Files
modeling-app/src/clientSideScene/setup.tsx

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Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
import {
AmbientLight,
Color,
Euler,
GridHelper,
LineBasicMaterial,
OrthographicCamera,
PerspectiveCamera,
Quaternion,
Scene,
Vector3,
WebGLRenderer,
Raycaster,
Vector2,
Group,
PlaneGeometry,
EdgesGeometry,
MeshBasicMaterial,
Mesh,
LineSegments,
DoubleSide,
Intersection,
Object3D,
Object3DEventMap,
} from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import { useRef, useEffect, useState } from 'react'
import { engineCommandManager } from 'lang/std/engineConnection'
import { v4 as uuidv4 } from 'uuid'
import { isReducedMotion, roundOff, throttle } from 'lib/utils'
import { compareVec2Epsilon2 } from 'lang/std/sketch'
import { useModelingContext } from 'hooks/useModelingContext'
import { deg2Rad } from 'lib/utils2d'
import * as TWEEN from '@tweenjs/tween.js'
import { MouseGuard, cameraMouseDragGuards } from 'lib/cameraControls'
import { useGlobalStateContext } from 'hooks/useGlobalStateContext'
import { SourceRange } from 'lang/wasm'
import { useStore } from 'useStore'
import { Axis } from 'lib/selections'
import { createGridHelper } from './helpers'
type SendType = ReturnType<typeof useModelingContext>['send']
// 63.5 is definitely a bit of a magic number, play with it until it looked right
// if it were 64, that would feel like it's something in the engine where a random
// power of 2 is used, but it's the 0.5 seems to make things look much more correct
const ZOOM_MAGIC_NUMBER = 63.5
const FRAMES_TO_ANIMATE_IN = 30
const ORTHOGRAPHIC_CAMERA_SIZE = 20
export const INTERSECTION_PLANE_LAYER = 1
export const SKETCH_LAYER = 2
const DEBUG_SHOW_INTERSECTION_PLANE = false
export const DEBUG_SHOW_BOTH_SCENES = false
export const RAYCASTABLE_PLANE = 'raycastable-plane'
export const DEFAULT_PLANES = 'default-planes'
export const X_AXIS = 'xAxis'
export const Y_AXIS = 'yAxis'
export const AXIS_GROUP = 'axisGroup'
export const SKETCH_GROUP_SEGMENTS = 'sketch-group-segments'
export const ARROWHEAD = 'arrowhead'
const tempQuaternion = new Quaternion() // just used for maths
interface ThreeCamValues {
position: Vector3
quaternion: Quaternion
zoom: number
isPerspective: boolean
}
const lastCmdDelay = 50
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
let lastCmd: any = null
let lastCmdTime: number = Date.now()
let lastCmdTimeoutId: number | null = null
const sendLastReliableChannel = () => {
if (lastCmd && Date.now() - lastCmdTime >= lastCmdDelay) {
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
engineCommandManager.sendSceneCommand(lastCmd, true)
lastCmdTime = Date.now()
}
}
const throttledUpdateEngineCamera = throttle((threeValues: ThreeCamValues) => {
const cmd = {
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_look_at',
...convertThreeCamValuesToEngineCam(threeValues),
},
} as any
engineCommandManager.sendSceneCommand(cmd)
lastCmd = cmd
lastCmdTime = Date.now()
if (lastCmdTimeoutId !== null) {
clearTimeout(lastCmdTimeoutId)
}
lastCmdTimeoutId = setTimeout(
sendLastReliableChannel,
lastCmdDelay
) as any as number
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
}, 1000 / 30)
let lastPerspectiveCmd: any = null
let lastPerspectiveCmdTime: number = Date.now()
let lastPerspectiveCmdTimeoutId: number | null = null
const sendLastPerspectiveReliableChannel = () => {
if (
lastPerspectiveCmd &&
Date.now() - lastPerspectiveCmdTime >= lastCmdDelay
) {
engineCommandManager.sendSceneCommand(lastPerspectiveCmd, true)
lastPerspectiveCmdTime = Date.now()
}
}
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
const throttledUpdateEngineFov = throttle(
(vals: {
position: Vector3
quaternion: Quaternion
zoom: number
fov: number
}) => {
const cmd = {
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_perspective_settings',
...convertThreeCamValuesToEngineCam({
...vals,
isPerspective: true,
}),
fov_y: vals.fov,
...calculateNearFarFromFOV(vals.fov),
},
} as any
engineCommandManager.sendSceneCommand(cmd)
lastPerspectiveCmd = cmd
lastPerspectiveCmdTime = Date.now()
if (lastPerspectiveCmdTimeoutId !== null) {
clearTimeout(lastPerspectiveCmdTimeoutId)
}
lastPerspectiveCmdTimeoutId = setTimeout(
sendLastPerspectiveReliableChannel,
lastCmdDelay
) as any as number
},
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
1000 / 15
)
interface BaseCallbackArgs2 {
object: any
event: any
}
interface BaseCallbackArgs {
event: any
}
interface OnDragCallbackArgs extends BaseCallbackArgs {
object: any
intersection2d: Vector2
intersectPoint: Vector3
intersection: Intersection<Object3D<Object3DEventMap>>
}
interface OnClickCallbackArgs extends BaseCallbackArgs {
intersection2d?: Vector2
intersectPoint: Vector3
intersection: Intersection<Object3D<Object3DEventMap>>
object?: any
}
interface onMoveCallbackArgs {
event: any
intersection2d: Vector2
intersectPoint: Vector3
intersection: Intersection<Object3D<Object3DEventMap>>
}
type ReactCameraProperties =
| {
type: 'perspective'
fov?: number
position: [number, number, number]
quaternion: [number, number, number, number]
}
| {
type: 'orthographic'
zoom?: number
position: [number, number, number]
quaternion: [number, number, number, number]
}
class SetupSingleton {
static instance: SetupSingleton
scene: Scene
camera: PerspectiveCamera | OrthographicCamera
