changed the heatmap limit to use the grain height
This commit is contained in:
parent
b1c676987e
commit
874be1d8b7
3 changed files with 489 additions and 525 deletions
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@ -79,9 +79,9 @@ export default function BaseMesh(props: BaseMeshProps) {
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};
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return (
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<group position={position} rotation={rotation} renderOrder={renderOrder}>
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<group position={position} rotation={rotation}>
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{/* Main surface */}
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<mesh geometry={geometry} onClick={onClick}>
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<mesh geometry={geometry} onClick={onClick} renderOrder={renderOrder}>
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{buildMaterial()}
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</mesh>
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@ -1,3 +1,4 @@
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import OrbitCameraControls from "3dModels/CameraControls/OrbitCameraControls";
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import { Canvas } from "@react-three/fiber";
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import { Bin } from "models";
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@ -10,53 +11,56 @@ import { BuildCableData, CableData } from "../Data/BuildCableData";
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import { BuildNodeData, NodeData } from "../Data/BuildNodeData";
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import { pond } from "protobuf-ts/pond";
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import GrainCableFill from "../Systems/Inventory/GrainCableFill";
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import TempHeatMap from "../Systems/Heatmap/TempHeatMap"; //grain heat map
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import NodePointCloud from "../Systems/Heatmap/NodePointCloud"; //hot spots
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import TempHeatMap from "../Systems/Heatmap/TempHeatMap";
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import NodePointCloud from "../Systems/Heatmap/NodePointCloud";
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interface Props {
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/**
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* The bin to generate a 3D model of
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*/
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bin: Bin
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/**
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* The scale to apply to the bin dimensions
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* ie 100 would make the bin 1:100 scale
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* @default 100
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*/
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scale: number
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/**
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* optional: the percent of the bin to fill using a level top, this will be used with manual and lidar controls
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*/
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fillPercent?: number
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nodeClick?: (node: NodeData, cable: CableData) => void
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/**
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* toggles the grain in the bin
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*/
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showGrain?: boolean
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/**
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* toggles the heatmap overlay
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*/
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showHeatmap?: boolean
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/**
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* toggles the hotspots in the bin
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*/
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showHotspots?: boolean
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}
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export default function Bin3dView(props: Props){
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//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
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// and either a cone for the hopper or circle for flat bottom, it is possible to also use lathe geometry for this as well,
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// it might even work better because we can control the smoothness easier with it being only one mesh rather than 3
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const {bin, scale = 100, fillPercent, nodeClick, showHeatmap, showGrain, showHotspots} = props
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export default function Bin3dView(props: Props) {
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const { bin, scale = 100, fillPercent, nodeClick, showHeatmap, showGrain, showHotspots } = props
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const binCenter = useMemo(() => new Vector3(0, 0, 0), []);
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const cableData = useMemo(() => BuildCableData(bin), [bin]);
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const nodeData = useMemo(() => BuildNodeData(cableData), [cableData]);
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const nodeData = useMemo(() => BuildNodeData(cableData), [cableData]);
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const isCableInventory =
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bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_AUTOMATIC ||
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bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_HYBRID_CABLE;
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// For cable inventory, TempHeatMap derives the wavy surface directly from
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// the top nodes in nodeData — no scalar needed.
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//
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// For flat fill percent, we convert the fill percent to a Y coordinate
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// using the same volume math as GrainFillFlat and pass it as flatMaxY.
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const flatMaxY = useMemo(() => {
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if (isCableInventory || fillPercent === undefined) return undefined;
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const radius = bin.diameter() / 2;
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const sidewallH = bin.sidewallHeight();
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const hopperH = bin.hopperHeight() ?? 0;
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const cylVolume = Math.PI * radius * radius * sidewallH;
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const hopperVol = hopperH > 0 ? (1 / 3) * Math.PI * radius * radius * hopperH : 0;
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const filled = (cylVolume + hopperVol) * fillPercent;
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const cylinderFillH = hopperH > 0 && filled <= hopperVol
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? 0
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: Math.max(0, (filled - hopperVol) / (Math.PI * radius * radius));
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return -sidewallH / 2 + cylinderFillH;
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}, [isCableInventory, fillPercent, bin]);
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const grainInventory = () => {
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if(bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_AUTOMATIC ||
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bin.inventoryControl() === pond.BinInventoryControl.BIN_INVENTORY_CONTROL_HYBRID_CABLE){
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if (isCableInventory) {
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return (
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<GrainCableFill
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<GrainCableFill
