various tweaks and now trying to build heatmaps in two different ways

This commit is contained in:
csawatzky 2026-04-28 17:00:09 -06:00
parent 6f6a062106
commit 61aa93aabd
12 changed files with 932 additions and 244 deletions

View file

@ -16,6 +16,8 @@ export interface BaseMeshProps {
materialOverride?: React.ReactNode; materialOverride?: React.ReactNode;
side?: Side; side?: Side;
depthWrite?: boolean; depthWrite?: boolean;
depthTest?: boolean;
renderOrder?: number;
onClick?: (event: ThreeEvent<MouseEvent>) => void; onClick?: (event: ThreeEvent<MouseEvent>) => void;
} }
@ -35,6 +37,8 @@ export default function BaseMesh(props: BaseMeshProps) {
materialOverride, materialOverride,
side, side,
depthWrite = true, depthWrite = true,
depthTest = true,
renderOrder = 0,
onClick, onClick,
} = props; } = props;
@ -50,6 +54,7 @@ export default function BaseMesh(props: BaseMeshProps) {
transparent={isTransparent} transparent={isTransparent}
opacity={opacity} opacity={opacity}
depthWrite={depthWrite} depthWrite={depthWrite}
depthTest={depthTest}
side={side} side={side}
{...materialProps} {...materialProps}
/> />
@ -64,7 +69,8 @@ export default function BaseMesh(props: BaseMeshProps) {
roughness={roughness} roughness={roughness}
transparent={isTransparent} transparent={isTransparent}
opacity={opacity} opacity={opacity}
depthWrite={!isTransparent} depthWrite={depthWrite}
depthTest={depthTest}
side={side} side={side}
{...materialProps} {...materialProps}
/> />
@ -73,7 +79,7 @@ export default function BaseMesh(props: BaseMeshProps) {
}; };
return ( return (
<group position={position} rotation={rotation}> <group position={position} rotation={rotation} renderOrder={renderOrder}>
{/* Main surface */} {/* Main surface */}
<mesh geometry={geometry} onClick={onClick}> <mesh geometry={geometry} onClick={onClick}>
{buildMaterial()} {buildMaterial()}
@ -81,7 +87,7 @@ export default function BaseMesh(props: BaseMeshProps) {
{/* Optional wireframe overlay */} {/* Optional wireframe overlay */}
{wireframe && ( {wireframe && (
<mesh geometry={geometry}> <mesh geometry={geometry} renderOrder={renderOrder}>
<meshStandardMaterial <meshStandardMaterial
wireframe wireframe
color={frameColour} color={frameColour}

View file

@ -15,10 +15,11 @@ interface Props {
roofHeight: number roofHeight: number
hopperHeight?: number hopperHeight?: number
wireframe?: boolean wireframe?: boolean
renderOrder?: number
} }
export default function BinShell(props: Props) { export default function BinShell(props: Props) {
const { radialSegments, binBodyColour, binMetalness, binRoughness, binOpacity, diameter, sidewallHeight, roofHeight, hopperHeight, wireframe } = props const { radialSegments, binBodyColour, binMetalness, binRoughness, binOpacity, diameter, sidewallHeight, roofHeight, hopperHeight, wireframe, renderOrder } = props
const cylinderGeometry = React.useMemo(() => ({ const cylinderGeometry = React.useMemo(() => ({
radiusTop: diameter / 2, radiusTop: diameter / 2,
radiusBottom: diameter / 2, radiusBottom: diameter / 2,
@ -86,7 +87,10 @@ export default function BinShell(props: Props) {
position={roofPosition} position={roofPosition}
roughness={binRoughness} roughness={binRoughness}
side={2} side={2}
opacity={binOpacity}/> opacity={binOpacity}
depthWrite={false}
depthTest={false}
renderOrder={renderOrder}/>
{/* bin sidewall - cylinder (open ended for the roof and bottom)*/} {/* bin sidewall - cylinder (open ended for the roof and bottom)*/}
<Cylinder <Cylinder
geometry={cylinderGeometry} geometry={cylinderGeometry}
@ -94,7 +98,10 @@ export default function BinShell(props: Props) {
wireframe= {wireframe} wireframe= {wireframe}
metalness={binMetalness} metalness={binMetalness}
roughness={binRoughness} roughness={binRoughness}
opacity={binOpacity}/> opacity={binOpacity}
depthWrite={false}
depthTest={false}
renderOrder={renderOrder}/>
{/* bin bottom - cone -OR- circle depending on the bins shape*/} {/* bin bottom - cone -OR- circle depending on the bins shape*/}
{hopperHeight !== undefined && hopperHeight > 0 ? {hopperHeight !== undefined && hopperHeight > 0 ?
<Cone <Cone
@ -107,6 +114,9 @@ export default function BinShell(props: Props) {
roughness={binRoughness} roughness={binRoughness}
opacity={binOpacity} opacity={binOpacity}
side={2} side={2}
depthWrite={false}
depthTest={false}
renderOrder={renderOrder}
/> />
: :
<Circle <Circle
@ -119,6 +129,9 @@ export default function BinShell(props: Props) {
roughness={binRoughness} roughness={binRoughness}
opacity={binOpacity} opacity={binOpacity}
side={2} side={2}
depthWrite={false}
depthTest={false}
renderOrder={renderOrder}
/> />
} }
</React.Fragment> </React.Fragment>

View file

@ -44,6 +44,7 @@ export function BuildNodeData(cables: CableData[]): NodeData[] {
const humidity = grainCable.relativeHumidity[i] || undefined; const humidity = grainCable.relativeHumidity[i] || undefined;
const moisture = grainCable.moisture[i] || undefined; const moisture = grainCable.moisture[i] || undefined;
let t = celcius let t = celcius
// for testing
if(i===0){ if(i===0){
t = 30 t = 30
} }

