added crane interialtion with other assets
This commit is contained in:
@@ -25,7 +25,7 @@ export function useHumanEventManager() {
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const addHumanToMonitor = (humanId: string, callback: () => void, actionUuid: string) => {
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const human = getHumanById(humanId);
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const action = getActionByUuid(selectedProduct.productUuid, actionUuid);
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if (!human || !action || (action.actionType !== 'assembly' && action.actionType !== 'worker') || !humanEventManagerRef.current) return;
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if (!human || !action || (action.actionType !== 'assembly' && action.actionType !== 'worker' && action.actionType !== 'operator') || !humanEventManagerRef.current) return;
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let state = humanEventManagerRef.current.humanStates.find(h => h.humanId === humanId);
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if (!state) {
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@@ -36,7 +36,7 @@ export function useHumanEventManager() {
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const existingAction = state.actionQueue.find(a => a.actionUuid === actionUuid);
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if (existingAction) {
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const currentCount = existingAction.count ?? 0;
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if (existingAction.actionType === 'worker') {
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if (existingAction.actionType === 'worker' || existingAction.actionType === 'operator') {
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if (currentCount < existingAction.maxLoadCount) {
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existingAction.callback = callback;
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existingAction.isMonitored = true;
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@@ -98,8 +98,8 @@ export function useHumanEventManager() {
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let conditionMet = false;
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if (currentAction.actionType === 'worker') {
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if (action.actionType === 'worker' && human.currentLoad < currentAction.loadCapacity) {
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if (currentAction.actionType === 'worker' || currentAction.actionType === 'operator') {
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if ((action.actionType === 'worker' || action.actionType === 'operator') && human.currentLoad < currentAction.loadCapacity) {
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conditionMet = true;
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} else if (action.actionType === 'assembly') {
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conditionMet = true;
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@@ -107,7 +107,7 @@ export function useHumanEventManager() {
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} else if (currentAction.actionType === 'assembly') {
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if (action.actionType === 'assembly') {
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conditionMet = true;
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} else if (action.actionType === 'worker' && human.currentLoad < currentAction.loadCapacity) {
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} else if ((action.actionType === 'worker' || action.actionType === 'operator') && human.currentLoad < currentAction.loadCapacity) {
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conditionMet = true;
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}
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}
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@@ -121,7 +121,7 @@ export function useHumanEventManager() {
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action.callback();
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action.count = (action.count ?? 0) + 1;
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action.isMonitored = false;
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if ((action.actionType === 'worker' && action.count >= action.maxLoadCount) ||
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if (((action.actionType === 'worker' || action.actionType === 'operator') && action.count >= action.maxLoadCount) ||
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(action.actionType === 'assembly' && action.count >= action.maxAssemblyCount)) {
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action.isCompleted = true;
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}
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@@ -0,0 +1,182 @@
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import { useEffect, useRef, useState } from 'react';
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import { useFrame, useThree } from '@react-three/fiber';
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import * as THREE from 'three';
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import { Line } from '@react-three/drei';
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import { useAnimationPlaySpeed, usePauseButtonStore, usePlayButtonStore, useResetButtonStore } from '../../../../../store/usePlayButtonStore';
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import { useSceneContext } from '../../../../scene/sceneContext';
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import { useProductContext } from '../../../products/productContext';
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interface WorkerAnimatorProps {
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path: [number, number, number][];
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handleCallBack: () => void;
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reset: () => void;
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human: HumanStatus;
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}
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function OperatorAnimator({ path, handleCallBack, human, reset }: Readonly<WorkerAnimatorProps>) {
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const { humanStore, assetStore, productStore } = useSceneContext();
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const { getActionByUuid } = productStore();
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const { selectedProductStore } = useProductContext();
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const { selectedProduct } = selectedProductStore();
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const { getHumanById } = humanStore();
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const { setCurrentAnimation } = assetStore();
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const { isPaused } = usePauseButtonStore();
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const { isPlaying } = usePlayButtonStore();
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const { speed } = useAnimationPlaySpeed();
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const { isReset, setReset } = useResetButtonStore();
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const progressRef = useRef<number>(0);
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const movingForward = useRef<boolean>(true);
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const completedRef = useRef<boolean>(false);
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const action = getActionByUuid(selectedProduct.productUuid, human?.currentAction?.actionUuid || '');
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const [objectRotation, setObjectRotation] = useState<[number, number, number] | null>((action as HumanAction)?.pickUpPoint?.rotation || [0, 0, 0]);
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const [restRotation, setRestingRotation] = useState<boolean>(true);
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const [currentPath, setCurrentPath] = useState<[number, number, number][]>([]);
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const { scene } = useThree();
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useEffect(() => {
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if (!human.currentAction?.actionUuid) return;
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const action = getActionByUuid(selectedProduct.productUuid, human?.currentAction?.actionUuid || '');
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if (human.currentPhase === 'init-loadPoint' && path.length > 0) {
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setCurrentPath(path);
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setObjectRotation((action as HumanAction).pickUpPoint?.rotation ?? null);
