Files
modeling-app/src/clientSideScene/segments.ts
Frank Noirot a8c1a14d48 Retain sketch selection segment color after adding a constraint to the segment (#2700)
* Start of basic test (not yet failing)

* Add a little logging to get the lay of the scene object land

* Move test colors to utility, test broken

* Get accurate test that is only broken with highlighted color behavior

* Working implementation but now initial segment color sticks around too long

* Make sure segment base color is always the theme color

* Remove console logs, refactor a couple lines to use if statements instead of inline booleans

* Fix new test

* Make origin color update like the other segment types

* fmt

* Fix issue where initially-selected segments lose highlight after hover

* Undo this tweaking of the selection logic, this is really only about the clientSideEntities

* Remove unused exports

* Remove unnecessary code change from ModelingMachineProvider

* Remove newline

* Update src/clientSideScene/sceneEntities.ts

Co-authored-by: Kurt Hutten <k.hutten@protonmail.ch>

---------

Co-authored-by: Kurt Hutten <k.hutten@protonmail.ch>
Co-authored-by: Jess Frazelle <jessfraz@users.noreply.github.com>
2024-06-22 08:49:31 +00:00

512 lines
14 KiB
TypeScript

import { Coords2d } from 'lang/std/sketch'
import {
BoxGeometry,
BufferGeometry,
CatmullRomCurve3,
ConeGeometry,
CurvePath,
EllipseCurve,
ExtrudeGeometry,
Group,
LineCurve3,
Mesh,
MeshBasicMaterial,
NormalBufferAttributes,
Points,
PointsMaterial,
Shape,
SphereGeometry,
Texture,
Vector2,
Vector3,
} from 'three'
import { mergeGeometries } from 'three/examples/jsm/utils/BufferGeometryUtils.js'
import { PathToNode, SketchGroup, getTangentialArcToInfo } from 'lang/wasm'
import {
EXTRA_SEGMENT_HANDLE,
EXTRA_SEGMENT_OFFSET_PX,
HIDE_SEGMENT_LENGTH,
PROFILE_START,
SEGMENT_WIDTH_PX,
STRAIGHT_SEGMENT,
STRAIGHT_SEGMENT_BODY,
STRAIGHT_SEGMENT_DASH,
TANGENTIAL_ARC_TO_SEGMENT,
TANGENTIAL_ARC_TO_SEGMENT_BODY,
TANGENTIAL_ARC_TO__SEGMENT_DASH,
} from './sceneEntities'
import { getTangentPointFromPreviousArc } from 'lib/utils2d'
import { ARROWHEAD } from './sceneInfra'
import { Themes, getThemeColorForThreeJs } from 'lib/theme'
export function profileStart({
from,
id,
pathToNode,
scale = 1,
theme,
isSelected,
}: {
from: Coords2d
id: string
pathToNode: PathToNode
scale?: number
theme: Themes
isSelected?: boolean
}) {
const group = new Group()
const geometry = new BoxGeometry(12, 12, 12) // in pixels scaled later
const baseColor = getThemeColorForThreeJs(theme)
const color = isSelected ? 0x0000ff : baseColor
const body = new MeshBasicMaterial({ color })
const mesh = new Mesh(geometry, body)
group.add(mesh)
group.userData = {
type: PROFILE_START,
id,
from,
pathToNode,
isSelected,
baseColor,
}
group.name = PROFILE_START
group.position.set(from[0], from[1], 0)
group.scale.set(scale, scale, scale)
return group
}
export function straightSegment({
from,
to,
id,
pathToNode,
isDraftSegment,
scale = 1,
callExpName,
texture,
theme,
isSelected = false,
}: {
from: Coords2d
to: Coords2d
id: string
pathToNode: PathToNode
isDraftSegment?: boolean
scale?: number
callExpName: string
texture: Texture
theme: Themes
isSelected?: boolean
}): Group {
const group = new Group()
const shape = new Shape()
shape.moveTo(0, (-SEGMENT_WIDTH_PX / 2) * scale)
shape.lineTo(0, (SEGMENT_WIDTH_PX / 2) * scale)
let geometry
if (isDraftSegment) {
geometry = dashedStraight(from, to, shape, scale)
