Merge pull request 'UI: init cubes scene' (#4277) from ui-scene into main
Reviewed-on: https://git.clan.lol/clan/clan-core/pulls/4277
This commit is contained in:
@@ -3,6 +3,7 @@ import { render } from "solid-js/web";
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import "./index.css";
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import { QueryClient } from "@tanstack/solid-query";
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import { CubeScene } from "./scene/qubes";
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export const client = new QueryClient();
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@@ -19,4 +20,4 @@ if (import.meta.env.DEV) {
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await import("solid-devtools");
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}
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render(() => <h1>Hello World</h1>, root!);
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render(() => <CubeScene />, root!);
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494
pkgs/clan-app/ui/src/scene/qubes.tsx
Normal file
494
pkgs/clan-app/ui/src/scene/qubes.tsx
Normal file
@@ -0,0 +1,494 @@
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// Working SolidJS + Three.js cube scene with grid arrangement
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import { createSignal, createEffect, onCleanup, onMount } from "solid-js";
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import * as THREE from "three";
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// Cube Data Model
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interface CubeData {
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id: string;
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position: [number, number, number];
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color: string;
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}
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export function CubeScene() {
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let container: HTMLDivElement;
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let scene: THREE.Scene;
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let camera: THREE.PerspectiveCamera;
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let renderer: THREE.WebGLRenderer;
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let raycaster: THREE.Raycaster;
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const meshMap = new Map<string, THREE.Mesh>();
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const baseMap = new Map<string, THREE.Mesh>(); // Map for cube bases
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let sharedCubeGeometry: THREE.BoxGeometry;
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let sharedBaseGeometry: THREE.BoxGeometry;
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// Used for development purposes
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// Vite does hot-reload but we need to ensure the animation loop doesn't run multiple times
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// This flag prevents multiple animation loops from running simultaneously
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// It is set to true when the component mounts and false when it unmounts
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let isAnimating = false; // Flag to prevent multiple loops
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let frameCount = 0;
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const [cubes, setCubes] = createSignal<CubeData[]>([]);
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const [selectedIds, setSelectedIds] = createSignal<Set<string>>(new Set());
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const [cameraInfo, setCameraInfo] = createSignal({
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position: { x: 0, y: 0, z: 0 },
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spherical: { radius: 0, theta: 0, phi: 0 },
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});
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// Grid configuration
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const GRID_SIZE = 10;
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const CUBE_SPACING = 2;
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// Calculate grid position for a cube index with floating effect
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function getGridPosition(index: number): [number, number, number] {
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const x =
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(index % GRID_SIZE) * CUBE_SPACING - (GRID_SIZE * CUBE_SPACING) / 2;
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const z =
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Math.floor(index / GRID_SIZE) * CUBE_SPACING -
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(GRID_SIZE * CUBE_SPACING) / 2;
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return [x, 0.5, z];
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}
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// Create multi-colored cube materials for different faces
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function createCubeMaterials() {
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const materials = [
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new THREE.MeshBasicMaterial({ color: 0xb0c0c2 }), // Right face - medium
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new THREE.MeshBasicMaterial({ color: 0x4d6a6b }), // Left face - dark shadow
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new THREE.MeshBasicMaterial({ color: 0xdce4e5 }), // Top face - light
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new THREE.MeshBasicMaterial({ color: 0x4d6a6b }), // Bottom face - dark shadow
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new THREE.MeshBasicMaterial({ color: 0xb0c0c2 }), // Front face - medium
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new THREE.MeshBasicMaterial({ color: 0x4d6a6b }), // Back face - dark shadow
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];
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return materials;
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}
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function createBaseMaterials() {
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const materials = [
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new THREE.MeshBasicMaterial({ color: 0xdce4e5 }), // Right face - medium
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new THREE.MeshBasicMaterial({ color: 0xa4b3b5 }), // Left face - dark shadow
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new THREE.MeshLambertMaterial({ color: 0xffffff, emissive: 0x303030 }), // Top face - light
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new THREE.MeshBasicMaterial({ color: 0xa4b3b5 }), // Bottom face - dark shadow
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new THREE.MeshBasicMaterial({ color: 0xdce4e5 }), // Front face - medium
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new THREE.MeshBasicMaterial({ color: 0xa4b3b5 }), // Back face - dark shadow
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];
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return materials;
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}
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// Create white base for cube
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function createCubeBase(cube_pos: [number, number, number]) {
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const baseMaterials = createBaseMaterials();
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const base = new THREE.Mesh(sharedBaseGeometry, baseMaterials);
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// tranlate_y = - cube_height / 2 - base_height / 2
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base.position.set(cube_pos[0], cube_pos[1] - 0.5 - 0.025, cube_pos[2]); // Position below cube
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base.receiveShadow = true;
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return base;
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}
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// === Add/Delete Cube API ===
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function addCube() {
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const id = crypto.randomUUID();
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const currentCount = cubes().length;
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const cube: CubeData = {
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id,
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position: getGridPosition(currentCount),
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color: "blue",
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};
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setCubes((prev) => [...prev, cube]);
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}
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function deleteCube(id: string) {
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// Remove cube mesh
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const mesh = meshMap.get(id);
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if (mesh) {
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scene.remove(mesh);
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mesh.geometry.dispose();
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// Dispose materials properly
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if (Array.isArray(mesh.material)) {
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mesh.material.forEach((material) => material.dispose());
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} else {
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mesh.material.dispose();
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}
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meshMap.delete(id);
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}
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// Remove base mesh - THIS WAS MISSING!
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const base = baseMap.get(id);
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if (base) {
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scene.remove(base);
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base.geometry.dispose();
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// Dispose base materials properly
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if (Array.isArray(base.material)) {
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base.material.forEach((material) => material.dispose());
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} else {
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base.material.dispose();
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}
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baseMap.delete(id);
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}
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setCubes((prev) => prev.filter((c) => c.id !== id));
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}
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function toggleSelection(id: string) {
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setSelectedIds((curr) => {
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const next = new Set(curr);
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if (next.has(id)) {
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next.delete(id);
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} else {
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next.add(id);
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}
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return next;
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});
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}
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function updateMeshColors() {
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for (const [id, base] of baseMap.entries()) {
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const selected = selectedIds().has(id);
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const materials = base.material as THREE.Material[];
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if (selected) {
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// When selected, make all faces red-ish but maintain the lighting difference
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materials.forEach((material, index) => {
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(material as THREE.MeshBasicMaterial).color.set(
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index === 2
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? 0xff6666 // Top face - lighter red
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: index === 0 || index === 4
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? 0xdce4e5 // Front/right faces - keep
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: 0xa4b3b5, // Shadow faces - keep
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);
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});
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} else {
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// Normal colors - restore original face colors
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materials.forEach((material, index) => {
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(material as THREE.MeshBasicMaterial).color.set(
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index === 2
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? 0xffffff // Top face - light
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: index === 0 || index === 4
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? 0xdce4e5 // Front/right faces - medium
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: 0xa4b3b5, // Shadow faces - dark
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);
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});
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}
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}
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}
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function logMemoryUsage() {
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if (renderer && renderer.info) {
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console.log("Three.js Memory:", {
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geometries: renderer.info.memory.geometries,
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textures: renderer.info.memory.textures,
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programs: renderer.info.programs?.length || 0,
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calls: renderer.info.render.calls,
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triangles: renderer.info.render.triangles,
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});
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}
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}
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onMount(() => {
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// Scene setup
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0xf0f0f0);
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// Camera setup
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camera = new THREE.PerspectiveCamera(
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75,
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container!.clientWidth / container!.clientHeight,
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0.1,
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1000,
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);
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camera.position.set(11, 8, -11);
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camera.lookAt(0, 0, 0);
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// Renderer setup
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renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setSize(container.clientWidth, container.clientHeight);
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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container.appendChild(renderer.domElement);
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// Lighting
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const ambientLight = new THREE.AmbientLight(0xffffff, 1.0); // Bright
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scene.add(ambientLight);
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const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
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// Position light at 30 degree angle (30 degrees from vertical)
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// For 30 degree angle: tan(30°) = opposite/adjacent = x/y
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// If y = 100, then x = 100 * tan(30°) = 100 * 0.577 = 57.7
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directionalLight.position.set(57.7, 100, 57.7);
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directionalLight.castShadow = true;
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// Configure shadow camera for hard, crisp shadows
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directionalLight.shadow.camera.left = -30;
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directionalLight.shadow.camera.right = 30;
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directionalLight.shadow.camera.top = 30;
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directionalLight.shadow.camera.bottom = -30;
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directionalLight.shadow.camera.near = 0.1;
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directionalLight.shadow.camera.far = 200;
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directionalLight.shadow.mapSize.width = 4096; // Higher resolution for sharper shadows
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directionalLight.shadow.mapSize.height = 4096;
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directionalLight.shadow.radius = 1; // Hard shadows (low radius)
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directionalLight.shadow.blurSamples = 4; // Fewer samples for harder edges
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scene.add(directionalLight);
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// Floor/Ground - Make it invisible but keep it for reference
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const floorGeometry = new THREE.PlaneGeometry(50, 50);
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const floorMaterial = new THREE.MeshBasicMaterial({
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color: 0xcccccc,
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transparent: true,
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opacity: 0, // Make completely invisible
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visible: false, // Also hide it completely
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});
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const floor = new THREE.Mesh(floorGeometry, floorMaterial);
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floor.rotation.x = -Math.PI / 2;
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floor.position.y = 0; // Keep at ground level for reference
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scene.add(floor);
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// Shared geometries for cubes and bases
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// This allows us to reuse the same geometry for all cubes and bases
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sharedCubeGeometry = new THREE.BoxGeometry(1, 1, 1);
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sharedBaseGeometry = new THREE.BoxGeometry(1.2, 0.05, 1.2);
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// Basic OrbitControls implementation (simplified)
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let isDragging = false;
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let previousMousePosition = { x: 0, y: 0 };
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const spherical = new THREE.Spherical();
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spherical.setFromVector3(camera.position);
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// Function to update camera info
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const updateCameraInfo = () => {
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setCameraInfo({
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position: {
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x: Math.round(camera.position.x * 100) / 100,
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y: Math.round(camera.position.y * 100) / 100,
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z: Math.round(camera.position.z * 100) / 100,
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},
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spherical: {
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radius: Math.round(spherical.radius * 100) / 100,
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theta: Math.round(spherical.theta * 100) / 100,
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phi: Math.round(spherical.phi * 100) / 100,
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},
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});
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};
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// Initial camera info update
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updateCameraInfo();
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const onMouseDown = (event: MouseEvent) => {
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isDragging = true;
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previousMousePosition = { x: event.clientX, y: event.clientY };
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};
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const onMouseUp = () => {
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isDragging = false;
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};
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const onMouseMove = (event: MouseEvent) => {
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if (!isDragging) return;
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const deltaX = event.clientX - previousMousePosition.x;
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const deltaY = event.clientY - previousMousePosition.y;
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spherical.theta -= deltaX * 0.01;
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spherical.phi += deltaY * 0.01;
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spherical.phi = Math.max(0.1, Math.min(Math.PI - 0.1, spherical.phi));
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camera.position.setFromSpherical(spherical);
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camera.lookAt(0, 0, 0);
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updateCameraInfo();
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previousMousePosition = { x: event.clientX, y: event.clientY };
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};
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const onWheel = (event: WheelEvent) => {
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event.preventDefault();
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spherical.radius += event.deltaY * 0.01;
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spherical.radius = Math.max(5, Math.min(50, spherical.radius));
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camera.position.setFromSpherical(spherical);
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camera.lookAt(0, 0, 0);
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updateCameraInfo();
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};
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// Event listeners
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renderer.domElement.addEventListener("mousedown", onMouseDown);
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renderer.domElement.addEventListener("mouseup", onMouseUp);
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renderer.domElement.addEventListener("mousemove", onMouseMove);
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renderer.domElement.addEventListener("wheel", onWheel);
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// Raycaster for clicking
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raycaster = new THREE.Raycaster();
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// Click handler for cube selection
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const onClick = (event: MouseEvent) => {
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if (isDragging) return; // Don't select if we were dragging
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const rect = renderer.domElement.getBoundingClientRect();
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const mouse = new THREE.Vector2(
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((event.clientX - rect.left) / rect.width) * 2 - 1,
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-((event.clientY - rect.top) / rect.height) * 2 + 1,
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);
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(
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Array.from(meshMap.values()),
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);
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if (intersects.length > 0) {
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const id = intersects[0].object.userData.id;
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toggleSelection(id);
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}
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};
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renderer.domElement.addEventListener("click", onClick);
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const animate = () => {
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if (!isAnimating) return; // Exit if component is unmounted
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requestAnimationFrame(animate);
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frameCount++;
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renderer.render(scene, camera);
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// Uncomment for memory debugging:
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if (frameCount % 60 === 0) logMemoryUsage(); // Log every 60 frames
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};
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isAnimating = true;
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animate();
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// Handle window resize
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const handleResize = () => {
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camera.aspect = container.clientWidth / container.clientHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(container.clientWidth, container.clientHeight);
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};
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window.addEventListener("resize", handleResize);
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// Cleanup function
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onCleanup(() => {
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// Stop animation loop
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isAnimating = false;
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renderer.domElement.removeEventListener("mousedown", onMouseDown);
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renderer.domElement.removeEventListener("mouseup", onMouseUp);
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renderer.domElement.removeEventListener("mousemove", onMouseMove);
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renderer.domElement.removeEventListener("wheel", onWheel);
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renderer.domElement.removeEventListener("click", onClick);
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window.removeEventListener("resize", handleResize);
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if (container) {
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container.innerHTML = "";
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}
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});
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});
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// Effect to manage cube meshes
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createEffect(() => {
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const existing = new Set(meshMap.keys());
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// Update existing cubes and create new ones
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cubes().forEach((cube) => {
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if (!meshMap.has(cube.id)) {
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// Create cube mesh
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const cubeMaterials = createCubeMaterials();
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const mesh = new THREE.Mesh(sharedCubeGeometry, cubeMaterials);
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mesh.castShadow = true;
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mesh.receiveShadow = true;
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mesh.position.set(...cube.position);
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mesh.userData.id = cube.id;
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scene.add(mesh);
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meshMap.set(cube.id, mesh);
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// Create base mesh
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const base = createCubeBase(cube.position);
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base.userData.id = cube.id;
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scene.add(base);
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baseMap.set(cube.id, base);
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}
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existing.delete(cube.id);
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});
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// Remove cubes that are no longer in the state
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existing.forEach((id) => {
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deleteCube(id);
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});
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updateMeshColors();
|
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});
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||||
|
||||
// Effect to update colors when selection changes
|
||||
createEffect(() => {
|
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selectedIds(); // Track the signal
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updateMeshColors();
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});
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onCleanup(() => {
|
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for (const mesh of meshMap.values()) {
|
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// Handle both single material and material array
|
||||
if (Array.isArray(mesh.material)) {
|
||||
mesh.material.forEach((material) => material.dispose());
|
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} else {
|
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mesh.material.dispose();
|
||||
}
|
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}
|
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meshMap.clear();
|
||||
|
||||
for (const mesh of baseMap.values()) {
|
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// Handle both single material and material array
|
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if (Array.isArray(mesh.material)) {
|
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mesh.material.forEach((material) => material.dispose());
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} else {
|
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mesh.material.dispose();
|
||||
}
|
||||
}
|
||||
baseMap.clear();
|
||||
|
||||
// Dispose shared geometries
|
||||
sharedCubeGeometry?.dispose();
|
||||
sharedBaseGeometry?.dispose();
|
||||
|
||||
renderer?.dispose();
|
||||
});
|
||||
|
||||
return (
|
||||
<div>
|
||||
<div style={{ "margin-bottom": "10px" }}>
|
||||
<button onClick={addCube}>Add Cube</button>
|
||||
<span style={{ "margin-left": "10px" }}>
|
||||
Selected: {selectedIds().size} cubes
|
||||
</span>
|
||||
</div>
|
||||
|
||||
{/* Camera Information Display */}
|
||||
<div
|
||||
style={{
|
||||
"margin-bottom": "10px",
|
||||
"font-family": "monospace",
|
||||
"font-size": "12px",
|
||||
"background-color": "#f5f5f5",
|
||||
padding: "8px",
|
||||
"border-radius": "4px",
|
||||
border: "1px solid #ddd",
|
||||
}}
|
||||
>
|
||||
<div>
|
||||
<strong>Camera Info:</strong>
|
||||
</div>
|
||||
<div>
|
||||
Position: ({cameraInfo().position.x}, {cameraInfo().position.y},{" "}
|
||||
{cameraInfo().position.z})
|
||||
</div>
|
||||
<div>
|
||||
Spherical: radius={cameraInfo().spherical.radius}, θ=
|
||||
{cameraInfo().spherical.theta}, φ={cameraInfo().spherical.phi}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div
|
||||
ref={(el) => (container = el)}
|
||||
style={{
|
||||
width: "100%",
|
||||
height: "500px",
|
||||
border: "1px solid #ccc",
|
||||
cursor: "grab",
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user