"updated animation"

This commit is contained in:
SreeNath14
2025-04-03 10:28:13 +05:30
parent 844c8c3366
commit cf364d707c
6 changed files with 1460 additions and 361 deletions

View File

@@ -5,7 +5,6 @@ import { useLoader, useFrame } from "@react-three/fiber";
import * as THREE from "three";
import { GLTF } from "three-stdlib";
import boxGltb from "../../../assets/gltf-glb/crate_box.glb";
import camera from "../../../assets/gltf-glb/camera face 2.gltf";
interface PointAction {
uuid: string;
@@ -44,6 +43,8 @@ interface ProcessData {
animationPath: { x: number; y: number; z: number }[];
pointActions: PointAction[][];
speed: number;
customMaterials?: Record<string, THREE.Material>;
renderAs?: "box" | "custom";
}
interface AnimationState {
@@ -58,19 +59,35 @@ interface AnimationState {
currentPathIndex: number;
}
interface SpawnedObject {
ref: React.RefObject<THREE.Group | THREE.Mesh>;
state: AnimationState;
visible: boolean;
material: THREE.Material;
spawnTime: number;
currentMaterialType: string;
}
interface ProcessAnimationState {
spawnedObjects: { [objectId: string]: SpawnedObject };
nextSpawnTime: number;
objectIdCounter: number;
}
const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
processes,
}) => {
console.log("processes: ", processes);
const gltf = useLoader(GLTFLoader, boxGltb) as GLTF;
const { isPlaying, setIsPlaying } = usePlayButtonStore();
const { isPlaying } = usePlayButtonStore();
const groupRef = useRef<THREE.Group>(null);
const meshRef = useRef<THREE.Mesh>(null);
const [visible, setVisible] = useState(false);
const [currentPathIndex, setCurrentPathIndex] = useState(0);
const materials = useMemo(
const [animationStates, setAnimationStates] = useState<
Record<string, ProcessAnimationState>
>({});
// Base materials
const baseMaterials = useMemo(
() => ({
Wood: new THREE.MeshStandardMaterial({ color: 0x8b4513 }),
Box: new THREE.MeshStandardMaterial({
@@ -88,44 +105,211 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
[]
);
const [currentMaterial, setCurrentMaterial] = useState<THREE.Material>(
materials.Default
);
// Initialize animation states when processes or play state changes
useEffect(() => {
if (!isPlaying) {
setAnimationStates({});
return;
}
const { animationPath, currentProcess } = useMemo(() => {
const defaultProcess = {
animationPath: [],
pointActions: [],
speed: 1,
paths: [],
const newStates: Record<string, ProcessAnimationState> = {};
processes.forEach((process) => {
newStates[process.id] = {
spawnedObjects: {},
nextSpawnTime: 0,
objectIdCounter: 0,
};
});
setAnimationStates(newStates);
}, [isPlaying, processes]);
// Find spawn point in a process
const findSpawnPoint = (process: ProcessData): ProcessPoint | null => {
for (const path of process.paths || []) {
for (const point of path.points || []) {
const spawnAction = point.actions?.find(
(a) => a.isUsed && a.type === "Spawn"
);
if (spawnAction) {
return point;
}
}
}
return null;
};
// Create a new spawned object
const createSpawnedObject = (
process: ProcessData,
currentTime: number,
materialType: string
): SpawnedObject => {
const processMaterials = {
...baseMaterials,
...(process.customMaterials || {}),
};
const cp = processes?.[0] || defaultProcess;
return {
animationPath:
cp.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) || [],
currentProcess: cp,
ref: React.createRef(),
state: {
currentIndex: 0,
progress: 0,
isAnimating: true,
speed: process.speed || 1,
isDelaying: false,
delayStartTime: 0,
currentDelayDuration: 0,
delayComplete: false,
currentPathIndex: 0,
},
visible: true,
material:
processMaterials[materialType as keyof typeof processMaterials] ||
baseMaterials.Default,
currentMaterialType: materialType,
spawnTime: currentTime,
};
}, [processes]);
};
const animationStateRef = useRef<AnimationState>({
currentIndex: 0,
progress: 0,
isAnimating: false,
speed: currentProcess.speed,
