fix: physical realism for 3D demo
- Load STL models with fallback to primitives - True physical scale (1 unit = 1 meter) - Sensor rig at 1.35m above max item - Roll-cages for C/D zones (1.2×0.8×0.8m) - Chutes for physical routing - HUD/overlay repositioned to avoid overlap - Added physicalLayout tests
This commit is contained in:
@@ -8,10 +8,11 @@
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* - Items ride ON the belt surface
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*/
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import { Canvas, useFrame } from '@react-three/fiber';
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import { Canvas, useFrame, useLoader } from '@react-three/fiber';
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import { Grid, OrbitControls, Html, Line } from '@react-three/drei';
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import { Suspense, useRef, useMemo } from 'react';
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import type { Mesh, Group } from 'three';
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import { Suspense, useRef, useMemo, useState } from 'react';
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import type { Mesh, Group, BufferGeometry } from 'three';
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import { STLLoader } from 'three/examples/jsm/loaders/STLLoader.js';
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import type { ContinuousPlaybackState, CasePhase } from '../../domain/continuousPlayback';
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import { isDetectionActive, isRoutingActive, getPhaseProgress } from '../../domain/continuousPlayback';
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import { getItemPosition, isItemVisible, getActiveRoute, getConveyorSpeedFactor } from '../../domain/conveyorPath';
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@@ -37,6 +38,9 @@ import {
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CAMERA_RIG,
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LASER_HEIGHT_M,
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STEREO_CAMERA,
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ROLL_CAGE,
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getRenderedItemDimensions,
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getItemYOnBelt,
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} from '../../domain/physicalLayout';
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export interface SorterDigitalTwinContinuousProps {
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@@ -468,7 +472,7 @@ function ConveyorBelt({ speedFactor, pulseActive }: { speedFactor: number; pulse
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);
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}
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/** Zone markers with labels */
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/** Zone marker for A and B (simple floor marker) */
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function ZoneMarker({ position, label, color, active }: {
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position: [number, number, number];
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label: string;
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@@ -478,17 +482,17 @@ function ZoneMarker({ position, label, color, active }: {
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return (
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<group position={position}>
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<mesh rotation={[-Math.PI / 2, 0, 0]}>
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<planeGeometry args={[1.2, 1.2]} />
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<planeGeometry args={[1.0, 1.0]} />
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<meshStandardMaterial
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color={color}
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transparent
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opacity={active ? 0.35 : 0.12}
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/>
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</mesh>
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<Html position={[0, 0.2, 0]} center>
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<Html position={[0, 0.15, 0]} center>
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<div style={{
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color: active ? color : '#64748b',
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fontSize: '22px',
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fontSize: '20px',
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fontWeight: 800,
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textShadow: active ? `0 0 8px ${color}` : 'none',
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userSelect: 'none',
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@@ -500,6 +504,146 @@ function ZoneMarker({ position, label, color, active }: {
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);
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}
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/** Roll cage for C/D zones - realistic wireframe cage with wheels */
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function RollCage({ position, label, color, active }: {
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position: [number, number, number];
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label: 'C' | 'D';
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color: string;
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active: boolean;
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}) {
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const { width, depth, height, wheelRadius, frameThickness } = ROLL_CAGE;
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const ft = frameThickness;
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const emissiveIntensity = active ? 0.4 : 0;
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return (
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<group position={position}>
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{/* Floor marker */}
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<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, 0.001, 0]}>
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<planeGeometry args={[width + 0.2, depth + 0.2]} />
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<meshStandardMaterial color={color} transparent opacity={active ? 0.25 : 0.08} />
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</mesh>
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{/* Cage frame - bottom rectangle */}
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<mesh position={[0, wheelRadius * 2 + ft / 2, depth / 2 - ft / 2]}>
