added heatmap

This commit is contained in:
2025-09-04 16:06:54 +05:30
parent 58007a96dc
commit 64e730efa6
2 changed files with 206 additions and 0 deletions

View File

@@ -0,0 +1,203 @@
import * as THREE from "three";
import { useEffect, useMemo, useRef, useState } from "react";
import { useFrame, useThree } from "@react-three/fiber";
import { useProductContext } from "../../modules/simulation/products/productContext";
import { useSceneContext } from "../../modules/scene/sceneContext";
import * as CONSTANTS from "../../types/world/worldConstants";
import { determineExecutionMachineSequences } from "../../modules/simulation/simulator/functions/determineExecutionMachineSequences";
const MAX_POINTS = 100;
const HeatMap = () => {
const isUsingBBOX = false;
const height = CONSTANTS.gridConfig.size;
const width = CONSTANTS.gridConfig.size;
const radius = 0.005;
const opacity = 0.8; const debugMode: "solid" | "grayscale" | "normal" = "normal";
const debugModeMap = { solid: 0, grayscale: 1, normal: 2, } as const;
const { productStore } = useSceneContext();
const { getProductById, products } = productStore();
const { selectedProductStore } = useProductContext();
const { selectedProduct } = selectedProductStore();
const { scene } = useThree();
const [events, setEvents] = useState<EventsSchema[]>([]);
const [points, setPoints] = useState<{ x: number; y: number; value: number; }[]>([]);
const materialRef = useRef<THREE.ShaderMaterial>(null);
const uniformsRef = useRef({
u_points: { value: null as THREE.DataTexture | null },
u_count: { value: 0 },
u_radius: { value: radius },
u_opacity: { value: opacity },
u_debugMode: { value: debugModeMap[debugMode] },
});
useEffect(() => {
const selectedProductData = getProductById(selectedProduct.productUuid);
const events: EventsSchema[] = [];
if (selectedProductData) {
determineExecutionMachineSequences([selectedProductData]).then(
(sequences) => {
sequences.forEach((sequence) => {
sequence.forEach((event) => {
if (event.type === 'human' || event.type === 'vehicle') {
events.push(event);
}
})
});
setEvents(events);
}
);
}
}, [selectedProduct, products])
useFrame(() => {
if (!materialRef.current || !scene) return;
const heatmapPoints: { x: number; y: number; value: number }[] = [];
events.forEach((event) => {
const model = scene.getObjectByProperty('uuid', event.modelUuid) as THREE.Object3D;
if (!model) return;
if (isUsingBBOX) {
const box = new THREE.Box3().setFromObject(model);
const { min, max } = box;
const corners = [
new THREE.Vector3(min.x, 0, min.z),
new THREE.Vector3(min.x, 0, max.z),
new THREE.Vector3(max.x, 0, min.z),
new THREE.Vector3(max.x, 0, max.z),
];
corners.forEach((corner) => {
heatmapPoints.push({
x: corner.x,
y: corner.z,
value: 1.0,
});
});
} else {
heatmapPoints.push({
x: model.position.x,
y: model.position.z,
value: 1.0,
});
}
});
setPoints(heatmapPoints);
});
const pointTexture = useMemo(() => {
if (points.length === 0) return null;
const data = new Float32Array(MAX_POINTS * 4);
points.forEach((p, i) => {
const index = i * 4;
data[index] = (p.x + width / 2) / width;
data[index + 1] = (p.y + height / 2) / height;
data[index + 2] = p.value;
data[index + 3] = 0.0;
});
const texture = new THREE.DataTexture(data, MAX_POINTS, 1, THREE.RGBAFormat, THREE.FloatType);
texture.needsUpdate = true;
return texture;
}, [points, width, height]);
useEffect(() => {
uniformsRef.current.u_radius.value = radius;
uniformsRef.current.u_opacity.value = opacity;
uniformsRef.current.u_debugMode.value = debugModeMap[debugMode];
}, [radius, opacity, debugMode, debugModeMap]);
useEffect(() => {
uniformsRef.current.u_points.value = pointTexture;
uniformsRef.current.u_count.value = points.length;
}, [pointTexture, points.length]);
return (
<mesh
rotation={[Math.PI / 2, 0, 0]}
position={[0, 0.025, 0]}
>
<planeGeometry args={[width, height]} />
<shaderMaterial
ref={materialRef}
transparent
depthWrite={false}
blending={THREE.AdditiveBlending}
uniforms={uniformsRef.current}
side={THREE.DoubleSide}
vertexShader={`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`}
fragmentShader={`
precision highp float;
uniform sampler2D u_points;
uniform int u_count;
uniform float u_radius;
uniform float u_opacity;
uniform int u_debugMode;
varying vec2 vUv;
const int MAX_POINTS = ${MAX_POINTS};
float gauss(float dist, float radius) {
return exp(-pow(dist / radius, 2.0));
}
void main() {
// Debug mode 0: solid red for plane visibility
if (u_debugMode == 0) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
return;
}
float intensity = 0.0;
for (int i = 0; i < MAX_POINTS; i++) {
if (i >= u_count) break;
float fi = float(i) + 0.5;
float u = fi / float(MAX_POINTS);
vec4 point = texture2D(u_points, vec2(u, 0.5));
vec2 pos = point.rg;
float value = point.b;
float d = distance(vUv, pos);
intensity += value * gauss(d, u_radius);
}
// Debug mode 1: grayscale
if (u_debugMode == 1) {
gl_FragColor = vec4(vec3(intensity), 1.0);
return;
}
// Debug mode 2: heatmap color
vec3 color = vec3(0.0);
if (intensity > 0.0) {
if (intensity < 0.5) {
color = mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), intensity * 2.0);
} else {
color = mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), (intensity - 0.5) * 2.0);
}
}
gl_FragColor = vec4(color, intensity * u_opacity);
}
`}
/>
</mesh>
);
};
export default HeatMap;

View File

@@ -14,6 +14,7 @@ import Trigger from './triggers/trigger';
import useModuleStore from '../../store/useModuleStore';
import SimulationAnalysis from './analysis/simulationAnalysis';
import { useSceneContext } from '../scene/sceneContext';
import HeatMap from '../../components/HeatMap/HeatMap';
function Simulation() {
const { activeModule } = useModuleStore();
@@ -62,6 +63,8 @@ function Simulation() {
<SimulationAnalysis />
<HeatMap />
</>
}