renderer: WebGLRenderer
controls: OrbitControls
isPerspective = true
fov = 45
fovBeforeAnimate = 45
isFovAnimationInProgress = false
interactionGuards: MouseGuard = cameraMouseDragGuards.KittyCAD
onDragCallback: (arg: OnDragCallbackArgs) => void = () => {}
onMoveCallback: (arg: onMoveCallbackArgs) => void = () => {}
onClickCallback: (arg?: OnClickCallbackArgs) => void = () => {}
onMouseEnter: (arg: BaseCallbackArgs2) => void = () => {}
onMouseLeave: (arg: BaseCallbackArgs2) => void = () => {}
setCallbacks = (callbacks: {
onDrag?: (arg: OnDragCallbackArgs) => void
onMove?: (arg: onMoveCallbackArgs) => void
onClick?: (arg?: OnClickCallbackArgs) => void
onMouseEnter?: (arg: BaseCallbackArgs2) => void
onMouseLeave?: (arg: BaseCallbackArgs2) => void
}) => {
this.onDragCallback = callbacks.onDrag || this.onDragCallback
this.onMoveCallback = callbacks.onMove || this.onMoveCallback
this.onClickCallback = callbacks.onClick || this.onClickCallback
this.onMouseEnter = callbacks.onMouseEnter || this.onMouseEnter
this.onMouseLeave = callbacks.onMouseLeave || this.onMouseLeave
this.selected = null // following selections between callbacks being set is too tricky
}
highlightCallback: (a: SourceRange) => void = () => {}
setHighlightCallback(cb: (a: SourceRange) => void) {
this.highlightCallback = cb
}
modelingSend: SendType = (() => {}) as any
setSend(send: SendType) {
this.modelingSend = send
}
hoveredObject: null | any = null
raycaster = new Raycaster()
planeRaycaster = new Raycaster()
currentMouseVector = new Vector2()
selected: {
mouseDownVector: Vector2
object: any
hasBeenDragged: boolean
} | null = null
selectedObject: null | any = null
mouseDownVector: null | Vector2 = null
// reacts hooks into some of this singleton's properties
reactCameraProperties: ReactCameraProperties = {
type: 'perspective',
fov: 12,
position: [0, 0, 0],
quaternion: [0, 0, 0, 1],
}
reactCameraPropertiesCallback: (a: ReactCameraProperties) => void = () => {}
setReactCameraPropertiesCallback = (
cb: (a: ReactCameraProperties) => void
) => {
this.reactCameraPropertiesCallback = cb
}
setCam = (camProps: ReactCameraProperties) => {
if (
camProps.type === 'perspective' &&
this.camera instanceof OrthographicCamera
) {
this.usePerspectiveCamera()
} else if (
camProps.type === 'orthographic' &&
this.camera instanceof PerspectiveCamera
) {
this.useOrthographicCamera()
}
this.camera.position.set(...camProps.position)
this.camera.quaternion.set(...camProps.quaternion)
if (
camProps.type === 'perspective' &&
this.camera instanceof PerspectiveCamera
) {
// not sure what to do here, calling dollyZoom here is buggy because it updates the position
// at the same time
} else if (
camProps.type === 'orthographic' &&
this.camera instanceof OrthographicCamera
) {
this.camera.zoom = camProps.zoom || 1
}
this.camera.updateProjectionMatrix()
this.controls.update()
}
constructor() {
// SCENE
this.scene = new Scene()
this.scene.background = new Color(0x000000)
this.scene.background = null
// CAMERA
this.camera = this.createPerspectiveCamera()
this.camera.position.set(0, -128, 64)
if (DEBUG_SHOW_INTERSECTION_PLANE)
this.camera.layers.enable(INTERSECTION_PLANE_LAYER)
// RENDERER
this.renderer = new WebGLRenderer({ antialias: true, alpha: true }) // Enable transparency
this.renderer.setSize(window.innerWidth, window.innerHeight)
this.renderer.setClearColor(0x000000, 0) // Set clear color to black with 0 alpha (fully transparent)
window.addEventListener('resize', this.onWindowResize)
// RAYCASTERS
this.raycaster.layers.enable(SKETCH_LAYER)
this.raycaster.layers.disable(0)
this.planeRaycaster.layers.enable(INTERSECTION_PLANE_LAYER)
// CONTROLS
this.controls = this.setupOrbitControls()
// GRID
const size = 100
const divisions = 10
const gridHelperMaterial = new LineBasicMaterial({
color: 0x0000ff,
transparent: true,
opacity: 0.5,
})
const gridHelper = new GridHelper(size, divisions, 0x0000ff, 0xffffff)
gridHelper.material = gridHelperMaterial
gridHelper.rotation.x = Math.PI / 2
// this.scene.add(gridHelper) // more of a debug thing, but maybe useful
const light = new AmbientLight(0x505050) // soft white light
this.scene.add(light)
SetupSingleton.instance = this
}
private _isCamMovingCallback: (isMoving: boolean, isTween: boolean) => void =
() => {}
setIsCamMovingCallback(cb: (isMoving: boolean, isTween: boolean) => void) {
this._isCamMovingCallback = cb
}
private _onCamChange: () => void = () => {}
setOnCamChange(cb: () => void) {
this._onCamChange = cb
}
setInteractionGuards = (guard: MouseGuard) => {
this.interactionGuards = guard
// setMouseGuards is oun patch-package patch to orbit controls
// see patches/three+0.160.0.patch
;(this.controls as any).setMouseGuards(guard)
}
private createPerspectiveCamera = () => {
const { z_near, z_far } = calculateNearFarFromFOV(this.fov)
this.camera = new PerspectiveCamera(
this.fov,
window.innerWidth / window.innerHeight,
z_near,
z_far
)
this.camera.up.set(0, 0, 1)
this.camera.layers.enable(SKETCH_LAYER)
if (DEBUG_SHOW_INTERSECTION_PLANE)
this.camera.layers.enable(INTERSECTION_PLANE_LAYER)
return this.camera
}
setupOrbitControls = (target?: [number, number, number]): OrbitControls => {
if (this.controls) this.controls.dispose()
this.controls = new OrbitControls(this.camera, this.renderer.domElement)
if (target) {
// if we're swapping from perspective to orthographic,