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diameter={bin.diameter()}
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nodes={nodeData}
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sidewallHeight={bin.sidewallHeight()}
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@ -65,25 +69,27 @@ export default function Bin3dView(props: Props){
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grainOpacity={0.3}
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/>
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)
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}else if (fillPercent){
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<GrainFillFlat
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diameter={bin.diameter()}
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sidewallHeight={bin.sidewallHeight()}
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hopperHeight={bin.hopperHeight()}
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fillPercent={fillPercent}
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grainOpacity={0.3}
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/>
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} else if (fillPercent) {
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return (
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<GrainFillFlat
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diameter={bin.diameter()}
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sidewallHeight={bin.sidewallHeight()}
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hopperHeight={bin.hopperHeight()}
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fillPercent={fillPercent}
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grainOpacity={0.3}
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/>
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)
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}
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}
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return (
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<Canvas>
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<group scale={[1/scale, 1/scale, 1/scale]}>
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<BinShell
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binBodyColour="#fff"
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radialSegments={20}
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binMetalness={0.5}
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binRoughness={0.7}
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<Canvas>
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<group scale={[1 / scale, 1 / scale, 1 / scale]}>
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<BinShell
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binBodyColour="#fff"
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radialSegments={20}
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binMetalness={0.5}
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binRoughness={0.7}
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binOpacity={0.2}
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diameter={bin.diameter()}
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sidewallHeight={bin.sidewallHeight()}
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@ -91,30 +97,37 @@ export default function Bin3dView(props: Props){
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hopperHeight={bin.hopperHeight()}
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renderOrder={4}
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/>
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{/* grain - cylinder*/}
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{showGrain && grainInventory()}
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{/* cables */}
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<BinCables cableData={cableData} nodeData={nodeData} bin={bin} binCenter={binCenter}
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<BinCables
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cableData={cableData}
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nodeData={nodeData}
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bin={bin}
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binCenter={binCenter}
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onNodeClick={(node, cable) => {
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// console.log(node)
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// console.log(cable)
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if(nodeClick){
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nodeClick(node, cable)
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}
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if (nodeClick) nodeClick(node, cable)
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}}
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renderOrder={1}/>
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{showHotspots && <NodePointCloud bin={bin} nodes={nodeData} /> }
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{showHeatmap && <TempHeatMap bin={bin} nodes={nodeData}/>}
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</group>
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{/* lighting */}
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<ambientLight intensity={0.2} color={"white"}/>
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<directionalLight intensity={0.2} color={"white"} position={[0,0,5]}/>
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<directionalLight intensity={0.2} color={"white"} position={[0,0,-5]}/>
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<directionalLight intensity={0.2} color={"white"} position={[5,0,0]}/>
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<directionalLight intensity={0.2} color={"white"} position={[-5,0,0]}/>
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<OrbitCameraControls clampVerticalRotation />
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</Canvas>
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renderOrder={1}
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/>
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{showHotspots && <NodePointCloud bin={bin} nodes={nodeData} />}
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{showHeatmap && (
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<TempHeatMap
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bin={bin}
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nodes={nodeData}
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flatMaxY={flatMaxY}
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/>
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)}
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</group>
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<ambientLight intensity={0.2} color={"white"} />
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<directionalLight intensity={0.2} color={"white"} position={[0, 0, 5]} />
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<directionalLight intensity={0.2} color={"white"} position={[0, 0, -5]} />
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<directionalLight intensity={0.2} color={"white"} position={[5, 0, 0]} />
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<directionalLight intensity={0.2} color={"white"} position={[-5, 0, 0]} />
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<OrbitCameraControls clampVerticalRotation />
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</Canvas>
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)
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}
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}
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@ -3,489 +3,440 @@ import * as THREE from "three";
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import { Bin } from "models";
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import { NodeData } from "../../Data/BuildNodeData";
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import React from "react";
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interface Props {
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bin: Bin;
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nodes: NodeData[];
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/**
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* For flat fill percent inventory — a scalar Y ceiling for the heatmap top.
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* Used when there are no cable top nodes to drive a surface.
