Dwinzo_dev/app/src/modules/simulation/process/processAnimator.tsx

1307 lines
40 KiB
TypeScript

// import React, { useRef, useState, useEffect, useMemo } from "react";
// import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
// import { GLTFLoader } from "three-stdlib";
// import { useLoader, useFrame } from "@react-three/fiber";
// import * as THREE from "three";
// import { GLTF } from "three-stdlib";
// import boxGltb from "../../../assets/gltf-glb/crate_box.glb";
// interface PointAction {
// uuid: string;
// name: string;
// type: "Inherit" | "Spawn" | "Despawn" | "Delay" | "Swap";
// objectType: string;
// material: string;
// delay: string | number;
// spawnInterval: string | number;
// isUsed: boolean;
// }
// interface ProcessPoint {
// uuid: string;
// position: number[];
// rotation: number[];
// actions: PointAction[];
// connections: {
// source: { pathUUID: string; pointUUID: string };
// targets: { pathUUID: string; pointUUID: string }[];
// };
// }
// interface ProcessPath {
// modeluuid: string;
// modelName: string;
// points: ProcessPoint[];
// pathPosition: number[];
// pathRotation: number[];
// speed: number;
// }
// interface ProcessData {
// id: string;
// paths: ProcessPath[];
// animationPath: { x: number; y: number; z: number }[];
// pointActions: PointAction[][];
// speed: number;
// customMaterials?: Record<string, THREE.Material>;
// renderAs?: "box" | "custom";
// }
// interface AnimationState {
// currentIndex: number;
// progress: number;
// isAnimating: boolean;
// speed: number;
// isDelaying: boolean;
// delayStartTime: number;
// currentDelayDuration: number;
// delayComplete: boolean;
// currentPathIndex: number;
// }
// interface SpawnedObject {
// ref: React.RefObject<THREE.Group | THREE.Mesh>;
// state: AnimationState;
// visible: boolean;
// material: THREE.Material;
// spawnTime: number;
// currentMaterialType: string;
// position: THREE.Vector3; // The position of the object
// }
// interface ProcessAnimationState {
// spawnedObjects: { [objectId: string]: SpawnedObject };
// nextSpawnTime: number;
// objectIdCounter: number;
// }
// const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
// processes,
// }) => {
//
// const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
// const { isPlaying } = usePlayButtonStore();
// const groupRef = useRef<THREE.Group>(null);
// const [animationStates, setAnimationStates] = useState<
// Record<string, ProcessAnimationState>
// >({});
// // Base materials
// const baseMaterials = useMemo(
// () => ({
// Wood: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
// Box: new THREE.MeshStandardMaterial({
// color: 0xcccccc,
// metalness: 0.8,
// roughness: 0.2,
// }),
// Crate: new THREE.MeshStandardMaterial({
// color: 0x00aaff,
// metalness: 0.1,
// roughness: 0.5,
// }),
// Default: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
// }),
// []
// );
// // Initialize animation states when processes or play state changes
// useEffect(() => {
// if (!isPlaying) {
// setAnimationStates({});
// return;
// }
// const newStates: Record<string, ProcessAnimationState> = {};
// processes.forEach((process) => {
// newStates[process.id] = {
// spawnedObjects: {},
// nextSpawnTime: 0,
// objectIdCounter: 0,
// };
// });
// setAnimationStates(newStates);
// }, [isPlaying, processes]);
// // Find spawn point in a process
// const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
// for (const path of process.paths || []) {
// for (const point of path.points || []) {
// const spawnAction = point.actions?.find(
// (a) => a.isUsed && a.type === "Spawn"
// );
// if (spawnAction) {
// return point;
// }
// }
// }
// return null;
// };
// // Find the corresponding animation path point for a spawn point
// const findAnimationPathPoint = (process: ProcessData, spawnPoint: ProcessPoint): THREE.Vector3 => {