// we'll need to recreate the orbit controls
// and most likely want the target to be the same
this.controls.target.set(...target)
}
this.controls.update()
this.controls.addEventListener('change', this.onCameraChange)
// debounce is needed because the start and end events are fired too often for zoom on scroll
let debounceTimer = 0
const handleStart = () => {
if (debounceTimer) clearTimeout(debounceTimer)
this._isCamMovingCallback(true, false)
}
const handleEnd = () => {
debounceTimer = setTimeout(() => {
this._isCamMovingCallback(false, false)
}, 400) as any as number
}
this.controls.addEventListener('start', handleStart)
this.controls.addEventListener('end', handleEnd)
// setMouseGuards is oun patch-package patch to orbit controls
// see patches/three+0.160.0.patch
;(this.controls as any).setMouseGuards(this.interactionGuards)
return this.controls
}
onStreamStart = () => this.onCameraChange()
deferReactUpdate = throttle((a: ReactCameraProperties) => {
this.reactCameraPropertiesCallback(a)
}, 200)
onCameraChange = () => {
this.camera.position.distanceTo(this.controls.target)
throttledUpdateEngineCamera({
quaternion: this.camera.quaternion,
position: this.camera.position,
zoom: this.camera.zoom,
isPerspective: this.isPerspective,
})
this.deferReactUpdate({
type:
this.camera instanceof PerspectiveCamera
? 'perspective'
: 'orthographic',
[this.camera instanceof PerspectiveCamera ? 'fov' : 'zoom']:
this.camera instanceof PerspectiveCamera
? this.camera.fov
: this.camera.zoom,
position: [
roundOff(this.camera.position.x, 2),
roundOff(this.camera.position.y, 2),
roundOff(this.camera.position.z, 2),
],
quaternion: [
roundOff(this.camera.quaternion.x, 2),
roundOff(this.camera.quaternion.y, 2),
roundOff(this.camera.quaternion.z, 2),
roundOff(this.camera.quaternion.w, 2),
],
})
this._onCamChange()
}
onWindowResize = () => {
if (this.camera instanceof PerspectiveCamera) {
this.camera.aspect = window.innerWidth / window.innerHeight
} else if (this.camera instanceof OrthographicCamera) {
const aspect = window.innerWidth / window.innerHeight
this.camera.left = -ORTHOGRAPHIC_CAMERA_SIZE * aspect
this.camera.right = ORTHOGRAPHIC_CAMERA_SIZE * aspect
this.camera.top = ORTHOGRAPHIC_CAMERA_SIZE
this.camera.bottom = -ORTHOGRAPHIC_CAMERA_SIZE
}
this.camera.updateProjectionMatrix()
this.renderer.setSize(window.innerWidth, window.innerHeight)
}
animate = () => {
requestAnimationFrame(this.animate)
TWEEN.update() // This will update all tweens during the animation loop
if (!this.isFovAnimationInProgress)
this.renderer.render(this.scene, this.camera)
}
tweenCameraToQuaternion(
targetQuaternion: Quaternion,
duration: number = 500
): Promise<void> {
return new Promise((resolve) => {
const camera = this.camera
this._isCamMovingCallback(true, true)
const initialQuaternion = camera.quaternion.clone()
const isVertical = isQuaternionVertical(targetQuaternion)
let tweenEnd = isVertical ? 0.99 : 1
const controlsTarget = this.controls.target.clone()
const initialDistance = controlsTarget.distanceTo(camera.position.clone())
const cameraAtTime = (animationProgress: number /* 0 - 1 */) => {
const currentQ = tempQuaternion.slerpQuaternions(
initialQuaternion,
targetQuaternion,
animationProgress
)
if (this.camera instanceof PerspectiveCamera)
// changing the camera position back when it's orthographic doesn't do anything
// and it messes up animating back to perspective later
this.camera.position
.set(0, 0, 1)
.applyQuaternion(currentQ)
.multiplyScalar(initialDistance)
.add(controlsTarget)
this.camera.up.set(0, 1, 0).applyQuaternion(currentQ).normalize()
this.camera.quaternion.copy(currentQ)
this.controls.target.copy(controlsTarget)
this.controls.update()
this.camera.updateProjectionMatrix()
}
const onComplete = async () => {
if (isReducedMotion()) {
cameraAtTime(0.99)
this.useOrthographicCamera()
} else {
await this.animateToOrthographic()
}
if (isVertical) cameraAtTime(1)
this.camera.up.set(0, 0, 1)
this.controls.enableRotate = false
this._isCamMovingCallback(false, true)
resolve()
}
if (isReducedMotion()) {
onComplete()
return
}
new TWEEN.Tween({ t: 0 })
.to({ t: tweenEnd }, duration)
.easing(TWEEN.Easing.Quadratic.InOut)
.onUpdate(({ t }) => cameraAtTime(t))
.onComplete(onComplete)
.start()
})
}
animateToOrthographic = () =>
new Promise((resolve) => {
this.isFovAnimationInProgress = true
let currentFov = this.fov
this.fovBeforeAnimate = this.fov
const targetFov = 4
const fovAnimationStep = (currentFov - targetFov) / FRAMES_TO_ANIMATE_IN
let frameWaitOnFinish = 10
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
const animateFovChange = () => {
if (this.camera instanceof PerspectiveCamera) {
if (this.camera.fov > targetFov) {
// Decrease the FOV
currentFov = Math.max(currentFov - fovAnimationStep, targetFov)
this.camera.updateProjectionMatrix()
this.dollyZoom(currentFov)
requestAnimationFrame(animateFovChange) // Continue the animation
} else if (frameWaitOnFinish > 0) {
frameWaitOnFinish--
requestAnimationFrame(animateFovChange) // Continue the animation
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
} else {
// Once the target FOV is reached, switch to the orthographic camera
// Needs to wait a couple frames after the FOV animation is complete
this.useOrthographicCamera()
this.isFovAnimationInProgress = false
resolve(true)
