cylindrical frustum hit testing
This commit is contained in:
parent
0a750606ac
commit
c8fdeafe3f
|
|
@ -90,7 +90,7 @@ export const ThreeView = function (props: ThreeViewProps) {
|
||||||
const { scene, camera } = setupScene({ w: W, h: H });
|
const { scene, camera } = setupScene({ w: W, h: H });
|
||||||
cameraRef.current = camera;
|
cameraRef.current = camera;
|
||||||
|
|
||||||
props.sceneHelper.initialize(scene);
|
props.sceneHelper.initialize(scene, camera);
|
||||||
|
|
||||||
const handleWindowResize = () => {
|
const handleWindowResize = () => {
|
||||||
const w = container.clientWidth;
|
const w = container.clientWidth;
|
||||||
|
|
@ -102,6 +102,13 @@ export const ThreeView = function (props: ThreeViewProps) {
|
||||||
window.addEventListener("resize", handleWindowResize);
|
window.addEventListener("resize", handleWindowResize);
|
||||||
|
|
||||||
handleHover = (e: InteractionMouseEventArgs) => {
|
handleHover = (e: InteractionMouseEventArgs) => {
|
||||||
|
|
||||||
|
const ht = props.sceneHelper.hitTest(
|
||||||
|
e.position,
|
||||||
|
e.screenSize,
|
||||||
|
);
|
||||||
|
console.log(JSON.stringify(ht.map((h) => h.object.userData)));
|
||||||
|
|
||||||
const hitTest = HitTestFactory.hitTest(
|
const hitTest = HitTestFactory.hitTest(
|
||||||
props.sceneHelper,
|
props.sceneHelper,
|
||||||
new THREE.Vector2(e.position.x, e.position.y),
|
new THREE.Vector2(e.position.x, e.position.y),
|
||||||
|
|
|
||||||
|
|
@ -1,6 +1,6 @@
|
||||||
import { useSceneHelper } from "../helpers/hooks/useSceneHelper";
|
import { useSceneHelper } from "../helpers/hooks/useSceneHelper";
|
||||||
import { state } from "../state/root";
|
import { state } from "../state/root";
|
||||||
import { ThreeView, type ThreeViewEventArgs, type ThreeViewMouseEventArgs } from "./ThreeVIew";
|
import { ThreeView, type ThreeViewEventArgs, type ThreeViewMouseEventArgs } from "./ThreeView";
|
||||||
|
|
||||||
export const Viewport = function () {
|
export const Viewport = function () {
|
||||||
|
|
||||||
|
|
@ -9,10 +9,10 @@ export const Viewport = function () {
|
||||||
function handleMouseMove(e: ThreeViewMouseEventArgs) {
|
function handleMouseMove(e: ThreeViewMouseEventArgs) {
|
||||||
state.setHitTest(e.hitTest);
|
state.setHitTest(e.hitTest);
|
||||||
|
|
||||||
sceneHelper.clearPoints();
|
sceneHelper.clear();
|
||||||
if (e.hitTest.objects.length) {
|
if (e.hitTest.objects.length) {
|
||||||
e.hitTest.objects.forEach((obj) => {
|
e.hitTest.objects.forEach((obj) => {
|
||||||
sceneHelper.setPoint(obj.object.uuid, obj.point);
|
sceneHelper.showPoint(obj.object.uuid, obj.point);
|
||||||
})
|
})
|
||||||
// console.log(e.position);
|
// console.log(e.position);
|
||||||
// console.log(e.hitTest.objects.map((o) => o));
|
// console.log(e.hitTest.objects.map((o) => o));
|
||||||
|
|
@ -25,6 +25,8 @@ export const Viewport = function () {
|
||||||
// console.log(hoveredFaceIds);
|
// console.log(hoveredFaceIds);
|
||||||
|
|
||||||
sceneHelper.setSelection(hoveredFaceIds);
|
sceneHelper.setSelection(hoveredFaceIds);
|
||||||
|
|
||||||
|
sceneHelper.showMouseFrustum();
|
||||||
}
|
}
|
||||||
|
|
||||||
function handleDispose(e: ThreeViewEventArgs): void {
|
function handleDispose(e: ThreeViewEventArgs): void {
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,16 @@
|
||||||
|
import * as THREE from 'three';
|
||||||
|
import {
|
||||||
|
computeBoundsTree, disposeBoundsTree,
|
||||||
|
computeBatchedBoundsTree, disposeBatchedBoundsTree, acceleratedRaycast,
|
||||||
|
} from 'three-mesh-bvh';
|
||||||
|
|
||||||
|
// Add the extension functions
|
||||||
|
THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
|
||||||
|
THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
|
||||||
|
THREE.Mesh.prototype.raycast = acceleratedRaycast;
|
||||||
|
|
||||||
|
THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;
|
||||||
|
THREE.BatchedMesh.prototype.disposeBoundsTree = disposeBatchedBoundsTree;
|
||||||
|
THREE.BatchedMesh.prototype.raycast = acceleratedRaycast;
|
||||||
|
|
||||||
|
export const dummy = {};
|
||||||
|
|
@ -0,0 +1,84 @@
|
||||||
|
import * as THREE from 'three';
|
||||||
|
|
||||||
|
export class CircularFrustum {
|
||||||
|
public readonly apex = new THREE.Vector3(); // Cone apex (camera position)
|
||||||
|
public readonly axisNormalized = new THREE.Vector3(); // normalized (unit) axis direction (camera → screen point)
|
||||||
|
|
||||||
|
public halfAngle: number = 0; // Half-angle of the cone in radians
|
||||||
|
public cosHalfAngle: number = 0; // cos(halfAngle) — cached
|
||||||
|
public sinHalfAngle: number = 0; // sin(halfAngle) — cached
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Build a CircularFrustum from a screen-space point and pixel threshold.
