@needle-tools/engine 4.7.1 → 4.7.2-alpha
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +3782 -3782
- package/LICENSE.md +10 -10
- package/README.md +64 -64
- package/components.needle.json +1 -1
- package/dist/generateMeshBVH.worker-Cdfpaq5W.js +25 -0
- package/dist/gltf-progressive-YjtQYFa9.js +1052 -0
- package/dist/gltf-progressive-yOP1mp5W.min.js +8 -0
- package/dist/gltf-progressive-zdhlW609.umd.cjs +8 -0
- package/dist/{needle-engine.bundle-CN9UC6Ju.min.js → needle-engine.bundle-BhDF-YSv.min.js} +65 -65
- package/dist/{needle-engine.bundle-B7M9iBIa.umd.cjs → needle-engine.bundle-D2myV4E4.umd.cjs} +61 -61
- package/dist/{needle-engine.bundle-BpCihhaP.js → needle-engine.bundle-gp00DTS4.js} +641 -641
- package/dist/needle-engine.d.ts +129 -130
- package/dist/needle-engine.js +4 -4
- package/dist/needle-engine.min.js +1 -1
- package/dist/needle-engine.umd.cjs +1 -1
- package/dist/{postprocessing-CjW23fio.umd.cjs → postprocessing-8AQTeZsr.umd.cjs} +2 -2
- package/dist/{postprocessing-xYQWCHFu.min.js → postprocessing-BDScN9yu.min.js} +2 -2
- package/dist/{postprocessing-DYLNOL3W.js → postprocessing-BkxN_08g.js} +3 -3
- package/dist/{three-DuDKwKB8.min.js → three-Boa-jOq-.min.js} +33 -33
- package/dist/{three-DrqIzZTH.js → three-Bz6X1mrw.js} +4198 -4198
- package/dist/{three-B_hneGZr.umd.cjs → three-DMrv-4ar.umd.cjs} +4 -4
- package/dist/{three-examples-X3OadjXB.umd.cjs → three-examples-C7ryg8vN.umd.cjs} +3 -3
- package/dist/{three-examples-DaDLBuy6.min.js → three-examples-DuVhxqft.min.js} +14 -14
- package/dist/{three-examples-B50TT3Iu.js → three-examples-GggCDHv0.js} +5 -5
- package/dist/{three-mesh-ui-CxuWt7m-.js → three-mesh-ui-CLNOfsWn.js} +1 -1
- package/dist/{three-mesh-ui-B3p3gyUz.min.js → three-mesh-ui-CY6Izc7C.min.js} +1 -1
- package/dist/{three-mesh-ui-CQiIQIlA.umd.cjs → three-mesh-ui-CwlN0FUC.umd.cjs} +1 -1
- package/dist/{vendor-BmYIgaS1.js → vendor-BSD1RQIh.js} +3 -3
- package/dist/{vendor-Cavtu3CP.umd.cjs → vendor-DHr4aqIZ.umd.cjs} +3 -3
- package/dist/{vendor-BlSxe9JJ.min.js → vendor-zxXa3Dmr.min.js} +3 -3
- package/lib/asap/needle-asap.d.ts +1 -1
- package/lib/asap/needle-asap.js +95 -95
- package/lib/asap/sessiongranted.d.ts +3 -3
- package/lib/asap/sessiongranted.js +65 -65
- package/lib/asap/utils.d.ts +1 -1
- package/lib/asap/utils.js +3 -3
- package/lib/engine/analytics/index.d.ts +6 -6
- package/lib/engine/analytics/index.js +12 -12
- package/lib/engine/analytics/lcp.d.ts +3 -3
- package/lib/engine/analytics/lcp.js +34 -34
- package/lib/engine/api.d.ts +82 -82
- package/lib/engine/api.js +81 -81
- package/lib/engine/assets/index.d.ts +11 -11
- package/lib/engine/assets/index.js +47 -47
- package/lib/engine/assets/static.d.ts +1 -1
- package/lib/engine/assets/static.js +4 -4
- package/lib/engine/codegen/register_types.d.ts +1 -1
- package/lib/engine/codegen/register_types.js +300 -300
- package/lib/engine/debug/debug.d.ts +15 -15
- package/lib/engine/debug/debug.js +44 -44
- package/lib/engine/debug/debug_console.d.ts +2 -2
- package/lib/engine/debug/debug_console.js +307 -307
- package/lib/engine/debug/debug_overlay.d.ts +22 -22
- package/lib/engine/debug/debug_overlay.js +316 -316
- package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
- package/lib/engine/debug/debug_spatial_console.js +390 -390
- package/lib/engine/debug/index.d.ts +2 -2
- package/lib/engine/debug/index.js +2 -2
- package/lib/engine/engine_addressables.d.ts +164 -164
- package/lib/engine/engine_addressables.js +601 -601
- package/lib/engine/engine_animation.d.ts +43 -43
- package/lib/engine/engine_animation.js +133 -133
- package/lib/engine/engine_application.d.ts +45 -45
- package/lib/engine/engine_application.js +104 -104
- package/lib/engine/engine_assetdatabase.d.ts +25 -25
- package/lib/engine/engine_assetdatabase.js +346 -346
- package/lib/engine/engine_audio.d.ts +4 -4
- package/lib/engine/engine_audio.js +23 -23
- package/lib/engine/engine_camera.d.ts +13 -13
- package/lib/engine/engine_camera.js +30 -30
- package/lib/engine/engine_components.d.ts +110 -110
- package/lib/engine/engine_components.js +374 -374
- package/lib/engine/engine_components_internal.d.ts +9 -9
- package/lib/engine/engine_components_internal.js +36 -36
- package/lib/engine/engine_constants.d.ts +10 -10
- package/lib/engine/engine_constants.js +41 -41
- package/lib/engine/engine_context.d.ts +475 -475
- package/lib/engine/engine_context.js +1673 -1673
- package/lib/engine/engine_context_registry.d.ts +71 -71
- package/lib/engine/engine_context_registry.js +117 -117
- package/lib/engine/engine_coroutine.d.ts +35 -35
- package/lib/engine/engine_coroutine.js +52 -52
- package/lib/engine/engine_create_objects.d.ts +119 -119
- package/lib/engine/engine_create_objects.js +320 -320
- package/lib/engine/engine_default_parameters.d.ts +2 -2
- package/lib/engine/engine_default_parameters.js +3 -3
- package/lib/engine/engine_editor-sync.d.ts +21 -21
- package/lib/engine/engine_editor-sync.js +4 -4
- package/lib/engine/engine_fileloader.d.ts +2 -2
- package/lib/engine/engine_fileloader.js +8 -8
- package/lib/engine/engine_gameobject.d.ts +68 -68
- package/lib/engine/engine_gameobject.js +619 -619
- package/lib/engine/engine_generic_utils.d.ts +1 -1
- package/lib/engine/engine_generic_utils.js +13 -13
- package/lib/engine/engine_gizmos.d.ts +149 -149
- package/lib/engine/engine_gizmos.js +530 -530
- package/lib/engine/engine_gltf.d.ts +12 -12
- package/lib/engine/engine_gltf.js +15 -15
- package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
- package/lib/engine/engine_gltf_builtin_components.js +341 -341
- package/lib/engine/engine_hot_reload.d.ts +8 -8
- package/lib/engine/engine_hot_reload.js +197 -197
- package/lib/engine/engine_input.d.ts +362 -362
- package/lib/engine/engine_input.js +1294 -1294
- package/lib/engine/engine_input_utils.d.ts +2 -2
- package/lib/engine/engine_input_utils.js +22 -22
- package/lib/engine/engine_instancing.d.ts +19 -19
- package/lib/engine/engine_instancing.js +39 -39
- package/lib/engine/engine_license.d.ts +11 -11
- package/lib/engine/engine_license.js +369 -369
- package/lib/engine/engine_lifecycle_api.d.ts +83 -83
- package/lib/engine/engine_lifecycle_api.js +106 -106
- package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
- package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
- package/lib/engine/engine_lightdata.d.ts +23 -23
- package/lib/engine/engine_lightdata.js +101 -101
- package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
- package/lib/engine/engine_loaders.callbacks.js +86 -86
- package/lib/engine/engine_loaders.d.ts +48 -48
- package/lib/engine/engine_loaders.gltf.d.ts +13 -13
- package/lib/engine/engine_loaders.gltf.js +62 -62
- package/lib/engine/engine_loaders.js +337 -337
- package/lib/engine/engine_lods.d.ts +35 -35
- package/lib/engine/engine_lods.js +160 -160
- package/lib/engine/engine_lods.js.map +1 -1
- package/lib/engine/engine_mainloop_utils.d.ts +32 -32
- package/lib/engine/engine_mainloop_utils.js +466 -466
- package/lib/engine/engine_math.d.ts +114 -114
- package/lib/engine/engine_math.js +247 -247
- package/lib/engine/engine_modules.d.ts +36 -36
- package/lib/engine/engine_modules.js +85 -85
- package/lib/engine/engine_networking.d.ts +260 -260
- package/lib/engine/engine_networking.js +764 -764
- package/lib/engine/engine_networking_auto.d.ts +24 -24
- package/lib/engine/engine_networking_auto.js +310 -310
- package/lib/engine/engine_networking_blob.d.ts +48 -48
- package/lib/engine/engine_networking_blob.js +228 -228
- package/lib/engine/engine_networking_files.d.ts +35 -35
- package/lib/engine/engine_networking_files.js +172 -172
- package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
- package/lib/engine/engine_networking_files_default_components.js +42 -42
- package/lib/engine/engine_networking_instantiate.d.ts +100 -100
- package/lib/engine/engine_networking_instantiate.js +345 -345
- package/lib/engine/engine_networking_peer.d.ts +15 -15
- package/lib/engine/engine_networking_peer.js +132 -132
- package/lib/engine/engine_networking_streams.d.ts +123 -123
- package/lib/engine/engine_networking_streams.js +645 -645
- package/lib/engine/engine_networking_types.d.ts +22 -22
- package/lib/engine/engine_networking_types.js +7 -7
- package/lib/engine/engine_networking_utils.d.ts +2 -2
- package/lib/engine/engine_networking_utils.js +20 -20
- package/lib/engine/engine_networking_websocket.d.ts +1 -1
- package/lib/engine/engine_networking_websocket.js +2 -2
- package/lib/engine/engine_patcher.d.ts +10 -10
- package/lib/engine/engine_patcher.js +142 -142
- package/lib/engine/engine_physics.d.ts +152 -152
- package/lib/engine/engine_physics.js +645 -645
- package/lib/engine/engine_physics.types.d.ts +40 -40
- package/lib/engine/engine_physics.types.js +33 -33
- package/lib/engine/engine_physics_rapier.d.ts +147 -147
- package/lib/engine/engine_physics_rapier.js +1433 -1433
- package/lib/engine/engine_playerview.d.ts +26 -26
- package/lib/engine/engine_playerview.js +64 -64
- package/lib/engine/engine_scenelighting.d.ts +71 -71
- package/lib/engine/engine_scenelighting.js +226 -226
- package/lib/engine/engine_serialization.d.ts +3 -3
- package/lib/engine/engine_serialization.js +3 -3
- package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
- package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
- package/lib/engine/engine_serialization_core.d.ts +94 -94
- package/lib/engine/engine_serialization_core.js +607 -607
- package/lib/engine/engine_serialization_decorator.d.ts +23 -23
- package/lib/engine/engine_serialization_decorator.js +66 -66
- package/lib/engine/engine_setup.d.ts +1 -1
- package/lib/engine/engine_setup.js +2 -2
- package/lib/engine/engine_shaders.d.ts +53 -53
- package/lib/engine/engine_shaders.js +252 -252
- package/lib/engine/engine_shims.d.ts +4 -4
- package/lib/engine/engine_shims.js +24 -24
- package/lib/engine/engine_test_utils.d.ts +39 -39
- package/lib/engine/engine_test_utils.js +83 -83
- package/lib/engine/engine_texture.d.ts +28 -28
- package/lib/engine/engine_texture.js +64 -64
- package/lib/engine/engine_three_utils.d.ts +204 -204
- package/lib/engine/engine_three_utils.js +788 -788
- package/lib/engine/engine_time.d.ts +51 -51
- package/lib/engine/engine_time.js +82 -82
- package/lib/engine/engine_time_utils.d.ts +88 -88
- package/lib/engine/engine_time_utils.js +215 -215
- package/lib/engine/engine_tonemapping.d.ts +6 -6
- package/lib/engine/engine_tonemapping.js +197 -197
- package/lib/engine/engine_types.d.ts +578 -578
- package/lib/engine/engine_types.js +95 -95
- package/lib/engine/engine_typestore.d.ts +28 -28
- package/lib/engine/engine_typestore.js +55 -55
- package/lib/engine/engine_util_decorator.d.ts +13 -13
- package/lib/engine/engine_util_decorator.js +116 -116
- package/lib/engine/engine_utils.d.ts +248 -248
- package/lib/engine/engine_utils.js +1012 -1012
- package/lib/engine/engine_utils_format.d.ts +24 -24
- package/lib/engine/engine_utils_format.js +239 -239
- package/lib/engine/engine_utils_screenshot.d.ts +159 -159
- package/lib/engine/engine_utils_screenshot.js +522 -522
- package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
- package/lib/engine/engine_utils_screenshot.xr.js +90 -90
- package/lib/engine/engine_xr.d.ts +1 -1
- package/lib/engine/engine_xr.js +1 -1
- package/lib/engine/export/gltf/Writers.d.ts +19 -19
- package/lib/engine/export/gltf/Writers.js +24 -24
- package/lib/engine/export/gltf/index.d.ts +11 -11
- package/lib/engine/export/gltf/index.js +123 -123
- package/lib/engine/export/index.d.ts +2 -2
- package/lib/engine/export/index.js +2 -2
- package/lib/engine/export/state.d.ts +7 -7
- package/lib/engine/export/state.js +17 -17
- package/lib/engine/export/utils.d.ts +2 -2
- package/lib/engine/export/utils.js +7 -7
- package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
- package/lib/engine/extensions/EXT_texture_exr.js +32 -32
- package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
- package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
- package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
- package/lib/engine/extensions/NEEDLE_components.js +220 -220
- package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
- package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
- package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
- package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
- package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
- package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
- package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
- package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
- package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
- package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
- package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
- package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
- package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
- package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
- package/lib/engine/extensions/extension_resolver.d.ts +4 -4
- package/lib/engine/extensions/extension_resolver.js +1 -1
- package/lib/engine/extensions/extension_utils.d.ts +12 -12
- package/lib/engine/extensions/extension_utils.js +152 -152
- package/lib/engine/extensions/extensions.d.ts +32 -32
- package/lib/engine/extensions/extensions.js +107 -107
- package/lib/engine/extensions/index.d.ts +6 -6
- package/lib/engine/extensions/index.js +6 -6
- package/lib/engine/extensions/usage_tracker.d.ts +13 -13
- package/lib/engine/extensions/usage_tracker.js +65 -65
- package/lib/engine/js-extensions/Camera.d.ts +1 -1
- package/lib/engine/js-extensions/Camera.js +39 -39
- package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
- package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
- package/lib/engine/js-extensions/Layers.d.ts +6 -6
- package/lib/engine/js-extensions/Layers.js +22 -22
- package/lib/engine/js-extensions/Object3D.d.ts +120 -120
- package/lib/engine/js-extensions/Object3D.js +136 -136
- package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
- package/lib/engine/js-extensions/RGBAColor.js +111 -111
- package/lib/engine/js-extensions/Vector.d.ts +3 -3
- package/lib/engine/js-extensions/Vector.js +13 -13
- package/lib/engine/js-extensions/index.d.ts +5 -5
- package/lib/engine/js-extensions/index.js +5 -5
- package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
- package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
- package/lib/engine/shaders/shaderData.d.ts +55 -55
- package/lib/engine/shaders/shaderData.js +58 -58
- package/lib/engine/tests/test_utils.d.ts +2 -2
- package/lib/engine/tests/test_utils.js +53 -53
- package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
- package/lib/engine/webcomponents/WebXRButtons.js +230 -230
- package/lib/engine/webcomponents/api.d.ts +5 -5
- package/lib/engine/webcomponents/api.js +4 -4
- package/lib/engine/webcomponents/buttons.d.ts +51 -51
- package/lib/engine/webcomponents/buttons.js +264 -264
- package/lib/engine/webcomponents/fonts.d.ts +9 -9
- package/lib/engine/webcomponents/fonts.js +32 -32
- package/lib/engine/webcomponents/icons.d.ts +9 -9
- package/lib/engine/webcomponents/icons.js +52 -52
- package/lib/engine/webcomponents/index.d.ts +1 -1
- package/lib/engine/webcomponents/index.js +1 -1
- package/lib/engine/webcomponents/logo-element.d.ts +10 -10
- package/lib/engine/webcomponents/logo-element.js +67 -67
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
- package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
- package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
- package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
- package/lib/engine/webcomponents/needle-button.d.ts +34 -34
- package/lib/engine/webcomponents/needle-button.js +161 -161
- package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
- package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
- package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
- package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
- package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
- package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
- package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
- package/lib/engine/webcomponents/needle-engine.js +821 -821
- package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
- package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
- package/lib/engine/xr/NeedleXRController.d.ts +313 -313
- package/lib/engine/xr/NeedleXRController.js +1007 -1007
- package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
- package/lib/engine/xr/NeedleXRSession.js +1463 -1463
- package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
- package/lib/engine/xr/NeedleXRSync.js +188 -188
- package/lib/engine/xr/SceneTransition.d.ts +18 -18
- package/lib/engine/xr/SceneTransition.js +69 -69
- package/lib/engine/xr/TempXRContext.d.ts +34 -34
- package/lib/engine/xr/TempXRContext.js +187 -187
- package/lib/engine/xr/XRRig.d.ts +7 -7
- package/lib/engine/xr/XRRig.js +1 -1
- package/lib/engine/xr/api.d.ts +6 -6
- package/lib/engine/xr/api.js +6 -6
- package/lib/engine/xr/events.d.ts +66 -66
- package/lib/engine/xr/events.js +93 -93
- package/lib/engine/xr/internal.d.ts +12 -12
- package/lib/engine/xr/internal.js +25 -25
- package/lib/engine/xr/usdz.d.ts +12 -12
- package/lib/engine/xr/usdz.js +29 -29
- package/lib/engine/xr/utils.d.ts +11 -11
- package/lib/engine/xr/utils.js +34 -34
- package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
- package/lib/engine-components/AlignmentConstraint.js +39 -39
- package/lib/engine-components/Animation.d.ts +156 -156
- package/lib/engine-components/Animation.js +508 -508
- package/lib/engine-components/AnimationCurve.d.ts +40 -40
- package/lib/engine-components/AnimationCurve.js +159 -159
- package/lib/engine-components/AnimationUtils.d.ts +8 -8
- package/lib/engine-components/AnimationUtils.js +27 -27
- package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
- package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
- package/lib/engine-components/Animator.d.ts +217 -217
- package/lib/engine-components/Animator.js +354 -354
- package/lib/engine-components/AnimatorController.d.ts +227 -227
- package/lib/engine-components/AnimatorController.js +1152 -1152
- package/lib/engine-components/AudioListener.d.ts +33 -33
- package/lib/engine-components/AudioListener.js +86 -86
- package/lib/engine-components/AudioSource.d.ts +217 -217
- package/lib/engine-components/AudioSource.js +635 -635
- package/lib/engine-components/AvatarLoader.d.ts +80 -80
- package/lib/engine-components/AvatarLoader.js +231 -231
- package/lib/engine-components/AxesHelper.d.ts +32 -32
- package/lib/engine-components/AxesHelper.js +67 -67
- package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
- package/lib/engine-components/BasicIKConstraint.js +43 -43
- package/lib/engine-components/BoxCollider.d.ts +2 -2
- package/lib/engine-components/BoxCollider.js +2 -2
- package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
- package/lib/engine-components/BoxHelperComponent.js +102 -102
- package/lib/engine-components/Camera.d.ts +231 -231
- package/lib/engine-components/Camera.js +700 -700
- package/lib/engine-components/CameraUtils.d.ts +1 -1
- package/lib/engine-components/CameraUtils.js +123 -123
- package/lib/engine-components/CharacterController.d.ts +55 -55
- package/lib/engine-components/CharacterController.js +236 -236
- package/lib/engine-components/Collider.d.ts +188 -188
- package/lib/engine-components/Collider.js +369 -369
- package/lib/engine-components/Component.d.ts +792 -792
- package/lib/engine-components/Component.js +920 -920
- package/lib/engine-components/ContactShadows.d.ts +94 -94
- package/lib/engine-components/ContactShadows.js +453 -453
- package/lib/engine-components/DeleteBox.d.ts +19 -19
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import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
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import { Behaviour, GameObject } from "./Component.js";
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import { UsageMarker } from "./Interactable.js";
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import { Rigidbody } from "./RigidBody.js";
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import { SyncedTransform } from "./SyncedTransform.js";
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import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
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import { ObjectRaycaster } from "./ui/Raycaster.js";
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/** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
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const debug = getParam("debugdrag");
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/** Buffer to store currently active DragControls components */
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const dragControlsBuffer: DragControls[] = [];
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/**
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* The DragMode determines how an object is dragged around in the scene.
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*/
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export enum DragMode {
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/** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
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XZPlane = 0,
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/** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
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Attached = 1,
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/** Object is dragged along the initial raycast hit normal. */
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HitNormal = 2,
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/** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
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DynamicViewAngle = 3,
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/** The drag plane is snapped to surfaces in the scene while dragging. */
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SnapToSurfaces = 4,
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/** Don't allow dragging the object */
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None = 5,
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}
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/**
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* DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
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* Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
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*
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* @category Interactivity
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* @group Components
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*/
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export class DragControls extends Behaviour implements IPointerEventHandler {
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/**
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* Checks if any DragControls component is currently active with selected objects
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* @returns True if any DragControls component is currently active
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*/
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public static get HasAnySelected(): boolean { return this._active > 0; }
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private static _active: number = 0;
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/**
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* Retrieves a list of all DragControl components that are currently dragging objects.
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* @returns Array of currently active DragControls components
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*/
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public static get CurrentlySelected() {
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dragControlsBuffer.length = 0;
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67
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for (const dc of this._instances) {
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if (dc._isDragging) {
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dragControlsBuffer.push(dc);
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}
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}
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return dragControlsBuffer;
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}
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/** Registry of currently active and enabled DragControls components */
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private static _instances: DragControls[] = [];
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/**
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* Determines how and where the object is dragged along. Different modes include
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* dragging along a plane, attached to the pointer, or following surface normals.
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*/
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@serializable()
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public dragMode: DragMode = DragMode.DynamicViewAngle;
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/**
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* Snaps dragged objects to a 3D grid with the specified resolution.
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* Set to 0 to disable snapping.
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*/
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@serializable()
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public snapGridResolution: number = 0.0;
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90
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/**
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* When true, maintains the original rotation of the dragged object while moving it.
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* When false, allows the object to rotate freely during dragging.
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*/
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@serializable()
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public keepRotation: boolean = true;
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/**
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* Determines how and where the object is dragged along while dragging in XR.
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* Uses a separate setting from regular drag mode for better XR interaction.
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*/
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@serializable()
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public xrDragMode: DragMode = DragMode.Attached;
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/**
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* When true, maintains the original rotation of the dragged object during XR dragging.
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* When false, allows the object to rotate freely during XR dragging.
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*/
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@serializable()
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public xrKeepRotation: boolean = false;
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/**
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* Multiplier that affects how quickly objects move closer or further away when dragging in XR.
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* Higher values make distance changes more pronounced.
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* This is similar to mouse acceleration on a screen.
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*/
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@serializable()
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public xrDistanceDragFactor: number = 1;
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/**
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* When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
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* providing visual feedback about the object's position relative to surfaces below it.
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*/
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@serializable()
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public showGizmo: boolean = false;
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|
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|
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/**
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* Returns the object currently being dragged by this DragControls component, if any.
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* @returns The object being dragged or null if no object is currently dragged
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*/
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get draggedObject() {
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return this._targetObject;
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|
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}
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|
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|
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|
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/**
|
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136
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* Updates the object that is being dragged by the DragControls.
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|
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* This can be used to change the target during a drag operation.
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|
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* @param obj The new object to drag, or null to stop dragging
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|
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*/
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|
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setTargetObject(obj: Object3D | null) {
|
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|
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this._targetObject = obj;
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|
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for (const handler of this._dragHandlers.values()) {
|
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|
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handler.setTargetObject(obj);
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|
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}
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|
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|
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|
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// If the object was kinematic we want to reset it
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|
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const wasKinematicKey = "_rigidbody-was-kinematic";
|
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|
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if (this._rigidbody?.[wasKinematicKey] === false) {
|
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|
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this._rigidbody.isKinematic = false;
|
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|
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this._rigidbody[wasKinematicKey] = undefined;
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|
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|
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152
|
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}
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|
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|
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154
|
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this._rigidbody = null;
|
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155
|
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// If we have a object that is being dragged we want to get the Rigidbody component
|
|
156
|
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// and we set kinematic to false while it's being dragged
|
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157
|
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if (obj) {
|
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158
|
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this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
|
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159
|
-
if (this._rigidbody?.isKinematic === false) {
|
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160
|
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this._rigidbody.isKinematic = true;
|
|
161
|
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this._rigidbody[wasKinematicKey] = false;
|
|
162
|
-
}
|
|
163
|
-
}
|
|
164
|
-
}
|
|
165
|
-
|
|
166
|
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private _rigidbody: Rigidbody | null = null;
|
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167
|
-
|
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168
|
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// future:
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169
|
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// constraints?
