"updated single flow"
This commit is contained in:
@@ -1,10 +1,11 @@
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import React, { useEffect, useState, useRef } from "react";
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import React, { useEffect, useState, useRef, useMemo } from "react";
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import * as THREE from "three";
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import { useFrame, useThree } from "@react-three/fiber";
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import { NavMeshQuery } from "@recast-navigation/core";
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import { Line } from "@react-three/drei";
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import { usePlayButtonStore } from "../../../store/usePlayButtonStore";
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import { usePlayAgv } from "../../../store/store";
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import crate from "../../../assets/gltf-glb/crate_box.glb";
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interface PathNavigatorProps {
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navMesh: any;
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@@ -15,6 +16,7 @@ interface PathNavigatorProps {
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hitCount: number;
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processes: any[];
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agvRef: any;
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MaterialRef: any;
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}
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interface AGVData {
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processId: string;
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@@ -23,7 +25,7 @@ interface AGVData {
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totalHits: number;
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}
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type Phase = "initial" | "toDrop" | "toPickup";
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type MaterialType = "Box" | "Crate";
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export default function PathNavigator({
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navMesh,
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pathPoints,
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@@ -33,11 +35,13 @@ export default function PathNavigator({
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hitCount,
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processes,
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agvRef,
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MaterialRef,
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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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//
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const [path, setPath] = useState<[number, number, number][]>([]);
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const PickUpDrop = useRef([]);
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// const [currentPhase, setCurrentPhase] = useState<"initial" | "loop">(
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// "initial"
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@@ -45,6 +49,7 @@ export default function PathNavigator({
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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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@@ -57,6 +62,7 @@ export default function PathNavigator({
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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 [boxVisible, setBoxVisible] = useState(false);
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const distancesRef = useRef<number[]>([]);
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const totalDistanceRef = useRef(0);
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@@ -123,6 +129,9 @@ export default function PathNavigator({
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if (!navMesh || pathPoints.length < 2) return;
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const [pickup, drop] = pathPoints.slice(-2);
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PickUpDrop.current = pathPoints.slice(-2);
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const object = scene.getObjectByProperty("uuid", id);
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if (!object) return;
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@@ -171,13 +180,101 @@ export default function PathNavigator({
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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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const baseMaterials = useMemo(
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() => ({
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Box: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
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Crate: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
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// Default: new THREE.MeshStandardMaterial({ color: 0x00ff00 }),
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Default: new THREE.MeshStandardMaterial(),
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}),
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[]
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);
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// Example usage:
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const targetModelUUID = id; // Replace with your target ID
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const matchedProcess = findProcessByTargetModelUUID(
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processes,
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targetModelUUID
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);
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function findProcessByTargetModelUUID(processes: any, targetModelUUID: any) {
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for (const process of processes) {
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for (const path of process.paths) {
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for (const point of path.points) {
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if (
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point.connections?.targets?.some(
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(target: any) => target.modelUUID === targetModelUUID
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)
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) {
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//
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return process.id; // Return the process if a match is found
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}
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}
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}
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}
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return null; // Return null if no match is found
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}
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useFrame((_, delta) => {});
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const boxRef = useRef<THREE.Mesh | null>(null);
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useEffect(() => {
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if (!scene || !boxRef || !processes) return;
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// 1. Find the existing object by UUID
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const existingObject = scene.getObjectByProperty("uuid", id);
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if (!existingObject) return;
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// 2. Find the process that targets this object's modelUUID
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if (boxVisible) {
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const matchedProcess = findProcessByTargetModelUUID(processes, id);
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// 3. Determine the material (from materialref) if a process is matched
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let materialType = "Default";
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if (matchedProcess) {
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const materialEntry = MaterialRef.current.find((item: any) =>
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item.objects.some((obj: any) => obj.processId === matchedProcess)
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);
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console.log("materialEntry: ", materialEntry);
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if (materialEntry) {
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materialType = materialEntry.material; // "Box" or "Crate"
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}
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}
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// 4. Create the box mesh with the assigned material
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const boxGeometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
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const boxMaterial = baseMaterials[materialType as MaterialType];
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const boxMesh = new THREE.Mesh(boxGeometry, boxMaterial);
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boxMesh.position.y = 1;
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boxMesh.name = `box-${id}`;
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// 5. Add to scene and cleanup
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existingObject.add(boxMesh);
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boxRef.current = boxMesh;
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}
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if (!startPointReached.current && boxVisible) {
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setBoxVisible(false);
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}
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return () => {
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if (boxRef.current?.parent) {
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boxRef.current.parent.remove(boxRef.current);
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}
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boxRef.current = null;
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};
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}, [
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processes,
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MaterialRef,
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boxVisible,
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findProcessByTargetModelUUID,
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startPointReached,
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]);
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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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@@ -203,6 +300,7 @@ export default function PathNavigator({
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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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setBoxVisible(false);
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const startPoint = new THREE.Vector3(...toPickupPath[0]);
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object.position.copy(startPoint);
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@@ -216,23 +314,23 @@ export default function PathNavigator({
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startPointReached.current = true;
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progressRef.current = 0;
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setToPickupPath(toPickupPath.slice(-1));
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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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// Step 2: Wait at start point for AGV readiness
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if (isPlaying && startPointReached.current && path.length === 0) {
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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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setBoxVisible(true);
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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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console.log("startPointReached: ", startPointReached.current);
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startPointReached.current = false;
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return;
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@@ -283,12 +381,44 @@ export default function PathNavigator({
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if (currentPhase === "toDrop") {
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nextPath = dropPickupPath;
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nextPhase = "toPickup";
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setBoxVisible(false);
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} else if (currentPhase === "toPickup") {
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nextPath = pickupDropPath;
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nextPhase = "toDrop";
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// When returning to start point (toPickup phase completed)
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// Set position to toPickupPath[1] instead of [0]
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if (toPickupPath.length > 1) {
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object.position.copy(new THREE.Vector3(...toPickupPath[1]));
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// Also set rotation towards the next point if available
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if (toPickupPath.length > 2) {
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const nextPoint = new THREE.Vector3(...toPickupPath[2]);
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const direction = nextPoint
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.clone()
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.sub(object.position)
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.normalize();
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object.rotation.y = Math.atan2(direction.x, direction.z);
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}
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}
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// Reset the path and mark start point as reached
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setPath([]);
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startPointReached.current = true;
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progressRef.current = 0;
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distancesRef.current = [];
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// Stop the AGV by setting isplaying to false
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if (currentAgv) {
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currentAgv.isplaying = false;
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}
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// Clear timeout and return to prevent further movement
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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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return;
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} else {
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nextPath = pickupDropPath;
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nextPhase = "toDrop";
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setBoxVisible(true);
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}
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setPath([...nextPath]);
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@@ -297,28 +427,12 @@ export default function PathNavigator({
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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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// Reset hit count for the next cycle
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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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agv.vehicleId === id ? { ...agv, hitCount: 0 } : 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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