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<boxGeometry args={[width, ft, ft]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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<mesh position={[0, wheelRadius * 2 + ft / 2, -depth / 2 + ft / 2]}>
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<boxGeometry args={[width, ft, ft]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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<mesh position={[width / 2 - ft / 2, wheelRadius * 2 + ft / 2, 0]}>
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<boxGeometry args={[ft, ft, depth - ft * 2]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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<mesh position={[-width / 2 + ft / 2, wheelRadius * 2 + ft / 2, 0]}>
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<boxGeometry args={[ft, ft, depth - ft * 2]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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{/* Cage frame - top rectangle */}
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<mesh position={[0, wheelRadius * 2 + height - ft / 2, depth / 2 - ft / 2]}>
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<boxGeometry args={[width, ft, ft]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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<mesh position={[0, wheelRadius * 2 + height - ft / 2, -depth / 2 + ft / 2]}>
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<boxGeometry args={[width, ft, ft]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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<mesh position={[width / 2 - ft / 2, wheelRadius * 2 + height - ft / 2, 0]}>
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<boxGeometry args={[ft, ft, depth - ft * 2]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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<mesh position={[-width / 2 + ft / 2, wheelRadius * 2 + height - ft / 2, 0]}>
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<boxGeometry args={[ft, ft, depth - ft * 2]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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{/* Vertical posts (corners) */}
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{[[-1, -1], [1, -1], [1, 1], [-1, 1]].map(([sx, sz], i) => (
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<mesh key={i} position={[sx * (width / 2 - ft / 2), wheelRadius * 2 + height / 2, sz * (depth / 2 - ft / 2)]}>
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<boxGeometry args={[ft, height - ft, ft]} />
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<meshStandardMaterial color={color} metalness={0.6} roughness={0.3} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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))}
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{/* Caster wheels */}
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{[[-1, -1], [1, -1], [1, 1], [-1, 1]].map(([sx, sz], i) => (
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<mesh key={`wheel-${i}`} position={[sx * (width / 2 - 0.08), wheelRadius, sz * (depth / 2 - 0.08)]} rotation={[0, 0, Math.PI / 2]}>
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<cylinderGeometry args={[wheelRadius, wheelRadius, 0.03, 12]} />
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<meshStandardMaterial color="#475569" metalness={0.7} roughness={0.3} />
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</mesh>
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))}
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{/* Wire mesh sides (simplified - just vertical lines) */}
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{[-1, 1].map((sz) => (
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<group key={`side-${sz}`}>
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{[0.2, 0.4, 0.6, 0.8].map((t, i) => (
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<mesh key={i} position={[-width / 2 + width * t, wheelRadius * 2 + height / 2, sz * (depth / 2 - 0.01)]}>
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<boxGeometry args={[0.008, height - ft * 2, 0.008]} />
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<meshStandardMaterial color={color} transparent opacity={0.6} />
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</mesh>
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))}
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</group>
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))}
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{/* Label */}
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<Html position={[0, wheelRadius * 2 + height + 0.15, 0]} center>
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<div style={{
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color: active ? color : '#64748b',
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fontSize: '18px',
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fontWeight: 800,
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textShadow: active ? `0 0 8px ${color}` : 'none',
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userSelect: 'none',
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}}>
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{label}
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</div>
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</Html>
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</group>
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);
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}
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/** Chute/deflector for routing items to C/D */
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function RouteChute({ gateX, targetZ, color, active }: {
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gateX: number;
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targetZ: number;
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color: string;
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active: boolean;
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}) {
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const chuteLength = Math.abs(targetZ) - CONVEYOR_WIDTH_M / 2 - 0.1;
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const chuteWidth = 0.4;
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const direction = targetZ > 0 ? 1 : -1;
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const midZ = (CONVEYOR_WIDTH_M / 2 + 0.1) * direction + (chuteLength / 2) * direction;
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return (
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<group>
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{/* Chute surface - angled slightly down */}
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<mesh
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position={[gateX + 0.3, BELT_TOP_Y - 0.02, midZ]}
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rotation={[direction * -0.1, 0, 0]}