|
||||||
|
*
|
||||||
|
* @param screenPointNormalized point in normalised device coordinates (NDC) [-1, 1]
|
||||||
|
* @param camera PerspectiveCamera or OrthographicCamera
|
||||||
|
* @param thresholdPx Screen-space radius in pixels
|
||||||
|
* @param screenSize renderer viewport size in pixels (e.g. from viewport.getBoundingClientRect())
|
||||||
|
*/
|
||||||
|
public setFromScreenPoint(
|
||||||
|
screenPointNormalized: THREE.Vector2Like, // in [-1, 1] space
|
||||||
|
screenSize: THREE.Vector2Like,
|
||||||
|
camera: THREE.PerspectiveCamera | THREE.OrthographicCamera,
|
||||||
|
thresholdPx: number, // in screen pixels
|
||||||
|
): void {
|
||||||
|
// cone apex
|
||||||
|
camera.getWorldPosition(this.apex);
|
||||||
|
|
||||||
|
// cone central ray (axis)
|
||||||
|
const centerNDC = new THREE.Vector3(screenPointNormalized.x, screenPointNormalized.y, 0.5); // center
|
||||||
|
const centerWorld = centerNDC.clone().unproject(camera);
|
||||||
|
this.axisNormalized.copy(centerWorld.sub(this.apex)).normalize();
|
||||||
|
|
||||||
|
// frustum near circle bottommost point
|
||||||
|
const bottomNDC = centerNDC.clone().add({ x: 0, y: (thresholdPx / screenSize.y) * 2, z: 0 });
|
||||||
|
const bottomWorld = bottomNDC.clone().unproject(camera);
|
||||||
|
const downAxis = bottomWorld.sub(this.apex).normalize();
|
||||||
|
|
||||||
|
// cone half-angle
|
||||||
|
const halfAngle = Math.acos(THREE.MathUtils.clamp(this.axisNormalized.dot(downAxis), -1, 1));
|
||||||
|
this.set(this.apex, this.axisNormalized, halfAngle);
|
||||||
|
|
||||||
|
// console.log({
|
||||||
|
// screenPointNormalized,
|
||||||
|
// screenSize,
|
||||||
|
// thresholdPx,
|
||||||
|
// centerNDC: centerNDC.toArray(),
|
||||||
|
// centerWorld: centerWorld.toArray(),
|
||||||
|
// bottomNDC: bottomNDC.toArray(),
|
||||||
|
// bottomWorld: bottomWorld.toArray(),
|
||||||
|
// downAxis: downAxis.toArray(),
|
||||||
|
// apex: this.apex.toArray(),
|
||||||
|
// axisNormalized: this.axisNormalized,
|
||||||
|
// halfAngle,
|
||||||
|
// });
|
||||||
|
// console.log(this.apex.toArray());
|
||||||
|
}
|
||||||
|
public getCircleAtDepth(depth: number): { center: THREE.Vector3Like, radius: number } {
|
||||||
|
const center = this.apex.clone().addScaledVector(this.axisNormalized, depth);
|
||||||
|
const radius = Math.tan(this.halfAngle) * depth;
|
||||||
|
|
||||||
|
return {
|
||||||
|
center,
|
||||||
|
radius,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private set(apex: THREE.Vector3Like, axisNormalized: THREE.Vector3Like, halfAngle: number) {
|
||||||
|
this.apex.copy(apex);
|
||||||
|
this.axisNormalized.copy(axisNormalized);
|
||||||
|
this.halfAngle = halfAngle;
|
||||||
|
this.cosHalfAngle = Math.cos(this.halfAngle);
|
||||||
|
this.sinHalfAngle = Math.sin(this.halfAngle);
|
||||||
|
}
|
||||||
|
|
||||||
|
public transform(matrix: THREE.Matrix4): CircularFrustum {
|
||||||
|
const transformed = new CircularFrustum();
|
||||||
|
|
||||||
|
const localApex = this.apex.clone().applyMatrix4(matrix);
|
||||||
|
const localAxis = this.axisNormalized.clone().transformDirection(matrix).normalize();
|
||||||
|
transformed.set(localApex, localAxis, this.halfAngle);
|
||||||
|
|
||||||
|
return transformed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,230 @@
|
||||||
|
import * as THREE from 'three';
|
||||||
|
import { CONTAINED, ExtendedTriangle, INTERSECTED, NOT_INTERSECTED } from 'three-mesh-bvh';
|
||||||
|
import { CircularFrustum } from './circularFrustum';
|
||||||
|
|
||||||
|
export type FrustumHitResult = {
|
||||||
|
object: THREE.Object3D;
|
||||||
|
point: THREE.Vector3; // world-space closest hit point
|
||||||
|
depth: number; // depth along frustum axis
|
||||||
|
triangle?: ExtendedTriangle; // only present when BVH was used
|
||||||
|
}
|
||||||
|
|
||||||
|
export type CircularFrustumIntersectionOptions = {
|
||||||
|
findAll?: boolean; // defaults to false
|
||||||
|
filter?: (object: THREE.Object3D) => boolean; // defaults to every object
|
||||||
|
}
|
||||||
|
|
||||||
|
export type IntersectionResult = 'NOT_INTERSECTED' | 'INTERSECTED' | 'CONTAINED';
|
||||||
|
|
||||||
|