} else {
const line = new LineCurve3(
new Vector3(from[0], from[1], 0),
new Vector3(to[0], to[1], 0)
)
geometry = new ExtrudeGeometry(shape, {
steps: 2,
bevelEnabled: false,
extrudePath: line,
})
}
const baseColor =
callExpName === 'close' ? 0x444444 : getThemeColorForThreeJs(theme)
const color = isSelected ? 0x0000ff : baseColor
const body = new MeshBasicMaterial({ color })
const mesh = new Mesh(geometry, body)
mesh.userData.type = isDraftSegment
? STRAIGHT_SEGMENT_DASH
: STRAIGHT_SEGMENT_BODY
mesh.name = STRAIGHT_SEGMENT_BODY
group.userData = {
type: STRAIGHT_SEGMENT,
id,
from,
to,
pathToNode,
isSelected,
callExpName,
baseColor,
}
group.name = STRAIGHT_SEGMENT
const length = Math.sqrt(
Math.pow(to[0] - from[0], 2) + Math.pow(to[1] - from[1], 2)
)
const arrowGroup = createArrowhead(scale, theme, color)
arrowGroup.position.set(to[0], to[1], 0)
const dir = new Vector3()
.subVectors(new Vector3(to[0], to[1], 0), new Vector3(from[0], from[1], 0))
.normalize()
arrowGroup.quaternion.setFromUnitVectors(new Vector3(0, 1, 0), dir)
const pxLength = length / scale
const shouldHide = pxLength < HIDE_SEGMENT_LENGTH
arrowGroup.visible = !shouldHide
group.add(mesh)
if (callExpName !== 'close') group.add(arrowGroup)
const extraSegmentGroup = createExtraSegmentHandle(scale, texture, theme)
const offsetFromBase = new Vector2(to[0] - from[0], to[1] - from[1])
.normalize()
.multiplyScalar(EXTRA_SEGMENT_OFFSET_PX * scale)
extraSegmentGroup.position.set(
from[0] + offsetFromBase.x,
from[1] + offsetFromBase.y,
0
)
extraSegmentGroup.visible = !shouldHide
group.add(extraSegmentGroup)
return group
}
function createArrowhead(scale = 1, theme: Themes, color?: number): Group {
const baseColor = getThemeColorForThreeJs(theme)
const arrowMaterial = new MeshBasicMaterial({
color: color || baseColor,
})
// specify the size of the geometry in pixels (i.e. cone height = 20px, cone radius = 4.5px)
// we'll scale the group to the correct size later to match these sizes in screen space
const arrowheadMesh = new Mesh(new ConeGeometry(4.5, 20, 12), arrowMaterial)
arrowheadMesh.position.set(0, -9, 0)
const sphereMesh = new Mesh(new SphereGeometry(4, 12, 12), arrowMaterial)
const arrowGroup = new Group()
arrowGroup.userData.type = ARROWHEAD
arrowGroup.name = ARROWHEAD
arrowGroup.add(arrowheadMesh, sphereMesh)
arrowGroup.lookAt(new Vector3(0, 1, 0))
arrowGroup.scale.set(scale, scale, scale)
return arrowGroup
}
function createExtraSegmentHandle(
scale: number,
texture: Texture,
theme: Themes
): Group {
const particleMaterial = new PointsMaterial({
size: 12, // in pixels
map: texture,
transparent: true,
opacity: 0,
depthTest: false,
})
const mat = new MeshBasicMaterial({
transparent: true,
color: getThemeColorForThreeJs(theme),
opacity: 0,
})
const particleGeometry = new BufferGeometry().setFromPoints([
new Vector3(0, 0, 0),
])
const sphereMesh = new Mesh(new SphereGeometry(6, 12, 12), mat) // sphere radius in pixels
const particle = new Points(particleGeometry, particleMaterial)
particle.userData.ignoreColorChange = true
particle.userData.type = EXTRA_SEGMENT_HANDLE
const extraSegmentGroup = new Group()
extraSegmentGroup.userData.type = EXTRA_SEGMENT_HANDLE
extraSegmentGroup.name = EXTRA_SEGMENT_HANDLE
extraSegmentGroup.add(sphereMesh)
extraSegmentGroup.add(particle)
extraSegmentGroup.scale.set(scale, scale, scale)
return extraSegmentGroup
}
export function tangentialArcToSegment({
prevSegment,
