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Gizmo.svelte
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Gizmo.svelte
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<script lang="ts">
import { HierarchicalObject, T, useTask, useThrelte } from '@threlte/core'
import { onDestroy, onMount } from 'svelte'
import {
CanvasTexture,
CapsuleGeometry,
Color,
Euler,
Object3D,
OrthographicCamera,
Quaternion,
Raycaster,
Scene,
Sprite,
Vector2,
Vector3,
Vector4,
type ColorRepresentation,
type Intersection
} from 'three'
import type { GizmoEvents, GizmoProps, GizmoSlots } from './Gizmo'
type $$Props = GizmoProps
type $$Events = GizmoEvents
type $$Slots = GizmoSlots
export let renderTask: $$Props['renderTask'] = undefined
export let animationTask: $$Props['animationTask'] = undefined
export let turnRate: Required<$$Props>['turnRate'] = 2 * Math.PI
export let center: Required<$$Props>['center'] = [0, 0, 0]
export let verticalPlacement: Required<$$Props>['verticalPlacement'] = 'bottom'
export let horizontalPlacement: Required<$$Props>['horizontalPlacement'] = 'right'
export let size: Required<$$Props>['size'] = 128
export let xColor: Required<$$Props>['xColor'] = 0xff3653
export let yColor: Required<$$Props>['yColor'] = 0x8adb00
export let zColor: Required<$$Props>['zColor'] = 0x2c8fff
export let toneMapped: Required<$$Props>['toneMapped'] = false
export let paddingX: Required<$$Props>['paddingX'] = 0
export let paddingY: Required<$$Props>['paddingY'] = 0
$: centerVec = new Vector3(...center)
const { autoRenderTask, renderer, camera, invalidate } = useThrelte()
// invalidate the frame when any of the following values change
$: size, horizontalPlacement, verticalPlacement, toneMapped, paddingX, paddingY, invalidate()
const orthoCam = new OrthographicCamera(-1.25, 1.25, 1.25, -1.25, 0, 4)
orthoCam.position.set(0, 0, 2)
const root = new Scene()
const viewport = new Vector4()
useTask(
renderTask?.key ?? Symbol('threlte-extras-gizmo-render'),
() => {
const autoClear = renderer.autoClear
renderer.autoClear = false
renderer.getViewport(viewport)
const toneMapping = renderer.toneMapping
renderer.toneMapping = toneMapped ? renderer.toneMapping : 0
const x =
horizontalPlacement === 'left'
? paddingX
: renderer.domElement.offsetWidth - size - paddingX
const y =
verticalPlacement === 'bottom'
? paddingY
: renderer.domElement.offsetHeight - size - paddingY
renderer.setViewport(x, y, size, size)
renderer.render(root, orthoCam)
renderer.setViewport(viewport.x, viewport.y, viewport.z, viewport.w)
renderer.autoClear = autoClear
renderer.toneMapping = toneMapping
},
{
...(renderTask ?? { after: autoRenderTask }),
autoInvalidate: false
}
)
// User interaction must be handled manually because
// the gizmo is not in the main scene. The click
// target is added as a sibling of the renderer's
// dom element.
const clickTarget = document.createElement('div')
// We need to know the bounding rect of the renderer's dom element
const renderTarget = renderer.domElement
const boundingRect = renderTarget.getBoundingClientRect()
clickTarget.style.position = 'absolute'
$: {
if (horizontalPlacement === 'right') {
clickTarget.style.right = ''
clickTarget.style.left = `${boundingRect.right - size - paddingX}px`
} else {
clickTarget.style.right = ''
clickTarget.style.left = `${paddingX + boundingRect.left}px`
}
if (verticalPlacement === 'bottom') {
clickTarget.style.bottom = ''
clickTarget.style.top = `${boundingRect.bottom - size - paddingY}px`
} else {
clickTarget.style.bottom = ''
clickTarget.style.top = `${paddingY + boundingRect.top}px`
}
clickTarget.style.height = `${size}px`
clickTarget.style.width = `${size}px`
}
let posX: Sprite
let posY: Sprite
let posZ: Sprite
let negX: Sprite
let negY: Sprite
let negZ: Sprite
const targetPosition = new Vector3()
const targetQuaternion = new Quaternion()
const currentQuaternion = new Quaternion()
const finalQuaternion = new Quaternion()
let radius = 0
let animating = false
const mouse = new Vector2()
const raycaster = new Raycaster()
/**
* Floating point operations make it hard to compare quaternions, controls
* (such as the OrbitControls) may also restrict the rotation of the camera on
* certain axes. To allow for loose equality checks, we use a sensible
* threshold to compare quaternions.