View file

@ -8,9 +8,11 @@ import { Vector3 } from "three";
import { useMemo } from "react"; import { useMemo } from "react";
import { BuildCableData, CableData } from "../Data/BuildCableData"; import { BuildCableData, CableData } from "../Data/BuildCableData";
import { BuildNodeData, NodeData } from "../Data/BuildNodeData"; import { BuildNodeData, NodeData } from "../Data/BuildNodeData";
import NodePointCloud from "../Systems/Heatmap/NodePointCloud"; import Heatmap from "../Systems/Heatmap/HeatMapAlpha";
import { pond } from "protobuf-ts/pond"; import { pond } from "protobuf-ts/pond";
import GrainCableFill from "../Systems/Inventory/GrainCableFill"; import GrainCableFill from "../Systems/Inventory/GrainCableFill";
import TempHeatMap from "../Systems/Heatmap/TempHeatMap";
// import NodePointCloud from "../Systems/Heatmap/NodePointCloud";
interface Props { interface Props {
/** /**
@ -28,13 +30,17 @@ interface Props {
*/ */
fillPercent?: number fillPercent?: number
nodeClick?: (node: NodeData, cable: CableData) => void nodeClick?: (node: NodeData, cable: CableData) => void
/**
* When true, renders the heatmap instead of the grain fill.
*/
showHeatmap?: boolean
} }
export default function Bin3dView(props: Props){ export default function Bin3dView(props: Props){
//this function will generate a 3D model of a bin based on its settings using multiple meshes, cylinder for the body, cone for the roof //this function will generate a 3D model of a bin based on its settings using multiple meshes, cylinder for the body, cone for the roof
// and either a cone for the hopper or circle for flat bottom, it is possible to also use lathe geometry for this as well, // and either a cone for the hopper or circle for flat bottom, it is possible to also use lathe geometry for this as well,
// it might even work better because we can control the smoothness easier with it being only one mesh rather than 3 // it might even work better because we can control the smoothness easier with it being only one mesh rather than 3
const {bin, scale = 100, fillPercent, nodeClick} = props const {bin, scale = 100, fillPercent, nodeClick, showHeatmap = false} = props
const binCenter = useMemo(() => new Vector3(0, 0, 0), []); const binCenter = useMemo(() => new Vector3(0, 0, 0), []);
const cableData = useMemo(() => BuildCableData(bin), [bin]); const cableData = useMemo(() => BuildCableData(bin), [bin]);
const nodeData = useMemo(() => BuildNodeData(cableData), [cableData]); const nodeData = useMemo(() => BuildNodeData(cableData), [cableData]);
@ -58,6 +64,7 @@ export default function Bin3dView(props: Props){
sidewallHeight={bin.sidewallHeight()} sidewallHeight={bin.sidewallHeight()}
hopperHeight={bin.hopperHeight()} hopperHeight={bin.hopperHeight()}
fillPercent={fillPercent} fillPercent={fillPercent}
grainOpacity={0.3}
/> />
} }
} }
@ -75,11 +82,11 @@ export default function Bin3dView(props: Props){
sidewallHeight={bin.sidewallHeight()} sidewallHeight={bin.sidewallHeight()}
roofHeight={bin.roofHeight()} roofHeight={bin.roofHeight()}
hopperHeight={bin.hopperHeight()} hopperHeight={bin.hopperHeight()}
renderOrder={4}
/> />
{/* grain - cylinder*/} {/* grain - cylinder*/}
{grainInventory()} {/* {!showHeatmap && grainInventory()} */}
{/* cables */} {/* cables */}
<BinCables cableData={cableData} nodeData={nodeData} bin={bin} binCenter={binCenter} <BinCables cableData={cableData} nodeData={nodeData} bin={bin} binCenter={binCenter}
onNodeClick={(node, cable) => { onNodeClick={(node, cable) => {
@ -88,8 +95,10 @@ export default function Bin3dView(props: Props){
if(nodeClick){ if(nodeClick){
nodeClick(node, cable) nodeClick(node, cable)
} }
}}/> }}
<NodePointCloud bin={bin} nodes={nodeData} /> renderOrder={1}/>
{/* <NodePointCloud bin={bin} nodes={nodeData} /> */}
<TempHeatMap bin={bin} nodes={nodeData}/>
</group> </group>
{/* lighting */} {/* lighting */}

View file

@ -9,12 +9,13 @@ interface Props {
cableData: CableData[] cableData: CableData[]
nodeData: NodeData[] nodeData: NodeData[]
bin: Bin bin: Bin
binCenter: Vector3 binCenter: Vector3,
renderOrder?: number,
onNodeClick?: (node: NodeData, cable: CableData) => void onNodeClick?: (node: NodeData, cable: CableData) => void
} }
export default function BinCables(props: Props){ export default function BinCables(props: Props){
const {bin, binCenter, cableData, nodeData, onNodeClick} = props const {bin, binCenter, cableData, nodeData, onNodeClick, renderOrder} = props
return ( return (
<React.Fragment> <React.Fragment>
{cableData.map((cable, i) => { {cableData.map((cable, i) => {
@ -32,6 +33,7 @@ export default function BinCables(props: Props){
onNodeClick(node, cable) onNodeClick(node, cable)
} }
}} }}
renderOrder={renderOrder}
/> />
)} )}
)} )}

View file

@ -15,12 +15,13 @@ interface Props {
node: NodeData node: NodeData
binCenter: Vector3 binCenter: Vector3
lowerThreshold: number lowerThreshold: number
upperThreshold: number upperThreshold: number,
renderOrder?: number,
onNodeClick?: (node: NodeData) => void onNodeClick?: (node: NodeData) => void
} }
export default function CableNode(props: Props) { export default function CableNode(props: Props) {
const { node, binCenter, lowerThreshold, upperThreshold, onNodeClick } = props const { node, binCenter, lowerThreshold, upperThreshold, onNodeClick, renderOrder } = props
const { camera } = useThree(); const { camera } = useThree();
const [{ user }] = useGlobalState(); const [{ user }] = useGlobalState();
const [showLabel, setShowLabel] = useState(false); const [showLabel, setShowLabel] = useState(false);
@ -136,9 +137,11 @@ export default function CableNode(props: Props) {
position={node.position} position={node.position}
colour={nodeColour()} colour={nodeColour()}
onClick={handleClick} onClick={handleClick}
renderOrder={renderOrder}
/> />
{node.topNode && ( {node.topNode && (
<Ring geometry={topNodeGeo} position={topNodePosition} rotation={topNodeRotation} /> <Ring geometry={topNodeGeo} position={topNodePosition} rotation={topNodeRotation} renderOrder={renderOrder}/>
)} )}
</React.Fragment> </React.Fragment>
} }

View file

@ -10,11 +10,12 @@ interface Props {
cable: CableData cable: CableData
nodes: NodeData[] nodes: NodeData[]
bin: Bin bin: Bin
binCenter: Vector3 binCenter: Vector3,
renderOrder?: number,
onNodeClick?: (node: NodeData) => void onNodeClick?: (node: NodeData) => void
} }
export default function GrainCable(props: Props) { export default function GrainCable(props: Props) {
const {cable, nodes, bin, binCenter, onNodeClick} = props const {cable, nodes, bin, binCenter, onNodeClick, renderOrder} = props
const calculateHeight = () => { const calculateHeight = () => {
return cable.topPosition.distanceTo(cable.bottomPosition) return cable.topPosition.distanceTo(cable.bottomPosition)
@ -39,9 +40,9 @@ export default function GrainCable(props: Props) {
return ( return (
<React.Fragment> <React.Fragment>
<Cylinder geometry={geometry} position={calculateCenter()} opacity={0.5}/> <Cylinder geometry={geometry} position={calculateCenter()} opacity={0.5} renderOrder={renderOrder} depthWrite={false} depthTest={false}/>
{nodes.map((node, i) => ( {nodes.map((node, i) => (
<CableNode onNodeClick={onNodeClick} key={"node " + i} node={node} binCenter={binCenter} lowerThreshold={bin.lowerTempThreshold()} upperThreshold={bin.upperTempThreshold()}/> <CableNode onNodeClick={onNodeClick} key={"node " + i} renderOrder={renderOrder} node={node} binCenter={binCenter} lowerThreshold={bin.lowerTempThreshold()} upperThreshold={bin.upperTempThreshold()}/>
))} ))}
</React.Fragment> </React.Fragment>
) )