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*/
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flatMaxY?: number;
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}
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const RADIAL_RINGS = 20;
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const THETA_SEGMENTS = 40;
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const HEIGHT_STEPS = 28;
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const YELLOW_DELTA = 5;
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const RED_DELTA = 10;
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const IDW_POWER = 4;
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const RED_OPACITY = 0.3;
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const GREEN_OPACITY = 0.3;
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const YELLOW_OPACITY = 0.8;
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// New tuning knobs
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const ANGLE_JITTER = 0.2;
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const RADIAL_JITTER = 0.05;
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const LAYER_TWIST = 0.22;
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function tempToHeat(temp:number, upper:number):number {
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// IDW power for the horizontal surface interpolation —
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// matches GrainCableFill's default of 2
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const SURFACE_IDW_POWER = 2;
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function tempToHeat(temp: number, upper: number): number {
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if (temp <= upper) return 0;
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const delta = temp - upper;
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if (delta >= RED_DELTA) return 2;
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if (delta >= YELLOW_DELTA) {
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return 1 +
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(delta - YELLOW_DELTA) /
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(RED_DELTA - YELLOW_DELTA);
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}
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if (delta >= YELLOW_DELTA) return 1 + (delta - YELLOW_DELTA) / (RED_DELTA - YELLOW_DELTA);
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return delta / YELLOW_DELTA;
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}
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function heatToRGB(heat:number): number[] {
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const GREEN = [0,0.5,0.02];
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const YELLOW = [0.7,0.86,0.0];
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const RED = [0.8,0.0,0.01];
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if (heat <= 0)
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return GREEN;
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function heatToRGB(heat: number): number[] {
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const GREEN = [0, 0.5, 0.02];
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const YELLOW = [0.7, 0.86, 0.0];
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const RED = [0.8, 0.0, 0.01];
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if (heat <= 0) return GREEN;
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if (heat <= 1) {
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const t = Math.pow(heat,0.75);
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return [
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GREEN[0] + (YELLOW[0]-GREEN[0])*t,
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GREEN[1] + (YELLOW[1]-GREEN[1])*t,
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GREEN[2] + (YELLOW[2]-GREEN[2])*t,
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];
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const t = Math.pow(heat, 0.75);
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return [
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GREEN[0] + (YELLOW[0] - GREEN[0]) * t,
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GREEN[1] + (YELLOW[1] - GREEN[1]) * t,
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GREEN[2] + (YELLOW[2] - GREEN[2]) * t,
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];
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}
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const t = Math.pow(heat-1,0.75);
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const t = Math.pow(heat - 1, 0.75);
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return [
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YELLOW[0] + (RED[0]-YELLOW[0])*t,
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YELLOW[1] + (RED[1]-YELLOW[1])*t,
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YELLOW[2] + (RED[2]-YELLOW[2])*t,
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YELLOW[0] + (RED[0] - YELLOW[0]) * t,
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YELLOW[1] + (RED[1] - YELLOW[1]) * t,
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YELLOW[2] + (RED[2] - YELLOW[2]) * t,
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];
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}
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}
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interface TempAnchor {
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x:number;
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y:number;
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z:number;
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celcius:number;
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}
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function idwTemp(
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px:number,
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py:number,
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pz:number,
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anchors:TempAnchor[],
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power:number
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):number {
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let totalWeight=0;
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let weightedSum=0;
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for (const a of anchors){
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const dx=px-a.x;
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const dy=py-a.y;
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const dz=pz-a.z;
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const distSq=dx*dx+dy*dy+dz*dz;
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if (distSq < 0.001)
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return a.celcius;
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const weight =
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1 / Math.pow(distSq, power/2);
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totalWeight += weight;
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weightedSum += a.celcius * weight;
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x: number; y: number; z: number;
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celcius: number;
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}
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interface SurfaceAnchor {
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x: number; z: number; y: number;
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}
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// 3D IDW for temperature interpolation
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function idwTemp(
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px: number, py: number, pz: number,
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anchors: TempAnchor[],
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power: number
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): number {
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let totalWeight = 0;
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let weightedSum = 0;
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for (const a of anchors) {
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const dx = px - a.x;
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const dy = py - a.y;
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const dz = pz - a.z;
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const distSq = dx * dx + dy * dy + dz * dz;
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if (distSq < 0.001) return a.celcius;