*
* @param a - Quaternion a
* @param b - Quaternion b
* @param threshold - Threshold to use for comparison
*/
const quaternionsAreEqual = (a: Quaternion, b: Quaternion, threshold: number) => {
const delta =
Math.abs(a.x - b.x) + Math.abs(a.y - b.y) + Math.abs(a.z - b.z) + Math.abs(a.w - b.w)
return delta < threshold
}
/**
* @returns boolean that indicates if the target and the current rotation are equal.
*/
const handleIntersection = (intersection: Intersection<Object3D>): boolean => {
const object = intersection.object
const targetPos = object.userData.targetPosition as [number, number, number]
const targetEuler = object.userData.targetEuler as [number, number, number]
radius = camera.current.position.distanceTo(centerVec)
targetPosition
.set(...targetPos)
.multiplyScalar(radius)
.add(centerVec)
targetQuaternion.setFromEuler(new Euler(...targetEuler))
const dummy = new Object3D()
dummy.position.copy(centerVec)
dummy.lookAt(camera.current.position)
currentQuaternion.copy(dummy.quaternion)
dummy.lookAt(targetPosition)
finalQuaternion.copy(dummy.quaternion)
if (quaternionsAreEqual(finalQuaternion, currentQuaternion, 0.0001)) {
return true
}
animating = true
return false
}
const handleClick = (event: MouseEvent) => {
if (animating) {
return
}
// Raycasting is done manually.
const rect = clickTarget.getBoundingClientRect()
const offsetX = rect.left + (clickTarget.offsetWidth - size)
const offsetY = rect.top + (clickTarget.offsetHeight - size)
mouse.x = ((event.clientX - offsetX) / (rect.right - offsetX)) * 2 - 1
mouse.y = -((event.clientY - offsetY) / (rect.bottom - offsetY)) * 2 + 1
raycaster.setFromCamera(mouse, orthoCam)
const intersects = raycaster.intersectObjects([posX, posY, posZ, negX, negY, negZ])
if (intersects.length > 0) {
const alreadyReached = handleIntersection(intersects[0])
if (alreadyReached) {
// get the second closest intersection
if (intersects.length > 1) {
handleIntersection(intersects[1])
}
}
}
}
onMount(() => {
renderer.domElement.parentElement?.appendChild(clickTarget)
clickTarget.addEventListener('click', handleClick)
})
onDestroy(() => {
renderer.domElement.parentElement?.removeChild(clickTarget)
clickTarget.removeEventListener('click', handleClick)
})
// Used to test which axis (pos or neg) are closer to the camera.
const point = new Vector3()
let p = [0, 0, 0]
useTask(
animationTask?.key ?? Symbol('threlte-extras-gizmo-animation'),
(delta) => {
point.set(0, 0, 1).applyQuaternion(camera.current.quaternion)
if (point.x !== p[0] || point.y !== p[1] || point.z !== p[2]) {
p = [point.x, point.y, point.z]
root.quaternion.copy(camera.current.quaternion).invert()
invalidate()
}
if (animating) {
const step = delta * turnRate
// animate position by doing a slerp and then scaling the position on the unit sphere
currentQuaternion.rotateTowards(finalQuaternion, step)
camera.current.position
.set(0, 0, 1)
.applyQuaternion(currentQuaternion)
.multiplyScalar(radius)
.add(centerVec)
// animate orientation
camera.current.quaternion.rotateTowards(targetQuaternion, step)
if (currentQuaternion.angleTo(finalQuaternion) === 0) {
animating = false
}
invalidate()
}
},
{
...animationTask,
autoInvalidate: false
}
)
const findClosestPow2LargerThan = (x: number) => {
if (x <= 0) {
return 1
}
let pow2 = 1
while (pow2 < x) {
pow2 <<= 1
}
return pow2
}
$: textureSize = findClosestPow2LargerThan(size * 0.3 * renderer.getPixelRatio())
/**
* Keep track of the textures to be able to dispose them when they are no
* longer needed.
*/
const textures: Record<string, CanvasTexture> = {}
const color = new Color()
const getSpriteTexture = (size: number, colorRepresentation: ColorRepresentation, text = '') => {
color.set(colorRepresentation)
const key = `${color.getHexString()}-${text}`
if (textures[key]) {
textures[key].dispose()
}
const canvas = document.createElement('canvas')
canvas.width = size
canvas.height = size
const context = canvas.getContext('2d')!
context.beginPath()
context.arc(size / 2, size / 2, size / 4, 0, 2 * Math.PI)
context.closePath()
context.fillStyle = color.convertSRGBToLinear().getStyle()
context.fill()
if (text) {
const textSize = Math.abs(size * (24 / 64))
context.font = `${textSize}px Arial`
context.textAlign = 'center'
context.fillStyle = '#000000'
const textY = size * (41 / 64)
context.fillText(text, size / 2, textY)
}
const texture = new CanvasTexture(canvas)
textures[key] = texture
return texture
}
const stemGeometry = new CapsuleGeometry(0.025, 0.78)
stemGeometry.rotateZ(Math.PI / 2)
// Used to decrease atifacts of intersecting axis stems.
$: frontMostAxisIndex = p.indexOf(Math.max(...p))
$: usePolygonOffset = p.some((v) => v < 0)
</script>
<HierarchicalObject>
<T is={root}>
{@const polygonOffsetFactor = -20}
<!-- xAxis -->
<T.Sprite
renderOrder={1}
bind:ref={posX}
position.x={1}
userData.targetPosition={[1, 0, 0]}
userData.targetEuler={[0, Math.PI * 0.5, 0]}
>
<T.SpriteMaterial
map={getSpriteTexture(textureSize, xColor, 'X')}
opacity={p[0] >= 0 ? 1 : 0.5}
/>
</T.Sprite>
<T.Mesh
position.x={0.39}
renderOrder={frontMostAxisIndex === 0 ? -1 : 0}
>
<T is={stemGeometry} />
<T.MeshBasicMaterial
transparent
opacity={p[0] >= 0 ? 1 : 0.5}
color={xColor}
polygonOffset={usePolygonOffset && frontMostAxisIndex === 0 && p[0] < 0.75}
{polygonOffsetFactor}
/>
</T.Mesh>
<T.Sprite
renderOrder={1}
bind:ref={negX}
position.x={-1}
scale={0.8}
userData.targetPosition={[-1, 0, 0]}
userData.targetEuler={[0, -Math.PI * 0.5, 0]}
>
<T.SpriteMaterial
map={getSpriteTexture(textureSize, xColor)}
opacity={p[0] >= 0 ? 0.5 : 1}
/>
</T.Sprite>
<!-- yAxis -->
<T.Sprite
renderOrder={1}
bind:ref={posY}
position.y={1}
userData.targetPosition={[0, 1, 0]}
userData.targetEuler={[-Math.PI * 0.5, 0, 0]}
>
<T.SpriteMaterial
map={getSpriteTexture(textureSize, yColor, 'Y')}
opacity={p[1] >= 0 ? 1 : 0.5}
/>
</T.Sprite>
<T.Mesh
position.y={0.39}
rotation.z={Math.PI / 2}
renderOrder={frontMostAxisIndex === 1 ? -1 : 0}
>
<T is={stemGeometry} />
<T.MeshBasicMaterial
transparent
opacity={p[1] >= 0 ? 1 : 0.5}
color={yColor}
polygonOffset={usePolygonOffset && frontMostAxisIndex === 1 && p[1] < 0.75}
{polygonOffsetFactor}
/>
</T.Mesh>
<T.Sprite
renderOrder={1}
bind:ref={negY}
position.y={-1}
scale={0.8}
userData.targetPosition={[0, -1, 0]}
userData.targetEuler={[Math.PI * 0.5, 0, 0]}
>
<T.SpriteMaterial
map={getSpriteTexture(textureSize, yColor)}
opacity={p[1] >= 0 ? 0.5 : 1}
/>
</T.Sprite>
<!-- zAxis -->
<T.Sprite
renderOrder={1}
bind:ref={posZ}
position.z={1}
userData.targetPosition={[0, 0, 1]}
userData.targetEuler={[0, 0, 0]}
>
<T.SpriteMaterial
map={getSpriteTexture(textureSize, zColor, 'Z')}
opacity={p[2] >= 0 ? 1 : 0.5}
/>
</T.Sprite>
<T.Mesh
position.z={0.39}
rotation.y={-Math.PI / 2}
renderOrder={frontMostAxisIndex === 2 ? -1 : 0}
>
<T is={stemGeometry} />
<T.MeshBasicMaterial
transparent
opacity={p[2] >= 0 ? 1 : 0.5}
color={zColor}
polygonOffset={usePolygonOffset && frontMostAxisIndex === 2 && p[2] < 0.75}
{polygonOffsetFactor}
/>
</T.Mesh>
<T.Sprite
renderOrder={1}
bind:ref={negZ}
position.z={-1}
scale={0.8}
userData.targetPosition={[0, 0, -1]}
userData.targetEuler={[0, Math.PI, 0]}
>
<T.SpriteMaterial
map={getSpriteTexture(textureSize, zColor)}
opacity={p[2] >= 0 ? 0.5 : 1}
/>
</T.Sprite>
</T>
</HierarchicalObject>