid}`;
|
||||
newTriggerCounts[triggerKey] =
|
||||
(newTriggerCounts[triggerKey] || 0) + 1;
|
||||
shouldLog = true;
|
||||
newTriggerLogs.push({
|
||||
timestamp: currentTime,
|
||||
pointId: point.uuid,
|
||||
objectId,
|
||||
triggerId: trigger.uuid,
|
||||
});
|
||||
});
|
||||
|
||||
const processTotalHits = Object.values(newTriggerCounts).reduce(
|
||||
(a, b) => a + b,
|
||||
0
|
||||
);
|
||||
|
||||
if (shouldLog) {
|
||||
const vehiclePaths = process.paths.filter(
|
||||
(path) => path.type === "Vehicle"
|
||||
);
|
||||
|
||||
vehiclePaths.forEach((vehiclePath) => {
|
||||
if (vehiclePath.points?.length > 0) {
|
||||
const vehiclePoint = vehiclePath.points[0];
|
||||
const action = vehiclePoint.actions?.[0];
|
||||
let expectedHitCount = action?.hitCount;
|
||||
|
||||
if (expectedHitCount !== undefined) {
|
||||
const vehicleId = vehiclePath.modeluuid;
|
||||
|
||||
let vehicleEntry = agvRef.current.find(
|
||||
(v: any) =>
|
||||
v.vehicleId === vehicleId && v.processId === processId
|
||||
);
|
||||
|
||||
if (!vehicleEntry) {
|
||||
vehicleEntry = {
|
||||
processId,
|
||||
vehicleId,
|
||||
expectedHitCount,
|
||||
isplaying: false,
|
||||
hitCount: 0, // Initialize hitCount
|
||||
};
|
||||
agvRef.current.push(vehicleEntry);
|
||||
}
|
||||
|
||||
// Increment expectedHitCount if not playing
|
||||
if (!vehicleEntry.isplaying) {
|
||||
vehicleEntry.expectedHitCount = processTotalHits + 1;
|
||||
}
|
||||
|
||||
// Set vehicle's hitCount to the processTotalHits
|
||||
vehicleEntry.hitCount = processTotalHits;
|
||||
vehicleEntry.lastUpdated = currentTime;
|
||||
|
||||
// If hitCount matches expectedHitCount, set isplaying to true
|
||||
if (vehicleEntry.hitCount >= vehicleEntry.expectedHitCount) {
|
||||
vehicleEntry.isplaying = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return {
|
||||
...prev,
|
||||
[processId]: {
|
||||
...processState,
|
||||
triggerCounts: newTriggerCounts,
|
||||
triggerLogs: newTriggerLogs,
|
||||
totalHits: processTotalHits,
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
[]
|
||||
);
|
||||
|
||||
// Utility functions
|
||||
const hasNonInheritActions = useCallback(
|
||||
(actions: PointAction[] = []): boolean => {
|
||||
return actions.some(
|
||||
(action) => action.isUsed && action.type !== "Inherit"
|
||||
);
|
||||
},
|
||||
[]
|
||||
);
|
||||
|
||||
const getPointDataForAnimationIndex = useCallback(
|
||||
(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;
|
||||
},
|
||||
[]
|
||||
);
|
||||
|
||||
const getTriggerCounts = useCallback((processId: string) => {
|
||||
return animationStatesRef.current[processId]?.triggerCounts || {};
|
||||
}, []);
|
||||
|
||||
const getTriggerLogs = useCallback((processId: string) => {
|
||||
return animationStatesRef.current[processId]?.triggerLogs || [];
|
||||
}, []);
|
||||
|
||||
return {
|
||||
animationStates,
|
||||
setAnimationStates,
|
||||
clockRef,
|
||||
elapsedBeforePauseRef,
|
||||
speedRef,
|
||||
debugRef,
|
||||
findSpawnPoint,
|
||||
createSpawnedObject,
|
||||
handlePointActions,
|
||||
hasNonInheritActions,
|
||||
getPointDataForAnimationIndex,
|
||||
checkAndCountTriggers,
|
||||
getTriggerCounts,
|
||||
getTriggerLogs,
|
||||
processes,
|
||||
};
|
||||
};
|
|
@ -16,23 +16,8 @@ function Simulation() {
|
|||
const { activeModule } = useModuleStore();
|
||||
const pathsGroupRef = useRef() as React.MutableRefObject<THREE.Group>;
|
||||
const { simulationStates, setSimulationStates } = useSimulationStates();
|
||||
const [processes, setProcesses] = useState([]);
|
||||
|
||||
useEffect(() => {
|
||||
// console.log('simulationStates: ', simulationStates);
|
||||
}, [simulationStates]);
|
||||
|
||||
// useEffect(() => {
|
||||
// if (selectedActionSphere) {
|
||||