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const weight = 1 / Math.pow(distSq, power / 2);
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totalWeight += weight;
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weightedSum += a.celcius * weight;
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}
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return totalWeight===0
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? 0
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: weightedSum/totalWeight;
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}
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// deterministic pseudo-random based on indices
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function hashNoise(a:number,b:number,c:number){
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const x = Math.sin(
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a*127.1 + b*311.7 + c*74.7
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) * 43758.5453;
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return totalWeight === 0 ? 0 : weightedSum / totalWeight;
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}
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return (x - Math.floor(x))*2 -1;
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}
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export default function TempHeatMapGPT({bin,nodes}:Props){
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const binRadius=bin.diameter()/2;
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const sidewallHeight=bin.sidewallHeight();
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const hopperHeight=bin.hopperHeight() ?? 0;
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const upperThreshold=bin.upperTempThreshold();
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const sidewallBaseY=-sidewallHeight/2;
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const hopperTipY=sidewallBaseY-hopperHeight;
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const maxRadiusAtY=(y:number)=>{
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if(y>=sidewallBaseY)
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return binRadius;
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if(hopperHeight<=0 || y<=hopperTipY)
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return 0;
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return binRadius*
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((y-hopperTipY)/hopperHeight);
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// 2D IDW for surface height interpolation — matches GrainCableFill exactly
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function idwSurfaceY(
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x: number, z: number,
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anchors: SurfaceAnchor[],
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power: number
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): number {
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let totalWeight = 0;
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let weightedY = 0;
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for (const a of anchors) {
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const dx = x - a.x;
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const dz = z - a.z;
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const distSq = dx * dx + dz * dz;
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if (distSq < 0.001) return a.y;
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const weight = 1 / Math.pow(distSq, power / 2);
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totalWeight += weight;
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weightedY += a.y * weight;
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}
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return totalWeight === 0 ? 0 : weightedY / totalWeight;
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}
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function hashNoise(a: number, b: number, c: number) {
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const x = Math.sin(a * 127.1 + b * 311.7 + c * 74.7) * 43758.5453;
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return (x - Math.floor(x)) * 2 - 1;
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}
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export default function TempHeatMap({ bin, nodes, flatMaxY }: Props) {
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const binRadius = bin.diameter() / 2;
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const sidewallHeight = bin.sidewallHeight();
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const hopperHeight = bin.hopperHeight() ?? 0;
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const upperThreshold = bin.upperTempThreshold();
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const sidewallBaseY = -sidewallHeight / 2;
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const hopperTipY = sidewallBaseY - hopperHeight;
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const maxRadiusAtY = (y: number) => {
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if (y >= sidewallBaseY) return binRadius;
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if (hopperHeight <= 0 || y <= hopperTipY) return 0;
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return binRadius * ((y - hopperTipY) / hopperHeight);
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};
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const anchors=useMemo(
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()=>nodes
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.filter(n=>n.inGrain && !n.excluded)
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.map(n=>({
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x:n.position.x,
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y:n.position.y,
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z:n.position.z,
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celcius:n.celcius,
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})),
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// Temperature anchors — all in-grain nodes
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const tempAnchors = useMemo<TempAnchor[]>(
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() =>
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nodes
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.filter(n => n.inGrain && !n.excluded)
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.map(n => ({
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x: n.position.x,
|
||||
y: n.position.y,
|
||||
z: n.position.z,
|
||||
celcius: n.celcius,
|
||||
})),
|
||||
[nodes]
|
||||
);
|
||||
|
||||
const maxGrainY=useMemo(()=>{
|
||||
let maxY=sidewallBaseY;
|
||||
|
||||
for(const a of anchors)
|
||||
if(a.y>maxY)
|
||||
maxY=a.y;
|
||||
|
||||
return maxY;
|
||||
},[anchors,sidewallBaseY]);
|
||||
|
||||
const geometry=useMemo(()=>{
|
||||
|
||||
if(!anchors.length)
|
||||
return null;
|
||||
|
||||
const pointsPerLayer=
|
||||
1 + RADIAL_RINGS*THETA_SEGMENTS;
|
||||
|
||||
const totalVerts=
|
||||
HEIGHT_STEPS*pointsPerLayer +1;
|
||||
|
||||
const positions=
|
||||
new Float32Array(totalVerts*3);
|
||||
|
||||
const colors=
|
||||
new Float32Array(totalVerts*3);
|
||||
|
||||
const heats=new Float32Array(totalVerts);
|
||||
|
||||
const rawBottomY=
|
||||
hopperHeight>0
|
||||
? hopperTipY
|
||||
: sidewallBaseY;
|
||||
|
||||
const grainBottomY=
|
||||
hopperHeight>0
|
||||
? hopperTipY +
|
||||
(maxGrainY-hopperTipY)/HEIGHT_STEPS
|
||||
);
|
||||
|
||||
// Surface anchors — top nodes only, Y offset by half spacing
|
||||
// Matches GrainCableFill's anchor computation exactly.
|
||||
const surfaceAnchors = useMemo<SurfaceAnchor[]>(
|
||||
() =>
|
||||
nodes
|
||||
.filter(n => n.topNode && n.inGrain && !n.excluded)
|
||||
.map(n => ({
|
||||
x: n.position.x,
|
||||
z: n.position.z,
|
||||
y: n.position.y + n.nodeSpacing * 0.5,
|
||||
})),
|
||||
[nodes]
|
||||
);
|
||||
|
||||
// Wall clamp Y — average of surface anchor heights.
|
||||
// Prevents the surface from piling up at the bin wall where there are no cables.
|
||||
// Matches GrainCableFill's wallY computation.
|
||||
const wallY = useMemo(() => {
|
||||
if (surfaceAnchors.length === 0) return flatMaxY ?? sidewallBaseY;
|
||||
return surfaceAnchors.reduce((sum, a) => sum + a.y, 0) / surfaceAnchors.length;
|
||||
}, [surfaceAnchors, flatMaxY, sidewallBaseY]);
|
||||
|
||||
// For each (x, z) position, returns the Y ceiling of the grain surface.
|
||||
// Uses cable surface IDW when top nodes exist, falls back to flatMaxY.