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>
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<boxGeometry args={[chuteWidth, 0.02, chuteLength]} />
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<meshStandardMaterial
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color={color}
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transparent
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opacity={active ? 0.7 : 0.3}
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emissive={color}
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emissiveIntensity={active ? 0.2 : 0}
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/>
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</mesh>
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{/* Side rails */}
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<mesh position={[gateX + 0.3 - chuteWidth / 2 - 0.015, BELT_TOP_Y + 0.02, midZ]}>
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<boxGeometry args={[0.02, 0.06, chuteLength]} />
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<meshStandardMaterial color={color} metalness={0.5} roughness={0.4} />
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</mesh>
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<mesh position={[gateX + 0.3 + chuteWidth / 2 + 0.015, BELT_TOP_Y + 0.02, midZ]}>
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<boxGeometry args={[0.02, 0.06, chuteLength]} />
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<meshStandardMaterial color={color} metalness={0.5} roughness={0.4} />
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</mesh>
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</group>
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);
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}
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/** Camera rig with overhead structure - positioned above belt at 0.7m */
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function CameraRig({ active }: { active: boolean }) {
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const cameraX = ZONES.CAMERA.x;
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@@ -814,8 +958,72 @@ function RouteArrows({ activeRoute }: { activeRoute: Category | null }) {
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);
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}
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/** STL geometry loader - always loads the geometry */
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function STLGeometry({
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path,
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scale,
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color,
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emissiveIntensity,
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}: {
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path: string;
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scale: [number, number, number];
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color: string;
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emissiveIntensity: number;
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}) {
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const geometry = useLoader(STLLoader, path);
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// Center and compute normals on first render
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useMemo(() => {
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if (geometry) {
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geometry.center();
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geometry.computeVertexNormals();
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}
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}, [geometry]);
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return (
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<mesh geometry={geometry} scale={scale}>
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<meshStandardMaterial
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color={color}
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emissive={color}
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emissiveIntensity={emissiveIntensity}
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roughness={0.4}
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/>
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</mesh>
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);
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}
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/** Fallback primitive when STL is not available */
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function FallbackPrimitive({
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type,
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color,
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emissiveIntensity,
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w, h, d,
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}: {
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type: 'box' | 'cylinder' | 'sphere';
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color: string;
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emissiveIntensity: number;
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w: number; h: number; d: number;
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}) {
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if (type === 'cylinder' || type === 'sphere') {
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return (
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<mesh>
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<cylinderGeometry args={[Math.max(w, d) / 2, Math.max(w, d) / 2, h, 16]} />
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<meshStandardMaterial color={color} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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);
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}
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return (
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<mesh>
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<boxGeometry args={[w, h, d]} />
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<meshStandardMaterial color={color} emissive={color} emissiveIntensity={emissiveIntensity} />
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</mesh>
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);
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}
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/**
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* Animated item based on playback state.
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* Uses real STL models with true physical scale (1 unit = 1 meter).
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* Item sits ON the belt surface (bottom of item at BELT_TOP_Y).