export function intersectionResultToBvh(value: IntersectionResult): typeof NOT_INTERSECTED | typeof INTERSECTED | typeof CONTAINED {
|
||||||
|
switch (value) {
|
||||||
|
case 'NOT_INTERSECTED':
|
||||||
|
return NOT_INTERSECTED;
|
||||||
|
case 'INTERSECTED':
|
||||||
|
return INTERSECTED;
|
||||||
|
case 'CONTAINED':
|
||||||
|
return CONTAINED;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export class CircularFrustumIntersection {
|
||||||
|
public readonly frustum: CircularFrustum;
|
||||||
|
|
||||||
|
constructor(frustum: CircularFrustum) {
|
||||||
|
this.frustum = frustum;
|
||||||
|
}
|
||||||
|
|
||||||
|
public insersectsSphere(sphere: THREE.Sphere): 'NOT_INTERSECTED' | number {
|
||||||
|
return CircularFrustumIntersection.insersectsSphere(sphere, this.frustum);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* sphere and frustum both should be in the same coordinate space (local or world)
|
||||||
|
*
|
||||||
|
* Uses the Barros / van den Bergen separating-axis approach:
|
||||||
|
* - Check whether the sphere centre is inside the cone (fast path)
|
||||||
|
* - Otherwise check the distance from the sphere centre to the
|
||||||
|
* nearest cone surface (lateral face + apex cap)
|
||||||
|
*
|
||||||
|
* @returns axial depth of sphere center or NOT_INTERSECTED
|
||||||
|
*/
|
||||||
|
public static insersectsSphere(sphere: THREE.Sphere, frustum: CircularFrustum): 'NOT_INTERSECTED' | number {
|
||||||
|
const toCenter = sphere.center.clone().sub(frustum.apex);
|
||||||
|
const axialDist = toCenter.dot(frustum.axisNormalized);
|
||||||
|
|
||||||
|
if (axialDist + sphere.radius < 0) // behind the apex entirely
|
||||||
|
return 'NOT_INTERSECTED';
|
||||||
|
|
||||||
|
const lateralDist = toCenter.clone().addScaledVector(frustum.axisNormalized, -axialDist).length();
|
||||||
|
const distToConeEdge = lateralDist * frustum.cosHalfAngle - axialDist * frustum.sinHalfAngle;
|
||||||
|
|
||||||
|
if (distToConeEdge > sphere.radius) // fully outside lateral surface
|
||||||
|
return 'NOT_INTERSECTED';
|
||||||
|
|
||||||
|
return axialDist;
|
||||||
|
}
|
||||||
|
|
||||||
|
public intersectsBox(box: THREE.Box3): IntersectionResult {
|
||||||
|
return CircularFrustumIntersection.intersectsBox(box, this.frustum);
|
||||||
|
}
|
||||||
|
|
||||||
|
// box and this.frustum both should be in the same coordinate space (local or world)
|
||||||
|
public static intersectsBox(box: THREE.Box3, frustum: CircularFrustum): IntersectionResult {
|
||||||
|
const sphere = new THREE.Sphere();
|
||||||
|
box.getBoundingSphere(sphere);
|
||||||
|
if (CircularFrustumIntersection.insersectsSphere(sphere, frustum) === 'NOT_INTERSECTED')
|
||||||
|
return 'NOT_INTERSECTED';
|
||||||
|
|
||||||
|
// Check if all 8 corners are inside — if so, CONTAINED
|
||||||
|
const corners = Array(8)
|
||||||
|
.fill(0)
|
||||||
|
.map((_, i) => new THREE.Vector3(
|
||||||
|
i & 1 ? box.max.x : box.min.x,
|
||||||
|
i & 2 ? box.max.y : box.min.y,
|
||||||
|
i & 4 ? box.max.z : box.min.z,
|
||||||
|
));
|
||||||
|
const allInside = corners.every((c) => CircularFrustumIntersection.pointAxialDepth(c, frustum) !== 'NOT_INTERSECTED');
|
||||||
|
return allInside
|
||||||
|
? 'CONTAINED'
|
||||||
|
: 'INTERSECTED';
|
||||||
|
}
|
||||||
|
|
||||||
|
public pointAxialDepth(point: THREE.Vector3): 'NOT_INTERSECTED' | number {
|
||||||
|
return CircularFrustumIntersection.pointAxialDepth(point, this.frustum);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static pointAxialDepth(point: THREE.Vector3, frustum: CircularFrustum): 'NOT_INTERSECTED' | number {
|
||||||
|
const toPoint = point.clone().sub(frustum.apex);
|
||||||
|
const dist = toPoint.length();
|
||||||
|
if (dist === 0)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
const axialDist = toPoint.dot(frustum.axisNormalized);
|
||||||
|
const cosAngle = axialDist / dist;
|
||||||
|
return cosAngle >= frustum.cosHalfAngle
|
||||||
|
? axialDist
|
||||||
|
: 'NOT_INTERSECTED';
|
||||||
|
}
|
||||||
|
|
||||||
|
// ─── Local frustum construction ──────────────────────────────────────────────
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Transform a world-space CircularFrustum into an object's local space.
