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:
@ -92,6 +92,7 @@ export class CameraControls {
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target: Vector3
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domElement: HTMLCanvasElement
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isDragging: boolean
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wasDragging: boolean
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mouseDownPosition: Vector2
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mouseNewPosition: Vector2
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rotationSpeed = 0.3
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@ -233,6 +234,7 @@ export class CameraControls {
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this.target = new Vector3()
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this.domElement = domElement
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this.isDragging = false
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this.wasDragging = false
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this.mouseDownPosition = new Vector2()
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this.mouseNewPosition = new Vector2()
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@ -363,6 +365,8 @@ export class CameraControls {
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onMouseDown = (event: PointerEvent) => {
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this.domElement.setPointerCapture(event.pointerId)
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this.isDragging = true
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// Reset the wasDragging flag to false when starting a new drag
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this.wasDragging = false
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this.mouseDownPosition.set(event.clientX, event.clientY)
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let interaction = this.getInteractionType(event)
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if (interaction === 'none') return
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@ -392,6 +396,10 @@ export class CameraControls {
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const interaction = this.getInteractionType(event)
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if (interaction === 'none') return
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// If there's a valid interaction and the mouse is moving,
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// our past (and current) interaction was a drag.
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this.wasDragging = true
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if (this.syncDirection === 'engineToClient') {
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this.moveSender.send(() => {
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this.doMove(interaction, [event.clientX, event.clientY])
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@ -399,6 +407,7 @@ export class CameraControls {
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return
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}
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// else "clientToEngine" (Sketch Mode) or forceUpdate
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// Implement camera movement logic here based on deltaMove
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// For example, for rotating the camera around the target:
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if (interaction === 'rotate') {
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@ -427,6 +436,9 @@ export class CameraControls {
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* under the cursor. This recently moved from being handled in App.tsx.
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* This might not be the right spot, but it is more consolidated.
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*/
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// Clear any previous drag state
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this.wasDragging = false
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if (this.syncDirection === 'engineToClient') {
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const newCmdId = uuidv4()
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@ -338,6 +338,11 @@ export class SceneEntities {
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sceneInfra.setCallbacks({
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onClick: async (args) => {
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if (!args) return
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// If there is a valid camera interaction that matches, do that instead
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const interaction = sceneInfra.camControls.getInteractionType(
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args.mouseEvent
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)
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if (interaction !== 'none') return
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if (args.mouseEvent.which !== 1) return
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const { intersectionPoint } = args
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if (!intersectionPoint?.twoD || !sketchDetails?.sketchPathToNode) return
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@ -645,7 +650,13 @@ export class SceneEntities {
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sceneInfra.setCallbacks({
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onClick: async (args) => {
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if (!args) return
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// If there is a valid camera interaction that matches, do that instead
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const interaction = sceneInfra.camControls.getInteractionType(
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args.mouseEvent
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)
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if (interaction !== 'none') return
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if (args.mouseEvent.which !== 1) return
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const { intersectionPoint } = args
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let intersection2d = intersectionPoint?.twoD
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const profileStart = args.intersects
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@ -826,6 +837,11 @@ export class SceneEntities {
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)
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},
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onClick: async (args) => {
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// If there is a valid camera interaction that matches, do that instead
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const interaction = sceneInfra.camControls.getInteractionType(
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args.mouseEvent
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)
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if (interaction !== 'none') return
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// Commit the rectangle to the full AST/code and return to sketch.idle
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const cornerPoint = args.intersectionPoint?.twoD
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if (!cornerPoint || args.mouseEvent.button !== 0) return
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@ -994,6 +1010,11 @@ export class SceneEntities {
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)
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},
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onClick: async (args) => {
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// If there is a valid camera interaction that matches, do that instead
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const interaction = sceneInfra.camControls.getInteractionType(
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args.mouseEvent
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)
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if (interaction !== 'none') return
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// Commit the rectangle to the full AST/code and return to sketch.idle
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const cornerPoint = args.intersectionPoint?.twoD
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if (!cornerPoint || args.mouseEvent.button !== 0) return
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@ -1157,6 +1178,11 @@ export class SceneEntities {
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},
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onMove: () => {},
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onClick: (args) => {
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// If there is a valid camera interaction that matches, do that instead
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const interaction = sceneInfra.camControls.getInteractionType(
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args.mouseEvent
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)
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if (interaction !== 'none') return
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if (args?.mouseEvent.which !== 1) return
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if (!args || !args.selected) {
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sceneInfra.modelingSend({
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@ -255,10 +255,14 @@ export const Stream = () => {
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}, [mediaStream])
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const handleMouseUp: MouseEventHandler<HTMLDivElement> = (e) => {
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// If we've got no stream or connection, don't do anything
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if (!isNetworkOkay) return
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if (!videoRef.current) return
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// If we're in sketch mode, don't send a engine-side select event
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if (state.matches('Sketch')) return
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if (state.matches({ idle: 'showPlanes' })) return
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// If we're mousing up from a camera drag, don't send a select event
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if (sceneInfra.camControls.wasDragging === true) return
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if (btnName(e.nativeEvent).left) {
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// eslint-disable-next-line @typescript-eslint/no-floating-promises
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