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170
|
-
|
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171
|
-
|
|
172
|
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/** The object to be dragged – we pass this to handlers when they are created */
|
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173
|
-
private _targetObject: Object3D | null = null;
|
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174
|
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private _dragHelper: LegacyDragVisualsHelper | null = null;
|
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175
|
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private static lastHovered: Object3D;
|
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176
|
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private _draggingRigidbodies: Rigidbody[] = [];
|
|
177
|
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private _potentialDragStartEvt: PointerEventData | null = null;
|
|
178
|
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private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
|
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179
|
-
private _totalMovement: Vector3 = new Vector3();
|
|
180
|
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/** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
|
|
181
|
-
private _marker: UsageMarker | null = null;
|
|
182
|
-
private _isDragging: boolean = false;
|
|
183
|
-
private _didDrag: boolean = false;
|
|
184
|
-
|
|
185
|
-
/** @internal */
|
|
186
|
-
awake() {
|
|
187
|
-
// initialize all data that may be cloned incorrectly otherwise
|
|
188
|
-
this._potentialDragStartEvt = null;
|
|
189
|
-
this._dragHandlers = new Map();
|
|
190
|
-
this._totalMovement = new Vector3();
|
|
191
|
-
this._marker = null;
|
|
192
|
-
this._isDragging = false;
|
|
193
|
-
this._didDrag = false;
|
|
194
|
-
this._dragHelper = null;
|
|
195
|
-
this._draggingRigidbodies = [];
|
|
196
|
-
}
|
|
197
|
-
|
|
198
|
-
/** @internal */
|
|
199
|
-
start() {
|
|
200
|
-
if (!this.gameObject.getComponentInParent(ObjectRaycaster))
|
|
201
|
-
this.gameObject.addComponent(ObjectRaycaster);
|
|
202
|
-
}
|
|
203
|
-
|
|
204
|
-
/** @internal */
|
|
205
|
-
onEnable(): void {
|
|
206
|
-
DragControls._instances.push(this);
|
|
207
|
-
}
|
|
208
|
-
/** @internal */
|
|
209
|
-
onDisable(): void {
|
|
210
|
-
DragControls._instances = DragControls._instances.filter(i => i !== this);
|
|
211
|
-
}
|
|
212
|
-
|
|
213
|
-
/**
|
|
214
|
-
* Checks if editing is allowed for the current networking connection.
|
|
215
|
-
* @param _obj Optional object to check edit permissions for
|
|
216
|
-
* @returns True if editing is allowed
|
|
217
|
-
*/
|
|
218
|
-
private allowEdit(_obj: Object3D | null = null) {
|
|
219
|
-
return this.context.connection.allowEditing;
|
|
220
|
-
}
|
|
221
|
-
|
|
222
|
-
/**
|
|
223
|
-
* Handles pointer enter events. Sets the cursor style and tracks the hovered object.
|
|
224
|
-
* @param evt Pointer event data containing information about the interaction
|
|
225
|
-
* @internal
|
|
226
|
-
*/
|
|
227
|
-
onPointerEnter?(evt: PointerEventData) {
|
|
228
|
-
if (!this.allowEdit(this.gameObject)) return;
|
|
229
|
-
if (evt.mode !== "screen") return;
|
|
230
|
-
|
|
231
|
-
// get the drag mode and check if we need to abort early here
|
|
232
|
-
const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
|
|
233
|
-
const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
|
|
234
|
-
if (dragMode === DragMode.None) return;
|
|
235
|
-
|
|
236
|
-
const dc = GameObject.getComponentInParent(evt.object, DragControls);
|
|
237
|
-
if (!dc || dc !== this) return;
|
|
238
|
-
DragControls.lastHovered = evt.object;
|
|
239
|
-
this.context.domElement.style.cursor = 'pointer';
|
|
240
|
-
}
|
|
241
|
-
|
|
242
|
-
/**
|
|
243
|
-
* Handles pointer movement events. Marks the event as used if dragging is active.
|
|
244
|
-
* @param args Pointer event data containing information about the movement
|
|
245
|
-
* @internal
|
|
246
|
-
*/
|
|
247
|
-
onPointerMove?(args: PointerEventData) {
|
|
248
|
-
if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
|
|
249
|
-
}
|
|
250
|
-
|
|
251
|
-
/**
|
|
252
|
-
* Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
|
|
253
|
-
* @param evt Pointer event data containing information about the interaction
|
|
254
|
-
* @internal
|
|
255
|
-
*/
|
|
256
|
-
onPointerExit?(evt: PointerEventData) {
|
|
257
|
-
if (!this.allowEdit(this.gameObject)) return;
|
|
258
|
-
if (evt.mode !== "screen") return;
|
|
259
|
-
if (DragControls.lastHovered !== evt.object) return;
|
|
260
|
-
this.context.domElement.style.cursor = 'auto';
|
|
261
|
-
}
|
|
262
|
-
|
|
263
|
-
/**
|
|
264
|
-
* Handles pointer down events. Initiates the potential drag operation if conditions are met.
|
|
265
|
-
* @param args Pointer event data containing information about the interaction
|
|
266
|
-
* @internal
|
|
267
|
-
*/
|
|
268
|
-
onPointerDown(args: PointerEventData) {
|
|
269
|
-
if (!this.allowEdit(this.gameObject)) return;
|
|
270
|
-
if (args.used) return;
|
|
271
|
-
|
|
272
|
-
// get the drag mode and check if we need to abort early here
|
|
273
|
-
const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
|
|
274
|
-
const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
|
|
275
|
-
if (dragMode === DragMode.None) return;
|
|
276
|
-
|
|
277
|
-
DragControls.lastHovered = args.object;
|
|
278
|
-
|
|
279
|
-
if (args.button === 0) {
|
|
280
|
-
if (this._dragHandlers.size === 0) {
|
|
281
|
-
this._didDrag = false;
|
|
282
|
-
this._totalMovement.set(0, 0, 0);
|
|
283
|
-
this._potentialDragStartEvt = args;
|
|
284
|
-
}
|
|
285
|
-
if (!this._targetObject) {
|
|
286
|
-
this.setTargetObject(this.gameObject);
|
|
287
|
-
}
|
|
288
|
-
|
|
289
|
-
DragControls._active += 1;
|
|
290
|
-
|
|
291
|
-
const newDragHandler = new DragPointerHandler(this, this._targetObject!);
|
|
292
|
-
this._dragHandlers.set(args.event.space, newDragHandler);
|
|
293
|
-
|
|
294
|
-
newDragHandler.onDragStart(args);
|
|
295
|
-
|
|
296
|
-
if (this._dragHandlers.size === 2) {
|
|
297
|
-
const iterator = this._dragHandlers.values();
|
|
298
|
-
const a = iterator.next().value;
|
|
299
|
-
const b = iterator.next().value;
|
|
300
|
-
if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
|
|
301
|
-
const mtHandler = new MultiTouchDragHandler(this, this._targetObject!, a, b);
|
|
302
|
-
this._dragHandlers.set(this.gameObject, mtHandler);
|
|
303
|
-
mtHandler.onDragStart(args);
|
|
304
|
-
}
|
|
305
|
-
else {
|
|
306
|
-
console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
|
|
307
|
-
}
|
|
308
|
-
}
|
|
309
|
-
|
|
310
|
-
args.use();
|
|
311
|
-
}
|
|
312
|
-
}
|
|
313
|
-
|
|
314
|
-
/**
|
|
315
|
-
* Handles pointer up events. Finalizes or cancels the drag operation.
|
|
316
|
-
* @param args Pointer event data containing information about the interaction
|
|
317
|
-
* @internal
|
|
318
|
-
*/
|
|
319
|
-
onPointerUp(args: PointerEventData) {
|
|
320
|
-
if (debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
|
|
321
|
-
if (!this.allowEdit(this.gameObject)) return;
|
|
322
|
-
if (args.button !== 0) return;
|
|
323
|
-
this._potentialDragStartEvt = null;
|
|
324
|
-
|
|
325
|
-
const handler = this._dragHandlers.get(args.event.space);
|
|
326
|
-
const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
|
|
327
|
-
if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
|
|
328
|
-
// any of the two handlers has been released, so we can remove the multi-touch handler
|
|
329
|
-
this._dragHandlers.delete(this.gameObject);
|
|
330
|
-
mtHandler.onDragEnd(args);
|
|
331
|
-
}
|
|
332
|
-
|
|
333
|
-
if (handler) {
|
|
334
|
-
if (DragControls._active > 0)
|
|
335
|
-
DragControls._active -= 1;
|
|
336
|
-
|
|
337
|
-
this.setTargetObject(null);
|
|
338
|
-
|
|
339
|
-
if (handler.onDragEnd) handler.onDragEnd(args);
|
|
340
|
-
this._dragHandlers.delete(args.event.space);
|
|
341
|
-
|
|
342
|
-
if (this._dragHandlers.size === 0) {
|
|
343
|
-
this.onLastDragEnd(args);
|
|
344
|
-
}
|
|
345
|
-
args.use();
|
|
346
|
-
}
|
|
347
|
-
}
|
|
348
|
-
|
|
349
|
-
/**
|
|
350
|
-
* Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
|
|
351
|
-
* and triggers drag start once there's enough movement.
|
|
352
|
-
* @internal
|
|
353
|
-
*/
|
|
354
|
-
update(): void {
|
|
355
|
-
for (const handler of this._dragHandlers.values()) {
|
|
356
|
-
if (handler.collectMovementInfo) handler.collectMovementInfo();
|
|
357
|
-
// TODO this doesn't make sense, we should instead just use the max here
|
|
358
|
-
// or even better, each handler can decide on their own how to handle this
|
|
359
|
-
if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
|
|
360
|
-
}
|
|
361
|
-
|
|
362
|
-
// drag start only after having dragged for some pixels
|
|
363
|
-
if (this._potentialDragStartEvt) {
|
|
364
|
-
if (!this._didDrag) {
|
|
365
|
-
// this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
|
|
366
|
-
// TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
|
|
367
|
-
if (this._totalMovement.length() > 0.0003)
|
|
368
|
-
this._didDrag = true;
|
|
369
|
-
else return;
|
|
370
|
-
}
|
|
371
|
-
const args = this._potentialDragStartEvt;
|
|
372
|
-
this._potentialDragStartEvt = null;
|
|
373
|
-
this.onFirstDragStart(args);
|
|
374
|
-
}
|
|
375
|
-
|
|
376
|
-
for (const handler of this._dragHandlers.values())
|
|
377
|
-
if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
|
|
378
|
-
|
|
379
|
-
if (this._dragHelper && this._dragHelper.hasSelected)
|
|
380
|
-
this.onAnyDragUpdate();
|
|
381
|
-
}
|
|
382
|
-
|
|
383
|
-
/**
|
|
384
|
-
* Called when the first pointer starts dragging on this object.
|
|
385
|
-
* Sets up network synchronization and marks rigidbodies for dragging.
|
|
386
|
-
* Not called for subsequent pointers on the same object.
|
|
387
|
-
* @param evt Pointer event data that initiated the drag
|
|
388
|
-
*/
|
|
389
|
-
private onFirstDragStart(evt: PointerEventData) {
|
|
390
|
-
if (!evt || !evt.object) return;
|
|
391
|
-
|
|
392
|
-
const dc = GameObject.getComponentInParent(evt.object, DragControls);
|
|
393
|
-
// if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
|
|
394
|
-
// then we will ignore this DragControls and not select it.
|
|
395
|
-
// But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
|
|
396
|
-
if (!dc || (dc !== this && dc._isDragging)) return;
|
|
397
|
-
|
|
398
|
-
const object = this._targetObject || this.gameObject;
|
|
399
|
-
|
|
400
|
-
if (!object) return;
|
|
401
|
-
|
|
402
|
-
this._isDragging = true;
|
|
403
|
-
|
|
404
|
-
const sync = GameObject.getComponentInChildren(object, SyncedTransform);
|
|
405
|
-
if (debug) console.log("DRAG START", sync, object);
|
|
406
|
-
|
|
407
|
-
if (sync) {
|
|
408
|
-
sync.fastMode = true;
|
|
409
|
-
sync?.requestOwnership();
|
|
410
|
-
}
|
|
411
|
-
|
|
412
|
-
this._marker = GameObject.addComponent(object, UsageMarker);
|
|
413
|
-
|
|
414
|
-
this._draggingRigidbodies.length = 0;
|
|
415
|
-
const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
|
|
416
|
-
if (rbs)
|
|
417
|
-
this._draggingRigidbodies.push(...rbs);
|
|
418
|
-
}
|
|
419
|
-
|
|
420
|
-
/**
|
|
421
|
-
* Called each frame as long as any pointer is dragging this object.
|
|
422
|
-
* Updates visuals and keeps rigidbodies awake during the drag.
|
|
423
|
-
*/
|
|
424
|
-
private onAnyDragUpdate() {
|
|
425
|
-
if (!this._dragHelper) return;
|
|
426
|
-
this._dragHelper.showGizmo = this.showGizmo;
|
|
427
|
-
|
|
428
|
-
this._dragHelper.onUpdate(this.context);
|
|
429
|
-
for (const rb of this._draggingRigidbodies) {
|
|
430
|
-
rb.wakeUp();
|
|
431
|
-
rb.resetVelocities();
|
|
432
|
-
rb.resetForcesAndTorques();
|
|
433
|
-
}
|
|
434
|
-
|
|
435
|
-
const object = this._targetObject || this.gameObject;
|
|
436
|
-
|
|
437
|
-
InstancingUtil.markDirty(object);
|
|
438
|
-
}
|
|
439
|
-
|
|
440
|
-
/**
|
|
441
|
-
* Called when the last pointer has been removed from this object.
|
|
442
|
-
* Cleans up drag state and applies final velocities to rigidbodies.
|
|
443
|
-
* @param evt Pointer event data for the last pointer that was lifted
|
|
444
|
-
*/
|
|
445
|
-
private onLastDragEnd(evt: PointerEventData | null) {
|
|
446
|
-
if (!this || !this._isDragging) return;
|
|
447
|
-
this._isDragging = false;
|
|
448
|
-
for (const rb of this._draggingRigidbodies) {
|
|
449
|
-
rb.setVelocity(rb.smoothedVelocity);
|
|
450
|
-
}
|
|
451
|
-
this._draggingRigidbodies.length = 0;
|
|
452
|
-
this._targetObject = null;
|
|
453
|
-
if (evt?.object) {
|
|
454
|
-
const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
|
|
455
|
-
if (sync) {
|
|
456
|
-
sync.fastMode = false;
|
|
457
|
-
// sync?.requestOwnership();
|
|
458
|
-
}
|
|
459
|
-
}
|
|
460
|
-
if (this._marker)
|
|
461
|
-
this._marker.destroy();
|
|
462
|
-
|
|
463
|
-
if (!this._dragHelper) return;
|
|
464
|
-
const selected = this._dragHelper.selected;
|
|
465
|
-
if (debug) console.log("DRAG END", selected, selected?.visible)
|
|
466
|
-
this._dragHelper.setSelected(null, this.context);
|
|
467
|
-
}
|
|
468
|
-
}
|
|
469
|
-
|
|
470
|
-
/**
|
|
471
|
-
* Common interface for pointer handlers (single touch and multi touch).
|
|
472
|
-
* Defines methods for tracking movement and managing target objects during drag operations.
|
|
473
|
-
*/
|
|
474
|
-
interface IDragHandler {
|
|
475
|
-
/** Used to determine if a drag has happened for this handler */
|
|
476
|
-
getTotalMovement?(): Vector3;
|
|
477
|
-
/** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
|
|
478
|
-
setTargetObject(obj: Object3D | null): void;
|
|
479
|
-
|
|
480
|
-
/** Prewarms the drag – can already move internal points around here but should not move the object itself */
|
|
481
|
-
collectMovementInfo?(): void;
|
|
482
|
-
onDragStart?(args: PointerEventData): void;
|
|
483
|
-
onDragEnd?(args: PointerEventData): void;
|
|
484
|
-
/** The target object is moved around */
|
|
485
|
-
onDragUpdate?(numberOfPointers: number): void;
|
|
486
|
-
}
|
|
487
|
-
|
|
488
|
-
/**
|
|
489
|
-
* Handles two touch points affecting one object.
|
|
490
|
-
* Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
|
|
491
|
-
*/
|
|
492
|
-
class MultiTouchDragHandler implements IDragHandler {
|
|
493
|
-
|
|
494
|
-
handlerA: DragPointerHandler;
|
|
495
|
-
handlerB: DragPointerHandler;
|
|
496
|
-
|
|
497
|
-
private context: Context;
|
|
498
|
-
private settings: DragControls;
|
|
499
|
-
private gameObject: Object3D;
|
|
500
|
-
private _handlerAAttachmentPoint: Vector3 = new Vector3();
|
|
501
|
-
private _handlerBAttachmentPoint: Vector3 = new Vector3();
|
|
502
|
-
|
|
503
|
-
private _followObject: GameObject;
|
|
504
|
-
private _manipulatorObject: GameObject;
|
|
505
|
-
private _deviceMode!: XRTargetRayMode | "transient-pointer";
|
|
506
|
-
private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
|
|
507
|
-
|
|
508
|
-
constructor(dragControls: DragControls, gameObject: Object3D, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
|
|
509
|
-
this.context = dragControls.context;
|
|
510
|
-
this.settings = dragControls;
|
|
511
|
-
this.gameObject = gameObject;
|
|
512
|
-
this.handlerA = pointerA;
|
|
513
|
-
this.handlerB = pointerB;
|
|
514
|
-
|
|
515
|
-
this._followObject = new Object3D() as GameObject;
|
|
516
|
-
this._manipulatorObject = new Object3D() as GameObject;
|
|
517
|
-
|
|
518
|
-
this.context.scene.add(this._manipulatorObject);
|
|
519
|
-
|
|
520
|
-
const rig = NeedleXRSession.active?.rig?.gameObject;
|
|
521
|
-
|
|
522
|
-
if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
|
|
523
|
-
console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
|
|
524
|
-
return;
|
|
525
|
-
}
|
|
526
|
-
|
|
527
|
-
this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
|
|
528
|
-
this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
|
|
529
|
-
this.gameObject.localToWorld(this._tempVec1);
|
|
530
|
-
this.gameObject.localToWorld(this._tempVec2);
|
|
531
|
-
if (rig) {
|
|
532
|
-
rig.worldToLocal(this._tempVec1);
|
|
533
|
-
rig.worldToLocal(this._tempVec2);
|
|
534
|
-
}
|
|
535
|
-
this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
|
|
536
|
-
|
|
537
|
-
if (this._initialDistance < 0.02) {
|
|
538
|
-
if (debug) {
|
|
539
|
-
console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
|
|
540
|
-
}
|
|
541
|
-
// We want two reasonable pointer attachment points here.
|
|
542
|
-
// But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
|
|
543
|
-
this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
|
|
544
|
-
this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
|
|
545
|
-
this._handlerAAttachmentPoint.copy(this._tempVec1);
|
|
546
|
-
this._handlerBAttachmentPoint.copy(this._tempVec2);
|
|
547
|
-
this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
|
|
548
|
-
this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
|
|
549
|
-
this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
|
|
550
|
-
|
|
551
|
-
if (this._initialDistance < 0.001) {
|
|
552
|
-
console.warn("Not supported right now – controller drag points for multitouch are too close!");
|
|
553
|
-
this._initialDistance = 1;
|
|
554
|
-
}
|
|
555
|
-
}
|
|
556
|
-
else {
|
|
557
|
-
this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
|
|
558
|
-
this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
|
|
559
|
-
}
|
|
560
|
-
|
|
561
|
-
this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
|
|
562
|
-
this._initialScale.copy(gameObject.scale);
|
|
563
|
-
|
|
564
|
-
if (debug) {
|
|
565
|
-
this._followObject.add(new AxesHelper(2));
|
|
566
|
-
this._manipulatorObject.add(new AxesHelper(5));
|
|
567
|
-
|
|
568
|
-
const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
|
|
569
|
-
Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
|
|
570
|
-
Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
|
|
571
|
-
}
|
|
572
|
-
}
|
|
573
|
-
|
|
574
|
-
onDragStart(_args: PointerEventData): void {
|
|
575
|
-
// align _followObject with the object we want to drag
|
|
576
|
-
this.gameObject.add(this._followObject);
|
|
577
|
-
this._followObject.matrixAutoUpdate = false;
|
|
578
|
-
this._followObject.matrix.identity();
|
|
579
|
-
this._deviceMode = _args.mode;
|
|
580
|
-
this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
|
|
581
|
-
|
|
582
|
-
// align _manipulatorObject in the same way it would if this was a drag update
|
|
583
|
-
this.alignManipulator();
|
|
584
|
-
|
|
585
|
-
// and then parent it to the space object so it follows along.
|
|
586
|
-
this._manipulatorObject.attach(this._followObject);
|
|
587
|
-
|
|
588
|
-
// store offsets in local space
|
|
589
|
-
this._manipulatorPosOffset.copy(this._followObject.position);
|
|
590
|
-
this._manipulatorRotOffset.copy(this._followObject.quaternion);
|
|
591
|
-
this._manipulatorScaleOffset.copy(this._followObject.scale);
|
|
592
|
-
}
|
|
593
|
-
|
|
594
|
-
onDragEnd(_args: PointerEventData): void {
|
|
595
|
-
if (!this.handlerA || !this.handlerB) {
|
|
596
|
-
console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
|
|
597
|
-
return;
|
|
598
|
-
}
|
|
599
|
-
|
|
600
|
-
// we want to initialize the drag points for these handlers again.
|
|
601
|
-
// one of them will be removed, but we don't know here which one
|
|
602
|
-
this.handlerA.recenter();
|
|
603
|
-
this.handlerB.recenter();
|
|
604
|
-
|
|
605
|
-
// destroy helper objects
|
|
606
|
-
this._manipulatorObject.removeFromParent();
|
|
607
|
-
this._followObject.removeFromParent();
|
|
608
|
-
this._manipulatorObject.destroy();
|
|
609
|
-
this._followObject.destroy();
|
|
610
|
-
}
|
|
611
|
-
|
|
612
|
-
private _manipulatorPosOffset: Vector3 = new Vector3();
|
|
613
|
-
private _manipulatorRotOffset: Quaternion = new Quaternion();
|
|
614
|
-
private _manipulatorScaleOffset: Vector3 = new Vector3();
|
|
615
|
-
|
|
616
|
-
private _tempVec1: Vector3 = new Vector3();
|
|
617
|
-
private _tempVec2: Vector3 = new Vector3();
|
|
618
|
-
private _tempVec3: Vector3 = new Vector3();
|
|
619
|
-
private tempLookMatrix: Matrix4 = new Matrix4();
|
|
620
|
-
private _initialScale: Vector3 = new Vector3();
|
|
621
|
-
private _initialDistance: number = 0;
|
|
622
|
-
|
|
623
|
-
private alignManipulator() {
|
|
624
|
-
if (!this.handlerA || !this.handlerB) {
|
|
625
|
-
console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
|
|
626
|
-
return;
|
|
627
|
-
}
|
|
628
|
-
|
|
629
|
-
if (!this.handlerA.followObject || !this.handlerB.followObject) {
|
|
630
|
-
console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
|
|
631
|
-
return;
|
|
632
|
-
}
|
|
633
|
-
|
|
634
|
-
this._tempVec1.copy(this._handlerAAttachmentPoint);
|
|
635
|
-
this._tempVec2.copy(this._handlerBAttachmentPoint);
|
|
636
|
-
this.handlerA.followObject.localToWorld(this._tempVec1);
|
|
637
|
-
this.handlerB.followObject.localToWorld(this._tempVec2);
|
|
638
|
-
this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
|
|
639
|
-
|
|
640
|
-
this._manipulatorObject.position.copy(this._tempVec3);
|
|
641
|
-
|
|
642
|
-
// - lookAt the second point on handlerB
|
|
643
|
-
const camera = this.context.mainCamera;
|
|
644
|
-
this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
|
|
645
|
-
this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
|
|
646
|
-
|
|
647
|
-
// - scale based on the distance between the two points
|
|
648
|
-
const dist = this._tempVec1.distanceTo(this._tempVec2);
|
|
649
|
-
this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
|
|
650
|
-
|
|
651
|
-
this._manipulatorObject.updateMatrix();
|
|
652
|
-
this._manipulatorObject.updateMatrixWorld(true);
|
|
653
|
-
|
|
654
|
-
if (debug) {
|
|
655
|
-
Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
|
|
656
|
-
Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
|
|
657
|
-
|
|
658
|
-
// const wp = this._manipulatorObject.worldPosition;
|
|
659
|
-
// Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
|
|
660
|
-
}
|
|
661
|
-
}
|
|
662
|
-
|
|
663
|
-
onDragUpdate() {
|
|
664
|
-
// At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
|
|
665
|
-
// two events at the same time. They're basically providing us with two Object3D's and we can combine these here
|
|
666
|
-
// into a reasonable two-handed translation/rotation/scale.