// // If we have an animation path, use the first point
// if (process.animationPath && process.animationPath.length > 0) {
// // Find the index of this point in the path
// let pointIndex = 0;
// // Try to find the corresponding point in the animation path
// for (const path of process.paths || []) {
// for (let i = 0; i < (path.points?.length || 0); i++) {
// const point = path.points?.[i];
// if (point && point.uuid === spawnPoint.uuid) {
// // Found the matching point
// if (process.animationPath[pointIndex]) {
// const p = process.animationPath[pointIndex];
// return new THREE.Vector3(p.x, p.y, p.z);
// }
// }
// pointIndex++;
// }
// }
// // Fallback to the spawn point's position
// return new THREE.Vector3(
// spawnPoint.position[0],
// spawnPoint.position[1],
// spawnPoint.position[2]
// );
// }
// // If no animation path, use the spawn point's position
// return new THREE.Vector3(
// spawnPoint.position[0],
// spawnPoint.position[1],
// spawnPoint.position[2]
// );
// };
// // Create a new spawned object
// const createSpawnedObject = (
// process: ProcessData,
// currentTime: number,
// materialType: string,
// spawnPoint: ProcessPoint
// ): SpawnedObject => {
// const processMaterials = {
// ...baseMaterials,
// ...(process.customMaterials || {}),
// };
// // Get the position where we should spawn
// const spawnPosition = findAnimationPathPoint(process, spawnPoint);
// return {
// ref: React.createRef(),
// state: {
// currentIndex: 0,
// progress: 0,
// isAnimating: true,
// speed: process.speed || 1,
// isDelaying: false,
// delayStartTime: 0,
// currentDelayDuration: 0,
// delayComplete: false,
// currentPathIndex: 0,
// },
// visible: true,
// material:
// processMaterials[materialType as keyof typeof processMaterials] ||
// baseMaterials.Default,
// currentMaterialType: materialType,
// spawnTime: currentTime,
// position: spawnPosition, // Store the position directly
// };
// };
// // Handle material swap for an object
// const handleMaterialSwap = (
// processId: string,
// objectId: string,
// materialType: string
// ) => {
// setAnimationStates((prev) => {
// const processState = prev[processId];
// if (!processState || !processState.spawnedObjects[objectId]) return prev;
// const process = processes.find((p) => p.id === processId);
// const processMaterials = {
// ...baseMaterials,
// ...(process?.customMaterials || {}),
// };
// const newMaterial =
// processMaterials[materialType as keyof typeof processMaterials] ||
// baseMaterials.Default;
// return {
// ...prev,
// [processId]: {
// ...processState,
// spawnedObjects: {
// ...processState.spawnedObjects,
// [objectId]: {
// ...processState.spawnedObjects[objectId],
// material: newMaterial,
// currentMaterialType: materialType,
// },
// },
// },
// };
// });
// };
// // Handle point actions for an object
// const handlePointActions = (
// processId: string,
// objectId: string,
// actions: PointAction[] = [],
// currentTime: number
// ): boolean => {
// let shouldStopAnimation = false;
// actions.forEach((action) => {
// if (!action.isUsed) return;
// switch (action.type) {
// case "Delay":
// setAnimationStates((prev) => {
// const processState = prev[processId];
// if (
// !processState ||
// !processState.spawnedObjects[objectId] ||
// processState.spawnedObjects[objectId].state.isDelaying
// ) {
// return prev;
// }
// const delayDuration =
// typeof action.delay === "number"
// ? action.delay
// : parseFloat(action.delay as string) || 0;
// if (delayDuration > 0) {
// return {
// ...prev,
// [processId]: {
// ...processState,
// spawnedObjects: {
// ...processState.spawnedObjects,
// [objectId]: {
// ...processState.spawnedObjects[objectId],
// state: {
// ...processState.spawnedObjects[objectId].state,
// isDelaying: true,
// delayStartTime: currentTime,
// currentDelayDuration: delayDuration,
