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

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