Client sketch scene (#1271) * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * updates Signed-off-by: Jess Frazelle <github@jessfraz.com> * make tsc happ * better error msg * fix control point issue * basic code gen working for tangentialArc * partical fix for move with arcs * tangential arc move * fix * make eslint rules less annoying * inital refactor of some xstate stuff * more old tangential arc clean up stuff * more tweaks * add testing * tweak xstate inspect * temp remove test * update formating for less conflicts * fix state machine layout after merge * shrug, something weird with xstate typegen * renaming some xstate events * tweak numbers to make CI playwright happ * CI hacks * more CI hacks * more CI hacks * new hack strategy * run tests agian * make cmd bar less flaky * ci hacks * CI hacks * CI hacks * CI hacks * clean up * fix * still have constraint stuff to deal with * progress on move rules * update source ranges after no execute code-mod * typo * mvp working * hide show sketch overlay * match scaling * update arrow head style * animate line tool * bypass xstate for animations, much smoother * add new segment working with refactor needed for setup paper sketch * refactor setup paper sketch * tangantialArcTo drag animations working * tangential arc polish * cargo fmt * clippy * more clippy * mock canvas * last of clippy? * typo * more clippy stuff * move util function so they are shareable with typescript * migrate a bunch to rust and only rust * add arc center point for draft tangential ac * clippy tweak * delete uneeded test * Rough start to scaling arrow heads. The tangent arrow heads are basically nuked and replaced while the straight line sections are just rotated and repositioned, this means they miss out on updating scaling number after a screen size changes. Needs fixing * fix bug with tool tips * fix draft line start position Having drag the end of teh path before selecting a tooltip would result in the draft line starting where the path used to end, stale data * some progress with pan maybe * fmt * inital camera sync working For perspective camera at least * change three.js to use z-up * add grid * orthographic camera working with polish items TODO * fix zoom level when swapping camera * fix up camera/orbit changing on cam change (pan wasn't being respected) * tidy up * use orbit target instead of assuming scene center * dynamic fov working * animate orthographic to perspective and reverse * fix import * temp fix for batch commands * initial client side scene sketch working * remove hover log * FOV adjust fix * fix comment * tear down sketch and small tweaks * some progress with camera tweening * combine dollyZoom engine commands see https://github.com/KittyCAD/modeling-api/compare/kurt-perspective-settings?expand=1 and https://github.com/KittyCAD/engine/compare/kurt-perspective-settings?expand=1 * make tests happy (mocks) * fix tween to vertical/camera-up bug * tween to each axis with hacky solutions in there * fix startSketchOn planes * tidy startSketchOn * tweening okay for now I think * get sketching on default planes working * allow editing on all default planes * clean up enter and exit sketch logic * tidy * tidy * remove more default plane stuff * start of draft line * remove some annoying parts of the paper.js implementation * fix drag than equip line bug * comment * don't animate on skech tear down since it's used for draft line * remove more default plane shit * style draft line * refine dashed line * draft line set up and tear down mostly happy * add on click logic ready for draft lines * sketch mode with drag and draft mode working solidly now, straight segments only * default planes match colors, hover and select still TODO * hover and click logic working for default planes Now just need the code mode to fire to 'startSketchOn(...)' * select default planes * remove some logs * fix update infinite loop * start of orbitControls port to Franks control guards * hiding scenes at different times * scene hide on camera move should be respected by scroll zoom * basic hover working * Hook up user camera settings to ClientSideScene (#1334) * Refactor to not import utilities from Router.tsx * Stop tracking changes or formatting *.typegen.ts * Hook up cameraControls to ClientSideScene * Remove camera controls toggle from temp debug panel --------- Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch> * add select segment moves cursor * highlight segments yellow on hover * cursor ranges effect 2d line colors * fix constrainst i.e. make sure the sketch is rejiged * selecting nothing should remove selections * remove hardcoded strings * update get_tangential_arc_to_info rust util * initial drawing of tangential arcs in client scene * fix tangentialArc arrow head direction * correct userData types for tangential arcs * get tangential arc updates working Doesn't include draging the head of the tangential arc itself yet * spot of clean up * make selections work with tangential arcs * get draft tangential segment animated * fix initial click weirdness for adding new tangential line * couple tweaks * add grace pixels /threshold to raycast * redo arc dashes so that they spawn from the ccenter of the arc * fix multi drag bug * fmt * add temp solution for close * add default axis hover colors, still needs select logic * selection of axis works, just with out selection color * get