Stop propagation of camera clicks after drags (#4257)

* Update CameraControls.ts

* fix static analyzer error

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

* Revert "A snapshot a day keeps the bugs away! 📷🐛 (OS: windows-latest)"

This reverts commit 0b63016217.

* Don't perform sketch click operations if a camera movement interaction also matches

* Don't `stopPropogation`, make selection listener early return if `wasDragging`
+ consolidate `wasDragging` set statements, add comments

* Codespell

---------

Co-authored-by: 49fl <ircsurfer33@gmail.com>
Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
Co-authored-by: Frank Noirot <frank@kittycad.io>
Co-authored-by: Frank Noirot <frank@zoo.dev>
This commit is contained in:
Mike Farrell
2024-10-24 06:26:33 -07:00
committed by GitHub
parent 19d01c563e
commit 7ead2bb875
3 changed files with 42 additions and 0 deletions

View File

@ -92,6 +92,7 @@ export class CameraControls {
target: Vector3
domElement: HTMLCanvasElement
isDragging: boolean
wasDragging: boolean
mouseDownPosition: Vector2
mouseNewPosition: Vector2
rotationSpeed = 0.3
@ -233,6 +234,7 @@ export class CameraControls {
this.target = new Vector3()
this.domElement = domElement
this.isDragging = false
this.wasDragging = false
this.mouseDownPosition = new Vector2()
this.mouseNewPosition = new Vector2()
@ -363,6 +365,8 @@ export class CameraControls {
onMouseDown = (event: PointerEvent) => {
this.domElement.setPointerCapture(event.pointerId)
this.isDragging = true
// Reset the wasDragging flag to false when starting a new drag
this.wasDragging = false
this.mouseDownPosition.set(event.clientX, event.clientY)
let interaction = this.getInteractionType(event)
if (interaction === 'none') return
@ -392,6 +396,10 @@ export class CameraControls {
const interaction = this.getInteractionType(event)
if (interaction === 'none') return
// If there's a valid interaction and the mouse is moving,
// our past (and current) interaction was a drag.
this.wasDragging = true
if (this.syncDirection === 'engineToClient') {
this.moveSender.send(() => {
this.doMove(interaction, [event.clientX, event.clientY])
@ -399,6 +407,7 @@ export class CameraControls {
return
}
// else "clientToEngine" (Sketch Mode) or forceUpdate
// Implement camera movement logic here based on deltaMove
// For example, for rotating the camera around the target:
if (interaction === 'rotate') {
@ -427,6 +436,9 @@ export class CameraControls {
* under the cursor. This recently moved from being handled in App.tsx.
* This might not be the right spot, but it is more consolidated.
*/
// Clear any previous drag state
this.wasDragging = false
if (this.syncDirection === 'engineToClient') {
const newCmdId = uuidv4()