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>
This commit is contained in:
@ -1,5 +1,6 @@
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import { SceneInfra } from 'clientSideScene/sceneInfra'
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import { sceneInfra } from 'lib/singletons'
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import { useEffect, useRef } from 'react'
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import { MutableRefObject, useEffect, useRef } from 'react'
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import {
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WebGLRenderer,
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Scene,
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@ -12,21 +13,37 @@ import {
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Clock,
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Quaternion,
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ColorRepresentation,
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Vector2,
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Raycaster,
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Camera,
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Intersection,
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Object3D,
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} from 'three'
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const CANVAS_SIZE = 80
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const FRUSTUM_SIZE = 0.5
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const AXIS_LENGTH = 0.35
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const AXIS_WIDTH = 0.02
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const AXIS_COLORS = {
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x: '#fa6668',
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y: '#11eb6b',
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z: '#6689ef',
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gray: '#c6c7c2',
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enum AxisColors {
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X = '#fa6668',
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Y = '#11eb6b',
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Z = '#6689ef',
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Gray = '#c6c7c2',
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}
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enum AxisNames {
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X = 'x',
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Y = 'y',
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Z = 'z',
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NEG_X = '-x',
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NEG_Y = '-y',
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NEG_Z = '-z',
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}
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export default function Gizmo() {
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const canvasRef = useRef<HTMLCanvasElement | null>(null)
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const raycasterIntersect = useRef<Intersection<Object3D> | null>(null)
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const cameraPassiveUpdateTimer = useRef(0)
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const raycasterPassiveUpdateTimer = useRef(0)
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useEffect(() => {
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if (!canvasRef.current) return
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@ -41,24 +58,44 @@ export default function Gizmo() {
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const { gizmoAxes, gizmoAxisHeads } = createGizmo()
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scene.add(...gizmoAxes, ...gizmoAxisHeads)
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const raycaster = new Raycaster()
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const { mouse, disposeMouseEvents } = initializeMouseEvents(
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canvas,
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raycasterIntersect,
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sceneInfra
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)
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const raycasterObjects = [...gizmoAxisHeads]
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const clock = new Clock()
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const clientCamera = sceneInfra.camControls.camera
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let currentQuaternion = new Quaternion().copy(clientCamera.quaternion)
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const animate = () => {
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requestAnimationFrame(animate)
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const delta = clock.getDelta()
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updateCameraOrientation(
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camera,
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currentQuaternion,
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sceneInfra.camControls.camera.quaternion,
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clock.getDelta()
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delta,
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cameraPassiveUpdateTimer
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)
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updateRayCaster(
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raycasterObjects,
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raycaster,
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mouse,
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camera,
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raycasterIntersect,
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delta,
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raycasterPassiveUpdateTimer
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)
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renderer.render(scene, camera)
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requestAnimationFrame(animate)
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}
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animate()
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return () => {
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renderer.dispose()
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disposeMouseEvents()
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}
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}, [])
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@ -69,7 +106,7 @@ export default function Gizmo() {
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)
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}
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const createCamera = () => {
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const createCamera = (): OrthographicCamera => {
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return new OrthographicCamera(
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-FRUSTUM_SIZE,
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FRUSTUM_SIZE,
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@ -82,21 +119,21 @@ const createCamera = () => {
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const createGizmo = () => {
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const gizmoAxes = [
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AXIS_COLORS.x, 0, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AXIS_COLORS.y, Math.PI / 2, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AXIS_COLORS.z, -Math.PI / 2, 'y'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AXIS_COLORS.gray, Math.PI, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AXIS_COLORS.gray, -Math.PI / 2, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AXIS_COLORS.gray, Math.PI / 2, 'y'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AxisColors.X, 0, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AxisColors.Y, Math.PI / 2, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AxisColors.Z, -Math.PI / 2, 'y'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AxisColors.Gray, Math.PI, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AxisColors.Gray, -Math.PI / 2, 'z'),
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createAxis(AXIS_LENGTH, AXIS_WIDTH, AxisColors.Gray, Math.PI / 2, 'y'),
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]
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const gizmoAxisHeads = [
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createAxisHead(AXIS_LENGTH, AXIS_COLORS.x, 0, 'z'),
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createAxisHead(AXIS_LENGTH, AXIS_COLORS.y, Math.PI / 2, 'z'),
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createAxisHead(AXIS_LENGTH, AXIS_COLORS.z, -Math.PI / 2, 'y'),
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createAxisHead(AXIS_LENGTH, AXIS_COLORS.gray, Math.PI, 'z'),
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createAxisHead(AXIS_LENGTH, AXIS_COLORS.gray, -Math.PI / 2, 'z'),
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createAxisHead(AXIS_LENGTH, AXIS_COLORS.gray, Math.PI / 2, 'y'),
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createAxisHead(AxisNames.X, AxisColors.X, [AXIS_LENGTH, 0, 0]),
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createAxisHead(AxisNames.Y, AxisColors.Y, [0, AXIS_LENGTH, 0]),
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createAxisHead(AxisNames.Z, AxisColors.Z, [0, 0, AXIS_LENGTH]),
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createAxisHead(AxisNames.NEG_X, AxisColors.Gray, [-AXIS_LENGTH, 0, 0]),
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createAxisHead(AxisNames.NEG_Y, AxisColors.Gray, [0, -AXIS_LENGTH, 0]),
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createAxisHead(AxisNames.NEG_Z, AxisColors.Gray, [0, 0, -AXIS_LENGTH]),
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]
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return { gizmoAxes, gizmoAxisHeads }
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@ -108,12 +145,9 @@ const createAxis = (
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color: ColorRepresentation,
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rotation = 0,
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axis = 'x'