from,
to,
id,
pathToNode,
isDraftSegment,
scale = 1,
texture,
theme,
isSelected,
}: {
prevSegment: SketchGroup['value'][number]
from: Coords2d
to: Coords2d
id: string
pathToNode: PathToNode
isDraftSegment?: boolean
scale?: number
texture: Texture
theme: Themes
isSelected?: boolean
}): Group {
const group = new Group()
const previousPoint =
prevSegment?.type === 'TangentialArcTo'
? getTangentPointFromPreviousArc(
prevSegment.center,
prevSegment.ccw,
prevSegment.to
)
: prevSegment.from
const { center, radius, startAngle, endAngle, ccw, arcLength } =
getTangentialArcToInfo({
arcStartPoint: from,
arcEndPoint: to,
tanPreviousPoint: previousPoint,
obtuse: true,
})
const geometry = createArcGeometry({
center,
radius,
startAngle,
endAngle,
ccw,
isDashed: isDraftSegment,
scale,
})
const baseColor = getThemeColorForThreeJs(theme)
const color = isSelected ? 0x0000ff : baseColor
const body = new MeshBasicMaterial({ color })
const mesh = new Mesh(geometry, body)
mesh.userData.type = isDraftSegment
? TANGENTIAL_ARC_TO__SEGMENT_DASH
: TANGENTIAL_ARC_TO_SEGMENT_BODY
group.userData = {
type: TANGENTIAL_ARC_TO_SEGMENT,
id,
from,
to,
prevSegment,
pathToNode,
isSelected,
baseColor,
}
group.name = TANGENTIAL_ARC_TO_SEGMENT
const arrowGroup = createArrowhead(scale, theme, color)
arrowGroup.position.set(to[0], to[1], 0)
const arrowheadAngle = endAngle + (Math.PI / 2) * (ccw ? 1 : -1)
arrowGroup.quaternion.setFromUnitVectors(
new Vector3(0, 1, 0),
new Vector3(Math.cos(arrowheadAngle), Math.sin(arrowheadAngle), 0)
)
const pxLength = arcLength / scale
const shouldHide = pxLength < HIDE_SEGMENT_LENGTH
arrowGroup.visible = !shouldHide
const extraSegmentGroup = createExtraSegmentHandle(scale, texture, theme)
const circumferenceInPx = (2 * Math.PI * radius) / scale
const extraSegmentAngleDelta =
(EXTRA_SEGMENT_OFFSET_PX / circumferenceInPx) * Math.PI * 2
const extraSegmentAngle = startAngle + (ccw ? 1 : -1) * extraSegmentAngleDelta
const extraSegmentOffset = new Vector2(
Math.cos(extraSegmentAngle) * radius,
Math.sin(extraSegmentAngle) * radius
)
extraSegmentGroup.position.set(
center[0] + extraSegmentOffset.x,
center[1] + extraSegmentOffset.y,
0
)
extraSegmentGroup.visible = !shouldHide
group.add(mesh, arrowGroup, extraSegmentGroup)
return group
}
export function createArcGeometry({
center,
radius,
startAngle,
endAngle,
ccw,
isDashed = false,
scale = 1,
}: {
center: Coords2d
radius: number
startAngle: number
endAngle: number
ccw: boolean
isDashed?: boolean
scale?: number
}): BufferGeometry {
const dashSizePx = 18 * scale
const gapSizePx = 18 * scale
const arcStart = new EllipseCurve(
center[0],
center[1],
radius,
radius,
startAngle,
endAngle,
!ccw,
0
)
const arcEnd = new EllipseCurve(
center[0],
center[1],
radius,
radius,
endAngle,
startAngle,
ccw,
0
)
const shape = new Shape()
shape.moveTo(0, (-SEGMENT_WIDTH_PX / 2) * scale)
shape.lineTo(0, (SEGMENT_WIDTH_PX / 2) * scale) // The width of the line
if (!isDashed) {
const points = arcStart.getPoints(50)
const path = new CurvePath<Vector3>()
path.add(new CatmullRomCurve3(points.map((p) => new Vector3(p.x, p.y, 0))))
return new ExtrudeGeometry(shape, {
steps: 100,
bevelEnabled: false,
extrudePath: path,
})
}
const length = arcStart.getLength()
const totalDashes = length / (dashSizePx + gapSizePx) // rounding makes the dashes jittery since the new dash is suddenly appears instead of growing into place