// delayComplete: false,
// },
// },
// },
// },
// };
// }
// return prev;
// });
// shouldStopAnimation = true;
// break;
// case "Despawn":
// setAnimationStates((prev) => {
// const processState = prev[processId];
// if (!processState) return prev;
// const newSpawnedObjects = { ...processState.spawnedObjects };
// delete newSpawnedObjects[objectId];
// return {
// ...prev,
// [processId]: {
// ...processState,
// spawnedObjects: newSpawnedObjects,
// },
// };
// });
// shouldStopAnimation = true;
// break;
// case "Swap":
// if (action.material) {
// handleMaterialSwap(processId, objectId, action.material);
// }
// break;
// default:
// break;
// }
// });
// return shouldStopAnimation;
// };
// // Check if point has non-inherit actions
// const hasNonInheritActions = (actions: PointAction[] = []): boolean => {
// return actions.some((action) => action.isUsed && action.type !== "Inherit");
// };
// // Get point data for current animation index
// const getPointDataForAnimationIndex = (
// process: ProcessData,
// index: number
// ): ProcessPoint | null => {
// if (!process.paths) return null;
// let cumulativePoints = 0;
// for (const path of process.paths) {
// const pointCount = path.points?.length || 0;
// if (index < cumulativePoints + pointCount) {
// const pointIndex = index - cumulativePoints;
// return path.points?.[pointIndex] || null;
// }
// cumulativePoints += pointCount;
// }
// return null;
// };
// // Spawn objects for all processes
// useFrame((state) => {
// if (!isPlaying) return;
// const currentTime = state.clock.getElapsedTime();
// setAnimationStates((prev) => {
// const newStates = { ...prev };
// processes.forEach((process) => {
// const processState = newStates[process.id];
// if (!processState) return;
// const spawnPoint = findSpawnPoint(process);
// if (!spawnPoint || !spawnPoint.actions) return;
// const spawnAction = spawnPoint.actions.find(
// (a) => a.isUsed && a.type === "Spawn"
// );
// if (!spawnAction) return;
// const spawnInterval =
// typeof spawnAction.spawnInterval === "number"
// ? spawnAction.spawnInterval
// : parseFloat(spawnAction.spawnInterval as string) || 0;
// if (currentTime >= processState.nextSpawnTime) {
// const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
// // Create the new object with the spawn point
// const newObject = createSpawnedObject(
// process,
// currentTime,
// spawnAction.material || "Default",
// spawnPoint
// );
// newStates[process.id] = {
// ...processState,
// spawnedObjects: {
// ...processState.spawnedObjects,
// [objectId]: newObject,
// },
// objectIdCounter: processState.objectIdCounter + 1,
// nextSpawnTime: currentTime + spawnInterval,
// };
// }
// });
// return newStates;
// });
// });
// // Animate objects for all processes
// useFrame((state, delta) => {
// if (!isPlaying) return;
// const currentTime = state.clock.getElapsedTime();
// setAnimationStates((prev) => {
// const newStates = { ...prev };
// processes.forEach((process) => {
// const processState = newStates[process.id];
// if (!processState) return;
// const path =
// process.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) ||
// [];
// if (path.length < 2) return;
// const updatedObjects = { ...processState.spawnedObjects };
// Object.entries(processState.spawnedObjects).forEach(
// ([objectId, obj]) => {
// if (!obj.visible || !obj.state.isAnimating) return;
// const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
// if (!currentRef) return;
// // Set the position when the reference is first available
// if (obj.position && obj.state.currentIndex === 0 && obj.state.progress === 0) {
// currentRef.position.copy(obj.position);
// }
// const stateRef = obj.state;
// // Get current point data
// const currentPointData = getPointDataForAnimationIndex(
// process,
// stateRef.currentIndex
// );
// // Execute actions when arriving at a new point
