feat: Implement human simulation features
- Added human event handling in the simulation, including the ability to add, update, and remove human instances. - Introduced a new Human store to manage human states and actions. - Updated the simulation context to include human management. - Enhanced the Points and TriggerConnector components to support human interactions. - Refactored existing components to integrate human-related functionalities. - Added HumanInstance and HumanInstances components for rendering human entities in the simulation. - Updated TypeScript definitions to include human-related types and actions.
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@@ -360,6 +360,40 @@ async function handleModelLoad(
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position: storageEvent.point.position,
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rotation: storageEvent.point.rotation,
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};
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} else if (selectedItem.type === "Human") {
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const humanEvent: HumanEventSchema = {
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modelUuid: newFloorItem.modelUuid,
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modelName: newFloorItem.modelName,
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position: newFloorItem.position,
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rotation: newFloorItem.rotation,
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state: "idle",
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type: "human",
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point: {
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uuid: THREE.MathUtils.generateUUID(),
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position: [data.points[0].x, data.points[0].y, data.points[0].z],
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rotation: [0, 0, 0],
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actions: [
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{
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actionUuid: THREE.MathUtils.generateUUID(),
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actionName: "Action 1",
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actionType: "animation",
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animation: null,
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loadCapacity: 1,
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travelPoints: {
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startPoint: null,
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endPoint: null,
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},
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triggers: []
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}
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]
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}
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}
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addEvent(humanEvent);
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eventData.point = {
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uuid: humanEvent.point.uuid,
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position: humanEvent.point.position,
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rotation: humanEvent.point.rotation,
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}
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}
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const completeData = {
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@@ -301,20 +301,21 @@ function Model({ asset }: { readonly asset: Asset }) {
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useEffect(() => {
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const handlePlay = (clipName: string) => {
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if (asset.animationState && asset.animationState.playing) {
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if (!mixerRef.current) return;
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Object.values(actions.current).forEach((action) => action.stop());
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const action = actions.current[clipName];
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const action = actions.current[asset.animationState.current];
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if (action && asset.animationState?.playing) {
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action.reset().setLoop(THREE.LoopOnce, 1).play();
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}
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};
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} else {
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Object.values(actions.current).forEach((action) => action.stop());
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}
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handlePlay(asset.animationState?.current || '');
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}, [asset])
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}, [asset.animationState])
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return (
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<group
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@@ -362,17 +363,6 @@ function Model({ asset }: { readonly asset: Asset }) {
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<AssetBoundingBox boundingBox={boundingBox} />
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)
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)}
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{/* <group >
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<Html>
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<div style={{ position: 'absolute', }}>
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{animationNames.map((name) => (
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<button key={name} onClick={() => handlePlay(name)} style={{ margin: 4 }}>
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{name}
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</button>
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))}
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</div>
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</Html>
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</group> */}
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</group >
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);
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}
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