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) => {
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const geometry = new BoxGeometry(length, width, width).translate(
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length / 2,
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0,
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0
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)
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): Mesh => {
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const geometry = new BoxGeometry(length, width, width)
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geometry.translate(length / 2, 0, 0)
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const material = new MeshBasicMaterial({ color: new Color(color) })
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const mesh = new Mesh(geometry, material)
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mesh.rotation[axis as 'x' | 'y' | 'z'] = rotation
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@ -121,15 +155,17 @@ const createAxis = (
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}
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const createAxisHead = (
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length: number,
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name: AxisNames,
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color: ColorRepresentation,
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rotation = 0,
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axis = 'x'
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) => {
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const geometry = new SphereGeometry(0.065, 16, 8).translate(length, 0, 0)
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position: number[]
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): Mesh => {
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const geometry = new SphereGeometry(0.065, 16, 8)
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const material = new MeshBasicMaterial({ color: new Color(color) })
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const mesh = new Mesh(geometry, material)
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mesh.rotation[axis as 'x' | 'y' | 'z'] = rotation
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mesh.position.set(position[0], position[1], position[2])
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mesh.updateMatrixWorld()
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mesh.name = name
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return mesh
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}
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@ -137,10 +173,97 @@ const updateCameraOrientation = (
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camera: OrthographicCamera,
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currentQuaternion: Quaternion,
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targetQuaternion: Quaternion,
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deltaTime: number
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deltaTime: number,
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cameraPassiveUpdateTimer: MutableRefObject<number>
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) => {
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const slerpFactor = 1 - Math.exp(-30 * deltaTime)
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currentQuaternion.slerp(targetQuaternion, slerpFactor).normalize()
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camera.position.set(0, 0, 1).applyQuaternion(currentQuaternion)
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camera.quaternion.copy(currentQuaternion)
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cameraPassiveUpdateTimer.current += deltaTime
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if (
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!quaternionsEqual(currentQuaternion, targetQuaternion) ||
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cameraPassiveUpdateTimer.current >= 5
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) {
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const slerpFactor = 1 - Math.exp(-30 * deltaTime)
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currentQuaternion.slerp(targetQuaternion, slerpFactor).normalize()
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camera.position.set(0, 0, 1).applyQuaternion(currentQuaternion)
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camera.quaternion.copy(currentQuaternion)
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cameraPassiveUpdateTimer.current = 0
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}
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}
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const quaternionsEqual = (
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q1: Quaternion,
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q2: Quaternion,
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tolerance: number = 0.001
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): boolean => {
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return (
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Math.abs(q1.x - q2.x) < tolerance &&
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Math.abs(q1.y - q2.y) < tolerance &&
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Math.abs(q1.z - q2.z) < tolerance &&
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Math.abs(q1.w - q2.w) < tolerance
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)
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}
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const initializeMouseEvents = (
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canvas: HTMLCanvasElement,
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raycasterIntersect: MutableRefObject<Intersection<Object3D> | null>,
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sceneInfra: SceneInfra
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): { mouse: Vector2; disposeMouseEvents: () => void } => {
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const mouse = new Vector2()
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mouse.x = 1 // fix initial mouse position issue
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const handleMouseMove = (event: MouseEvent) => {
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const { left, top, width, height } = canvas.getBoundingClientRect()
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mouse.x = ((event.clientX - left) / width) * 2 - 1
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mouse.y = ((event.clientY - top) / height) * -2 + 1
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}
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const handleClick = () => {
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if (raycasterIntersect.current) {
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const axisName = raycasterIntersect.current.object.name as AxisNames
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sceneInfra.camControls.updateCameraToAxis(axisName)
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}
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}
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window.addEventListener('mousemove', handleMouseMove)
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window.addEventListener('click', handleClick)
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const disposeMouseEvents = () => {
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window.removeEventListener('mousemove', handleMouseMove)
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window.removeEventListener('click', handleClick)
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}
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return { mouse, disposeMouseEvents }
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}
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const updateRayCaster = (
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objects: Object3D[],
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raycaster: Raycaster,
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mouse: Vector2,
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camera: Camera,
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raycasterIntersect: MutableRefObject<Intersection<Object3D> | null>,
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deltaTime: number,
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raycasterPassiveUpdateTimer: MutableRefObject<number>
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) => {
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raycasterPassiveUpdateTimer.current += deltaTime
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// check if mouse is outside the canvas bounds and stop raycaster
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if (raycasterPassiveUpdateTimer.current < 2) {
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if (mouse.x < -1 || mouse.x > 1 || mouse.y < -1 || mouse.y > 1) {
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raycasterIntersect.current = null
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return
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}
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}
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raycaster.setFromCamera(mouse, camera)
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const intersects = raycaster.intersectObjects(objects)
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objects.forEach((object) => object.scale.set(1, 1, 1))
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if (intersects.length) {
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intersects[0].object.scale.set(1.5, 1.5, 1.5)
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raycasterIntersect.current = intersects[0] // filter first object
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} else {
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raycasterIntersect.current = null
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}
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if (raycasterPassiveUpdateTimer.current > 2) {
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raycasterPassiveUpdateTimer.current = 0
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}
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}
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