Files
speckle-server/packages/viewer/src/modules/InteractionHandler.js
T
Dimitrie Stefanescu fb546f5a39 feat(viewer): fixes some weird edge cases on ortho camera
(a few more remain)
2021-11-13 17:56:50 +00:00

250 lines
8.5 KiB
JavaScript

import * as THREE from 'three'
import SectionBox from './SectionBox'
import SelectionHelper from './SelectionHelper'
export default class InteractionHandler {
constructor( viewer ) {
this.viewer = viewer
this.preventSelection = false
this.selectionHelper = new SelectionHelper( this.viewer, { subset: this.viewer.sceneManager.userObjects, sectionBox: this.sectionBox } )
this.selectionMeshMaterial = new THREE.MeshLambertMaterial( { color: 0x0B55D2, emissive: 0x0B55D2, side: THREE.DoubleSide } )
this.selectionMeshMaterial.clippingPlanes = this.viewer.sectionBox.planes
this.selectionLineMaterial = new THREE.LineBasicMaterial( { color: 0x0B55D2 } )
this.selectionLineMaterial.clippingPlanes = this.viewer.sectionBox.planes
this.selectionEdgesMaterial = new THREE.LineBasicMaterial( { color: 0x23F3BD } )
this.selectionEdgesMaterial.clippingPlanes = this.viewer.sectionBox.planes
this.selectedObjects = new THREE.Group()
this.viewer.scene.add( this.selectedObjects )
this.selectedObjects.renderOrder = 1000
this.selectedObjectsUserData = []
this.selectionHelper.on( 'object-doubleclicked', this._handleDoubleClick.bind( this ) )
this.selectionHelper.on( 'object-clicked', this._handleSelect.bind( this ) )
document.addEventListener('keydown', (e) => {
if(e.key === 'Escape' && this.viewer.mouseOverRenderer){
this.deselectObjects()
}
})
}
_handleDoubleClick( objs ) {
if ( !objs || objs.length === 0 ) {
if( this.viewer.sectionBox.display.visible ) {
this.zoomToObject( this.viewer.sectionBox.cube )
} else {
this.zoomExtents()
}
}
else this.zoomToObject( objs[0].object )
this.viewer.needsRender = true
this.viewer.emit( 'object-doubleclicked', objs && objs.length !== 0 ? objs[0].object : null )
}
_handleSelect( objs ) {
console.log(this.viewer.cameraHandler.orbiting )
if(this.viewer.cameraHandler.orbiting ) return
if ( this.preventSelection ) return
if ( objs.length === 0 ) {
this.deselectObjects()
return
}
if ( !this.selectionHelper.multiSelect ) this.deselectObjects()
let selType = objs[0].object.type
if ( objs[0].object.parent?.userData?.speckle_type?.toLowerCase().includes( 'blockinstance' ) ) {
selType = 'Block'
}
switch ( selType ) {
case 'Block':
// TODO: maybe just leave the bounding box for now
break
case 'Mesh':
this.selectedObjects.add( new THREE.Mesh( objs[0].object.geometry, this.selectionMeshMaterial ) )
break
case 'Line':
this.selectedObjects.add( new THREE.Line( objs[0].object.geometry, this.selectionMeshMaterial ) )
break
case 'Point':
console.warn( 'Point selection not implemented.' )
return // exit the whole func here, points cause all sorts of trouble when being selected (ie, bbox stuff)
}
this.selectedObjectsUserData.push( objs[0].object.userData )
let box
if ( selType === 'Block' ) {
box = new THREE.BoxHelper( objs[0].object.parent, 0x23F3BD )
} else {
box = new THREE.BoxHelper( objs[0].object, 0x23F3BD )
}
box.material = this.selectionEdgesMaterial
this.selectedObjects.add( box )
this.viewer.needsRender = true
this.viewer.emit( 'select', this.selectedObjectsUserData )
}
deselectObjects() {
this.selectedObjects.clear()
this.selectedObjectsUserData = []
this.viewer.needsRender = true
this.viewer.emit( 'select', this.selectedObjectsUserData )
}
toggleSectionBox() {
this.sectionBox.toggle()
if ( this.sectionBox.display.visible ) {
if ( this.selectedObjects.children.length === 0 ) {
this.sectionBox.setBox( this.viewer.sceneManager.getSceneBoundingBox() )
this.zoomExtents()
}
else {
let box = new THREE.Box3().setFromObject( this.selectedObjects )
this.sectionBox.setBox( box )
this.zoomToBox( box )
}
} else {
this.preventSelection = false
}
this.viewer.needsRender = true
}
zoomToObject( target, fit = 1.2, transition = true ) {
const box = new THREE.Box3().setFromObject( target )
this.zoomToBox( box, fit, transition )
}
zoomExtents( fit = 1.2, transition = true ) {
// if ( this.sectionBox.display.visible ) {
// this.zoomToObject( this.sectionBox.boxMesh )
// return
// }
if ( this.viewer.sceneManager.sceneObjects.allObjects.length === 0 ) {
let box = new THREE.Box3( new THREE.Vector3( -1,-1,-1 ), new THREE.Vector3( 1,1,1 ) )
this.zoomToBox( box, fit, transition )
return
}
let box = new THREE.Box3().setFromObject( this.viewer.sceneManager.sceneObjects.allObjects )
this.zoomToBox( box, fit, transition )
// this.viewer.controls.setBoundary( box )
}
zoomToBox( box, fit = 1.2, transition = true ) {
if(box.max.x === Infinity || box.max.x === -Infinity) {
box = new THREE.Box3( new THREE.Vector3( -10,-10,-10 ), new THREE.Vector3( 10,10,10 ) )
}
const fitOffset = fit
const size = box.getSize( new THREE.Vector3() )
let target = new THREE.Sphere()
box.getBoundingSphere( target )
target.radius = target.radius * fitOffset
this.viewer.cameraHandler.activeCam.controls.fitToSphere( target, transition )
const maxSize = Math.max( size.x, size.y, size.z )
const fitHeightDistance = maxSize / ( 2 * Math.atan( Math.PI * this.viewer.cameraHandler.camera.fov / 360 ) )
const fitWidthDistance = fitHeightDistance / this.viewer.cameraHandler.camera.aspect
const distance = fitOffset * Math.max( fitHeightDistance, fitWidthDistance )
this.viewer.cameraHandler.controls.minDistance = distance / 100
this.viewer.cameraHandler.controls.maxDistance = distance * 100
this.viewer.cameraHandler.camera.near = distance / 100
this.viewer.cameraHandler.camera.far = distance * 100
this.viewer.cameraHandler.camera.updateProjectionMatrix()
this.viewer.cameraHandler.orthoCamera.near = distance / 100
this.viewer.cameraHandler.orthoCamera.far = distance * 100
this.viewer.cameraHandler.orthoCamera.updateProjectionMatrix()
}
/**
* Allows camera to go "underneath" or not. By default, this function will set
* the max polar angle to Pi, allowing the camera to look from down upwards.
* @param {[type]} angle [description]
*/
setMaxPolarAngle( angle = Math.PI ) {
this.viewer.controls.maxPolarAngle = angle
}
rotateCamera( azimuthAngle = 0.261799, polarAngle = 0, transition = true ) {
this.viewer.controls.rotate( azimuthAngle, polarAngle, transition )
}
screenshot() {
return this.viewer.renderer.domElement.toDataURL( 'image/png' )
}
/**
* Rotates camera to some canonical views
* @param {string} side Can be any of front, back, up (top), down (bottom), right, left.
* @param {Number} fit [description]
* @param {Boolean} transition [description]
* @return {[type]} [description]
*/
rotateTo( side, transition = true ) {
const DEG90 = Math.PI * 0.5
const DEG180 = Math.PI
switch ( side ) {
case 'front':
this.viewer.cameraHandler.activeCam.controls.rotateTo( 0, DEG90, transition )
break
case 'back':
this.viewer.cameraHandler.activeCam.controls.rotateTo( DEG180, DEG90, transition )
break
case 'up':
case 'top':
this.viewer.cameraHandler.activeCam.controls.rotateTo( 0, 0, transition )
break
case 'down':
case 'bottom':
this.viewer.cameraHandler.activeCam.controls.rotateTo( 0, DEG180, transition )
break
case 'right':
this.viewer.cameraHandler.activeCam.controls.rotateTo( DEG90, DEG90, transition )
break
case 'left':
this.viewer.cameraHandler.activeCam.controls.rotateTo( -DEG90, DEG90, transition )
break
}
}
getViews() {
return this.viewer.sceneManager.views.map( v => { return { name: v.applicationId, id: v.id } } )
}
setView( id, transition = true ) {
if ( !id ) return
let view = this.viewer.sceneManager.views.find( v => v.id === id )
if ( !view ) {
console.warn( `View id ${id} not found.` )
return
}
let target = view.target
let position = view.origin
this.viewer.cameraHandler.activeCam.controls.setLookAt( position.x, position.y, position.z, target.x, target.y, target.z, transition )
}
setLookAt( position, target, transition = true ) {
if ( !position || !target ) return
this.viewer.cameraHandler.activeCam.controls.setLookAt( position.x, position.y, position.z, target.x, target.y, target.z, transition )
}
}