TransformComputation.js
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import { Raycaster, Vector3, Vector2, Matrix4, Plane, Quaternion, Euler, EventDispatcher, MathUtils } from 'three';
import { getMousePosition, getMouseScreenPosition } from '@/utility/jsm/function/getMousePosition';
import { getPointsCenter } from '@/utility/jsm/function/getBoundary';
import { roundTo } from '@/utility/jsm/function/getNumber';
import { createMeasureElement, removeMeasureElement } from './createElement/createElement';
// object axis (if there is no object axis, the defalut is the same as world axis)
const axisLocal = {
xAxis: new Vector3(1, 0, 0),
yAxis: new Vector3(0, 1, 0),
zAxis: new Vector3(0, 0, 1)
};
// world axis
const axisWorld = {
xAxis: new Vector3(1, 0, 0),
yAxis: new Vector3(0, 1, 0),
zAxis: new Vector3(0, 0, 1)
};
class TransformComputation extends EventDispatcher {
constructor(camera, domElement) {
super();
this._camera = camera;
this._domElement = domElement;
this.raycaster = new Raycaster();
this.raycaster.firstHitOnly = true;
this.mode = null;
//
this.isRotateAroundCenter = true;
this.isStickToBase = false;
this.activeMeshes = [];
this.adjustMatrix = new Matrix4();
this.worldPosition = new Vector3();
this.worldQuaternion = new Quaternion();
this.worldScale = new Vector3(1, 1, 1);
//
this.ismoving = false;
this.enabled = true;
this._controlItemExchanged = {
x: true,
y: true,
z: true
};
this.selectPoint = null;
// 紀錄多選模型總共的旋轉中心位置
this.allMeshRotateCenter = new Vector3();
this.preAllMeshRotateCenter = new Vector3();
this.preSelectPoint = null;
// 紀錄多選模型每一次操作的旋轉中心位置
this.singleAllMeshRotateCenter = new Vector3();
this.preSingleAllMeshRotateCenter = new Vector3();
//
this.currV = new Vector3();
this.newV = new Vector3();
//
this._pointerIntersectionPlane = new Plane();
this._intersectPlanePoint = new Vector3();
this._preintersectPlanePoint = new Vector3();
this._startintersectPlanePoint = new Vector3();
this.pointerdownToUpMatrix = new Matrix4();
this.allMeshfinalRotateAngle = {
// 多選模型的顯示旋轉角度,物件切換時歸零
X: 0,
Y: 0,
Z: 0
};
this.singleRotateAngle = {
// 單一模型的每一次的旋轉角度顯示提示,mousedown、物件切換時歸零
X: 0,
Y: 0,
Z: 0
};
this.everyRotateAngle = {
// 最後記錄在單一模型屬性裡面的旋轉角度,mouseup、物件切換時歸零,下次選擇模型時會顯示在 UI 上
X: 0,
Y: 0,
Z: 0
};
this.workerStop = false;
this._updateIntersectPlane();
this.addEvents();
}
addEvents = () => {
this._domElement.addEventListener('pointerup', this.onPointerup);
this._domElement.addEventListener('pointermove', this.onPointermove);
};
removeEvents = () => {
this._domElement.removeEventListener('pointerup', this.onPointerup);
this._domElement.removeEventListener('pointermove', this.onPointermove);
};
dispose = () => {
this.removeEvents();
this._camera = null;
this._domElement = null;
this.mode = null;
};
setActiveMeshes = (objects) => {
this.activeMeshes = objects;
this.updateAllMeshRotateCenter();
this.singleRotateAngle = {
X: 0,
Y: 0,
Z: 0
};
this.allMeshfinalRotateAngle = {
X: 0,
Y: 0,
Z: 0
};
};
updateAllMeshRotateCenter = () => {
if (this.activeMeshes.length === 0) return;
const centers = [];
this.activeMeshes.forEach((el) => {
centers.push(el.rotateCenter);
});
const center = getPointsCenter(centers);
this.allMeshRotateCenter.copy(center);
this.singleAllMeshRotateCenter.copy(center);
this.preAllMeshRotateCenter.copy(this.allMeshRotateCenter);
this.preSingleAllMeshRotateCenter.copy(this.singleAllMeshRotateCenter);
};
onPointerdown = (e, selecteditems) => {
if (!this.enabled) return;
this.ismoving = true;
this.mode = selecteditems.name;
const { _domElement, _camera } = this;
const vec2d = getMousePosition(e, _domElement);
const mouse = new Vector2(vec2d.x, vec2d.y);
this._camera.near = 1; // raycaster only can work on camera near plane is positive
this.raycaster.setFromCamera(mouse, _camera);
const res = this.raycaster.intersectObject(selecteditems);
