feat: Implement Zustand stores for machine, simulation, storage unit, vehicle, and visualization management
- Added `useMachineStore` for managing machine statuses, including actions for adding, removing, and updating machines. - Introduced `useSimulationStore` to handle product and event management with actions for adding, removing, and updating products and events. - Created `useStorageUnitStore` for managing storage unit statuses, including load tracking and state updates. - Developed `useVehicleStore` for vehicle management, including load and state updates. - Implemented `useChartStore` for managing measurement data and visualization settings. - Added `useDroppedObjectsStore` for handling dropped objects in visualization zones, including object manipulation actions. - Created `useZone3DWidgetStore` for managing 3D widget data in zones, including position and rotation updates. - Introduced `useZoneStore` for managing selected zone states and widget configurations.
This commit is contained in:
119
app/src/modules/simulation/vehicle/navMesh/polygonGenerator.tsx
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119
app/src/modules/simulation/vehicle/navMesh/polygonGenerator.tsx
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import * as THREE from "three";
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import { useEffect } from "react";
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import * as turf from "@turf/turf";
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import * as Types from "../../../../types/world/worldTypes";
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import arrayLinesToObject from "../../../builder/geomentries/lines/lineConvertions/arrayLinesToObject";
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interface PolygonGeneratorProps {
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groupRef: React.MutableRefObject<THREE.Group | null>;
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lines: Types.RefLines;
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}
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export default function PolygonGenerator({
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groupRef,
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lines,
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}: PolygonGeneratorProps) {
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useEffect(() => {
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let allLines = arrayLinesToObject(lines.current);
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const wallLines = allLines?.filter((line) => line?.type === "WallLine");
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const aisleLines = allLines?.filter((line) => line?.type === "AisleLine");
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const wallPoints = wallLines
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.map((pair) => pair?.line.map((vals) => vals.position))
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.filter((wall): wall is THREE.Vector3[] => !!wall);
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const result = aisleLines.map((pair) =>
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pair?.line.map((point) => ({
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position: [point.position.x, point.position.z],
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uuid: point.uuid,
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}))
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);
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if (!result || result.some((line) => !line)) {
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return;
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}
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const lineFeatures = result?.map((line: any) =>
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turf.lineString(line.map((p: any) => p?.position))
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);
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const polygons = turf.polygonize(turf.featureCollection(lineFeatures));
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renderWallGeometry(wallPoints);
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if (polygons.features.length > 1) {
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polygons.features.forEach((feature) => {
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if (feature.geometry.type === "Polygon") {
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const shape = new THREE.Shape();
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const coords = feature.geometry.coordinates[0];
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shape.moveTo(coords[0][0], coords[0][1]);
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for (let i = 1; i < coords.length; i++) {
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shape.lineTo(coords[i][0], coords[i][1]);
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}
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shape.lineTo(coords[0][0], coords[0][1]);
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const extrudeSettings = {
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depth: 5,
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bevelEnabled: false,
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};
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const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
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const material = new THREE.MeshBasicMaterial({ color: "blue", transparent: true, opacity: 0.5 });
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const mesh = new THREE.Mesh(geometry, material);
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mesh.rotateX(Math.PI / 2);
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mesh.name = "agv-collider";
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mesh.position.y = 5;
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mesh.receiveShadow = true;
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groupRef.current?.add(mesh);
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}
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});
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}
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}, [lines.current]);
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const renderWallGeometry = (walls: THREE.Vector3[][]) => {
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walls.forEach((wall) => {
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if (wall.length < 2) return;
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for (let i = 0; i < wall.length - 1; i++) {
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const start = new THREE.Vector3(wall[i].x, wall[i].y, wall[i].z);
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const end = new THREE.Vector3(
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wall[i + 1].x,
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wall[i + 1].y,
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wall[i + 1].z
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);
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const wallHeight = 10;
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const direction = new THREE.Vector3().subVectors(end, start);
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const length = direction.length();
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direction.normalize();
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const wallGeometry = new THREE.BoxGeometry(length, wallHeight);
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const wallMaterial = new THREE.MeshBasicMaterial({
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color: "#aaa",
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transparent: true,
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opacity: 0.5,
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});
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const wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
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const midPoint = new THREE.Vector3()
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.addVectors(start, end)
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.multiplyScalar(0.5);
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wallMesh.position.set(midPoint.x, wallHeight / 2, midPoint.z);
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const quaternion = new THREE.Quaternion();
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quaternion.setFromUnitVectors(new THREE.Vector3(1, 0, 0), direction);
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wallMesh.quaternion.copy(quaternion);
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groupRef.current?.add(wallMesh);
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}
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});
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};
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return null;
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}
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