// if (stateRef.progress === 0 && currentPointData?.actions) {
// const shouldStop = handlePointActions(
// process.id,
// objectId,
// currentPointData.actions,
// currentTime
// );
// if (shouldStop) return;
// }
// // Handle delays
// if (stateRef.isDelaying) {
// if (
// currentTime - stateRef.delayStartTime >=
// stateRef.currentDelayDuration
// ) {
// stateRef.isDelaying = false;
// stateRef.delayComplete = true;
// } else {
// return; // Keep waiting
// }
// }
// const nextPointIdx = stateRef.currentIndex + 1;
// const isLastPoint = nextPointIdx >= path.length;
// if (isLastPoint) {
// if (currentPointData?.actions) {
// const shouldStop = !hasNonInheritActions(
// currentPointData.actions
// );
// if (shouldStop) {
// currentRef.position.copy(path[stateRef.currentIndex]);
// delete updatedObjects[objectId];
// return;
// }
// }
// }
// if (!isLastPoint) {
// const nextPoint = path[nextPointIdx];
// const distance =
// path[stateRef.currentIndex].distanceTo(nextPoint);
// const movement = stateRef.speed * delta;
// stateRef.progress += movement / distance;
// if (stateRef.progress >= 1) {
// stateRef.currentIndex = nextPointIdx;
// stateRef.progress = 0;
// stateRef.delayComplete = false;
// currentRef.position.copy(nextPoint);
// } else {
// currentRef.position.lerpVectors(
// path[stateRef.currentIndex],
// nextPoint,
// stateRef.progress
// );
// }
// }
// updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
// }
// );
// newStates[process.id] = {
// ...processState,
// spawnedObjects: updatedObjects,
// };
// });
// return newStates;
// });
// });
// if (!processes || processes.length === 0) {
// return null;
// }
// return (
// <>
// {Object.entries(animationStates).flatMap(([processId, processState]) =>
// Object.entries(processState.spawnedObjects)
// .filter(([_, obj]) => obj.visible)
// .map(([objectId, obj]) => {
// const process = processes.find((p) => p.id === processId);
// const renderAs = process?.renderAs || "custom";
// return renderAs === "box" ? (
// <mesh
// key={objectId}
// ref={obj.ref as React.RefObject<THREE.Mesh>}
// material={obj.material}
// position={obj.position} // Set position directly in the JSX
// >
// <boxGeometry args={[1, 1, 1]} />
// </mesh>
// ) : (
// gltf?.scene && (
// <group
// key={objectId}
// ref={obj.ref as React.RefObject<THREE.Group>}
// position={obj.position} // Set position directly in the JSX
// >
// <primitive
// object={gltf.scene.clone()}
// material={obj.material}
// />
// </group>
// )
// );
// })
// )}
// </>
// );
// };
// export default ProcessAnimator;
import React, { useRef, useState, useEffect, useMemo } from "react";
import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
import { GLTFLoader } from "three-stdlib";
import { useLoader, useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { GLTF } from "three-stdlib";
import boxGltb from "../../../assets/gltf-glb/crate_box.glb";
import camera from "../../../assets/gltf-glb/camera face 2.gltf";
interface PointAction {
uuid: string;
name: string;
type: "Inherit" | "Spawn" | "Despawn" | "Delay" | "Swap";
objectType: string;
material: string;
delay: string | number;
spawnInterval: string | number;
isUsed: boolean;
}
interface ProcessPoint {
uuid: string;
position: number[];
rotation: number[];
actions: PointAction[];
connections: {
source: { pathUUID: string; pointUUID: string };
targets: { pathUUID: string; pointUUID: string }[];
};
}
interface ProcessPath {
modeluuid: string;
modelName: string;
points: ProcessPoint[];
pathPosition: number[];
pathRotation: number[];
speed: number;
}
interface ProcessData {
id: string;
paths: ProcessPath[];
animationPath: { x: number; y: number; z: number }[];
pointActions: PointAction[][];
speed: number;
customMaterials?: Record<string, THREE.Material>;
renderAs?: "box" | "custom";
}
interface AnimationState {
