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modeling-app/src/lib/resetCameraPosition.ts

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import { DEFAULT_DEFAULT_LENGTH_UNIT } from '@src/lib/constants'
import { isPlaywright } from '@src/lib/isPlaywright'
import {
engineCommandManager,
kclManager,
sceneInfra,
settingsActor,
} from '@src/lib/singletons'
import {
engineStreamZoomToFit,
engineViewIsometricWithoutGeometryPresent,
engineViewIsometricWithGeometryPresent,
} from '@src/lib/utils'
/**
* Reset the camera position to a baseline, which is isometric for
* normal users and a deprecated "front-down" view for playwright tests.
*
* Gotcha: Playwright E2E tests will be zoom_to_fit, when you try to recreate the e2e test manually
* your localhost will do view_isometric. Turn this boolean on to have the same experience when manually
* debugging e2e tests
*/
export async function resetCameraPosition() {
// We need a padding of 0.1 for zoom_to_fit for all E2E tests since they were originally
// written with zoom_to_fit with padding 0.1
const padding = 0.1
if (isPlaywright()) {
await engineStreamZoomToFit({ engineCommandManager, padding })
} else {
// Get user camera projection
const cameraProjection =
settingsActor.getSnapshot().context.modeling.cameraProjection.current
// We need to keep the users projection setting when resetting their camera
if (cameraProjection === 'perspective') {
await sceneInfra.camControls.usePerspectiveCamera()
}
// If the scene is empty you cannot use view_isometric, it will not move the camera
if (kclManager.isAstBodyEmpty(kclManager.ast)) {
await engineViewIsometricWithoutGeometryPresent({
engineCommandManager,
unit:
kclManager.fileSettings.defaultLengthUnit ||
DEFAULT_DEFAULT_LENGTH_UNIT,
cameraProjection,
})
} else {
await engineViewIsometricWithGeometryPresent({
engineCommandManager,
padding,
})
}
}
}