View file

@ -1,13 +1,71 @@
import { NodeData } from "bin/3dView/Data/BuildNodeData";
import { colourFade, TempToColour } from "bin/3dView/utils/tempToColour";
import { Bin } from "models"; import { Bin } from "models";
import { pond } from "protobuf-ts/pond";
import { useMemo } from "react"; import { useMemo } from "react";
import { AdditiveBlending, Vector3 } from "three"; import {
Color,
ShaderMaterial,
} from "three";
import { useThree } from "@react-three/fiber";
import { NodeData } from "bin/3dView/Data/BuildNodeData";
import { colourFade } from "bin/3dView/utils/tempToColour";
interface Props{ interface Props{
bin: Bin bin: Bin
nodes: NodeData[] nodes: NodeData[]
opacity?: number
/**
* Point opacity (lower = see deeper).
*/
pointOpacity?: number
/**
* Point size in world units (scaled with your Bin3dView scale group).
*/
pointSize?: number
/**
* Enables MSAA alpha coverage smoothing (WebGL2 + MSAA).
* Helps look continuous without additive blending.
*/
alphaToCoverage?: boolean
/**
* Density along Y (vertical slices).
*/
ySlices?: number
/**
* Radial rings per slice.
*/
radialRings?: number
/**
* Angular segments per ring.
*/
thetaSegments?: number
/**
* Inset to avoid z-fighting with the shell.
*/
wallInsetFactor?: number
/**
* Adds jittered samples inside each polar cell to better fill the volume.
*/
samplesPerCell?: number
/**
* 0..1 jitter amount within a cell (0 = none).
*/
jitter?: number
/**
* Enables screen-door alpha hashing. This fixes incorrect transparency sorting
* (points popping in front when tilted) without additive blending.
*/
alphaHash?: boolean
/**
* Makes in-threshold (green) points more transparent so hot/cold pockets show through.
* 0..1 where 0 = invisible green, 1 = same opacity as out-of-threshold.
*/
greenOpacityFactor?: number
/**
* Curves how strongly out-of-threshold points become visible.
* >1 makes only strong deviations pop; <1 makes small deviations pop more.
*/
deviationPower?: number
// (reverted) extra perf knobs removed
} }
/** /**
@ -16,223 +74,379 @@ interface Props{
* @returns * @returns
*/ */
export default function Heatmap(props: Props){ export default function Heatmap(props: Props){
const {bin, nodes} = props const {
//the steps that control how many 'layers' the heatmap will generate for each direction bin,
const radialSteps = 18; // number of points across the diameter of the pin nodes,
const heightSteps = 20; // number of points up the side of the bin opacity = 0.65, // kept for backward compatibility
const angleSteps = 40; // number of points around the circumfrence of the bin pointOpacity,
pointSize = 5,
ySlices = 22,
radialRings = 16,
thetaSegments = 28,
wallInsetFactor = 0.99,
samplesPerCell = 1,
jitter = 0.75,
alphaHash = true,
greenOpacityFactor = 0.18,
deviationPower = 0.6,
} = props;
const getHeatIntensity = ( useThree(); // keep fiber context available if needed later
temp: number,
lower: number,
upper: number,
fade: number
) => {
if (temp >= lower && temp <= upper) return 0;
const distance = const sidewallHeight = bin.sidewallHeight();
temp < lower ? lower - temp : temp - upper; const hopperHeight = bin.hopperHeight() ?? 0;
const sidewallBaseY = -sidewallHeight / 2;
const hopperTipY = sidewallBaseY - hopperHeight;
// clamp 0 → 1 const inGrainNodes = useMemo(
return Math.min(1, distance / fade); () => nodes.filter((n) => n.inGrain && !n.excluded),
} [nodes],
);
const getTemperatureAtPoint = ( const maxGrainY = useMemo(() => {
point: Vector3, let maxY = -Infinity;
nodes: NodeData[] for (const n of inGrainNodes) maxY = Math.max(maxY, n.position.y);
) => { return Number.isFinite(maxY) ? maxY : sidewallBaseY;
let totalWeight = 0; }, [inGrainNodes, sidewallBaseY]);
let weightedTemp = 0;
//not sure if we should use a hard coded value or use a percentage of the bins diameter const topNodes = useMemo(
//const maxDistance = 450; //tweak this (cm), it is the max distance that a node can influence the heatmap points () => nodes.filter((n) => n.topNode && n.inGrain && !n.excluded),
const maxDistance = bin.diameter() * 0.25; [nodes],
);
nodes.forEach(node => { const anchors = useMemo(
if (!node.inGrain || node.excluded) return; () =>
topNodes.map((n) => ({
x: n.position.x,
z: n.position.z,
y: n.position.y + n.nodeSpacing * 0.5,
})),
[topNodes],
);
const distance = point.distanceTo(node.position); const wallY = useMemo(() => {
if (anchors.length === 0) return -sidewallHeight / 2;
return anchors.reduce((sum, a) => sum + a.y, 0) / anchors.length;
}, [anchors, sidewallHeight]);
const intensity = getHeatIntensity( const idwHeight = (
node.celcius, x: number,
bin.lowerTempThreshold(), z: number,
bin.upperTempThreshold(), inputAnchors: { x: number; z: number; y: number }[],
colourFade power = 2,
); ): number => {
let totalWeight = 0;
let weightedY = 0;
const nodeMaxDistance = maxDistance * (0.5 + intensity); for (const a of inputAnchors) {
// tweakable: 0.51.5 range const dx = x - a.x;
const dz = z - a.z;
if (distance > nodeMaxDistance) return; const distSq = dx * dx + dz * dz;
if (distSq < 0.001) return a.y;
const weight = 1 / (distance * distance + 1); const w = 1 / Math.pow(distSq, power / 2);
totalWeight += w;
totalWeight += weight; weightedY += a.y * w;
weightedTemp += node.celcius * weight;
});
if (totalWeight === 0) return null;
return weightedTemp / totalWeight;
} }
//this gets the highest top node to prevent points from being rendered above it return weightedY / totalWeight;
//we could in the future us the multple top nodes to clamp within a cloumn around that cable which would give us a more realistic grain area };
const maxGrainY = useMemo(() => {
let maxY = -Infinity;
nodes.forEach(node => { const maxRadiusAtY = (y: number, maxR: number): number => {
if (!node.inGrain || node.excluded) return; if (y >= sidewallBaseY) return maxR;
if (hopperHeight <= 0 || y <= hopperTipY) return 0;
const t = (y - hopperTipY) / hopperHeight; // 0..1
return maxR * t;
};
if (node.position.y > maxY) { const grainSurfaceY = (x: number, z: number, rNorm: number): number => {
maxY = node.position.y; // If we don't have top nodes, use a flat surface at maxGrainY.
} if (anchors.length === 0) return maxGrainY;
});
return maxY; const rawY = idwHeight(x, z, anchors);
}, [nodes]);
const samplePoints = useMemo(() => { // Match `GrainCableFill` outer-wall taper so switching isn't jarring.
const points = []; const edgeStart = 0.8;
const blendT = Math.max(0, (rNorm - edgeStart) / (1 - edgeStart));
const s = blendT * blendT * (3 - 2 * blendT);
const y = rawY * (1 - s) + wallY * s;
return Math.max(-sidewallHeight / 2, Math.min(sidewallHeight / 2, y));
};
const radius = bin.diameter() / 2; const evaluateTemp = (px: number, py: number, pz: number): number | null => {
const height = bin.sidewallHeight(); if (inGrainNodes.length === 0) return null;
// Inverse-distance weighted interpolation.
// Keep power modest so the field stays smooth.
const IDW_POWER = 2;
let totalWeight = 0;
let weightedSum = 0;
for (const n of inGrainNodes) {
const dx = px - n.position.x;
const dy = py - n.position.y;
const dz = pz - n.position.z;
const distSq = dx * dx + dy * dy + dz * dz;
const weight = distSq < 0.001 ? 1e6 : 1 / Math.pow(distSq, IDW_POWER / 2);
totalWeight += weight;
weightedSum += n.celcius * weight;
}
for (let yStep = 0; yStep < heightSteps; yStep++) { if (totalWeight === 0) return null;
const y = -height / 2 + (yStep / heightSteps) * height; return weightedSum / totalWeight;
if (y > maxGrainY) continue; };
for (let rStep = 0; rStep < radialSteps; rStep++) { const tempToHeatColor = (temp: number): Color => {
// const r = (rStep / radialSteps) * radius; // Match your 2D/point visuals: green in-threshold, fade to red/blue as distance grows.
const r = Math.sqrt(rStep / radialSteps) * radius; const lower = bin.lowerTempThreshold();
const upper = bin.upperTempThreshold();
for (let aStep = 0; aStep < angleSteps; aStep++) { const GREEN = new Color("#52c41a");
const angle = (aStep / angleSteps) * Math.PI * 2; const BLUE = new Color("#3399ff");
const RED = new Color("#ff4d4f");
const x = Math.cos(angle) * r; if (temp >= lower && temp <= upper) return GREEN;
const z = Math.sin(angle) * r;
const position = new Vector3(x, y, z); const distance = temp < lower ? lower - temp : temp - upper;
const intensity = Math.min(1, distance / colourFade); // 0..1
const temp = getTemperatureAtPoint(position, nodes); // Similar HSL shaping as `TempToColour`, but always returns a color.