currentIndex: number;
progress: number;
isAnimating: boolean;
speed: number;
isDelaying: boolean;
delayStartTime: number;
currentDelayDuration: number;
delayComplete: boolean;
currentPathIndex: number;
}
interface SpawnedObject {
ref: React.RefObject<THREE.Group | THREE.Mesh>;
state: AnimationState;
visible: boolean;
material: THREE.Material;
spawnTime: number;
currentMaterialType: string;
position: THREE.Vector3; // The position of the object
}
interface ProcessAnimationState {
spawnedObjects: { [objectId: string]: SpawnedObject };
nextSpawnTime: number;
objectIdCounter: number;
// New fields for process-wide delay
isProcessDelaying: boolean;
processDelayStartTime: number;
processDelayDuration: number;
}
const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
processes,
}) => {
const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
const { isPlaying } = usePlayButtonStore();
const groupRef = useRef<THREE.Group>(null);
const [animationStates, setAnimationStates] = useState<
Record<string, ProcessAnimationState>
>({});
// Base materials
const baseMaterials = useMemo(
() => ({
Wood: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
Box: new THREE.MeshPhongMaterial({
color: 0xcccccc,
}),
Crate: new THREE.MeshStandardMaterial({
color: 0x00aaff,
metalness: 0.1,
roughness: 0.5,
}),
Default: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
}),
[]
);
// Initialize animation states when processes or play state changes
useEffect(() => {
if (!isPlaying) {
setAnimationStates({});
return;
}
const newStates: Record<string, ProcessAnimationState> = {};
processes.forEach((process) => {
newStates[process.id] = {
spawnedObjects: {},
nextSpawnTime: 0,
objectIdCounter: 0,
// Initialize process-wide delay state
isProcessDelaying: false,
processDelayStartTime: 0,
processDelayDuration: 0,
};
});
setAnimationStates(newStates);
}, [isPlaying, processes]);
// Find spawn point in a process
const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
for (const path of process.paths || []) {
for (const point of path.points || []) {
const spawnAction = point.actions?.find(
(a) => a.isUsed && a.type === "Spawn"
);
if (spawnAction) {
return point;
}
}
}
return null;
};
// Find the corresponding animation path point for a spawn point
const findAnimationPathPoint = (
process: ProcessData,
spawnPoint: ProcessPoint
): THREE.Vector3 => {
// If we have an animation path, use the first point
if (process.animationPath && process.animationPath.length > 0) {
// Find the index of this point in the path
let pointIndex = 0;
// Try to find the corresponding point in the animation path
for (const path of process.paths || []) {
for (let i = 0; i < (path.points?.length || 0); i++) {
const point = path.points?.[i];
if (point && point.uuid === spawnPoint.uuid) {
// Found the matching point
if (process.animationPath[pointIndex]) {
const p = process.animationPath[pointIndex];
return new THREE.Vector3(p.x, p.y, p.z);
}
}
pointIndex++;
}
}
// Fallback to the spawn point's position
return new THREE.Vector3(
spawnPoint.position[0],
spawnPoint.position[1],
spawnPoint.position[2]
);
}
// If no animation path, use the spawn point's position
return new THREE.Vector3(
spawnPoint.position[0],
spawnPoint.position[1],
spawnPoint.position[2]
);
};
// Create a new spawned object
const createSpawnedObject = (
process: ProcessData,
currentTime: number,
materialType: string,
spawnPoint: ProcessPoint
): SpawnedObject => {
const processMaterials = {
...baseMaterials,
...(process.customMaterials || {}),
};
// Get the position where we should spawn
const spawnPosition = findAnimationPathPoint(process, spawnPoint);
return {
ref: React.createRef(),
state: {
currentIndex: 0,
progress: 0,
isAnimating: true,
speed: process.speed || 1,
isDelaying: false,
delayStartTime: 0,
currentDelayDuration: 0,
delayComplete: false,
currentPathIndex: 0,
},
visible: true,
