UI/Cubes: init circle positioning

This commit is contained in:
Johannes Kirschbauer
2025-07-10 18:23:32 +02:00
committed by a-kenji
parent 9800e50ce1
commit 743aa712f5

View File

@@ -1,5 +1,11 @@
// Working SolidJS + Three.js cube scene with reactive positioning
import { createSignal, createEffect, onCleanup, onMount, createMemo } from "solid-js";
import {
createSignal,
createEffect,
onCleanup,
onMount,
createMemo,
} from "solid-js";
import * as THREE from "three";
// Cube Data Model
@@ -44,16 +50,67 @@ export function CubeScene() {
const CREATE_ANIMATION_DURATION = 600; // milliseconds
// Grid configuration
const GRID_SIZE = 10;
const GRID_SIZE = 2;
const CUBE_SPACING = 2;
// Calculate grid position for a cube index with floating effect
function getGridPosition(index: number): [number, number, number] {
const x =
(index % GRID_SIZE) * CUBE_SPACING - (GRID_SIZE * CUBE_SPACING) / 2;
const z =
Math.floor(index / GRID_SIZE) * CUBE_SPACING -
(GRID_SIZE * CUBE_SPACING) / 2;
// function getGridPosition(index: number): [number, number, number] {
// const x =
// (index % GRID_SIZE) * CUBE_SPACING - (GRID_SIZE * CUBE_SPACING) / 2;
// const z =
// Math.floor(index / GRID_SIZE) * CUBE_SPACING -
// (GRID_SIZE * CUBE_SPACING) / 2;
// return [x, 0.5, z];
// }
// function getGridPosition(index: number): [number, number, number] {
// if (index === 0) return [0, 0.5, 0];
// let x = 0, z = 0;
// let layer = 1;
// let value = 1;
// while (true) {
// // right
// for (let i = 0; i < layer; i++) {
// x += 1;
// if (value++ === index) return [x * CUBE_SPACING, 0.5, z * CUBE_SPACING];
// }
// // down
// for (let i = 0; i < layer; i++) {
// z += 1;
// if (value++ === index) return [x * CUBE_SPACING, 0.5, z * CUBE_SPACING];
// }
// layer++;
// // left
// for (let i = 0; i < layer; i++) {
// x -= 1;
// if (value++ === index) return [x * CUBE_SPACING, 0.5, z * CUBE_SPACING];
// }
// // up
// for (let i = 0; i < layer; i++) {
// z -= 1;
// if (value++ === index) return [x * CUBE_SPACING, 0.5, z * CUBE_SPACING];
// }
// layer++;
// if (layer > 100) {
// console.warn("Exceeded grid size, returning last position");
// // If we exceed the index, return the last position
// return [x * CUBE_SPACING, 0.5, z * CUBE_SPACING];
// }
// }
// }
// Circle IDEA:
// Need to talk with timo and W about this
function getCirclePosition(
index: number,
total: number,
): [number, number, number] {
const r = Math.sqrt(total) * CUBE_SPACING; // Radius based on total cubes
const x = Math.cos((index / total) * 2 * Math.PI) * r;
const z = Math.sin((index / total) * 2 * Math.PI) * r;
// Position cubes at y = 0.5 to float above the ground
return [x, 0.5, z];
}
@@ -73,11 +130,18 @@ export function CubeScene() {
return {
id,
position: getGridPosition(isDeleting ? -1 : activeIndex >= 0 ? activeIndex : index),
color: "blue",
position: getCirclePosition(
isDeleting ? -1 : activeIndex >= 0 ? activeIndex : index,
currentIds.length,
),
// position: getGridPosition(isDeleting ? -1 : activeIndex >= 0 ? activeIndex : index),
isDeleting,
isCreating,
targetPosition: activeIndex >= 0 ? getGridPosition(activeIndex) : getGridPosition(index),
// targetPosition: activeIndex >= 0 ? getGridPosition(activeIndex) : getGridPosition(index),
targetPosition:
activeIndex >= 0
? getCirclePosition(activeIndex, currentIds.length)
: getCirclePosition(index, currentIds.length),
};
});
});
@@ -108,7 +172,11 @@ export function CubeScene() {
}
// Animation helper function
function animateToPosition(mesh: THREE.Mesh, targetPosition: [number, number, number], duration: number = ANIMATION_DURATION) {
function animateToPosition(
mesh: THREE.Mesh,
targetPosition: [number, number, number],
duration: number = ANIMATION_DURATION,
) {
const startPosition = mesh.position.clone();
const endPosition = new THREE.Vector3(...targetPosition);
const startTime = Date.now();
@@ -131,7 +199,11 @@ export function CubeScene() {
}
// Create animation helper
function animateCreate(mesh: THREE.Mesh, baseMesh: THREE.Mesh, onComplete: () => void) {
function animateCreate(
mesh: THREE.Mesh,
baseMesh: THREE.Mesh,
onComplete: () => void,
) {
const startTime = Date.now();
// Start with zero scale and full opacity
@@ -193,12 +265,16 @@ export function CubeScene() {