|
||||
const getSurfaceY = (x: number, z: number): number => {
|
||||
if (surfaceAnchors.length > 0) {
|
||||
// Outermost ring clamps to wallY — matches GrainCableFill
|
||||
const raw = idwSurfaceY(x, z, surfaceAnchors, SURFACE_IDW_POWER);
|
||||
return Math.max(sidewallBaseY, Math.min(sidewallHeight / 2, raw));
|
||||
}
|
||||
return flatMaxY ?? sidewallBaseY;
|
||||
};
|
||||
|
||||
// Global max Y — highest point of the surface (used for grid bottom calc)
|
||||
const maxGrainY = useMemo(() => {
|
||||
if (surfaceAnchors.length > 0) {
|
||||
return Math.max(...surfaceAnchors.map(a => a.y), wallY);
|
||||
}
|
||||
return flatMaxY ?? sidewallBaseY;
|
||||
}, [surfaceAnchors, wallY, flatMaxY, sidewallBaseY]);
|
||||
|
||||
const geometry = useMemo(() => {
|
||||
if (!tempAnchors.length) return null;
|
||||
|
||||
const pointsPerLayer = 1 + RADIAL_RINGS * THETA_SEGMENTS;
|
||||
const totalVerts = HEIGHT_STEPS * pointsPerLayer + 1;
|
||||
|
||||
const positions = new Float32Array(totalVerts * 3);
|
||||
const colors = new Float32Array(totalVerts * 3);
|
||||
const heats = new Float32Array(totalVerts);
|
||||
|
||||
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;
|
||||
|
||||
const layerBase=
|
||||
hStep*pointsPerLayer;
|
||||
|
||||
const centerTemp=
|
||||
idwTemp(
|
||||
0,y,0,
|
||||
anchors,
|
||||
IDW_POWER
|
||||
);
|
||||
|
||||
const centerHeat=
|
||||
tempToHeat(centerTemp,upperThreshold);
|
||||
|
||||
const [cr,cg,cb]=
|
||||
heatToRGB(centerHeat);
|
||||
|
||||
positions[layerBase*3]=0;
|
||||
positions[layerBase*3+1]=y;
|
||||
positions[layerBase*3+2]=0;
|
||||
|
||||
colors[layerBase*3]=cr;
|
||||
colors[layerBase*3+1]=cg;
|
||||
colors[layerBase*3+2]=cb;
|
||||
|
||||
for(let ring=0; ring<RADIAL_RINGS; ring++){
|
||||
|
||||
//biases density towards the walls of the bin
|
||||
const u = (ring+1)/RADIAL_RINGS;
|
||||
const rFrac = 1 - Math.pow(1-u, 2.2);
|
||||
|
||||
for(let seg=0; seg<THETA_SEGMENTS; seg++){
|
||||
|
||||
const noiseA=
|
||||
hashNoise(hStep,ring,seg);
|
||||
|
||||
const noiseR=
|
||||
hashNoise(seg,hStep,ring+11);
|
||||
|
||||
const baseRadius=
|
||||
rFrac*allowedRadius;
|
||||
|
||||
const jitterRadius=
|
||||
baseRadius +
|
||||
noiseR*
|
||||
RADIAL_JITTER*
|
||||
allowedRadius;
|
||||
|
||||
const r=Math.max(
|
||||
0,
|
||||
Math.min(
|
||||
jitterRadius,
|
||||
allowedRadius
|
||||
)
|
||||
);
|
||||
|
||||
const layerPhase=
|
||||
t*LAYER_TWIST;
|
||||
|
||||
const angle=
|
||||
(seg/THETA_SEGMENTS)
|
||||
*Math.PI*2
|
||||
+ layerPhase
|
||||
+ noiseA*ANGLE_JITTER;
|
||||
|
||||
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;
|
||||
|
||||
heats[vi]=heat;
|
||||
|
||||
positions[vi*3]=x;
|
||||
positions[vi*3+1]=y;
|
||||
positions[vi*3+2]=z;
|
||||
|
||||
colors[vi*3]=vr;
|
||||
colors[vi*3+1]=vg;
|
||||
colors[vi*3+2]=vb;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const idx=(
|
||||
hStep:number,
|
||||
ring:number,
|
||||
seg:number
|
||||
)=>{
|
||||
|
||||
if(ring<0)
|
||||
return hStep*pointsPerLayer;
|
||||
|
||||
const s=
|
||||
((seg%THETA_SEGMENTS)
|
||||
+THETA_SEGMENTS)
|
||||
%THETA_SEGMENTS;
|
||||
|
||||
return hStep*pointsPerLayer+
|
||||
1+
|
||||
ring*THETA_SEGMENTS+
|
||||
s;
|
||||
};
|
||||
|
||||
const green:number[]=[];
|
||||
const yellow:number[]=[];
|
||||
const red:number[]=[];
|
||||
|
||||
function pushTri(a:number,b:number,c:number){
|
||||
|
||||
const avg=(
|
||||
heats[a]+heats[b]+heats[c]
|
||||
)/3;
|
||||
|
||||
if(avg<1)
|
||||
green.push(a,b,c);
|
||||
else if(avg<2)
|
||||
yellow.push(a,b,c);