// console.log('selectedActionSphere: ', selectedActionSphere);
|
||||
// }
|
||||
// }, [selectedActionSphere]);
|
||||
|
||||
// useEffect(() => {
|
||||
// if (selectedPath) {
|
||||
// console.log('selectedPath: ', selectedPath);
|
||||
// }
|
||||
// }, [selectedPath]);
|
||||
const [processes, setProcesses] = useState<any[]>([]);
|
||||
const agvRef = useRef([]);
|
||||
|
||||
return (
|
||||
<>
|
||||
|
@ -41,8 +26,8 @@ function Simulation() {
|
|||
<>
|
||||
<PathCreation pathsGroupRef={pathsGroupRef} />
|
||||
<PathConnector pathsGroupRef={pathsGroupRef} />
|
||||
<ProcessContainer />
|
||||
<Agv />
|
||||
<ProcessContainer processes={processes} setProcesses={setProcesses} agvRef={agvRef} />
|
||||
<Agv processes={processes} agvRef={agvRef} />
|
||||
</>
|
||||
)}
|
||||
</>
|
||||
|
|
|
@ -305,9 +305,7 @@ export const useActiveUsers = create<any>((set: any) => ({
|
|||
setActiveUsers: (callback: (prev: any[]) => any[] | any[]) =>
|
||||
set((state: { activeUsers: any[] }) => ({
|
||||
activeUsers:
|
||||
typeof callback === "function"
|
||||
? callback(state.activeUsers)
|
||||
: callback,
|
||||
typeof callback === "function" ? callback(state.activeUsers) : callback,
|
||||
})),
|
||||
}));
|
||||
|
||||
|
@ -347,12 +345,29 @@ export const useSelectedPath = create<any>((set: any) => ({
|
|||
}));
|
||||
|
||||
interface SimulationPathsStore {
|
||||
simulationStates: (Types.ConveyorEventsSchema | Types.VehicleEventsSchema | Types.StaticMachineEventsSchema)[];
|
||||
simulationStates: (
|
||||
| Types.ConveyorEventsSchema
|
||||
| Types.VehicleEventsSchema
|
||||
| Types.StaticMachineEventsSchema
|
||||
)[];
|
||||
setSimulationStates: (
|
||||
paths:
|
||||
| (Types.ConveyorEventsSchema | Types.VehicleEventsSchema | Types.StaticMachineEventsSchema)[]
|
||||
| ((prev: (Types.ConveyorEventsSchema | Types.VehicleEventsSchema | Types.StaticMachineEventsSchema)[]
|
||||
) => (Types.ConveyorEventsSchema | Types.VehicleEventsSchema | Types.StaticMachineEventsSchema)[])
|
||||
| (
|
||||
| Types.ConveyorEventsSchema
|
||||
| Types.VehicleEventsSchema
|
||||
| Types.StaticMachineEventsSchema
|
||||
)[]
|
||||
| ((
|
||||
prev: (
|
||||
| Types.ConveyorEventsSchema
|
||||
| Types.VehicleEventsSchema
|
||||
| Types.StaticMachineEventsSchema
|
||||
)[]
|
||||
) => (
|
||||
| Types.ConveyorEventsSchema
|
||||
| Types.VehicleEventsSchema
|
||||
| Types.StaticMachineEventsSchema
|
||||
)[])
|
||||
) => void;
|
||||
}
|
||||
|
||||
|
@ -363,7 +378,7 @@ export const useSimulationStates = create<SimulationPathsStore>((set) => ({
|
|||
simulationStates:
|
||||
typeof paths === "function" ? paths(state.simulationStates) : paths,
|
||||
})),
|
||||
}))
|
||||
}));
|
||||
|
||||
export const useNavMesh = create<any>((set: any) => ({
|
||||
navMesh: null,
|
||||
|
@ -446,3 +461,9 @@ export const useTileDistance = create<any>((set: any) => ({
|
|||
planeValue: { ...state.planeValue, ...value },
|
||||
})),
|
||||
}));
|
||||
|
||||
export const usePlayAgv = create<any>((set, get) => ({
|
||||
PlayAgv: [],
|
||||
setPlayAgv: (updateFn: (prev: any[]) => any[]) =>
|
||||
set({ PlayAgv: updateFn(get().PlayAgv) }),
|
||||
}));
|
||||
|
|
|
@ -1,13 +1,13 @@
|
|||
// Importing core classes and types from THREE.js and @react-three/fiber
|
||||
import * as THREE from "three";
|
||||
import { TransformControls } from 'three/examples/jsm/controls/TransformControls';
|
||||
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
|
||||
import { DragControls } from 'three/examples/jsm/controls/DragControls';
|
||||
import { IntersectionEvent } from '@react-three/fiber/dist/declarations/src/core/events';
|
||||
import { TransformControls } from "three/examples/jsm/controls/TransformControls";
|
||||
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls";