|
||||||
|
* Note: halfAngle is only preserved exactly under uniform scale.
|
||||||
|
*/
|
||||||
|
private toObjectLocalSpace(invWorldMatrix: THREE.Matrix4): CircularFrustum {
|
||||||
|
return this.frustum.transform(invWorldMatrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
public intersectMesh(
|
||||||
|
mesh: THREE.Mesh,
|
||||||
|
findAll: boolean,
|
||||||
|
): FrustumHitResult[] {
|
||||||
|
const geometry = mesh.geometry;
|
||||||
|
if (!geometry)
|
||||||
|
return [];
|
||||||
|
|
||||||
|
const matrix = mesh.matrixWorld;
|
||||||
|
const matrixInverted = matrix.clone().invert(); // world -> local matrix
|
||||||
|
const worldFrustum = this.frustum;
|
||||||
|
const localFrustum = this.toObjectLocalSpace(matrixInverted);
|
||||||
|
|
||||||
|
// quick check for bounding sphere
|
||||||
|
if (!geometry.boundingSphere)
|
||||||
|
geometry.computeBoundingSphere();
|
||||||
|
const boundingSphere = geometry.boundingSphere!.clone().applyMatrix4(matrix);
|
||||||
|
if (this.insersectsSphere(boundingSphere) === 'NOT_INTERSECTED')
|
||||||
|
return [];
|
||||||
|
|
||||||
|
const results: FrustumHitResult[] = [];
|
||||||
|
|
||||||
|
if (!geometry.boundsTree)
|
||||||
|
geometry.computeBoundsTree();
|
||||||
|
const bvh = geometry.boundsTree;
|
||||||
|
if (!bvh)
|
||||||
|
throw new Error('No BVH found for a mesh');
|
||||||
|
bvh.shapecast({
|
||||||
|
intersectsBounds: (box: THREE.Box3) => intersectionResultToBvh(CircularFrustumIntersection.intersectsBox(box, localFrustum)),
|
||||||
|
|
||||||
|
intersectsTriangle: (tri: ExtendedTriangle, _index: number, contained: boolean) => {
|
||||||
|
// If the whole node was CONTAINED, every triangle is inside — fast path
|
||||||
|
if (contained) {
|
||||||
|
const worldPoint = tri.a.clone().applyMatrix4(mesh.matrixWorld);
|
||||||
|
const depth = worldFrustum.axisNormalized.dot(worldPoint.clone().sub(worldFrustum.apex));
|
||||||
|
results.push({ object: mesh, point: worldPoint, depth, triangle: tri });
|
||||||
|
return !findAll; // stop if we only need first hit
|
||||||
|
}
|
||||||
|
|
||||||
|
// Test all three vertices; take the closest that's inside
|
||||||
|
let bestDepth = Infinity;
|
||||||
|
let bestLocal: THREE.Vector3 | null = null;
|
||||||
|
|
||||||
|
for (const v of [tri.a, tri.b, tri.c] as THREE.Vector3[]) {
|
||||||
|
const d = CircularFrustumIntersection.pointAxialDepth(v, localFrustum);
|
||||||
|
if (d !== 'NOT_INTERSECTED') {
|
||||||
|
if (d < bestDepth) {
|
||||||
|
bestDepth = d;
|
||||||
|
bestLocal = v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Also test closest point on triangle to the frustum axis ray
|
||||||
|
const ray = new THREE.Ray(localFrustum.apex, localFrustum.axisNormalized);
|
||||||
|
const closest = new THREE.Vector3();
|
||||||
|
tri.closestPointToPoint(ray.origin, closest); // ExtendedTriangle has this
|
||||||
|
const d = CircularFrustumIntersection.pointAxialDepth(closest, localFrustum);
|
||||||
|
if (d !== 'NOT_INTERSECTED') {
|
||||||
|
if (d < bestDepth) {
|
||||||
|
bestDepth = d;
|
||||||
|
bestLocal = closest;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (bestLocal) {
|
||||||
|
const worldPoint = bestLocal.clone().applyMatrix4(mesh.matrixWorld);
|
||||||
|
const worldDepth = worldFrustum.axisNormalized.dot(worldPoint.clone().sub(worldFrustum.apex));
|
||||||
|
results.push({ object: mesh, point: worldPoint, depth: worldDepth, triangle: tri });
|
||||||
|
return !findAll;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
},
|
||||||
|
});
|
||||||
|
// } else {
|
||||||
|
// // ── Fallback: bounding box only ───────────────────────────────────
|
||||||
|
// if (!geometry.boundingBox)
|
||||||
|
// geometry.computeBoundingBox();
|
||||||
|
// const worldBox = geometry.boundingBox!.clone().applyMatrix4(mesh.matrixWorld);
|
||||||
|
// const boxResult = this.intersectsBox(worldBox.clone());
|
||||||
|
// if (boxResult !== NOT_INTERSECTED) {
|
||||||
|