if (res.length > 0) {
this.selectPoint = res[0].point;
this.preSelectPoint = res[0].point.clone();
}
this.currV.set(mouse.x, mouse.y, 0).unproject(_camera);
this.pointerdownToUpMatrix = new Matrix4();
this.raycaster.ray.intersectPlane(this._pointerIntersectionPlane, this._preintersectPlanePoint);
this.raycaster.ray.intersectPlane(this._pointerIntersectionPlane, this._startintersectPlanePoint);
this.singleRotateAngle = {
X: 0,
Y: 0,
Z: 0
};
this.updateAllMeshRotateCenter();
};
onPointerup = (e) => {
if (!this.enabled) return;
if (!this.ismoving) return;
this.doStickBottom();
this.ismoving = false;
removeMeasureElement();
// TODO: send EventListener to enabled mouse control
this.everyRotateAngle = {
X: 0,
Y: 0,
Z: 0
};
this.preSingleAllMeshRotateCenter.copy(this.singleAllMeshRotateCenter);
};
onPointermove = (e) => {
e.preventDefault();
if (!this.enabled) return;
if (!this.ismoving) return;
// TODO: record undo redo
const { _domElement, _camera } = this;
const vec2d = getMousePosition(e, _domElement);
const mouse = new Vector2(vec2d.x, vec2d.y);
this._camera.near = 1; // raycaster only can work on camera near plane is positive
this.raycaster.setFromCamera(mouse, _camera);
this.newV.set(mouse.x, mouse.y, 0).unproject(_camera);
this.raycaster.ray.intersectPlane(this._pointerIntersectionPlane, this._intersectPlanePoint);
this.adjustMatrix = new Matrix4();
const rotateCenter = new Vector3();
const centers = [];
this.activeMeshes.forEach((el) => {
centers.push(el.rotateCenter);
});
const center = getPointsCenter(centers);
this.allMeshRotateCenter.copy(center);
this.singleAllMeshRotateCenter.copy(center);
if (this.isRotateAroundCenter) {
rotateCenter.copy(center);
}
this.activeMeshes.forEach((el) => {
if (!this.isRotateAroundCenter) {
rotateCenter.copy(el.rotateCenter);
}
this.selectPoint.copy(this.preSelectPoint);
switch (this.mode) {
case 'translate-x':
case 'translate-xn':
this.translation('x');
break;
case 'translate-y':
case 'translate-yn':
this.translation('y');
break;
case 'translate-z':
case 'translate-zn':
this.translation('z');
break;
case 'rotate-x':
this.rotation('x', rotateCenter);
break;
case 'rotate-y':
this.rotation('y', rotateCenter);
break;
case 'rotate-z':
this.rotation('z', rotateCenter);
break;
default:
break;
}
this.updateMatrix(el, this.adjustMatrix);
});
if (this.mode.includes('rotate')) this.updateMeshFinalAngle();
//
this.selectPoint.applyMatrix4(this.adjustMatrix);
this.pointerdownToUpMatrix.premultiply(this.adjustMatrix);
if (this.isRotateAroundCenter || this.mode.includes('translate')) {
this.allMeshRotateCenter.applyMatrix4(this.adjustMatrix);
this.singleAllMeshRotateCenter.applyMatrix4(this.adjustMatrix);
}
//
this.currV = this.newV.clone();
this.createElement();
// create element of object transform value
this._preintersectPlanePoint = this._intersectPlanePoint.clone();
this._camera.near = -10000;
this._updateIntersectPlane();
this.changeEvent();
};
updateMeshFinalAngle = () => {
this.activeMeshes.forEach((el) => {
el.finalRotateAngle.X += this.everyRotateAngle.X;
el.finalRotateAngle.Y += this.everyRotateAngle.Y;
el.finalRotateAngle.Z += this.everyRotateAngle.Z;
});
};
changeEvent = () => {
const center =
this.activeMeshes.length === 1
? this.activeMeshes[0].rotateCenter.clone().sub(this.activeMeshes[0].geometry.originCenter)
: this.allMeshRotateCenter.clone().sub(this.preAllMeshRotateCenter);
const counts = this.activeMeshes.length;
const angle = {
X: this.allMeshfinalRotateAngle.X / counts,
Y: this.allMeshfinalRotateAngle.Y / counts,
Z: this.allMeshfinalRotateAngle.Z / counts
};
const displayAngle = this.activeMeshes.length === 1 ? this.activeMeshes[0].finalRotateAngle : angle;
this.dispatchEvent({
type: 'change',
message: {
objects: this.activeMeshes,
mode: this.mode,
pointerdownToUpMatrix: this.pointerdownToUpMatrix,
isPointerupAfter: false,