material:
processMaterials[materialType as keyof typeof processMaterials] ||
baseMaterials.Default,
currentMaterialType: materialType,
spawnTime: currentTime,
position: spawnPosition, // Store the position directly
};
};
// Handle material swap for an object
const handleMaterialSwap = (
processId: string,
objectId: string,
materialType: string
) => {
setAnimationStates((prev) => {
const processState = prev[processId];
if (!processState || !processState.spawnedObjects[objectId]) return prev;
const process = processes.find((p) => p.id === processId);
const processMaterials = {
...baseMaterials,
...(process?.customMaterials || {}),
};
const newMaterial =
processMaterials[materialType as keyof typeof processMaterials] ||
baseMaterials.Default;
return {
...prev,
[processId]: {
...processState,
spawnedObjects: {
...processState.spawnedObjects,
[objectId]: {
...processState.spawnedObjects[objectId],
material: newMaterial,
currentMaterialType: materialType,
},
},
},
};
});
};
// Handle point actions for an object
const handlePointActions = (
processId: string,
objectId: string,
actions: PointAction[] = [],
currentTime: number
): boolean => {
let shouldStopAnimation = false;
actions.forEach((action) => {
if (!action.isUsed) return;
switch (action.type) {
case "Delay":
setAnimationStates((prev) => {
const processState = prev[processId];
if (!processState || processState.isProcessDelaying) {
return prev;
}
const delayDuration =
typeof action.delay === "number"
? action.delay
: parseFloat(action.delay as string) || 0;
if (delayDuration > 0) {
return {
...prev,
[processId]: {
...processState,
// Set process-wide delay instead of object-specific delay
isProcessDelaying: true,
processDelayStartTime: currentTime,
processDelayDuration: delayDuration,
// Update the specific object's state as well
spawnedObjects: {
...processState.spawnedObjects,
[objectId]: {
...processState.spawnedObjects[objectId],
state: {
...processState.spawnedObjects[objectId].state,
isAnimating: false, // Explicitly pause animation during delay
isDelaying: true,
delayStartTime: currentTime,
currentDelayDuration: delayDuration,
delayComplete: false,
},
},
},
},
};
}
return prev;
});
shouldStopAnimation = true;
break;
case "Despawn":
setAnimationStates((prev) => {
const processState = prev[processId];
if (!processState) return prev;
const newSpawnedObjects = { ...processState.spawnedObjects };
delete newSpawnedObjects[objectId];
return {
...prev,
[processId]: {
...processState,
spawnedObjects: newSpawnedObjects,
},
};
});
shouldStopAnimation = true;
break;
case "Swap":
if (action.material) {
handleMaterialSwap(processId, objectId, action.material);
}
break;
default:
break;
}
});
return shouldStopAnimation;
};
// Check if point has non-inherit actions
const hasNonInheritActions = (actions: PointAction[] = []): boolean => {
return actions.some((action) => action.isUsed && action.type !== "Inherit");
};
// Get point data for current animation index
const getPointDataForAnimationIndex = (
process: ProcessData,
index: number
): ProcessPoint | null => {
if (!process.paths) return null;
let cumulativePoints = 0;
for (const path of process.paths) {
const pointCount = path.points?.length || 0;
if (index < cumulativePoints + pointCount) {
const pointIndex = index - cumulativePoints;
return path.points?.[pointIndex] || null;
}
cumulativePoints += pointCount;
}
return null;
};
// Spawn objects for all processes
useFrame((state) => {
if (!isPlaying) return;
const currentTime = state.clock.getElapsedTime();
setAnimationStates((prev) => {
const newStates = { ...prev };
processes.forEach((process) => {
const processState = newStates[process.id];
if (!processState) return;
// Skip spawning if the process is currently in a delay
if (processState.isProcessDelaying) {
// Check if delay is over
if (
currentTime - processState.processDelayStartTime >=
