refactor HeatMap component for improved performance and clarity

This commit is contained in:
2025-09-04 17:37:46 +05:30
parent 64e730efa6
commit ead9f100c4

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@@ -5,114 +5,170 @@ import { useProductContext } from "../../modules/simulation/products/productCont
import { useSceneContext } from "../../modules/scene/sceneContext";
import * as CONSTANTS from "../../types/world/worldConstants";
import { determineExecutionMachineSequences } from "../../modules/simulation/simulator/functions/determineExecutionMachineSequences";
import {
useAnimationPlaySpeed,
usePauseButtonStore,
usePlayButtonStore,
useResetButtonStore,
} from "../../store/usePlayButtonStore";
const MAX_POINTS = 100;
const DECAY_RATE = 0.01;
const RADIUS = 0.005;
const OPACITY = 0.8;
const UPDATE_INTERVAL = 0.1;
interface HeatPoint {
x: number;
y: number;
strength: number;
lastUpdated: number;
}
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 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 { isPlaying } = usePlayButtonStore();
const { isReset } = useResetButtonStore();
const { isPaused } = usePauseButtonStore();
const { speed } = useAnimationPlaySpeed();
const { scene } = useThree();
const [events, setEvents] = useState<EventsSchema[]>([]);
const [points, setPoints] = useState<{ x: number; y: number; value: number; }[]>([]);
const [points, setPoints] = useState<HeatPoint[]>([]);
const materialRef = useRef<THREE.ShaderMaterial>(null);
const lastFrameTime = useRef<number | null>(null);
const lastUpdateTime = useRef<number>(0);
const uniformsRef = useRef({
u_points: { value: null as THREE.DataTexture | null },
u_count: { value: 0 },
u_radius: { value: radius },
u_opacity: { value: opacity },
u_radius: { value: RADIUS },
u_opacity: { value: OPACITY },
u_debugMode: { value: debugModeMap[debugMode] },
});
useEffect(() => {
if (isReset || !isPlaying) {
setPoints([]);
lastFrameTime.current = null;
lastUpdateTime.current = 0;
}
}, [isReset, isPlaying]);
useEffect(() => {
const selectedProductData = getProductById(selectedProduct.productUuid);
const events: EventsSchema[] = [];
const newEvents: EventsSchema[] = [];
if (selectedProductData) {
determineExecutionMachineSequences([selectedProductData]).then(
(sequences) => {
sequences.forEach((sequence) => {
sequence.forEach((event) => {
if (event.type === 'human' || event.type === 'vehicle') {
events.push(event);
}
})
determineExecutionMachineSequences([selectedProductData]).then((sequences) => {
sequences.forEach((sequence) => {
sequence.forEach((event) => {
if (event.type === "human" || event.type === "vehicle") {
newEvents.push(event);
}
});
setEvents(events);
}
);
});
setEvents(newEvents);
});
}
}, [selectedProduct, products])
}, [selectedProduct, products]);
useFrame(() => {
if (!materialRef.current || !scene) return;
useFrame((state) => {
if (!scene || !isPlaying || isReset) return;
const heatmapPoints: { x: number; y: number; value: number }[] = [];
const now = state.clock.elapsedTime;
if (isPaused || speed === 0) {
lastFrameTime.current = now;
return;
}
let delta = 0;
if (lastFrameTime.current !== null) {
delta = now - lastFrameTime.current;
}
lastFrameTime.current = now;
if (delta <= 0) return;
const updateInterval = UPDATE_INTERVAL / Math.max(speed, 0.1);
if (now - lastUpdateTime.current < updateInterval) return;
lastUpdateTime.current = now;
const scaledDelta = delta * speed;
let updatedPoints = [...points];
events.forEach((event) => {
const model = scene.getObjectByProperty('uuid', event.modelUuid) as THREE.Object3D;
const model = scene.getObjectByProperty("uuid", event.modelUuid) as THREE.Object3D;
if (!model) return;
if (isUsingBBOX) {
const box = new THREE.Box3().setFromObject(model);
const pos = isUsingBBOX
? (() => {
const box = new THREE.Box3().setFromObject(model);
const { min, max } = box;
return new THREE.Vector3((min.x + max.x) / 2, 0, (min.z + max.z) / 2);
})()
: model.position;
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,
});
}
updatedPoints.push({
x: pos.x,
y: pos.z,
strength: 0.3,
lastUpdated: now,
});
});
setPoints(heatmapPoints);
updatedPoints = updatedPoints
.map((p) => ({
...p,
strength: Math.max(0, p.strength - DECAY_RATE * scaledDelta),
}))
.filter((p) => p.strength > 0.01);
setPoints(updatedPoints);
});
const pointTexture = useMemo(() => {
if (points.length === 0) return null;
const data = new Float32Array(MAX_POINTS * 4);
const data = new Float32Array(points.length * 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 + 2] = p.strength;
data[index + 3] = 0.0;
});
const texture = new THREE.DataTexture(data, MAX_POINTS, 1, THREE.RGBAFormat, THREE.FloatType);
const texture = new THREE.DataTexture(
data,
points.length,
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_radius.value = RADIUS;
uniformsRef.current.u_opacity.value = OPACITY;
uniformsRef.current.u_debugMode.value = debugModeMap[debugMode];
}, [radius, opacity, debugMode, debugModeMap]);
}, [RADIUS, OPACITY, debugMode]);
useEffect(() => {
uniformsRef.current.u_points.value = pointTexture;
@@ -120,10 +176,7 @@ const HeatMap = () => {
}, [pointTexture, points.length]);
return (
<mesh
rotation={[Math.PI / 2, 0, 0]}
position={[0, 0.025, 0]}
>
<mesh rotation={[Math.PI / 2, 0, 0]} position={[0, 0.025, 0]}>
<planeGeometry args={[width, height]} />
<shaderMaterial
ref={materialRef}
@@ -135,8 +188,8 @@ const HeatMap = () => {
vertexShader={`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`}
fragmentShader={`
@@ -148,51 +201,48 @@ const HeatMap = () => {
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));
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);
if (u_debugMode == 0) {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
return;
}
}
gl_FragColor = vec4(color, intensity * u_opacity);
float intensity = 0.0;
for (int i = 0; i < 10000; i++) {
if (i >= u_count) break; // dynamically stop looping
float fi = float(i) + 0.5;
float u = fi / float(u_count);
vec4 point = texture2D(u_points, vec2(u, 0.5));
vec2 pos = point.rg;
float strength = point.b;
float d = distance(vUv, pos);
intensity += strength * gauss(d, u_radius);
}
if (u_debugMode == 1) {
gl_FragColor = vec4(vec3(intensity), 1.0);
return;
}
vec3 color = vec3(0.0);
float normalized = clamp(intensity / 4.0, 0.0, 1.0);
if (normalized < 0.33) {
color = mix(vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 0.0), normalized / 0.33);
} else if (normalized < 0.66) {
color = mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), (normalized - 0.33) / 0.33);
} else {
color = mix(vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0), (normalized - 0.66) / 0.34);
}
gl_FragColor = vec4(color, normalized * u_opacity);
}
`}
/>