center,
displayAngle,
isTransformMoving: true
}
});
};
updateMatrix = (mesh, matrix) => {
mesh.matrix.premultiply(matrix);
mesh.matrixAutoUpdate = false;
mesh.matrixWorldNeedsUpdate = true;
mesh.rotateCenter.applyMatrix4(matrix);
};
doStickBottom = () => {
if (this.activeMeshes.length === 0) return;
if (this.mode !== 'rotate-x' && this.mode !== 'rotate-y' && this.mode !== 'rotate-z') {
this.dispatchEvent({
type: 'end',
message: {
ismoving: false
}
});
return;
}
let count = 0;
const callback = (max, min, object) => {
if (this.isStickToBase) {
object.matrix.elements[14] -= min.z;
object.rotateCenter.z -= min.z;
}
const update = () => {
count++;
if (count === this.activeMeshes.length) {
const centers = [];
this.activeMeshes.forEach((el) => {
centers.push(el.rotateCenter);
});
this.allMeshRotateCenter = getPointsCenter(centers);
const center =
this.activeMeshes.length === 1
? object.rotateCenter.clone().sub(object.geometry.originCenter)
: this.allMeshRotateCenter.clone().sub(this.preAllMeshRotateCenter);
this.dispatchEvent({
type: 'end',
message: {
center,
ismoving: true
}
});
}
};
if (object.BoxHelper) {
const offset = new Vector3(0, 0, 0);
if (this.isStickToBase) {
offset.set(0, 0, -min.z);
}
object.BoxHelper.setFromObjectByOffset(object, offset, update);
}
};
this._updateIntersectPlane();
this.activeMeshes.forEach((el) => {
if (el.BoxHelper) el.BoxHelper.setFromObject(el, callback);
});
};
translation = (vectortype) => {
const { _camera } = this;
const scalar = _camera.type === 'OrthographicCamera' ? 1 : 80;
const deltaV = this.newV.clone().sub(this.currV).multiplyScalar(scalar);
const deltaVNormalize = deltaV.clone().normalize();
const localxAxis = axisLocal.xAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localyAxis = axisLocal.yAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localzAxis = axisLocal.zAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
let sign = 1;
let dot = 0;
switch (vectortype) {
case 'x':
dot = deltaVNormalize.dot(localxAxis);
break;
case 'y':
dot = deltaVNormalize.dot(localyAxis);
break;
case 'z':
dot = deltaVNormalize.dot(localzAxis);
break;
default:
break;
}
// if dot value > 0 , the mouse move vector is the same as object axis; otherwise, it will move reverse vector
sign = Math.sign(dot);
const value = Math.abs(dot);
// if the dot value is too small, it means the mouse move vecotr is perpendicular to object axis, it will not able to move
if (value < 0.2) {
deltaV.set(0, 0, 0);
} else {
deltaV.set(Math.abs(deltaV.x), Math.abs(deltaV.y), Math.abs(deltaV.z));
}
const length = deltaV.length();
deltaV.set(length, length, length).multiplyScalar(sign); // enlarge move value
this.doTranslate(vectortype, deltaV);
this.translation_delta = deltaV;
};
doTranslate = (vectortype, delta) => {
const localxAxis = axisLocal.xAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localyAxis = axisLocal.yAxis.clone();
localyAxis.z = 0.0;
localyAxis.applyQuaternion(this.worldQuaternion).normalize();
const localzAxis = axisLocal.zAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
// move along to object axis
switch (vectortype) {
case 'x':
delta = localxAxis.multiplyScalar(delta.x);
break;
case 'y':
delta = localyAxis.multiplyScalar(delta.y);
break;
case 'z':
delta = localzAxis.multiplyScalar(delta.z);
break;
default:
break;
}
const deltaMatrix = new Matrix4().makeTranslation(delta.x, delta.y, delta.z);
this.adjustMatrix = deltaMatrix.clone();
};
/**
* MAY BE CORRECT:
* https://stackoverflow.com/questions/36107867/three-js-setfromrotationmatrix-strange-behavior-when-rotation-is-over-90-degrees
* https://github.com/mrdoob/three.js/issues/16811
*
* TODO: There is a 'Gimbal lock' problem due to use the 'Euler' to compute the rotation matrix,
* so use the draggedEulerVector and draggedEulerAngleValue to identify the rotation direction.