const minimumLightness = 0.3;
const lightnessRange = 0.2;
const minimumSaturation = 0.7;
const saturationRange = 0.8;
points.push({ const hsl = { h: 0, s: 1, l: 1 };
position, (temp < lower ? BLUE : RED).getHSL(hsl);
temp
}); const c = new Color();
} c.setHSL(
hsl.h,
saturationRange * intensity + minimumSaturation,
lightnessRange * intensity + minimumLightness,
);
return c;
};
const tempToDeviation = (temp: number): number => {
const lower = bin.lowerTempThreshold();
const upper = bin.upperTempThreshold();
if (temp >= lower && temp <= upper) return 0;
const distance = temp < lower ? lower - temp : temp - upper;
return Math.min(1, distance / colourFade);
};
const { positions, colors, deviations } = useMemo(() => {
const binR = bin.diameter() / 2;
// Important: points are rendered as *sprites*, so even if the center is inside the wall,
// the visible circle can extend outside. Shrink the sampling radius by ~half pointSize
// so the rendered splats stay within the bin.
const maxR = Math.max(0, binR * wallInsetFactor - pointSize * 0.55);
const y0 = hopperHeight > 0 ? hopperTipY : sidewallBaseY;
const y1 = Math.max(y0, maxGrainY);
const pos: number[] = [];
const col: number[] = [];
const dev: number[] = [];
const tmpColor = new Color();
const safeYSlices = Math.max(6, Math.floor(ySlices));
const safeRings = Math.max(4, Math.floor(radialRings));
const safeTheta = Math.max(12, Math.floor(thetaSegments));
const safeSamples = Math.max(1, Math.floor(samplesPerCell));
const j = Math.min(1, Math.max(0, jitter));
// Deterministic "random" so the cloud doesn't shimmer every render.
const rand01 = (seed: number) => {
// xorshift32
let x = seed | 0;
x ^= x << 13;
x ^= x >>> 17;
x ^= x << 5;
// convert to [0,1)
return ((x >>> 0) % 1000000) / 1000000;
};
for (let yi = 0; yi < safeYSlices; yi++) {
const ty = safeYSlices === 1 ? 0 : yi / (safeYSlices - 1);
const y = y0 + (y1 - y0) * ty;
const rAtY = maxRadiusAtY(y, maxR);
if (rAtY <= 0.001) continue;
for (let ring = 0; ring < safeRings; ring++) {
for (let seg = 0; seg < safeTheta; seg++) {
// Cell bounds in polar space
const ring0 = ring / safeRings;
const ring1 = (ring + 1) / safeRings;
const r0 = Math.sqrt(ring0) * rAtY;
const r1 = Math.sqrt(ring1) * rAtY;
const theta0 = (seg / safeTheta) * Math.PI * 2;
const theta1 = ((seg + 1) / safeTheta) * Math.PI * 2;
for (let s = 0; s < safeSamples; s++) {
const seed = yi * 73856093 + ring * 19349663 + seg * 83492791 + s * 2654435761;
const u = rand01(seed);
const v = rand01(seed ^ 0x9e3779b9);
// Jitter inside the cell
const rr = r0 + (r1 - r0) * (j === 0 ? 0.5 : (0.5 + (u - 0.5) * j));
const tt = theta0 + (theta1 - theta0) * (j === 0 ? 0.5 : (0.5 + (v - 0.5) * j));
const x = Math.cos(tt) * rr;
const z = Math.sin(tt) * rr;
const rNorm = rAtY <= 0 ? 0 : rr / rAtY;
const surfaceY = grainSurfaceY(x, z, rNorm);
if (y > surfaceY) continue;
const temp = evaluateTemp(x, y, z);
const d0 = temp == null ? 0 : tempToDeviation(temp);
pos.push(x, y, z);
const c = temp == null ? tmpColor.set("#52c41a") : tempToHeatColor(temp);
col.push(c.r, c.g, c.b);
dev.push(d0);
} }
} }
}
}
return points; return {
}, [bin, nodes]); positions: new Float32Array(pos),
colors: new Float32Array(col),
deviations: new Float32Array(dev),
};
}, [
bin,
wallInsetFactor,
hopperHeight,
hopperTipY,
sidewallBaseY,
maxGrainY,
ySlices,
radialRings,
thetaSegments,
anchors,
wallY,
inGrainNodes,
samplesPerCell,
jitter,
deviationPower,
]);
const { positions, colors, alphas } = useMemo(() => { const alphaHashedMaterial = useMemo(() => {
const positions: number[] = []; return new ShaderMaterial({
const colors: number[] = []; transparent: !alphaHash,
const alphas: number[] = []; depthTest: true,
depthWrite: alphaHash,
uniforms: {
uOpacity: { value: pointOpacity ?? opacity },
uSize: { value: pointSize },
uMaxRadius: { value: (bin.diameter() / 2) * wallInsetFactor },
uSidewallBaseY: { value: -bin.sidewallHeight() / 2 },
uHopperHeight: { value: bin.hopperHeight() ?? 0 },
uAlphaHash: { value: alphaHash ? 1 : 0 },
uGreenOpacityFactor: { value: Math.min(1, Math.max(0, greenOpacityFactor)) },
uDeviationPower: { value: Math.max(0.05, deviationPower) },
},
vertexShader: `
uniform float uSize;
varying vec3 vWorldPos;
varying vec3 vColor;
varying float vDev;
attribute vec3 color;
attribute float deviation;
void main() {
vColor = color;
vDev = deviation;
vec4 world = modelMatrix * vec4(position, 1.0);
vWorldPos = world.xyz;
vec4 mvPosition = viewMatrix * world;
float attn = 300.0 / max(1.0, -mvPosition.z);
gl_PointSize = uSize * attn;
gl_Position = projectionMatrix * mvPosition;
}
`,
fragmentShader: `
precision highp float;
uniform float uOpacity;
uniform float uMaxRadius;
uniform float uSidewallBaseY;
uniform float uHopperHeight;
uniform float uAlphaHash;
uniform float uGreenOpacityFactor;
uniform float uDeviationPower;
varying vec3 vColor;
varying float vDev;
varying vec3 vWorldPos;
// interleaved gradient noise
float ign(vec2 p) {
return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
}
void main() {
// Hard clip pixels to bin radius at this Y (prevents splats outside wall).
float y = vWorldPos.y;
float sidewallBaseY = uSidewallBaseY;
float hopperHeight = uHopperHeight;
float hopperTipY = sidewallBaseY - hopperHeight;
float maxR;
if (y >= sidewallBaseY) {
maxR = uMaxRadius;
} else if (hopperHeight <= 0.0 || y <= hopperTipY) {
maxR = 0.0;
} else {
float t = (y - hopperTipY) / hopperHeight;
maxR = uMaxRadius * t;
}
float r = length(vWorldPos.xz);
if (r > maxR) discard;
samplePoints.forEach((p) => { vec2 p = gl_PointCoord - vec2(0.5);
if (p.temp === null) return; float d = length(p) * 2.0;
const intensity = getHeatIntensity( float mask = smoothstep(1.0, 0.0, d);
p.temp,
bin.lowerTempThreshold(),
bin.upperTempThreshold(),
colourFade
);
const alpha = Math.pow(intensity, 2); // try 2 → 3 for stronger fade
const virtualNode: NodeData = { float dev = clamp(vDev, 0.0, 1.0);
cableIndex: -1, float devCurve = pow(dev, uDeviationPower);
nodeIndex: -1, // 0 => green/in-threshold, 1 => strong deviation
radius: 0, float localOpacityFactor = mix(uGreenOpacityFactor, 1.0, devCurve);
position: p.position, float a = clamp(mask * uOpacity * localOpacityFactor, 0.0, 1.0);
celcius: p.temp,
inGrain: true,
excluded: false
};
const color = TempToColour( if (uAlphaHash > 0.5) {
virtualNode, float n = ign(gl_FragCoord.xy);
bin.lowerTempThreshold(), if (n > a) discard;
bin.upperTempThreshold(), gl_FragColor = vec4(vColor, 1.0);
"heatmap" } else {
); gl_FragColor = vec4(vColor, a);
}
}
`,
});
}, [alphaHash, bin, deviationPower, greenOpacityFactor, opacity, pointOpacity, pointSize, wallInsetFactor]);
if (!color) return; // Fallback: normal points (no OIT)
return (
// position <points renderOrder={2} material={alphaHashedMaterial ?? undefined}>
positions.push(p.position.x, p.position.y, p.position.z); <bufferGeometry>
<bufferAttribute
// color (normalized 01) attach="attributes-position"
colors.push(color.r, color.g, color.b); array={positions}
alphas.push(alpha) count={positions.length / 3}
itemSize={3}
}); />
<bufferAttribute
return { attach="attributes-color"
positions: new Float32Array(positions), array={colors}
colors: new Float32Array(colors), count={colors.length / 3}
alphas: new Float32Array(alphas) itemSize={3}
}; />
}, [samplePoints, bin]); <bufferAttribute
attach="attributes-deviation"
return ( array={deviations}
<points> count={deviations.length}
<bufferGeometry> itemSize={1}
<bufferAttribute />
attach="attributes-position" </bufferGeometry>
array={positions} </points>
count={positions.length / 3} );
itemSize={3}
/>
<bufferAttribute
attach="attributes-color"
array={colors}
count={colors.length / 3}
itemSize={3}
/>
<bufferAttribute
attach="attributes-alpha"
array={alphas}
itemSize={1}
/>
</bufferGeometry>
<shaderMaterial
transparent
depthWrite={false}
blending={AdditiveBlending}
vertexColors
uniforms={{ pointSize: { value: 0.7 } }}
vertexShader={`
attribute float alpha;
varying float vAlpha;
varying vec3 vColor;
void main() {
vAlpha = alpha;
vColor = color;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
gl_PointSize = 10.0; // tweak this instead of size prop
gl_Position = projectionMatrix * mvPosition;
}
`}
fragmentShader={`
varying float vAlpha;
varying vec3 vColor;
void main() {
float dist = length(gl_PointCoord - vec2(0.5));
float falloff = smoothstep(0.5, 0.0, dist);
gl_FragColor = vec4(vColor, vAlpha * falloff);
}
`}
/>
</points>
);
} }