isDelaying: false,
delayStartTime: 0,
currentDelayDuration: 0,
delayComplete: false,
currentPathIndex: 0,
});
// Handle material swap for an object
const handleMaterialSwap = (
processId: string,
objectId: string,
materialType: string
) => {
setAnimationStates((prev) => {
const processState = prev[processId];
if (!processState || !processState.spawnedObjects[objectId]) return prev;
const getPointDataForAnimationIndex = (index: number) => {
if (!processes[0]?.paths) return null;
const process = processes.find((p) => p.id === processId);
const processMaterials = {
...baseMaterials,
...(process?.customMaterials || {}),
};
const newMaterial =
processMaterials[materialType as keyof typeof processMaterials] ||
baseMaterials.Default;
return {
...prev,
[processId]: {
...processState,
spawnedObjects: {
...processState.spawnedObjects,
[objectId]: {
...processState.spawnedObjects[objectId],
material: newMaterial,
currentMaterialType: materialType,
},
},
},
};
});
};
// Handle point actions for an object
const handlePointActions = (
processId: string,
objectId: string,
actions: PointAction[] = [],
currentTime: number
): boolean => {
let shouldStopAnimation = false;
actions.forEach((action) => {
if (!action.isUsed) return;
switch (action.type) {
case "Delay":
setAnimationStates((prev) => {
const processState = prev[processId];
if (
!processState ||
!processState.spawnedObjects[objectId] ||
processState.spawnedObjects[objectId].state.isDelaying
) {
return prev;
}
const delayDuration =
typeof action.delay === "number"
? action.delay
: parseFloat(action.delay as string) || 0;
if (delayDuration > 0) {
return {
...prev,
[processId]: {
...processState,
spawnedObjects: {
...processState.spawnedObjects,
[objectId]: {
...processState.spawnedObjects[objectId],
state: {
...processState.spawnedObjects[objectId].state,
isDelaying: true,
delayStartTime: currentTime,
currentDelayDuration: delayDuration,
delayComplete: false,
},
},
},
},
};
}
return prev;
});
shouldStopAnimation = true;
break;
case "Despawn":
setAnimationStates((prev) => {
const processState = prev[processId];
if (!processState) return prev;
const newSpawnedObjects = { ...processState.spawnedObjects };
delete newSpawnedObjects[objectId];
return {
...prev,
[processId]: {
...processState,
spawnedObjects: newSpawnedObjects,
},
};
});
shouldStopAnimation = true;
break;
case "Swap":
if (action.material) {
handleMaterialSwap(processId, objectId, action.material);
}
break;
default:
break;
}
});
return shouldStopAnimation;
};
// Check if point has non-inherit actions
const hasNonInheritActions = (actions: PointAction[] = []): boolean => {
return actions.some((action) => action.isUsed && action.type !== "Inherit");
};
// Get point data for current animation index
const getPointDataForAnimationIndex = (
process: ProcessData,
index: number
): ProcessPoint | null => {
if (!process.paths) return null;
let cumulativePoints = 0;
console.log("cumulativePoints: ", cumulativePoints);
for (const path of processes[0].paths) {
for (const path of process.paths) {
const pointCount = path.points?.length || 0;
if (index < cumulativePoints + pointCount) {
@@ -139,209 +323,202 @@ const ProcessAnimator: React.FC<{ processes: ProcessData[] }> = ({
return null;
};
useEffect(() => {
if (isPlaying) {
setVisible(true);
animationStateRef.current = {
currentIndex: 0,
progress: 0,
isAnimating: true,
speed: currentProcess.speed,
isDelaying: false,
delayStartTime: 0,
currentDelayDuration: 0,
delayComplete: false,
currentPathIndex: 0,
};
const currentRef = gltf?.scene ? groupRef.current : meshRef.current;
if (currentRef && animationPath.length > 0) {
currentRef.position.copy(animationPath[0]);
}
} else {
animationStateRef.current.isAnimating = false;
}
}, [isPlaying, currentProcess, animationPath]);
const handleMaterialSwap = (materialType: string) => {
