Implement global axis system and advanced motion logic
This commit is contained in:
181
App.tsx
181
App.tsx
@@ -6,12 +6,13 @@ import { OrbitControls, Grid, GizmoHelper, GizmoViewcube } from '@react-three/dr
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import { Sidebar } from './components/Sidebar';
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import { IOPanel } from './components/IOPanel';
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import { LadderEditor } from './components/LadderEditor';
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import { SystemSetupDialog } from './components/SystemSetupDialog';
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import {
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SimObject, ObjectType, AxisObject, CylinderObject, SwitchObject, LedObject,
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IOLogicRule, LogicCondition, LogicAction, ProjectData
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IOLogicRule, LogicCondition, LogicAction, ProjectData, AxisData, LogicTriggerType, LogicActionType
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} from './types';
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import { EditableObject } from './components/SceneObjects';
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import { Layout as LayoutIcon, Cpu, Play, Pause, Square, Download, Upload, Magnet } from 'lucide-react';
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import { Layout as LayoutIcon, Cpu, Play, Pause, Square, Download, Upload, Magnet, Settings } from 'lucide-react';
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// --- Simulation Manager (PLC Scan Cycle) ---
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const SimulationLoop = ({
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@@ -22,7 +23,9 @@ const SimulationLoop = ({
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manualInputs,
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manualOutputs,
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setInputs,
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setOutputs
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setOutputs,
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axes,
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setAxes
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}: {
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isPlaying: boolean,
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objects: SimObject[],
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@@ -31,25 +34,30 @@ const SimulationLoop = ({
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manualInputs: boolean[],
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manualOutputs: boolean[],
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setInputs: (inputs: boolean[]) => void,
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setOutputs: (outputs: boolean[]) => void
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setOutputs: (outputs: boolean[]) => void,
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axes: AxisData[],
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setAxes: React.Dispatch<React.SetStateAction<AxisData[]>>
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}) => {
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useFrame((state, delta) => {
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if (!isPlaying) return;
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// --- 1. PLC Input Scan (Physical + Manual Force) ---
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const sensorInputs = new Array(16).fill(false);
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const sensorInputs = new Array(32).fill(false);
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objects.forEach(obj => {
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if (obj.type === ObjectType.SWITCH && (obj as SwitchObject).isOn) {
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const port = (obj as SwitchObject).inputPort;
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if (port >= 0 && port < 16) sensorInputs[port] = true;
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if (port >= 0 && port < 32) sensorInputs[port] = true;
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}
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if ((obj.type === ObjectType.AXIS_LINEAR || obj.type === ObjectType.AXIS_ROTARY) && (obj as AxisObject).triggers) {
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const axis = obj as AxisObject;
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axis.triggers.forEach(trig => {
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const met = trig.condition === '>' ? axis.currentValue > trig.position : axis.currentValue < trig.position;
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if (met && trig.targetInputPort >= 0 && trig.targetInputPort < 16) sensorInputs[trig.targetInputPort] = true;
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});
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const axisObj = obj as AxisObject;
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const globalAxis = axes[axisObj.axisIndex];
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if (globalAxis) {
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axisObj.triggers.forEach(trig => {
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const met = trig.condition === '>' ? globalAxis.value > trig.position : globalAxis.value < trig.position;
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if (met && trig.targetInputPort >= 0 && trig.targetInputPort < 32) sensorInputs[trig.targetInputPort] = true;
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});
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}
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}
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});
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@@ -57,20 +65,57 @@ const SimulationLoop = ({
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setInputs(effectiveInputs);
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// --- 2. PLC Logic Execution ---
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const logicOutputs = new Array(16).fill(false);
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const logicOutputs = new Array(32).fill(false);
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// Axis updates from Logic (collected to avoid multiple setState calls)
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const axisUpdates = new Map<number, number>();
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logicRules.forEach(rule => {
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if (!rule.enabled) return;
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const inputState = effectiveInputs[rule.inputPort];
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const conditionMet = rule.condition === LogicCondition.IS_ON ? inputState : !inputState;
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if (conditionMet && rule.action === LogicAction.SET_ON) {
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logicOutputs[rule.outputPort] = true;
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// 1. Evaluate Trigger
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let conditionMet = false;
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if (rule.triggerType === LogicTriggerType.INPUT_BIT) {
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const inputState = effectiveInputs[rule.inputPort];
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conditionMet = inputState; // Default IS_ON behavior for now
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} else if (rule.triggerType === LogicTriggerType.AXIS_COMPARE) {