|
||||
else
|
||||
red.push(a,b,c);
|
||||
}
|
||||
|
||||
for(let h=0; h<HEIGHT_STEPS-1; h++){
|
||||
|
||||
for(let ring=0; ring<RADIAL_RINGS-1; ring++){
|
||||
for(let seg=0; seg<THETA_SEGMENTS; seg++){
|
||||
const grainHeight = maxGrainY - grainBottomY;
|
||||
|
||||
const next=(seg+1)%THETA_SEGMENTS;
|
||||
if (grainHeight <= 0) return null;
|
||||
|
||||
const a=idx(h,ring,seg);
|
||||
const b=idx(h,ring,next);
|
||||
const e=idx(h+1,ring,seg);
|
||||
const f=idx(h+1,ring,next);
|
||||
// Pre-compute the (x, z) position for each (ring, seg) slot so we
|
||||
// can look up the surface Y ceiling per column
|
||||
const colX: number[] = new Array(RADIAL_RINGS * THETA_SEGMENTS);
|
||||
const colZ: number[] = new Array(RADIAL_RINGS * THETA_SEGMENTS);
|
||||
const colSurfaceY: number[] = new Array(RADIAL_RINGS * THETA_SEGMENTS);
|
||||
|
||||
// indices.push(a,e,b);
|
||||
// indices.push(e,f,b);
|
||||
pushTri(a,e,b);
|
||||
pushTri(e,f,b);
|
||||
}
|
||||
}
|
||||
|
||||
//center fill
|
||||
for (let seg=0; seg<THETA_SEGMENTS; seg++) {
|
||||
|
||||
const next=(seg+1)%THETA_SEGMENTS;
|
||||
|
||||
const center0 = idx(h,-1,0);
|
||||
const center1 = idx(h+1,-1,0);
|
||||
|
||||
const a = idx(h,0,seg);
|
||||
const b = idx(h,0,next);
|
||||
|
||||
const c = idx(h+1,0,seg);
|
||||
const d = idx(h+1,0,next);
|
||||
|
||||
pushTri(center0,c,a);
|
||||
pushTri(center0,center1,c);
|
||||
pushTri(a,c,b);
|
||||
pushTri(b,c,d);
|
||||
}
|
||||
}
|
||||
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;
|
||||
positions[tipVertexIndex*3+1]=rawBottomY;
|
||||
positions[tipVertexIndex*3+2]=0;
|
||||
|
||||
colors[tipVertexIndex*3]=tr;
|
||||
colors[tipVertexIndex*3+1]=tg;
|
||||
colors[tipVertexIndex*3+2]=tb;
|
||||
const outerRing=RADIAL_RINGS-1;
|
||||
|
||||
for(let seg=0; seg<THETA_SEGMENTS; seg++){
|
||||
const next=(seg+1)%THETA_SEGMENTS;
|
||||
|
||||
const a=idx(0,outerRing,seg);
|
||||
const b=idx(0,outerRing,next);
|
||||
pushTri(tipVertexIndex,b,a)
|
||||
}
|
||||
}
|
||||
|
||||
function makeGeo(indices:number[]){
|
||||
const g=new THREE.BufferGeometry();
|
||||
g.setAttribute(
|
||||
'position',
|
||||
new THREE.BufferAttribute(positions,3)
|
||||
// Use the outermost layer's radius for surface Y lookup (no jitter/twist)
|
||||
// so the surface shape matches GrainCableFill cleanly
|
||||
const topLayerAllowedRadius = maxRadiusAtY(maxGrainY) * 0.97;
|
||||
|
||||
for (let ring = 0; ring < RADIAL_RINGS; ring++) {
|
||||
const u = (ring + 1) / RADIAL_RINGS;
|
||||
const rFrac = 1 - Math.pow(1 - u, 2.2);
|
||||
const r = rFrac * topLayerAllowedRadius;
|
||||
|
||||
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 ci = ring * THETA_SEGMENTS + seg;
|
||||
colX[ci] = x;
|
||||
colZ[ci] = z;
|
||||
// Outermost ring uses wallY, inner rings use full IDW surface
|
||||
colSurfaceY[ci] = ring === RADIAL_RINGS - 1
|
||||
? wallY
|
||||
: getSurfaceY(x, z);
|
||||
}
|
||||
}
|
||||
// Center column surface Y
|
||||
const centerSurfaceY = getSurfaceY(0, 0);
|
||||
|
||||
for (let hStep = 0; hStep < HEIGHT_STEPS; hStep++) {
|
||||
const t = hStep / (HEIGHT_STEPS - 1);
|
||||
|
||||
const layerBase = hStep * pointsPerLayer;
|
||||
const allowedRadius = maxRadiusAtY(grainBottomY + t * grainHeight) * 0.97;
|
||||
|
||||
// Center vertex — Y is lerped from bottom to its column surface ceiling
|
||||
const centerY = grainBottomY + t * (centerSurfaceY - grainBottomY);
|
||||
|
||||
const centerTemp = idwTemp(0, centerY, 0, tempAnchors, IDW_POWER);
|
||||
const centerHeat = tempToHeat(centerTemp, upperThreshold);