|
||||
import { DragControls } from "three/examples/jsm/controls/DragControls";
|
||||
import { IntersectionEvent } from "@react-three/fiber/dist/declarations/src/core/events";
|
||||
import { ThreeEvent } from "@react-three/fiber/dist/declarations/src/core/events";
|
||||
import { RootState } from "@react-three/fiber";
|
||||
import { CSM } from "three/examples/jsm/csm/CSM";
|
||||
import { CSMHelper } from 'three/examples/jsm/csm/CSMHelper';
|
||||
import { CSMHelper } from "three/examples/jsm/csm/CSMHelper";
|
||||
import { CameraControls } from "@react-three/drei";
|
||||
|
||||
/** Core THREE.js and React-Fiber Event Types **/
|
||||
|
@ -15,7 +15,6 @@ import { CameraControls } from "@react-three/drei";
|
|||
// Event type specific to pointer events in @react-three/fiber
|
||||
export type ThreeEvent = ThreeEvent<PointerEvent>;
|
||||
|
||||
|
||||
/** Vector and Reference Types **/
|
||||
|
||||
// 2D Vector type from THREE.js
|
||||
|
@ -33,7 +32,6 @@ export type RefVector3 = React.MutableRefObject<THREE.Vector3 | null>;
|
|||
// Quaternion type for rotations, using the base structure from THREE.js
|
||||
export type QuaternionType = THREE.QuaternionLike;
|
||||
|
||||
|
||||
/** Basic Object Types for Scene Management **/
|
||||
|
||||
// THREE.js mesh object
|
||||
|
@ -49,7 +47,9 @@ export type Shape = THREE.Shape;
|
|||
export type IntersectionEvent = THREE.Intersection;
|
||||
|
||||
// Array type for intersections with objects in the scene
|
||||
export type IntersectsType = THREE.Intersection<THREE.Object3D<THREE.Object3DEventMap>>[];
|
||||
export type IntersectsType = THREE.Intersection<
|
||||
THREE.Object3D<THREE.Object3DEventMap>
|
||||
>[];
|
||||
|
||||
// Event type for mesh interactions
|
||||
export type MeshEvent = IntersectionEvent<MouseEvent>;
|
||||
|
@ -60,7 +60,6 @@ export type DragEvent = DragEvent;
|
|||
// Generic type for user data attached to objects
|
||||
export type UserData = any;
|
||||
|
||||
|
||||
/** React Mutable References for Scene Objects **/
|
||||
|
||||
// Mutable reference to the scene, used in React-based projects
|
||||
|
@ -92,7 +91,6 @@ export type Vector3Array = THREE.Vector3[];
|
|||
export type DragControl = DragControls | null;
|
||||
export type RefDragControl = React.MutableRefObject<DragControls | null>;
|
||||
|
||||
|
||||
/** Primitive Types with Mutable References **/
|
||||
|
||||
export type String = string;
|
||||
|
@ -109,15 +107,15 @@ export type NumberArray = number[];
|
|||
export type RefRaycaster = React.MutableRefObject<THREE.Raycaster>;
|
||||
|
||||
// Camera reference, supporting both perspective and basic cameras
|
||||
export type RefCamera = React.MutableRefObject<THREE.Camera | THREE.PerspectiveCamera>;
|
||||
|
||||
export type RefCamera = React.MutableRefObject<
|
||||
THREE.Camera | THREE.PerspectiveCamera
|
||||
>;
|
||||
|
||||
/** Three.js Root State Management **/
|
||||
|
||||
// Root state of the @react-three/fiber instance, providing context of the scene
|
||||
export type ThreeState = RootState;
|
||||
|
||||
|
||||
/** Point and Line Types for Spatial Geometry **/
|
||||
|
||||
// Defines a point in 3D space with metadata for unique identification
|
||||
|
@ -132,11 +130,16 @@ export type RefLine = React.MutableRefObject<Line | [Point] | []>;
|
|||
// Collection of lines for structured geometry
|
||||
export type Lines = Array<Line>;
|
||||
|
||||
|
||||
/** Wall and Room Types for 3D Space Management **/
|
||||
|
||||
// Defines a wall with its geometry, position, rotation, material, and layer information
|
||||
export type Wall = [THREE.ExtrudeGeometry, [number, number, number], [number, number, number], string, number];
|
||||
export type Wall = [
|
||||
THREE.ExtrudeGeometry,
|
||||
[number, number, number],