View file

@ -2,7 +2,7 @@ import { NodeData } from "bin/3dView/Data/BuildNodeData";
import { colourFade } from "bin/3dView/utils/tempToColour"; import { colourFade } from "bin/3dView/utils/tempToColour";
import { Bin } from "models"; import { Bin } from "models";
import { useMemo } from "react"; import { useMemo } from "react";
import { AdditiveBlending, CanvasTexture } from "three"; import { CanvasTexture, NormalBlending } from "three";
interface Props { interface Props {
bin: Bin; bin: Bin;
@ -22,10 +22,10 @@ export default function NodePointCloud(props: Props) {
const MIN_EDGE_INTENSITY = 0.2; const MIN_EDGE_INTENSITY = 0.2;
const BASE_BRIGHTNESS = 0.2; const BASE_BRIGHTNESS = 0.7;
const INTENSITY_BRIGHTNESS_MULT = 0.5; const INTENSITY_BRIGHTNESS_MULT = 0.7;
const OPACITY = 0.7; const OPACITY = 0.3;
const POINT_SIZE = 1; const POINT_SIZE = 1;
// IDW power — how sharply nearer nodes dominate the field // IDW power — how sharply nearer nodes dominate the field
@ -224,7 +224,7 @@ export default function NodePointCloud(props: Props) {
// RENDER // RENDER
// ----------------------------- // -----------------------------
return ( return (
<points> <points renderOrder={2}>
<bufferGeometry> <bufferGeometry>
<bufferAttribute <bufferAttribute
attach="attributes-position" attach="attributes-position"
@ -247,7 +247,7 @@ export default function NodePointCloud(props: Props) {
transparent transparent
opacity={OPACITY} opacity={OPACITY}
depthWrite={false} depthWrite={false}
blending={AdditiveBlending} blending={NormalBlending}
/> />
</points> </points>
); );

