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Dwinzo_Demo/app/src/modules/simulation/human/instances/instance/humanInstance.tsx

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import { useCallback, useEffect, useRef, useState } from 'react';
import * as THREE from 'three';
import { NavMeshQuery } from '@recast-navigation/core';
import { useNavMesh } from '../../../../../store/builder/store';
import { useAnimationPlaySpeed, usePauseButtonStore, usePlayButtonStore } from '../../../../../store/usePlayButtonStore';
import { useTriggerHandler } from '../../../triggers/triggerHandler/useTriggerHandler';
import { useSceneContext } from '../../../../scene/sceneContext';
import { useProductContext } from '../../../products/productContext';
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import HumanAnimator from '../animator/humanAnimator';
function HumanInstance({ human }: { human: HumanStatus }) {
const { navMesh } = useNavMesh();
const { isPlaying } = usePlayButtonStore();
const { materialStore, armBotStore, conveyorStore, vehicleStore, humanStore, storageUnitStore, productStore } = useSceneContext();
const { removeMaterial, setEndTime } = materialStore();
const { getStorageUnitById } = storageUnitStore();
const { getArmBotById } = armBotStore();
const { getConveyorById } = conveyorStore();
const { getVehicleById } = vehicleStore();
const { triggerPointActions } = useTriggerHandler();
const { getActionByUuid, getEventByModelUuid, getTriggerByUuid } = productStore();
const { selectedProductStore } = useProductContext();
const { selectedProduct } = selectedProductStore();
const { humans, setHumanActive, setHumanState, setHumanPicking, clearCurrentMaterials, setHumanLoad, decrementHumanLoad, removeLastMaterial, getLastMaterial, incrementIdleTime, incrementActiveTime, resetTime } = humanStore();
const [currentPhase, setCurrentPhase] = useState<string>('init');
const [path, setPath] = useState<[number, number, number][]>([]);
const pauseTimeRef = useRef<number | null>(null);
const idleTimeRef = useRef<number>(0);
const activeTimeRef = useRef<number>(0);
const isPausedRef = useRef<boolean>(false);
const isSpeedRef = useRef<number>(0);
let startTime: number;
let fixedInterval: number;
const { speed } = useAnimationPlaySpeed();
const { isPaused } = usePauseButtonStore();
const previousTimeRef = useRef<number | null>(null);
const animationFrameIdRef = useRef<number | null>(null);
useEffect(() => {
isPausedRef.current = isPaused;
}, [isPaused]);
useEffect(() => {
isSpeedRef.current = speed;
}, [speed]);
const computePath = useCallback(
(start: any, end: any) => {
try {
const navMeshQuery = new NavMeshQuery(navMesh);
const { path: segmentPath } = navMeshQuery.computePath(start, end);
if (
segmentPath.length > 0 &&
Math.round(segmentPath[segmentPath.length - 1].x) == Math.round(end.x) &&
Math.round(segmentPath[segmentPath.length - 1].z) == Math.round(end.z)
) {
return segmentPath?.map(({ x, y, z }) => [x, 0, z] as [number, number, number]) || [];
} else {
console.log("There is no path here...Choose valid path")
const { path: segmentPaths } = navMeshQuery.computePath(start, start);
return segmentPaths.map(({ x, y, z }) => [x, 0, z] as [number, number, number]) || [];
}
} catch {
console.error("Failed to compute path");
return [];
}
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}, [navMesh]);
function humanStatus(modelId: string, status: string) {
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console.log(`${modelId} , ${status}`);
}
function reset() {
setCurrentPhase('init');
setHumanActive(human.modelUuid, false);
setHumanPicking(human.modelUuid, false);
setHumanState(human.modelUuid, 'idle');
setHumanLoad(human.modelUuid, 0);
setPath([]);
startTime = 0;
isPausedRef.current = false;
pauseTimeRef.current = 0;
resetTime(human.modelUuid)
activeTimeRef.current = 0
idleTimeRef.current = 0
previousTimeRef.current = null
if (animationFrameIdRef.current !== null) {
cancelAnimationFrame(animationFrameIdRef.current)
animationFrameIdRef.current = null
}
}
useEffect(() => {
if (isPlaying) {
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if (!human.point.action.pickUpPoint || !human.point.action.dropPoint) return;
if (!human.isActive && human.state === 'idle' && currentPhase === 'init') {
const toPickupPath = computePath(
new THREE.Vector3(human?.position[0], human?.position[1], human?.position[2]),
new THREE.Vector3(
human?.point?.action?.pickUpPoint?.position?.[0] ?? 0,
human?.point?.action?.pickUpPoint?.position?.[1] ?? 0,
human?.point?.action?.pickUpPoint?.position?.[2] ?? 0
)
);
setPath(toPickupPath);
setCurrentPhase('init-pickup');
setHumanState(human.modelUuid, 'running');
setHumanPicking(human.modelUuid, false);
setHumanActive(human.modelUuid, true);
humanStatus(human.modelUuid, 'Started from init, heading to pickup');
return;
}
}
else {
reset()
}
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [human, currentPhase, path, isPlaying]);
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function handleCallBack() {
if (currentPhase === 'init-pickup') {
setCurrentPhase('picking');
} else if (currentPhase === 'pickup-drop') {
} else if (currentPhase === 'drop-pickup') {
}
}
function startUnloadingProcess() {
}
return (
<>
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<HumanAnimator
path={path}
handleCallBack={handleCallBack}
currentPhase={currentPhase}
human={human}
reset={reset}
startUnloadingProcess={startUnloadingProcess}
/>
</>
)
}
export default HumanInstance