|
||||
const [cr, cg, cb] = heatToRGB(centerHeat);
|
||||
|
||||
positions[layerBase * 3] = 0;
|
||||
positions[layerBase * 3 + 1] = centerY;
|
||||
positions[layerBase * 3 + 2] = 0;
|
||||
colors[layerBase * 3] = cr;
|
||||
colors[layerBase * 3 + 1] = cg;
|
||||
colors[layerBase * 3 + 2] = cb;
|
||||
heats[layerBase] = centerHeat;
|
||||
|
||||
for (let ring = 0; ring < RADIAL_RINGS; ring++) {
|
||||
const u = (ring + 1) / RADIAL_RINGS;
|
||||
const rFrac = 1 - Math.pow(1 - u, 2.2);
|
||||
|
||||
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
|
||||
const noiseA = hashNoise(hStep, ring, seg);
|
||||
const noiseR = hashNoise(seg, hStep, ring + 11);
|
||||
|
||||
const baseRadius = rFrac * allowedRadius;
|
||||
const jitterRadius = baseRadius + noiseR * RADIAL_JITTER * allowedRadius;
|
||||
const r = Math.max(0, Math.min(jitterRadius, allowedRadius));
|
||||
|
||||
const layerPhase = t * LAYER_TWIST;
|
||||
const angle =
|
||||
(seg / THETA_SEGMENTS) * Math.PI * 2 +
|
||||
layerPhase +
|
||||
noiseA * ANGLE_JITTER;
|
||||
|
||||
const x = Math.cos(angle) * r;
|
||||
const z = Math.sin(angle) * r;
|
||||
|
||||
// Per-column surface Y ceiling — this is what gives the wavy top
|
||||
const ci = ring * THETA_SEGMENTS + seg;
|
||||
const surfaceY = colSurfaceY[ci];
|
||||
|
||||
// Lerp this vertex Y from grainBottomY up to its column surface ceiling
|
||||
const y = grainBottomY + t * (surfaceY - grainBottomY);
|
||||
|
||||
const temp = idwTemp(x, y, z, tempAnchors, IDW_POWER);
|
||||
const heat = tempToHeat(temp, upperThreshold);
|
||||
const [vr, vg, vb] = heatToRGB(heat);
|
||||
|
||||
const vi = layerBase + 1 + ring * THETA_SEGMENTS + seg;
|
||||
|
||||
heats[vi] = heat;
|
||||
positions[vi * 3] = x;
|
||||
positions[vi * 3 + 1] = y;
|
||||
positions[vi * 3 + 2] = z;
|
||||
colors[vi * 3] = vr;
|
||||
colors[vi * 3 + 1] = vg;
|
||||
colors[vi * 3 + 2] = vb;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const idx = (hStep: number, ring: number, seg: number) => {
|
||||
if (ring < 0) return hStep * pointsPerLayer;
|
||||
const s = ((seg % THETA_SEGMENTS) + THETA_SEGMENTS) % THETA_SEGMENTS;
|
||||
return hStep * pointsPerLayer + 1 + ring * THETA_SEGMENTS + s;
|
||||
};
|
||||
|
||||
const green: number[] = [];
|
||||
const yellow: number[] = [];
|
||||
const red: number[] = [];
|
||||
|
||||
function pushTri(a: number, b: number, c: number) {
|
||||
const avg = (heats[a] + heats[b] + heats[c]) / 3;
|
||||
if (avg < 1) green.push(a, b, c);
|
||||
else if (avg < 2) yellow.push(a, b, c);
|
||||
else red.push(a, b, c);
|
||||
}
|
||||
|
||||
for (let h = 0; h < HEIGHT_STEPS - 1; h++) {
|
||||
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(h, ring, seg);
|
||||
const b = idx(h, ring, next);
|
||||
const e = idx(h + 1, ring, seg);
|
||||
const f = idx(h + 1, ring, next);
|
||||
pushTri(a, e, b);
|
||||
pushTri(e, f, b);
|
||||
}
|
||||
}
|
||||
|
||||
// center fill
|
||||
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
|
||||
const next = (seg + 1) % THETA_SEGMENTS;
|
||||
const center0 = idx(h, -1, 0);
|
||||
const center1 = idx(h + 1, -1, 0);
|
||||
const a = idx(h, 0, seg);
|
||||
const b = idx(h, 0, next);
|
||||
const c = idx(h + 1, 0, seg);
|
||||
const d = idx(h + 1, 0, next);
|
||||
pushTri(center0, c, a);
|
||||
pushTri(center0, center1, c);
|
||||
pushTri(a, c, b);
|
||||
pushTri(b, c, d);
|
||||
}
|
||||
}
|
||||
|
||||
// Hopper tip
|
||||
const tipVertexIndex = HEIGHT_STEPS * pointsPerLayer;
|
||||
if (hopperHeight > 0) {
|
||||
