157 lines
4.8 KiB
JavaScript
157 lines
4.8 KiB
JavaScript
import { IdeContext } from 'src/components/IdeToolbarNew'
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import { useRef, useState, useEffect, useContext } from 'react'
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import { Canvas, extend, useFrame, useThree } from 'react-three-fiber'
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import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
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extend({ OrbitControls })
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let debounceTimeoutId
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function Controls({ onCameraChange }) {
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const controls = useRef()
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const { scene, camera, gl } = useThree()
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useEffect(() => {
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// init camera position
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camera.position.x = 16
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camera.position.y = 12
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camera.fov = 22.5 // matches default openscad fov
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// Order matters with Euler rotations
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// We want it to rotate around the z or vertical axis first then the x axis to match openscad
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// in Three.js Y is the vertical axis (Z for openscad)
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camera.rotation._order = 'YXZ'
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const getRotations = () => {
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const { x, y, z } = camera.rotation
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const rad2Deg = 180 / Math.PI
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const scadX = (x + Math.PI / 2) * rad2Deg
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const scadZ = y * rad2Deg
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const scadY = z * rad2Deg
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return [scadX, scadY, scadZ]
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}
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const getPositions = () => {
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const { x: scadX, y: scadZ, z: negScadY } = camera.position
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const scale = 10
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const scadY = -negScadY
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return [scadX * scale, scadY * scale, scadZ * scale]
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}
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if (controls.current) {
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const dragCallback = () => {
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clearTimeout(debounceTimeoutId)
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debounceTimeoutId = setTimeout(() => {
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const [rx, ry, rz] = getRotations()
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const [x, y, z] = getPositions()
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onCameraChange({
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position: { x, y, z },
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rotation: { x: rx, y: ry, z: rz },
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})
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}, 400)
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}
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const dragStart = () => clearTimeout(debounceTimeoutId)
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controls.current.addEventListener('end', dragCallback)
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controls.current.addEventListener('start', dragStart)
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const oldCurrent = controls.current
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dragCallback()
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return () => {
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oldCurrent.removeEventListener('end', dragCallback)
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oldCurrent.removeEventListener('start', dragStart)
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}
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}
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}, [])
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useFrame(() => controls.current.update())
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return (
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<orbitControls
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ref={controls}
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args={[camera, gl.domElement]}
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rotateSpeed={0.5}
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/>
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)
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}
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function Box(props) {
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// This reference will give us direct access to the mesh
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const mesh = useRef()
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return (
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<mesh {...props} ref={mesh} scale={[1, 1, 1]}>
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<boxBufferGeometry args={props.size} />
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<meshStandardMaterial color={props.color} />
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</mesh>
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)
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}
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let currentCode // I have no idea why this works and using state.code is the dispatch doesn't but it was always stale
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const IdeViewer = () => {
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const { state, dispatch } = useContext(IdeContext)
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const [isDragging, setIsDragging] = useState(false)
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const [image, setImage] = useState()
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useEffect(() => {
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setImage(
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state.objectData?.type === 'png' &&
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state.objectData?.data &&
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window.URL.createObjectURL(state.objectData?.data)
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)
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setIsDragging(false)
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}, [state.objectData])
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currentCode = state.code
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return (
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<div className="p-8 border-2 m-2">
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<div className="relative" style={{ height: '500px', width: '500px' }}>
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{state.isLoading && (
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<div className="inset-0 absolute flex items-center justify-center">
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<div className="h-16 w-16 bg-pink-600 rounded-full animate-ping"></div>
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</div>
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)}
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{image && (
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<div
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className={`absolute inset-0 transition-opacity duration-500 ${
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isDragging ? 'opacity-25' : 'opacity-100'
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}`}
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>
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<img src={image} className="" />
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</div>
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)}
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<div
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className={`opacity-0 opacity- absolute inset-0 transition-opacity duration-500 ${
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isDragging ? 'opacity-100' : 'hover:opacity-50'
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}`}
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onMouseDown={() => setIsDragging(true)}
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>
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<Canvas>
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<Controls
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onCameraChange={({ position, rotation }) => {
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dispatch({
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type: 'render',
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payload: {
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code: currentCode,
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camera: {
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position,
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rotation,
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},
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},
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})
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}}
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/>
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<ambientLight />
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<pointLight position={[15, 5, 10]} />
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<Box position={[0, 4.95, 0]} size={[0.1, 10, 0.1]} color="cyan" />
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<Box
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position={[0, 0, -5.05]}
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size={[0.1, 0.1, 10]}
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color="orange"
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/>
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<Box
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position={[5.05, 0, 0]}
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size={[10, 0.1, 0.1]}
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color="hotpink"
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/>
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</Canvas>
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</div>
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</div>
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</div>
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)
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}
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export default IdeViewer
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