feat: Enhance InputWithDropDown to support disabled state

fix: Update Model component to manage animation states and transitions more effectively

feat: Implement worker action handling in useWorkerHandler for material management

feat: Add MaterialAnimator to HumanInstance for dynamic material loading

feat: Extend useTriggerHandler to support interactions between humans and various entities

feat: Create WorkerAction component for managing load capacity and actions

feat: Introduce MaterialAnimator for human instances to visualize material loads

refactor: Update asset store to manage animation completion state

fix: Ensure proper handling of human materials in useHumanStore
This commit is contained in:
2025-07-04 13:14:39 +05:30
parent 7cf82629e9
commit 02490214d9
17 changed files with 990 additions and 261 deletions

View File

@@ -24,7 +24,7 @@ function Model({ asset }: { readonly asset: Asset }) {
const { subModule } = useSubModuleStore();
const { activeModule } = useModuleStore();
const { assetStore, eventStore, productStore } = useSceneContext();
const { removeAsset, setAnimations, resetAnimation } = assetStore();
const { removeAsset, setAnimations, resetAnimation, setAnimationComplete, setCurrentAnimation: setAnmationAnimation } = assetStore();
const { setTop } = useTopData();
const { setLeft } = useLeftData();
const { getIsEventInProduct } = productStore();
@@ -49,10 +49,9 @@ function Model({ asset }: { readonly asset: Asset }) {
const { userId, organization } = getUserData();
const mixerRef = useRef<THREE.AnimationMixer>();
const actions = useRef<{ [name: string]: THREE.AnimationAction }>({});
const [currentAnimation, setCurrentAnimation] = useState<string | null>(null);
const [previousAnimation, setPreviousAnimation] = useState<string | null>(null);
const [blendFactor, setBlendFactor] = useState(0);
const blendDuration = 0.3;
const blendFactor = useRef(0);
const blendDuration = 0.5;
useEffect(() => {
setDeletableFloorItem(null);
@@ -283,63 +282,48 @@ function Model({ asset }: { readonly asset: Asset }) {
}
const handleAnimationComplete = useCallback(() => {
console.log(`Animation "${currentAnimation}" completed`);
}, [currentAnimation]);
if (asset.animationState) {
setAnimationComplete(asset.modelUuid, true);
}
}, [asset.animationState]);
useFrame((_, delta) => {
if (mixerRef.current) {
if (blendFactor < 1) {
setBlendFactor(prev => Math.min(prev + delta / blendDuration, 1));
}
mixerRef.current.update(delta);
}
});
useEffect(() => {
if (asset.animationState && asset.animationState.isPlaying) {
if (!mixerRef.current) return;
if (!asset.animationState || !mixerRef.current) return;
if (asset.animationState.current !== currentAnimation) {
setPreviousAnimation(currentAnimation);
setCurrentAnimation(asset.animationState.current);
setBlendFactor(0);
const { current, loopAnimation, isPlaying } = asset.animationState;
const currentAction = actions.current[current];
const previousAction = previousAnimation ? actions.current[previousAnimation] : null;
if (isPlaying && currentAction) {
blendFactor.current = 0;
currentAction.reset();
currentAction.setLoop(loopAnimation ? THREE.LoopRepeat : THREE.LoopOnce, loopAnimation ? Infinity : 1);
currentAction.clampWhenFinished = true;
if (previousAction && previousAction !== currentAction) {
previousAction.crossFadeTo(currentAction, blendDuration, false);
}
const currentAction = actions.current[asset.animationState.current];
const previousAction = previousAnimation ? actions.current[previousAnimation] : null;
if (currentAction) {
const loopMode = asset.animationState.loopAnimation ? THREE.LoopRepeat : THREE.LoopOnce;
currentAction.reset();
currentAction.setLoop(loopMode, loopMode === THREE.LoopRepeat ? Infinity : 1);
currentAction.play();
mixerRef.current.addEventListener('finished', handleAnimationComplete);
if (previousAction && blendFactor < 1) {
previousAction.crossFadeTo(currentAction, blendDuration, true);
}
}
Object.entries(actions.current).forEach(([name, action]) => {
if ((asset.animationState && name !== asset.animationState.current) && name !== previousAnimation) {
action.stop();
}
});
currentAction.play();
mixerRef.current.addEventListener('finished', handleAnimationComplete);
setPreviousAnimation(current);
} else {
Object.values(actions.current).forEach((action) => action.stop());
setCurrentAnimation(null);
}
return () => {
if (mixerRef.current) {
mixerRef.current.removeEventListener('finished', handleAnimationComplete);
}
}
}, [asset.animationState, currentAnimation, previousAnimation, handleAnimationComplete]);
};
}, [asset.animationState?.current, asset.animationState?.isPlaying]);
return (
<group