View file

@ -0,0 +1,406 @@
import { useMemo } from "react";
import * as THREE from "three";
import { Bin } from "models";
import { NodeData } from "../../Data/BuildNodeData";
interface Props {
bin: Bin;
nodes: NodeData[];
}
// -----------------------------------------------------------------------
// 🎛️ TUNING KNOBS
// -----------------------------------------------------------------------
// Grid resolution — more = smoother but heavier
const RADIAL_RINGS = 12; // rings of sample points from center outward
const THETA_SEGMENTS = 24; // points around each ring
const HEIGHT_STEPS = 20; // vertical layers
// Colour thresholds — degrees °C above the bin's upper threshold
const YELLOW_DELTA = 5; // at this far above threshold → full yellow
const RED_DELTA = 10; // at this far above threshold → full red
// IDW power — higher = sharper transitions between nodes (2 is standard)
const IDW_POWER = 2;
// Mesh appearance
const OPACITY = 0.55;
// -----------------------------------------------------------------------
// COLOUR HELPERS
// -----------------------------------------------------------------------
// Returns 0 (green) → 1 (yellow) → 2 (red) based on how far above
// the upper threshold the interpolated temperature is.
// Everything at or below upper threshold = 0.
function tempToHeat(temp: number, upper: number): number {
if (temp <= upper) return 0;
const delta = temp - upper;
if (delta >= RED_DELTA) return 2;
if (delta >= YELLOW_DELTA) return 1 + (delta - YELLOW_DELTA) / (RED_DELTA - YELLOW_DELTA);
return delta / YELLOW_DELTA;
}
// Maps heat value [02] to RGB.
// 0 = green (#52c41a)
// 1 = yellow (#fadb14)
// 2 = red (#ff4d4f)
function heatToRGB(heat: number): [number, number, number] {
if (heat <= 0) return [0.322, 0.761, 0.102]; // green
if (heat <= 1) {
// green → yellow
const t = heat;
return [
0.322 + (0.980 - 0.322) * t, // R
0.761 + (0.859 - 0.761) * t, // G
0.102 + (0.078 - 0.102) * t, // B
];
}
// yellow → red
const t = heat - 1;
return [
0.980 + (1.000 - 0.980) * t, // R
0.859 + (0.302 - 0.859) * t, // G
0.078 + (0.310 - 0.078) * t, // B
];
}
// -----------------------------------------------------------------------
// IDW TEMPERATURE INTERPOLATION
// -----------------------------------------------------------------------
interface TempAnchor {
x: number; y: number; z: number;
celcius: number;
}
function idwTemp(
px: number, py: number, pz: number,
anchors: TempAnchor[],
power: number
): number {
let totalWeight = 0;
let weightedSum = 0;
for (const a of anchors) {
const dx = px - a.x;
const dy = py - a.y;
const dz = pz - a.z;
const distSq = dx * dx + dy * dy + dz * dz;
if (distSq < 0.001) return a.celcius; // exactly on a node
const weight = 1 / Math.pow(distSq, power / 2);
totalWeight += weight;
weightedSum += a.celcius * weight;
}
return totalWeight === 0 ? 0 : weightedSum / totalWeight;
}
// -----------------------------------------------------------------------
// COMPONENT
// -----------------------------------------------------------------------
export default function TempHeatMap(props: Props) {
const { bin, nodes } = props;
const binRadius = bin.diameter() / 2;
const sidewallHeight = bin.sidewallHeight();
const hopperHeight = bin.hopperHeight() ?? 0;
const upperThreshold = bin.upperTempThreshold();
const sidewallBaseY = -sidewallHeight / 2;
const hopperTipY = sidewallBaseY - hopperHeight;
// Taper radius inside the hopper cone
const maxRadiusAtY = (y: number): number => {
if (y >= sidewallBaseY) return binRadius;
if (hopperHeight <= 0 || y <= hopperTipY) return 0;
return binRadius * ((y - hopperTipY) / hopperHeight);
};
// Only use in-grain, non-excluded nodes as temperature anchors
const anchors = useMemo<TempAnchor[]>(() =>
nodes
.filter(n => n.inGrain && !n.excluded)
.map(n => ({
x: n.position.x,
y: n.position.y,
z: n.position.z,
celcius: n.celcius,
})),
[nodes]
);
// Top of grain — highest in-grain node Y
const maxGrainY = useMemo(() => {
let maxY = sidewallBaseY;
for (const a of anchors) {
if (a.y > maxY) maxY = a.y;
}
return maxY;
}, [anchors, sidewallBaseY]);
// -----------------------------------------------------------------------
// BUILD GEOMETRY
// -----------------------------------------------------------------------
const geometry = useMemo(() => {
if (anchors.length === 0) return null;
// -------------------------------------------------------------------
// 1. Sample the cylindrical grid
// -------------------------------------------------------------------
// Layout: center column + RADIAL_RINGS rings, each with THETA_SEGMENTS
// vertices, stacked HEIGHT_STEPS times vertically.
//
// Vertex index scheme:
// layer * pointsPerLayer + ringOffset
// where ringOffset: 0 = center, 1..N = ring vertices
const pointsPerLayer = 1 + RADIAL_RINGS * THETA_SEGMENTS;
// +1 for the optional hopper tip vertex (unused for flat-bottom bins)
const totalVerts = HEIGHT_STEPS * pointsPerLayer + 1;
const positions = new Float32Array(totalVerts * 3);
const colors = new Float32Array(totalVerts * 3);
// Grain bottom Y — bottom of the grain, either hopper tip or sidewall base
// For hopper bins, starting exactly at hopperTipY causes the entire
// bottom layer to collapse to radius=0 (degenerate triangles that
// disappear when viewed from below). Instead start one HEIGHT_STEPS
// increment above the tip so the bottom layer always has a visible
// radius, then add a separate tip vertex that fans down to a point.
const rawBottomY = hopperHeight > 0 ? hopperTipY : sidewallBaseY;
const grainBottomY = hopperHeight > 0
? hopperTipY + (maxGrainY - hopperTipY) / HEIGHT_STEPS
: sidewallBaseY;
const grainHeight = maxGrainY - grainBottomY;
if (grainHeight <= 0) return null;
for (let hStep = 0; hStep < HEIGHT_STEPS; hStep++) {
const t = hStep / (HEIGHT_STEPS - 1);
const y = grainBottomY + t * grainHeight;
const allowedRadius = maxRadiusAtY(y) * 0.97; // slight inset
const layerBase = hStep * pointsPerLayer;
// Center vertex
const cx = 0, cz = 0;
const centerTemp = idwTemp(cx, y, cz, anchors, IDW_POWER);
const centerHeat = tempToHeat(centerTemp, upperThreshold);
const [cr, cg, cb] = heatToRGB(centerHeat);
positions[layerBase * 3 + 0] = cx;
positions[layerBase * 3 + 1] = y;
positions[layerBase * 3 + 2] = cz;
colors[layerBase * 3 + 0] = cr;
colors[layerBase * 3 + 1] = cg;
