add gizmo (#738)

* add gizmo

Signed-off-by: Jess Frazelle <github@jessfraz.com>

* updates

Signed-off-by: Jess Frazelle <github@jessfraz.com>

* fixups

Signed-off-by: Jess Frazelle <github@jessfraz.com>

* fix force ast execution

Signed-off-by: Jess Frazelle <github@jessfraz.com>

---------

Signed-off-by: Jess Frazelle <github@jessfraz.com>
This commit is contained in:
Jess Frazelle
2023-09-29 12:41:58 -07:00
committed by GitHub
parent 056fa00adc
commit a367be4e2b
4 changed files with 50 additions and 16 deletions

View File

@ -491,9 +491,11 @@ export class EngineConnection {
this.onDataChannelOpen(this)
this.onEngineConnectionOpen(this)
this.ready = true
this.connecting = false
// Do this after we set the connection is ready to avoid errors when
// we try to send messages before the connection is ready.
this.onEngineConnectionOpen(this)
})
this.unreliableDataChannel.addEventListener('close', (event) => {
@ -586,6 +588,9 @@ export class EngineCommandManager {
outSequence = 1
inSequence = 1
engineConnection?: EngineConnection
// Folks should realize that wait for ready does not get called _everytime_
// the connection resets and restarts, it only gets called the first time.
// Be careful what you put here.
waitForReady: Promise<void> = new Promise(() => {})
private resolveReady = () => {}
@ -609,12 +614,14 @@ export class EngineCommandManager {
setIsStreamReady,
width,
height,
executeCode,
token,
}: {
setMediaStream: (stream: MediaStream) => void
setIsStreamReady: (isStreamReady: boolean) => void
width: number
height: number
executeCode: (code?: string, force?: boolean) => void
token?: string
}) {
if (width === 0 || height === 0) {
@ -637,6 +644,32 @@ export class EngineCommandManager {
onEngineConnectionOpen: () => {
this.resolveReady()
setIsStreamReady(true)
// Make the axis gizmo.
// We do this after the connection opened to avoid a race condition.
// Connected opened is the last thing that happens when the stream
// is ready.
// We also do this here because we want to ensure we create the gizmo
// and execute the code everytime the stream is restarted.
const gizmoId = uuidv4()
this.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: gizmoId,
cmd: {
type: 'make_axes_gizmo',
clobber: false,
// If true, axes gizmo will be placed in the corner of the screen.
// If false, it will be placed at the origin of the scene.
gizmo_mode: true,
},
})
// We execute the code here to make sure if the stream was to
// restart in a session, we want to make sure to execute the code.
// We force it to re-execute the code because we want to make sure
// the code is executed everytime the stream is restarted.
// We pass undefined for the code so it reads from the current state.
executeCode(undefined, true)
},
onClose: () => {
setIsStreamReady(false)
@ -733,10 +766,6 @@ export class EngineCommandManager {
this.engineConnection?.send(resizeCmd)
}
handleModelingCommand(message: WebSocketResponse, id: string) {
if (this.engineConnection === undefined) {
return
}
if (message.type !== 'modeling') {
return
}
@ -904,6 +933,11 @@ export class EngineCommandManager {
if (this.engineConnection === undefined) {
return Promise.resolve()
}
if (!this.engineConnection?.isReady()) {
return Promise.resolve()
}
if (
command.type === 'modeling_cmd_req' &&
command.cmd.type !== lastMessage
@ -911,9 +945,6 @@ export class EngineCommandManager {
console.log('sending command', command.cmd.type)
lastMessage = command.cmd.type
}
if (!this.engineConnection?.isReady()) {
return Promise.resolve()
}
if (command.type !== 'modeling_cmd_req') return Promise.resolve()
const cmd = command.cmd
if (