axis selection colors working * fix outdate source ranges after drag problem * update moreNodePathFromSourceRange * fix ts-rs issue/workaround * fix default plane weirdness * fix tangential arc rounding issue * review clean up part 1 * review clean up part 2 Big state-diagram cull * clippy * typo * clippy * fix xstate types with typegen * fix types * clippy * catch error * fix test import issue Not sure exactly what was happening but guessing circular import that vite didn't like * add axis/plane info to sketch group tests * case changes because of rs-ts bug, can probably revert this later * start of playwright test fixes * reduce geo complexity for straight segments * fix cam adjust tests * Revert "Clean up vite build warnings (#1332)" This reverts commit c1f661ab5254458c3e9fdb396a31860a22c790f1. * selection e2e test fixed< * remove camToggle to allow playwright tests to pass * remove drag test too brittle and needs to be redone from the ground up anyway * trigger CI * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * fix last test * clean up part 3 * clean up part 4 * clean up part 5 * clean up sketch enter exit logic * fix engine side selections * default plane should not be selected form 'onDragEnd' i.e. rotating the camera should not mean the user acidently selects a plane * clean up state diagram around animating to sketch mode Embracing that the animation is async and puting the interdiate steps in the state diagram clean up some logic and solved some bugs at the same time * add test for multiple sketches * typo * make highlight more robust * type tweak * scale segmenst with distance from camera so they have a consistent pixel size/ screenspace size * Jess's advice * tsc and fmt * clean up part 6 remove integer from xstate names * clean up part 7 * integrate sequency in to camera moves * fix tests * update snapshot e2e * small snapshot change * A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu) * trigger ci * Fix HomeLoaderData types * update std stuff * update kittycad rs client lib --------- Signed-off-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Jess Frazelle <github@jessfraz.com> Co-authored-by: Frank Noirot <frank@kittycad.io> Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
2024-02-11 12:59:00 +11:00
}
}
}
animateFovChange() // Start the animation
})
animateToPerspective = () =>
new Promise((resolve) => {
this.isFovAnimationInProgress = true
// Immediately set the camera to perspective with a very low FOV
this.fov = 4
let currentFov = 4
this.camera.updateProjectionMatrix()
const targetFov = this.fovBeforeAnimate // Target FOV for perspective
const fovAnimationStep = (targetFov - currentFov) / FRAMES_TO_ANIMATE_IN
this.usePerspectiveCamera()
const animateFovChange = () => {
if (this.camera instanceof OrthographicCamera) return
if (this.camera.fov < targetFov) {
// Increase the FOV
currentFov = Math.min(currentFov + fovAnimationStep, targetFov)
// this.camera.fov = currentFov
this.camera.updateProjectionMatrix()
this.dollyZoom(currentFov)
requestAnimationFrame(animateFovChange) // Continue the animation
} else {
// Set the flag to false as the FOV animation is complete
this.isFovAnimationInProgress = false
resolve(true)
}
}
animateFovChange() // Start the animation
})
dispose = () => {
// Dispose of scene resources, renderer, and controls
this.renderer.dispose()
window.removeEventListener('resize', this.onWindowResize)
// Dispose of any other resources like geometries, materials, textures
}
useOrthographicCamera = () => {
this.isPerspective = false
const { x: px, y: py, z: pz } = this.camera.position
const { x: qx, y: qy, z: qz, w: qw } = this.camera.quaternion
const { x: tx, y: ty, z: tz } = this.controls.target
const aspect = window.innerWidth / window.innerHeight
const { z_near, z_far } = calculateNearFarFromFOV(this.fov)
this.camera = new OrthographicCamera(
-ORTHOGRAPHIC_CAMERA_SIZE * aspect,
ORTHOGRAPHIC_CAMERA_SIZE * aspect,
ORTHOGRAPHIC_CAMERA_SIZE,
-ORTHOGRAPHIC_CAMERA_SIZE,
z_near,
z_far
)
this.camera.up.set(0, 0, 1)
this.camera.layers.enable(SKETCH_LAYER)
if (DEBUG_SHOW_INTERSECTION_PLANE)
this.camera.layers.enable(INTERSECTION_PLANE_LAYER)
this.camera.position.set(px, py, pz)
const distance = this.camera.position.distanceTo(new Vector3(tx, ty, tz))
const fovFactor = 45 / this.fov
this.camera.zoom = (ZOOM_MAGIC_NUMBER * fovFactor * 0.8) / distance
this.setupOrbitControls([tx, ty, tz])
this.camera.quaternion.set(qx, qy, qz, qw)
this.camera.updateProjectionMatrix()
this.controls.update()
engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_set_orthographic',
},
})
}
usePerspectiveCamera = () => {
this.isPerspective = true
const { x: px, y: py, z: pz } = this.camera.position
const { x: qx, y: qy, z: qz, w: qw } = this.camera.quaternion
const { x: tx, y: ty, z: tz } = this.controls.target
this.camera = this.createPerspectiveCamera()
this.camera.position.set(px, py, pz)
this.camera.quaternion.set(qx, qy, qz, qw)
this.setupOrbitControls([tx, ty, tz])
engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_set_perspective',
parameters: {
fov_y: this.camera.fov,
...calculateNearFarFromFOV(this.fov),
},
},
})
this.onCameraChange()
return this.camera
}
dollyZoom = (newFov: number) => {
if (!(this.camera instanceof PerspectiveCamera)) {
console.warn('Dolly zoom is only applicable to perspective cameras.')
