Finish slicing box

This commit is contained in:
Fuhrmann 2025-03-27 10:49:38 +01:00
parent 7c78015894
commit e71980ad17
4 changed files with 395 additions and 210 deletions

View file

@ -6,10 +6,15 @@ import {
DirectionalLight,
Group,
Object3D,
AxesHelper,
OrthographicCamera,
Color,
Vector3,
BufferGeometry,
BufferAttribute,
DoubleSide,
Mesh,
MeshBasicMaterial,
ConeGeometry,
} from "three";
import { OrbitControls } from "three/addons/controls/OrbitControls.js";
@ -28,12 +33,13 @@ let controls: OrbitControls;
let renderer: WebGLRenderer;
let camera: PerspectiveCamera;
let scene: Scene;
let axesHelper: AxesHelper;
let overlayCamera: OrthographicCamera;
let overlayScene: Scene;
let overlayWidth = 200;
let overlayHeight = 200;
let maxSize = 0;
const compass = new Group();
const UI_WIDTH = 200;
const UI_HEIGHT = 200;
export function buildScene(container: HTMLElement, extent: Extent) {
maxSize = getMaxSize(extent);
const center = getCenter3D(extent);
@ -63,8 +69,8 @@ export function buildScene(container: HTMLElement, extent: Extent) {
container.appendChild(renderer.domElement);
controls = new OrbitControls(camera, renderer.domElement);
controls.target.set(center.x, center.y, center.z); // Focus on the center
controls.enableDamping = true; // Smooth camera movement
controls.target.set(center.x, center.y, center.z);
controls.enableDamping = true;
controls.dampingFactor = 0.1;
controls.maxDistance = maxSize * 3;
controls.minDistance = maxSize / 5;
@ -74,34 +80,32 @@ export function buildScene(container: HTMLElement, extent: Extent) {
// Set wireframe to false on initial load
scene = new Scene();
scene.userData.wireframe = false;
scene.background = new Color(0xbfd1e5);
const backgroundColor = new Color(0xbfd1e5);
scene.background = backgroundColor;
renderer.setClearColor(backgroundColor);
// Add lights to the scene
buildDefaultLights(scene, extent);
// Create Scene for UI overlay
overlayScene = new Scene();
// Create an overlay camera
overlayWidth = maxSize;
overlayHeight = maxSize;
overlayCamera = new OrthographicCamera(
-overlayWidth / 2,
overlayWidth / 2,
overlayHeight / 2,
-overlayHeight / 2,
-maxSize / 2,
maxSize / 2,
maxSize / 2,
-maxSize / 2,
0.1,
10 * maxSize
);
// Position the camera similarly to how you did with PerspectiveCamera
// Sync overlay camera with main camera
overlayCamera.position.copy(camera.position);
overlayCamera.up.copy(camera.up);
overlayCamera.lookAt(center);
overlayCamera.rotation.copy(camera.rotation);
// Create the AxesHelper
axesHelper = new AxesHelper(maxSize);
axesHelper.position.set(center.x, center.y, center.z);
overlayScene.add(axesHelper);
// Create compass
createCompass(center);
return { renderer, scene, camera, controls };
}
@ -121,32 +125,31 @@ function animate() {
// Update controls for main camera
controls.update();
renderer.autoClear = false;
renderer.render(scene, camera);
// Render the UI overlay
renderOverlay();
}
// Render the overlay scene as an overlay
function renderOverlay() {
// Update the overlay camera position and orientation to match the main camera
// Sync overlay camera
overlayCamera.position.copy(camera.position);
overlayCamera.rotation.copy(camera.rotation);
// Sync compass
const dir = new Vector3();
overlayCamera.getWorldDirection(dir);
axesHelper.position.set(
camera.getWorldDirection(dir);
compass.position.set(
camera.position.x + maxSize * dir.x,
camera.position.y + maxSize * dir.y,
camera.position.z + maxSize * dir.z
);
// Render the overlay scene to the screen (position it in the bottom left)
const width = 200;
const height = 200;
renderer.setScissorTest(true);
renderer.setScissor(10, 10, width, height);
renderer.setViewport(10, 10, width, height);
renderer.setScissor(10, 10, UI_WIDTH, UI_HEIGHT);
renderer.setViewport(10, 10, UI_WIDTH, UI_HEIGHT);
renderer.render(overlayScene, overlayCamera);
renderer.setScissorTest(false); // Disable scissor testing for the rest of the scene
renderer.setViewport(
@ -194,3 +197,60 @@ function buildDefaultLights(scene: Scene, extent: Extent) {
lightsGroup.add(...lights);
scene.add(lightsGroup);
}
function createCompass(center: Vector3) {
const vertices = new Float32Array(
[
[0.2, 0, 0],
[0, 1, 0],
[-0.2, 0, 0],
[-0.2, 0, 0],
[0, -1, 0],
[0.2, 0, 0],
].flat()
);
const positions = new BufferAttribute(vertices, 3);
const geometry = new BufferGeometry();
geometry.setAttribute("position", positions);
const colors = new Float32Array([
1,
12 / 255,
0,
1,
12 / 255,
0,
1,
12 / 255,
0,
113 / 255,
99 / 255,
183 / 255,
113 / 255,
99 / 255,
183 / 255,
113 / 255,
99 / 255,
183 / 255,
]);
geometry.setAttribute("color", new BufferAttribute(colors, 3));
const material = new MeshBasicMaterial({
side: DoubleSide,
vertexColors: true,
});
const needle = new Mesh(geometry, material);
const coneGeometry = new ConeGeometry(0.1, 0.1, 32);
const coneMaterial = new MeshBasicMaterial({ color: 0x444444 });
const cone = new Mesh(coneGeometry, coneMaterial);
cone.position.z = 0.055;
cone.rotateX(Math.PI / 2);
compass.add(needle, cone);
compass.position.copy(center);
compass.scale.set(maxSize * 0.5, maxSize * 0.5, maxSize * 0.5);
overlayScene.add(compass);
}