processState.processDelayDuration
) {
// Reset process delay state
newStates[process.id] = {
...processState,
isProcessDelaying: false,
// Reset delay state on all objects in this process
spawnedObjects: Object.entries(
processState.spawnedObjects
).reduce(
(acc, [id, obj]) => ({
...acc,
[id]: {
...obj,
state: {
...obj.state,
isDelaying: false,
delayComplete: true,
isAnimating: true, // Ensure animation resumes
// Force a small progress to ensure movement starts
progress:
obj.state.progress === 0 ? 0.001 : obj.state.progress,
},
},
}),
{}
),
};
}
return; // Skip spawning while delaying
}
const spawnPoint = findSpawnPoint(process);
if (!spawnPoint || !spawnPoint.actions) return;
const spawnAction = spawnPoint.actions.find(
(a) => a.isUsed && a.type === "Spawn"
);
if (!spawnAction) return;
const spawnInterval =
typeof spawnAction.spawnInterval === "number"
? spawnAction.spawnInterval
: parseFloat(spawnAction.spawnInterval as string) || 0;
if (currentTime >= processState.nextSpawnTime) {
const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
// Create the new object with the spawn point
const newObject = createSpawnedObject(
process,
currentTime,
spawnAction.material || "Default",
spawnPoint
);
newStates[process.id] = {
...processState,
spawnedObjects: {
...processState.spawnedObjects,
[objectId]: newObject,
},
objectIdCounter: processState.objectIdCounter + 1,
nextSpawnTime: currentTime + spawnInterval,
};
}
});
return newStates;
});
});
// Animate objects for all processes
useFrame((state, delta) => {
if (!isPlaying) return;
const currentTime = state.clock.getElapsedTime();
setAnimationStates((prev) => {
const newStates = { ...prev };
processes.forEach((process) => {
const processState = newStates[process.id];
if (!processState) return;
// Check if the process-wide delay is active
if (processState.isProcessDelaying) {
// Check if the delay has completed
if (
currentTime - processState.processDelayStartTime >=
processState.processDelayDuration
) {
// Reset process delay state AND resume animation
newStates[process.id] = {
...processState,
isProcessDelaying: false,
// Reset delay state on all objects in this process AND ensure isAnimating is true
spawnedObjects: Object.entries(
processState.spawnedObjects
).reduce(
(acc, [id, obj]) => ({
...acc,
[id]: {
...obj,
state: {
...obj.state,
isDelaying: false,
delayComplete: true,
isAnimating: true, // Ensure animation resumes
// Important: Force progress to a small positive value to ensure movement
progress:
obj.state.progress === 0 ? 0.005 : obj.state.progress,
},
},
}),
{}
),
};
// Skip the rest of the processing for this frame to allow the state update to take effect
return newStates;
} else {
// If we're still in a process-wide delay, don't animate anything
return newStates;
}
}
const path =
process.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) ||
[];
if (path.length < 2) return;
const updatedObjects = { ...processState.spawnedObjects };
Object.entries(processState.spawnedObjects).forEach(
([objectId, obj]) => {
// Skip objects that are explicitly not visible
if (!obj.visible) return;
const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
if (!currentRef) return;
// Set the position when the reference is first available
if (
obj.position &&
obj.state.currentIndex === 0 &&
obj.state.progress === 0
) {
currentRef.position.copy(obj.position);
}
const stateRef = obj.state;
// Check if we're delaying at the object level and update accordingly
if (stateRef.isDelaying) {
if (
currentTime - stateRef.delayStartTime >=
stateRef.currentDelayDuration
) {
// Delay is complete, resume animation
stateRef.isDelaying = false;
stateRef.delayComplete = true;
stateRef.isAnimating = true; // Explicitly resume animation
// Force movement from the current point by setting progress to a small value
// if we're at the start of a segment
