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 commitf0a506d6b9
. * Revert "A snapshot a day keeps the bugs away! 📷🐛 (OS: ubuntu)" This reverts commit2781261331
. * 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>
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@ -48,12 +48,14 @@ export type ReactCameraProperties =
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type: 'perspective'
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fov?: number
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position: [number, number, number]
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target: [number, number, number]
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quaternion: [number, number, number, number]
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}
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| {
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type: 'orthographic'
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zoom?: number
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position: [number, number, number]
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target: [number, number, number]
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quaternion: [number, number, number, number]
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}
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@ -773,6 +775,75 @@ export class CameraControls {
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})
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}
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async updateCameraToAxis(
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axis: 'x' | 'y' | 'z' | '-x' | '-y' | '-z'
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): Promise<void> {
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const distance = this.camera.position.distanceTo(this.target)
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const vantage = this.target.clone()
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let up = { x: 0, y: 0, z: 1 }
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if (axis === 'x') {
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vantage.x += distance
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} else if (axis === 'y') {
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vantage.y += distance
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} else if (axis === 'z') {
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vantage.z += distance
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up = { x: -1, y: 0, z: 0 }
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} else if (axis === '-x') {
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vantage.x -= distance
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} else if (axis === '-y') {
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vantage.y -= distance
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} else if (axis === '-z') {
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vantage.z -= distance
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up = { x: -1, y: 0, z: 0 }
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}
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_look_at',
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center: this.target,
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vantage: vantage,
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up: up,
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},
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})
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_get_settings',
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},
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})
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}
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async resetCameraPosition(): Promise<void> {
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'default_camera_look_at',
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center: this.target,
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vantage: {
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x: this.target.x,
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y: this.target.y - 128,
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z: this.target.z + 64,
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},
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up: { x: 0, y: 0, z: 1 },
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},
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})
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await this.engineCommandManager.sendSceneCommand({
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type: 'modeling_cmd_req',
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cmd_id: uuidv4(),
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cmd: {
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type: 'zoom_to_fit',
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object_ids: [], // leave empty to zoom to all objects
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padding: 0.2, // padding around the objects
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},
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})
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}
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async tweenCameraToQuaternion(
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targetQuaternion: Quaternion,
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targetPosition = new Vector3(),
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@ -957,6 +1028,11 @@ export class CameraControls {
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roundOff(this.camera.position.y, 2),
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roundOff(this.camera.position.z, 2),
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],
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target: [
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roundOff(this.target.x, 2),
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roundOff(this.target.y, 2),
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roundOff(this.target.z, 2),
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],
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quaternion: [
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roundOff(this.camera.quaternion.x, 2),
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roundOff(this.camera.quaternion.y, 2),
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