Gizmo Normal Snapping (#2539)

* gizmo 2.0

nice and clickable

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

* initial mouse position fix

when the scene first loads, mouse position is 0,0, which renders the gizmo selected.

* animation loop / disposal optimization

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

* reset camera tweak

* add cam target to debug panel

* test stub

* reset camera position handle removed from gizmo

it is now a button in the debug panel

* gizmo refactoring

* small fix

* reset camera view

bug fix

* nicer updateCameraToAxis

now gizmo rotates around the target instead of world 0,0,0

* micro refactoring

* playwright update

* playwright remove timeout + fmt

* hide gizmo while loading stream

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

This reverts commit f0a506d6b9.

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

This reverts commit 2781261331.

* try make gizmo test more realiable

* tweak

* refactoring

* increase timeout time

* 1 sec wait after mouse click

* 3 sec timeout

* better clickPosition

* test with 10 sec timeout

* 0.5 sec timeout

* add passive update for gizmo to avoid some edge cases

* default_camera_get_settings after click

* try and remove timeouts

---------

Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
Co-authored-by: Kurt Hutten Irev-Dev <k.hutten@protonmail.ch>
This commit is contained in:
max
2024-06-05 14:43:12 +02:00
committed by GitHub
parent a5e7782d9a
commit dd3601ea7b
6 changed files with 485 additions and 70 deletions

View File

@ -48,12 +48,14 @@ export type ReactCameraProperties =
type: 'perspective'
fov?: number
position: [number, number, number]
target: [number, number, number]
quaternion: [number, number, number, number]
}
| {
type: 'orthographic'
zoom?: number
position: [number, number, number]
target: [number, number, number]
quaternion: [number, number, number, number]
}
@ -773,6 +775,75 @@ export class CameraControls {
})
}
async updateCameraToAxis(
axis: 'x' | 'y' | 'z' | '-x' | '-y' | '-z'
): Promise<void> {
const distance = this.camera.position.distanceTo(this.target)
const vantage = this.target.clone()
let up = { x: 0, y: 0, z: 1 }
if (axis === 'x') {
vantage.x += distance
} else if (axis === 'y') {
vantage.y += distance
} else if (axis === 'z') {
vantage.z += distance
up = { x: -1, y: 0, z: 0 }
} else if (axis === '-x') {
vantage.x -= distance
} else if (axis === '-y') {
vantage.y -= distance
} else if (axis === '-z') {
vantage.z -= distance
up = { x: -1, y: 0, z: 0 }
}
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_look_at',
center: this.target,
vantage: vantage,
up: up,
},
})
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_get_settings',
},
})
}
async resetCameraPosition(): Promise<void> {
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_look_at',
center: this.target,
vantage: {
x: this.target.x,
y: this.target.y - 128,
z: this.target.z + 64,
},
up: { x: 0, y: 0, z: 1 },
},
})
await this.engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'zoom_to_fit',
object_ids: [], // leave empty to zoom to all objects
padding: 0.2, // padding around the objects
},
})
}
async tweenCameraToQuaternion(
targetQuaternion: Quaternion,
targetPosition = new Vector3(),
@ -957,6 +1028,11 @@ export class CameraControls {
roundOff(this.camera.position.y, 2),
roundOff(this.camera.position.z, 2),
],
target: [
roundOff(this.target.x, 2),
roundOff(this.target.y, 2),
roundOff(this.target.z, 2),
],
quaternion: [
roundOff(this.camera.quaternion.x, 2),
roundOff(this.camera.quaternion.y, 2),