}
// Delete animation helper
function animateDelete(mesh: THREE.Mesh, baseMesh: THREE.Mesh, onComplete: () => void) {
function animateDelete(
mesh: THREE.Mesh,
baseMesh: THREE.Mesh,
onComplete: () => void,
) {
const startTime = Date.now();
const startScale = mesh.scale.clone();
const startOpacity = Array.isArray(mesh.material) ?
(mesh.material[0] as THREE.MeshBasicMaterial).opacity :
(mesh.material as THREE.MeshBasicMaterial).opacity;
const startOpacity = Array.isArray(mesh.material)
? (mesh.material[0] as THREE.MeshBasicMaterial).opacity
: (mesh.material as THREE.MeshBasicMaterial).opacity;
function animate() {
const elapsed = Date.now() - startTime;
@@ -257,14 +333,14 @@ export function CubeScene() {
const id = crypto.randomUUID();
// Add to creating set first
setCreatingIds(prev => new Set([...prev, id]));
setCreatingIds((prev) => new Set([...prev, id]));
// Add to ids
setIds((prev) => [...prev, id]);
// Remove from creating set after animation completes
setTimeout(() => {
setCreatingIds(prev => {
setCreatingIds((prev) => {
const next = new Set(prev);
next.delete(id);
return next;
@@ -279,14 +355,14 @@ export function CubeScene() {
setDeletingIds(selectedSet);
// Start delete animations
selectedSet.forEach(id => {
selectedSet.forEach((id) => {
const mesh = meshMap.get(id);
const base = baseMap.get(id);
if (mesh && base) {
animateDelete(mesh, base, () => {
// Remove from deleting set when animation completes
setDeletingIds(prev => {
setDeletingIds((prev) => {
const next = new Set(prev);
next.delete(id);
return next;
@@ -297,7 +373,7 @@ export function CubeScene() {
// Remove from ids after a short delay to allow animation to start
setTimeout(() => {
setIds((prev) => prev.filter(id => !selectedSet.has(id)));
setIds((prev) => prev.filter((id) => !selectedSet.has(id)));
setSelectedIds(new Set<string>()); // Clear selection after deletion
}, 50);
}
@@ -364,7 +440,8 @@ export function CubeScene() {
onMount(() => {
// Scene setup
scene = new THREE.Scene();
scene.background = new THREE.Color(0xf0f0f0);
// Transparent background
scene.background = null;
// Camera setup
camera = new THREE.PerspectiveCamera(
@@ -377,7 +454,7 @@ export function CubeScene() {
camera.lookAt(0, 0, 0);
// Renderer setup
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(container.clientWidth, container.clientHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
@@ -594,18 +671,27 @@ export function CubeScene() {
} else if (!deleting.has(cube.id)) {
// Only animate position if not being deleted
const targetPosition = cube.targetPosition || cube.position;
const currentPosition = existingMesh.position.toArray() as [number, number, number];
const currentPosition = existingMesh.position.toArray() as [
number,
number,
number,
];
const target = targetPosition;
// Check if position actually changed
if (Math.abs(currentPosition[0] - target[0]) > 0.01 ||
if (
Math.abs(currentPosition[0] - target[0]) > 0.01 ||
Math.abs(currentPosition[1] - target[1]) > 0.01 ||
Math.abs(currentPosition[2] - target[2]) > 0.01) {
Math.abs(currentPosition[2] - target[2]) > 0.01
) {
animateToPosition(existingMesh, target);
if (existingBase) {
animateToPosition(existingBase, [target[0], target[1] - 0.5 - 0.025, target[2]]);
animateToPosition(existingBase, [
target[0],
target[1] - 0.5 - 0.025,
target[2],
]);
}
}
}
@@ -655,7 +741,7 @@ export function CubeScene() {
const currentIds = ids();
// Clean up cubes that finished their delete animation
deleting.forEach(id => {
deleting.forEach((id) => {
if (!currentIds.includes(id)) {
// Check if this cube has finished its animation
const mesh = meshMap.get(id);
@@ -724,7 +810,9 @@ export function CubeScene() {
<div>
<div style={{ "margin-bottom": "10px" }}>
<button onClick={addCube}>Add Cube</button>
<button onClick={()=>deleteSelectedCubes(selectedIds())}>Delete Selected</button>
<button onClick={() => deleteSelectedCubes(selectedIds())}>
Delete Selected
</button>
<span style={{ "margin-left": "10px" }}>
Selected: {selectedIds().size} cubes | Total: {ids().length} cubes
</span>
@@ -759,7 +847,7 @@ export function CubeScene() {
ref={(el) => (container = el)}
style={{
width: "100%",
height: "500px",
height: "1000px",
border: "1px solid #ccc",
cursor: "grab",
}}