|
|
667
|
-
// One approach:
|
|
668
|
-
// - position our control object on the center between the two pointer control objects
|
|
669
|
-
|
|
670
|
-
// TODO close grab needs to be handled differently because there we don't have a hit point -
|
|
671
|
-
// Hit point is just the center of the object
|
|
672
|
-
// So probably we should fix that close grab has a better hit point approximation (point on bounds?)
|
|
673
|
-
|
|
674
|
-
this.alignManipulator();
|
|
675
|
-
|
|
676
|
-
// apply (smoothed) to the gameObject
|
|
677
|
-
const lerpStrength = 30;
|
|
678
|
-
const lerpFactor = 1.0;
|
|
679
|
-
|
|
680
|
-
this._followObject.position.copy(this._manipulatorPosOffset);
|
|
681
|
-
this._followObject.quaternion.copy(this._manipulatorRotOffset);
|
|
682
|
-
this._followObject.scale.copy(this._manipulatorScaleOffset);
|
|
683
|
-
|
|
684
|
-
const draggedObject = this.gameObject;
|
|
685
|
-
const targetObject = this._followObject;
|
|
686
|
-
|
|
687
|
-
if (!draggedObject) {
|
|
688
|
-
console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
|
|
689
|
-
return;
|
|
690
|
-
}
|
|
691
|
-
|
|
692
|
-
targetObject.updateMatrix();
|
|
693
|
-
targetObject.updateMatrixWorld(true);
|
|
694
|
-
|
|
695
|
-
const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
|
|
696
|
-
const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
|
|
697
|
-
|
|
698
|
-
// TODO refactor to a common place
|
|
699
|
-
// apply constraints (position grid snap, rotation, ...)
|
|
700
|
-
if (this.settings.snapGridResolution > 0) {
|
|
701
|
-
const wp = this._followObject.worldPosition;
|
|
702
|
-
const snap = this.settings.snapGridResolution;
|
|
703
|
-
wp.x = Math.round(wp.x / snap) * snap;
|
|
704
|
-
wp.y = Math.round(wp.y / snap) * snap;
|
|
705
|
-
wp.z = Math.round(wp.z / snap) * snap;
|
|
706
|
-
this._followObject.worldPosition = wp;
|
|
707
|
-
this._followObject.updateMatrix();
|
|
708
|
-
}
|
|
709
|
-
if (keepRotation) {
|
|
710
|
-
this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
|
|
711
|
-
this._followObject.updateMatrix();
|
|
712
|
-
}
|
|
713
|
-
|
|
714
|
-
// TODO refactor to a common place
|
|
715
|
-
// TODO should use unscaled time here // some test for lerp speed depending on distance
|
|
716
|
-
const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
|
|
717
|
-
|
|
718
|
-
const wp = draggedObject.worldPosition;
|
|
719
|
-
wp.lerp(targetObject.worldPosition, t);
|
|
720
|
-
draggedObject.worldPosition = wp;
|
|
721
|
-
|
|
722
|
-
const rot = draggedObject.worldQuaternion;
|
|
723
|
-
rot.slerp(targetObject.worldQuaternion, t);
|
|
724
|
-
draggedObject.worldQuaternion = rot;
|
|
725
|
-
|
|
726
|
-
const scl = draggedObject.worldScale;
|
|
727
|
-
scl.lerp(targetObject.worldScale, t);
|
|
728
|
-
draggedObject.worldScale = scl;
|
|
729
|
-
}
|
|
730
|
-
|
|
731
|
-
setTargetObject(obj: Object3D | null): void {
|
|
732
|
-
this.gameObject = obj as GameObject;
|
|
733
|
-
}
|
|
734
|
-
}
|
|
735
|
-
|
|
736
|
-
|
|
737
|
-
/**
|
|
738
|
-
* Handles a single pointer on an object.
|
|
739
|
-
* DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
|
|
740
|
-
* and controlling object translation based on the drag mode.
|
|
741
|
-
*/
|
|
742
|
-
class DragPointerHandler implements IDragHandler {
|
|
743
|
-
|
|
744
|
-
/**
|
|
745
|
-
* Returns the accumulated movement of the pointer in world units.
|
|
746
|
-
* Used for determining if enough motion has occurred to start a drag.
|
|
747
|
-
*/
|
|
748
|
-
getTotalMovement(): Vector3 { return this._totalMovement; }
|
|
749
|
-
|
|
750
|
-
/**
|
|
751
|
-
* Returns the object that follows the pointer during dragging operations.
|
|
752
|
-
*/
|
|
753
|
-
get followObject(): GameObject { return this._followObject; }
|
|
754
|
-
|
|
755
|
-
/**
|
|
756
|
-
* Returns the point where the pointer initially hit the object in local space.
|
|
757
|
-
*/
|
|
758
|
-
get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
|
|
759
|
-
|
|
760
|
-
private context: Context;
|
|
761
|
-
private gameObject: Object3D | null;
|
|
762
|
-
private settings: DragControls;
|
|
763
|
-
private _lastRig: IGameObject | undefined = undefined;
|
|
764
|
-
|
|
765
|
-
/** This object is placed at the pivot of the dragged object, and parented to the control space. */
|
|
766
|
-
private _followObject: GameObject;
|
|
767
|
-
private _totalMovement: Vector3 = new Vector3();
|
|
768
|
-
/** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
|
|
769
|
-
* effort someone is putting into moving an object closer or further away. */
|
|
770
|
-
private _totalMovementAlongRayDirection: number = 0;
|
|
771
|
-
/** Distance between _followObject and its parent at grab start, in local space */
|
|
772
|
-
private _grabStartDistance: number = 0;
|
|
773
|
-
private _deviceMode!: XRTargetRayMode | "transient-pointer";
|
|
774
|
-
private _followObjectStartPosition: Vector3 = new Vector3();
|
|
775
|
-
private _followObjectStartQuaternion: Quaternion = new Quaternion();
|
|
776
|
-
private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
|
|
777
|
-
private _lastDragPosRigSpace: Vector3 | undefined;
|
|
778
|
-
private _tempVec: Vector3 = new Vector3();
|
|
779
|
-
private _tempMat: Matrix4 = new Matrix4();
|
|
780
|
-
|
|
781
|
-
private _hitPointInLocalSpace: Vector3 = new Vector3();
|
|
782
|
-
private _hitNormalInLocalSpace: Vector3 = new Vector3();
|
|
783
|
-
private _bottomCenter = new Vector3();
|
|
784
|
-
private _backCenter = new Vector3();
|
|
785
|
-
private _backBottomCenter = new Vector3();
|
|
786
|
-
private _bounds = new Box3();
|
|
787
|
-
private _dragPlane = new Plane(new Vector3(0, 1, 0));
|
|
788
|
-
private _draggedOverObject: Object3D | null = null;
|
|
789
|
-
private _draggedOverObjectLastSetUp: Object3D | null = null;
|
|
790
|
-
private _draggedOverObjectLastNormal: Vector3 = new Vector3();
|
|
791
|
-
private _draggedOverObjectDuration: number = 0;
|
|
792
|
-
|
|
793
|
-
/** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
|
|
794
|
-
setTargetObject(obj: Object3D | null) {
|
|
795
|
-
this.gameObject = obj;
|
|
796
|
-
}
|
|
797
|
-
|
|
798
|
-
constructor(dragControls: DragControls, gameObject: Object3D) {
|
|
799
|
-
this.settings = dragControls;
|
|
800
|
-
this.context = dragControls.context;
|
|
801
|
-
this.gameObject = gameObject;
|
|
802
|
-
this._followObject = new Object3D() as GameObject;
|
|
803
|
-
}
|
|
804
|
-
|
|
805
|
-
recenter() {
|
|
806
|
-
if (!this._followObject.parent) {
|
|
807
|
-
console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
|
|
808
|
-
return;
|
|
809
|
-
}
|
|
810
|
-
if (!this.gameObject) {
|
|
811
|
-
console.warn("Error: space follow object doesn't have a gameObject");
|
|
812
|
-
return;
|
|
813
|
-
}
|
|
814
|
-
|
|
815
|
-
const p = this._followObject.parent as GameObject;
|
|
816
|
-
|
|
817
|
-
this.gameObject.add(this._followObject);
|
|
818
|
-
this._followObject.matrixAutoUpdate = false;
|
|
819
|
-
|
|
820
|
-
this._followObject.position.set(0, 0, 0);
|
|
821
|
-
this._followObject.quaternion.set(0, 0, 0, 1);
|
|
822
|
-
this._followObject.scale.set(1, 1, 1);
|
|
823
|
-
|
|
824
|
-
this._followObject.updateMatrix();
|
|
825
|
-
this._followObject.updateMatrixWorld(true);
|
|
826
|
-
|
|
827
|
-
p.attach(this._followObject);
|
|
828
|
-
|
|
829
|
-
this._followObjectStartPosition.copy(this._followObject.position);
|
|
830
|
-
this._followObjectStartQuaternion.copy(this._followObject.quaternion);
|
|
831
|
-
this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
|
|
832
|
-
|
|
833
|
-
this._followObject.updateMatrix();
|
|
834
|
-
this._followObject.updateMatrixWorld(true);
|
|
835
|
-
|
|
836
|
-
const hitPointWP = this._hitPointInLocalSpace.clone();
|
|
837
|
-
this.gameObject.localToWorld(hitPointWP);
|
|
838
|
-
this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
|
|
839
|
-
const rig = NeedleXRSession.active?.rig?.gameObject;
|
|
840
|
-
const rigScale = rig?.worldScale.x || 1;
|
|
841
|
-
this._grabStartDistance /= rigScale;
|
|
842
|
-
|
|
843
|
-
this._totalMovementAlongRayDirection = 0;
|
|
844
|
-
this._lastDragPosRigSpace = undefined;
|
|
845
|
-
|
|
846
|
-
if (debug) {
|
|
847
|
-
Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
|
|
848
|
-
Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
|
|
849
|
-
}
|
|
850
|
-
}
|
|
851
|
-
|
|
852
|
-
onDragStart(args: PointerEventData) {
|
|
853
|
-
if (!this.gameObject) {
|
|
854
|
-
console.warn("Error: space follow object doesn't have a gameObject");
|
|
855
|
-
return;
|
|
856
|
-
}
|
|
857
|
-
|
|
858
|
-
args.event.space.add(this._followObject);
|
|
859
|
-
|
|
860
|
-
// prepare for drag, we will start dragging after an object has been dragged for a few centimeters
|
|
861
|
-
this._lastDragPosRigSpace = undefined;
|
|
862
|
-
|
|
863
|
-
if (args.point && args.normal) {
|
|
864
|
-
this._hitPointInLocalSpace.copy(args.point);
|
|
865
|
-
this.gameObject.worldToLocal(this._hitPointInLocalSpace);
|
|
866
|
-
this._hitNormalInLocalSpace.copy(args.normal);
|
|
867
|
-
}
|
|
868
|
-
else if (args) {
|
|
869
|
-
// can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
|
|
870
|
-
// convert controller world position to local space instead and use that as hit point
|
|
871
|
-
const controller = args.event.space as GameObject;
|
|
872
|
-
const controllerWp = controller.worldPosition;
|
|
873
|
-
this.gameObject.worldToLocal(controllerWp);
|
|
874
|
-
this._hitPointInLocalSpace.copy(controllerWp);
|
|
875
|
-
|
|
876
|
-
const controllerUp = controller.worldUp;
|
|
877
|
-
this._tempMat.copy(this.gameObject.matrixWorld).invert();
|
|
878
|
-
controllerUp.transformDirection(this._tempMat);
|
|
879
|
-
this._hitNormalInLocalSpace.copy(controllerUp);
|
|
880
|
-
}
|
|
881
|
-
|
|
882
|
-
this.recenter();
|
|
883
|
-
|
|
884
|
-
this._totalMovement.set(0, 0, 0);
|
|
885
|
-
this._deviceMode = args.mode;
|
|
886
|
-
|
|
887
|
-
|
|
888
|
-
const dragSource = this._followObject.parent as IGameObject;
|
|
889
|
-
const rayDirection = dragSource.worldForward;
|
|
890
|
-
|
|
891
|
-
const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
|
|
892
|
-
const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
|
|
893
|
-
|
|
894
|
-
// set up drag plane; we don't really know the normal yet but we can already set the point
|
|
895
|
-
const hitWP = this._hitPointInLocalSpace.clone();
|
|
896
|
-
this.gameObject.localToWorld(hitWP);
|
|
897
|
-
|
|
898
|
-
switch (dragMode) {
|
|
899
|
-
case DragMode.XZPlane:
|
|
900
|
-
const up = new Vector3(0, 1, 0);
|
|
901
|
-
if (this.gameObject.parent) {
|
|
902
|
-
// TODO in this case _dragPlane should be in parent space, not world space,
|
|
903
|
-
// otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
|
|
904
|
-
up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
|
|
905
|
-
}
|
|
906
|
-
this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
|
|
907
|
-
break;
|
|
908
|
-
case DragMode.HitNormal:
|
|
909
|
-
const hitNormal = this._hitNormalInLocalSpace.clone();
|
|
910
|
-
hitNormal.transformDirection(this.gameObject.matrixWorld);
|
|
911
|
-
this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
|
|
912
|
-
break;
|
|
913
|
-
case DragMode.Attached:
|
|
914
|
-
this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
|
|
915
|
-
break;
|
|
916
|
-
case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
|
|
917
|
-
this.setPlaneViewAligned(hitWP, true);
|
|
918
|
-
break;
|
|
919
|
-
case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
|
|
920
|
-
this.setPlaneViewAligned(hitWP, false);
|
|
921
|
-
break;
|
|
922
|
-
case DragMode.None:
|
|
923
|
-
break;
|
|
924
|
-
}
|
|
925
|
-
|
|
926
|
-
// calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
|
|
927
|
-
// const bbox = new Box3();
|
|
928
|
-
const p = this.gameObject.parent;
|
|
929
|
-
const localP = this.gameObject.position.clone();
|
|
930
|
-
const localQ = this.gameObject.quaternion.clone();
|
|
931
|
-
const localS = this.gameObject.scale.clone();
|
|
932
|
-
// save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
|
|
933
|
-
const matrixWorld = this.gameObject.matrixWorld.clone();
|
|
934
|
-
|
|
935
|
-
if (p) p.remove(this.gameObject);
|
|
936
|
-
this.gameObject.position.set(0, 0, 0);
|
|
937
|
-
this.gameObject.quaternion.set(0, 0, 0, 1);
|
|
938
|
-
this.gameObject.scale.set(1, 1, 1);
|
|
939
|
-
const bbox = getBoundingBox([this.gameObject]);
|
|
940
|
-
// we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
|
|
941
|
-
bbox.expandByPoint(this.gameObject.worldPosition);
|
|
942
|
-
|
|
943
|
-
// console.log(this.gameObject.position.y - bbox.min.y)
|
|
944
|
-
// bbox.min.y += (this.gameObject.position.y - bbox.min.y);
|
|
945
|
-
|
|
946
|
-
// get front center point of the bbox. basically (0, 0, 1) in local space
|
|
947
|
-
const bboxCenter = new Vector3();
|
|
948
|
-
bbox.getCenter(bboxCenter);
|
|
949
|
-
const bboxSize = new Vector3();
|
|
950
|
-
bbox.getSize(bboxSize);
|
|
951
|
-
|
|
952
|
-
// attachment points for dragging
|
|
953
|
-
this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
|
|
954
|
-
this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
|
|
955
|
-
this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
|
|
956
|
-
|
|
957
|
-
this._bounds.copy(bbox);
|
|
958
|
-
|
|
959
|
-
// restore original transform
|
|
960
|
-
if (p) p.add(this.gameObject);
|
|
961
|
-
this.gameObject.position.copy(localP);
|
|
962
|
-
this.gameObject.quaternion.copy(localQ);
|
|
963
|
-
this.gameObject.scale.copy(localS);
|
|
964
|
-
this.gameObject.matrixWorld.copy(matrixWorld);
|
|
965
|
-
|
|
966
|
-
// surface snapping
|
|
967
|
-
this._draggedOverObject = null;
|
|
968
|
-
this._draggedOverObjectLastSetUp = null;
|
|
969
|
-
this._draggedOverObjectLastNormal.set(0, 1, 0);
|
|
970
|
-
this._draggedOverObjectDuration = 0;
|
|
971
|
-
}
|
|
972
|
-
|
|
973
|
-
collectMovementInfo() {
|
|
974
|
-
// we're dragging - there is a controlling object
|
|
975
|
-
if (!this._followObject.parent) return;
|
|
976
|
-
|
|
977
|
-
// TODO This should all be handled properly per-pointer
|
|
978
|
-
// and we want to have a chance to react to multiple pointers being on the same object.
|
|
979
|
-
// some common stuff (calculating of movement offsets, etc) could be done by default
|
|
980
|
-
// and then the main thing to override is the actual movement of the object based on N _followObjects
|
|
981
|
-
|
|
982
|
-
const dragSource = this._followObject.parent as IGameObject;
|
|
983
|
-
|
|
984
|
-
// modify _followObject with constraints, e.g.
|
|
985
|
-
// - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
|
|
986
|
-
/* TODO fix jump on drag start
|
|
987
|
-
const p0 = this._followObject.parent as GameObject;
|
|
988
|
-
const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
|
|
989
|
-
const p = new Vector3();
|
|
990
|
-
const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
|
|
991
|
-
if (t0 !== null)
|
|
992
|
-
this._followObject.worldPosition = t0;
|
|
993
|
-
*/
|
|
994
|
-
|
|
995
|
-
this._followObject.updateMatrix();
|
|
996
|
-
const dragPosRigSpace = dragSource.worldPosition;
|
|
997
|
-
const rig = NeedleXRSession.active?.rig?.gameObject;
|
|
998
|
-
if (rig)
|
|
999
|
-
rig.worldToLocal(dragPosRigSpace);
|
|
1000
|
-
|
|
1001
|
-
// sum up delta
|
|
1002
|
-
// TODO We need to do all/most of these calculations in Rig Space instead of world space
|
|
1003
|
-
// moving the rig while holding an object should not affect _rayDelta / _dragDelta
|
|
1004
|
-
if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
|
|
1005
|
-
this._lastDragPosRigSpace = dragPosRigSpace.clone();
|
|
1006
|
-
this._lastRig = rig;
|
|
1007
|
-
}
|
|
1008
|
-
this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
|
|
1009
|
-
|
|
1010
|
-
const rayDirectionRigSpace = dragSource.worldForward;
|
|
1011
|
-
if (rig) {
|
|
1012
|
-
this._tempMat.copy(rig.matrixWorld).invert();
|
|
1013
|
-
rayDirectionRigSpace.transformDirection(this._tempMat);
|
|
1014
|
-
}
|
|
1015
|
-
// sum up delta movement along ray
|
|
1016
|
-
this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
|
|
1017
|
-
this._tempVec.x = Math.abs(this._tempVec.x);
|
|
1018
|
-
this._tempVec.y = Math.abs(this._tempVec.y);
|
|
1019
|
-
this._tempVec.z = Math.abs(this._tempVec.z);
|
|
1020
|
-
|
|
1021
|
-
// sum up absolute total movement
|
|
1022
|
-
this._totalMovement.add(this._tempVec);
|
|
1023
|
-
this._lastDragPosRigSpace.copy(dragPosRigSpace);
|
|
1024
|
-
|
|
1025
|
-
if (debug) {
|
|
1026
|
-
let wp = dragPosRigSpace;
|
|
1027
|
-
// ray direction of the input source object
|
|
1028
|
-
if (rig) {
|
|
1029
|
-
wp = wp.clone();
|
|
1030
|
-
wp.transformDirection(rig.matrixWorld);
|
|
1031
|
-
}
|
|
1032
|
-
Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
|
|
1033
|
-
}
|
|
1034
|
-
}
|
|
1035
|
-
|
|
1036
|
-
onDragUpdate(numberOfPointers: number) {
|
|
1037
|
-
|
|
1038
|
-
// can only handle a single pointer
|
|
1039
|
-
// if there's more, we defer to multi-touch drag handlers
|
|
1040
|
-
if (numberOfPointers > 1) return;
|
|
1041
|
-
const draggedObject = this.gameObject as IGameObject | null;
|
|
1042
|
-
if (!draggedObject || !this._followObject) {
|
|
1043
|
-
console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
|
|
1044
|
-
return;
|
|
1045
|
-
}
|
|
1046
|
-
const dragSource = this._followObject.parent as IGameObject | null;
|
|
1047
|
-
if (!dragSource) {
|
|
1048
|
-
console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
|
|
1049
|
-
return;
|
|
1050
|
-
}
|
|
1051
|
-
this._followObject.updateMatrix();
|
|
1052
|
-
const dragSourceWP = dragSource.worldPosition;
|
|
1053
|
-
const rayDirection = dragSource.worldForward;
|
|
1054
|
-
|
|
1055
|
-
|
|
1056
|
-
// Actually move and rotate draggedObject
|
|
1057
|
-
const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
|
|
1058
|
-
const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
|
|
1059
|
-
const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
|
|
1060
|
-
|
|
1061
|
-
if (dragMode === DragMode.None) return;
|
|
1062
|
-
|
|
1063
|
-
const lerpStrength = 10;
|
|
1064
|
-
// - keeping rotation constant during dragging
|
|
1065
|
-
if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
|
|
1066
|
-
this._followObject.updateMatrix();
|
|
1067
|
-
this._followObject.updateMatrixWorld(true);
|
|
1068
|
-
|
|
1069
|
-
// Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
|
|
1070
|
-
let currentDist = 1.0;
|
|
1071
|
-
let lerpFactor = 2.0;
|
|
1072
|
-
if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
|
|
1073
|
-
{
|
|
1074
|
-
const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
|
|
1075
|
-
currentDist = Math.max(0.0, factor);
|
|
1076
|
-
currentDist = currentDist * currentDist * currentDist;
|
|
1077
|
-
}
|
|
1078
|
-
else if (this._grabStartDistance <= 0.5) {
|
|
1079
|
-
// TODO there's still a frame delay between dragged objects and the hand models
|
|
1080
|
-
lerpFactor = 3.0;
|
|
1081
|
-
}
|
|
1082
|
-
|
|
1083
|
-
// reset _followObject to its original position and rotation
|
|
1084
|
-
this._followObject.position.copy(this._followObjectStartPosition);
|
|
1085
|
-
if (!keepRotation)
|
|
1086
|
-
this._followObject.quaternion.copy(this._followObjectStartQuaternion);
|
|
1087
|
-
|
|
1088
|
-
// TODO restore previous functionality:
|
|
1089
|
-
// When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
|
|
1090
|
-
// NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
|
|
1091
|
-
// move the grabbed point to your head and not slap the cube in your head.
|
|
1092
|
-
this._followObject.position.multiplyScalar(currentDist);
|
|
1093
|
-
this._followObject.updateMatrix();
|
|
1094
|
-
|
|
1095
|
-
const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
|
|
1096
|
-
this._hasLastSurfaceHitPoint = false;
|
|
1097
|
-
const ray = new Ray(dragSourceWP, rayDirection);
|
|
1098
|
-
let didHit = false;
|
|
1099
|
-
|
|
1100
|
-
// Surface snapping.
|
|
1101
|
-
// Feels quite weird in VR right now!
|
|
1102
|
-
if (dragMode == DragMode.SnapToSurfaces) {
|
|
1103
|
-
// Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
|
|
1104
|
-
// This would allow dragging slightly out of the object's bounds and still continue snapping to it.