const tipTemp = idwTemp(0, rawBottomY, 0, tempAnchors, IDW_POWER);
|
||||
const tipHeat = tempToHeat(tipTemp, upperThreshold);
|
||||
const [tr, tg, tb] = heatToRGB(tipHeat);
|
||||
|
||||
positions[tipVertexIndex * 3] = 0;
|
||||
positions[tipVertexIndex * 3 + 1] = rawBottomY;
|
||||
positions[tipVertexIndex * 3 + 2] = 0;
|
||||
colors[tipVertexIndex * 3] = tr;
|
||||
colors[tipVertexIndex * 3 + 1] = tg;
|
||||
colors[tipVertexIndex * 3 + 2] = tb;
|
||||
heats[tipVertexIndex] = tipHeat;
|
||||
|
||||
const outerRing = RADIAL_RINGS - 1;
|
||||
for (let seg = 0; seg < THETA_SEGMENTS; seg++) {
|
||||
const next = (seg + 1) % THETA_SEGMENTS;
|
||||
pushTri(tipVertexIndex, idx(0, outerRing, next), idx(0, outerRing, seg));
|
||||
}
|
||||
}
|
||||
|
||||
function makeGeo(indices: number[]) {
|
||||
const g = new THREE.BufferGeometry();
|
||||
g.setAttribute("position", new THREE.BufferAttribute(positions, 3));
|
||||
g.setAttribute("color", new THREE.BufferAttribute(colors, 3));
|
||||
g.setIndex(indices);
|
||||
return g;
|
||||
}
|
||||
|
||||
return {
|
||||
green: makeGeo(green),
|
||||
yellow: makeGeo(yellow),
|
||||
red: makeGeo(red),
|
||||
};
|
||||
}, [
|
||||
tempAnchors,
|
||||
surfaceAnchors,
|
||||
wallY,
|
||||
maxGrainY,
|
||||
hopperTipY,
|
||||
sidewallBaseY,
|
||||
binRadius,
|
||||
upperThreshold,
|
||||
hopperHeight,
|
||||
flatMaxY,
|
||||
]);
|
||||
|
||||
if (!geometry) return null;
|
||||
|
||||
return (
|
||||
<React.Fragment>
|
||||
<mesh geometry={geometry.green} renderOrder={1}>
|
||||
<meshBasicMaterial
|
||||
vertexColors
|
||||
transparent
|
||||
opacity={GREEN_OPACITY}
|
||||
side={THREE.DoubleSide}
|
||||
depthWrite={false}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
<mesh geometry={geometry.yellow} renderOrder={2}>
|
||||
<meshBasicMaterial
|
||||
vertexColors
|
||||
transparent
|
||||
opacity={YELLOW_OPACITY}
|
||||
side={THREE.DoubleSide}
|
||||
depthWrite={false}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
<mesh geometry={geometry.red} renderOrder={3}>
|
||||
<meshBasicMaterial
|
||||
vertexColors
|
||||
transparent
|
||||
opacity={RED_OPACITY}
|
||||
side={THREE.DoubleSide}
|
||||
depthWrite={false}
|
||||
/>
|
||||
</mesh>
|
||||
</React.Fragment>
|
||||
);
|
||||
g.setAttribute(
|
||||
'color',
|
||||
new THREE.BufferAttribute(colors,3)
|
||||
);
|
||||
g.setIndex(indices);
|
||||
return g;
|
||||
}
|
||||
|
||||
return {
|
||||
green:makeGeo(green),
|
||||
yellow:makeGeo(yellow),
|
||||
red:makeGeo(red)
|
||||
};
|
||||
|
||||
},[
|
||||
anchors,
|
||||
maxGrainY,
|
||||
hopperTipY,
|
||||
sidewallBaseY,
|
||||
binRadius,
|
||||
upperThreshold,
|
||||
hopperHeight,
|
||||
]);
|
||||
|
||||
if(!geometry)
|
||||
return null;
|
||||
return (
|
||||
<React.Fragment>
|
||||
<mesh geometry={geometry.green} renderOrder={1}>
|
||||
<meshBasicMaterial
|
||||
vertexColors
|
||||
transparent
|
||||
opacity={GREEN_OPACITY}
|
||||
side={THREE.DoubleSide}
|
||||
depthWrite={false}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
<mesh geometry={geometry.yellow} renderOrder={2}>
|
||||
<meshBasicMaterial
|
||||
vertexColors
|
||||
transparent
|
||||
opacity={YELLOW_OPACITY}
|
||||
side={THREE.DoubleSide}
|
||||
depthWrite={false}
|
||||
/>
|
||||
</mesh>
|
||||
|
||||
<mesh geometry={geometry.red} renderOrder={3}>
|
||||
<meshBasicMaterial
|
||||
vertexColors
|
||||
transparent
|
||||
opacity={RED_OPACITY}
|
||||
side={THREE.DoubleSide}
|
||||
depthWrite={false}
|
||||
/>
|
||||
</mesh>
|
||||
</React.Fragment>
|
||||
);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue