UI/qubescene: dynamically recalculate the positions

This commit is contained in:
Johannes Kirschbauer
2025-07-10 16:49:14 +02:00
committed by a-kenji
parent 9a647907e9
commit 0d5dbb0fc5

View File

@@ -1,5 +1,5 @@
// Working SolidJS + Three.js cube scene with grid arrangement
import { createSignal, createEffect, onCleanup, onMount } from "solid-js";
// Working SolidJS + Three.js cube scene with reactive positioning
import { createSignal, createEffect, onCleanup, onMount, createMemo } from "solid-js";
import * as THREE from "three";
// Cube Data Model
@@ -29,7 +29,7 @@ export function CubeScene() {
let isAnimating = false; // Flag to prevent multiple loops
let frameCount = 0;
const [cubes, setCubes] = createSignal<CubeData[]>([]);
const [ids, setIds] = createSignal<string[]>([]);
const [selectedIds, setSelectedIds] = createSignal<Set<string>>(new Set());
const [cameraInfo, setCameraInfo] = createSignal({
position: { x: 0, y: 0, z: 0 },
@@ -50,6 +50,15 @@ export function CubeScene() {
return [x, 0.5, z];
}
// Reactive cubes memo - this recalculates whenever ids() changes
const cubes = createMemo(() => {
return ids().map((id, index) => ({
id,
position: getGridPosition(index),
color: "blue",
}));
});
// Create multi-colored cube materials for different faces
function createCubeMaterials() {
const materials = [
@@ -62,6 +71,7 @@ export function CubeScene() {
];
return materials;
}
function createBaseMaterials() {
const materials = [
new THREE.MeshBasicMaterial({ color: 0xdce4e5 }), // Right face - medium
@@ -87,52 +97,25 @@ export function CubeScene() {
// === Add/Delete Cube API ===
function addCube() {
const id = crypto.randomUUID();
const currentCount = cubes().length;
const cube: CubeData = {
id,
position: getGridPosition(currentCount),
color: "blue",
};
setCubes((prev) => [...prev, cube]);
setIds((prev) => [...prev, id]);
}
function deleteSelectedCubes(ids: Set<string>) {
ids.forEach((id) => {
deleteCube(id);
});
function deleteSelectedCubes(selectedSet: Set<string>) {
if (selectedSet.size === 0) return;
setIds((prev) => prev.filter(id => !selectedSet.has(id)));
setSelectedIds(new Set<string>()); // Clear selection after deletion
}
function deleteCube(id: string) {
// Remove cube mesh
const mesh = meshMap.get(id);
if (mesh) {
scene.remove(mesh);
mesh.geometry.dispose();
// Dispose materials properly
if (Array.isArray(mesh.material)) {
mesh.material.forEach((material) => material.dispose());
} else {
mesh.material.dispose();
}
meshMap.delete(id);
}
setIds((prev) => prev.filter(cubeId => cubeId !== id));
// Remove base mesh - THIS WAS MISSING!
const base = baseMap.get(id);
if (base) {
scene.remove(base);
base.geometry.dispose();
// Dispose base materials properly
if (Array.isArray(base.material)) {
base.material.forEach((material) => material.dispose());
} else {
base.material.dispose();
}
baseMap.delete(id);
}
setCubes((prev) => prev.filter((c) => c.id !== id));
// Also remove from selection if it was selected
setSelectedIds((prev) => {
const next = new Set(prev);
next.delete(id);
return next;
});
}
function toggleSelection(id: string) {
@@ -385,14 +368,18 @@ export function CubeScene() {
});
});
// Effect to manage cube meshes
// Effect to manage cube meshes - this runs whenever cubes() changes
createEffect(() => {
const currentCubes = cubes();
const existing = new Set(meshMap.keys());
// Update existing cubes and create new ones
cubes().forEach((cube) => {
if (!meshMap.has(cube.id)) {
// Create cube mesh
currentCubes.forEach((cube) => {
const existingMesh = meshMap.get(cube.id);
const existingBase = baseMap.get(cube.id);
if (!existingMesh) {
// Create new cube mesh
const cubeMaterials = createCubeMaterials();
const mesh = new THREE.Mesh(sharedCubeGeometry, cubeMaterials);
mesh.castShadow = true;
@@ -402,18 +389,51 @@ export function CubeScene() {
scene.add(mesh);
meshMap.set(cube.id, mesh);
// Create base mesh
// Create new base mesh
const base = createCubeBase(cube.position);
base.userData.id = cube.id;
scene.add(base);
baseMap.set(cube.id, base);
} else {
// Update existing mesh position
existingMesh.position.set(...cube.position);
if (existingBase) {
existingBase.position.set(cube.position[0], cube.position[1] - 0.5 - 0.025, cube.position[2]);
}
}
existing.delete(cube.id);
});
// Remove cubes that are no longer in the state
existing.forEach((id) => {
deleteCube(id);
// Remove cube mesh
const mesh = meshMap.get(id);
if (mesh) {
scene.remove(mesh);
mesh.geometry.dispose();
// Dispose materials properly
if (Array.isArray(mesh.material)) {
mesh.material.forEach((material) => material.dispose());
} else {
mesh.material.dispose();
}
meshMap.delete(id);
}
// Remove base mesh
const base = baseMap.get(id);
if (base) {
scene.remove(base);
base.geometry.dispose();
// Dispose base materials properly
if (Array.isArray(base.material)) {
base.material.forEach((material) => material.dispose());
} else {
base.material.dispose();
}
baseMap.delete(id);
}
});
updateMeshColors();
@@ -457,9 +477,9 @@ export function CubeScene() {
<div>
<div style={{ "margin-bottom": "10px" }}>
<button onClick={addCube}>Add Cube</button>
<button onClick={()=>deleteSelectedCubes(selectedIds())}>Delete Cube</button>
<button onClick={()=>deleteSelectedCubes(selectedIds())}>Delete Selected</button>
<span style={{ "margin-left": "10px" }}>
Selected: {selectedIds().size} cubes
Selected: {selectedIds().size} cubes | Total: {ids().length} cubes
</span>
</div>