setCurrentMaterial(
materials[materialType as keyof typeof materials] || materials.Default
);
};
const hasNonInheritActions = (actions: PointAction[] = []) => {
return actions.some((action) => action.isUsed && action.type !== "Inherit");
};
const handlePointActions = (
actions: PointAction[] = [],
currentTime: number
) => {
let shouldStopAnimation = false;
actions.forEach((action) => {
if (!action.isUsed) return;
switch (action.type) {
case "Delay":
if (
!animationStateRef.current.isDelaying &&
!animationStateRef.current.delayComplete
) {
const delayDuration =
typeof action.delay === "number"
? action.delay
: parseFloat(action.delay as string) || 0;
if (delayDuration > 0) {
animationStateRef.current.isDelaying = true;
animationStateRef.current.delayStartTime = currentTime;
animationStateRef.current.currentDelayDuration = delayDuration;
shouldStopAnimation = true;
}
}
break;
case "Despawn":
setVisible(false);
setIsPlaying(false);
animationStateRef.current.isAnimating = false;
shouldStopAnimation = true;
break;
case "Spawn":
setVisible(true);
break;
case "Swap":
if (action.material) {
handleMaterialSwap(action.material);
}
break;
case "Inherit":
// Handle inherit logic if needed
break;
}
});
return shouldStopAnimation;
};
useFrame((state, delta) => {
const currentRef = gltf?.scene ? groupRef.current : meshRef.current;
if (
!currentRef ||
!animationStateRef.current.isAnimating ||
animationPath.length < 2
) {
return;
}
// Spawn objects for all processes
useFrame((state) => {
if (!isPlaying) return;
const currentTime = state.clock.getElapsedTime();
const path = animationPath;
const stateRef = animationStateRef.current;
setAnimationStates((prev) => {
const newStates = { ...prev };
// Check if we need to switch paths (specific to your structure)
if (stateRef.currentIndex === 3 && stateRef.currentPathIndex === 0) {
setCurrentPathIndex(1);
stateRef.currentPathIndex = 1;
}
processes.forEach((process) => {
const processState = newStates[process.id];
if (!processState) return;
// Get the current point data
const currentPointData = getPointDataForAnimationIndex(
stateRef.currentIndex
);
const spawnPoint = findSpawnPoint(process);
if (!spawnPoint || !spawnPoint.actions) return;
// Execute actions when we first arrive at a point
if (stateRef.progress === 0 && currentPointData?.actions) {
console.log(
`Processing actions at point ${stateRef.currentIndex}`,
currentPointData.actions
);
const shouldStop = handlePointActions(
currentPointData.actions,
currentTime
);
if (shouldStop) return;
}
// Handle delays
if (stateRef.isDelaying) {
console.log(
`Delaying... ${currentTime - stateRef.delayStartTime}/${
stateRef.currentDelayDuration
}`
);
if (
currentTime - stateRef.delayStartTime >=
stateRef.currentDelayDuration
) {
stateRef.isDelaying = false;
stateRef.delayComplete = true;
} else {
return; // Keep waiting
}
}
const nextPointIdx = stateRef.currentIndex + 1;
const isLastPoint = nextPointIdx >= path.length;
if (isLastPoint) {
if (currentPointData?.actions) {
const shouldStop = !hasNonInheritActions(currentPointData.actions);
if (shouldStop) {
currentRef.position.copy(path[stateRef.currentIndex]);
setIsPlaying(false);
stateRef.isAnimating = false;
return;
}
}
}
if (!isLastPoint) {
const nextPoint = path[nextPointIdx];
const distance = path[stateRef.currentIndex].distanceTo(nextPoint);
const movement = stateRef.speed * delta;
stateRef.progress += movement / distance;
if (stateRef.progress >= 1) {
stateRef.currentIndex = nextPointIdx;
stateRef.progress = 0;
stateRef.delayComplete = false;
currentRef.position.copy(nextPoint);
} else {
currentRef.position.lerpVectors(
path[stateRef.currentIndex],
nextPoint,
stateRef.progress
const spawnAction = spawnPoint.actions.find(
(a) => a.isUsed && a.type === "Spawn"
);
}
}
if (!spawnAction) return;
const spawnInterval =
typeof spawnAction.spawnInterval === "number"