// const center = new THREE.Vector3();
|
||||||
|
// worldBox.getCenter(center);
|
||||||
|
// const depth = this.frustum.axis.dot(center.clone().sub(this.frustum.apex));
|
||||||
|
// results.push({ object: mesh, point: center, depth });
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
return results;
|
||||||
|
}
|
||||||
|
|
||||||
|
public intersectObject(
|
||||||
|
obj: THREE.Object3D,
|
||||||
|
options: CircularFrustumIntersectionOptions = {},
|
||||||
|
): FrustumHitResult[] {
|
||||||
|
const results: FrustumHitResult[] = [];
|
||||||
|
|
||||||
|
obj.traverseVisible((object) => {
|
||||||
|
if (options.filter && !options.filter(object))
|
||||||
|
return;
|
||||||
|
if (!(object instanceof THREE.Mesh))
|
||||||
|
return;
|
||||||
|
|
||||||
|
results.push(...this.intersectMesh(object, !!options.findAll));
|
||||||
|
});
|
||||||
|
|
||||||
|
// sort closest first
|
||||||
|
results.sort((a, b) => a.depth - b.depth);
|
||||||
|
return results;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -1,19 +1,6 @@
|
||||||
import * as THREE from 'three';
|
import * as THREE from 'three';
|
||||||
import {
|
|
||||||
computeBoundsTree, disposeBoundsTree,
|
|
||||||
computeBatchedBoundsTree, disposeBatchedBoundsTree, acceleratedRaycast,
|
|
||||||
} from 'three-mesh-bvh';
|
|
||||||
import type { SceneSync } from '../layers/sceneSync';
|
|
||||||
import type { SceneHelper } from './sceneHelper';
|
import type { SceneHelper } from './sceneHelper';
|
||||||
|
import './bvh';
|
||||||
// Add the extension functions
|
|
||||||
THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
|
|
||||||
THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
|
|
||||||
THREE.Mesh.prototype.raycast = acceleratedRaycast;
|
|
||||||
|
|
||||||
THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;
|
|
||||||
THREE.BatchedMesh.prototype.disposeBoundsTree = disposeBatchedBoundsTree;
|
|
||||||
THREE.BatchedMesh.prototype.raycast = acceleratedRaycast;
|
|
||||||
|
|
||||||
export type HitTest = {
|
export type HitTest = {
|
||||||
objects: THREE.Intersection<THREE.Object3D>[];
|
objects: THREE.Intersection<THREE.Object3D>[];
|
||||||
|
|
|
||||||
|
|
@ -1,11 +1,13 @@
|
||||||
import { useEffect, type RefObject } from "react";
|
import { useEffect, type RefObject } from "react";
|
||||||
import * as THREE from "three";
|
import * as THREE from "three";
|
||||||
|
import { normalizeScreenPosition } from "../normalizeScreenPosition";
|
||||||
|
|
||||||
const CLICK_THRESHOLD = 2; // px
|
const CLICK_THRESHOLD = 2; // px
|
||||||
|
|
||||||
export type InteractionMouseEventArgs = {
|
export type InteractionMouseEventArgs = {
|
||||||
position: { x: number, y: number },
|
position: THREE.Vector2Like,
|
||||||
pixelSize: { x: number, y: number },
|
screenSize: THREE.Vector2Like,
|
||||||
|
pixelSize: THREE.Vector2Like,
|
||||||
};
|
};
|
||||||
|
|
||||||
export type UseInteractionOptions = {
|
export type UseInteractionOptions = {
|
||||||
|
|
@ -57,14 +59,8 @@ export function useInteraction(
|
||||||
|
|
||||||
const onMouseUp = (e: MouseEvent) => {
|
const onMouseUp = (e: MouseEvent) => {
|
||||||
isDragging = false;
|
isDragging = false;
|
||||||
if ((e.clientX - startX < CLICK_THRESHOLD) && (e.clientY - startY < CLICK_THRESHOLD)) {
|
if ((e.clientX - startX < CLICK_THRESHOLD) && (e.clientY - startY < CLICK_THRESHOLD))
|
||||||
const rect = target.getBoundingClientRect();
|
options.onMouseClick?.(normalizeScreenPosition({ x: e.clientX, y: e.clientY }, target));
|
||||||
const position = {
|
|
||||||
x: ((e.clientX - rect.left) / rect.width) * 2 - 1,
|
|
||||||
y: -((e.clientY - rect.top) / rect.height) * 2 + 1,
|
|
||||||
};
|
|
||||||
options.onMouseClick?.({ position, pixelSize: { x: 2 / rect.width, y: 2 / rect.height } });
|
|
||||||
}
|
|
||||||
};
|
};
|
||||||
|
|
||||||
const onMouseMove = (e: MouseEvent) => {
|
const onMouseMove = (e: MouseEvent) => {
|
||||||
|
|
@ -84,12 +80,7 @@ export function useInteraction(
|
||||||