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const axis = axes[rule.triggerAxisIndex];
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if (axis) {
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switch (rule.triggerCompareOp) {
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case LogicCondition.GREATER: conditionMet = axis.value > rule.triggerValue; break;
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case LogicCondition.LESS: conditionMet = axis.value < rule.triggerValue; break;
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case LogicCondition.EQUAL: conditionMet = Math.abs(axis.value - rule.triggerValue) < 0.1; break;
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}
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}
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}
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// 2. Execute Action if Trigger Met
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if (conditionMet) {
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if (rule.actionType === LogicActionType.OUTPUT_COIL) {
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if (rule.action === LogicAction.SET_ON) {
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logicOutputs[rule.outputPort] = true;
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}
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} else if (rule.actionType === LogicActionType.AXIS_MOVE) {
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axisUpdates.set(rule.targetAxisIndex, rule.targetAxisValue);
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}
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}
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});
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// Effective Outputs = Logic OR Manual Force
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// Apply Logical Outputs
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const effectiveOutputs = logicOutputs.map((bit, i) => bit || manualOutputs[i]);
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setOutputs(effectiveOutputs);
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// Apply Axis Logic Updates (Only if changed to prevent thrashing)
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if (axisUpdates.size > 0) {
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setAxes(prev => prev.map(a => {
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if (axisUpdates.has(a.id)) {
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const target = axisUpdates.get(a.id)!;
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if (a.target !== target) return { ...a, target };
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}
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return a;
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}));
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}
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// --- 3. Physical Update Scan ---
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setObjects(prevObjects => {
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let hasChanges = false;
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@@ -101,17 +146,8 @@ const SimulationLoop = ({
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}
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}
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else if (obj.type === ObjectType.AXIS_LINEAR || obj.type === ObjectType.AXIS_ROTARY) {
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const axis = obj as AxisObject;
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if (axis.currentValue !== axis.targetValue) {
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const diff = axis.targetValue - axis.currentValue;
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const step = axis.speed * delta * 10;
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if (Math.abs(diff) < step) {
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newObj = { ...axis, currentValue: axis.targetValue };
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} else {
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newObj = { ...axis, currentValue: axis.currentValue + Math.sign(diff) * step };
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}
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changed = true;
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}
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// Axis objects are now just visualizers, no internal state update needed here
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// Their position is derived from global 'axes' state in render
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}
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if (changed) hasChanges = true;
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@@ -119,6 +155,23 @@ const SimulationLoop = ({
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});
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return hasChanges ? newObjects : prevObjects;
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});
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// --- 4. Axis Update Scan ---
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setAxes(prevAxes => {
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return prevAxes.map(axis => {
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if (axis.value !== axis.target) {
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const diff = axis.target - axis.value;
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const step = axis.speed * delta * 10;
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if (Math.abs(diff) < step) {
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return { ...axis, value: axis.target };
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} else {
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return { ...axis, value: axis.value + Math.sign(diff) * step };
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}
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}
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return axis;
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});
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});
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});
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return null;
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@@ -129,18 +182,31 @@ export default function App() {
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const [objects, setObjects] = useState<SimObject[]>([]);
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const [logicRules, setLogicRules] = useState<IOLogicRule[]>([]);
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const [inputs, setInputs] = useState<boolean[]>(new Array(16).fill(false));
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const [outputs, setOutputs] = useState<boolean[]>(new Array(16).fill(false));
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const [manualInputs, setManualInputs] = useState<boolean[]>(new Array(16).fill(false));
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const [manualOutputs, setManualOutputs] = useState<boolean[]>(new Array(16).fill(false));
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const [inputs, setInputs] = useState<boolean[]>(new Array(32).fill(false));
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const [outputs, setOutputs] = useState<boolean[]>(new Array(32).fill(false));
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const [manualInputs, setManualInputs] = useState<boolean[]>(new Array(32).fill(false));