const dashesAtEachEnd = Math.min(100, totalDashes / 2) // Assuming we want 50 dashes total, 25 at each end
const dashGeometries = []
// Function to create a dash at a specific t value (0 to 1 along the curve)
const createDashAt = (t: number, curve: EllipseCurve) => {
const startVec = curve.getPoint(t)
const endVec = curve.getPoint(Math.min(0.5, t + dashSizePx / length))
const midVec = curve.getPoint(Math.min(0.5, t + dashSizePx / length / 2))
const dashCurve = new CurvePath<Vector3>()
dashCurve.add(
new CatmullRomCurve3([
new Vector3(startVec.x, startVec.y, 0),
new Vector3(midVec.x, midVec.y, 0),
new Vector3(endVec.x, endVec.y, 0),
])
)
return new ExtrudeGeometry(shape, {
steps: 3,
bevelEnabled: false,
extrudePath: dashCurve,
})
}
// Create dashes at the start of the arc
for (let i = 0; i < dashesAtEachEnd; i++) {
const t = i / totalDashes
dashGeometries.push(createDashAt(t, arcStart))
dashGeometries.push(createDashAt(t, arcEnd))
}
// fill in the remaining arc
const remainingArcLength =
length - dashesAtEachEnd * 2 * (dashSizePx + gapSizePx)
if (remainingArcLength > 0) {
const remainingArcStartT = dashesAtEachEnd / totalDashes
const remainingArcEndT = 1 - remainingArcStartT
const centerVec = new Vector2(center[0], center[1])
const remainingArcStartVec = arcStart.getPoint(remainingArcStartT)
const remainingArcEndVec = arcStart.getPoint(remainingArcEndT)
const remainingArcCurve = new EllipseCurve(
arcStart.aX,
arcStart.aY,
arcStart.xRadius,
arcStart.yRadius,
new Vector2().subVectors(centerVec, remainingArcStartVec).angle() +
Math.PI,
new Vector2().subVectors(centerVec, remainingArcEndVec).angle() + Math.PI,
!ccw
)
const remainingArcPoints = remainingArcCurve.getPoints(50)
const remainingArcPath = new CurvePath<Vector3>()
remainingArcPath.add(
new CatmullRomCurve3(
remainingArcPoints.map((p) => new Vector3(p.x, p.y, 0))
)
)
const remainingArcGeometry = new ExtrudeGeometry(shape, {
steps: 50,
bevelEnabled: false,
extrudePath: remainingArcPath,
})
dashGeometries.push(remainingArcGeometry)
}
const geo = dashGeometries.length
? mergeGeometries(dashGeometries)
: new BufferGeometry()
geo.userData.type = 'dashed'
return geo
}
export function dashedStraight(
from: Coords2d,
to: Coords2d,
shape: Shape,
scale = 1
): BufferGeometry<NormalBufferAttributes> {
const dashSize = 18 * scale
const gapSize = 18 * scale // TODO: gapSize is not respected
const dashLine = new LineCurve3(
new Vector3(from[0], from[1], 0),
new Vector3(to[0], to[1], 0)
)
const length = dashLine.getLength()
const numberOfPoints = (length / (dashSize + gapSize)) * 2
const startOfLine = new Vector3(from[0], from[1], 0)
const endOfLine = new Vector3(to[0], to[1], 0)
const dashGeometries = []
const dashComponent = (xOrY: number, pointIndex: number) =>
((to[xOrY] - from[xOrY]) / numberOfPoints) * pointIndex + from[xOrY]
for (let i = 0; i < numberOfPoints; i += 2) {
const dashStart = new Vector3(dashComponent(0, i), dashComponent(1, i), 0)
let dashEnd = new Vector3(
dashComponent(0, i + 1),
dashComponent(1, i + 1),
0
)
if (startOfLine.distanceTo(dashEnd) > startOfLine.distanceTo(endOfLine))
dashEnd = endOfLine
if (dashEnd) {
const dashCurve = new LineCurve3(dashStart, dashEnd)
const dashGeometry = new ExtrudeGeometry(shape, {
steps: 1,
bevelEnabled: false,
extrudePath: dashCurve,
})
dashGeometries.push(dashGeometry)
}
}
const geo = dashGeometries.length
? mergeGeometries(dashGeometries)
: new BufferGeometry()
geo.userData.type = 'dashed'
return geo
}