|
||||
[number, number, number],
|
||||
string,
|
||||
number
|
||||
];
|
||||
|
||||
// Collection of walls, useful in scene construction
|
||||
export type Walls = Array<Wall>;
|
||||
|
@ -145,15 +148,22 @@ export type Walls = Array<Wall>;
|
|||
export type RefWalls = React.MutableRefObject<Walls>;
|
||||
|
||||
// Room type, containing coordinates and layer metadata for spatial management
|
||||
export type Rooms = Array<{ coordinates: Array<{ position: THREE.Vector3, uuid: string }>, layer: number }>;
|
||||
export type Rooms = Array<{
|
||||
coordinates: Array<{ position: THREE.Vector3; uuid: string }>;
|
||||
layer: number;
|
||||
}>;
|
||||
|
||||
// Reference for room objects, enabling updates within React components
|
||||
export type RefRooms = React.MutableRefObject<Array<{ coordinates: Array<{ position: THREE.Vector3, uuid: string }>, layer: number }>>;
|
||||
export type RefRooms = React.MutableRefObject<
|
||||
Array<{
|
||||
coordinates: Array<{ position: THREE.Vector3; uuid: string }>;
|
||||
layer: number;
|
||||
}>
|
||||
>;
|
||||
|
||||
// Reference for lines, supporting React-based state changes
|
||||
export type RefLines = React.MutableRefObject<Lines>;
|
||||
|
||||
|
||||
/** Floor Line Types for Layered Structures **/
|
||||
|
||||
// Floor line type for single lines on the floor level
|
||||
|
@ -168,18 +178,16 @@ export type OnlyFloorLines = Array<Lines>;
|
|||
// Reference for multi-level floor lines, allowing structured updates
|
||||
export type RefOnlyFloorLines = React.MutableRefObject<OnlyFloorLines>;
|
||||
|
||||
|
||||
/** GeoJSON Line Integration **/
|
||||
|
||||
// Structure for representing GeoJSON lines, integrating external data sources
|
||||
export type GeoJsonLine = {
|
||||
line: any;
|
||||
uuids: [string, string];
|
||||
layer: number;
|
||||
type: string;
|
||||
line: any;
|
||||
uuids: [string, string];
|
||||
layer: number;
|
||||
type: string;
|
||||
};
|
||||
|
||||
|
||||
/** State Management Types for React Components **/
|
||||
|
||||
// Dispatch types for number and boolean states, commonly used in React hooks
|
||||
|
@ -189,68 +197,71 @@ export type BooleanState = React.Dispatch<React.SetStateAction<boolean>>;
|
|||
// Mutable reference for TubeGeometry, allowing dynamic geometry updates
|
||||
export type RefTubeGeometry = React.MutableRefObject<THREE.TubeGeometry | null>;
|
||||
|
||||
|
||||
/** Floor Item Configuration **/
|
||||
|
||||
// Type for individual items placed on the floor, with positioning and rotation metadata
|
||||
export type FloorItemType = {
|
||||
modeluuid: string;
|
||||
modelname: string;
|
||||
position: [number, number, number];
|
||||
rotation: { x: number; y: number; z: number };
|
||||
modelfileID: string;
|
||||
isLocked: boolean;
|
||||
isVisible: boolean;
|
||||
modeluuid: string;
|
||||
modelname: string;
|
||||
position: [number, number, number];
|
||||
rotation: { x: number; y: number; z: number };
|
||||
modelfileID: string;
|
||||
isLocked: boolean;
|
||||
isVisible: boolean;
|
||||
};
|
||||
|
||||
// Array of floor items for managing multiple objects on the floor
|
||||
export type FloorItems = Array<FloorItemType>;
|
||||
|
||||
// Dispatch type for setting floor item state in React
|
||||
export type setFloorItemSetState = React.Dispatch<React.SetStateAction<FloorItems | null | undefined>>;
|
||||
|
||||
export type setFloorItemSetState = React.Dispatch<
|
||||
React.SetStateAction<FloorItems | null | undefined>
|
||||
>;
|
||||
|
||||
/** Asset Configuration for Loading and Positioning **/
|
||||
|
||||
// Configuration for assets, allowing model URLs, scaling, positioning, and types
|
||||
interface AssetConfiguration {
|
||||
modelUrl: string;
|
||||
scale?: [number, number, number];
|
||||