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*/
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function PlaybackItem({ playback }: { playback: ContinuousPlaybackState }) {
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@@ -836,20 +1044,18 @@ function PlaybackItem({ playback }: { playback: ContinuousPlaybackState }) {
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const asset = getModelAsset(itemId);
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const isRound = itemData.roundness >= 0.7 || asset?.fallbackPrimitive === 'cylinder';
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// Convert mm to meters for visual dimensions
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const dims = itemData.dimensionsMm;
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const visualWidth = dims.width / 1000; // W in meters
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const visualDepth = dims.depth / 1000; // D in meters
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const visualHeight = dims.height / 1000; // H in meters
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// Get rendered dimensions in meters (true physical scale)
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const dims = getRenderedItemDimensions(itemData.dimensionsMm);
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const w = dims.width;
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const d = dims.depth;
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const h = dims.height;
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// Scale factor for visibility (items are small, scale up for demo)
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const scaleFactor = 2.0;
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const w = visualWidth * scaleFactor;
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const d = visualDepth * scaleFactor;
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const h = visualHeight * scaleFactor;
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// Calculate Y position so item sits ON belt
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const itemCenterY = getItemYOnBelt(h);
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// Get position with correct height calculation
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const position = getItemPosition(playback, h);
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// Get XZ position from playback
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const basePosition = getItemPosition(playback, h);
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const pos: [number, number, number] = [basePosition.x, itemCenterY, basePosition.z];
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const colors: Record<Category, string> = {
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B: COLORS.routeB,
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@@ -858,48 +1064,62 @@ function PlaybackItem({ playback }: { playback: ContinuousPlaybackState }) {
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};
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const color = category ? colors[category] : COLORS.sensorAccent;
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const isRouting = isRoutingActive(playback);
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const emissiveIntensity = isRouting ? 0.3 : 0.1;
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const showBBox = shouldShowBoundingBox(phase);
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const showShape = shouldShowShapeOutline(phase);
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if (!visible) return null;
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const pos: [number, number, number] = [position.x, position.y, position.z];
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const scale = Math.max(w, d, h);
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// Determine if we should use STL
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const useSTL = asset?.loaderType === 'stl' && asset?.frontendAssetPath;
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const stlPath = asset?.frontendAssetPath ?? '';
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const fallbackPrimitive = asset?.fallbackPrimitive ?? 'box';
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// Scale for STL models (STL files are in mm, need to convert to meters)
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const stlScale: [number, number, number] = [0.001, 0.001, 0.001];
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const visualScale = Math.max(w, d, h);
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return (
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<>
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<group position={pos}>
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{asset?.fallbackPrimitive === 'cylinder' || isRound ? (
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<mesh>
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<cylinderGeometry args={[Math.max(w, d) / 2, Math.max(w, d) / 2, h, 16]} />
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<meshStandardMaterial
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color={color}
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emissive={color}
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emissiveIntensity={isRouting ? 0.3 : 0.1}
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{useSTL ? (
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<Suspense fallback={
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<FallbackPrimitive
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type={fallbackPrimitive}
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color={color}
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emissiveIntensity={emissiveIntensity}
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w={w} h={h} d={d}
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/>
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</mesh>
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}>
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<STLGeometry
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path={stlPath}
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scale={stlScale}
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color={color}
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emissiveIntensity={emissiveIntensity}
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/>
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</Suspense>