return
}
this.fov = newFov
// Calculate the direction vector from the camera towards the controls target
const direction = new Vector3()
.subVectors(this.controls.target, this.camera.position)
.normalize()
// Calculate the distance to the controls target before changing the FOV
const distanceBefore = this.camera.position.distanceTo(this.controls.target)
// Calculate the scale factor for the new FOV compared to the old one
// This needs to be calculated before updating the camera's FOV
const oldFov = this.camera.fov
const viewHeightFactor = (fov: number) => {
/* *
/|
/ |
/ |
/ |
/ | viewHeight/2
/ |
/ |
/fov/2 |
/________|
\ |
\._._._.|
*/
return Math.tan(deg2Rad(fov / 2))
}
const scaleFactor = viewHeightFactor(oldFov) / viewHeightFactor(newFov)
this.camera.fov = newFov
this.camera.updateProjectionMatrix()
const distanceAfter = distanceBefore * scaleFactor
const newPosition = this.controls.target
.clone()
.add(direction.multiplyScalar(-distanceAfter))
this.camera.position.copy(newPosition)
const { z_near, z_far } = calculateNearFarFromFOV(this.fov)
this.camera.near = z_near
this.camera.far = z_far
throttledUpdateEngineFov({
fov: newFov,
position: newPosition,
quaternion: this.camera.quaternion,
zoom: this.camera.zoom,
})
}
getPlaneIntersectPoint = (): {
intersection2d?: Vector2
intersectPoint: Vector3
intersection: Intersection<Object3D<Object3DEventMap>>
} | null => {
this.planeRaycaster.setFromCamera(
this.currentMouseVector,
setupSingleton.camera
)
const planeIntersects = this.planeRaycaster.intersectObjects(
this.scene.children,
true
)
if (
planeIntersects.length > 0 &&
planeIntersects[0].object.userData.type !== RAYCASTABLE_PLANE
) {
const intersect = planeIntersects[0]
return {
intersectPoint: intersect.point,
intersection: intersect,
}
}
if (
!(
planeIntersects.length > 0 &&
planeIntersects[0].object.userData.type === RAYCASTABLE_PLANE
)
)
return null
const planePosition = planeIntersects[0].object.position
const inversePlaneQuaternion = planeIntersects[0].object.quaternion
.clone()
.invert()
const intersectPoint = planeIntersects[0].point
let transformedPoint = intersectPoint.clone()
if (transformedPoint) {
transformedPoint.applyQuaternion(inversePlaneQuaternion)
transformedPoint?.sub(
new Vector3(...planePosition).applyQuaternion(inversePlaneQuaternion)
)
}
return {
intersection2d: new Vector2(transformedPoint.x, transformedPoint.y), // z should be 0
intersectPoint,
intersection: planeIntersects[0],
}
}
onMouseMove = (event: MouseEvent) => {
this.currentMouseVector.x = (event.clientX / window.innerWidth) * 2 - 1
this.currentMouseVector.y = -(event.clientY / window.innerHeight) * 2 + 1
const planeIntersectPoint = this.getPlaneIntersectPoint()
if (this.selected) {
const hasBeenDragged = !compareVec2Epsilon2(
[this.currentMouseVector.x, this.currentMouseVector.y],
[this.selected.mouseDownVector.x, this.selected.mouseDownVector.y],
0.02
)
if (!this.selected.hasBeenDragged && hasBeenDragged) {
this.selected.hasBeenDragged = true
// this is where we could fire a onDragStart event
// console.log('onDragStart', this.selected)
}
if (
hasBeenDragged &&
planeIntersectPoint &&
planeIntersectPoint.intersection2d
) {
// // console.log('onDrag', this.selected)
this.onDragCallback({
object: this.selected.object,
event,
intersection2d: planeIntersectPoint.intersection2d,
...planeIntersectPoint,
})
}
} else if (planeIntersectPoint && planeIntersectPoint.intersection2d) {
this.onMoveCallback({
event,
intersection2d: planeIntersectPoint.intersection2d,
...planeIntersectPoint,
})
}
const intersect = this.raycastRing()
if (intersect) {
const firstIntersectObject = intersect.object
if (this.hoveredObject !== firstIntersectObject) {
if (this.hoveredObject) {
this.onMouseLeave({
object: this.hoveredObject,
event,
})
}
this.hoveredObject = firstIntersectObject
this.onMouseEnter({
object: this.hoveredObject,
event,
})
}
} else {
if (this.hoveredObject) {
this.onMouseLeave({
object: this.hoveredObject,
event,
})
this.hoveredObject = null
}
}
}
raycastRing = (
pixelRadius = 8,
rayRingCount = 32
): Intersection<Object3D<Object3DEventMap>> | undefined => {
const mouseDownVector = this.currentMouseVector.clone()
let closestIntersection:
| Intersection<Object3D<Object3DEventMap>>
| undefined = undefined
let closestDistance = Infinity
const updateClosestIntersection = (
intersections: Intersection<Object3D<Object3DEventMap>>[]
) => {
let intersection = null
for (let i = 0; i < intersections.length; i++) {
if (intersections[i].object.type !== 'GridHelper') {
intersection = intersections[i]
break
}
}
if (!intersection) return
if (intersection.distance < closestDistance) {
closestDistance = intersection.distance
closestIntersection = intersection
}
}
// Check the center point
this.raycaster.setFromCamera(mouseDownVector, this.camera)
updateClosestIntersection(
this.raycaster.intersectObjects(this.scene.children, true)
)
// Check the ring points
for (let i = 0; i < rayRingCount; i++) {
const angle = (i / rayRingCount) * Math.PI * 2