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} else if (human.currentPhase === 'loadPoint-unloadPoint' && path.length > 0) {
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setObjectRotation((action as HumanAction)?.dropPoint?.rotation ?? null);
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setCurrentPath(path);
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} else if (human.currentPhase === 'unloadPoint-loadPoint' && path.length > 0) {
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setObjectRotation((action as HumanAction)?.pickUpPoint?.rotation ?? null);
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setCurrentPath(path);
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}
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}, [human.currentPhase, path, objectRotation, selectedProduct, human.currentAction?.actionUuid]);
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useEffect(() => {
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completedRef.current = false;
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}, [currentPath]);
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useEffect(() => {
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if (isReset || !isPlaying) {
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reset();
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setCurrentPath([]);
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completedRef.current = false;
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movingForward.current = true;
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progressRef.current = 0;
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setReset(false);
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setRestingRotation(true);
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const object = scene.getObjectByProperty('uuid', human.modelUuid);
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const humanData = getHumanById(human.modelUuid);
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if (object && humanData) {
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object.position.set(humanData.position[0], humanData.position[1], humanData.position[2]);
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object.rotation.set(humanData.rotation[0], humanData.rotation[1], humanData.rotation[2]);
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}
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}
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}, [isReset, isPlaying]);
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const lastTimeRef = useRef(performance.now());
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useFrame(() => {
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const now = performance.now();
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const delta = (now - lastTimeRef.current) / 1000;
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lastTimeRef.current = now;
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const object = scene.getObjectByProperty('uuid', human.modelUuid);
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if (!object || currentPath.length < 2) return;
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if (isPaused || !isPlaying) return;
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let totalDistance = 0;
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const distances = [];
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let accumulatedDistance = 0;
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let index = 0;
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const rotationSpeed = 1.5;
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for (let i = 0; i < currentPath.length - 1; i++) {
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const start = new THREE.Vector3(...currentPath[i]);
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const end = new THREE.Vector3(...currentPath[i + 1]);
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const segmentDistance = start.distanceTo(end);
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distances.push(segmentDistance);
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totalDistance += segmentDistance;
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}
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while (index < distances.length && progressRef.current > accumulatedDistance + distances[index]) {
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accumulatedDistance += distances[index];
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index++;
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}
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if (index < distances.length) {
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const start = new THREE.Vector3(...currentPath[index]);
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const end = new THREE.Vector3(...currentPath[index + 1]);
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const segmentDistance = distances[index];
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const targetQuaternion = new THREE.Quaternion().setFromRotationMatrix(
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new THREE.Matrix4().lookAt(start, end, new THREE.Vector3(0, 1, 0))
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);
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const y180 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI);
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targetQuaternion.multiply(y180);
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const angle = object.quaternion.angleTo(targetQuaternion);
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if (angle < 0.01) {
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object.quaternion.copy(targetQuaternion);
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} else {
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const step = rotationSpeed * delta * speed * human.speed;
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object.quaternion.rotateTowards(targetQuaternion, step);
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}
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const isAligned = angle < 0.01;
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if (isAligned) {
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progressRef.current += delta * (speed * human.speed);
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const t = (progressRef.current - accumulatedDistance) / segmentDistance;
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const position = start.clone().lerp(end, t);
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object.position.copy(position);
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setCurrentAnimation(human.modelUuid, 'walking', true, true, true);
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} else {
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setCurrentAnimation(human.modelUuid, 'idle', true, true, true);
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}
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}
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if (progressRef.current >= totalDistance) {
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if (restRotation && objectRotation) {
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const targetEuler = new THREE.Euler(0, objectRotation[1], 0);
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const baseQuaternion = new THREE.Quaternion().setFromEuler(targetEuler);
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const y180 = new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 1, 0), Math.PI);
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const targetQuaternion = baseQuaternion.multiply(y180);
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const angle = object.quaternion.angleTo(targetQuaternion);
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if (angle < 0.01) {
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object.quaternion.copy(targetQuaternion);
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setRestingRotation(false);
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} else {
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const step = rotationSpeed * delta * speed * human.speed;
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object.quaternion.rotateTowards(targetQuaternion, step);
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}
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setCurrentAnimation(human.modelUuid, 'idle', true, true, true);
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return;
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}
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}
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if (progressRef.current >= totalDistance) {
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setRestingRotation(true);