* But it may be unnecessary, it need to use the 'Quaternion' to do rotate action.
*/
rotation = (vectortype, center) => {
// current rotate axis
const localxAxis = axisLocal.xAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localyAxis = axisLocal.yAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localzAxis = axisLocal.zAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const scalar = this._camera.type === 'OrthographicCamera' ? 1 : 80;
const draggedVector = new Quaternion().setFromUnitVectors(
this._preintersectPlanePoint.clone().sub(this.allMeshRotateCenter).normalize(), // the vector of the position of the first time to pick the move control item to rotation center
this._intersectPlanePoint.clone().sub(this.allMeshRotateCenter).normalize() // the vector of the updated position after the first position to rotation center
);
const deltaV = this.newV.clone().sub(this.currV).multiplyScalar(scalar);
// The position of the first time to pick the move control item , it will be updated by current mouse position
const draggedPosition = this.selectPoint.clone().add(deltaV);
const draggedAngleValue = new Quaternion().setFromUnitVectors(
this.selectPoint.clone().sub(this.allMeshRotateCenter),
draggedPosition.clone().sub(this.allMeshRotateCenter)
);
const draggedEulerVector = new Euler().setFromQuaternion(draggedVector);
const draggedEulerAngleValue = new Euler().setFromQuaternion(draggedAngleValue);
let exchanged = true;
// rotate along object axis
let rotationAxis = new Vector3();
switch (vectortype) {
case 'x':
rotationAxis = localxAxis;
exchanged = this._controlItemExchanged.x;
break;
case 'y':
rotationAxis = localyAxis;
exchanged = this._controlItemExchanged.y;
break;
case 'z':
rotationAxis = localzAxis;
exchanged = this._controlItemExchanged.z;
break;
default:
break;
}
let _eulerAngle = new Vector3(
Math.sign(draggedEulerVector.x) * Math.abs(draggedEulerAngleValue.x),
Math.sign(draggedEulerVector.y) * Math.abs(draggedEulerAngleValue.y),
Math.sign(draggedEulerVector.z) * Math.abs(draggedEulerAngleValue.z)
).dot(rotationAxis);
if (Number.isNaN(_eulerAngle) || _eulerAngle === 0) {
return;
}
this.rotate_delta = _eulerAngle;
if (exchanged) {
const angle = Math.abs(_eulerAngle);
if (angle < 0.02) _eulerAngle = Math.sign(_eulerAngle) * 0.025;
else if (angle < 0.04) _eulerAngle = Math.sign(_eulerAngle) * 0.02;
}
const rotationAngle = _eulerAngle; // radian
this.doRotate(vectortype, rotationAngle, center);
};
doRotate = (vectortype, angle, center) => {
// current object axis
const localxAxis = axisLocal.xAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localyAxis = axisLocal.yAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localzAxis = axisLocal.zAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
let rotationAxis = new Vector3(0, 0, 1);
const deltaMatrix = new Matrix4();
// the rotation axis is object axis
switch (vectortype) {
case 'x':
rotationAxis = localxAxis;
this.singleRotateAngle.X += angle;
this.allMeshfinalRotateAngle.X += angle;
this.everyRotateAngle.X = angle;
break;
case 'y':
rotationAxis = localyAxis;
this.singleRotateAngle.Y += angle;
this.allMeshfinalRotateAngle.Y += angle;
this.everyRotateAngle.Y = angle;
break;
case 'z':
rotationAxis = localzAxis;
this.singleRotateAngle.Z += angle;
this.allMeshfinalRotateAngle.Z += angle;
this.everyRotateAngle.Z = angle;