colors[layerBase * 3 + 2] = cb;
// Ring vertices
for (let ring = 0; ring < RADIAL_RINGS; ring++) {
// sqrt distribution keeps area density even across rings
const rFrac = Math.sqrt((ring + 1) / RADIAL_RINGS);
const r = rFrac * allowedRadius;
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const angle = (seg / THETA_SEGMENTS) * Math.PI * 2;
const x = Math.cos(angle) * r;
const z = Math.sin(angle) * r;
const temp = idwTemp(x, y, z, anchors, IDW_POWER);
const heat = tempToHeat(temp, upperThreshold);
const [vr, vg, vb] = heatToRGB(heat);
const vi = layerBase + 1 + ring * THETA_SEGMENTS + seg;
positions[vi * 3 + 0] = x;
positions[vi * 3 + 1] = y;
positions[vi * 3 + 2] = z;
colors[vi * 3 + 0] = vr;
colors[vi * 3 + 1] = vg;
colors[vi * 3 + 2] = vb;
}
}
}
// -------------------------------------------------------------------
// 2. Build triangle indices
// -------------------------------------------------------------------
// For each pair of adjacent height layers, connect:
// (a) center fan for the innermost ring
// (b) quad strips between adjacent rings
// (c) quad strips between outermost ring top/bottom caps
// We also cap the top and bottom with fans.
const indices: number[] = [];
const idx = (hStep: number, ring: number, seg: number): number => {
// ring -1 = center vertex
if (ring < 0) return hStep * pointsPerLayer;
const s = ((seg % THETA_SEGMENTS) + THETA_SEGMENTS) % THETA_SEGMENTS;
return hStep * pointsPerLayer + 1 + ring * THETA_SEGMENTS + s;
};
// Side walls — connect each layer to the next
for (let h = 0; h < HEIGHT_STEPS - 1; h++) {
// Center → first ring quads (actually triangles since one side is a point)
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS;
// tri: center(h), ring0(h,seg), ring0(h,next)
indices.push(idx(h, -1, 0), idx(h, 0, seg), idx(h, 0, next));
// tri: center(h+1), ring0(h+1,next), ring0(h+1,seg)
indices.push(idx(h + 1, -1, 0), idx(h + 1, 0, next), idx(h + 1, 0, seg));
// quad connecting the two center fans
indices.push(
idx(h, -1, 0), idx(h + 1, -1, 0), idx(h, 0, seg),
);
indices.push(
idx(h + 1, -1, 0), idx(h + 1, 0, seg), idx(h, 0, seg),
);
}
// Ring-to-ring quads
for (let ring = 0; ring < RADIAL_RINGS - 1; ring++) {
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS;
// quad between ring and ring+1 at layer h
const a = idx(h, ring, seg);
const b = idx(h, ring, next);
const c = idx(h, ring + 1, seg);
const d = idx(h, ring + 1, next);
// quad between ring and ring+1 at layer h+1
const e = idx(h + 1, ring, seg);
const f = idx(h + 1, ring, next);
const g = idx(h + 1, ring + 1, seg);
const hh = idx(h + 1, ring + 1, next);
// side face (h → h+1 for this quad)
indices.push(a, e, b);
indices.push(e, f, b);
// inner ring cap face at layer h
indices.push(a, b, c);
indices.push(b, d, c);
// inner ring cap face at layer h+1
indices.push(e, g, f);
indices.push(f, g, hh);
}
}
// Outermost ring side faces
const outerRing = RADIAL_RINGS - 1;
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS;
const a = idx(h, outerRing, seg);
const b = idx(h, outerRing, next);
const c = idx(h + 1, outerRing, seg);
const d = idx(h + 1, outerRing, next);
indices.push(a, c, b);
indices.push(b, c, d);
}
}
// Bottom cap — fan from center to outermost ring
const hBottom = 0;
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS;
indices.push(
idx(hBottom, -1, 0),
idx(hBottom, RADIAL_RINGS - 1, next),
idx(hBottom, RADIAL_RINGS - 1, seg),
);
}
// Top cap
const hTop = HEIGHT_STEPS - 1;
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS;
indices.push(
idx(hTop, -1, 0),
idx(hTop, RADIAL_RINGS - 1, seg),
idx(hTop, RADIAL_RINGS - 1, next),
);
}
// -------------------------------------------------------------------
// 2b. Hopper tip vertex + fan (only for hopper bins)
// -------------------------------------------------------------------
// The tip vertex sits at the very last slot in the buffer.
const tipVertexIndex = HEIGHT_STEPS * pointsPerLayer;
if (hopperHeight > 0) {
const tipTemp = idwTemp(0, rawBottomY, 0, anchors, IDW_POWER);
const tipHeat = tempToHeat(tipTemp, upperThreshold);
const [tr, tg, tb] = heatToRGB(tipHeat);
positions[tipVertexIndex * 3 + 0] = 0;
positions[tipVertexIndex * 3 + 1] = rawBottomY; // hopperTipY
positions[tipVertexIndex * 3 + 2] = 0;
colors[tipVertexIndex * 3 + 0] = tr;
colors[tipVertexIndex * 3 + 1] = tg;
colors[tipVertexIndex * 3 + 2] = tb;
// Fan from bottom layer's outermost ring down to the tip point.
// This fills the gap between grainBottomY and hopperTipY.
const hBottom = 0;
const outerRing = RADIAL_RINGS - 1;
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS;
const a = idx(hBottom, outerRing, seg);
const b = idx(hBottom, outerRing, next);
// Wind so the face is visible from below (tip → b → a)
indices.push(tipVertexIndex, b, a);
}
// Also fan the bottom layer rings down to the tip for the
// interior of the hopper cone
for (let ring = 0; ring < RADIAL_RINGS - 1; ring++) {
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
const next = (seg + 1) % THETA_SEGMENTS;
const a = idx(hBottom, ring, seg);
const b = idx(hBottom, ring, next);
indices.push(tipVertexIndex, b, a);
}
}
// Center to tip
indices.push(tipVertexIndex, idx(hBottom, -1, 0), idx(hBottom, 0, 0));
}
// -------------------------------------------------------------------
// 3. Assemble BufferGeometry
// -------------------------------------------------------------------
const geo = new THREE.BufferGeometry();
geo.setAttribute("position", new THREE.BufferAttribute(positions, 3));
geo.setAttribute("color", new THREE.BufferAttribute(colors, 3));
geo.setIndex(indices);
return geo;
}, [anchors, maxGrainY, hopperTipY, sidewallBaseY, binRadius, upperThreshold, hopperHeight]);
if (!geometry) return null;
// meshBasicMaterial is used intentionally here instead of meshStandardMaterial:
// - No lighting/normal calculations means face winding direction does not affect
// visibility, so the mesh looks identical from all camera angles including
// below and inside the volume.
// - vertexColors drives all colour — lighting would wash out the green/yellow/red
// gradient anyway depending on light angle.
return (
<mesh geometry={geometry} renderOrder={2}>
<meshBasicMaterial
vertexColors
transparent
opacity={OPACITY}
side={THREE.DoubleSide}
depthWrite={false}
depthTest={false}
/>
</mesh>
);
}