|
|
1105
|
-
// Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
|
|
1106
|
-
const hits = this.context.physics.raycastFromRay(ray, {
|
|
1107
|
-
testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject// && !(o instanceof GroundedSkybox)
|
|
1108
|
-
});
|
|
1109
|
-
|
|
1110
|
-
if (hits.length > 0) {
|
|
1111
|
-
const hit = hits[0];
|
|
1112
|
-
// if we're above the same surface for a specified time, adjust drag options:
|
|
1113
|
-
// - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
|
|
1114
|
-
// - if the drag plane is an object, we also want to
|
|
1115
|
-
// - calculate an initial rotation offset matching what surface/face the user originally started the drag on
|
|
1116
|
-
// - rotate the dragged object to match the surface normal
|
|
1117
|
-
if (this._draggedOverObject === hit.object)
|
|
1118
|
-
this._draggedOverObjectDuration += this.context.time.deltaTime;
|
|
1119
|
-
else {
|
|
1120
|
-
this._draggedOverObject = hit.object;
|
|
1121
|
-
this._draggedOverObjectDuration = 0;
|
|
1122
|
-
}
|
|
1123
|
-
|
|
1124
|
-
if (hit.face) {
|
|
1125
|
-
didHit = true;
|
|
1126
|
-
this._hasLastSurfaceHitPoint = true;
|
|
1127
|
-
this._lastSurfaceHitPoint.copy(hit.point);
|
|
1128
|
-
|
|
1129
|
-
const dragTimeThreshold = 0.15;
|
|
1130
|
-
const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
|
|
1131
|
-
const dragDistance = 0.001;
|
|
1132
|
-
const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
|
|
1133
|
-
// TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
|
|
1134
|
-
const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
|
|
1135
|
-
// Adjust drag plane if we're dragging over a different object (for a certain amount of time)
|
|
1136
|
-
// or if the surface normal changed
|
|
1137
|
-
if ((dragTimeSatisfied || dragDistanceSatisfied) &&
|
|
1138
|
-
(this._draggedOverObjectLastSetUp !== this._draggedOverObject
|
|
1139
|
-
|| this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
|
|
1140
|
-
// if we're dragging on a flat surface with different levels (like the sandbox floor)
|
|
1141
|
-
|| this.context.time.frame % 60 === 0
|
|
1142
|
-
)
|
|
1143
|
-
) {
|
|
1144
|
-
this._draggedOverObjectLastSetUp = this._draggedOverObject;
|
|
1145
|
-
this._draggedOverObjectLastNormal.copy(hit.face.normal);
|
|
1146
|
-
|
|
1147
|
-
const center = getTempVector();
|
|
1148
|
-
const size = getTempVector();
|
|
1149
|
-
|
|
1150
|
-
this._bounds.getCenter(center);
|
|
1151
|
-
this._bounds.getSize(size);
|
|
1152
|
-
center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
|
|
1153
|
-
this._hitPointInLocalSpace.copy(center);
|
|
1154
|
-
this._hitNormalInLocalSpace.copy(hit.face.normal);
|
|
1155
|
-
|
|
1156
|
-
|
|
1157
|
-
// ensure plane is far enough up that we don't drag into the surface
|
|
1158
|
-
// Which offset we use here depends on the face normal direction we hit
|
|
1159
|
-
// If we hit the bottom, we want to use the top, and vice versa
|
|
1160
|
-
// To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
|
|
1161
|
-
this._bounds.getCenter(center);
|
|
1162
|
-
this._bounds.getSize(size);
|
|
1163
|
-
center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
|
|
1164
|
-
|
|
1165
|
-
const offset = getTempVector(this._hitPointInLocalSpace).add(center);
|
|
1166
|
-
this._followObject.localToWorld(offset);
|
|
1167
|
-
|
|
1168
|
-
// See https://linear.app/needle/issue/NE-5004
|
|
1169
|
-
// const offsetWP = this._followObject.worldPosition.sub(offset);
|
|
1170
|
-
const point = hit.point;//.sub(offsetWP);
|
|
1171
|
-
|
|
1172
|
-
// Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
|
|
1173
|
-
// Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
|
|
1174
|
-
// console.log(hit.normal)
|
|
1175
|
-
|
|
1176
|
-
this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
|
|
1177
|
-
}
|
|
1178
|
-
// If the drag has just started and we're not yet really starting to update the object's position
|
|
1179
|
-
// we want to return here and wait until the drag has been going on for a bit
|
|
1180
|
-
// Otherwise the object will either immediately change it's position (when the user starts dragging)
|
|
1181
|
-
// Or interpolate to a wrong position for a short moment
|
|
1182
|
-
else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
|
|
1183
|
-
return;
|
|
1184
|
-
}
|
|
1185
|
-
}
|
|
1186
|
-
}
|
|
1187
|
-
else if (didHaveSurfaceHitPointLastFrame) {
|
|
1188
|
-
if (this.gameObject)
|
|
1189
|
-
this.setPlaneViewAligned(this.gameObject.worldPosition, false)
|
|
1190
|
-
}
|
|
1191
|
-
}
|
|
1192
|
-
|
|
1193
|
-
// if(dragMode === DragMode.SnapToSurfaces){
|
|
1194
|
-
// if(!didHit){
|
|
1195
|
-
// return;
|
|
1196
|
-
// }
|
|
1197
|
-
// }
|
|
1198
|
-
|
|
1199
|
-
// Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
|
|
1200
|
-
// we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
|
|
1201
|
-
// Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
|
|
1202
|
-
// Drag on plane:
|
|
1203
|
-
if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
|
|
1204
|
-
|
|
1205
|
-
this._followObject.worldPosition = this._tempVec;
|
|
1206
|
-
this._followObject.updateMatrix();
|
|
1207
|
-
this._followObject.updateMatrixWorld(true);
|
|
1208
|
-
|
|
1209
|
-
const newWP = getTempVector(this._hitPointInLocalSpace)//.clone();
|
|
1210
|
-
this._followObject.localToWorld(newWP);
|
|
1211
|
-
|
|
1212
|
-
if (debug) {
|
|
1213
|
-
Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
|
|
1214
|
-
}
|
|
1215
|
-
|
|
1216
|
-
this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
|
|
1217
|
-
this._followObject.updateMatrix();
|
|
1218
|
-
|
|
1219
|
-
// TODO figure out nicer look rotation here
|
|
1220
|
-
// TODO rotating here will cause the object to intersect again with the surface
|
|
1221
|
-
// if (!keepRotation) {
|
|
1222
|
-
// const normal = this._dragPlane.normal;
|
|
1223
|
-
// // If the surface is perfectly aligned we jiggle the normal slightly in one direction
|
|
1224
|
-
// // Otherwise lookat will randomly choose a different rotation axis
|
|
1225
|
-
// const tinyNormalJiggle = 0.00001;
|
|
1226
|
-
// if (normal.x === 1) {
|
|
1227
|
-
// normal.add(getTempVector(0, tinyNormalJiggle, 0));
|
|
1228
|
-
// }
|
|
1229
|
-
// else if (normal.y === 1) {
|
|
1230
|
-
// normal.add(getTempVector(tinyNormalJiggle, 0, 0));
|
|
1231
|
-
// }
|
|
1232
|
-
// else if (normal.z === 1) {
|
|
1233
|
-
// normal.add(getTempVector(0, 0, tinyNormalJiggle));
|
|
1234
|
-
// }
|
|
1235
|
-
// const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
|
|
1236
|
-
// if (lookPoint) {
|
|
1237
|
-
// this._followObject.lookAt(lookPoint);
|
|
1238
|
-
// this._followObject.rotateX(Math.PI / 2);
|
|
1239
|
-
// }
|
|
1240
|
-
// }
|
|
1241
|
-
|
|
1242
|
-
this._followObject.updateMatrix();
|
|
1243
|
-
}
|
|
1244
|
-
|
|
1245
|
-
// TODO refactor to a common place
|
|
1246
|
-
// apply constraints (position grid snap, rotation, ...)
|
|
1247
|
-
if (this.settings.snapGridResolution > 0) {
|
|
1248
|
-
const wp = this._followObject.worldPosition;
|
|
1249
|
-
const snap = this.settings.snapGridResolution;
|
|
1250
|
-
wp.x = Math.round(wp.x / snap) * snap;
|
|
1251
|
-
wp.y = Math.round(wp.y / snap) * snap;
|
|
1252
|
-
wp.z = Math.round(wp.z / snap) * snap;
|
|
1253
|
-
this._followObject.worldPosition = wp;
|
|
1254
|
-
this._followObject.updateMatrix();
|
|
1255
|
-
}
|
|
1256
|
-
if (keepRotation) {
|
|
1257
|
-
this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
|
|
1258
|
-
this._followObject.updateMatrix();
|
|
1259
|
-
}
|
|
1260
|
-
|
|
1261
|
-
// TODO refactor to a common place
|
|
1262
|
-
// TODO should use unscaled time here // some test for lerp speed depending on distance
|
|
1263
|
-
const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
|
|
1264
|
-
const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
|
|
1265
|
-
|
|
1266
|
-
const wp = draggedObject.worldPosition;
|
|
1267
|
-
wp.lerp(this._followObject.worldPosition, t);
|
|
1268
|
-
draggedObject.worldPosition = wp;
|
|
1269
|
-
|
|
1270
|
-
const rot = draggedObject.worldQuaternion;
|
|
1271
|
-
rot.slerp(this._followObject.worldQuaternion, t_rotation);
|
|
1272
|
-
draggedObject.worldQuaternion = rot;
|
|
1273
|
-
|
|
1274
|
-
|
|
1275
|
-
if (debug) {
|
|
1276
|
-
const hitPointWP = this._hitPointInLocalSpace.clone();
|
|
1277
|
-
draggedObject.localToWorld(hitPointWP);
|
|
1278
|
-
// draw grab attachment point and normal. They are in grabbed object space
|
|
1279
|
-
Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
|
|
1280
|
-
const hitNormalWP = this._hitNormalInLocalSpace.clone();
|
|
1281
|
-
hitNormalWP.applyQuaternion(rot);
|
|
1282
|
-
Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
|
|
1283
|
-
|
|
1284
|
-
// debug info
|
|
1285
|
-
Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
|
|
1286
|
-
`Distance: ${this._totalMovement.length().toFixed(2)}\n
|
|
1287
|
-
Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
|
|
1288
|
-
Session: ${!!NeedleXRSession.active}\n
|
|
1289
|
-
Device: ${this._deviceMode}\n
|
|
1290
|
-
`,
|
|
1291
|
-
0.03
|
|
1292
|
-
);
|
|
1293
|
-
|
|
1294
|
-
// draw bottom/back snap points
|
|
1295
|
-
const bottomCenter = this._bottomCenter.clone();
|
|
1296
|
-
const backCenter = this._backCenter.clone();
|
|
1297
|
-
const backBottomCenter = this._backBottomCenter.clone();
|
|
1298
|
-
draggedObject.localToWorld(bottomCenter);
|
|
1299
|
-
draggedObject.localToWorld(backCenter);
|
|
1300
|
-
draggedObject.localToWorld(backBottomCenter);
|
|
1301
|
-
Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
|
|
1302
|
-
Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
|
|
1303
|
-
Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
|
|
1304
|
-
Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
|
|
1305
|
-
Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
|
|
1306
|
-
}
|
|
1307
|
-
}
|
|
1308
|
-
|
|
1309
|
-
onDragEnd(args: PointerEventData) {
|
|
1310
|
-
console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
|
|
1311
|
-
this._followObject.removeFromParent();
|
|
1312
|
-
this._followObject.destroy();
|
|
1313
|
-
this._lastDragPosRigSpace = undefined;
|
|
1314
|
-
}
|
|
1315
|
-
|
|
1316
|
-
|
|
1317
|
-
private _hasLastSurfaceHitPoint: boolean = false;
|
|
1318
|
-
private readonly _lastSurfaceHitPoint: Vector3 = new Vector3();
|
|
1319
|
-
|
|
1320
|
-
private setPlaneViewAligned(worldPoint: Vector3, useUpAngle: boolean) {
|
|
1321
|
-
if (!this._followObject.parent) {
|
|
1322
|
-
return false;
|
|
1323
|
-
}
|
|
1324
|
-
const viewDirection = (this._followObject.parent as IGameObject).worldForward;;
|
|
1325
|
-
const v0 = getTempVector(0, 1, 0);
|
|
1326
|
-
const v1 = viewDirection;
|
|
1327
|
-
const angle = v0.angleTo(v1);
|
|
1328
|
-
const angleThreshold = 0.5;
|
|
1329
|
-
if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
|
|
1330
|
-
this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
|
|
1331
|
-
else
|
|
1332
|
-
this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
|
|
1333
|
-
return true;
|
|
1334
|
-
|
|
1335
|
-
}
|
|
1336
|
-
}
|
|
1337
|
-
|
|
1338
|
-
/**
|
|
1339
|
-
* Provides visual helper elements for DragControls.
|
|
1340
|
-
* Shows where objects will be placed and their relation to surfaces below them.
|
|
1341
|
-
*/
|
|
1342
|
-
class LegacyDragVisualsHelper {
|
|
1343
|
-
|
|
1344
|
-
/** Controls whether visual helpers like lines and markers are displayed */
|
|
1345
|
-
showGizmo: boolean = true;
|
|
1346
|
-
|
|
1347
|
-
/** When true, drag plane alignment changes based on view angle */
|
|
1348
|
-
useViewAngle: boolean = true;
|
|
1349
|
-
|
|
1350
|
-
/**
|
|
1351
|
-
* Checks if there is a currently selected object being visualized
|
|
1352
|
-
*/
|
|
1353
|
-
public get hasSelected(): boolean {
|
|
1354
|
-
return this._selected !== null && this._selected !== undefined;
|
|
1355
|
-
}
|
|
1356
|
-
|
|
1357
|
-
/**
|
|
1358
|
-
* Returns the currently selected object being visualized, if any
|
|
1359
|
-
*/
|
|
1360
|
-
public get selected(): Object3D | null {
|
|
1361
|
-
return this._selected;
|
|
1362
|
-
}
|
|
1363
|
-
|
|
1364
|
-
private _selected: Object3D | null = null;
|
|
1365
|
-
private _context: Context | null = null;
|
|
1366
|
-
private _camera: Camera;
|
|
1367
|
-
private _cameraPlane: Plane = new Plane();
|
|
1368
|
-
|
|
1369
|
-
private _hasGroundPlane: boolean = false;
|
|
1370
|
-
private _groundPlane: Plane = new Plane();
|
|
1371
|
-
private _groundOffset: Vector3 = new Vector3();
|
|
1372
|
-
private _groundOffsetFactor: number = 0;
|
|
1373
|
-
private _groundDistance: number = 0;
|
|
1374
|
-
private _groundPlanePoint: Vector3 = new Vector3();
|
|
1375
|
-
|
|
1376
|
-
private _raycaster = new Raycaster();
|
|
1377
|
-
private _cameraPlaneOffset = new Vector3();
|
|
1378
|
-
private _intersection = new Vector3();
|
|
1379
|
-
private _worldPosition = new Vector3();
|
|
1380
|
-
private _inverseMatrix = new Matrix4();
|
|
1381
|
-
private _rbs: Rigidbody[] = [];
|
|
1382
|
-
|
|
1383
|
-
private _groundLine: Line;
|
|
1384
|
-
private _groundMarker: Object3D;
|
|
1385
|
-
private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
|
|
1386
|
-
|
|
1387
|
-
constructor(camera: Camera) {
|
|
1388
|
-
this._camera = camera;
|
|
1389
|
-
|
|
1390
|
-
const line = new Line(LegacyDragVisualsHelper.geometry);
|
|
1391
|
-
const mat = line.material as LineBasicMaterial;
|
|
1392
|
-
mat.color = new Color(.4, .4, .4);
|
|
1393
|
-
line.layers.set(2);
|
|
1394
|
-
line.name = 'line';
|
|
1395
|
-
line.scale.y = 1;
|
|
1396
|
-
this._groundLine = line;
|
|
1397
|
-
|
|
1398
|
-
const geometry = new SphereGeometry(.5, 22, 22);
|
|
1399
|
-
const material = new MeshBasicMaterial({ color: mat.color });
|
|
1400
|
-
const sphere = new Mesh(geometry, material);
|
|
1401
|
-
sphere.visible = false;
|
|
1402
|
-
sphere.layers.set(2);
|
|
1403
|
-
this._groundMarker = sphere;
|
|
1404
|
-
}
|
|
1405
|
-
|
|
1406
|
-
setSelected(newSelected: Object3D | null, context: Context) {
|
|
1407
|
-
if (this._selected && context) {
|
|
1408
|
-
for (const rb of this._rbs) {
|
|
1409
|
-
rb.wakeUp();
|
|
1410
|
-
rb.setVelocity(0, 0, 0);
|
|
1411
|
-
}
|
|
1412
|
-
}
|
|
1413
|
-
|
|
1414
|
-
if (this._selected) {
|
|
1415
|
-
// TODO move somewhere else
|
|
1416
|
-
Avatar_POI.Remove(context, this._selected);
|
|
1417
|
-
}
|
|
1418
|
-
|
|
1419
|
-
this._selected = newSelected;
|
|
1420
|
-
this._context = context;
|
|
1421
|
-
this._rbs.length = 0;
|
|
1422
|
-
|
|
1423
|
-
if (newSelected) {
|
|
1424
|
-
context.scene.add(this._groundLine);
|
|
1425
|
-
context.scene.add(this._groundMarker);
|
|
1426
|
-
}
|
|
1427
|
-
else {
|
|
1428
|
-
this._groundLine.removeFromParent();
|
|
1429
|
-
this._groundMarker.removeFromParent();
|
|
1430
|
-
}
|
|
1431
|
-
|
|
1432
|
-
if (this._selected) {
|
|
1433
|
-
if (!context) {
|
|
1434
|
-
console.error("DragHelper: no context");
|
|
1435
|
-
return;
|
|
1436
|
-
}
|
|
1437
|
-
|
|
1438
|
-
// TODO move somewhere else
|
|
1439
|
-
Avatar_POI.Add(context, this._selected, null);
|
|
1440
|
-
|
|
1441
|
-
this._groundOffsetFactor = 0;
|
|
1442
|
-
this._hasGroundPlane = true;
|
|
1443
|
-
this._groundOffset.set(0, 0, 0);
|
|
1444
|
-
this._requireUpdateGroundPlane = true;
|
|
1445
|
-
|
|
1446
|
-
this.onUpdateScreenSpacePlane();
|
|
1447
|
-
}
|
|
1448
|
-
}
|
|
1449
|
-
|
|
1450
|
-
private _groundOffsetVector = new Vector3(0, 1, 0);
|
|
1451
|
-
private _requireUpdateGroundPlane = true;
|
|
1452
|
-
private _didDragOnGroundPlaneLastFrame: boolean = false;
|
|
1453
|
-
|
|
1454
|
-
onUpdate(_context: Context) {
|
|
1455
|
-
|
|
1456
|
-
if (!this._selected) return;
|
|
1457
|
-
|
|
1458
|
-
// const wp = getWorldPosition(this._selected);
|
|
1459
|
-
// this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
|
|
1460
|
-
// this.onUpdateGroundPlane();
|
|
1461
|
-
// this._didDragOnGroundPlaneLastFrame = true;
|
|
1462
|
-
// this._hasGroundPlane = true;
|
|
1463
|
-
|
|
1464
|
-
/*
|
|
1465
|
-
if (!this._context) return;
|
|
1466
|
-
|
|
1467
|
-
const mainKey: KeyCode = "Space";
|
|
1468
|
-
const secondaryKey: KeyCode = "KeyD";
|
|
1469
|
-
const scaleKey: KeyCode = "KeyS";
|
|
1470
|
-
|
|
1471
|
-
const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
|
|
1472
|
-
const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
|
|
1473
|
-
if (isRotating) {
|
|
1474
|
-
const dt = this._context.input.getPointerPositionDelta(0);
|
|
1475
|
-
if (dt) {
|
|
1476
|
-
this._groundOffsetVector.set(0, 1, 0);
|
|
1477
|
-
this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
|
|
1478
|
-
}
|
|
1479
|
-
}
|
|
1480
|
-
|
|
1481
|
-
// todo: allow this once synced transform sends world scale
|
|
1482
|
-
// const isScaling = this._context?.input.isKeyPressed(scaleKey);
|
|
1483
|
-
// if(isScaling){
|
|
1484
|
-
// const dt = this._context.input.getPointerPositionDelta(0);
|
|
1485
|
-
// if(dt){
|
|
1486
|
-
// this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
|
|
1487
|
-
// return;
|
|
1488
|
-
// }
|
|
1489
|
-
// }
|
|
1490
|
-
|
|
1491
|
-
const rc = this._context.input.getPointerPositionRC(0);
|
|
1492
|
-
if (!rc) return;
|
|
1493
|
-
this._raycaster.setFromCamera(rc, this._camera);
|
|
1494
|
-
|
|
1495
|
-
if (this._selected) {
|
|
1496
|
-
if (debug) console.log("UPDATE DRAG", this._selected);
|
|
1497
|
-
this._groundOffsetVector.set(0, 1, 0);
|
|
1498
|
-
const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
|
|
1499
|
-
const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
|
|
1500
|
-
|
|
1501
|
-
const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
|
|
1502
|
-
let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
|
|
1503
|
-
if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
|
|
1504
|
-
dragOnGroundPlane = false;
|
|
1505
|
-
}
|
|
1506
|
-
const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
|
|
1507
|
-
this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
|
|
1508
|
-
|
|
1509
|
-
if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
|
|
1510
|
-
if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
|
|
1511
|
-
this.onUpdateGroundPlane();
|
|
1512
|
-
|
|
1513
|
-
this._requireUpdateGroundPlane = false;
|
|
1514
|
-
if (this._hasGroundPlane) {
|
|
1515
|
-
// const wp = getWorldPosition(this._selected);
|
|
1516
|
-
// const ray = new Ray(wp, new Vector3(0, -1, 0));
|
|
1517
|
-
|
|
1518
|
-
if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
|
|
1519
|
-
const y = this._intersection.y;
|
|
1520
|
-
this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
|
|
1521
|
-
this._groundPlanePoint.y = y;
|
|
1522
|
-
|
|
1523
|
-
if (dragOnGroundPlane) {
|
|
1524
|
-
this._groundOffsetVector.set(0, 1, 0);
|
|
1525
|
-
// console.log(this._groundOffset);
|
|
1526
|
-
const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
|
|
1527
|
-
this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
|
|
1528
|
-
this.onDidUpdate();
|
|
1529
|
-
return;
|
|
1530
|
-
}
|
|
1531
|
-
}
|
|
1532
|
-
// TODO: fix this
|
|
1533
|
-
else this._groundPlanePoint.set(0, 99999, 0);
|
|
1534
|
-
// else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
|
|
1535
|
-
// const y = this._intersection.y;
|
|
1536
|
-
// this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
|
|
1537
|
-
// this._groundPlanePoint.y = y;
|
|
1538
|
-
// }
|
|
1539
|
-
}
|
|
1540
|
-
|
|
1541
|
-
if (changed) {
|
|
1542
|
-
this.onUpdateScreenSpacePlane();
|
|
1543
|
-
}
|
|
1544
|
-
|
|
1545
|
-
this._requireUpdateGroundPlane = true;
|
|
1546
|
-
if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
|
|
1547
|
-
this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
|
|
1548
|
-
this.onDidUpdate();
|
|
1549
|
-
}
|
|
1550
|
-
}
|
|
1551
|
-
*/
|
|
1552
|
-
}
|
|
1553
|
-
|
|
1554
|
-
private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
|
|
1555
|
-
if (!this._selected) return;
|
|
1556
|
-
if (heightOnly) {
|
|
1557
|
-
const cur = getWorldPosition(this._selected);
|
|
1558
|
-
cur.y = wp.y;
|
|
1559
|
-
wp = cur;
|
|
1560
|
-
}
|
|
1561
|
-
setWorldPosition(this._selected, wp);
|
|
1562
|
-
setWorldPosition(this._groundLine, wp);
|
|
1563
|
-
if (this._hasGroundPlane) {
|
|
1564
|
-
this._groundLine.scale.y = this._groundDistance;
|
|
1565
|
-
}
|
|
1566
|
-
else this._groundLine.scale.y = 1000;
|
|
1567
|
-
this._groundLine.visible = this.showGizmo;
|
|
1568
|
-
|
|
1569
|
-
this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
|
|
1570
|
-
if (pointOnPlane) {
|
|
1571
|
-
const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
|
|
1572
|
-
this._groundMarker.scale.set(s, s, s);
|
|
1573
|
-
setWorldPosition(this._groundMarker, pointOnPlane);
|
|
1574
|
-
}
|
|
1575
|
-
}
|
|
1576
|
-
|
|
1577
|
-
private onUpdateScreenSpacePlane() {
|
|
1578
|
-
if (!this._selected || !this._context) return;
|
|
1579
|
-
const rc = this._context.input.getPointerPositionRC(0);
|
|
1580
|
-
if (!rc) return;
|
|
1581
|
-
this._raycaster.setFromCamera(rc, this._camera);
|
|
1582
|
-
this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
|
|
1583
|
-
if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
|
|
1584
|
-
this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
|
|
1585
|
-
this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
|
|
1586
|
-
}
|
|
1587
|
-
}
|
|
1588
|
-
|
|
1589
|
-
private onUpdateGroundPlane() {
|
|
1590
|
-
if (!this._selected || !this._context) return;
|
|
1591
|
-
const wp = getWorldPosition(this._selected);
|
|
1592
|
-
const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
|
|
1593
|
-
const opts = new RaycastOptions();
|
|
1594
|
-
opts.testObject = o => o !== this._selected;
|
|
1595
|
-
const hits = this._context.physics.raycastFromRay(ray, opts);
|
|
1596
|
-
for (let i = 0; i < hits.length; i++) {
|
|
1597
|
-
const hit = hits[i];
|
|
1598
|
-
if (!hit.face || this.contains(this._selected, hit.object)) {
|
|
1599
|
-
continue;
|
|
1600
|
-
}
|
|
1601
|
-
const normal = getTempVector(0, 1, 0); // hit.face.normal
|
|
1602
|
-
this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
|
|
1603
|
-
break;
|
|
1604
|
-
}
|
|
1605
|
-
|
|
1606
|
-
this._hasGroundPlane = true;
|
|
1607
|
-
this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
|
|
1608
|
-
this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
|
|
1609
|
-
this._groundDistance = this._intersection.distanceTo(wp);
|
|
1610
|
-
this._groundOffset.copy(this._intersection).sub(wp);
|
|
1611
|
-
}
|
|
1612
|
-
|
|
1613
|
-
private contains(obj: Object3D, toSearch: Object3D): boolean {
|
|
1614
|
-
if (obj === toSearch) return true;
|
|
1615
|
-
if (obj.children) {
|
|
1616
|
-
for (const child of obj.children) {
|
|
1617
|
-
if (this.contains(child, toSearch)) return true;
|
|
1618
|
-
}
|
|
1619
|
-
}
|
|
1620
|
-
return false;
|
|
1621
|
-
}
|
|
1622
|
-
}
|
|
1623
|
-
|
|
1
|
+
import { AxesHelper, Box3, BufferGeometry, Camera, Color, Line, LineBasicMaterial, Matrix4, Mesh, MeshBasicMaterial, Object3D, Plane, Quaternion, Ray, Raycaster, SphereGeometry, Vector3 } from "three";
|
|
2
|
+
|
|
3
|
+
import { Gizmos } from "../engine/engine_gizmos.js";
|
|
4
|
+
import { InstancingUtil } from "../engine/engine_instancing.js";
|
|
5
|
+
import { Mathf } from "../engine/engine_math.js";
|
|
6
|
+
import { RaycastOptions } from "../engine/engine_physics.js";
|
|
7
|
+
import { serializable } from "../engine/engine_serialization_decorator.js";
|
|
8
|
+
import { Context } from "../engine/engine_setup.js";
|
|
9
|
+
import { getBoundingBox, getTempVector, getWorldPosition, setWorldPosition } from "../engine/engine_three_utils.js";
|
|
10
|
+
import { type IGameObject } from "../engine/engine_types.js";
|
|
11
|
+
import { getParam } from "../engine/engine_utils.js";
|
|
12
|
+
import { NeedleXRSession } from "../engine/engine_xr.js";
|
|
13
|
+
import { Avatar_POI } from "./avatar/Avatar_Brain_LookAt.js";
|
|
14
|
+
import { Behaviour, GameObject } from "./Component.js";
|
|
15
|
+
import { UsageMarker } from "./Interactable.js";
|
|
16
|
+
import { Rigidbody } from "./RigidBody.js";
|
|
17
|
+
import { SyncedTransform } from "./SyncedTransform.js";
|
|
18
|
+
import type { IPointerEventHandler, PointerEventData } from "./ui/PointerEvents.js";
|
|
19
|
+
import { ObjectRaycaster } from "./ui/Raycaster.js";
|
|
20
|
+
|
|
21
|
+
/** Enable debug visualization and logging for DragControls by using the URL parameter `?debugdrag`. */
|
|
22
|
+
const debug = getParam("debugdrag");
|
|
23
|
+
|
|
24
|
+
/** Buffer to store currently active DragControls components */
|
|
25
|
+
const dragControlsBuffer: DragControls[] = [];
|
|
26
|
+
|
|
27
|
+
/**
|
|
28
|
+
* The DragMode determines how an object is dragged around in the scene.
|
|
29
|
+
*/
|
|
30
|
+
export enum DragMode {
|
|
31
|
+
/** Object stays at the same horizontal plane as it started. Commonly used for objects on the floor */
|
|
32
|
+
XZPlane = 0,
|
|
33
|
+
/** Object is dragged as if it was attached to the pointer. In 2D, that means it's dragged along the camera screen plane. In XR, it's dragged by the controller/hand. */
|
|
34
|
+
Attached = 1,
|
|
35
|
+
/** Object is dragged along the initial raycast hit normal. */
|
|
36
|
+
HitNormal = 2,
|
|
37
|
+
/** Combination of XZ and Screen based on the viewing angle. Low angles result in Screen dragging and higher angles in XZ dragging. */
|
|
38
|
+
DynamicViewAngle = 3,
|
|
39
|
+
/** The drag plane is snapped to surfaces in the scene while dragging. */
|
|
40
|
+
SnapToSurfaces = 4,
|
|
41
|
+
/** Don't allow dragging the object */
|
|
42
|
+
None = 5,
|
|
43
|
+
}
|
|
44
|
+
|
|
45
|
+
/**
|
|
46
|
+
* DragControls allows you to drag objects around in the scene. It can be used to move objects in 2D (screen space) or 3D (world space).
|
|
47
|
+
* Debug mode can be enabled with the URL parameter `?debugdrag`, which shows visual helpers and logs drag operations.
|
|
48
|
+
*
|
|
49
|
+
* @category Interactivity
|
|
50
|
+
* @group Components
|
|
51
|
+
*/
|
|
52
|
+
export class DragControls extends Behaviour implements IPointerEventHandler {
|
|
53
|
+
|
|
54
|
+
/**
|
|
55
|
+
* Checks if any DragControls component is currently active with selected objects
|
|
56
|
+
* @returns True if any DragControls component is currently active
|
|
57
|
+
*/
|
|
58
|
+
public static get HasAnySelected(): boolean { return this._active > 0; }
|
|
59
|
+
private static _active: number = 0;
|
|
60
|
+
|
|
61
|
+
/**
|
|
62
|
+
* Retrieves a list of all DragControl components that are currently dragging objects.
|
|
63
|
+
* @returns Array of currently active DragControls components
|
|
64
|
+
*/
|
|
65
|
+
public static get CurrentlySelected() {
|
|
66
|
+
dragControlsBuffer.length = 0;
|
|
67
|
+
for (const dc of this._instances) {
|
|
68
|
+
if (dc._isDragging) {
|
|
69
|
+
dragControlsBuffer.push(dc);
|
|
70
|
+
}
|
|
71
|
+
}
|
|
72
|
+
return dragControlsBuffer;
|
|
73
|
+
}
|
|
74
|
+
/** Registry of currently active and enabled DragControls components */
|
|
75
|
+
private static _instances: DragControls[] = [];
|
|
76
|
+
|
|
77
|
+
/**
|
|
78
|
+
* Determines how and where the object is dragged along. Different modes include
|
|
79
|
+
* dragging along a plane, attached to the pointer, or following surface normals.
|
|
80
|
+
*/
|
|
81
|
+
@serializable()
|
|
82
|
+
public dragMode: DragMode = DragMode.DynamicViewAngle;
|
|
83
|
+
|
|
84
|
+
/**
|
|
85
|
+
* Snaps dragged objects to a 3D grid with the specified resolution.
|
|
86
|
+
* Set to 0 to disable snapping.
|
|
87
|
+
*/
|
|
88
|
+
@serializable()
|
|
89
|
+
public snapGridResolution: number = 0.0;
|
|
90
|
+
|
|
91
|
+
/**
|
|
92
|
+
* When true, maintains the original rotation of the dragged object while moving it.
|
|
93
|
+
* When false, allows the object to rotate freely during dragging.
|
|
94
|
+
*/
|
|
95
|
+
@serializable()
|
|
96
|
+
public keepRotation: boolean = true;
|
|
97
|
+
|
|
98
|
+
/**
|
|
99
|
+
* Determines how and where the object is dragged along while dragging in XR.
|
|
100
|
+
* Uses a separate setting from regular drag mode for better XR interaction.
|
|
101
|
+
*/
|
|
102
|
+
@serializable()
|
|
103
|
+
public xrDragMode: DragMode = DragMode.Attached;
|
|
104
|
+
|
|
105
|
+
/**
|
|
106
|
+
* When true, maintains the original rotation of the dragged object during XR dragging.
|
|
107
|
+
* When false, allows the object to rotate freely during XR dragging.
|
|
108
|
+
*/
|
|
109
|
+
@serializable()
|
|
110
|
+
public xrKeepRotation: boolean = false;
|
|
111
|
+
|
|
112
|
+
/**
|
|
113
|
+
* Multiplier that affects how quickly objects move closer or further away when dragging in XR.
|
|
114
|
+
* Higher values make distance changes more pronounced.
|
|
115
|
+
* This is similar to mouse acceleration on a screen.
|
|
116
|
+
*/
|
|
117
|
+
@serializable()
|
|
118
|
+
public xrDistanceDragFactor: number = 1;
|
|
119
|
+
|
|
120
|
+
/**
|
|
121
|
+
* When enabled, draws a visual line from the dragged object downwards to the next raycast hit,
|
|
122
|
+
* providing visual feedback about the object's position relative to surfaces below it.
|
|
123
|
+
*/
|
|
124
|
+
@serializable()
|
|
125
|
+
public showGizmo: boolean = false;
|
|
126
|
+
|
|
127
|
+
/**
|
|
128
|
+
* Returns the object currently being dragged by this DragControls component, if any.
|
|
129
|
+
* @returns The object being dragged or null if no object is currently dragged
|
|
130
|
+
*/
|
|
131
|
+
get draggedObject() {
|
|
132
|
+
return this._targetObject;
|
|
133
|
+
}
|
|
134
|
+
|
|
135
|
+
/**
|
|
136
|
+
* Updates the object that is being dragged by the DragControls.
|
|
137
|
+
* This can be used to change the target during a drag operation.
|
|
138
|
+
* @param obj The new object to drag, or null to stop dragging
|
|
139
|
+
*/
|
|
140
|
+
setTargetObject(obj: Object3D | null) {
|
|
141
|
+
this._targetObject = obj;
|
|
142
|
+
for (const handler of this._dragHandlers.values()) {
|
|
143
|
+
handler.setTargetObject(obj);
|
|
144
|
+
}
|
|
145
|
+
|
|
146
|
+
// If the object was kinematic we want to reset it
|
|
147
|
+
const wasKinematicKey = "_rigidbody-was-kinematic";
|
|
148
|
+
if (this._rigidbody?.[wasKinematicKey] === false) {
|
|
149
|
+
this._rigidbody.isKinematic = false;
|
|
150
|
+
this._rigidbody[wasKinematicKey] = undefined;
|
|
151
|
+
|
|
152
|
+
}
|
|
153
|
+
|
|
154
|
+
this._rigidbody = null;
|
|
155
|
+
// If we have a object that is being dragged we want to get the Rigidbody component
|
|
156
|
+
// and we set kinematic to false while it's being dragged
|
|
157
|
+
if (obj) {
|
|
158
|
+
this._rigidbody = GameObject.getComponentInChildren(obj, Rigidbody);
|
|
159
|
+
if (this._rigidbody?.isKinematic === false) {
|
|
160
|
+
this._rigidbody.isKinematic = true;
|
|
161
|
+
this._rigidbody[wasKinematicKey] = false;
|
|
162
|
+
}
|
|
163
|
+
}
|
|
164
|
+
}
|
|
165
|
+
|
|
166
|
+
private _rigidbody: Rigidbody | null = null;
|
|
167
|
+
|
|
168
|
+
// future:
|
|
169
|
+
// constraints?
|
|
170
|
+
|
|
171
|
+
|
|
172
|
+
/** The object to be dragged – we pass this to handlers when they are created */
|
|
173
|
+
private _targetObject: Object3D | null = null;
|
|
174
|
+
private _dragHelper: LegacyDragVisualsHelper | null = null;
|
|
175
|
+
private static lastHovered: Object3D;
|
|
176
|
+
private _draggingRigidbodies: Rigidbody[] = [];
|
|
177
|
+
private _potentialDragStartEvt: PointerEventData | null = null;
|
|
178
|
+
private _dragHandlers: Map<Object3D, IDragHandler> = new Map();
|
|
179
|
+
private _totalMovement: Vector3 = new Vector3();
|
|
180
|
+
/** A marker is attached to components that are currently interacted with, to e.g. prevent them from being deleted. */
|
|
181
|
+
private _marker: UsageMarker | null = null;
|
|
182
|
+
private _isDragging: boolean = false;
|
|
183
|
+
private _didDrag: boolean = false;
|
|
184
|
+
|
|
185
|
+
/** @internal */
|
|
186
|
+
awake() {
|
|
187
|
+
// initialize all data that may be cloned incorrectly otherwise
|
|
188
|
+
this._potentialDragStartEvt = null;
|
|
189
|
+
this._dragHandlers = new Map();
|
|
190
|
+
this._totalMovement = new Vector3();
|
|
191
|
+
this._marker = null;
|
|
192
|
+
this._isDragging = false;
|
|
193
|
+
this._didDrag = false;
|
|
194
|
+
this._dragHelper = null;
|
|
195
|
+
this._draggingRigidbodies = [];
|
|
196
|
+
}
|
|
197
|
+
|
|
198
|
+
/** @internal */
|
|
199
|
+
start() {
|
|
200
|
+
if (!this.gameObject.getComponentInParent(ObjectRaycaster))
|
|
201
|
+
this.gameObject.addComponent(ObjectRaycaster);
|
|
202
|
+
}
|
|
203
|
+
|
|
204
|
+
/** @internal */
|
|
205
|
+
onEnable(): void {
|
|
206
|
+
DragControls._instances.push(this);
|
|
207
|
+
}
|
|
208
|
+
/** @internal */
|
|
209
|
+
onDisable(): void {
|
|
210
|
+
DragControls._instances = DragControls._instances.filter(i => i !== this);
|
|
211
|
+
}
|
|
212
|
+
|
|
213
|
+
/**
|
|
214
|
+
* Checks if editing is allowed for the current networking connection.
|
|
215
|
+
* @param _obj Optional object to check edit permissions for
|
|
216
|
+
* @returns True if editing is allowed
|
|
217
|
+
*/
|
|
218
|
+
private allowEdit(_obj: Object3D | null = null) {
|
|
219
|
+
return this.context.connection.allowEditing;
|
|
220
|
+
}
|
|
221
|
+
|
|
222
|
+
/**
|
|
223
|
+
* Handles pointer enter events. Sets the cursor style and tracks the hovered object.
|
|
224
|
+
* @param evt Pointer event data containing information about the interaction
|
|
225
|
+
* @internal
|
|
226
|
+
*/
|
|
227
|
+
onPointerEnter?(evt: PointerEventData) {
|
|
228
|
+
if (!this.allowEdit(this.gameObject)) return;
|
|
229
|
+
if (evt.mode !== "screen") return;
|
|
230
|
+
|
|
231
|
+
// get the drag mode and check if we need to abort early here
|
|
232
|
+
const isSpatialInput = evt.event.mode === "tracked-pointer" || evt.event.mode === "transient-pointer";
|
|
233
|
+
const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
|
|
234
|
+
if (dragMode === DragMode.None) return;
|
|
235
|
+
|
|
236
|
+
const dc = GameObject.getComponentInParent(evt.object, DragControls);
|
|
237
|
+
if (!dc || dc !== this) return;
|
|
238
|
+
DragControls.lastHovered = evt.object;
|
|
239
|
+
this.context.domElement.style.cursor = 'pointer';
|
|
240
|
+
}
|
|
241
|
+
|
|
242
|
+
/**
|
|
243
|
+
* Handles pointer movement events. Marks the event as used if dragging is active.
|
|
244
|
+
* @param args Pointer event data containing information about the movement
|
|
245
|
+
* @internal
|
|
246
|
+
*/
|
|
247
|
+
onPointerMove?(args: PointerEventData) {
|
|
248
|
+
if (this._isDragging || this._potentialDragStartEvt !== null) args.use();
|
|
249
|
+
}
|
|
250
|
+
|
|
251
|
+
/**
|
|
252
|
+
* Handles pointer exit events. Resets the cursor style when the pointer leaves a draggable object.
|
|
253
|
+
* @param evt Pointer event data containing information about the interaction
|
|
254
|
+
* @internal
|
|
255
|
+
*/
|
|
256
|
+
onPointerExit?(evt: PointerEventData) {
|
|
257
|
+
if (!this.allowEdit(this.gameObject)) return;
|
|
258
|
+
if (evt.mode !== "screen") return;
|
|
259
|
+
if (DragControls.lastHovered !== evt.object) return;
|
|
260
|
+
this.context.domElement.style.cursor = 'auto';
|
|
261
|
+
}
|
|
262
|
+
|
|
263
|
+
/**
|
|
264
|
+
* Handles pointer down events. Initiates the potential drag operation if conditions are met.
|
|
265
|
+
* @param args Pointer event data containing information about the interaction
|
|
266
|
+
* @internal
|
|
267
|
+
*/
|
|
268
|
+
onPointerDown(args: PointerEventData) {
|
|
269
|
+
if (!this.allowEdit(this.gameObject)) return;
|
|
270
|
+
if (args.used) return;
|
|
271
|
+
|
|
272
|
+
// get the drag mode and check if we need to abort early here
|
|
273
|
+
const isSpatialInput = args.mode === "tracked-pointer" || args.mode === "transient-pointer";
|
|
274
|
+
const dragMode = isSpatialInput ? this.xrDragMode : this.dragMode;
|
|
275
|
+
if (dragMode === DragMode.None) return;
|
|
276
|
+
|
|
277
|
+
DragControls.lastHovered = args.object;
|
|
278
|
+
|
|
279
|
+
if (args.button === 0) {
|
|
280
|
+
if (this._dragHandlers.size === 0) {
|
|
281
|
+
this._didDrag = false;
|
|
282
|
+
this._totalMovement.set(0, 0, 0);
|
|
283
|
+
this._potentialDragStartEvt = args;
|
|
284
|
+
}
|
|
285
|
+
if (!this._targetObject) {
|
|
286
|
+
this.setTargetObject(this.gameObject);
|
|
287
|
+
}
|
|
288
|
+
|
|
289
|
+
DragControls._active += 1;
|
|
290
|
+
|
|
291
|
+
const newDragHandler = new DragPointerHandler(this, this._targetObject!);
|
|
292
|
+
this._dragHandlers.set(args.event.space, newDragHandler);
|
|
293
|
+
|
|
294
|
+
newDragHandler.onDragStart(args);
|
|
295
|
+
|
|
296
|
+
if (this._dragHandlers.size === 2) {
|
|
297
|
+
const iterator = this._dragHandlers.values();
|
|
298
|
+
const a = iterator.next().value;
|
|
299
|
+
const b = iterator.next().value;
|
|
300
|
+
if (a instanceof DragPointerHandler && b instanceof DragPointerHandler) {
|
|
301
|
+
const mtHandler = new MultiTouchDragHandler(this, this._targetObject!, a, b);
|
|
302
|
+
this._dragHandlers.set(this.gameObject, mtHandler);
|
|
303
|
+
mtHandler.onDragStart(args);
|
|
304
|
+
}
|
|
305
|
+
else {
|
|
306
|
+
console.error("Attempting to construct a MultiTouchDragHandler with invalid DragPointerHandlers. This is likely a bug.", { a, b });
|
|
307
|
+
}
|
|
308
|
+
}
|
|
309
|
+
|
|
310
|
+
args.use();
|
|
311
|
+
}
|
|
312
|
+
}
|
|
313
|
+
|
|
314
|
+
/**
|
|
315
|
+
* Handles pointer up events. Finalizes or cancels the drag operation.
|
|
316
|
+
* @param args Pointer event data containing information about the interaction
|
|
317
|
+
* @internal
|
|
318
|
+
*/
|
|
319
|
+
onPointerUp(args: PointerEventData) {
|
|
320
|
+
if (debug) Gizmos.DrawLabel(args.point ?? this.gameObject.worldPosition, "POINTERUP:" + args.pointerId + ", " + args.button, .03, 3);
|
|
321
|
+
if (!this.allowEdit(this.gameObject)) return;
|
|
322
|
+
if (args.button !== 0) return;
|
|
323
|
+
this._potentialDragStartEvt = null;
|
|
324
|
+
|
|
325
|
+
const handler = this._dragHandlers.get(args.event.space);
|
|
326
|
+
const mtHandler = this._dragHandlers.get(this.gameObject) as MultiTouchDragHandler;
|
|
327
|
+
if (mtHandler && (mtHandler.handlerA === handler || mtHandler.handlerB === handler)) {
|
|
328
|
+
// any of the two handlers has been released, so we can remove the multi-touch handler
|
|
329
|
+
this._dragHandlers.delete(this.gameObject);
|
|
330
|
+
mtHandler.onDragEnd(args);
|
|
331
|
+
}
|
|
332
|
+
|
|
333
|
+
if (handler) {
|
|
334
|
+
if (DragControls._active > 0)
|
|
335
|
+
DragControls._active -= 1;
|
|
336
|
+
|
|
337
|
+
this.setTargetObject(null);
|
|
338
|
+
|
|
339
|
+
if (handler.onDragEnd) handler.onDragEnd(args);
|
|
340
|
+
this._dragHandlers.delete(args.event.space);
|
|
341
|
+
|
|
342
|
+
if (this._dragHandlers.size === 0) {
|
|
343
|
+
this.onLastDragEnd(args);
|
|
344
|
+
}
|
|
345
|
+
args.use();
|
|
346
|
+
}
|
|
347
|
+
}
|
|
348
|
+
|
|
349
|
+
/**
|
|
350
|
+
* Updates the drag operation every frame. Processes pointer movement, accumulates drag distance
|
|
351
|
+
* and triggers drag start once there's enough movement.
|
|
352
|
+
* @internal
|
|
353
|
+
*/
|
|
354
|
+
update(): void {
|
|
355
|
+
for (const handler of this._dragHandlers.values()) {
|
|
356
|
+
if (handler.collectMovementInfo) handler.collectMovementInfo();
|
|
357
|
+
// TODO this doesn't make sense, we should instead just use the max here
|
|
358
|
+
// or even better, each handler can decide on their own how to handle this
|
|
359
|
+
if (handler.getTotalMovement) this._totalMovement.add(handler.getTotalMovement());
|
|
360
|
+
}
|
|
361
|
+
|
|
362
|
+
// drag start only after having dragged for some pixels
|
|
363
|
+
if (this._potentialDragStartEvt) {
|
|
364
|
+
if (!this._didDrag) {
|
|
365
|
+
// this is so we can e.g. process clicks without having a drag change the position, e.g. a click to call a method.
|
|
366
|
+
// TODO probably needs to be treated differently for spatial (3D motion) and screen (2D pixel motion) drags
|
|
367
|
+
if (this._totalMovement.length() > 0.0003)
|
|
368
|
+
this._didDrag = true;
|
|
369
|
+
else return;
|
|
370
|
+
}
|
|
371
|
+
const args = this._potentialDragStartEvt;
|
|
372
|
+
this._potentialDragStartEvt = null;
|
|
373
|
+
this.onFirstDragStart(args);
|
|
374
|
+
}
|
|
375
|
+
|
|
376
|
+
for (const handler of this._dragHandlers.values())
|
|
377
|
+
if (handler.onDragUpdate) handler.onDragUpdate(this._dragHandlers.size);
|
|
378
|
+
|
|
379
|
+
if (this._dragHelper && this._dragHelper.hasSelected)
|
|
380
|
+
this.onAnyDragUpdate();
|
|
381
|
+
}
|
|
382
|
+
|
|
383
|
+
/**
|
|
384
|
+
* Called when the first pointer starts dragging on this object.
|
|
385
|
+
* Sets up network synchronization and marks rigidbodies for dragging.
|
|
386
|
+
* Not called for subsequent pointers on the same object.
|
|
387
|
+
* @param evt Pointer event data that initiated the drag
|
|
388
|
+
*/
|
|
389
|
+
private onFirstDragStart(evt: PointerEventData) {
|
|
390
|
+
if (!evt || !evt.object) return;
|
|
391
|
+
|
|
392
|
+
const dc = GameObject.getComponentInParent(evt.object, DragControls);
|
|
393
|
+
// if a DragControls is in parent (e.g. when we have nested DragControls) and the parent DragControls is currently active
|
|
394
|
+
// then we will ignore this DragControls and not select it.
|
|
395
|
+
// But if the parent DragControls isn't dragging then we allow this to run because we want to start networking
|
|
396
|
+
if (!dc || (dc !== this && dc._isDragging)) return;
|
|
397
|
+
|
|
398
|
+
const object = this._targetObject || this.gameObject;
|
|
399
|
+
|
|
400
|
+
if (!object) return;
|
|
401
|
+
|
|
402
|
+
this._isDragging = true;
|
|
403
|
+
|
|
404
|
+
const sync = GameObject.getComponentInChildren(object, SyncedTransform);
|
|
405
|
+
if (debug) console.log("DRAG START", sync, object);
|
|
406
|
+
|
|
407
|
+
if (sync) {
|
|
408
|
+
sync.fastMode = true;
|
|
409
|
+
sync?.requestOwnership();
|
|
410
|
+
}
|
|
411
|
+
|
|
412
|
+
this._marker = GameObject.addComponent(object, UsageMarker);
|
|
413
|
+
|
|
414
|
+
this._draggingRigidbodies.length = 0;
|
|
415
|
+
const rbs = GameObject.getComponentsInChildren(object, Rigidbody);
|
|
416
|
+
if (rbs)
|
|
417
|
+
this._draggingRigidbodies.push(...rbs);
|
|
418
|
+
}
|
|
419
|
+
|
|
420
|
+
/**
|
|
421
|
+
* Called each frame as long as any pointer is dragging this object.
|
|
422
|
+
* Updates visuals and keeps rigidbodies awake during the drag.
|
|
423
|
+
*/
|
|
424
|
+
private onAnyDragUpdate() {
|
|
425
|
+
if (!this._dragHelper) return;
|
|
426
|
+
this._dragHelper.showGizmo = this.showGizmo;
|
|
427
|
+
|
|
428
|
+
this._dragHelper.onUpdate(this.context);
|
|
429
|
+
for (const rb of this._draggingRigidbodies) {
|
|
430
|
+
rb.wakeUp();
|
|
431
|
+
rb.resetVelocities();
|
|
432
|
+
rb.resetForcesAndTorques();
|
|
433
|
+
}
|
|
434
|
+
|
|
435
|
+
const object = this._targetObject || this.gameObject;
|
|
436
|
+
|
|
437
|
+
InstancingUtil.markDirty(object);
|
|
438
|
+
}
|
|
439
|
+
|
|
440
|
+
/**
|
|
441
|
+
* Called when the last pointer has been removed from this object.
|
|
442
|
+
* Cleans up drag state and applies final velocities to rigidbodies.
|
|
443
|
+
* @param evt Pointer event data for the last pointer that was lifted
|
|
444
|
+
*/
|
|
445
|
+
private onLastDragEnd(evt: PointerEventData | null) {
|
|
446
|
+
if (!this || !this._isDragging) return;
|
|
447
|
+
this._isDragging = false;
|
|
448
|
+
for (const rb of this._draggingRigidbodies) {
|
|
449
|
+
rb.setVelocity(rb.smoothedVelocity);
|
|
450
|
+
}
|
|
451
|
+
this._draggingRigidbodies.length = 0;
|
|
452
|
+
this._targetObject = null;
|
|
453
|
+
if (evt?.object) {
|
|
454
|
+
const sync = GameObject.getComponentInChildren(evt.object, SyncedTransform);
|
|
455
|
+
if (sync) {
|
|
456
|
+
sync.fastMode = false;
|
|
457
|
+
// sync?.requestOwnership();
|
|
458
|
+
}
|
|
459
|
+
}
|
|
460
|
+
if (this._marker)
|
|
461
|
+
this._marker.destroy();
|
|
462
|
+
|
|
463
|
+
if (!this._dragHelper) return;
|
|
464
|
+
const selected = this._dragHelper.selected;
|
|
465
|
+
if (debug) console.log("DRAG END", selected, selected?.visible)
|
|
466
|
+
this._dragHelper.setSelected(null, this.context);
|
|
467
|
+
}
|
|
468
|
+
}
|
|
469
|
+
|
|
470
|
+
/**
|
|
471
|
+
* Common interface for pointer handlers (single touch and multi touch).
|
|
472
|
+
* Defines methods for tracking movement and managing target objects during drag operations.
|
|
473
|
+
*/
|
|
474
|
+
interface IDragHandler {
|
|
475
|
+
/** Used to determine if a drag has happened for this handler */
|
|
476
|
+
getTotalMovement?(): Vector3;
|
|
477
|
+
/** Target object can change mid-flight (e.g. in Duplicatable), handlers should react properly to that */
|
|
478
|
+
setTargetObject(obj: Object3D | null): void;
|
|
479
|
+
|
|
480
|
+
/** Prewarms the drag – can already move internal points around here but should not move the object itself */
|
|
481
|
+
collectMovementInfo?(): void;
|
|
482
|
+
onDragStart?(args: PointerEventData): void;
|
|
483
|
+
onDragEnd?(args: PointerEventData): void;
|
|
484
|
+
/** The target object is moved around */
|
|
485
|
+
onDragUpdate?(numberOfPointers: number): void;
|
|
486
|
+
}
|
|
487
|
+
|
|
488
|
+
/**
|
|
489
|
+
* Handles two touch points affecting one object.
|
|
490
|
+
* Enables multi-touch interactions that allow movement, scaling, and rotation of objects.
|
|
491
|
+
*/
|
|
492
|
+
class MultiTouchDragHandler implements IDragHandler {
|
|
493
|
+
|
|
494
|
+
handlerA: DragPointerHandler;
|
|
495
|
+
handlerB: DragPointerHandler;
|
|
496
|
+
|
|
497
|
+
private context: Context;
|
|
498
|
+
private settings: DragControls;
|
|
499
|
+
private gameObject: Object3D;
|
|
500
|
+
private _handlerAAttachmentPoint: Vector3 = new Vector3();
|
|
501
|
+
private _handlerBAttachmentPoint: Vector3 = new Vector3();
|
|
502
|
+
|
|
503
|
+
private _followObject: GameObject;
|
|
504
|
+
private _manipulatorObject: GameObject;
|
|
505
|
+
private _deviceMode!: XRTargetRayMode | "transient-pointer";
|
|
506
|
+
private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
|
|
507
|
+
|
|
508
|
+
constructor(dragControls: DragControls, gameObject: Object3D, pointerA: DragPointerHandler, pointerB: DragPointerHandler) {
|
|
509
|
+
this.context = dragControls.context;
|
|
510
|
+
this.settings = dragControls;
|
|
511
|
+
this.gameObject = gameObject;
|
|
512
|
+
this.handlerA = pointerA;
|
|
513
|
+
this.handlerB = pointerB;
|
|
514
|
+
|
|
515
|
+
this._followObject = new Object3D() as GameObject;
|
|
516
|
+
this._manipulatorObject = new Object3D() as GameObject;
|
|
517
|
+
|
|
518
|
+
this.context.scene.add(this._manipulatorObject);
|
|
519
|
+
|
|
520
|
+
const rig = NeedleXRSession.active?.rig?.gameObject;
|
|
521
|
+
|
|
522
|
+
if (!this.handlerA || !this.handlerB || !this.handlerA.hitPointInLocalSpace || !this.handlerB.hitPointInLocalSpace) {
|
|
523
|
+
console.error("Invalid: MultiTouchDragHandler needs two valid DragPointerHandlers with hitPointInLocalSpace set.");
|
|
524
|
+
return;
|
|
525
|
+
}
|
|
526
|
+
|
|
527
|
+
this._tempVec1.copy(this.handlerA.hitPointInLocalSpace);
|
|
528
|
+
this._tempVec2.copy(this.handlerB.hitPointInLocalSpace);
|
|
529
|
+
this.gameObject.localToWorld(this._tempVec1);
|
|
530
|
+
this.gameObject.localToWorld(this._tempVec2);
|
|
531
|
+
if (rig) {
|
|
532
|
+
rig.worldToLocal(this._tempVec1);
|
|
533
|
+
rig.worldToLocal(this._tempVec2);
|
|
534
|
+
}
|
|
535
|
+
this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
|
|
536
|
+
|
|
537
|
+
if (this._initialDistance < 0.02) {
|
|
538
|
+
if (debug) {
|
|
539
|
+
console.log("Finding alternative drag attachment points since initial distance is too low: " + this._initialDistance.toFixed(2));
|
|
540
|
+
}
|
|
541
|
+
// We want two reasonable pointer attachment points here.
|
|
542
|
+
// But if the hitPointInLocalSpace are very close to each other, we instead fall back to controller positions.
|
|
543
|
+
this.handlerA.followObject.parent!.getWorldPosition(this._tempVec1);
|
|
544
|
+
this.handlerB.followObject.parent!.getWorldPosition(this._tempVec2);
|
|
545
|
+
this._handlerAAttachmentPoint.copy(this._tempVec1);
|
|
546
|
+
this._handlerBAttachmentPoint.copy(this._tempVec2);
|
|
547
|
+
this.gameObject.worldToLocal(this._handlerAAttachmentPoint);
|
|
548
|
+
this.gameObject.worldToLocal(this._handlerBAttachmentPoint);
|
|
549
|
+
this._initialDistance = this._tempVec1.distanceTo(this._tempVec2);
|
|
550
|
+
|
|
551
|
+
if (this._initialDistance < 0.001) {
|
|
552
|
+
console.warn("Not supported right now – controller drag points for multitouch are too close!");
|
|
553
|
+
this._initialDistance = 1;
|
|
554
|
+
}
|
|
555
|
+
}
|
|
556
|
+
else {
|
|
557
|
+
this._handlerAAttachmentPoint.copy(this.handlerA.hitPointInLocalSpace);
|
|
558
|
+
this._handlerBAttachmentPoint.copy(this.handlerB.hitPointInLocalSpace);
|
|
559
|
+
}
|
|
560
|
+
|
|
561
|
+
this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
|
|
562
|
+
this._initialScale.copy(gameObject.scale);
|
|
563
|
+
|
|
564
|
+
if (debug) {
|
|
565
|
+
this._followObject.add(new AxesHelper(2));
|
|
566
|
+
this._manipulatorObject.add(new AxesHelper(5));
|
|
567
|
+
|
|
568
|
+
const formatVec = (v: Vector3) => `${v.x.toFixed(2)}, ${v.y.toFixed(2)}, ${v.z.toFixed(2)}`;
|
|
569
|
+
Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ffff, 0, false);
|
|
570
|
+
Gizmos.DrawLabel(this._tempVec3, "A:B " + this._initialDistance.toFixed(2) + "\n" + formatVec(this._tempVec1) + "\n" + formatVec(this._tempVec2), 0.03, 5);
|
|
571
|
+
}
|
|
572
|
+
}
|
|
573
|
+
|
|
574
|
+
onDragStart(_args: PointerEventData): void {
|
|
575
|
+
// align _followObject with the object we want to drag
|
|
576
|
+
this.gameObject.add(this._followObject);
|
|
577
|
+
this._followObject.matrixAutoUpdate = false;
|
|
578
|
+
this._followObject.matrix.identity();
|
|
579
|
+
this._deviceMode = _args.mode;
|
|
580
|
+
this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
|
|
581
|
+
|
|
582
|
+
// align _manipulatorObject in the same way it would if this was a drag update
|
|
583
|
+
this.alignManipulator();
|
|
584
|
+
|
|
585
|
+
// and then parent it to the space object so it follows along.
|
|
586
|
+
this._manipulatorObject.attach(this._followObject);
|
|
587
|
+
|
|
588
|
+
// store offsets in local space
|
|
589
|
+
this._manipulatorPosOffset.copy(this._followObject.position);
|
|
590
|
+
this._manipulatorRotOffset.copy(this._followObject.quaternion);
|
|
591
|
+
this._manipulatorScaleOffset.copy(this._followObject.scale);
|
|
592
|
+
}
|
|
593
|
+
|
|
594
|
+
onDragEnd(_args: PointerEventData): void {
|
|
595
|
+
if (!this.handlerA || !this.handlerB) {
|
|
596
|
+
console.error("onDragEnd called on MultiTouchDragHandler without valid handlers. This is likely a bug.");
|
|
597
|
+
return;
|
|
598
|
+
}
|
|
599
|
+
|
|
600
|
+
// we want to initialize the drag points for these handlers again.
|
|
601
|
+
// one of them will be removed, but we don't know here which one
|
|
602
|
+
this.handlerA.recenter();
|
|
603
|
+
this.handlerB.recenter();
|
|
604
|
+
|
|
605
|
+
// destroy helper objects
|
|
606
|
+
this._manipulatorObject.removeFromParent();
|
|
607
|
+
this._followObject.removeFromParent();
|
|
608
|
+
this._manipulatorObject.destroy();
|
|
609
|
+
this._followObject.destroy();
|
|
610
|
+
}
|
|
611
|
+
|
|
612
|
+
private _manipulatorPosOffset: Vector3 = new Vector3();
|
|
613
|
+
private _manipulatorRotOffset: Quaternion = new Quaternion();
|
|
614
|
+
private _manipulatorScaleOffset: Vector3 = new Vector3();
|
|
615
|
+
|
|
616
|
+
private _tempVec1: Vector3 = new Vector3();
|
|
617
|
+
private _tempVec2: Vector3 = new Vector3();
|
|
618
|
+
private _tempVec3: Vector3 = new Vector3();
|
|
619
|
+
private tempLookMatrix: Matrix4 = new Matrix4();
|
|
620
|
+
private _initialScale: Vector3 = new Vector3();
|
|
621
|
+
private _initialDistance: number = 0;
|
|
622
|
+
|
|
623
|
+
private alignManipulator() {
|
|
624
|
+
if (!this.handlerA || !this.handlerB) {
|
|
625
|
+
console.error("alignManipulator called on MultiTouchDragHandler without valid handlers. This is likely a bug.", this);
|
|
626
|
+
return;
|
|
627
|
+
}
|
|
628
|
+
|
|
629
|
+
if (!this.handlerA.followObject || !this.handlerB.followObject) {
|
|
630
|
+
console.error("alignManipulator called on MultiTouchDragHandler without valid follow objects. This is likely a bug.", this.handlerA, this.handlerB);
|
|
631
|
+
return;
|
|
632
|
+
}
|
|
633
|
+
|
|
634
|
+
this._tempVec1.copy(this._handlerAAttachmentPoint);
|
|
635
|
+
this._tempVec2.copy(this._handlerBAttachmentPoint);
|
|
636
|
+
this.handlerA.followObject.localToWorld(this._tempVec1);
|
|
637
|
+
this.handlerB.followObject.localToWorld(this._tempVec2);
|
|
638
|
+
this._tempVec3.lerpVectors(this._tempVec1, this._tempVec2, 0.5);
|
|
639
|
+
|
|
640
|
+
this._manipulatorObject.position.copy(this._tempVec3);
|
|
641
|
+
|
|
642
|
+
// - lookAt the second point on handlerB
|
|
643
|
+
const camera = this.context.mainCamera;
|
|
644
|
+
this.tempLookMatrix.lookAt(this._tempVec3, this._tempVec2, (camera as any as IGameObject).worldUp);
|
|
645
|
+
this._manipulatorObject.quaternion.setFromRotationMatrix(this.tempLookMatrix);
|
|
646
|
+
|
|
647
|
+
// - scale based on the distance between the two points
|
|
648
|
+
const dist = this._tempVec1.distanceTo(this._tempVec2);
|
|
649
|
+
this._manipulatorObject.scale.copy(this._initialScale).multiplyScalar(dist / this._initialDistance);
|
|
650
|
+
|
|
651
|
+
this._manipulatorObject.updateMatrix();
|
|
652
|
+
this._manipulatorObject.updateMatrixWorld(true);
|
|
653
|
+
|
|
654
|
+
if (debug) {
|
|
655
|
+
Gizmos.DrawLabel(this._tempVec3.clone().add(new Vector3(0, 0.2, 0)), "A:B " + dist.toFixed(2), 0.03);
|
|
656
|
+
Gizmos.DrawLine(this._tempVec1, this._tempVec2, 0x00ff00, 0, false);
|
|
657
|
+
|
|
658
|
+
// const wp = this._manipulatorObject.worldPosition;
|
|
659
|
+
// Gizmos.DrawWireSphere(wp, this._initialScale.length() * dist / this._initialDistance, 0x00ff00, 0, false);
|
|
660
|
+
}
|
|
661
|
+
}
|
|
662
|
+
|
|
663
|
+
onDragUpdate() {
|
|
664
|
+
// At this point we've run both the other handlers, but their effects have been suppressed because they can't handle
|
|
665
|
+
// two events at the same time. They're basically providing us with two Object3D's and we can combine these here
|
|
666
|
+
// into a reasonable two-handed translation/rotation/scale.
|
|
667
|
+
// One approach:
|
|
668
|
+
// - position our control object on the center between the two pointer control objects
|
|
669
|
+
|
|
670
|
+
// TODO close grab needs to be handled differently because there we don't have a hit point -
|
|
671
|
+
// Hit point is just the center of the object
|
|
672
|
+
// So probably we should fix that close grab has a better hit point approximation (point on bounds?)
|
|
673
|
+
|
|
674
|
+
this.alignManipulator();
|
|
675
|
+
|
|
676
|
+
// apply (smoothed) to the gameObject
|
|
677
|
+
const lerpStrength = 30;
|
|
678
|
+
const lerpFactor = 1.0;
|
|
679
|
+
|
|
680
|
+
this._followObject.position.copy(this._manipulatorPosOffset);
|
|
681
|
+
this._followObject.quaternion.copy(this._manipulatorRotOffset);
|
|
682
|
+
this._followObject.scale.copy(this._manipulatorScaleOffset);
|
|
683
|
+
|
|
684
|
+
const draggedObject = this.gameObject;
|
|
685
|
+
const targetObject = this._followObject;
|
|
686
|
+
|
|
687
|
+
if (!draggedObject) {
|
|
688
|
+
console.error("MultiTouchDragHandler has no dragged object. This is likely a bug.");
|
|
689
|
+
return;
|
|
690
|
+
}
|
|
691
|
+
|
|
692
|
+
targetObject.updateMatrix();
|
|
693
|
+
targetObject.updateMatrixWorld(true);
|
|
694
|
+
|
|
695
|
+
const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
|
|
696
|
+
const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
|
|
697
|
+
|
|
698
|
+
// TODO refactor to a common place
|
|
699
|
+
// apply constraints (position grid snap, rotation, ...)
|
|
700
|
+
if (this.settings.snapGridResolution > 0) {
|
|
701
|
+
const wp = this._followObject.worldPosition;
|
|
702
|
+
const snap = this.settings.snapGridResolution;
|
|
703
|
+
wp.x = Math.round(wp.x / snap) * snap;
|
|
704
|
+
wp.y = Math.round(wp.y / snap) * snap;
|
|
705
|
+
wp.z = Math.round(wp.z / snap) * snap;
|
|
706
|
+
this._followObject.worldPosition = wp;
|
|
707
|
+
this._followObject.updateMatrix();
|
|
708
|
+
}
|
|
709
|
+
if (keepRotation) {
|
|
710
|
+
this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
|
|
711
|
+
this._followObject.updateMatrix();
|
|
712
|
+
}
|
|
713
|
+
|
|
714
|
+
// TODO refactor to a common place
|
|
715
|
+
// TODO should use unscaled time here // some test for lerp speed depending on distance
|
|
716
|
+
const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
|
|
717
|
+
|
|
718
|
+
const wp = draggedObject.worldPosition;
|
|
719
|
+
wp.lerp(targetObject.worldPosition, t);
|
|
720
|
+
draggedObject.worldPosition = wp;
|
|
721
|
+
|
|
722
|
+
const rot = draggedObject.worldQuaternion;
|
|
723
|
+
rot.slerp(targetObject.worldQuaternion, t);
|
|
724
|
+
draggedObject.worldQuaternion = rot;
|
|
725
|
+
|
|
726
|
+
const scl = draggedObject.worldScale;
|
|
727
|
+
scl.lerp(targetObject.worldScale, t);
|
|
728
|
+
draggedObject.worldScale = scl;
|
|
729
|
+
}
|
|
730
|
+
|
|
731
|
+
setTargetObject(obj: Object3D | null): void {
|
|
732
|
+
this.gameObject = obj as GameObject;
|
|
733
|
+
}
|
|
734
|
+
}
|
|
735
|
+
|
|
736
|
+
|
|
737
|
+
/**
|
|
738
|
+
* Handles a single pointer on an object.
|
|
739
|
+
* DragPointerHandlers manage determining if a drag operation has started, tracking pointer movement,
|
|
740
|
+
* and controlling object translation based on the drag mode.
|
|
741
|
+
*/
|
|
742
|
+
class DragPointerHandler implements IDragHandler {
|
|
743
|
+
|
|
744
|
+
/**
|
|
745
|
+
* Returns the accumulated movement of the pointer in world units.
|
|
746
|
+
* Used for determining if enough motion has occurred to start a drag.
|
|
747
|
+
*/
|
|
748
|
+
getTotalMovement(): Vector3 { return this._totalMovement; }
|
|
749
|
+
|
|
750
|
+
/**
|
|
751
|
+
* Returns the object that follows the pointer during dragging operations.
|
|
752
|
+
*/
|
|
753
|
+
get followObject(): GameObject { return this._followObject; }
|
|
754
|
+
|
|
755
|
+
/**
|
|
756
|
+
* Returns the point where the pointer initially hit the object in local space.
|
|
757
|
+
*/
|
|
758
|
+
get hitPointInLocalSpace(): Vector3 { return this._hitPointInLocalSpace; }
|
|
759
|
+
|
|
760
|
+
private context: Context;
|
|
761
|
+
private gameObject: Object3D | null;
|
|
762
|
+
private settings: DragControls;
|
|
763
|
+
private _lastRig: IGameObject | undefined = undefined;
|
|
764
|
+
|
|
765
|
+
/** This object is placed at the pivot of the dragged object, and parented to the control space. */
|
|
766
|
+
private _followObject: GameObject;
|
|
767
|
+
private _totalMovement: Vector3 = new Vector3();
|
|
768
|
+
/** Motion along the pointer ray. On screens this doesn't change. In XR it can be used to determine how much
|
|
769
|
+
* effort someone is putting into moving an object closer or further away. */
|
|
770
|
+
private _totalMovementAlongRayDirection: number = 0;
|
|
771
|
+
/** Distance between _followObject and its parent at grab start, in local space */
|
|
772
|
+
private _grabStartDistance: number = 0;
|
|
773
|
+
private _deviceMode!: XRTargetRayMode | "transient-pointer";
|
|
774
|
+
private _followObjectStartPosition: Vector3 = new Vector3();
|
|
775
|
+
private _followObjectStartQuaternion: Quaternion = new Quaternion();
|
|
776
|
+
private _followObjectStartWorldQuaternion: Quaternion = new Quaternion();
|
|
777
|
+
private _lastDragPosRigSpace: Vector3 | undefined;
|
|
778
|
+
private _tempVec: Vector3 = new Vector3();
|
|
779
|
+
private _tempMat: Matrix4 = new Matrix4();
|
|
780
|
+
|
|
781
|
+
private _hitPointInLocalSpace: Vector3 = new Vector3();
|
|
782
|
+
private _hitNormalInLocalSpace: Vector3 = new Vector3();
|
|
783
|
+
private _bottomCenter = new Vector3();
|
|
784
|
+
private _backCenter = new Vector3();
|
|
785
|
+
private _backBottomCenter = new Vector3();
|
|
786
|
+
private _bounds = new Box3();
|
|
787
|
+
private _dragPlane = new Plane(new Vector3(0, 1, 0));
|
|
788
|
+
private _draggedOverObject: Object3D | null = null;
|
|
789
|
+
private _draggedOverObjectLastSetUp: Object3D | null = null;
|
|
790
|
+
private _draggedOverObjectLastNormal: Vector3 = new Vector3();
|
|
791
|
+
private _draggedOverObjectDuration: number = 0;
|
|
792
|
+
|
|
793
|
+
/** Allows overriding which object is dragged while a drag is already ongoing. Used for example by Duplicatable */
|
|
794
|
+
setTargetObject(obj: Object3D | null) {
|
|
795
|
+
this.gameObject = obj;
|
|
796
|
+
}
|
|
797
|
+
|
|
798
|
+
constructor(dragControls: DragControls, gameObject: Object3D) {
|
|
799
|
+
this.settings = dragControls;
|
|
800
|
+
this.context = dragControls.context;
|
|
801
|
+
this.gameObject = gameObject;
|
|
802
|
+
this._followObject = new Object3D() as GameObject;
|
|
803
|
+
}
|
|
804
|
+
|
|
805
|
+
recenter() {
|
|
806
|
+
if (!this._followObject.parent) {
|
|
807
|
+
console.warn("Error: space follow object doesn't have parent but recenter() is called. This is likely a bug");
|
|
808
|
+
return;
|
|
809
|
+
}
|
|
810
|
+
if (!this.gameObject) {
|
|
811
|
+
console.warn("Error: space follow object doesn't have a gameObject");
|
|
812
|
+
return;
|
|
813
|
+
}
|
|
814
|
+
|
|
815
|
+
const p = this._followObject.parent as GameObject;
|
|
816
|
+
|
|
817
|
+
this.gameObject.add(this._followObject);
|
|
818
|
+
this._followObject.matrixAutoUpdate = false;
|
|
819
|
+
|
|
820
|
+
this._followObject.position.set(0, 0, 0);
|
|
821
|
+
this._followObject.quaternion.set(0, 0, 0, 1);
|
|
822
|
+
this._followObject.scale.set(1, 1, 1);
|
|
823
|
+
|
|
824
|
+
this._followObject.updateMatrix();
|
|
825
|
+
this._followObject.updateMatrixWorld(true);
|
|
826
|
+
|
|
827
|
+
p.attach(this._followObject);
|
|
828
|
+
|
|
829
|
+
this._followObjectStartPosition.copy(this._followObject.position);
|
|
830
|
+
this._followObjectStartQuaternion.copy(this._followObject.quaternion);
|
|
831
|
+
this._followObjectStartWorldQuaternion.copy(this._followObject.worldQuaternion);
|
|
832
|
+
|
|
833
|
+
this._followObject.updateMatrix();
|
|
834
|
+
this._followObject.updateMatrixWorld(true);
|
|
835
|
+
|
|
836
|
+
const hitPointWP = this._hitPointInLocalSpace.clone();
|
|
837
|
+
this.gameObject.localToWorld(hitPointWP);
|
|
838
|
+
this._grabStartDistance = hitPointWP.distanceTo(p.worldPosition);
|
|
839
|
+
const rig = NeedleXRSession.active?.rig?.gameObject;
|
|
840
|
+
const rigScale = rig?.worldScale.x || 1;
|
|
841
|
+
this._grabStartDistance /= rigScale;
|
|
842
|
+
|
|
843
|
+
this._totalMovementAlongRayDirection = 0;
|
|
844
|
+
this._lastDragPosRigSpace = undefined;
|
|
845
|
+
|
|
846
|
+
if (debug) {
|
|
847
|
+
Gizmos.DrawLine(hitPointWP, p.worldPosition, 0x00ff00, 0.5, false);
|
|
848
|
+
Gizmos.DrawLabel(p.worldPosition.add(new Vector3(0, 0.1, 0)), this._grabStartDistance.toFixed(2), 0.03, 0.5);
|
|
849
|
+
}
|
|
850
|
+
}
|
|
851
|
+
|
|
852
|
+
onDragStart(args: PointerEventData) {
|
|
853
|
+
if (!this.gameObject) {
|
|
854
|
+
console.warn("Error: space follow object doesn't have a gameObject");
|
|
855
|
+
return;
|
|
856
|
+
}
|
|
857
|
+
|
|
858
|
+
args.event.space.add(this._followObject);
|
|
859
|
+
|
|
860
|
+
// prepare for drag, we will start dragging after an object has been dragged for a few centimeters
|
|
861
|
+
this._lastDragPosRigSpace = undefined;
|
|
862
|
+
|
|
863
|
+
if (args.point && args.normal) {
|
|
864
|
+
this._hitPointInLocalSpace.copy(args.point);
|
|
865
|
+
this.gameObject.worldToLocal(this._hitPointInLocalSpace);
|
|
866
|
+
this._hitNormalInLocalSpace.copy(args.normal);
|
|
867
|
+
}
|
|
868
|
+
else if (args) {
|
|
869
|
+
// can happen for e.g. close grabs; we can assume/guess a good hit point and normal based on the object's bounds or so
|
|
870
|
+
// convert controller world position to local space instead and use that as hit point
|
|
871
|
+
const controller = args.event.space as GameObject;
|
|
872
|
+
const controllerWp = controller.worldPosition;
|
|
873
|
+
this.gameObject.worldToLocal(controllerWp);
|
|
874
|
+
this._hitPointInLocalSpace.copy(controllerWp);
|
|
875
|
+
|
|
876
|
+
const controllerUp = controller.worldUp;
|
|
877
|
+
this._tempMat.copy(this.gameObject.matrixWorld).invert();
|
|
878
|
+
controllerUp.transformDirection(this._tempMat);
|
|
879
|
+
this._hitNormalInLocalSpace.copy(controllerUp);
|
|
880
|
+
}
|
|
881
|
+
|
|
882
|
+
this.recenter();
|
|
883
|
+
|
|
884
|
+
this._totalMovement.set(0, 0, 0);
|
|
885
|
+
this._deviceMode = args.mode;
|
|
886
|
+
|
|
887
|
+
|
|
888
|
+
const dragSource = this._followObject.parent as IGameObject;
|
|
889
|
+
const rayDirection = dragSource.worldForward;
|
|
890
|
+
|
|
891
|
+
const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
|
|
892
|
+
const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
|
|
893
|
+
|
|
894
|
+
// set up drag plane; we don't really know the normal yet but we can already set the point
|
|
895
|
+
const hitWP = this._hitPointInLocalSpace.clone();
|
|
896
|
+
this.gameObject.localToWorld(hitWP);
|
|
897
|
+
|
|
898
|
+
switch (dragMode) {
|
|
899
|
+
case DragMode.XZPlane:
|
|
900
|
+
const up = new Vector3(0, 1, 0);
|
|
901
|
+
if (this.gameObject.parent) {
|
|
902
|
+
// TODO in this case _dragPlane should be in parent space, not world space,
|
|
903
|
+
// otherwise dragging the parent and this object at the same time doesn't keep the plane constrained
|
|
904
|
+
up.transformDirection(this.gameObject.parent.matrixWorld.clone().invert());
|
|
905
|
+
}
|
|
906
|
+
this._dragPlane.setFromNormalAndCoplanarPoint(up, hitWP);
|
|
907
|
+
break;
|
|
908
|
+
case DragMode.HitNormal:
|
|
909
|
+
const hitNormal = this._hitNormalInLocalSpace.clone();
|
|
910
|
+
hitNormal.transformDirection(this.gameObject.matrixWorld);
|
|
911
|
+
this._dragPlane.setFromNormalAndCoplanarPoint(hitNormal, hitWP);
|
|
912
|
+
break;
|
|
913
|
+
case DragMode.Attached:
|
|
914
|
+
this._dragPlane.setFromNormalAndCoplanarPoint(rayDirection, hitWP);
|
|
915
|
+
break;
|
|
916
|
+
case DragMode.DynamicViewAngle: // At start (when nothing is hit yet) the drag plane should be aligned to the view
|
|
917
|
+
this.setPlaneViewAligned(hitWP, true);
|
|
918
|
+
break;
|
|
919
|
+
case DragMode.SnapToSurfaces: // At start (when nothing is hit yet) the drag plane should be aligned to the view
|
|
920
|
+
this.setPlaneViewAligned(hitWP, false);
|
|
921
|
+
break;
|
|
922
|
+
case DragMode.None:
|
|
923
|
+
break;
|
|
924
|
+
}
|
|
925
|
+
|
|
926
|
+
// calculate bounding box and snapping points. We want to either snap the "back" point or the "bottom" point.
|
|
927
|
+
// const bbox = new Box3();
|
|
928
|
+
const p = this.gameObject.parent;
|
|
929
|
+
const localP = this.gameObject.position.clone();
|
|
930
|
+
const localQ = this.gameObject.quaternion.clone();
|
|
931
|
+
const localS = this.gameObject.scale.clone();
|
|
932
|
+
// save the original matrix world (because if some other script is doing a raycast at the same moment the matrix will not be correct anymore....)
|
|
933
|
+
const matrixWorld = this.gameObject.matrixWorld.clone();
|
|
934
|
+
|
|
935
|
+
if (p) p.remove(this.gameObject);
|
|
936
|
+
this.gameObject.position.set(0, 0, 0);
|
|
937
|
+
this.gameObject.quaternion.set(0, 0, 0, 1);
|
|
938
|
+
this.gameObject.scale.set(1, 1, 1);
|
|
939
|
+
const bbox = getBoundingBox([this.gameObject]);
|
|
940
|
+
// we force the bbox to include our own point *because* the DragControls might be attached to an empty object (which isnt included in the bounding box call above)
|
|
941
|
+
bbox.expandByPoint(this.gameObject.worldPosition);
|
|
942
|
+
|
|
943
|
+
// console.log(this.gameObject.position.y - bbox.min.y)
|
|
944
|
+
// bbox.min.y += (this.gameObject.position.y - bbox.min.y);
|
|
945
|
+
|
|
946
|
+
// get front center point of the bbox. basically (0, 0, 1) in local space
|
|
947
|
+
const bboxCenter = new Vector3();
|
|
948
|
+
bbox.getCenter(bboxCenter);
|
|
949
|
+
const bboxSize = new Vector3();
|
|
950
|
+
bbox.getSize(bboxSize);
|
|
951
|
+
|
|
952
|
+
// attachment points for dragging
|
|
953
|
+
this._bottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, 0)));
|
|
954
|
+
this._backCenter.copy(bboxCenter.clone().add(new Vector3(0, 0, bboxSize.z / 2)));
|
|
955
|
+
this._backBottomCenter.copy(bboxCenter.clone().add(new Vector3(0, -bboxSize.y / 2, bboxSize.z / 2)));
|
|
956
|
+
|
|
957
|
+
this._bounds.copy(bbox);
|
|
958
|
+
|
|
959
|
+
// restore original transform
|
|
960
|
+
if (p) p.add(this.gameObject);
|
|
961
|
+
this.gameObject.position.copy(localP);
|
|
962
|
+
this.gameObject.quaternion.copy(localQ);
|
|
963
|
+
this.gameObject.scale.copy(localS);
|
|
964
|
+
this.gameObject.matrixWorld.copy(matrixWorld);
|
|
965
|
+
|
|
966
|
+
// surface snapping
|
|
967
|
+
this._draggedOverObject = null;
|
|
968
|
+
this._draggedOverObjectLastSetUp = null;
|
|
969
|
+
this._draggedOverObjectLastNormal.set(0, 1, 0);
|
|
970
|
+
this._draggedOverObjectDuration = 0;
|
|
971
|
+
}
|
|
972
|
+
|
|
973
|
+
collectMovementInfo() {
|
|
974
|
+
// we're dragging - there is a controlling object
|
|
975
|
+
if (!this._followObject.parent) return;
|
|
976
|
+
|
|
977
|
+
// TODO This should all be handled properly per-pointer
|
|
978
|
+
// and we want to have a chance to react to multiple pointers being on the same object.
|
|
979
|
+
// some common stuff (calculating of movement offsets, etc) could be done by default
|
|
980
|
+
// and then the main thing to override is the actual movement of the object based on N _followObjects
|
|
981
|
+
|
|
982
|
+
const dragSource = this._followObject.parent as IGameObject;
|
|
983
|
+
|
|
984
|
+
// modify _followObject with constraints, e.g.
|
|
985
|
+
// - dragging on a plane, e.g. the floor (keeping the distance to the floor plane constant)
|
|
986
|
+
/* TODO fix jump on drag start
|
|
987
|
+
const p0 = this._followObject.parent as GameObject;
|
|
988
|
+
const ray = new Ray(p0.worldPosition, p0.worldForward.multiplyScalar(-1));
|
|
989
|
+
const p = new Vector3();
|
|
990
|
+
const t0 = ray.intersectPlane(new Plane(new Vector3(0, 1, 0)), p);
|
|
991
|
+
if (t0 !== null)
|
|
992
|
+
this._followObject.worldPosition = t0;
|
|
993
|
+
*/
|
|
994
|
+
|
|
995
|
+
this._followObject.updateMatrix();
|
|
996
|
+
const dragPosRigSpace = dragSource.worldPosition;
|
|
997
|
+
const rig = NeedleXRSession.active?.rig?.gameObject;
|
|
998
|
+
if (rig)
|
|
999
|
+
rig.worldToLocal(dragPosRigSpace);
|
|
1000
|
+
|
|
1001
|
+
// sum up delta
|
|
1002
|
+
// TODO We need to do all/most of these calculations in Rig Space instead of world space
|
|
1003
|
+
// moving the rig while holding an object should not affect _rayDelta / _dragDelta
|
|
1004
|
+
if (this._lastDragPosRigSpace === undefined || rig != this._lastRig) {
|
|
1005
|
+
this._lastDragPosRigSpace = dragPosRigSpace.clone();
|
|
1006
|
+
this._lastRig = rig;
|
|
1007
|
+
}
|
|
1008
|
+
this._tempVec.copy(dragPosRigSpace).sub(this._lastDragPosRigSpace);
|
|
1009
|
+
|
|
1010
|
+
const rayDirectionRigSpace = dragSource.worldForward;
|
|
1011
|
+
if (rig) {
|
|
1012
|
+
this._tempMat.copy(rig.matrixWorld).invert();
|
|
1013
|
+
rayDirectionRigSpace.transformDirection(this._tempMat);
|
|
1014
|
+
}
|
|
1015
|
+
// sum up delta movement along ray
|
|
1016
|
+
this._totalMovementAlongRayDirection += rayDirectionRigSpace.dot(this._tempVec);
|
|
1017
|
+
this._tempVec.x = Math.abs(this._tempVec.x);
|
|
1018
|
+
this._tempVec.y = Math.abs(this._tempVec.y);
|
|
1019
|
+
this._tempVec.z = Math.abs(this._tempVec.z);
|
|
1020
|
+
|
|
1021
|
+
// sum up absolute total movement
|
|
1022
|
+
this._totalMovement.add(this._tempVec);
|
|
1023
|
+
this._lastDragPosRigSpace.copy(dragPosRigSpace);
|
|
1024
|
+
|
|
1025
|
+
if (debug) {
|
|
1026
|
+
let wp = dragPosRigSpace;
|
|
1027
|
+
// ray direction of the input source object
|
|
1028
|
+
if (rig) {
|
|
1029
|
+
wp = wp.clone();
|
|
1030
|
+
wp.transformDirection(rig.matrixWorld);
|
|
1031
|
+
}
|
|
1032
|
+
Gizmos.DrawRay(wp, rayDirectionRigSpace, 0x0000ff);
|
|
1033
|
+
}
|
|
1034
|
+
}
|
|
1035
|
+
|
|
1036
|
+
onDragUpdate(numberOfPointers: number) {
|
|
1037
|
+
|
|
1038
|
+
// can only handle a single pointer
|
|
1039
|
+
// if there's more, we defer to multi-touch drag handlers
|
|
1040
|
+
if (numberOfPointers > 1) return;
|
|
1041
|
+
const draggedObject = this.gameObject as IGameObject | null;
|
|
1042
|
+
if (!draggedObject || !this._followObject) {
|
|
1043
|
+
console.warn("Warning: DragPointerHandler doesn't have a dragged object. This is likely a bug.");
|
|
1044
|
+
return;
|
|
1045
|
+
}
|
|
1046
|
+
const dragSource = this._followObject.parent as IGameObject | null;
|
|
1047
|
+
if (!dragSource) {
|
|
1048
|
+
console.warn("Warning: DragPointerHandler doesn't have a drag source. This is likely a bug.");
|
|
1049
|
+
return;
|
|
1050
|
+
}
|
|
1051
|
+
this._followObject.updateMatrix();
|
|
1052
|
+
const dragSourceWP = dragSource.worldPosition;
|
|
1053
|
+
const rayDirection = dragSource.worldForward;
|
|
1054
|
+
|
|
1055
|
+
|
|
1056
|
+
// Actually move and rotate draggedObject
|
|
1057
|
+
const isSpatialInput = this._deviceMode === "tracked-pointer" || this._deviceMode === "transient-pointer";
|
|
1058
|
+
const keepRotation = isSpatialInput ? this.settings.xrKeepRotation : this.settings.keepRotation;
|
|
1059
|
+
const dragMode = isSpatialInput ? this.settings.xrDragMode : this.settings.dragMode;
|
|
1060
|
+
|
|
1061
|
+
if (dragMode === DragMode.None) return;
|
|
1062
|
+
|
|
1063
|
+
const lerpStrength = 10;
|
|
1064
|
+
// - keeping rotation constant during dragging
|
|
1065
|
+
if (keepRotation) this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
|
|
1066
|
+
this._followObject.updateMatrix();
|
|
1067
|
+
this._followObject.updateMatrixWorld(true);
|
|
1068
|
+
|
|
1069
|
+
// Acceleration for moving the object - move followObject along the ray distance by _totalMovementAlongRayDirection
|
|
1070
|
+
let currentDist = 1.0;
|
|
1071
|
+
let lerpFactor = 2.0;
|
|
1072
|
+
if (isSpatialInput && this._grabStartDistance > 0.5) // hands and controllers, but not touches
|
|
1073
|
+
{
|
|
1074
|
+
const factor = 1 + this._totalMovementAlongRayDirection * (2 * this.settings.xrDistanceDragFactor);
|
|
1075
|
+
currentDist = Math.max(0.0, factor);
|
|
1076
|
+
currentDist = currentDist * currentDist * currentDist;
|
|
1077
|
+
}
|
|
1078
|
+
else if (this._grabStartDistance <= 0.5) {
|
|
1079
|
+
// TODO there's still a frame delay between dragged objects and the hand models
|
|
1080
|
+
lerpFactor = 3.0;
|
|
1081
|
+
}
|
|
1082
|
+
|
|
1083
|
+
// reset _followObject to its original position and rotation
|
|
1084
|
+
this._followObject.position.copy(this._followObjectStartPosition);
|
|
1085
|
+
if (!keepRotation)
|
|
1086
|
+
this._followObject.quaternion.copy(this._followObjectStartQuaternion);
|
|
1087
|
+
|
|
1088
|
+
// TODO restore previous functionality:
|
|
1089
|
+
// When distance dragging, the HIT POINT should move along the ray until it reaches the controller;
|
|
1090
|
+
// NOT the pivot point of the dragged object. E.g. grabbing a large cube and pulling towards you should at most
|
|
1091
|
+
// move the grabbed point to your head and not slap the cube in your head.
|
|
1092
|
+
this._followObject.position.multiplyScalar(currentDist);
|
|
1093
|
+
this._followObject.updateMatrix();
|
|
1094
|
+
|
|
1095
|
+
const didHaveSurfaceHitPointLastFrame = this._hasLastSurfaceHitPoint;
|
|
1096
|
+
this._hasLastSurfaceHitPoint = false;
|
|
1097
|
+
const ray = new Ray(dragSourceWP, rayDirection);
|
|
1098
|
+
let didHit = false;
|
|
1099
|
+
|
|
1100
|
+
// Surface snapping.
|
|
1101
|
+
// Feels quite weird in VR right now!
|
|
1102
|
+
if (dragMode == DragMode.SnapToSurfaces) {
|
|
1103
|
+
// Idea: Do a sphere cast if we're still in the proximity of the current draggedObject.
|
|
1104
|
+
// This would allow dragging slightly out of the object's bounds and still continue snapping to it.
|
|
1105
|
+
// Do a regular raycast (without the dragged object) to determine if we should change what is dragged onto.
|
|
1106
|
+
const hits = this.context.physics.raycastFromRay(ray, {
|
|
1107
|
+
testObject: o => o !== this.followObject && o !== dragSource && o !== draggedObject// && !(o instanceof GroundedSkybox)
|
|
1108
|
+
});
|
|
1109
|
+
|
|
1110
|
+
if (hits.length > 0) {
|
|
1111
|
+
const hit = hits[0];
|
|
1112
|
+
// if we're above the same surface for a specified time, adjust drag options:
|
|
1113
|
+
// - set that surface as the drag "plane". We will follow that object's surface instead now (raycast onto only that)
|
|
1114
|
+
// - if the drag plane is an object, we also want to
|
|
1115
|
+
// - calculate an initial rotation offset matching what surface/face the user originally started the drag on
|
|
1116
|
+
// - rotate the dragged object to match the surface normal
|
|
1117
|
+
if (this._draggedOverObject === hit.object)
|
|
1118
|
+
this._draggedOverObjectDuration += this.context.time.deltaTime;
|
|
1119
|
+
else {
|
|
1120
|
+
this._draggedOverObject = hit.object;
|
|
1121
|
+
this._draggedOverObjectDuration = 0;
|
|
1122
|
+
}
|
|
1123
|
+
|
|
1124
|
+
if (hit.face) {
|
|
1125
|
+
didHit = true;
|
|
1126
|
+
this._hasLastSurfaceHitPoint = true;
|
|
1127
|
+
this._lastSurfaceHitPoint.copy(hit.point);
|
|
1128
|
+
|
|
1129
|
+
const dragTimeThreshold = 0.15;
|
|
1130
|
+
const dragTimeSatisfied = this._draggedOverObjectDuration >= dragTimeThreshold;
|
|
1131
|
+
const dragDistance = 0.001;
|
|
1132
|
+
const dragDistanceSatisfied = this._totalMovement.length() >= dragDistance;
|
|
1133
|
+
// TODO: if the "hit.normal" is undefined we use the hit.face.normal which is still localspace
|
|
1134
|
+
const worldNormal = getTempVector(hit.normal || hit.face.normal).applyQuaternion(hit.object.worldQuaternion);
|
|
1135
|
+
// Adjust drag plane if we're dragging over a different object (for a certain amount of time)
|
|
1136
|
+
// or if the surface normal changed
|
|
1137
|
+
if ((dragTimeSatisfied || dragDistanceSatisfied) &&
|
|
1138
|
+
(this._draggedOverObjectLastSetUp !== this._draggedOverObject
|
|
1139
|
+
|| this._draggedOverObjectLastNormal.dot(worldNormal) < 0.999999
|
|
1140
|
+
// if we're dragging on a flat surface with different levels (like the sandbox floor)
|
|
1141
|
+
|| this.context.time.frame % 60 === 0
|
|
1142
|
+
)
|
|
1143
|
+
) {
|
|
1144
|
+
this._draggedOverObjectLastSetUp = this._draggedOverObject;
|
|
1145
|
+
this._draggedOverObjectLastNormal.copy(hit.face.normal);
|
|
1146
|
+
|
|
1147
|
+
const center = getTempVector();
|
|
1148
|
+
const size = getTempVector();
|
|
1149
|
+
|
|
1150
|
+
this._bounds.getCenter(center);
|
|
1151
|
+
this._bounds.getSize(size);
|
|
1152
|
+
center.sub(size.multiplyScalar(0.5).multiply(worldNormal));
|
|
1153
|
+
this._hitPointInLocalSpace.copy(center);
|
|
1154
|
+
this._hitNormalInLocalSpace.copy(hit.face.normal);
|
|
1155
|
+
|
|
1156
|
+
|
|
1157
|
+
// ensure plane is far enough up that we don't drag into the surface
|
|
1158
|
+
// Which offset we use here depends on the face normal direction we hit
|
|
1159
|
+
// If we hit the bottom, we want to use the top, and vice versa
|
|
1160
|
+
// To do this dynamically, we can find the intersection between our local bounds and the hit face normal (which is already in local space)
|
|
1161
|
+
this._bounds.getCenter(center);
|
|
1162
|
+
this._bounds.getSize(size);
|
|
1163
|
+
center.add(size.multiplyScalar(0.5).multiply(hit.face.normal));
|
|
1164
|
+
|
|
1165
|
+
const offset = getTempVector(this._hitPointInLocalSpace).add(center);
|
|
1166
|
+
this._followObject.localToWorld(offset);
|
|
1167
|
+
|
|
1168
|
+
// See https://linear.app/needle/issue/NE-5004
|
|
1169
|
+
// const offsetWP = this._followObject.worldPosition.sub(offset);
|
|
1170
|
+
const point = hit.point;//.sub(offsetWP);
|
|
1171
|
+
|
|
1172
|
+
// Gizmos.DrawWireSphere(point, 2, 0xff0000, .3);
|
|
1173
|
+
// Gizmos.DrawDirection(point, worldNormal, 0xffff00, 1);
|
|
1174
|
+
// console.log(hit.normal)
|
|
1175
|
+
|
|
1176
|
+
this._dragPlane.setFromNormalAndCoplanarPoint(worldNormal, point);
|
|
1177
|
+
}
|
|
1178
|
+
// If the drag has just started and we're not yet really starting to update the object's position
|
|
1179
|
+
// we want to return here and wait until the drag has been going on for a bit
|
|
1180
|
+
// Otherwise the object will either immediately change it's position (when the user starts dragging)
|
|
1181
|
+
// Or interpolate to a wrong position for a short moment
|
|
1182
|
+
else if (!(dragTimeSatisfied || dragDistanceSatisfied)) {
|
|
1183
|
+
return;
|
|
1184
|
+
}
|
|
1185
|
+
}
|
|
1186
|
+
}
|
|
1187
|
+
else if (didHaveSurfaceHitPointLastFrame) {
|
|
1188
|
+
if (this.gameObject)
|
|
1189
|
+
this.setPlaneViewAligned(this.gameObject.worldPosition, false)
|
|
1190
|
+
}
|
|
1191
|
+
}
|
|
1192
|
+
|
|
1193
|
+
// if(dragMode === DragMode.SnapToSurfaces){
|
|
1194
|
+
// if(!didHit){
|
|
1195
|
+
// return;
|
|
1196
|
+
// }
|
|
1197
|
+
// }
|
|
1198
|
+
|
|
1199
|
+
// Objects could also serve as "slots" for dragging other objects into. In that case, we don't want to snap to the surface,
|
|
1200
|
+
// we want to snap to the pivot of that object. These dragged-over objects could also need to be invisible (a "slot")
|
|
1201
|
+
// Raycast along the ray to the drag plane and move _followObject so that the grabbed point stays at the hit point
|
|
1202
|
+
// Drag on plane:
|
|
1203
|
+
if (dragMode !== DragMode.Attached && ray.intersectPlane(this._dragPlane, this._tempVec)) {
|
|
1204
|
+
|
|
1205
|
+
this._followObject.worldPosition = this._tempVec;
|
|
1206
|
+
this._followObject.updateMatrix();
|
|
1207
|
+
this._followObject.updateMatrixWorld(true);
|
|
1208
|
+
|
|
1209
|
+
const newWP = getTempVector(this._hitPointInLocalSpace)//.clone();
|
|
1210
|
+
this._followObject.localToWorld(newWP);
|
|
1211
|
+
|
|
1212
|
+
if (debug) {
|
|
1213
|
+
Gizmos.DrawLine(newWP, this._tempVec, 0x00ffff, 0, false);
|
|
1214
|
+
}
|
|
1215
|
+
|
|
1216
|
+
this._followObject.worldPosition = this._tempVec.multiplyScalar(2).sub(newWP);
|
|
1217
|
+
this._followObject.updateMatrix();
|
|
1218
|
+
|
|
1219
|
+
// TODO figure out nicer look rotation here
|
|
1220
|
+
// TODO rotating here will cause the object to intersect again with the surface
|
|
1221
|
+
// if (!keepRotation) {
|
|
1222
|
+
// const normal = this._dragPlane.normal;
|
|
1223
|
+
// // If the surface is perfectly aligned we jiggle the normal slightly in one direction
|
|
1224
|
+
// // Otherwise lookat will randomly choose a different rotation axis
|
|
1225
|
+
// const tinyNormalJiggle = 0.00001;
|
|
1226
|
+
// if (normal.x === 1) {
|
|
1227
|
+
// normal.add(getTempVector(0, tinyNormalJiggle, 0));
|
|
1228
|
+
// }
|
|
1229
|
+
// else if (normal.y === 1) {
|
|
1230
|
+
// normal.add(getTempVector(tinyNormalJiggle, 0, 0));
|
|
1231
|
+
// }
|
|
1232
|
+
// else if (normal.z === 1) {
|
|
1233
|
+
// normal.add(getTempVector(0, 0, tinyNormalJiggle));
|
|
1234
|
+
// }
|
|
1235
|
+
// const lookPoint = getTempVector(normal).multiplyScalar(1000).add(this._tempVec);
|
|
1236
|
+
// if (lookPoint) {
|
|
1237
|
+
// this._followObject.lookAt(lookPoint);
|
|
1238
|
+
// this._followObject.rotateX(Math.PI / 2);
|
|
1239
|
+
// }
|
|
1240
|
+
// }
|
|
1241
|
+
|
|
1242
|
+
this._followObject.updateMatrix();
|
|
1243
|
+
}
|
|
1244
|
+
|
|
1245
|
+
// TODO refactor to a common place
|
|
1246
|
+
// apply constraints (position grid snap, rotation, ...)
|
|
1247
|
+
if (this.settings.snapGridResolution > 0) {
|
|
1248
|
+
const wp = this._followObject.worldPosition;
|
|
1249
|
+
const snap = this.settings.snapGridResolution;
|
|
1250
|
+
wp.x = Math.round(wp.x / snap) * snap;
|
|
1251
|
+
wp.y = Math.round(wp.y / snap) * snap;
|
|
1252
|
+
wp.z = Math.round(wp.z / snap) * snap;
|
|
1253
|
+
this._followObject.worldPosition = wp;
|
|
1254
|
+
this._followObject.updateMatrix();
|
|
1255
|
+
}
|
|
1256
|
+
if (keepRotation) {
|
|
1257
|
+
this._followObject.worldQuaternion = this._followObjectStartWorldQuaternion;
|
|
1258
|
+
this._followObject.updateMatrix();
|
|
1259
|
+
}
|
|
1260
|
+
|
|
1261
|
+
// TODO refactor to a common place
|
|
1262
|
+
// TODO should use unscaled time here // some test for lerp speed depending on distance
|
|
1263
|
+
const t = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * lerpFactor);// / (currentDist - 1 + 0.01));
|
|
1264
|
+
const t_rotation = Mathf.clamp01(this.context.time.deltaTime * lerpStrength * .5 * lerpFactor);
|
|
1265
|
+
|
|
1266
|
+
const wp = draggedObject.worldPosition;
|
|
1267
|
+
wp.lerp(this._followObject.worldPosition, t);
|
|
1268
|
+
draggedObject.worldPosition = wp;
|
|
1269
|
+
|
|
1270
|
+
const rot = draggedObject.worldQuaternion;
|
|
1271
|
+
rot.slerp(this._followObject.worldQuaternion, t_rotation);
|
|
1272
|
+
draggedObject.worldQuaternion = rot;
|
|
1273
|
+
|
|
1274
|
+
|
|
1275
|
+
if (debug) {
|
|
1276
|
+
const hitPointWP = this._hitPointInLocalSpace.clone();
|
|
1277
|
+
draggedObject.localToWorld(hitPointWP);
|
|
1278
|
+
// draw grab attachment point and normal. They are in grabbed object space
|
|
1279
|
+
Gizmos.DrawSphere(hitPointWP, 0.02, 0xff0000);
|
|
1280
|
+
const hitNormalWP = this._hitNormalInLocalSpace.clone();
|
|
1281
|
+
hitNormalWP.applyQuaternion(rot);
|
|
1282
|
+
Gizmos.DrawRay(hitPointWP, hitNormalWP, 0xff0000);
|
|
1283
|
+
|
|
1284
|
+
// debug info
|
|
1285
|
+
Gizmos.DrawLabel(wp.add(new Vector3(0, 0.25, 0)),
|
|
1286
|
+
`Distance: ${this._totalMovement.length().toFixed(2)}\n
|
|
1287
|
+
Along Ray: ${this._totalMovementAlongRayDirection.toFixed(2)}\n
|
|
1288
|
+
Session: ${!!NeedleXRSession.active}\n
|
|
1289
|
+
Device: ${this._deviceMode}\n
|
|
1290
|
+
`,
|
|
1291
|
+
0.03
|
|
1292
|
+
);
|
|
1293
|
+
|
|
1294
|
+
// draw bottom/back snap points
|
|
1295
|
+
const bottomCenter = this._bottomCenter.clone();
|
|
1296
|
+
const backCenter = this._backCenter.clone();
|
|
1297
|
+
const backBottomCenter = this._backBottomCenter.clone();
|
|
1298
|
+
draggedObject.localToWorld(bottomCenter);
|
|
1299
|
+
draggedObject.localToWorld(backCenter);
|
|
1300
|
+
draggedObject.localToWorld(backBottomCenter);
|
|
1301
|
+
Gizmos.DrawSphere(bottomCenter, 0.01, 0x00ff00, 0, false);
|
|
1302
|
+
Gizmos.DrawSphere(backCenter, 0.01, 0x0000ff, 0, false);
|
|
1303
|
+
Gizmos.DrawSphere(backBottomCenter, 0.01, 0xff00ff, 0, false);
|
|
1304
|
+
Gizmos.DrawLine(bottomCenter, backBottomCenter, 0x00ffff, 0, false);
|
|
1305
|
+
Gizmos.DrawLine(backBottomCenter, backCenter, 0x00ffff, 0, false);
|
|
1306
|
+
}
|
|
1307
|
+
}
|
|
1308
|
+
|
|
1309
|
+
onDragEnd(args: PointerEventData) {
|
|
1310
|
+
console.assert(this._followObject.parent === args.event.space, "Drag end: _followObject is not parented to the space object");
|
|
1311
|
+
this._followObject.removeFromParent();
|
|
1312
|
+
this._followObject.destroy();
|
|
1313
|
+
this._lastDragPosRigSpace = undefined;
|
|
1314
|
+
}
|
|
1315
|
+
|
|
1316
|
+
|
|
1317
|
+
private _hasLastSurfaceHitPoint: boolean = false;
|
|
1318
|
+
private readonly _lastSurfaceHitPoint: Vector3 = new Vector3();
|
|
1319
|
+
|
|
1320
|
+
private setPlaneViewAligned(worldPoint: Vector3, useUpAngle: boolean) {
|
|
1321
|
+
if (!this._followObject.parent) {
|
|
1322
|
+
return false;
|
|
1323
|
+
}
|
|
1324
|
+
const viewDirection = (this._followObject.parent as IGameObject).worldForward;;
|
|
1325
|
+
const v0 = getTempVector(0, 1, 0);
|
|
1326
|
+
const v1 = viewDirection;
|
|
1327
|
+
const angle = v0.angleTo(v1);
|
|
1328
|
+
const angleThreshold = 0.5;
|
|
1329
|
+
if (useUpAngle && (angle > Math.PI / 2 + angleThreshold || angle < Math.PI / 2 - angleThreshold))
|
|
1330
|
+
this._dragPlane.setFromNormalAndCoplanarPoint(v0, worldPoint);
|
|
1331
|
+
else
|
|
1332
|
+
this._dragPlane.setFromNormalAndCoplanarPoint(viewDirection, worldPoint);
|
|
1333
|
+
return true;
|
|
1334
|
+
|
|
1335
|
+
}
|
|
1336
|
+
}
|
|
1337
|
+
|
|
1338
|
+
/**
|
|
1339
|
+
* Provides visual helper elements for DragControls.
|
|
1340
|
+
* Shows where objects will be placed and their relation to surfaces below them.
|
|
1341
|
+
*/
|
|
1342
|
+
class LegacyDragVisualsHelper {
|
|
1343
|
+
|
|
1344
|
+
/** Controls whether visual helpers like lines and markers are displayed */
|
|
1345
|
+
showGizmo: boolean = true;
|
|
1346
|
+
|
|
1347
|
+
/** When true, drag plane alignment changes based on view angle */
|
|
1348
|
+
useViewAngle: boolean = true;
|
|
1349
|
+
|
|
1350
|
+
/**
|
|
1351
|
+
* Checks if there is a currently selected object being visualized
|
|
1352
|
+
*/
|
|
1353
|
+
public get hasSelected(): boolean {
|
|
1354
|
+
return this._selected !== null && this._selected !== undefined;
|
|
1355
|
+
}
|
|
1356
|
+
|
|
1357
|
+
/**
|
|
1358
|
+
* Returns the currently selected object being visualized, if any
|
|
1359
|
+
*/
|
|
1360
|
+
public get selected(): Object3D | null {
|
|
1361
|
+
return this._selected;
|
|
1362
|
+
}
|
|
1363
|
+
|
|
1364
|
+
private _selected: Object3D | null = null;
|
|
1365
|
+
private _context: Context | null = null;
|
|
1366
|
+
private _camera: Camera;
|
|
1367
|
+
private _cameraPlane: Plane = new Plane();
|
|
1368
|
+
|
|
1369
|
+
private _hasGroundPlane: boolean = false;
|
|
1370
|
+
private _groundPlane: Plane = new Plane();
|
|
1371
|
+
private _groundOffset: Vector3 = new Vector3();
|
|
1372
|
+
private _groundOffsetFactor: number = 0;
|
|
1373
|
+
private _groundDistance: number = 0;
|
|
1374
|
+
private _groundPlanePoint: Vector3 = new Vector3();
|
|
1375
|
+
|
|
1376
|
+
private _raycaster = new Raycaster();
|
|
1377
|
+
private _cameraPlaneOffset = new Vector3();
|
|
1378
|
+
private _intersection = new Vector3();
|
|
1379
|
+
private _worldPosition = new Vector3();
|
|
1380
|
+
private _inverseMatrix = new Matrix4();
|
|
1381
|
+
private _rbs: Rigidbody[] = [];
|
|
1382
|
+
|
|
1383
|
+
private _groundLine: Line;
|
|
1384
|
+
private _groundMarker: Object3D;
|
|
1385
|
+
private static geometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, -1, 0)]);
|
|
1386
|
+
|
|
1387
|
+
constructor(camera: Camera) {
|
|
1388
|
+
this._camera = camera;
|
|
1389
|
+
|
|
1390
|
+
const line = new Line(LegacyDragVisualsHelper.geometry);
|
|
1391
|
+
const mat = line.material as LineBasicMaterial;
|
|
1392
|
+
mat.color = new Color(.4, .4, .4);
|
|
1393
|
+
line.layers.set(2);
|
|
1394
|
+
line.name = 'line';
|
|
1395
|
+
line.scale.y = 1;
|
|
1396
|
+
this._groundLine = line;
|
|
1397
|
+
|
|
1398
|
+
const geometry = new SphereGeometry(.5, 22, 22);
|
|
1399
|
+
const material = new MeshBasicMaterial({ color: mat.color });
|
|
1400
|
+
const sphere = new Mesh(geometry, material);
|
|
1401
|
+
sphere.visible = false;
|
|
1402
|
+
sphere.layers.set(2);
|
|
1403
|
+
this._groundMarker = sphere;
|
|
1404
|
+
}
|
|
1405
|
+
|
|
1406
|
+
setSelected(newSelected: Object3D | null, context: Context) {
|
|
1407
|
+
if (this._selected && context) {
|
|
1408
|
+
for (const rb of this._rbs) {
|
|
1409
|
+
rb.wakeUp();
|
|
1410
|
+
rb.setVelocity(0, 0, 0);
|
|
1411
|
+
}
|
|
1412
|
+
}
|
|
1413
|
+
|
|
1414
|
+
if (this._selected) {
|
|
1415
|
+
// TODO move somewhere else
|
|
1416
|
+
Avatar_POI.Remove(context, this._selected);
|
|
1417
|
+
}
|
|
1418
|
+
|
|
1419
|
+
this._selected = newSelected;
|
|
1420
|
+
this._context = context;
|
|
1421
|
+
this._rbs.length = 0;
|
|
1422
|
+
|
|
1423
|
+
if (newSelected) {
|
|
1424
|
+
context.scene.add(this._groundLine);
|
|
1425
|
+
context.scene.add(this._groundMarker);
|
|
1426
|
+
}
|
|
1427
|
+
else {
|
|
1428
|
+
this._groundLine.removeFromParent();
|
|
1429
|
+
this._groundMarker.removeFromParent();
|
|
1430
|
+
}
|
|
1431
|
+
|
|
1432
|
+
if (this._selected) {
|
|
1433
|
+
if (!context) {
|
|
1434
|
+
console.error("DragHelper: no context");
|
|
1435
|
+
return;
|
|
1436
|
+
}
|
|
1437
|
+
|
|
1438
|
+
// TODO move somewhere else
|
|
1439
|
+
Avatar_POI.Add(context, this._selected, null);
|
|
1440
|
+
|
|
1441
|
+
this._groundOffsetFactor = 0;
|
|
1442
|
+
this._hasGroundPlane = true;
|
|
1443
|
+
this._groundOffset.set(0, 0, 0);
|
|
1444
|
+
this._requireUpdateGroundPlane = true;
|
|
1445
|
+
|
|
1446
|
+
this.onUpdateScreenSpacePlane();
|
|
1447
|
+
}
|
|
1448
|
+
}
|
|
1449
|
+
|
|
1450
|
+
private _groundOffsetVector = new Vector3(0, 1, 0);
|
|
1451
|
+
private _requireUpdateGroundPlane = true;
|
|
1452
|
+
private _didDragOnGroundPlaneLastFrame: boolean = false;
|
|
1453
|
+
|
|
1454
|
+
onUpdate(_context: Context) {
|
|
1455
|
+
|
|
1456
|
+
if (!this._selected) return;
|
|
1457
|
+
|
|
1458
|
+
// const wp = getWorldPosition(this._selected);
|
|
1459
|
+
// this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
|
|
1460
|
+
// this.onUpdateGroundPlane();
|
|
1461
|
+
// this._didDragOnGroundPlaneLastFrame = true;
|
|
1462
|
+
// this._hasGroundPlane = true;
|
|
1463
|
+
|
|
1464
|
+
/*
|
|
1465
|
+
if (!this._context) return;
|
|
1466
|
+
|
|
1467
|
+
const mainKey: KeyCode = "Space";
|
|
1468
|
+
const secondaryKey: KeyCode = "KeyD";
|
|
1469
|
+
const scaleKey: KeyCode = "KeyS";
|
|
1470
|
+
|
|
1471
|
+
const isRotateKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
|
|
1472
|
+
const isRotating = this._context.input.getTouchesPressedCount() >= 2 || isRotateKeyPressed;
|
|
1473
|
+
if (isRotating) {
|
|
1474
|
+
const dt = this._context.input.getPointerPositionDelta(0);
|
|
1475
|
+
if (dt) {
|
|
1476
|
+
this._groundOffsetVector.set(0, 1, 0);
|
|
1477
|
+
this._selected?.rotateOnWorldAxis(this._groundOffsetVector, dt.x * this._context.time.deltaTime);
|
|
1478
|
+
}
|
|
1479
|
+
}
|
|
1480
|
+
|
|
1481
|
+
// todo: allow this once synced transform sends world scale
|
|
1482
|
+
// const isScaling = this._context?.input.isKeyPressed(scaleKey);
|
|
1483
|
+
// if(isScaling){
|
|
1484
|
+
// const dt = this._context.input.getPointerPositionDelta(0);
|
|
1485
|
+
// if(dt){
|
|
1486
|
+
// this._selected?.scale.multiplyScalar(1 + (dt.x * this._context.time.deltaTime));
|
|
1487
|
+
// return;
|
|
1488
|
+
// }
|
|
1489
|
+
// }
|
|
1490
|
+
|
|
1491
|
+
const rc = this._context.input.getPointerPositionRC(0);
|
|
1492
|
+
if (!rc) return;
|
|
1493
|
+
this._raycaster.setFromCamera(rc, this._camera);
|
|
1494
|
+
|
|
1495
|
+
if (this._selected) {
|
|
1496
|
+
if (debug) console.log("UPDATE DRAG", this._selected);
|
|
1497
|
+
this._groundOffsetVector.set(0, 1, 0);
|
|
1498
|
+
const lookDirection = getWorldPosition(this._camera).clone().sub(getWorldPosition(this._selected)).normalize();
|
|
1499
|
+
const lookDot = Math.abs(lookDirection.dot(this._groundOffsetVector));
|
|
1500
|
+
|
|
1501
|
+
const switchModeKeyPressed = this._context?.input.isKeyPressed(mainKey) || this._context?.input.isKeyPressed(secondaryKey);
|
|
1502
|
+
let dragOnGroundPlane = !this.useViewAngle || lookDot > .2;
|
|
1503
|
+
if (isRotating || switchModeKeyPressed || this._context!.input.getPointerPressedCount() > 1) {
|
|
1504
|
+
dragOnGroundPlane = false;
|
|
1505
|
+
}
|
|
1506
|
+
const changed = this._didDragOnGroundPlaneLastFrame !== dragOnGroundPlane;
|
|
1507
|
+
this._didDragOnGroundPlaneLastFrame = dragOnGroundPlane;
|
|
1508
|
+
|
|
1509
|
+
if (!this._hasGroundPlane) this._requireUpdateGroundPlane = true;
|
|
1510
|
+
if (this._requireUpdateGroundPlane || !dragOnGroundPlane || changed)
|
|
1511
|
+
this.onUpdateGroundPlane();
|
|
1512
|
+
|
|
1513
|
+
this._requireUpdateGroundPlane = false;
|
|
1514
|
+
if (this._hasGroundPlane) {
|
|
1515
|
+
// const wp = getWorldPosition(this._selected);
|
|
1516
|
+
// const ray = new Ray(wp, new Vector3(0, -1, 0));
|
|
1517
|
+
|
|
1518
|
+
if (this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection)) {
|
|
1519
|
+
const y = this._intersection.y;
|
|
1520
|
+
this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
|
|
1521
|
+
this._groundPlanePoint.y = y;
|
|
1522
|
+
|
|
1523
|
+
if (dragOnGroundPlane) {
|
|
1524
|
+
this._groundOffsetVector.set(0, 1, 0);
|
|
1525
|
+
// console.log(this._groundOffset);
|
|
1526
|
+
const wp = this._intersection.sub(this._groundOffset).add(this._groundOffsetVector.multiplyScalar(this._groundOffsetFactor));
|
|
1527
|
+
this.onUpdateWorldPosition(wp, this._groundPlanePoint, false);
|
|
1528
|
+
this.onDidUpdate();
|
|
1529
|
+
return;
|
|
1530
|
+
}
|
|
1531
|
+
}
|
|
1532
|
+
// TODO: fix this
|
|
1533
|
+
else this._groundPlanePoint.set(0, 99999, 0);
|
|
1534
|
+
// else if (ray.intersectPlane(this._groundPlane, this._intersection)) {
|
|
1535
|
+
// const y = this._intersection.y;
|
|
1536
|
+
// this._groundPlanePoint.copy(this._intersection).sub(this._groundOffset);
|
|
1537
|
+
// this._groundPlanePoint.y = y;
|
|
1538
|
+
// }
|
|
1539
|
+
}
|
|
1540
|
+
|
|
1541
|
+
if (changed) {
|
|
1542
|
+
this.onUpdateScreenSpacePlane();
|
|
1543
|
+
}
|
|
1544
|
+
|
|
1545
|
+
this._requireUpdateGroundPlane = true;
|
|
1546
|
+
if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection)) {
|
|
1547
|
+
this.onUpdateWorldPosition(this._intersection.sub(this._cameraPlaneOffset), this._groundPlanePoint, true);
|
|
1548
|
+
this.onDidUpdate();
|
|
1549
|
+
}
|
|
1550
|
+
}
|
|
1551
|
+
*/
|
|
1552
|
+
}
|
|
1553
|
+
|
|
1554
|
+
private onUpdateWorldPosition(wp: Vector3, pointOnPlane: Vector3 | null, heightOnly: boolean) {
|
|
1555
|
+
if (!this._selected) return;
|
|
1556
|
+
if (heightOnly) {
|
|
1557
|
+
const cur = getWorldPosition(this._selected);
|
|
1558
|
+
cur.y = wp.y;
|
|
1559
|
+
wp = cur;
|
|
1560
|
+
}
|
|
1561
|
+
setWorldPosition(this._selected, wp);
|
|
1562
|
+
setWorldPosition(this._groundLine, wp);
|
|
1563
|
+
if (this._hasGroundPlane) {
|
|
1564
|
+
this._groundLine.scale.y = this._groundDistance;
|
|
1565
|
+
}
|
|
1566
|
+
else this._groundLine.scale.y = 1000;
|
|
1567
|
+
this._groundLine.visible = this.showGizmo;
|
|
1568
|
+
|
|
1569
|
+
this._groundMarker.visible = pointOnPlane !== null && this.showGizmo;
|
|
1570
|
+
if (pointOnPlane) {
|
|
1571
|
+
const s = getWorldPosition(this._camera).distanceTo(pointOnPlane) * .01;
|
|
1572
|
+
this._groundMarker.scale.set(s, s, s);
|
|
1573
|
+
setWorldPosition(this._groundMarker, pointOnPlane);
|
|
1574
|
+
}
|
|
1575
|
+
}
|
|
1576
|
+
|
|
1577
|
+
private onUpdateScreenSpacePlane() {
|
|
1578
|
+
if (!this._selected || !this._context) return;
|
|
1579
|
+
const rc = this._context.input.getPointerPositionRC(0);
|
|
1580
|
+
if (!rc) return;
|
|
1581
|
+
this._raycaster.setFromCamera(rc, this._camera);
|
|
1582
|
+
this._cameraPlane.setFromNormalAndCoplanarPoint(this._camera.getWorldDirection(this._cameraPlane.normal), this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
|
|
1583
|
+
if (this._raycaster.ray.intersectPlane(this._cameraPlane, this._intersection) && this._selected.parent) {
|
|
1584
|
+
this._inverseMatrix.copy(this._selected.parent.matrixWorld).invert();
|
|
1585
|
+
this._cameraPlaneOffset.copy(this._intersection).sub(this._worldPosition.setFromMatrixPosition(this._selected.matrixWorld));
|
|
1586
|
+
}
|
|
1587
|
+
}
|
|
1588
|
+
|
|
1589
|
+
private onUpdateGroundPlane() {
|
|
1590
|
+
if (!this._selected || !this._context) return;
|
|
1591
|
+
const wp = getWorldPosition(this._selected);
|
|
1592
|
+
const ray = new Ray(getTempVector(0, .1, 0).add(wp), getTempVector(0, -1, 0));
|
|
1593
|
+
const opts = new RaycastOptions();
|
|
1594
|
+
opts.testObject = o => o !== this._selected;
|
|
1595
|
+
const hits = this._context.physics.raycastFromRay(ray, opts);
|
|
1596
|
+
for (let i = 0; i < hits.length; i++) {
|
|
1597
|
+
const hit = hits[i];
|
|
1598
|
+
if (!hit.face || this.contains(this._selected, hit.object)) {
|
|
1599
|
+
continue;
|
|
1600
|
+
}
|
|
1601
|
+
const normal = getTempVector(0, 1, 0); // hit.face.normal
|
|
1602
|
+
this._groundPlane.setFromNormalAndCoplanarPoint(normal, hit.point);
|
|
1603
|
+
break;
|
|
1604
|
+
}
|
|
1605
|
+
|
|
1606
|
+
this._hasGroundPlane = true;
|
|
1607
|
+
this._groundPlane.setFromNormalAndCoplanarPoint(ray.direction.multiplyScalar(-1), ray.origin);
|
|
1608
|
+
this._raycaster.ray.intersectPlane(this._groundPlane, this._intersection);
|
|
1609
|
+
this._groundDistance = this._intersection.distanceTo(wp);
|
|
1610
|
+
this._groundOffset.copy(this._intersection).sub(wp);
|
|
1611
|
+
}
|
|
1612
|
+
|
|
1613
|
+
private contains(obj: Object3D, toSearch: Object3D): boolean {
|
|
1614
|
+
if (obj === toSearch) return true;
|
|
1615
|
+
if (obj.children) {
|
|
1616
|
+
for (const child of obj.children) {
|
|
1617
|
+
if (this.contains(child, toSearch)) return true;
|
|
1618
|
+
}
|
|
1619
|
+
}
|
|
1620
|
+
return false;
|
|
1621
|
+
}
|
|
1622
|
+
}
|
|
1623
|
+
|