csgscale?: [number, number, number];
|
||||
csgposition?: [number, number, number];
|
||||
positionY?: (intersectionPoint: { point: THREE.Vector3 }) => number;
|
||||
type?: "Fixed-Move" | "Free-Move";
|
||||
modelUrl: string;
|
||||
scale?: [number, number, number];
|
||||
csgscale?: [number, number, number];
|
||||
csgposition?: [number, number, number];
|
||||
positionY?: (intersectionPoint: { point: THREE.Vector3 }) => number;
|
||||
type?: "Fixed-Move" | "Free-Move";
|
||||
}
|
||||
|
||||
// Collection of asset configurations, keyed by unique identifiers
|
||||
export type AssetConfigurations = {
|
||||
[key: string]: AssetConfiguration;
|
||||
[key: string]: AssetConfiguration;
|
||||
};
|
||||
|
||||
|
||||
/** Wall Item Configuration **/
|
||||
|
||||
// Configuration for wall items, including model, scale, position, and rotation
|
||||
interface WallItem {
|
||||
type: "Fixed-Move" | "Free-Move" | undefined;
|
||||
model?: THREE.Group;
|
||||
modeluuid?: string
|
||||
modelname?: string;
|
||||
scale?: [number, number, number];
|
||||
csgscale?: [number, number, number];
|
||||
csgposition?: [number, number, number];
|
||||
position?: [number, number, number];
|
||||
quaternion?: Types.QuaternionType;
|
||||
type: "Fixed-Move" | "Free-Move" | undefined;
|
||||
model?: THREE.Group;
|
||||
modeluuid?: string;
|
||||
modelname?: string;
|
||||
scale?: [number, number, number];
|
||||
csgscale?: [number, number, number];
|
||||
csgposition?: [number, number, number];
|
||||
position?: [number, number, number];
|
||||
quaternion?: Types.QuaternionType;
|
||||
}
|
||||
|
||||
// Collection of wall items, allowing for multiple items in a scene
|
||||
export type wallItems = Array<WallItem>;
|
||||
|
||||
// Dispatch for setting wall item state in React
|
||||
export type setWallItemSetState = React.Dispatch<React.SetStateAction<WallItem[]>>;
|
||||
export type setWallItemSetState = React.Dispatch<
|
||||
React.SetStateAction<WallItem[]>
|
||||
>;
|
||||
|
||||
// Dispatch for setting vector3 state in React
|
||||
export type setVector3State = React.Dispatch<React.SetStateAction<THREE.Vector3>>;
|
||||
export type setVector3State = React.Dispatch<
|
||||
React.SetStateAction<THREE.Vector3>
|
||||
>;
|
||||
|
||||
// Dispatch for setting euler state in React
|
||||
export type setEulerState = React.Dispatch<React.SetStateAction<THREE.Euler>>;
|
||||
|
@ -258,120 +269,206 @@ export type setEulerState = React.Dispatch<React.SetStateAction<THREE.Euler>>;
|
|||
// Reference type for wall items, allowing direct access to the mutable array
|
||||
export type RefWallItems = React.MutableRefObject<WallItem[]>;
|
||||
|
||||
|
||||
/** Wall and Item Selection State Management **/
|
||||
|
||||
// State management for selecting, removing, and indexing wall items
|
||||
export type setRemoveLayerSetState = (layer: number | null) => void;
|
||||
export type setSelectedWallItemSetState = (item: THREE.Object3D | null) => void;
|
||||
export type setSelectedFloorItemSetState = (item: THREE.Object3D | null) => void;
|
||||
export type setSelectedFloorItemSetState = (
|
||||
item: THREE.Object3D | null
|
||||
) => void;
|
||||
export type setSelectedItemsIndexSetState = (index: number | null) => void;
|
||||
|
||||
export type RefCSM = React.MutableRefObject<CSM>;
|
||||
export type RefCSMHelper = React.MutableRefObject<CSMHelper>;
|
||||
|
||||
interface PathConnection {
|
||||
fromModelUUID: string;
|
||||
fromUUID: string;
|
||||
toConnections: {
|
||||
toModelUUID: string;
|
||||
toUUID: string;
|
||||
}[];
|
||||
fromModelUUID: string;
|
||||
fromUUID: string;
|
||||
toConnections: {
|
||||
toModelUUID: string;
|
||||
toUUID: string;
|
||||
}[];
|
||||
}
|
||||
|
||||
interface ConnectionStore {
|
||||
connections: PathConnection[];