View file

@ -260,13 +260,30 @@ export default function GrainCableFill(props: Props) {
roughness={1} roughness={1}
metalness={0} metalness={0}
opacity={grainOpacity} opacity={grainOpacity}
depthWrite={false}
depthTest={false}
renderOrder={0}
/> />
)} )}
{cylinderFillHeight > 0 && ( {cylinderFillHeight > 0 && (
<mesh position={new Vector3(0, -sidewallHeight / 2 + cylinderFillHeight / 2, 0)}> <Cylinder
<cylinderGeometry args={[fbRadius, fbRadius, cylinderFillHeight, 20, 1, false]} /> geometry={{
<meshStandardMaterial color={grainColour} roughness={1} metalness={0} opacity={grainOpacity}/> radiusTop: fbRadius,
</mesh> radiusBottom: fbRadius,
height: cylinderFillHeight,
radialSegments: 20,
heightSegments: 1,
openEnded: false
}}
position={new Vector3(0, -sidewallHeight / 2 + cylinderFillHeight / 2, 0)}
colour={grainColour}
roughness={1}
metalness={0}
opacity={grainOpacity}
depthWrite={false}
depthTest={false}
renderOrder={0}
/>
)} )}
</> </>
); );
@ -275,9 +292,9 @@ export default function GrainCableFill(props: Props) {
// --- Render cable-driven surface --- // --- Render cable-driven surface ---
return ( return (
<> <>
{/* Interpolated grain surface */} {/* Interpolated grain surface - i have not made a react component for this shape, not exactly a basic shape, so am just using mesh as is */}
{surfaceGeometry && ( {surfaceGeometry && (
<mesh geometry={surfaceGeometry}> <mesh renderOrder={0} geometry={surfaceGeometry}>
<meshStandardMaterial <meshStandardMaterial
color={grainColour} color={grainColour}
roughness={1} roughness={1}
@ -286,6 +303,7 @@ export default function GrainCableFill(props: Props) {
transparent transparent
opacity={grainOpacity} opacity={grainOpacity}
depthWrite={false} depthWrite={false}
depthTest={false}
/> />
</mesh> </mesh>
)} )}
@ -305,6 +323,8 @@ export default function GrainCableFill(props: Props) {
roughness={1} roughness={1}
opacity={grainOpacity} opacity={grainOpacity}
depthWrite={false} depthWrite={false}
depthTest={false}
renderOrder={0}
/> />
{/* Hopper fill — always full when grain surface exists above the floor */} {/* Hopper fill — always full when grain surface exists above the floor */}
@ -322,6 +342,9 @@ export default function GrainCableFill(props: Props) {
roughness={1} roughness={1}
metalness={0} metalness={0}
opacity={grainOpacity} opacity={grainOpacity}
depthWrite={false}
depthTest={false}
renderOrder={0}
/> />
)} )}
</> </>

View file

@ -8,6 +8,7 @@ interface Props {
sidewallHeight: number; sidewallHeight: number;
hopperHeight?: number; hopperHeight?: number;
fillPercent: number; fillPercent: number;
grainOpacity?: number;
} }
export default function GrainFillFlat(props: Props) { export default function GrainFillFlat(props: Props) {
@ -15,7 +16,8 @@ export default function GrainFillFlat(props: Props) {
diameter, diameter,
sidewallHeight, sidewallHeight,
hopperHeight = 0, hopperHeight = 0,
fillPercent fillPercent,
grainOpacity
} = props; } = props;
const radius = diameter / 2; const radius = diameter / 2;
@ -99,6 +101,10 @@ export default function GrainFillFlat(props: Props) {
colour={grainColour} colour={grainColour}
roughness={1} roughness={1}
metalness={0} metalness={0}
opacity={grainOpacity}
depthWrite={false}
depthTest={false}
renderOrder={0}
/> />
)} )}
@ -116,6 +122,10 @@ export default function GrainFillFlat(props: Props) {
colour={grainColour} colour={grainColour}
roughness={1} roughness={1}
metalness={0} metalness={0}
opacity={grainOpacity}
depthWrite={false}
depthTest={false}
renderOrder={0}
/> />
)} )}
</> </>