2025-03-27 15:37:16 +05:30
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import React, { useEffect, useState, useRef } from "react";
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2025-03-26 18:28:14 +05:30
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import * as THREE from "three";
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2025-04-02 19:12:14 +05:30
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import { useFrame, useThree } from "@react-three/fiber";
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2025-03-26 18:28:14 +05:30
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import { NavMeshQuery } from "@recast-navigation/core";
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import { Line } from "@react-three/drei";
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2025-04-04 09:46:18 +05:30
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import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
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2025-04-10 10:21:24 +05:30
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import { usePlayAgv } from "../../../store/store";
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2025-03-26 18:28:14 +05:30
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2025-03-27 15:37:16 +05:30
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interface PathNavigatorProps {
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2025-04-10 10:21:24 +05:30
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navMesh: any;
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pathPoints: any;
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id: string;
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speed: number;
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bufferTime: number;
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hitCount: number;
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processes: any[];
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agvRef: any;
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2025-03-27 15:37:16 +05:30
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}
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2025-04-10 10:21:24 +05:30
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interface AGVData {
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processId: string;
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vehicleId: string;
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hitCount: number;
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totalHits: number;
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}
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type Phase = "initial" | "toDrop" | "toPickup";
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2025-03-26 18:28:14 +05:30
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2025-03-27 15:37:16 +05:30
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export default function PathNavigator({
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navMesh,
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pathPoints,
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id,
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speed,
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bufferTime,
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hitCount,
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processes,
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agvRef,
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2025-03-27 15:37:16 +05:30
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}: PathNavigatorProps) {
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const [currentPhase, setCurrentPhase] = useState<Phase>("initial");
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// console.log('agvRef: ', agvRef);
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const [path, setPath] = useState<[number, number, number][]>([]);
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// const [currentPhase, setCurrentPhase] = useState<"initial" | "loop">(
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// "initial"
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// );
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const [toPickupPath, setToPickupPath] = useState<[number, number, number][]>(
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[]
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);
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const [pickupDropPath, setPickupDropPath] = useState<
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[number, number, number][]
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>([]);
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const [dropPickupPath, setDropPickupPath] = useState<
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[number, number, number][]
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>([]);
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const [initialPosition, setInitialPosition] = useState<THREE.Vector3 | null>(
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null
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);
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const [initialRotation, setInitialRotation] = useState<THREE.Euler | null>(
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null
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);
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const distancesRef = useRef<number[]>([]);
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const totalDistanceRef = useRef(0);
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const progressRef = useRef(0);
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const isWaiting = useRef(false);
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const timeoutRef = useRef<NodeJS.Timeout | null>(null);
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const hasStarted = useRef(false);
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const { scene } = useThree();
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const { isPlaying } = usePlayButtonStore();
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const { PlayAgv, setPlayAgv } = usePlayAgv();
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useEffect(() => {
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const object = scene.getObjectByProperty("uuid", id);
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if (object) {
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setInitialPosition(object.position.clone());
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setInitialRotation(object.rotation.clone());
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}
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}, [scene, id]);
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const computePath = (start: any, end: any) => {
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try {
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const navMeshQuery = new NavMeshQuery(navMesh);
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const { path: segmentPath } = navMeshQuery.computePath(start, end);
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return (
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segmentPath?.map(
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({ x, y, z }) => [x, y + 0.1, z] as [number, number, number]
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) || []
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);
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} catch {
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return [];
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}
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};
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const resetState = () => {
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if (timeoutRef.current) {
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clearTimeout(timeoutRef.current);
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timeoutRef.current = null;
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}
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setPath([]);
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setCurrentPhase("initial");
