fix zoom issues with sketch mode (#2664)

* cam stuff start

* more progress

* mostly done

* fix snapshot tests

* A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu)

* fix

* fix ubuntu

* more tweaks fixes

* add test

* more FE fixes

---------

Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
This commit is contained in:
Kurt Hutten
2024-06-18 16:08:41 +10:00
committed by GitHub
parent 0add26cf61
commit 570fd827ed
20 changed files with 647 additions and 436 deletions

View File

@ -174,41 +174,6 @@ export class CameraControls {
}
}
throttledUpdateEngineFov = throttle(
(vals: {
position: Vector3
quaternion: Quaternion
zoom: number
fov: number
target: Vector3
}) => {
const cmd: EngineCommand = {
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_perspective_settings',
...convertThreeCamValuesToEngineCam({
...vals,
isPerspective: true,
}),
fov_y: vals.fov,
...calculateNearFarFromFOV(vals.fov),
},
}
this.engineCommandManager.sendSceneCommand(cmd)
this.lastPerspectiveCmd = cmd
this.lastPerspectiveCmdTime = Date.now()
if (this.lastPerspectiveCmdTimeoutId !== null) {
clearTimeout(this.lastPerspectiveCmdTimeoutId)
}
this.lastPerspectiveCmdTimeoutId = setTimeout(
this.sendLastPerspectiveReliableChannel,
lastCmdDelay
) as any as number
},
1000 / 30
)
constructor(
isOrtho = false,
domElement: HTMLCanvasElement,
@ -534,26 +499,28 @@ export class CameraControls {
direction.normalize()
this.camera.position.copy(this.target).addScaledVector(direction, distance)
}
usePerspectiveCamera = () => {
usePerspectiveCamera = async () => {
this._usePerspectiveCamera()
this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_set_perspective',
parameters: {
fov_y:
this.camera instanceof PerspectiveCamera ? this.camera.fov : 45,
...calculateNearFarFromFOV(this.lastPerspectiveFov),
if (this.syncDirection === 'clientToEngine') {
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_set_perspective',
parameters: {
fov_y:
this.camera instanceof PerspectiveCamera ? this.camera.fov : 45,
...calculateNearFarFromFOV(this.lastPerspectiveFov),
},
},
},
})
})
}
this.onCameraChange()
this.update()
return this.camera
}
dollyZoom = (newFov: number) => {
dollyZoom = async (newFov: number, splitEngineCalls = false) => {
if (!(this.camera instanceof PerspectiveCamera)) {
console.warn('Dolly zoom is only applicable to perspective cameras.')
return
@ -604,13 +571,52 @@ export class CameraControls {
this.camera.near = z_near
this.camera.far = z_far
this.throttledUpdateEngineFov({
fov: newFov,
position: newPosition,
quaternion: this.camera.quaternion,
zoom: this.camera.zoom,
target: this.target,
})
if (splitEngineCalls) {
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_look_at',
...convertThreeCamValuesToEngineCam({
isPerspective: true,
position: newPosition,
quaternion: this.camera.quaternion,
zoom: this.camera.zoom,
target: this.target,
}),
},
})
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_set_perspective',
parameters: {
fov_y: newFov,
z_near: 0.01,
z_far: 1000,
},
},
})
} else {
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_perspective_settings',
...convertThreeCamValuesToEngineCam({
isPerspective: true,
position: newPosition,
quaternion: this.camera.quaternion,
zoom: this.camera.zoom,
target: this.target,
}),
fov_y: newFov,
z_near: 0.01,
z_far: 1000,
},
})
}
}
update = (forceUpdate = false) => {
@ -1015,6 +1021,29 @@ export class CameraControls {
.onComplete(onComplete)
.start()
})
snapToPerspectiveBeforeHandingBackControlToEngine = async (
targetCamUp = new Vector3(0, 0, 1)
) => {
if (this.syncDirection === 'engineToClient') {
console.warn(
'animate To Perspective not design to work with engineToClient syncDirection.'
)
}
this.isFovAnimationInProgress = true
const targetFov = this.fovBeforeOrtho // Target FOV for perspective
this.lastPerspectiveFov = 4
let currentFov = 4
const initialCameraUp = this.camera.up.clone()
this.usePerspectiveCamera()
const tempVec = new Vector3()
currentFov = this.lastPerspectiveFov + (targetFov - this.lastPerspectiveFov)
const currentUp = tempVec.lerpVectors(initialCameraUp, targetCamUp, 1)
this.camera.up.copy(currentUp)
await this.dollyZoom(currentFov, true)
this.isFovAnimationInProgress = false
}
get reactCameraProperties(): ReactCameraProperties {
return {
@ -1087,7 +1116,7 @@ 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: 1000 }
return { z_near: 0.01, z_far: 1000 }
}
function convertThreeCamValuesToEngineCam({
@ -1106,11 +1135,6 @@ function convertThreeCamValuesToEngineCam({
// 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 {
@ -1119,6 +1143,10 @@ function convertThreeCamValuesToEngineCam({
vantage: position,
}
}
const lookAtVector = new Vector3(0, 0, -1)
.applyEuler(euler)
.normalize()
.add(position)
const fudgeFactor2 = zoom * 0.9979224466814468 - 0.03473692325839295
const zoomFactor = (-ZOOM_MAGIC_NUMBER + fudgeFactor2) / zoom
const direction = lookAtVector.clone().sub(position).normalize()