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const [manualOutputs, setManualOutputs] = useState<boolean[]>(new Array(32).fill(false));
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const [inputNames, setInputNames] = useState<string[]>(new Array(16).fill(''));
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const [outputNames, setOutputNames] = useState<string[]>(new Array(16).fill(''));
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const [inputNames, setInputNames] = useState<string[]>(new Array(32).fill(''));
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const [outputNames, setOutputNames] = useState<string[]>(new Array(32).fill(''));
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const [selectedId, setSelectedId] = useState<string | null>(null);
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const [isPlaying, setIsPlaying] = useState(false);
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const [isSnapEnabled, setIsSnapEnabled] = useState(false);
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const [isSetupOpen, setIsSetupOpen] = useState(false);
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const controlsRef = useRef<any>(null);
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// Initialize 8 Global Axes
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const [axes, setAxes] = useState<AxisData[]>(() =>
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Array.from({ length: 8 }, (_, i) => ({
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id: i,
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name: `Axis ${i + 1}`,
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value: 0,
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target: 0,
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speed: 5,
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type: 'linear'
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}))
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);
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const handleSetView = (view: 'TOP' | 'BOTTOM' | 'FRONT' | 'BACK' | 'LEFT' | 'RIGHT') => {
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const ctrl = controlsRef.current;
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if (!ctrl) return;
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@@ -194,19 +260,20 @@ export default function App() {
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const handleReset = () => {
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setIsPlaying(false);
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setManualInputs(new Array(16).fill(false));
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setManualOutputs(new Array(16).fill(false));
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setManualInputs(new Array(32).fill(false));
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setManualOutputs(new Array(32).fill(false));
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setObjects(prev => prev.map(o => {
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if (o.type === ObjectType.AXIS_LINEAR || o.type === ObjectType.AXIS_ROTARY) return { ...o, currentValue: (o as AxisObject).min, targetValue: (o as AxisObject).min };
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// Reset logic handles axes reset separately, but visualizers don't hold state anymore
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if (o.type === ObjectType.CYLINDER) return { ...o, currentPosition: 0, extended: false };
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if (o.type === ObjectType.LED) return { ...o, isOn: false };
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if (o.type === ObjectType.SWITCH) return { ...o, isOn: false };
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return o;
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}));
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setAxes(prev => prev.map(a => ({ ...a, value: 0, target: 0 })));
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};
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const handleExport = () => {
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const project: ProjectData = { version: "1.0", objects, logicRules, inputNames, outputNames };
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const project: ProjectData = { version: "1.1", objects, logicRules, inputNames, outputNames, axes };
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const blob = new Blob([JSON.stringify(project, null, 2)], { type: 'application/json' });
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const url = URL.createObjectURL(blob);
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const a = document.createElement('a');
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@@ -225,6 +292,7 @@ export default function App() {
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if (data.logicRules) setLogicRules(data.logicRules);
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if (data.inputNames) setInputNames(data.inputNames);
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if (data.outputNames) setOutputNames(data.outputNames);
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if (data.axes) setAxes(data.axes);
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} catch (err) { alert("Invalid JSON"); }
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};
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reader.readAsText(file);
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@@ -237,10 +305,10 @@ export default function App() {
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let newObj: SimObject;
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switch (type) {
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case ObjectType.AXIS_LINEAR:
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newObj = { id, type, name: 'Linear Axis', position, rotation: { x: 0, y: 0, z: 0 }, min: 0, max: 100, currentValue: 0, targetValue: 0, speed: 1, isOscillating: false, triggers: [] } as AxisObject;
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newObj = { id, type, name: 'Linear Axis', position, rotation: { x: 0, y: 0, z: 0 }, min: 0, max: 100, axisIndex: 0, triggers: [] } as AxisObject;
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break;
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case ObjectType.AXIS_ROTARY:
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newObj = { id, type, name: 'Rotary Axis', position, rotation: { x: 0, y: 0, z: 0 }, min: 0, max: 360, currentValue: 0, targetValue: 0, speed: 1, isOscillating: false, triggers: [] } as AxisObject;
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newObj = { id, type, name: 'Rotary Axis', position, rotation: { x: 0, y: 0, z: 0 }, min: 0, max: 360, axisIndex: 0, triggers: [] } as AxisObject;
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break;
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case ObjectType.CYLINDER:
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newObj = { id, type, name: 'Cylinder', position, rotation: { x: 0, y: 0, z: 0 }, stroke: 2, extended: false, currentPosition: 0, speed: 2, outputPort: 0 } as CylinderObject;
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@@ -274,18 +342,27 @@ export default function App() {
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onClick={() => setActiveView('layout')}
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className={`flex items-center gap-2 px-6 py-2 rounded-lg text-sm font-bold transition-all ${activeView === 'layout' ? 'bg-blue-600 text-white shadow-md' : 'text-gray-500 hover:text-gray-300'}`}
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>
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<LayoutIcon size={16} /> Layout