const offsetX = ((pixelRadius * Math.cos(angle)) / window.innerWidth) * 2
const offsetY = ((pixelRadius * Math.sin(angle)) / window.innerHeight) * 2
const ringVector = new Vector2(
mouseDownVector.x + offsetX,
mouseDownVector.y - offsetY
)
this.raycaster.setFromCamera(ringVector, this.camera)
updateClosestIntersection(
this.raycaster.intersectObjects(this.scene.children, true)
)
}
return closestIntersection
}
onMouseDown = (event: MouseEvent) => {
this.currentMouseVector.x = (event.clientX / window.innerWidth) * 2 - 1
this.currentMouseVector.y = -(event.clientY / window.innerHeight) * 2 + 1
const mouseDownVector = this.currentMouseVector.clone()
const intersect = this.raycastRing()
if (intersect) {
const intersectParent = intersect?.object?.parent as Group
this.selected = intersectParent.isGroup
? {
mouseDownVector,
object: intersect?.object,
hasBeenDragged: false,
}
: null
}
}
onMouseUp = (event: MouseEvent) => {
this.currentMouseVector.x = (event.clientX / window.innerWidth) * 2 - 1
this.currentMouseVector.y = -(event.clientY / window.innerHeight) * 2 + 1
const planeIntersectPoint = this.getPlaneIntersectPoint()
if (this.selected) {
if (this.selected.hasBeenDragged) {
// this is where we could fire a onDragEnd event
// console.log('onDragEnd', this.selected)
} else if (planeIntersectPoint) {
// fire onClick event as there was no drags
this.onClickCallback({
object: this.selected?.object,
event,
...planeIntersectPoint,
})
} else {
this.onClickCallback()
}
// Clear the selected state whether it was dragged or not
this.selected = null
} else if (planeIntersectPoint) {
this.onClickCallback({
event,
...planeIntersectPoint,
})
} else {
this.onClickCallback()
}
}
showDefaultPlanes() {
const addPlane = (
rotation: { x: number; y: number; z: number }, //
type: DefaultPlane
): Mesh => {
const planeGeometry = new PlaneGeometry(100, 100)
const planeEdges = new EdgesGeometry(planeGeometry)
const lineMaterial = new LineBasicMaterial({
color: defaultPlaneColor(type, 0.45, 1),
opacity: 0.9,
})
const planeMaterial = new MeshBasicMaterial({
color: defaultPlaneColor(type),
transparent: true,
opacity: 0.35,
side: DoubleSide,
depthTest: false, // needed to avoid transparency issues
})
const plane = new Mesh(planeGeometry, planeMaterial)
const edges = new LineSegments(planeEdges, lineMaterial)
plane.add(edges)
plane.rotation.x = rotation.x
plane.rotation.y = rotation.y
plane.rotation.z = rotation.z
plane.userData.type = type
plane.name = type
return plane
}
const gridHelper = createGridHelper({ size: 100, divisions: 10 })
const planes = [
addPlane({ x: 0, y: Math.PI / 2, z: 0 }, YZ_PLANE),
addPlane({ x: 0, y: 0, z: 0 }, XY_PLANE),
addPlane({ x: -Math.PI / 2, y: 0, z: 0 }, XZ_PLANE),
gridHelper,
]
const planesGroup = new Group()
planesGroup.userData.type = DEFAULT_PLANES
planesGroup.add(...planes)
planesGroup.traverse((child) => {
if (child instanceof Mesh) {
child.layers.enable(SKETCH_LAYER)
}
})
planesGroup.layers.enable(SKETCH_LAYER)
this.scene.add(planesGroup)
}
removeDefaultPlanes() {
const planesGroup = this.scene.children.find(
({ userData }) => userData.type === DEFAULT_PLANES
)
if (planesGroup) this.scene.remove(planesGroup)
}
updateOtherSelectionColors = (otherSelections: Axis[]) => {
const axisGroup = setupSingleton.scene.children.find(
({ userData }) => userData?.type === AXIS_GROUP
)
const axisMap: { [key: string]: Axis } = {
[X_AXIS]: 'x-axis',
[Y_AXIS]: 'y-axis',
}
axisGroup?.children.forEach((_mesh) => {
const mesh = _mesh as Mesh
const mat = mesh.material as MeshBasicMaterial
if (otherSelections.includes(axisMap[mesh.userData?.type])) {
mat.color.set(mesh?.userData?.baseColor)
mat.color.offsetHSL(0, 0, 0.2)
mesh.userData.isSelected = true
} else {
mat.color.set(mesh?.userData?.baseColor)
mesh.userData.isSelected = false
}
})
}
}
export const setupSingleton = new SetupSingleton()
function useShouldHideScene(): { hideClient: boolean; hideServer: boolean } {
const [isCamMoving, setIsCamMoving] = useState(false)
const [isTween, setIsTween] = useState(false)
const { state } = useModelingContext()
useEffect(() => {
setupSingleton.setIsCamMovingCallback((isMoving, isTween) => {
setIsCamMoving(isMoving)
setIsTween(isTween)
})
}, [])
if (DEBUG_SHOW_BOTH_SCENES || !isCamMoving)
return { hideClient: false, hideServer: false }
let hideServer = state.matches('Sketch') || state.matches('Sketch no face')
if (isTween) {
hideServer = false
}
return { hideClient: !hideServer, hideServer }
}
export const ClientSideScene = ({
cameraControls,
}: {
cameraControls: ReturnType<
typeof useGlobalStateContext
>['settings']['context']['cameraControls']
}) => {
const canvasRef = useRef<HTMLDivElement>(null)
const { state, send } = useModelingContext()
const { hideClient, hideServer } = useShouldHideScene()
const { setHighlightRange } = useStore((s) => ({
setHighlightRange: s.setHighlightRange,
highlightRange: s.highlightRange,
}))
// Listen for changes to the camera controls setting
// and update the client-side scene's controls accordingly.