};
|
};
|
||||||
|
|
||||||
const onHover = (e: MouseEvent) => {
|
const onHover = (e: MouseEvent) => {
|
||||||
const rect = target.getBoundingClientRect();
|
options.onMouseMove?.(normalizeScreenPosition({ x: e.clientX, y: e.clientY }, target));
|
||||||
const position = {
|
|
||||||
x: ((e.clientX - rect.left) / rect.width) * 2 - 1,
|
|
||||||
y: -((e.clientY - rect.top) / rect.height) * 2 + 1,
|
|
||||||
};
|
|
||||||
options.onMouseMove?.({ position, pixelSize: { x: 2 / rect.width, y: 2 / rect.height } });
|
|
||||||
};
|
};
|
||||||
|
|
||||||
const onContextMenu = (e: Event) => e.preventDefault();
|
const onContextMenu = (e: Event) => e.preventDefault();
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,27 @@
|
||||||
|
import type { Vector2Like } from "three";
|
||||||
|
|
||||||
|
export type NormalizedScreenPosition = {
|
||||||
|
position: Vector2Like,
|
||||||
|
screenSize: Vector2Like,
|
||||||
|
pixelSize: Vector2Like,
|
||||||
|
}
|
||||||
|
|
||||||
|
export function normalizeScreenPosition(pos: Vector2Like, viewport: DOMRect | HTMLElement): NormalizedScreenPosition {
|
||||||
|
let rect: DOMRect;
|
||||||
|
if (viewport instanceof DOMRect)
|
||||||
|
rect = viewport;
|
||||||
|
else
|
||||||
|
rect = viewport.getBoundingClientRect();
|
||||||
|
|
||||||
|
return {
|
||||||
|
position: {
|
||||||
|
x: ((pos.x - rect.left) / rect.width) * 2 - 1,
|
||||||
|
y: -((pos.y - rect.top) / rect.height) * 2 + 1,
|
||||||
|
},
|
||||||
|
screenSize: { x: rect.width, y: rect.height },
|
||||||
|
pixelSize: {
|
||||||
|
x: 2 / rect.width,
|
||||||
|
y: 2 / rect.height,
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
@ -1,53 +0,0 @@
|
||||||
import * as THREE from "three";
|
|
||||||
|
|
||||||
export type Point3d = {
|
|
||||||
position: THREE.Vector3,
|
|
||||||
mesh: THREE.Mesh,
|
|
||||||
}
|
|
||||||
|
|
||||||
export class Point3dHelper {
|
|
||||||
|
|
||||||
private scene: THREE.Scene;
|
|
||||||
private readonly baseMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
|
|
||||||
|
|
||||||
private readonly markers: Record<string, Point3d> = {};
|
|
||||||
|
|
||||||
constructor(scene: THREE.Scene) {
|
|
||||||
this.scene = scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
private ensure(id: string): Point3d {
|
|
||||||
if (!this.markers[id]) {
|
|
||||||
this.markers[id] = {
|
|
||||||
position: new THREE.Vector3(),
|
|
||||||
mesh: new THREE.Mesh(
|
|
||||||
new THREE.SphereGeometry(0.1, 8, 8),
|
|
||||||
this.baseMaterial,
|
|
||||||
),
|
|
||||||
};
|
|
||||||
this.scene.add(this.markers[id].mesh);
|
|
||||||
}
|
|
||||||
|
|
||||||
return this.markers[id];
|
|
||||||
}
|
|
||||||
|
|
||||||
private disposePoint(id: string) {
|
|
||||||
const point = this.markers[id];
|
|
||||||
if (point) {
|
|
||||||
this.scene.remove(point.mesh);
|
|
||||||
point.mesh.geometry.dispose();
|
|
||||||
delete (this.markers[id]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public dispose() {
|
|
||||||
for (const id in this.markers)
|
|
||||||
this.disposePoint(id);
|
|
||||||
}
|
|
||||||
|
|
||||||
public set(id: string, position: THREE.Vector3Like) {
|
|
||||||
const point = this.ensure(id);
|
|
||||||
point.position.copy(position);
|
|
||||||
point.mesh.position.copy(position);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,26 +1,60 @@
|
||||||
import type { Object3D, Object3DEventMap, Scene, Vector3 } from "three";
|
import type { ColorRepresentation, Object3D, Object3DEventMap, OrthographicCamera, PerspectiveCamera, Scene, Vector2Like, Vector3, Vector3Like } from "three";
|
||||||
import { Point3dHelper } from "./point3dHelper";
|
|
||||||
import { SceneSync } from "../layers/sceneSync";
|
import { SceneSync } from "../layers/sceneSync";
|
||||||
import { GeometryCache } from "../layers/geometryCache";
|
import { GeometryCache } from "../layers/geometryCache";
|
||||||
import type { Id } from "../types";
|
import type { Id } from "../types";
|
||||||
|