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<LayoutIcon size={32} /> Layout
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</button>
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<button
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onClick={() => setActiveView('logic')}
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className={`flex items-center gap-2 px-6 py-2 rounded-lg text-sm font-bold transition-all ${activeView === 'logic' ? 'bg-blue-600 text-white shadow-md' : 'text-gray-500 hover:text-gray-300'}`}
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>
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<Cpu size={16} /> Logic
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<Cpu size={32} /> Logic
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</button>
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</div>
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<div className="h-8 w-[1px] bg-gray-800 mx-2" />
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{/* 4. Top Navigation에 Setup 버튼 추가 */}
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<button
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onClick={() => setIsSetupOpen(true)}
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className="p-2 rounded-lg bg-gray-950 text-gray-400 hover:text-white border border-gray-800 hover:bg-gray-800 transition-all"
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title="System Setup"
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>
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<Settings size={18} />
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</button>
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<button
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onClick={() => setIsSnapEnabled(!isSnapEnabled)}
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className={`p-2 rounded-lg transition-all ${isSnapEnabled ? 'bg-blue-600 text-white shadow shadow-blue-500/50' : 'bg-gray-950 text-gray-500 hover:text-gray-300 border border-gray-800'}`}
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@@ -332,7 +409,7 @@ export default function App() {
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title="Reset System"
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className="p-1.5 rounded-lg text-gray-400 hover:text-white hover:bg-gray-800 transition-all"
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>
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<Square size={16} fill="currentColor" />
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<Square size={32} fill="currentColor" />
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</button>
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</div>
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</div>
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@@ -349,6 +426,8 @@ export default function App() {
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outputNames={outputNames}
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onToggleInput={handleToggleManualInput}
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onToggleOutput={handleToggleManualOutput}
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axes={axes}
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setAxes={setAxes}
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/>
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{/* Center/Right: Dynamic Content based on tab */}
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@@ -399,6 +478,7 @@ export default function App() {
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onSelect={setSelectedId}
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onUpdate={(id, updates) => setObjects(prev => prev.map(o => o.id === id ? { ...o, ...updates } as SimObject : o))}
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onInteract={(id) => setObjects(prev => prev.map(o => (o.id === id && o.type === ObjectType.SWITCH) ? { ...o, isOn: !o.isOn } as SwitchObject : o))}
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axes={axes}
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/>
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))}
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@@ -411,6 +491,8 @@ export default function App() {
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manualOutputs={manualOutputs}
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setInputs={setInputs}
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setOutputs={setOutputs}
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axes={axes}
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setAxes={setAxes}
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/>
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</Canvas>
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</div>
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@@ -421,9 +503,11 @@ export default function App() {
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isPlaying={isPlaying}
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inputNames={inputNames}
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outputNames={outputNames}
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axes={axes}
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onAddObject={handleAddObject}
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onDeleteObject={(id) => { setObjects(prev => prev.filter(o => o.id !== id)); setSelectedId(null); }}
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onUpdateObject={(id, updates) => setObjects(prev => prev.map(o => o.id === id ? { ...o, ...updates } as SimObject : o))}
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onUpdateAxis={(index, updates) => setAxes(prev => prev.map((a, i) => i === index ? { ...a, ...updates } : a))}
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onSelect={setSelectedId}
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onUpdatePortName={handleUpdatePortName}
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/>
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@@ -438,9 +522,20 @@ export default function App() {
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onAddRule={(r) => setLogicRules(prev => [...prev, r])}
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onDeleteRule={(id) => setLogicRules(prev => prev.filter(r => r.id !== id))}
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onUpdateRule={(id, updates) => setLogicRules(prev => prev.map(r => r.id === id ? { ...r, ...updates } : r))}
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axes={axes}
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/>
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)}
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</div>
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<SystemSetupDialog
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isOpen={isSetupOpen}
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onClose={() => setIsSetupOpen(false)}
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inputNames={inputNames}
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outputNames={outputNames}
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axes={axes}
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onUpdatePortName={handleUpdatePortName}
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onUpdateAxis={(index, updates) => setAxes(prev => prev.map((a, i) => i === index ? { ...a, ...updates } : a))}
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/>
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</div>
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);
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}
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