Files
modeling-app/src/lib/utils.ts
Kevin Nadro 773f013115 [Fix]: When loading the modeling page the user's settings for camera projection was ignored (#7111)
* fix: initialization of user camera projection is now used again, ope

* fix: removing comment
2025-05-20 12:46:53 -04:00

677 lines
20 KiB
TypeScript

import type { Binary as BSONBinary } from 'bson'
import { v4 } from 'uuid'
import type { AnyMachineSnapshot } from 'xstate'
import type { CallExpressionKw, SourceRange } from '@src/lang/wasm'
import { isDesktop } from '@src/lib/isDesktop'
import type { AsyncFn } from '@src/lib/types'
import * as THREE from 'three'
import type { EngineCommandManager } from '@src/lang/std/engineConnection'
import type {
CameraViewState_type,
UnitLength_type,
} from '@kittycad/lib/dist/types/src/models'
import type { CameraProjectionType } from '@rust/kcl-lib/bindings/CameraProjectionType'
export const uuidv4 = v4
/**
* Refresh the browser page after reporting to Plausible.
*/
export async function refreshPage(method = 'UI button') {
if (window && 'plausible' in window) {
const p = window.plausible as (
event: string,
options?: { props: Record<string, string> }
) => Promise<void>
// Send a refresh event to Plausible so we can track how often users get stuck
await p('Refresh', {
props: {
method,
// optionally add more data here
},
})
}
// Window may not be available in some environments
window?.location.reload()
}
/**
* Get all labels for a keyword call expression.
*/
export function allLabels(callExpression: CallExpressionKw): string[] {
return callExpression.arguments
.map((a) => a.label?.name)
.filter((a) => a !== undefined)
}
/**
* A safer type guard for arrays since the built-in Array.isArray() asserts `any[]`.
*/
export function isArray(val: any): val is unknown[] {
// eslint-disable-next-line no-restricted-syntax
return Array.isArray(val)
}
export type SafeArray<T> = Omit<Array<T>, number> & {
[index: number]: T | undefined
}
/**
* An alternative to `Object.keys()` that returns an array of keys with types.
*
* It's UNSAFE because because of TS's structural subtyping and how at runtime, you can
* extend a JS object with whatever keys you want.
*
* Why we shouldn't be extending objects with arbitrary keys at run time, the structural subtyping
* issue could be a confusing bug, for example, in the below snippet `myKeys` is typed as
* `('x' | 'y')[]` but is really `('x' | 'y' | 'name')[]`
* ```ts
* interface Point { x: number; y: number }
* interface NamedPoint { x: number; y: number; name: string }
*
* let point: Point = { x: 1, y: 2 }
* let namedPoint: NamedPoint = { x: 1, y: 2, name: 'A' }
*
* // Structural subtyping allows this assignment
* point = namedPoint // This is allowed because NamedPoint has all properties of Point
* const myKeys = unsafeTypedKeys(point) // typed as ('x' | 'y')[] but is really ('x' | 'y' | 'name')[]
* ```
*/
export function unsafeTypedKeys<T extends object>(obj: T): Array<keyof T> {
return Object.keys(obj) as Array<keyof T>
}
/*
* Predicate that checks if a value is not null and not undefined. This is
* useful for functions like Array::filter() and Array::find() that have
* overloads that accept a type guard.
*/
export function isNonNullable<T>(val: T): val is NonNullable<T> {
return val !== null && val !== undefined
}
export function isOverlap(a: SourceRange, b: SourceRange) {
const [startingRange, secondRange] = a[0] < b[0] ? [a, b] : [b, a]
const [lastOfFirst, firstOfSecond] = [startingRange[1], secondRange[0]]
return lastOfFirst >= firstOfSecond
}
export function getLength(a: [number, number], b: [number, number]): number {
const x = b[0] - a[0]
const y = b[1] - a[1]
return Math.sqrt(x * x + y * y)
}
/**
* Calculates the angle in degrees between two points in a 2D space.
* The angle is normalized to the range [-180, 180].
*
* @param a The first point as a tuple [x, y].