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setPickupDropPath([]);
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setDropPickupPath([]);
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distancesRef.current = [];
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totalDistanceRef.current = 0;
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progressRef.current = 0;
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isWaiting.current = false;
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if (initialPosition && initialRotation) {
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const object = scene.getObjectByProperty("uuid", id);
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if (object) {
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object.position.copy(initialPosition);
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object.rotation.copy(initialRotation);
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}
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}
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};
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useEffect(() => {
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if (!isPlaying) {
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resetState();
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}
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if (!navMesh || pathPoints.length < 2) return;
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const [pickup, drop] = pathPoints.slice(-2);
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const object = scene.getObjectByProperty("uuid", id);
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if (!object) return;
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const currentPosition = {
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x: object.position.x,
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y: object.position.y,
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z: object.position.z,
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};
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const toPickupPath = computePath(currentPosition, pickup);
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const pickupToDropPath = computePath(pickup, drop);
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const dropToPickupPath = computePath(drop, pickup);
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if (
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toPickupPath.length &&
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pickupToDropPath.length &&
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dropToPickupPath.length
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) {
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setPickupDropPath(pickupToDropPath);
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setDropPickupPath(dropToPickupPath);
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setToPickupPath(toPickupPath);
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setPath(toPickupPath);
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setCurrentPhase("initial");
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}
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}, [navMesh, pathPoints, hitCount, isPlaying, PlayAgv]);
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useEffect(() => {
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if (path.length < 2) return;
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let total = 0;
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const segmentDistances = path.slice(0, -1).map((point, i) => {
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const dist = new THREE.Vector3(...point).distanceTo(
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new THREE.Vector3(...path[i + 1])
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);
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total += dist;
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return dist;
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});
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distancesRef.current = segmentDistances;
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totalDistanceRef.current = total;
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progressRef.current = 0;
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isWaiting.current = false;
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}, [path]);
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// Add these refs outside the useFrame if not already present:
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const startPointReached = useRef(false);
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useFrame((_, delta) => {});
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useFrame((_, delta) => {
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const currentAgv = (agvRef.current || []).find(
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(agv: AGVData) => agv.vehicleId === id
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);
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console.log("currentAgv: ", currentAgv?.isplaying);
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if (!scene || !id || !isPlaying) return;
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const object = scene.getObjectByProperty("uuid", id);
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if (!object) return;
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if (isPlaying && !hasStarted.current) {
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hasStarted.current = false;
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startPointReached.current = false;
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progressRef.current = 0;
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isWaiting.current = false;
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if (timeoutRef.current) {
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clearTimeout(timeoutRef.current);
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timeoutRef.current = null;
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}
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}
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const isAgvReady = () => {
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if (!agvRef.current || agvRef.current.length === 0) return false;
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if (!currentAgv) return false;
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return hitCount === currentAgv.expectedHitCount;
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};
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// Step 1: Snap to start point on first play
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if (isPlaying && !hasStarted.current && toPickupPath.length > 0) {
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const startPoint = new THREE.Vector3(...toPickupPath[0]);
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object.position.copy(startPoint);
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if (toPickupPath.length > 1) {
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const nextPoint = new THREE.Vector3(...toPickupPath[1]);
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const direction = nextPoint.clone().sub(startPoint).normalize();
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object.rotation.y = Math.atan2(direction.x, direction.z);
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}
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hasStarted.current = true;
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startPointReached.current = true;
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progressRef.current = 0;
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return;
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}
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// Step 2: Wait at start point for AGV readiness (only if expected hit count is not met)
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if (
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isPlaying &&
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startPointReached.current &&
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path.length === 0 &&