if (stateRef.progress === 0) {
stateRef.progress = 0.005;
}
// Force an immediate position update to ensure visually accurate position
const nextPointIdx = stateRef.currentIndex + 1;
if (nextPointIdx < path.length) {
// Calculate the position slightly ahead of the current point
const slightProgress = Math.max(stateRef.progress, 0.005);
currentRef.position.lerpVectors(
path[stateRef.currentIndex],
nextPointIdx < path.length
? path[nextPointIdx]
: path[stateRef.currentIndex],
slightProgress
);
}
} else {
// Still delaying, don't animate this object
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
return;
}
}
// Skip animation if the object shouldn't be animating
if (!stateRef.isAnimating) return;
// Get current point data
const currentPointData = getPointDataForAnimationIndex(
process,
stateRef.currentIndex
);
// Execute actions when arriving at a new point
if (stateRef.progress === 0 && currentPointData?.actions) {
const shouldStop = handlePointActions(
process.id,
objectId,
currentPointData.actions,
currentTime
);
if (shouldStop) {
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
return;
}
}
const nextPointIdx = stateRef.currentIndex + 1;
const isLastPoint = nextPointIdx >= path.length;
if (isLastPoint) {
if (currentPointData?.actions) {
const shouldStop = !hasNonInheritActions(
currentPointData.actions
);
if (shouldStop) {
// uncomment this or write own logic to handle the object when reaching the last point of the process
// currentRef.position.copy(path[stateRef.currentIndex]);
// delete updatedObjects[objectId];
return;
}
}
}
if (!isLastPoint) {
const nextPoint = path[nextPointIdx];
const distance =
path[stateRef.currentIndex].distanceTo(nextPoint);
const movement = stateRef.speed * delta;
// If we just resumed from a delay, ensure we make actual progress
if (stateRef.delayComplete && stateRef.progress < 0.01) {
// Boost initial movement after delay to ensure visible progress
stateRef.progress = 0.05; // Small but visible initial progress
stateRef.delayComplete = false; // Reset flag so we don't do this again
} else {
// Normal progress calculation
stateRef.progress += movement / distance;
}
if (stateRef.progress >= 1) {
// We've reached the next point
stateRef.currentIndex = nextPointIdx;
stateRef.progress = 0;
currentRef.position.copy(nextPoint);
// Check if we need to execute actions at this new point
const newPointData = getPointDataForAnimationIndex(
process,
stateRef.currentIndex
);
if (newPointData?.actions) {
// We've arrived at a new point with actions, handle them in the next frame
// We don't call handlePointActions directly here to avoid state update issues
// The actions will be handled in the next frame when progress is 0
}
} else {
// Normal path interpolation
currentRef.position.lerpVectors(
path[stateRef.currentIndex],
nextPoint,
stateRef.progress
);
}
}
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
}
);
newStates[process.id] = {
...processState,
spawnedObjects: updatedObjects,
};
});
return newStates;
});
});
if (!processes || processes.length === 0) {
return null;
}
return (
<>
{Object.entries(animationStates).flatMap(([processId, processState]) =>
Object.entries(processState.spawnedObjects)
.filter(([_, obj]) => obj.visible)
.map(([objectId, obj]) => {
const process = processes.find((p) => p.id === processId);
const renderAs = process?.renderAs || "custom";
return renderAs === "box" ? (
<mesh
key={objectId}
ref={obj.ref as React.RefObject<THREE.Mesh>}
material={obj.material}
position={obj.position} // Set position directly in the JSX
>
<boxGeometry args={[1, 1, 1]} />
</mesh>
) : (
gltf?.scene && (
<group
key={objectId}
ref={obj.ref as React.RefObject<THREE.Group>}
position={obj.position} // Set position directly in the JSX
>
<primitive
object={gltf.scene.clone()}
material={obj.material}
/>
</group>
)
);
})
)}
</>
);
};
export default ProcessAnimator;