* @param b The second point as a tuple [x, y].
* @returns The normalized angle in degrees between point a and point b.
*/
export function getAngle(a: [number, number], b: [number, number]): number {
const x = b[0] - a[0]
const y = b[1] - a[1]
return normaliseAngle((Math.atan2(y, x) * 180) / Math.PI)
}
/**
* Normalizes an angle to the range [-180, 180].
*
* This function takes an angle in degrees and normalizes it so that the result is always within the range of -180 to 180 degrees. This is useful for ensuring consistent angle measurements where the direction (positive or negative) is significant.
*
* @param angle The angle in degrees to be normalized.
* @returns The normalized angle in the range [-180, 180].
*/
export function normaliseAngle(angle: number): number {
const result = ((angle % 360) + 360) % 360
return result > 180 ? result - 360 : result
}
export function throttle<T>(
func: (args: T) => any,
wait: number
): (args: T) => any {
let timeout: ReturnType<typeof setTimeout> | null
let latestArgs: T
let latestTimestamp: number
function later() {
timeout = null
func(latestArgs)
}
function throttled(args: T) {
const currentTimestamp = Date.now()
latestArgs = args
if (!latestTimestamp || currentTimestamp - latestTimestamp >= wait) {
latestTimestamp = currentTimestamp
func(latestArgs)
} else if (!timeout) {
timeout = setTimeout(later, wait - (currentTimestamp - latestTimestamp))
}
}
return throttled
}
// takes a function and executes it after the wait time, if the function is called again before the wait time is up, the timer is reset
export function deferExecution<T>(func: (args: T) => any, wait: number) {
let timeout: ReturnType<typeof setTimeout> | null
let latestArgs: T
function later() {
timeout = null
func(latestArgs)
}
function deferred(args: T) {
latestArgs = args
if (timeout) {
clearTimeout(timeout)
}
timeout = setTimeout(later, wait)
}
return deferred
}
/**
* Wrap an async function so that it can be called in a sync context, catching
* rejections.
*
* It's common to want to run an async function in a sync context, like an event
* handler or callback. But we want to catch errors.
*
* Note: The returned function doesn't block. This isn't magic.
*
* @param onReject This callback type is from Promise.prototype.catch.
*/
export function toSync<F extends AsyncFn<F>>(
fn: F,
onReject: (
reason: any
) => void | PromiseLike<void | null | undefined> | null | undefined
): (...args: Parameters<F>) => void {
return (...args: Parameters<F>) => {
void fn(...args).catch((...args) => {
console.error(...args)
return onReject(...args)
})
}
}
export function getNormalisedCoordinates(
e: PointerEvent | React.MouseEvent<HTMLDivElement, MouseEvent>,
elVideo: HTMLVideoElement,
streamDimensions: {
width: number
height: number
}
) {
const { left, top, width, height } = elVideo?.getBoundingClientRect()
const browserX = e.clientX - left
const browserY = e.clientY - top
return {
x: Math.round((browserX / width) * streamDimensions.width),
y: Math.round((browserY / height) * streamDimensions.height),
}
}
// TODO: Remove the empty platform type.
export type Platform = 'macos' | 'windows' | 'linux' | ''
export function platform(): Platform {
if (isDesktop()) {
const platform = window.electron.platform ?? ''
// https://nodejs.org/api/process.html#processplatform
switch (platform) {
case 'darwin':
return 'macos'
case 'win32':
return 'windows'
// We don't currently care to distinguish between these.
case 'android':
case 'freebsd':
case 'linux':
case 'openbsd':
case 'sunos':
return 'linux'
default:
console.error('Unknown desktop platform:', platform)
return ''
}
}
// navigator.platform is deprecated, but many browsers still support it, and
// it's more accurate than userAgent and userAgentData in Playwright.
if (
navigator.platform?.indexOf('Mac') === 0 ||
navigator.platform?.indexOf('iPhone') === 0 ||
navigator.platform?.indexOf('iPad') === 0 ||
// Vite tests running in HappyDOM.
navigator.platform?.indexOf('Darwin') >= 0
) {
return 'macos'
}
if (navigator.platform === 'Windows' || navigator.platform === 'Win32') {
return 'windows'
}
// Chrome only, but more accurate than userAgent.
let userAgentDataPlatform: unknown
if (
'userAgentData' in navigator &&
navigator.userAgentData &&
typeof navigator.userAgentData === 'object' &&
'platform' in navigator.userAgentData
) {
userAgentDataPlatform = navigator.userAgentData.platform
if (userAgentDataPlatform === 'macOS') return 'macos'
if (userAgentDataPlatform === 'Windows') return 'windows'
}
if (navigator.userAgent.indexOf('Mac') !== -1) {
return 'macos'
} else if (navigator.userAgent.indexOf('Win') !== -1) {
return 'windows'
} else if (navigator.userAgent.indexOf('Linux') !== -1) {
return 'linux'
}
console.error(
'Unknown web platform:',
navigator.platform,
userAgentDataPlatform,
navigator.userAgent
)
return ''
}
export function isReducedMotion(): boolean {
return (
typeof window !== 'undefined' &&
window.matchMedia &&
// TODO/Note I (Kurt) think '(prefers-reduced-motion: reduce)' and '(prefers-reduced-motion)' are equivalent, but not 100% sure
window.matchMedia('(prefers-reduced-motion)').matches
)
}
export function XOR(bool1: boolean, bool2: boolean): boolean {
return (bool1 || bool2) && !(bool1 && bool2)
}
export function getActorNextEvents(snapshot: AnyMachineSnapshot) {
return [...new Set([...snapshot._nodes.flatMap((sn) => sn.ownEvents)])]
}
export const onMouseDragRegex = /-?\.?\b\d+\.?\d*\b/g
export function simulateOnMouseDragMatch(text: string) {
return text.match(onMouseDragRegex)
}
export function roundOff(num: number, precision: number = 2): number {
const x = Math.pow(10, precision)
return Math.round(num * x) / x
}
/**
* Determine if the number as a string has any precision in the decimal places
* '1' -> 0
* '1.0' -> 1
* '1.01' -> 2
*/
function getPrecision(text: string): number {
const wholeFractionSplit = text.split('.')
const precision =
wholeFractionSplit.length === 2 ? wholeFractionSplit[1].split('').length : 0
return precision
}
/**
* Determines if a number string has a leading digit
* 0.1 -> yes
* -0.1 -> yes
* .1 -> no
* 10.1 -> no
* The text.split('.') should evaluate to ['','<decimals>']
*/
export function hasLeadingZero(text: string): boolean {
const wholeFractionSplit = text.split('.')
return wholeFractionSplit.length === 2
? wholeFractionSplit[0] === '0' || wholeFractionSplit[0] === '-0'
: false
}
export function hasDigitsLeftOfDecimal(text: string): boolean | undefined {
const wholeFractionSplit = text.split('.')
if (wholeFractionSplit.length === 2) {
const wholeNumber = wholeFractionSplit[0]
if (wholeNumber.length === 0) {
return false
} else {
return true
}
}
if (wholeFractionSplit.length === 1) {
return true
}
// What if someone passes in 1..2.3.1...1.1.43
return undefined
}
export function onDragNumberCalculation(text: string, e: MouseEvent) {
const multiplier =
e.shiftKey && e.metaKey ? 0.01 : e.metaKey ? 0.1 : e.shiftKey ? 10 : 1
const delta = e.movementX * multiplier
const hasPeriod = text.includes('.')
const leadsWithZero = hasLeadingZero(text)
const addition = Number(text) + delta
const positiveAddition = e.movementX > 0
const negativeAddition = e.movementX < 0
const containsDigitsLeftOfDecimal = hasDigitsLeftOfDecimal(text)
let precision = Math.max(
getPrecision(text),
getPrecision(multiplier.toString())
)
const newVal = roundOff(addition, precision)
if (Number.isNaN(newVal)) {
return
}
let formattedString = newVal.toString()
if (hasPeriod && !formattedString.includes('.')) {
// If the original number included a period lets add that back to the output string
// e.g. '1.0' add +1 then we get 2, we want to send '2.0' back since the original one had a decimal place
formattedString = formattedString.toString() + '.0'
}
/**
* Whenever you add two numbers you can always remove the the leading zero the result will make sense
* 1 + -0.01 = 0.99, the code would remove the leading 0 to make it .99 but since the number has a
* digit left of the decimal to begin with I want to make it 0.99.
* negativeAddition with fractional numbers will provide a leading 0.
*/
const removeZeros =
positiveAddition ||
(negativeAddition && multiplier < 1 && !containsDigitsLeftOfDecimal)
/**
* If the original value has no leading 0
* If if the new updated value has a leading zero
* If the math operation means you can actually remove the zero.
*/
if (!leadsWithZero && hasLeadingZero(formattedString) && removeZeros) {
if (formattedString[0] === '-') {
return ['-', formattedString.split('.')[1]].join('.')
} else {
return formattedString.substring(1)
}
}
return formattedString
}
export function onMouseDragMakeANewNumber(
text: string,
setText: (t: string) => void,
e: MouseEvent
) {
const newVal = onDragNumberCalculation(text, e)
if (!newVal) return
setText(newVal)
}
export function isClockwise(points: [number, number][]): boolean {
// Need at least 3 points to determine orientation
if (points.length < 3) {
return false
}
// Calculate the sum of (x2 - x1) * (y2 + y1) for all edges
// This is the "shoelace formula" for calculating the signed area
let sum = 0
for (let i = 0; i < points.length; i++) {
const current = points[i]
const next = points[(i + 1) % points.length]
sum += (next[0] - current[0]) * (next[1] + current[1])
}
// If sum is positive, the points are in clockwise order
return sum > 0
}
/** Capitalise a string's first character */
export function capitaliseFC(str: string): string {
return str.charAt(0).toUpperCase() + str.slice(1)
}
/**
* Converts a binary buffer to a UUID string.
*
* @param buffer - The binary buffer containing the UUID bytes.
* @returns A string representation of the UUID in the format 'xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx'.
*/
export function binaryToUuid(
binaryData: Buffer | Uint8Array | BSONBinary | string
): string {
if (typeof binaryData === 'string') {
return binaryData
}
let buffer: Uint8Array
// Handle MongoDB BSON Binary object
if (
binaryData &&
'_bsontype' in binaryData &&
binaryData._bsontype === 'Binary'
) {
// Extract the buffer from the BSON Binary object
buffer = binaryData.buffer
}
// Handle case where buffer property exists (some MongoDB drivers structure)
else if (binaryData && binaryData.buffer instanceof Uint8Array) {
buffer = binaryData.buffer
}
// Handle direct Buffer or Uint8Array
else if (binaryData instanceof Uint8Array || Buffer.isBuffer(binaryData)) {
buffer = binaryData
} else {
console.error(
'Invalid input type: expected MongoDB BSON Binary, Buffer, or Uint8Array'
)
return ''
}
// Ensure we have exactly 16 bytes (128 bits) for a UUID
if (buffer.length !== 16) {
// For debugging
console.log('Buffer length:', buffer.length)
console.log('Buffer content:', Array.from(buffer))
console.error('UUID must be exactly 16 bytes')
return ''
}
// Convert each byte to a hex string and pad with zeros if needed
const hexValues = Array.from(buffer).map((byte) =>
byte.toString(16).padStart(2, '0')
)
// Format into UUID structure (8-4-4-4-12 characters)
return [
hexValues.slice(0, 4).join(''),
hexValues.slice(4, 6).join(''),
hexValues.slice(6, 8).join(''),
hexValues.slice(8, 10).join(''),
hexValues.slice(10, 16).join(''),
].join('-')
}
export function getModuleId(sourceRange: SourceRange) {
return sourceRange[2]
}
export function getInVariableCase(name: string, prefixIfDigit = 'm') {
// As of 2025-04-08, standard case for KCL variables is camelCase
const startsWithANumber = !Number.isNaN(Number(name.charAt(0)))
const paddedName = startsWithANumber ? `${prefixIfDigit}${name}` : name
// From https://www.30secondsofcode.org/js/s/string-case-conversion/#word-boundary-identification
const r = /[A-Z]{2,}(?=[A-Z][a-z]+[0-9]*|\b)|[A-Z]?[a-z]+[0-9]*|[A-Z]|[0-9]+/g
const boundaryIdentification = paddedName.match(r)
if (!boundaryIdentification) {
return undefined
}
const likelyPascalCase = boundaryIdentification
.map((x) => x.slice(0, 1).toUpperCase() + x.slice(1).toLowerCase())
.join('')
if (!likelyPascalCase) {
return undefined
}
return likelyPascalCase.slice(0, 1).toLowerCase() + likelyPascalCase.slice(1)
}
export function computeIsometricQuaternionForEmptyScene() {
// Create the direction vector you want to look from
const isoDir = new THREE.Vector3(1, 1, 1).normalize() // isometric look direction
// Target is the point you want to look at (e.g., origin)
const target = new THREE.Vector3(0, 0, 0)
// Compute quaternion for isometric view
const up = new THREE.Vector3(0, 0, 1) // default up direction
const quaternion = new THREE.Quaternion()
quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), isoDir) // align -Z with isoDir
// Align up vector using a lookAt matrix
const m = new THREE.Matrix4()
m.lookAt(new THREE.Vector3().addVectors(target, isoDir), target, up)
quaternion.setFromRotationMatrix(m)
return quaternion
}
export async function engineStreamZoomToFit({
engineCommandManager,
padding,
}: {
engineCommandManager: EngineCommandManager
padding: number
}) {
// It makes sense to also call zoom to fit here, when a new file is
// loaded for the first time, but not overtaking the work kevin did
// so the camera isn't moving all the time.
await engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'zoom_to_fit',
object_ids: [], // leave empty to zoom to all objects
padding, // padding around the objects
animated: false, // don't animate the zoom for now
},
})
}
export async function engineViewIsometricWithGeometryPresent({
engineCommandManager,
padding,
}: {
engineCommandManager: EngineCommandManager
padding: number
}) {
/**
* Default all users to view_isometric when loading into the engine.
* This works for perspective projection and orthographic projection
* This does not change the projection of the camera only the view direction which makes
* it safe to use with either projection defaulted
*/
await engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'view_isometric',
padding, // padding around the objects
},
})
/**
* HACK: We need to update the gizmo, the command above doesn't trigger gizmo
* to render which makes the axis point in an old direction.
*/
await engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_get_settings',
},
})
}
export async function engineViewIsometricWithoutGeometryPresent({
engineCommandManager,
unit,
cameraProjection,
}: {
engineCommandManager: EngineCommandManager
unit?: UnitLength_type
cameraProjection: CameraProjectionType
}) {
// If you load an empty scene with any file unit it will have an eye offset of this
const MAGIC_ENGINE_EYE_OFFSET = 1378.0057
const quat = computeIsometricQuaternionForEmptyScene()
const isometricView: CameraViewState_type = {
pivot_rotation: {
x: quat.x,
y: quat.y,
z: quat.z,
w: quat.w,
},
pivot_position: {
x: 0,
y: 0,
z: 0,
},
eye_offset: MAGIC_ENGINE_EYE_OFFSET,
fov_y: 45,
ortho_scale_factor: 1.4063792,
is_ortho: cameraProjection !== 'perspective',
ortho_scale_enabled: cameraProjection !== 'perspective',
world_coord_system: 'right_handed_up_z',
}
await engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_set_view',
view: {
...isometricView,
},
},
})
/**
* HACK: We need to update the gizmo, the command above doesn't trigger gizmo
* to render which makes the axis point in an old direction.
*/
await engineCommandManager.sendSceneCommand({
type: 'modeling_cmd_req',
cmd_id: uuidv4(),
cmd: {
type: 'default_camera_get_settings',
},
})
}