useEffect(() => {
setupSingleton.setInteractionGuards(cameraMouseDragGuards[cameraControls])
}, [cameraControls])
useEffect(() => {
setupSingleton.updateOtherSelectionColors(
state?.context?.selectionRanges?.otherSelections || []
)
}, [state?.context?.selectionRanges?.otherSelections])
useEffect(() => {
if (!canvasRef.current) return
const canvas = canvasRef.current
canvas.appendChild(setupSingleton.renderer.domElement)
setupSingleton.animate()
setupSingleton.setHighlightCallback(setHighlightRange)
canvas.addEventListener('mousemove', setupSingleton.onMouseMove, false)
canvas.addEventListener('mousedown', setupSingleton.onMouseDown, false)
canvas.addEventListener('mouseup', setupSingleton.onMouseUp, false)
setupSingleton.setSend(send)
return () => {
canvas?.removeEventListener('mousemove', setupSingleton.onMouseMove)
canvas?.removeEventListener('mousedown', setupSingleton.onMouseDown)
canvas?.removeEventListener('mouseup', setupSingleton.onMouseUp)
}
}, [])
return (
<div
ref={canvasRef}
className={`absolute inset-0 h-full w-full transition-all duration-300 ${
hideClient ? 'opacity-0' : 'opacity-100'
} ${hideServer ? 'bg-black' : ''} ${
!hideClient && !hideServer && state.matches('Sketch')
? 'bg-black/80'
: ''
}`}
></div>
)
}
const throttled = throttle((a: ReactCameraProperties) => {
if (a.type === 'perspective' && a.fov) {
setupSingleton.dollyZoom(a.fov)
}
}, 1000 / 15)
export const CamDebugSettings = () => {
const [camSettings, setCamSettings] = useState<ReactCameraProperties>({
type: 'perspective',
fov: 12,
position: [0, 0, 0],
quaternion: [0, 0, 0, 1],
})
const [fov, setFov] = useState(12)
useEffect(() => {
setupSingleton.setReactCameraPropertiesCallback(setCamSettings)
}, [setupSingleton])
useEffect(() => {
if (camSettings.type === 'perspective' && camSettings.fov) {
setFov(camSettings.fov)
}
}, [(camSettings as any)?.fov])
return (
<div>
<h3>cam settings</h3>
perspective cam
<input
type="checkbox"
checked={camSettings.type === 'perspective'}
onChange={(e) => {
if (camSettings.type === 'perspective') {
setupSingleton.useOrthographicCamera()
} else {
setupSingleton.usePerspectiveCamera()
}
}}
/>
{camSettings.type === 'perspective' && (
<input
type="range"
min="4"
max="90"
step={0.5}
value={fov}
onChange={(e) => {
setFov(parseFloat(e.target.value))
throttled({
...camSettings,
fov: parseFloat(e.target.value),
})
}}
className="w-full cursor-pointer pointer-events-auto"
/>
)}
{camSettings.type === 'perspective' && (
<div>
<span>fov</span>
<input
type="number"
value={camSettings.fov}
className="text-black w-16"
onChange={(e) => {
setupSingleton.setCam({
...camSettings,
fov: parseFloat(e.target.value),
})
}}
/>
</div>
)}
{camSettings.type === 'orthographic' && (
<>
<div>
<span>fov</span>
<input
type="number"
value={camSettings.zoom}
className="text-black w-16"
onChange={(e) => {
setupSingleton.setCam({
...camSettings,
zoom: parseFloat(e.target.value),
})
}}
/>
</div>
</>
)}
<div>
Position
<ul className="flex">
<li>
<span className="pl-2 pr-1">x:</span>
<input
type="number"
step={5}
data-testid="cam-x-position"
value={camSettings.position[0]}
className="text-black w-16"
onChange={(e) => {
setupSingleton.setCam({
...camSettings,
position: [
parseFloat(e.target.value),
camSettings.position[1],
camSettings.position[2],
],
})
}}
/>
</li>
<li>
<span className="pl-2 pr-1">y:</span>
<input
type="number"
step={5}
data-testid="cam-y-position"
value={camSettings.position[1]}
className="text-black w-16"
onChange={(e) => {
setupSingleton.setCam({
...camSettings,
position: [
camSettings.position[0],
parseFloat(e.target.value),
camSettings.position[2],
],
})
}}
/>
</li>
<li>
<span className="pl-2 pr-1">z:</span>
<input
type="number"
step={5}
data-testid="cam-z-position"
value={camSettings.position[2]}
className="text-black w-16"
onChange={(e) => {
setupSingleton.setCam({
...camSettings,
position: [
camSettings.position[0],
camSettings.position[1],
parseFloat(e.target.value),
],
})
}}
/>
</li>
</ul>
</div>
</div>
)
}
function convertThreeCamValuesToEngineCam({
position,
quaternion,
zoom,
isPerspective,
}: ThreeCamValues): {
center: Vector3
up: Vector3
vantage: Vector3
} {
// Something to consider is that the orbit controls have a target,
// we're kind of deriving the target/lookAtVector here when it might not be needed
// leaving for now since it's working but maybe revisit later
const euler = new Euler().setFromQuaternion(quaternion, 'XYZ')
const lookAtVector = new Vector3(0, 0, -1)
.applyEuler(euler)
.normalize()
.add(position)
const upVector = new Vector3(0, 1, 0).applyEuler(euler).normalize()
if (isPerspective) {
return {
center: lookAtVector,
up: upVector,
vantage: position,
}
}
const zoomFactor = -ZOOM_MAGIC_NUMBER / zoom
const direction = lookAtVector.clone().sub(position).normalize()
const newVantage = position.clone().add(direction.multiplyScalar(zoomFactor))
return {
center: lookAtVector,
up: upVector,
vantage: newVantage,
}
}
function calculateNearFarFromFOV(fov: number) {
const nearFarRatio = (fov - 3) / (45 - 3)
// const z_near = 0.1 + nearFarRatio * (5 - 0.1)
const z_far = 1000 + nearFarRatio * (100000 - 1000)
return { z_near: 0.1, z_far }
}
export function isQuaternionVertical(q: Quaternion) {
const v = new Vector3(0, 0, 1).applyQuaternion(q)
// no x or y components means it's vertical
return compareVec2Epsilon2([v.x, v.y], [0, 0])
}
export type DefaultPlane =
| 'xy-default-plane'
| 'xz-default-plane'
| 'yz-default-plane'
export const XY_PLANE: DefaultPlane = 'xy-default-plane'
export const XZ_PLANE: DefaultPlane = 'xz-default-plane'
export const YZ_PLANE: DefaultPlane = 'yz-default-plane'
export function defaultPlaneColor(
plane: DefaultPlane,
lowCh = 0.1,
highCh = 0.7
): Color {
switch (plane) {
case XY_PLANE:
return new Color(highCh, lowCh, lowCh)
case XZ_PLANE:
return new Color(lowCh, lowCh, highCh)
case YZ_PLANE:
return new Color(lowCh, highCh, lowCh)
}
return new Color(lowCh, lowCh, lowCh)
}