import { CircularFrustumIntersection, type FrustumHitResult } from "./circularFrustumIntersect";
|
||||||
|
import { CircularFrustum } from "./circularFrustum";
|
||||||
|
import './bvh';
|
||||||
|
import { VolatileGeometryHelper, type VolatileGeometryOptions } from "./volatileGeometryHelper";
|
||||||
|
|
||||||
export class SceneHelper {
|
export class SceneHelper {
|
||||||
|
|
||||||
private sync: SceneSync | undefined;
|
private sync: SceneSync | undefined;
|
||||||
|
|
||||||
private pointHelper: Point3dHelper | undefined;
|
private hints: VolatileGeometryHelper | undefined;
|
||||||
|
private camera: PerspectiveCamera | OrthographicCamera | undefined;
|
||||||
|
|
||||||
constructor() {
|
private mouseFrustum = new CircularFrustumIntersection(new CircularFrustum());
|
||||||
|
|
||||||
}
|
public initialize(
|
||||||
|
scene: Scene,
|
||||||
public initialize(scene: Scene) {
|
camera: PerspectiveCamera | OrthographicCamera,
|
||||||
this.pointHelper = new Point3dHelper(scene);
|
) {
|
||||||
|
this.hints = new VolatileGeometryHelper(scene, camera);
|
||||||
|
this.camera = camera;
|
||||||
|
|
||||||
this.sync = new SceneSync(scene, new GeometryCache());
|
this.sync = new SceneSync(scene, new GeometryCache());
|
||||||
this.sync.addWholeModel();
|
this.sync.addWholeModel();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public buildMouseFrustum(
|
||||||
|
mouseNormalized: Vector2Like,
|
||||||
|
screenSize: Vector2Like,
|
||||||
|
radius: number = 15,
|
||||||
|
): void {
|
||||||
|
if (!this.camera)
|
||||||
|
throw new Error('Camera is not initialized');
|
||||||
|
|
||||||
|
this.mouseFrustum.frustum.setFromScreenPoint(
|
||||||
|
mouseNormalized,
|
||||||
|
screenSize,
|
||||||
|
this.camera,
|
||||||
|
radius,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
public hitTest(
|
||||||
|
mouseNormalized: Vector2Like,
|
||||||
|
screenSize: Vector2Like,
|
||||||
|
): FrustumHitResult[] {
|
||||||
|
this.buildMouseFrustum(mouseNormalized, screenSize);
|
||||||
|
|
||||||
|
const result: FrustumHitResult[] = [];
|
||||||
|
for (const object of this.objects)
|
||||||
|
result.push(...this.mouseFrustum.intersectObject(object));
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
public setSelection(faceIds: Id[]) {
|
public setSelection(faceIds: Id[]) {
|
||||||
this.sync?.setSelected(faceIds);
|
this.sync?.setSelected(faceIds);
|
||||||
}
|
}
|
||||||
|
|
@ -30,17 +64,40 @@ export class SceneHelper {
|
||||||
return this.sync?.meshes ?? [];
|
return this.sync?.meshes ?? [];
|
||||||
}
|
}
|
||||||
|
|
||||||
public setPoint(id: string, point: Vector3) {
|
public showHint(id: string, position: Vector3Like, options: VolatileGeometryOptions) {
|
||||||
this.pointHelper?.set(id, point);
|
this.hints?.set(id, position, options);
|
||||||
}
|
}
|
||||||
|
|
||||||
public clearPoints() {
|
public showPoint(id: string, position: Vector3Like, size: number = 0.05, color: ColorRepresentation = 0xffffff) {
|
||||||
this.pointHelper?.dispose();
|
this.hints?.set(id, position, { kind: "point", size, color });
|
||||||
|
}
|
||||||
|
|
||||||
|
public showCircle(id: string, position: Vector3Like, radius: number, thickness: number = 0.1, color: ColorRepresentation = 0xffffff) {
|
||||||
|
this.hints?.set(id, position, { kind: "circle", radius, thickness, color });
|
||||||
|
}
|
||||||
|
|
||||||
|
public showMouseFrustum() {
|
||||||
|
if (!this.camera)
|
||||||
|
throw new Error('Camera is not initialized');
|
||||||
|
|
||||||
|
const frustum = this.mouseFrustum.frustum;
|
||||||
|
const cameraDepth = this.camera.far - this.camera.near;
|
||||||
|
const nearDepth = this.camera.near + cameraDepth * 0.01;
|
||||||
|
const farDepth = this.camera.far - cameraDepth * 0.01;
|
||||||
|
const near = frustum.getCircleAtDepth(nearDepth);
|
||||||
|
const far = frustum.getCircleAtDepth(farDepth);
|
||||||
|
|
||||||
|
this.showCircle('hittest_near', near.center, near.radius, 0.05);
|
||||||
|
this.showCircle('hittest_far', far.center, far.radius, 0.1, 'red');
|
||||||
|
}
|
||||||
|
|
||||||
|
public clear() {
|
||||||
|
this.hints?.dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
public dispose() {
|
public dispose() {
|
||||||
this.sync?.dispose();
|
this.sync?.dispose();
|
||||||
|
|
||||||
this.clearPoints();
|
this.clear();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,92 @@
|
||||||
|
import * as THREE from "three";
|
||||||
|
|
||||||
|
export type VolatileGeometry = {
|
||||||
|
mesh: THREE.Mesh,
|
||||||
|
}
|
||||||
|
|
||||||
|
export type VolatileGeometryBaseOptions = {
|
||||||
|
color: THREE.ColorRepresentation,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
export type VolatileGeometryPointOptions = VolatileGeometryBaseOptions & {
|
||||||
|
kind: 'point',
|
||||||
|
size: number,
|
||||||
|
}
|
||||||
|
|
||||||
|
export type VolatileGeometryCicleOptions = VolatileGeometryBaseOptions & {
|
||||||
|
kind: 'circle',
|
||||||
|
radius: number,
|
||||||
|
thickness: number,
|
||||||
|
}
|
||||||
|
|
||||||
|
export type VolatileGeometryOptions = VolatileGeometryPointOptions | VolatileGeometryCicleOptions;
|
||||||
|
|
||||||
|
export class VolatileGeometryHelper {
|
||||||
|
|
||||||
|
private scene: THREE.Scene;
|
||||||
|
private camera: THREE.PerspectiveCamera | THREE.OrthographicCamera;
|
||||||
|
|
||||||
|
private readonly baseMaterial = new THREE.MeshBasicMaterial({ color: 'red' });
|
||||||
|
|
||||||
|
private readonly markers: Record<string, VolatileGeometry> = {};
|
||||||
|
|
||||||
|
constructor(scene: THREE.Scene, camera: THREE.PerspectiveCamera | THREE.OrthographicCamera) {
|
||||||
|
this.scene = scene;
|
||||||
|
this.camera = camera;
|
||||||
|
}
|
||||||
|
|
||||||
|
private createGeometry(options: VolatileGeometryOptions): THREE.BufferGeometry {
|
||||||
|
switch (options.kind) {
|
||||||
|
case 'point':
|
||||||
|
return new THREE.SphereGeometry(options.size);
|
||||||
|
case 'circle':
|
||||||
|
return new THREE.TorusGeometry(options.radius, options.thickness * options.radius);
|
||||||
|
default:
|
||||||
|
throw new Error('Unknown volatile geometry type');
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private ensure(id: string, options: VolatileGeometryOptions): VolatileGeometry {
|
||||||
|
if (!this.markers[id]) {
|
||||||
|
const material = this.baseMaterial.clone();
|
||||||
|
material.color.set(options.color);
|
||||||
|
this.markers[id] = {
|
||||||
|
mesh: new THREE.Mesh(
|
||||||
|
this.createGeometry(options),
|
||||||
|
material,
|
||||||
|
),
|
||||||
|
};
|
||||||
|
this.scene.add(this.markers[id].mesh);
|
||||||
|
}
|
||||||
|
|
||||||
|
return this.markers[id];
|
||||||
|
}
|
||||||
|
|
||||||
|
private disposeGeometry(id: string) {
|
||||||
|
const point = this.markers[id];
|
||||||
|
if (point) {
|
||||||
|
this.scene.remove(point.mesh);
|
||||||
|
point.mesh.geometry.dispose();
|
||||||
|
delete (this.markers[id]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public dispose() {
|
||||||
|
for (const id in this.markers)
|
||||||
|
this.disposeGeometry(id);
|
||||||
|
}
|
||||||
|
|
||||||
|
public set(id: string, position: THREE.Vector3Like, options: VolatileGeometryOptions) {
|
||||||
|
const point = this.ensure(id, options);
|
||||||
|
|
||||||
|
// additional actions
|
||||||
|
switch (options.kind) {
|
||||||
|
case 'circle':
|
||||||
|
point.mesh.lookAt(this.camera.position);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
point.mesh.position.copy(position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -38,8 +38,9 @@ export class SceneSync {
|
||||||
const meshes = Geometry
|
const meshes = Geometry
|
||||||
.tessellateSolid(id)
|
.tessellateSolid(id)
|
||||||
.map(meshToDto);
|
.map(meshToDto);
|
||||||
for (const mesh of meshes)
|
this.addSolid(meshes[2]);
|
||||||
this.addSolid(mesh);
|
// for (const mesh of meshes)
|
||||||
|
// this.addSolid(mesh);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue