Merge remote-tracking branch 'origin/simulation-armbot-v2' into v2

This commit is contained in:
Jerald-Golden-B 2025-05-03 19:18:10 +05:30
commit e4b0fc61f5
4 changed files with 218 additions and 200 deletions

View File

@ -1,13 +1,13 @@
import React, { useEffect, useRef, useState } from "react";
import { useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { Line } from "@react-three/drei";
import React, { useEffect, useMemo, useRef, useState } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
import { Line } from '@react-three/drei';
import {
useAnimationPlaySpeed,
usePauseButtonStore,
usePlayButtonStore,
useResetButtonStore,
} from "../../../../../store/usePlayButtonStore";
useResetButtonStore
} from '../../../../../store/usePlayButtonStore';
function RoboticArmAnimator({
HandleCallback,
@ -16,24 +16,21 @@ function RoboticArmAnimator({
targetBone,
armBot,
logStatus,
path,
path
}: any) {
const progressRef = useRef(0);
const curveRef = useRef<THREE.Vector3[] | null>(null);
const [currentPath, setCurrentPath] = useState<[number, number, number][]>(
[]
);
const [circlePoints, setCirclePoints] = useState<[number, number, number][]>(
[]
);
const [customCurvePoints, setCustomCurvePoints] = useState<
THREE.Vector3[] | null
>(null);
const [currentPath, setCurrentPath] = useState<[number, number, number][]>([]);
const [circlePoints, setCirclePoints] = useState<[number, number, number][]>([]);
const [customCurvePoints, setCustomCurvePoints] = useState<THREE.Vector3[] | null>(null);
let curveHeight = 1.75
const totalDistanceRef = useRef(0);
const startTimeRef = useRef<number | null>(null);
const segmentDistancesRef = useRef<number[]>([]);
// Zustand stores
const { isPlaying } = usePlayButtonStore();
const { isPaused } = usePauseButtonStore();
const { isReset } = useResetButtonStore();
const { isReset, setReset } = useResetButtonStore();
const { speed } = useAnimationPlaySpeed();
// Update path state whenever `path` prop changes
@ -41,20 +38,26 @@ function RoboticArmAnimator({
setCurrentPath(path);
}, [path]);
// Reset logic when `isPlaying` changes
useEffect(() => {
if (!isPlaying) {
setCurrentPath([]);
curveRef.current = null;
}
}, [isPlaying]);
// Handle circle points based on armBot position
useEffect(() => {
const points = generateRingPoints(1.6, 64);
const points = generateRingPoints(1.6, 64)
setCirclePoints(points);
}, [armBot.position]);
useEffect(() => {
if (isReset || !isPlaying) {
progressRef.current = 0;
curveRef.current = null;
setCurrentPath([]);
setCustomCurvePoints(null);
totalDistanceRef.current = 0;
startTimeRef.current = null;
segmentDistancesRef.current = [];
setReset(false);
}
}, [isReset, isPlaying])
function generateRingPoints(radius: any, segments: any) {
const points: [number, number, number][] = [];
for (let i = 0; i < segments; i++) {
@ -68,11 +71,7 @@ function RoboticArmAnimator({
return points;
}
const findNearestIndex = (
nearestPoint: [number, number, number],
points: [number, number, number][],
epsilon = 1e-6
) => {
const findNearestIndex = (nearestPoint: [number, number, number], points: [number, number, number][], epsilon = 1e-6) => {
for (let i = 0; i < points.length; i++) {
const [x, y, z] = points[i];
if (
@ -89,168 +88,150 @@ function RoboticArmAnimator({
// Handle nearest points and final path (including arc points)
useEffect(() => {
if (circlePoints.length > 0 && currentPath.length > 0) {
const start = currentPath[0];
const end = currentPath[currentPath.length - 1];
const raisedStart = [start[0], start[1] + 0.5, start[2]] as [
number,
number,
number
];
const raisedEnd = [end[0], end[1] + 0.5, end[2]] as [
number,
number,
number
];
const raisedStart = [start[0], start[1] + 0.5, start[2]] as [number, number, number];
const raisedEnd = [end[0], end[1] + 0.5, end[2]] as [number, number, number];
const findNearest = (target: [number, number, number]) => {
return circlePoints.reduce((nearest, point) => {
const distance = Math.hypot(
target[0] - point[0],
target[1] - point[1],
target[2] - point[2]
);
const nearestDistance = Math.hypot(
target[0] - nearest[0],
target[1] - nearest[1],
target[2] - nearest[2]
);
const distance = Math.hypot(target[0] - point[0], target[1] - point[1], target[2] - point[2]);
const nearestDistance = Math.hypot(target[0] - nearest[0], target[1] - nearest[1], target[2] - nearest[2]);
return distance < nearestDistance ? point : nearest;
}, circlePoints[0]);
};
const nearestToStart = findNearest(raisedStart);
const nearestToEnd = findNearest(raisedEnd);
const indexOfNearestStart = findNearestIndex(
nearestToStart,
circlePoints
);
const indexOfNearestStart = findNearestIndex(nearestToStart, circlePoints);
const indexOfNearestEnd = findNearestIndex(nearestToEnd, circlePoints);
// Find clockwise and counter-clockwise distances
const clockwiseDistance =
(indexOfNearestEnd - indexOfNearestStart + 64) % 64;
const counterClockwiseDistance =
(indexOfNearestStart - indexOfNearestEnd + 64) % 64;
const clockwiseDistance = (indexOfNearestEnd - indexOfNearestStart + 64) % 64;
const counterClockwiseDistance = (indexOfNearestStart - indexOfNearestEnd + 64) % 64;
const clockwiseIsShorter = clockwiseDistance <= counterClockwiseDistance;
// Collect arc points between start and end
let arcPoints: [number, number, number][] = [];
if (clockwiseIsShorter) {
if (indexOfNearestStart <= indexOfNearestEnd) {
arcPoints = circlePoints.slice(
indexOfNearestStart,
indexOfNearestEnd + 1
);
arcPoints = circlePoints.slice(indexOfNearestStart, indexOfNearestEnd + 1);
} else {
// Wrap around
arcPoints = [
...circlePoints.slice(indexOfNearestStart, 64),
...circlePoints.slice(0, indexOfNearestEnd + 1),
...circlePoints.slice(0, indexOfNearestEnd + 1)
];
}
} else if (indexOfNearestStart >= indexOfNearestEnd) {
for (
let i = indexOfNearestStart;
i !== (indexOfNearestEnd - 1 + 64) % 64;
i = (i - 1 + 64) % 64
) {
arcPoints.push(circlePoints[i]);
} else {
if (indexOfNearestStart >= indexOfNearestEnd) {
for (let i = indexOfNearestStart; i !== (indexOfNearestEnd - 1 + 64) % 64; i = (i - 1 + 64) % 64) {
arcPoints.push(circlePoints[i]);
}
} else {
for (let i = indexOfNearestStart; i !== (indexOfNearestEnd - 1 + 64) % 64; i = (i - 1 + 64) % 64) {
arcPoints.push(circlePoints[i]);
}
}
}
// Continue your custom path logic
const pathVectors = [
new THREE.Vector3(start[0], start[1], start[2]), // start
new THREE.Vector3(raisedStart[0], raisedStart[1], raisedStart[2]), // lift up
new THREE.Vector3(nearestToStart[0], raisedStart[1], nearestToStart[2]), // move to arc start
...arcPoints.map(
(point) => new THREE.Vector3(point[0], raisedStart[1], point[2])
),
new THREE.Vector3(nearestToEnd[0], raisedEnd[1], nearestToEnd[2]), // move from arc end
new THREE.Vector3(raisedEnd[0], raisedEnd[1], raisedEnd[2]), // lowered end
new THREE.Vector3(end[0], end[1], end[2]), // end
new THREE.Vector3(start[0], start[1], start[2]),
new THREE.Vector3(start[0], curveHeight, start[2]),
new THREE.Vector3(nearestToStart[0], curveHeight, nearestToStart[2]),
...arcPoints.map(point => new THREE.Vector3(point[0], curveHeight, point[2])),
new THREE.Vector3(nearestToEnd[0], curveHeight, nearestToEnd[2]),
new THREE.Vector3(end[0], curveHeight, end[2]),
new THREE.Vector3(end[0], end[1], end[2])
];
const customCurve = new THREE.CatmullRomCurve3(
pathVectors,
false,
"centripetal",
1
);
const generatedPoints = customCurve.getPoints(100);
setCustomCurvePoints(generatedPoints);
const pathSegments: [THREE.Vector3, THREE.Vector3][] = [];
for (let i = 0; i < pathVectors.length - 1; i++) {
pathSegments.push([pathVectors[i], pathVectors[i + 1]]);
}
const segmentDistances = pathSegments.map(([p1, p2]) => p1.distanceTo(p2));
segmentDistancesRef.current = segmentDistances;
const totalDistance = segmentDistances.reduce((sum, d) => sum + d, 0);
totalDistanceRef.current = totalDistance;
const movementSpeed = speed * armBot.speed;
const totalMoveTime = totalDistance / movementSpeed;
const segmentTimes = segmentDistances.map(distance => (distance / totalDistance) * totalMoveTime);
setCustomCurvePoints(pathVectors);
}
}, [circlePoints, currentPath]);
// Frame update for animation
useFrame((_, delta) => {
useFrame((state, delta) => {
if (!ikSolver) return;
const bone = ikSolver.mesh.skeleton.bones.find(
(b: any) => b.name === targetBone
);
const bone = ikSolver.mesh.skeleton.bones.find((b: any) => b.name === targetBone);
if (!bone) return;
if (isPlaying) {
if (!isPaused && customCurvePoints && currentPath.length > 0) {
const curvePoints = customCurvePoints;
const speedAdjustedProgress =
progressRef.current + speed * armBot.speed;
const index = Math.floor(speedAdjustedProgress);
if (!isPaused && customCurvePoints && customCurvePoints.length > 0) {
const distances = segmentDistancesRef.current; // distances between each pair of points
const totalDistance = totalDistanceRef.current;
if (index >= curvePoints.length) {
// Reached the end of the curve
progressRef.current += delta * (speed * armBot.speed);
const coveredDistance = progressRef.current;
let index = 0;
let accumulatedDistance = 0;
// Find which segment we are currently in
while (index < distances.length && coveredDistance > accumulatedDistance + distances[index]) {
accumulatedDistance += distances[index];
index++;
}
if (index < distances.length) {
const startPoint = customCurvePoints[index];
const endPoint = customCurvePoints[index + 1];
const segmentDistance = distances[index];
const t = (coveredDistance - accumulatedDistance) / segmentDistance;
if (startPoint && endPoint) {
const position = startPoint.clone().lerp(endPoint, t);
bone.position.copy(position);
}
}
if (progressRef.current >= totalDistance) {
HandleCallback();
setCurrentPath([]);
setCustomCurvePoints([]);
curveRef.current = null;
progressRef.current = 0;
} else {
const point = curvePoints[index];
bone.position.copy(point);
progressRef.current = speedAdjustedProgress;
startTimeRef.current = null;
}
} else if (isPaused) {
logStatus(armBot.modelUuid, "Simulation Paused");
}
ikSolver.update();
} else if (!isPlaying && currentPath.length === 0) {
// Not playing anymore, reset to rest
ikSolver.update();
}
} else if ((!isPlaying && currentPath.length === 0) || isReset) {
bone.position.copy(restPosition);
ikSolver.update();
}
});
return (
<>
{customCurvePoints && currentPath && isPlaying && (
{customCurvePoints && customCurvePoints?.length >= 2 && currentPath && isPlaying && (
<mesh rotation={armBot.rotation} position={armBot.position}>
<Line
points={customCurvePoints.map(
(p) => [p.x, p.y, p.z] as [number, number, number]
)}
points={customCurvePoints.map((p) => [p.x, p.y, p.z] as [number, number, number])}
color="green"
lineWidth={5}
dashed={false}
/>
</mesh>
)}
<mesh
position={[
armBot.position[0],
armBot.position[1] + 1.5,
armBot.position[2],
]}
rotation={[-Math.PI / 2, 0, 0]}
visible={false}
>
<mesh position={[armBot.position[0], armBot.position[1] + 1.5, armBot.position[2]]} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[1.59, 1.61, 64]} />
<meshBasicMaterial color="green" side={THREE.DoubleSide} />
</mesh>
@ -258,4 +239,4 @@ function RoboticArmAnimator({
);
}
export default RoboticArmAnimator;
export default RoboticArmAnimator;

View File

@ -51,13 +51,12 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
pauseTimeRef.current = null;
}
const elapsedTime = performance.now() - startTime;
if (elapsedTime < 1500) {
if (elapsedTime < 1000) {
// Wait until 1500ms has passed
requestAnimationFrame(step);
return;
}
if (currentPhase === "picking") {
setArmBotActive(armBot.modelUuid, true);
setArmBotState(armBot.modelUuid, "running");
setCurrentPhase("start-to-end");
@ -75,7 +74,6 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
}
logStatus(armBot.modelUuid, "Moving armBot from start point to end position.")
} else if (currentPhase === "dropping") {
setArmBotActive(armBot.modelUuid, true);
setArmBotState(armBot.modelUuid, "running");
setCurrentPhase("end-to-rest");
@ -91,35 +89,26 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
}
logStatus(armBot.modelUuid, "Moving armBot from end point to rest position.")
}
}
useEffect(() => {
isPausedRef.current = isPaused;
}, [isPaused]);
useEffect(() => {
const targetMesh = scene?.getObjectByProperty("uuid", armBot.modelUuid);
if (targetMesh) {
targetMesh.visible = activeModule !== "simulation"
}
const targetBones = ikSolver?.mesh.skeleton.bones.find(
(b: any) => b.name === targetBone
);
if (isReset) {
if (isReset || !isPlaying) {
logStatus(armBot.modelUuid, "Simulation Play Reset Successfully")
removeCurrentAction(armBot.modelUuid)
setArmBotActive(armBot.modelUuid, true)
setArmBotState(armBot.modelUuid, "running")
setCurrentPhase("init-to-rest");
setArmBotActive(armBot.modelUuid, false)
setArmBotState(armBot.modelUuid, "idle")
setCurrentPhase("init");
isPausedRef.current = false
pauseTimeRef.current = null
isPausedRef.current = false
startTime = 0
const targetBones = ikSolver?.mesh.skeleton.bones.find(
(b: any) => b.name === targetBone
);
if (targetBones) {
let curve = createCurveBetweenTwoPoints(targetBones.position, targetBones.position)
let curve = createCurveBetweenTwoPoints(targetBones.position, restPosition)
if (curve) {
setPath(curve.points.map(point => [point.x, point.y, point.z]));
}
@ -127,6 +116,16 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
setReset(false);
logStatus(armBot.modelUuid, "Moving armBot from initial point to rest position.")
}
}, [isReset, isPlaying])
useEffect(() => {
const targetMesh = scene?.getObjectByProperty("uuid", armBot.modelUuid);
if (targetMesh) {
targetMesh.visible = activeModule !== "simulation"
}
const targetBones = ikSolver?.mesh.skeleton.bones.find(
(b: any) => b.name === targetBone
);
if (isPlaying) {
//Moving armBot from initial point to rest position.
@ -136,7 +135,7 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
setArmBotState(armBot.modelUuid, "running")
setCurrentPhase("init-to-rest");
if (targetBones) {
let curve = createCurveBetweenTwoPoints(targetBones.position, restPosition)
let curve = createCurveBetweenTwoPoints(targetBones.position, targetBones.position)
if (curve) {
setPath(curve.points.map(point => [point.x, point.y, point.z]));
}
@ -157,10 +156,9 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
setArmBotActive(armBot.modelUuid, true);
setArmBotState(armBot.modelUuid, "running");
setCurrentPhase("rest-to-start");
let actiondata = getActionByUuid(selectedProduct.productId, selectedAction.actionId)
const startPoint = armBot.point.actions[0].process.startPoint;
if (startPoint) {
let curve = createCurveBetweenTwoPoints(restPosition, new THREE.Vector3(startPoint[0], startPoint[1], startPoint[2]));
let curve = createCurveBetweenTwoPoints(targetBones.position, new THREE.Vector3(startPoint[0], startPoint[1], startPoint[2]));
if (curve) {
setPath(curve.points.map(point => [point.x, point.y, point.z]));
}
@ -206,16 +204,19 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
// logStatus(armBot.modelUuid, "Moving armBot from end point to rest position.")
}
} else {
logStatus(armBot.modelUuid, "Simulation Play Stopped")
logStatus(armBot.modelUuid, "Simulation Play Exited")
setArmBotActive(armBot.modelUuid, false)
setArmBotState(armBot.modelUuid, "idle")
setCurrentPhase("init");
setPath([])
isPausedRef.current = false
pauseTimeRef.current = null
isPausedRef.current = false
startTime = 0
removeCurrentAction(armBot.modelUuid)
}
}, [currentPhase, armBot, isPlaying, ikSolver, isReset])
}, [currentPhase, armBot, isPlaying, ikSolver])
function createCurveBetweenTwoPoints(p1: any, p2: any) {
@ -258,6 +259,7 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
}
}
const logStatus = (id: string, status: string) => {
//
}

View File

@ -70,7 +70,7 @@ function IKInstance({ modelUrl, setIkSolver, ikSolver, armBot, groupRef }: IKIns
setSelectedArm(OOI.Target_Bone);
// scene.add(helper);
scene.add(helper);
}, [cloned, gltf, setIkSolver]);