|
||||
setConnections: (connections: PathConnection[]) => void;
|
||||
addConnection: (newConnection: PathConnection) => void;
|
||||
removeConnection: (fromUUID: string, toUUID: string) => void;
|
||||
connections: PathConnection[];
|
||||
setConnections: (connections: PathConnection[]) => void;
|
||||
addConnection: (newConnection: PathConnection) => void;
|
||||
removeConnection: (fromUUID: string, toUUID: string) => void;
|
||||
}
|
||||
|
||||
interface ConveyorEventsSchema {
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: 'Conveyor';
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
rotation: [number, number, number];
|
||||
actions: { uuid: string; name: string; type: string; material: string; delay: number | string; spawnInterval: number | string; isUsed: boolean }[] | [];
|
||||
triggers: { uuid: string; name: string; type: string; isUsed: boolean; bufferTime: number }[] | [];
|
||||
connections: { source: { modelUUID: string; pointUUID: string }; targets: { modelUUID: string; pointUUID: string }[] };
|
||||
}[];
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: "Conveyor";
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
rotation: [number, number, number];
|
||||
speed: number | string;
|
||||
actions:
|
||||
| {
|
||||
uuid: string;
|
||||
name: string;
|
||||
type: string;
|
||||
material: string;
|
||||
delay: number | string;
|
||||
spawnInterval: number | string;
|
||||
isUsed: boolean;
|
||||
}[]
|
||||
| [];
|
||||
triggers:
|
||||
| {
|
||||
uuid: string;
|
||||
name: string;
|
||||
type: string;
|
||||
isUsed: boolean;
|
||||
bufferTime: number;
|
||||
}[]
|
||||
| [];
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: string; pointUUID: string }[];
|
||||
};
|
||||
}[];
|
||||
position: [number, number, number];
|
||||
rotation: [number, number, number];
|
||||
speed: number | string;
|
||||
}
|
||||
|
||||
interface VehicleEventsSchema {
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: 'Vehicle';
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: { uuid: string; name: string; type: string; start: { x: number, y: number } | {}, hitCount: number, end: { x: number, y: number } | {}, buffer: number };
|
||||
connections: { source: { modelUUID: string; pointUUID: string }; targets: { modelUUID: string; pointUUID: string }[] };
|
||||
speed: number;
|
||||
};
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: "Vehicle";
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: {
|
||||
uuid: string;
|
||||
name: string;
|
||||
type: string;
|
||||
start: { x: number; y: number } | {};
|
||||
hitCount: number;
|
||||
end: { x: number; y: number } | {};
|
||||
buffer: number;
|
||||
};
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: string; pointUUID: string }[];
|
||||
};
|
||||
speed: number;
|
||||
isPlaying: boolean;
|
||||
};
|
||||
|
||||
position: [number, number, number];
|
||||
}
|
||||
|
||||
interface StaticMachineEventsSchema {
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: 'StaticMachine';
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: { uuid: string; name: string; buffer: number | string; material: string; isUsed: boolean };
|
||||
triggers: { uuid: string; name: string; type: string };
|
||||
connections: { source: { modelUUID: string; pointUUID: string }; targets: { modelUUID: string; pointUUID: string }[] };
|
||||
};
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: "StaticMachine";
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: {
|
||||
uuid: string;
|
||||
name: string;
|
||||
buffer: number | string;
|
||||
material: string;
|
||||
isUsed: boolean;
|
||||
};
|
||||
triggers: { uuid: string; name: string; type: string };
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: string; pointUUID: string }[];