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) : (
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<mesh>
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<boxGeometry args={[w, h, d]} />
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<meshStandardMaterial
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color={color}
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emissive={color}
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emissiveIntensity={isRouting ? 0.3 : 0.1}
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/>
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</mesh>
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<FallbackPrimitive
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type={isRound ? 'cylinder' : fallbackPrimitive}
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color={color}
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emissiveIntensity={emissiveIntensity}
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w={w} h={h} d={d}
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/>
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)}
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{/* Shadow on belt - at belt surface */}
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{/* Shadow on belt */}
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<mesh position={[0, -h / 2 + 0.001, 0]} rotation={[-Math.PI / 2, 0, 0]}>
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<circleGeometry args={[Math.max(w, d) / 2 + 0.02, 16]} />
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<meshStandardMaterial color="#475569" transparent opacity={0.12} />
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<circleGeometry args={[Math.max(w, d) / 2 + 0.01, 16]} />
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<meshStandardMaterial color="#475569" transparent opacity={0.1} />
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</mesh>
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</group>
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{/* Bounding box during measurement */}
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<BoundingBoxVisual
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position={pos}
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scale={scale}
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scale={visualScale}
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visible={showBBox}
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isRound={isRound}
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/>
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@@ -907,7 +1127,7 @@ function PlaybackItem({ playback }: { playback: ContinuousPlaybackState }) {
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{/* Shape outline during classification */}
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<ShapeOutline
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position={pos}
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scale={scale}
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scale={visualScale}
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visible={showShape}
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isRound={isRound}
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category={category}
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@@ -937,13 +1157,13 @@ function ContinuousScene({ playback, simplified }: { playback: ContinuousPlaybac
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const itemPosition = getItemPosition(playback);
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const itemPos: [number, number, number] = [itemPosition.x, itemPosition.y, itemPosition.z];
|
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|
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// Get item data for point cloud
|
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// Get item data for point cloud (use true physical scale)
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const currentCase = playback.currentCase;
|
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const itemId = currentCase.itemId.replace('-LC', '');
|
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const itemData = ITEMS.find(i => i.id === itemId) ?? ITEMS[0];
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const isRound = itemData.roundness >= 0.7;
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const dims = itemData.dimensionsMm;
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const itemScale = Math.max(dims.width, dims.depth, dims.height) / 1000 * 2;
|
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const dims = getRenderedItemDimensions(itemData.dimensionsMm);
|
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const itemScale = Math.max(dims.width, dims.depth, dims.height);
|
||||
|
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return (
|
||||
<>
|
||||
@@ -979,31 +1199,51 @@ function ContinuousScene({ playback, simplified }: { playback: ContinuousPlaybac
|
||||
{/* Conveyor - belt top at 0.7m */}
|
||||
<ConveyorBelt speedFactor={speedFactor} pulseActive={showPulse} />
|
||||
|
||||
{/* Zone markers on floor */}
|
||||
{/* Zone A - spawn point */}
|
||||
<ZoneMarker
|
||||
position={[ZONES.A.x, 0.01, ZONES.A.z]}
|
||||
label="A"
|
||||
color={COLORS.sensorAccent}
|
||||
active={playback.currentPhase === 'spawn'}
|
||||
/>
|
||||
|
||||
{/* Zone B - main sorter exit */}
|
||||
<ZoneMarker
|
||||
position={[ZONES.B.x, 0.01, ZONES.B.z]}
|
||||
label="B"
|
||||
color={COLORS.routeB}
|
||||
active={activeRoute === 'B'}
|
||||
/>
|
||||
<ZoneMarker
|
||||
position={[ZONES.C.x, 0.01, ZONES.C.z]}
|
||||
|
||||
{/* Zone C - roll cage for oversized items */}
|
||||
<RollCage
|
||||
position={[ZONES.C.x, 0, ZONES.C.z]}
|
||||
label="C"
|
||||
color={COLORS.routeC}
|
||||
active={activeRoute === 'C'}
|
||||
/>
|
||||
<ZoneMarker
|
||||
position={[ZONES.D.x, 0.01, ZONES.D.z]}
|
||||
|
||||
{/* Zone D - roll cage for round items */}
|
||||
<RollCage
|
||||
position={[ZONES.D.x, 0, ZONES.D.z]}
|
||||
label="D"
|
||||
color={COLORS.routeD}
|
||||
active={activeRoute === 'D'}
|
||||
/>
|
||||
|
||||
{/* Chutes for routing to C/D */}
|
||||
<RouteChute
|
||||
gateX={ZONES.GATE.x}
|
||||
targetZ={ZONES.C.z}
|
||||
color={COLORS.routeC}
|
||||
active={activeRoute === 'C'}
|
||||
/>
|
||||
<RouteChute
|
||||
gateX={ZONES.GATE.x}
|
||||
targetZ={ZONES.D.z}
|
||||
color={COLORS.routeD}
|
||||
active={activeRoute === 'D'}
|
||||
/>
|
||||
|
||||
{/* Camera rig - overhead above belt */}
|
||||
<CameraRig active={cameraHighlight} />
|
||||
|
||||
Reference in New Issue
Block a user