Add whitebox selection feedback and box brush components
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33
src/core/whitebox-selection-feedback.ts
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33
src/core/whitebox-selection-feedback.ts
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import type { EditorSelection } from "./selection";
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import {
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BOX_EDGE_LABELS,
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BOX_FACE_LABELS,
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BOX_VERTEX_LABELS
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} from "../document/brushes";
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import type { SceneDocument } from "../document/scene-document";
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function getBrushDisplayLabel(document: SceneDocument, brushId: string): string {
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const brushes = Object.values(document.brushes);
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const brushIndex = brushes.findIndex((brush) => brush.id === brushId);
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if (brushIndex === -1) {
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return "Whitebox Box";
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}
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return brushes[brushIndex].name ?? `Whitebox Box ${brushIndex + 1}`;
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}
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export function getWhiteboxSelectionFeedbackLabel(document: SceneDocument, selection: EditorSelection): string | null {
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switch (selection.kind) {
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case "brushes":
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return selection.ids.length === 1 ? `Solid · ${getBrushDisplayLabel(document, selection.ids[0])}` : null;
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case "brushFace":
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return `Face · ${BOX_FACE_LABELS[selection.faceId]} · ${getBrushDisplayLabel(document, selection.brushId)}`;
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case "brushEdge":
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return `Edge · ${BOX_EDGE_LABELS[selection.edgeId]} · ${getBrushDisplayLabel(document, selection.brushId)}`;
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case "brushVertex":
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return `Vertex · ${BOX_VERTEX_LABELS[selection.vertexId]} · ${getBrushDisplayLabel(document, selection.brushId)}`;
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default:
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return null;
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}
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}
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102
src/geometry/box-brush-components.ts
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102
src/geometry/box-brush-components.ts
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import { Euler, MathUtils, Vector3 } from "three";
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import type { Vec3 } from "../core/vector";
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import {
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type BoxBrush,
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type BoxEdgeId,
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type BoxVertexId
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} from "../document/brushes";
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import { getBoxBrushHalfSize } from "./box-brush";
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type Sign = -1 | 1;
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interface BoxVertexSigns {
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x: Sign;
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y: Sign;
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z: Sign;
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}
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const BOX_VERTEX_SIGNS: Record<BoxVertexId, BoxVertexSigns> = {
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negX_negY_negZ: { x: -1, y: -1, z: -1 },
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posX_negY_negZ: { x: 1, y: -1, z: -1 },
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negX_posY_negZ: { x: -1, y: 1, z: -1 },
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posX_posY_negZ: { x: 1, y: 1, z: -1 },
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negX_negY_posZ: { x: -1, y: -1, z: 1 },
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posX_negY_posZ: { x: 1, y: -1, z: 1 },
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negX_posY_posZ: { x: -1, y: 1, z: 1 },
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posX_posY_posZ: { x: 1, y: 1, z: 1 }
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};
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const BOX_EDGE_VERTEX_IDS: Record<BoxEdgeId, { start: BoxVertexId; end: BoxVertexId }> = {
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edgeX_negY_negZ: { start: "negX_negY_negZ", end: "posX_negY_negZ" },
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edgeX_posY_negZ: { start: "negX_posY_negZ", end: "posX_posY_negZ" },
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edgeX_negY_posZ: { start: "negX_negY_posZ", end: "posX_negY_posZ" },
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edgeX_posY_posZ: { start: "negX_posY_posZ", end: "posX_posY_posZ" },
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edgeY_negX_negZ: { start: "negX_negY_negZ", end: "negX_posY_negZ" },
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edgeY_posX_negZ: { start: "posX_negY_negZ", end: "posX_posY_negZ" },
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edgeY_negX_posZ: { start: "negX_negY_posZ", end: "negX_posY_posZ" },
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edgeY_posX_posZ: { start: "posX_negY_posZ", end: "posX_posY_posZ" },
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edgeZ_negX_negY: { start: "negX_negY_negZ", end: "negX_negY_posZ" },
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edgeZ_posX_negY: { start: "posX_negY_negZ", end: "posX_negY_posZ" },
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edgeZ_negX_posY: { start: "negX_posY_negZ", end: "negX_posY_posZ" },
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edgeZ_posX_posY: { start: "posX_posY_negZ", end: "posX_posY_posZ" }
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};
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export interface BoxBrushEdgeWorldSegment {
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id: BoxEdgeId;
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start: Vec3;
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end: Vec3;
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center: Vec3;
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}
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function createBrushRotationEuler(brush: BoxBrush): Euler {
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return new Euler(
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MathUtils.degToRad(brush.rotationDegrees.x),
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MathUtils.degToRad(brush.rotationDegrees.y),
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MathUtils.degToRad(brush.rotationDegrees.z),
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"XYZ"
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);
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}
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export function transformBoxBrushLocalPointToWorld(brush: BoxBrush, localPoint: Vec3): Vec3 {
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const rotation = createBrushRotationEuler(brush);
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const rotatedOffset = new Vector3(localPoint.x, localPoint.y, localPoint.z).applyEuler(rotation);
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return {
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x: brush.center.x + rotatedOffset.x,
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y: brush.center.y + rotatedOffset.y,
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z: brush.center.z + rotatedOffset.z
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};
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}
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export function getBoxBrushVertexLocalPosition(brush: BoxBrush, vertexId: BoxVertexId): Vec3 {
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const halfSize = getBoxBrushHalfSize(brush);
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const signs = BOX_VERTEX_SIGNS[vertexId];
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return {
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x: signs.x * halfSize.x,
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y: signs.y * halfSize.y,
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z: signs.z * halfSize.z
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};
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}
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export function getBoxBrushVertexWorldPosition(brush: BoxBrush, vertexId: BoxVertexId): Vec3 {
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return transformBoxBrushLocalPointToWorld(brush, getBoxBrushVertexLocalPosition(brush, vertexId));
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}
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export function getBoxBrushEdgeWorldSegment(brush: BoxBrush, edgeId: BoxEdgeId): BoxBrushEdgeWorldSegment {
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const vertexIds = BOX_EDGE_VERTEX_IDS[edgeId];
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const start = getBoxBrushVertexWorldPosition(brush, vertexIds.start);
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const end = getBoxBrushVertexWorldPosition(brush, vertexIds.end);
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return {
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id: edgeId,
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start,
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end,
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center: {
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x: (start.x + end.x) * 0.5,
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y: (start.y + end.y) * 0.5,
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z: (start.z + end.z) * 0.5
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}
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};
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}
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