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currentAgv?.isplaying
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) {
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if (!isAgvReady()) {
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return; // Prevent transitioning to the next phase if AGV is not ready
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}
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setPath([...toPickupPath]); // Start path transition once the AGV is ready
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setCurrentPhase("toDrop");
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progressRef.current = 0;
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startPointReached.current = false;
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return;
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}
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if (path.length < 2) return;
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progressRef.current += delta * speed;
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let covered = progressRef.current;
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let accumulated = 0;
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let index = 0;
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if (distancesRef.current.length !== path.length - 1) {
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distancesRef.current = [];
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totalDistanceRef.current = 0;
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for (let i = 0; i < path.length - 1; i++) {
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const start = new THREE.Vector3(...path[i]);
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const end = new THREE.Vector3(...path[i + 1]);
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const distance = start.distanceTo(end);
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distancesRef.current.push(distance);
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totalDistanceRef.current += distance;
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}
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}
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while (
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index < distancesRef.current.length &&
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covered > accumulated + distancesRef.current[index]
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) {
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accumulated += distancesRef.current[index];
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index++;
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}
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// AGV has completed its path
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if (index >= distancesRef.current.length) {
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progressRef.current = totalDistanceRef.current;
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timeoutRef.current = setTimeout(() => {
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if (!isAgvReady()) {
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isWaiting.current = false;
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return;
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}
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let nextPath = [];
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let nextPhase = currentPhase;
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if (currentPhase === "toDrop") {
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nextPath = dropPickupPath;
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nextPhase = "toPickup";
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} else if (currentPhase === "toPickup") {
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nextPath = pickupDropPath;
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nextPhase = "toDrop";
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} else {
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nextPath = pickupDropPath;
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nextPhase = "toDrop";
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}
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setPath([...nextPath]);
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setCurrentPhase(nextPhase);
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progressRef.current = 0;
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isWaiting.current = false;
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distancesRef.current = [];
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// Decrease the expected count if AGV is ready and has completed its path
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if (currentAgv) {
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currentAgv.expectedCount = Math.max(0, currentAgv.expectedCount - 1); // Decrease but ensure it's not negative
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console.log(
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"Decreased expected count to: ",
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currentAgv.expectedCount
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);
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}
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if (agvRef.current) {
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agvRef.current = agvRef.current.map((agv: AGVData) =>
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agv.vehicleId === id ? { ...agv, hitCount: null } : agv
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);
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}
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// 🔁 Reset and wait again after reaching start
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if (currentPhase === "toPickup" && currentAgv) {
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currentAgv.isplaying = false;
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setPath([]);
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startPointReached.current = true;
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progressRef.current = 0;
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}
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}, bufferTime * 1000);
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return;
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}
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// Step 4: Interpolate position and rotation
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const start = new THREE.Vector3(...path[index]);
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const end = new THREE.Vector3(...path[index + 1]);
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const dist = distancesRef.current[index];
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if (!dist || dist === 0) return;
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const t = THREE.MathUtils.clamp((covered - accumulated) / dist, 0, 1);
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object.position.copy(start.clone().lerp(end, t));
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const direction = new THREE.Vector3().subVectors(end, start).normalize();
|
|
|
|
|
object.rotation.y = Math.atan2(direction.x, direction.z);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
useEffect(() => {
|
|
|
|
|
return () => {
|
|
|
|
|
if (timeoutRef.current) {
|
|
|
|
|
clearTimeout(timeoutRef.current);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
}, []);
|
|
|
|
|
|
|
|
|
|
return (
|
|
|
|
|
<group name="path-navigator-lines" visible={!isPlaying}>
|
|
|
|
|
{toPickupPath.length > 0 && (
|
|
|
|
|
<Line
|
|
|
|
|
points={toPickupPath}
|
|
|
|
|
color="blue"
|
|
|
|
|
lineWidth={3}
|
|
|
|
|
dashed
|
|
|
|
|
dashSize={0.75}
|
|
|
|
|
dashScale={2}
|
|
|
|
|
/>
|
|
|
|
|
)}
|
|
|
|
|
|
|
|
|
|
{pickupDropPath.length > 0 && (
|
|
|
|
|
<Line points={pickupDropPath} color="red" lineWidth={3} />
|
|
|
|
|
)}
|
|
|
|
|
|
|
|
|
|
{dropPickupPath.length > 0 && (
|
|
|
|
|
<Line points={dropPickupPath} color="red" lineWidth={3} />
|
|
|
|
|
)}
|
|
|
|
|
</group>
|
|
|
|
|
);
|
|
|
|
|
}
|