View File

@ -1,10 +1,19 @@
import { useRef, useState } from "react";
import * as THREE from "three";
import { ThreeEvent, useThree } from "@react-three/fiber";
import { useProductStore } from "../../../../store/simulation/useProductStore";
import {
useSelectedEventData,
useSelectedProduct,
} from "../../../../store/simulation/useSimulationStore";
type OnUpdateCallback = (object: THREE.Object3D) => void;
export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
const { getEventByModelUuid, updateAction, getActionByUuid } =
useProductStore();
const { selectedEventData } = useSelectedEventData();
const { selectedProduct } = useSelectedProduct();
const { camera, gl, controls } = useThree();
const activeObjRef = useRef<THREE.Object3D | null>(null);
const planeRef = useRef<THREE.Plane>(
@ -34,7 +43,6 @@ export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
activeObjRef.current = obj;
initialPositionRef.current.copy(obj.position);
// Get world position
setObjectWorldPos(obj.getWorldPosition(objectWorldPos));
@ -62,57 +70,84 @@ export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
const handlePointerMove = (e: PointerEvent) => {
if (!activeObjRef.current) return;
if (selectedEventData?.data.type === "roboticArm") {
const selectedArmBot = getEventByModelUuid(
selectedProduct.productId,
selectedEventData.data.modelUuid
);
if (!selectedArmBot) return;
// Check if Shift key is pressed
const isShiftKeyPressed = e.shiftKey;
// Check if Shift key is pressed
const isShiftKeyPressed = e.shiftKey;
// Get the mouse position relative to the canvas
const rect = gl.domElement.getBoundingClientRect();
pointer.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
pointer.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
// Get the mouse position relative to the canvas
const rect = gl.domElement.getBoundingClientRect();
pointer.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
pointer.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
// Update raycaster to point to the mouse position
raycaster.setFromCamera(pointer, camera);
// Update raycaster to point to the mouse position
raycaster.setFromCamera(pointer, camera);
// Create a vector to store intersection point
const intersection = new THREE.Vector3();
const intersects = raycaster.ray.intersectPlane(
planeRef.current,
intersection
);
if (!intersects) return;
// Create a vector to store intersection point
const intersection = new THREE.Vector3();
const intersects = raycaster.ray.intersectPlane(
planeRef.current,
intersection
);
if (!intersects) return;
// Add offset for dragging
intersection.add(offsetRef.current);
// Add offset for dragging
intersection.add(offsetRef.current);
// Get the parent's world matrix if exists
const parent = activeObjRef.current.parent;
const targetPosition = new THREE.Vector3();
// Get the parent's world matrix if exists
const parent = activeObjRef.current.parent;
const targetPosition = new THREE.Vector3();
// OnPointerDown
initialPositionRef.current.copy(objectWorldPos);
// OnPointerDown
initialPositionRef.current.copy(objectWorldPos);
// OnPointerMove
if (isShiftKeyPressed) {
const { x: initialX, y: initialY } = initialPositionRef.current;
const { x: objectX, z: objectZ } = objectWorldPos;
// OnPointerMove
if (isShiftKeyPressed) {
const { x: initialX, y: initialY } = initialPositionRef.current;
const { x: objectX, z: objectZ } = objectWorldPos;
const deltaX = intersection.x - initialX;
const deltaX = intersection.x - initialX;
targetPosition.set(objectX, initialY + deltaX, objectZ);
} else {
// For free movement
targetPosition.copy(intersection);
}
targetPosition.set(objectX, initialY + deltaX, objectZ);
} else {
// For free movement
targetPosition.copy(intersection);
// CONSTRAIN MOVEMENT HERE:
const centerX = selectedArmBot.position[0];
const centerZ = selectedArmBot.position[2];
const minDistance = 1.2; // 1.4 radius
const maxDistance = 2; // 2 radius
const deltaX = targetPosition.x - centerX;
const deltaZ = targetPosition.z - centerZ;
const distance = Math.sqrt(deltaX * deltaX + deltaZ * deltaZ);
if (distance < minDistance || distance > maxDistance) {
const angle = Math.atan2(deltaZ, deltaX);
const clampedDistance = Math.min(
Math.max(distance, minDistance),
maxDistance
);
targetPosition.x = centerX + Math.cos(angle) * clampedDistance;
targetPosition.z = centerZ + Math.sin(angle) * clampedDistance;
}
targetPosition.y = Math.min(Math.max(targetPosition.y, 0.6), 1.5);
// Convert world position to local if object is nested inside a parent
if (parent) {
parent.worldToLocal(targetPosition);
}
// Update object position
activeObjRef.current.position.copy(targetPosition);
}
// Convert world position to local if object is nested inside a parent
if (parent) {
parent.worldToLocal(targetPosition);
}
// Update object position
activeObjRef.current.position.copy(targetPosition);
};
const handlePointerUp = () => {