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progressRef.current = 0;
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movingForward.current = !movingForward.current;
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setCurrentPath([]);
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handleCallBack();
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}
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});
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return (
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<>
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{currentPath.length > 0 && (
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<group visible={false}>
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<Line points={currentPath} color="blue" lineWidth={3} />
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{currentPath.map((point, index) => (
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<mesh key={index} position={point}>
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<sphereGeometry args={[0.1, 16, 16]} />
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<meshStandardMaterial color="red" />
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</mesh>
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))}
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</group>
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)}
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</>
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);
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}
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export default OperatorAnimator;
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@@ -0,0 +1,168 @@
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import { useCallback, useEffect, useRef, useState } from 'react';
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import * as THREE from 'three';
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import { useThree } from '@react-three/fiber';
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import { NavMeshQuery } from '@recast-navigation/core';
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import { useNavMesh } from '../../../../../../store/builder/store';
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import { useAnimationPlaySpeed, usePauseButtonStore, usePlayButtonStore } from '../../../../../../store/usePlayButtonStore';
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import { useTriggerHandler } from '../../../../triggers/triggerHandler/useTriggerHandler';
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import { useSceneContext } from '../../../../../scene/sceneContext';
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import { useProductContext } from '../../../../products/productContext';
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import OperatorAnimator from '../../animator/operatorAnimator';
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function OperatorInstance({ human }: { human: HumanStatus }) {
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const { navMesh } = useNavMesh();
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const { isPlaying } = usePlayButtonStore();
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const { scene } = useThree();
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const { assetStore, materialStore, armBotStore, conveyorStore, machineStore, vehicleStore, humanStore, storageUnitStore, craneStore, productStore } = useSceneContext();
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const { removeMaterial, setEndTime, setIsVisible } = materialStore();
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const { getStorageUnitById } = storageUnitStore();
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const { getArmBotById } = armBotStore();
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const { getConveyorById } = conveyorStore();
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const { getVehicleById } = vehicleStore();
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const { getMachineById } = machineStore();
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const { getCraneById } = craneStore();
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const { triggerPointActions } = useTriggerHandler();
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const { setCurrentAnimation, resetAnimation, getAssetById } = assetStore();
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const { getActionByUuid, getEventByModelUuid, getTriggerByUuid } = productStore();
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const { selectedProductStore } = useProductContext();
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const { selectedProduct } = selectedProductStore();
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const { setHumanActive, setHumanState, clearCurrentMaterials, setHumanLoad, setHumanScheduled, decrementHumanLoad, removeLastMaterial, incrementIdleTime, incrementActiveTime, resetTime, setCurrentPhase } = humanStore();
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const [path, setPath] = useState<[number, number, number][]>([]);
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const pauseTimeRef = useRef<number | null>(null);
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const idleTimeRef = useRef<number>(0);
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const activeTimeRef = useRef<number>(0);
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const isPausedRef = useRef<boolean>(false);
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const isSpeedRef = useRef<number>(0);
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const { speed } = useAnimationPlaySpeed();
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const { isPaused } = usePauseButtonStore();
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const previousTimeRef = useRef<number | null>(null);
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const animationFrameIdRef = useRef<number | null>(null);
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const humanAsset = getAssetById(human.modelUuid);
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useEffect(() => {
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isPausedRef.current = isPaused;
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}, [isPaused]);
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useEffect(() => {
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isSpeedRef.current = speed;
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}, [speed]);
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const computePath = useCallback((start: [number, number, number], end: [number, number, number]) => {
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try {
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const navMeshQuery = new NavMeshQuery(navMesh);
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let startPoint = new THREE.Vector3(start[0], start[1], start[2]);
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let endPoint = new THREE.Vector3(end[0], end[1], end[2]);
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const { path: segmentPath } = navMeshQuery.computePath(startPoint, endPoint);
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if (
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segmentPath.length > 0 &&
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Math.round(segmentPath[segmentPath.length - 1].x) == Math.round(endPoint.x) &&
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Math.round(segmentPath[segmentPath.length - 1].z) == Math.round(endPoint.z)
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) {
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return segmentPath?.map(({ x, y, z }) => [x, 0, z] as [number, number, number]) || [];
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} else {
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console.log("There is no path here...Choose valid path")
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const { path: segmentPaths } = navMeshQuery.computePath(startPoint, startPoint);
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return segmentPaths.map(({ x, y, z }) => [x, 0, z] as [number, number, number]) || [];
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}
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} catch {
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console.error("Failed to compute path");
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return [];
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}
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}, [navMesh]);
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function humanStatus(modelId: string, status: string) {
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// console.log(`${modelId} , ${status}`);
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}