? spawnAction.spawnInterval
: 0;
if (currentTime >= processState.nextSpawnTime) {
const objectId = `obj-${process.id}-${processState.objectIdCounter}`;
newStates[process.id] = {
...processState,
spawnedObjects: {
...processState.spawnedObjects,
[objectId]: createSpawnedObject(
process,
currentTime,
spawnAction.material || "Default"
),
},
objectIdCounter: processState.objectIdCounter + 1,
nextSpawnTime: currentTime + spawnInterval,
};
}
});
return newStates;
});
});
// Animate objects for all processes
useFrame((state, delta) => {
if (!isPlaying) return;
const currentTime = state.clock.getElapsedTime();
setAnimationStates((prev) => {
const newStates = { ...prev };
processes.forEach((process) => {
const processState = newStates[process.id];
if (!processState) return;
const path =
process.animationPath?.map((p) => new THREE.Vector3(p.x, p.y, p.z)) ||
[];
if (path.length < 2) return;
const updatedObjects = { ...processState.spawnedObjects };
Object.entries(processState.spawnedObjects).forEach(
([objectId, obj]) => {
if (!obj.visible || !obj.state.isAnimating) return;
const currentRef = gltf?.scene ? obj.ref.current : obj.ref.current;
if (!currentRef) return;
const stateRef = obj.state;
// Get current point data
const currentPointData = getPointDataForAnimationIndex(
process,
stateRef.currentIndex
);
// Execute actions when arriving at a new point
if (stateRef.progress === 0 && currentPointData?.actions) {
const shouldStop = handlePointActions(
process.id,
objectId,
currentPointData.actions,
currentTime
);
if (shouldStop) return;
}
// Handle delays
if (stateRef.isDelaying) {
if (
currentTime - stateRef.delayStartTime >=
stateRef.currentDelayDuration
) {
stateRef.isDelaying = false;
stateRef.delayComplete = true;
} else {
return; // Keep waiting
}
}
const nextPointIdx = stateRef.currentIndex + 1;
const isLastPoint = nextPointIdx >= path.length;
if (isLastPoint) {
if (currentPointData?.actions) {
const shouldStop = !hasNonInheritActions(
currentPointData.actions
);
if (shouldStop) {
currentRef.position.copy(path[stateRef.currentIndex]);
delete updatedObjects[objectId];
return;
}
}
}
if (!isLastPoint) {
const nextPoint = path[nextPointIdx];
const distance =
path[stateRef.currentIndex].distanceTo(nextPoint);
const movement = stateRef.speed * delta;
stateRef.progress += movement / distance;
if (stateRef.progress >= 1) {
stateRef.currentIndex = nextPointIdx;
stateRef.progress = 0;
stateRef.delayComplete = false;
currentRef.position.copy(nextPoint);
} else {
currentRef.position.lerpVectors(
path[stateRef.currentIndex],
nextPoint,
stateRef.progress
);
}
}
updatedObjects[objectId] = { ...obj, state: { ...stateRef } };
}
);
newStates[process.id] = {
...processState,
spawnedObjects: updatedObjects,
};
});
return newStates;
});
});
if (!processes || processes.length === 0) {
return null;
}
if (!gltf?.scene) {
return visible ? (
<mesh ref={meshRef} material={currentMaterial}>
<boxGeometry args={[1, 1, 1]} />
</mesh>
) : null;
}
return (
<>
{Object.entries(animationStates).flatMap(([processId, processState]) =>
Object.entries(processState.spawnedObjects)
.filter(([_, obj]) => obj.visible)
.map(([objectId, obj]) => {
const process = processes.find((p) => p.id === processId);
console.log("process: ", process);
const renderAs = process?.renderAs || "custom";
return visible ? (
<group ref={groupRef}>
<primitive
object={gltf.scene.clone()}
scale={[1, 1, 1]}
material={currentMaterial}
/>
</group>
) : null;
return renderAs === "box" ? (
<mesh
key={objectId}
ref={obj.ref as React.RefObject<THREE.Mesh>}
material={obj.material}
>
<boxGeometry args={[1, 1, 1]} />
</mesh>
) : (
gltf?.scene && (
<group
key={objectId}
ref={obj.ref as React.RefObject<THREE.Group>}
>
<primitive
object={gltf.scene.clone()}
material={obj.material}
/>
</group>
)
);
})
)}
</>
);
};
export default ProcessAnimator;