|
||||
};
|
||||
};
|
||||
position: [number, number, number];
|
||||
}
|
||||
|
||||
interface ArmBotEventsSchema {
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: 'ArmBot';
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: { uuid: string; name: string; speed: number; processes: { triggerId: string; startPoint: string; endPoint: string }[] };
|
||||
triggers: { uuid: string; name: string; type: string };
|
||||
connections: { source: { modelUUID: string; pointUUID: string }; targets: { modelUUID: string; pointUUID: string }[] };
|
||||
};
|
||||
modeluuid: string;
|
||||
modelName: string;
|
||||
type: "ArmBot";
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: {
|
||||
uuid: string;
|
||||
name: string;
|
||||
speed: number;
|
||||
processes: { triggerId: string; startPoint: string; endPoint: string }[];
|
||||
};
|
||||
triggers: { uuid: string; name: string; type: string };
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: string; pointUUID: string }[];
|
||||
};
|
||||
};
|
||||
position: [number, number, number];
|
||||
}
|
||||
|
||||
export type EventData = {
|
||||
modeluuid: string;
|
||||
modelname: string;
|
||||
position: [number, number, number];
|
||||
rotation: { x: number; y: number; z: number };
|
||||
modelfileID: string;
|
||||
isLocked: boolean;
|
||||
isVisible: boolean;
|
||||
eventData?: {
|
||||
type: 'Conveyor';
|
||||
modeluuid: string;
|
||||
modelname: string;
|
||||
position: [number, number, number];
|
||||
rotation: { x: number; y: number; z: number };
|
||||
modelfileID: string;
|
||||
isLocked: boolean;
|
||||
isVisible: boolean;
|
||||
eventData?:
|
||||
| {
|
||||
type: "Conveyor";
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
rotation: [number, number, number];
|
||||
actions: { uuid: string; name: string; type: string; material: string; delay: number | string; spawnInterval: number | string; isUsed: boolean }[] | [];
|
||||
triggers: { uuid: string; name: string; type: string; isUsed: boolean; bufferTime: number }[] | [];
|
||||
connections: { source: { modelUUID: string; pointUUID: string }; targets: { modelUUID: string; pointUUID: string }[] };
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
rotation: [number, number, number];
|
||||
actions:
|
||||
| {
|
||||
uuid: string;
|
||||
name: string;
|
||||
type: string;
|
||||
material: string;
|
||||
delay: number | string;
|
||||
spawnInterval: number | string;
|
||||
isUsed: boolean;
|
||||
}[]
|
||||
| [];
|
||||
triggers:
|
||||
| {
|
||||
uuid: string;
|
||||
name: string;
|
||||
type: string;
|
||||
isUsed: boolean;
|
||||
bufferTime: number;
|
||||
}[]
|
||||
| [];
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: string; pointUUID: string }[];
|
||||
};
|
||||
}[];
|
||||
speed: number | string;
|
||||
} | {
|
||||
type: 'Vehicle';
|
||||
}
|
||||
| {
|
||||
type: "Vehicle";
|
||||
points: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: {
|
||||
uuid: string;
|
||||
position: [number, number, number];
|
||||
actions: { uuid: string; name: string; type: string; start: { x: number, y: number } | {}, hitCount: number, end: { x: number, y: number } | {}, buffer: number };
|
||||
connections: { source: { modelUUID: string; pointUUID: string }; targets: { modelUUID: string; pointUUID: string }[] };
|
||||
speed: number;
|
||||
name: string;
|
||||
type: string;
|
||||
start: { x: number; y: number } | {};
|
||||
hitCount: number;
|
||||
end: { x: number; y: number } | {};
|
||||
buffer: number;
|
||||
};
|
||||
connections: {
|
||||
source: { modelUUID: string; pointUUID: string };
|
||||
targets: { modelUUID: string; pointUUID: string }[];
|
||||
};
|
||||
speed: number;
|
||||
};
|
||||
};
|
||||
}
|
||||
};
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue