better bounding box supporting selection and slightly better ortho raycasting

This commit is contained in:
Yeicor
2024-02-28 19:25:43 +01:00
parent 6df02bd447
commit f5cf3d0edf

View File

@@ -6,11 +6,12 @@ import type {ModelViewerElement} from '@google/model-viewer';
import type {ModelScene} from "@google/model-viewer/lib/three-components/ModelScene";
import {mdiCubeOutline, mdiCursorDefaultClick, mdiFeatureSearch, mdiRuler} from '@mdi/js';
import type {Intersection, Material, Object3D} from "three";
import {Raycaster, Vector3} from "three";
import {Box3, Matrix4, Raycaster, Vector3} from "three";
import type ModelViewerWrapperT from "./ModelViewerWrapper.vue";
import {extrasNameKey} from "../misc/gltf";
import {SceneMgr} from "../misc/scene";
import {Document} from "@gltf-transform/core";
import {AxesColors} from "../misc/helpers";
export type MObject3D = Object3D & {
userData: { noHit?: boolean },
@@ -27,6 +28,9 @@ let showBoundingBox = ref<Boolean>(false);
let mouseDownAt: [number, number] | null = null;
let selectFilter = ref('Any');
const raycaster = new Raycaster();
raycaster.params.Line.threshold = 0.2;
raycaster.params.Points.threshold = 0.8;
let selectionMoveListener = (event: MouseEvent) => {
mouseDownAt = [event.clientX, event.clientY];
@@ -52,21 +56,18 @@ let selectionListener = (event: MouseEvent) => {
// NOTE: Need to access internal as the API has issues with small faces surrounded by edges
let scene: ModelScene = props.viewer?.scene;
const ndcCoords = scene.getNDC(event.clientX, event.clientY);
//const hit = scene.hitFromPoint(ndcCoords) as Intersection<MObject3D> | undefined;
raycaster.setFromCamera(ndcCoords, (scene as any).camera);
if ((scene as any).camera.isOrthographicCamera) {
// Need to fix the ray direction for ortho camera
// FIXME: Still buggy (but less so :)
raycaster.ray.direction.copy(
scene.getTarget().clone().add(scene.target.position).sub((scene as any).camera.position).normalize());
raycaster.setFromCamera(ndcCoords, scene.camera);
if (!scene.camera.isPerspectiveCamera) {
// Need to fix the ray direction for ortho camera FIXME: Still buggy...
raycaster.ray.direction.copy(scene.camera.getWorldDirection(new Vector3()));
}
console.log('Ray', raycaster.ray);
//console.log('Ray', raycaster.ray);
// TODO DEBUG: Draw the ray for debugging
let actualFrom = scene.getTarget().clone().add(scene.target.position);
let actualTo = actualFrom.clone().add(raycaster.ray.direction.clone().multiplyScalar(50));
let lineHandle = props.viewer?.addLine3D(actualFrom, actualTo, "Ray")
setTimeout(() => props.viewer?.removeLine3D(lineHandle), 30000)
// DEBUG: Draw the ray
// let actualFrom = scene.getTarget().clone().add(raycaster.ray.origin);
// let actualTo = actualFrom.clone().add(raycaster.ray.direction.clone().multiplyScalar(50));
// let lineHandle = props.viewer?.addLine3D(actualFrom, actualTo, "Ray")
// setTimeout(() => props.viewer?.removeLine3D(lineHandle), 30000)
// Find all hit objects and select the wanted one based on the filter
const hits = raycaster.intersectObject(scene, true);
@@ -93,6 +94,7 @@ let selectionListener = (event: MouseEvent) => {
} else {
deselectAll();
}
updateBoundingBox();
} else {
// Otherwise, highlight the model that owns the hit
emit('findModel', hit.object.userData[extrasNameKey])
@@ -149,7 +151,7 @@ function toggleSelection() {
} else {
deselectAll(false);
}
props.viewer.scene.queueRender() // Force rerender of model-viewer
props.viewer.scene?.queueRender() // Force rerender of model-viewer
}
function toggleHighlightNextSelection() {
@@ -217,9 +219,17 @@ function updateBoundingBox() {
boundingBoxLineIds.forEach((id) => props.viewer?.removeLine3D(id));
boundingBoxLineIds = [];
if (!showBoundingBox.value) return;
let bb = SceneMgr.getBoundingBox(document);
// TODO: Get bounding box of selection instead if selection is enabled
// For each edge of the bounding box, draw a line
let bb: Box3
if (selected.value.length > 0) {
bb = new Box3();
for (let hit of selected.value) {
bb.expandByObject(hit.object);
}
bb.applyMatrix4(new Matrix4().makeTranslation(props.viewer?.scene.getTarget()));
} else {
bb = SceneMgr.getBoundingBox(document);
}
// Define each edge of the bounding box, to draw a line for each axis
let corners = [
[bb.min.x, bb.min.y, bb.min.z],
[bb.min.x, bb.min.y, bb.max.z],
@@ -231,29 +241,35 @@ function updateBoundingBox() {
[bb.max.x, bb.max.y, bb.max.z],
];
let edgesByAxis = [
[[0, 1], [2, 3], [4, 5], [6, 7]], // X
[[0, 2], [1, 3], [4, 6], [5, 7]], // Y
[[0, 4], [1, 5], [2, 6], [3, 7]], // Z
[[0, 4], [1, 5], [2, 6], [3, 7]], // X (CAD)
[[0, 2], [1, 3], [4, 6], [5, 7]], // Z (CAD)
[[0, 1], [2, 3], [4, 5], [6, 7]], // Y (CAD)
];
for (let axisEdges of edgesByAxis) {
// Only draw one edge per axis, the closest one to the camera
let edgeToDraw: Array<number> = axisEdges[0];
let edgeToDrawDist = Infinity;
// Only draw one edge per axis, the 2nd closest one to the camera
for (let edgeI in edgesByAxis) {
let axisEdges = edgesByAxis[edgeI];
let edge: Array<number> = axisEdges[0];
for (let i = 0; i < 2; i++) { // Find the 2nd closest one by running twice dropping the first
edge = axisEdges[0];
let edgeDist = Infinity;
let cameraPos: Vector3 = props.viewer?.scene.camera.position;
for (let edge of axisEdges) {
let from = new Vector3(...corners[edge[0]]);
let to = new Vector3(...corners[edge[1]]);
for (let testEdge of axisEdges) {
let from = new Vector3(...corners[testEdge[0]]);
let to = new Vector3(...corners[testEdge[1]]);
let mid = from.clone().add(to).multiplyScalar(0.5);
let newDist = cameraPos.distanceTo(mid);
if (newDist < edgeToDrawDist) {
edgeToDraw = edge;
edgeToDrawDist = newDist;
if (newDist < edgeDist) {
edge = testEdge;
edgeDist = newDist;
}
}
let from = new Vector3(...corners[edgeToDraw[0]]);
let to = new Vector3(...corners[edgeToDraw[1]]);
axisEdges = axisEdges.filter((e) => e !== edge);
}
let from = new Vector3(...corners[edge[0]]);
let to = new Vector3(...corners[edge[1]]);
let color = [AxesColors.x, AxesColors.y, AxesColors.z][edgeI][1]; // Secondary colors
let lineHandle = props.viewer?.addLine3D(from, to, to.clone().sub(from).length().toFixed(1) + "mm", {
"stroke": "blue",
"stroke": "rgb(" + color.join(',') + ")",
"stroke-width": "2"
});
boundingBoxLineIds.push(lineHandle);