UI: dispay selected cube base
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@@ -17,15 +17,13 @@ export function CubeScene() {
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let raycaster: THREE.Raycaster;
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let controls: any; // OrbitControls type
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let meshMap = new Map<string, THREE.Mesh>();
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let baseMap = new Map<string, THREE.Mesh>(); // Map for cube bases
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let ambientLightMap = new Map<string, THREE.PointLight>(); // Map for pink ambient lights
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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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spherical: { radius: 0, theta: 0, phi: 0 },
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});
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// Grid configuration
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@@ -34,8 +32,11 @@ export function CubeScene() {
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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 = (index % GRID_SIZE) * CUBE_SPACING - (GRID_SIZE * CUBE_SPACING) / 2;
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const z = Math.floor(index / GRID_SIZE) * CUBE_SPACING - (GRID_SIZE * CUBE_SPACING) / 2;
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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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@@ -53,22 +54,23 @@ export function CubeScene() {
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}
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function createBaseMaterials() {
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const materials = [
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new THREE.MeshStandardMaterial({ color: 0xDCE4E5 }), // Right face - medium
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new THREE.MeshStandardMaterial({ color: 0xA4B3B5 }), // Left face - dark shadow
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new THREE.MeshStandardMaterial({ color: 0xF2F5F5 }), // Top face - light
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new THREE.MeshStandardMaterial({ color: 0xA4B3B5 }), // Bottom face - dark shadow
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new THREE.MeshStandardMaterial({ color: 0xDCE4E5 }), // Front face - medium
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new THREE.MeshStandardMaterial({ color: 0xA4B3B5 }), // Back face - dark shadow
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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(position: [number, number, number]) {
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function createCubeBase(cube_pos: [number, number, number]) {
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const baseGeometry = new THREE.BoxGeometry(1.2, 0.05, 1.2); // 1.2 times cube size, thin height
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const baseMaterials = createBaseMaterials();
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const base = new THREE.Mesh(baseGeometry, baseMaterials);
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base.position.set(position[0], position[1] - 0.55, position[2]); // Position below cube
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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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@@ -105,26 +107,30 @@ export function CubeScene() {
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}
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function updateMeshColors() {
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for (const [id, mesh] of meshMap.entries()) {
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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 = mesh.material as THREE.Material[];
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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 ? 0xff6666 : // Top face - lighter red
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index === 0 || index === 4 ? 0xff4444 : // Front/right faces - medium red
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0xcc2222 // Shadow faces - darker red
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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 ? 0xdce4e5 : // Top face - light
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index === 0 || index === 4 ? 0xb0c0c2 : // Front/right faces - medium
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0x4d6a6b // Shadow faces - dark
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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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@@ -141,9 +147,9 @@ export function CubeScene() {
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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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1000,
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);
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camera.position.set(10, 8, 10);
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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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@@ -153,24 +159,28 @@ export function CubeScene() {
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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container.appendChild(renderer.domElement);
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// Lighting - Position directional light like the sun (very far away)
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const ambientLight = new THREE.AmbientLight(0x404040, 0.4);
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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, 0.8);
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// Position the light very far away to simulate sun-like parallel rays
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directionalLight.position.set(50, 100, 50);
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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 a larger area with parallel shadows
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directionalLight.shadow.camera.left = -50;
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directionalLight.shadow.camera.right = 50;
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directionalLight.shadow.camera.top = 50;
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directionalLight.shadow.camera.bottom = -50;
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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 = 2048;
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directionalLight.shadow.mapSize.height = 2048;
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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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@@ -179,7 +189,7 @@ export function CubeScene() {
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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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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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@@ -198,13 +208,13 @@ export function CubeScene() {
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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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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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phi: Math.round(spherical.phi * 100) / 100,
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},
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});
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};
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@@ -247,10 +257,10 @@ export function CubeScene() {
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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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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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@@ -262,12 +272,12 @@ export function CubeScene() {
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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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-((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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Array.from(meshMap.values()),
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);
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if (intersects.length > 0) {
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@@ -276,7 +286,7 @@ export function CubeScene() {
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}
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};
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renderer.domElement.addEventListener('click', onClick);
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renderer.domElement.addEventListener("click", onClick);
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// Animation loop
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const animate = () => {
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@@ -291,16 +301,16 @@ export function CubeScene() {
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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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window.addEventListener("resize", handleResize);
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// Cleanup function
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onCleanup(() => {
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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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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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});
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});
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@@ -326,7 +336,7 @@ export function CubeScene() {
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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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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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@@ -351,12 +361,22 @@ export function CubeScene() {
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mesh.geometry.dispose();
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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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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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}
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meshMap.clear();
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for (const mesh of baseMap.values()) {
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mesh.geometry.dispose();
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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();
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}
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}
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baseMap.clear();
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});
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return (
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@@ -369,18 +389,28 @@ export function CubeScene() {
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</div>
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{/* Camera Information Display */}
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<div style={{
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<div
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style={{
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"margin-bottom": "10px",
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"font-family": "monospace",
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"font-size": "12px",
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"background-color": "#f5f5f5",
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"padding": "8px",
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padding: "8px",
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"border-radius": "4px",
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"border": "1px solid #ddd"
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}}>
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<div><strong>Camera Info:</strong></div>
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<div>Position: ({cameraInfo().position.x}, {cameraInfo().position.y}, {cameraInfo().position.z})</div>
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<div>Spherical: radius={cameraInfo().spherical.radius}, θ={cameraInfo().spherical.theta}, φ={cameraInfo().spherical.phi}</div>
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border: "1px solid #ddd",
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}}
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>
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<div>
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<strong>Camera Info:</strong>
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</div>
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<div>
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Position: ({cameraInfo().position.x}, {cameraInfo().position.y},{" "}
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{cameraInfo().position.z})
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</div>
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<div>
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Spherical: radius={cameraInfo().spherical.radius}, θ=
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{cameraInfo().spherical.theta}, φ={cameraInfo().spherical.phi}
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</div>
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</div>
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<div
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@@ -389,7 +419,7 @@ export function CubeScene() {
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width: "100%",
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height: "500px",
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border: "1px solid #ccc",
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cursor: "grab"
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cursor: "grab",
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}}
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/>
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</div>
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