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function reset() {
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setCurrentPhase(human.modelUuid, 'init');
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setHumanActive(human.modelUuid, false);
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setHumanState(human.modelUuid, 'idle');
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setHumanScheduled(human.modelUuid, false);
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setHumanLoad(human.modelUuid, 0);
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resetAnimation(human.modelUuid);
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setPath([]);
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isPausedRef.current = false;
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pauseTimeRef.current = 0;
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resetTime(human.modelUuid)
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activeTimeRef.current = 0
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idleTimeRef.current = 0
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previousTimeRef.current = null
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if (animationFrameIdRef.current !== null) {
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cancelAnimationFrame(animationFrameIdRef.current)
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animationFrameIdRef.current = null
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}
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const object = scene.getObjectByProperty('uuid', human.modelUuid);
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if (object && human) {
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object.position.set(human.position[0], human.position[1], human.position[2]);
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object.rotation.set(human.rotation[0], human.rotation[1], human.rotation[2]);
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}
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}
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useEffect(() => {
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if (isPlaying) {
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const action = getActionByUuid(selectedProduct.productUuid, human?.currentAction?.actionUuid || '');
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if (!action || action.actionType !== 'operator' || !action.pickUpPoint || !action.dropPoint) return;
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if (!human.isActive && human.state === 'idle' && human.currentPhase === 'init') {
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const humanMesh = scene.getObjectByProperty('uuid', human.modelUuid);
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if (!humanMesh) return;
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const toPickupPath = computePath(humanMesh.position.toArray(), action?.pickUpPoint?.position || [0, 0, 0]);
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setPath(toPickupPath);
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setCurrentPhase(human.modelUuid, 'init-loadPoint');
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setHumanState(human.modelUuid, 'running');
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setHumanActive(human.modelUuid, true);
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setCurrentAnimation(human.modelUuid, 'walking', true, true, true);
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humanStatus(human.modelUuid, 'Started from init, heading to loadPoint');
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} else if (human.isActive && human.currentPhase === 'loadPoint-unloadPoint') {
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if (action.pickUpPoint && action.dropPoint && humanAsset?.animationState?.current === 'idle') {
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const toDrop = computePath(action.pickUpPoint.position || [0, 0, 0], action.dropPoint.position || [0, 0, 0]);
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setPath(toDrop);
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setCurrentAnimation(human.modelUuid, 'walking', true, true, true);
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humanStatus(human.modelUuid, 'Started from loadPoint, heading to unloadPoint');
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}
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} else if (human.state === 'idle' && human.currentPhase === 'unhooking') {
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setHumanState(human.modelUuid, 'running');
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setHumanActive(human.modelUuid, true);
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setCurrentAnimation(human.modelUuid, 'working_standing', true, false, false);
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}
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} else {
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reset()
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}
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}, [human, human.currentAction, human.currentPhase, path, isPlaying, humanAsset?.animationState?.isCompleted]);
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function handleCallBack() {
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if (human.currentPhase === 'init-loadPoint') {
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setCurrentPhase(human.modelUuid, 'waiting');
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setHumanState(human.modelUuid, 'idle');
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setHumanActive(human.modelUuid, false);
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setCurrentAnimation(human.modelUuid, 'idle', true, true, true);
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humanStatus(human.modelUuid, 'Reached loadPoint point, waiting for material');
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setPath([]);
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} else if (human.currentPhase === 'loadPoint-unloadPoint') {
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setCurrentPhase(human.modelUuid, 'unhooking');
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setHumanState(human.modelUuid, 'idle');
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setHumanActive(human.modelUuid, false);
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setCurrentAnimation(human.modelUuid, 'idle', true, true, true);
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humanStatus(human.modelUuid, 'Reached loadPoint point, waiting for material');
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setPath([]);
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}
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}
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return (
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<>
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<OperatorAnimator
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path={path}
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handleCallBack={handleCallBack}
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human={human}
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reset={reset}
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/>
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</>
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)
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}
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export default OperatorInstance;
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@@ -6,6 +6,7 @@ import { useProductContext } from '../../../products/productContext';
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import MaterialAnimator from '../animator/materialAnimator';
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import AssemblerInstance from './actions/assemberInstance';
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import WorkerInstance from './actions/workerInstance';
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import OperatorInstance from './actions/operatorInstance';
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function HumanInstance({ human }: { human: HumanStatus }) {
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const { isPlaying } = usePlayButtonStore();
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@@ -86,6 +87,9 @@ function HumanInstance({ human }: { human: HumanStatus }) {
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{action && action.actionType === 'assembly' &&
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<AssemblerInstance human={human} />
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}
|
||||
{action && action.actionType === 'operator' &&
|
||||
<OperatorInstance human={human} />
|
||||
}
|
||||
|
||||
<MaterialAnimator human={human} />
|
||||
</>
|
||||
|
||||
Reference in New Issue
Block a user