break;
default:
break;
}
deltaMatrix.makeRotationAxis(rotationAxis, angle);
const rotationCenterMatrix = new Matrix4().makeTranslation(center.x, center.y, center.z); // rotation matrix according to rotation center
const transformMatrix = new Matrix4()
.multiply(rotationCenterMatrix)
.multiply(deltaMatrix)
.multiply(rotationCenterMatrix.clone().invert());
this.adjustMatrix = transformMatrix.clone();
};
_updateControlItemExchanged = (isChanged) => {
this._controlItemExchanged =
isChanged === undefined
? {
x: true,
y: true,
z: true
}
: isChanged;
};
_updateIntersectPlane = () => {
const camera = this._camera;
const eyeVector = new Vector3(
camera.matrixWorld.elements[8],
camera.matrixWorld.elements[9],
camera.matrixWorld.elements[10]
);
this._pointerIntersectionPlane.setFromNormalAndCoplanarPoint(eyeVector, this.allMeshRotateCenter);
};
// create the transform value tip when object moving
createElement = () => {
let text = null;
let action = '';
let offset = 0;
let angle = 0;
let axisText = '';
switch (this.mode) {
case 'rotate-x':
case 'translate-x':
case 'translate-xn':
axisText = 'X';
break;
case 'rotate-y':
case 'translate-y':
case 'translate-yn':
axisText = 'Y';
break;
case 'rotate-z':
case 'translate-z':
case 'translate-zn':
axisText = 'Z';
break;
default:
break;
}
switch (this.mode) {
case 'translate-x':
case 'translate-y':
case 'translate-z':
case 'translate-xn':
case 'translate-yn':
case 'translate-zn':
offset = this.computeDistance();
text = Math.abs(offset) > 0.0001 ? `${roundTo(offset).toFixed(2)} mm` : null;
action = `${axisText}`;
break;
case 'rotate-x':
case 'rotate-y':
case 'rotate-z':
angle = this.computeAngle();
text = Math.abs(angle) > 0.000001 ? roundTo(angle, 0) + '\u00B0' : null;
action = `${axisText}`;
break;
default:
break;
}
if (text) {
const { _camera, _domElement } = this;
if (!_camera) return;
if (!_domElement) return;
const centerScreen = this.allMeshRotateCenter.clone().project(_camera);
const client = getMouseScreenPosition(centerScreen, _domElement);
createMeasureElement(client, `${action} ${text}`);
}
};
computeDistance = () => {
let distance = this.singleAllMeshRotateCenter.distanceTo(this.preSingleAllMeshRotateCenter);
const vector = this.singleAllMeshRotateCenter.clone().sub(this.preSingleAllMeshRotateCenter);
let localAxis = null;
switch (this.mode) {
case 'translate-x':
case 'translate-xn':
localAxis = axisLocal.xAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
break;
case 'translate-y':
case 'translate-yn':
localAxis = axisLocal.yAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
break;
case 'translate-z':
case 'translate-zn':
localAxis = axisLocal.zAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
break;
default:
break;
}
distance *= vector.dot(localAxis) > 0 ? 1 : -1;
return distance;
};
computeAngle = () => {
const eulerAngle = new Euler().setFromRotationMatrix(this.pointerdownToUpMatrix);
let angle = 0;
const counts = this.activeMeshes.length;
eulerAngle.x = this.singleRotateAngle.X / counts;
eulerAngle.y = this.singleRotateAngle.Y / counts;
eulerAngle.z = this.singleRotateAngle.Z / counts;
switch (this.mode) {
case 'rotate-x':
angle = MathUtils.radToDeg(eulerAngle.x);
break;
case 'rotate-y':
angle = MathUtils.radToDeg(eulerAngle.y);
break;
case 'rotate-z':
angle = MathUtils.radToDeg(eulerAngle.z);
break;
default:
break;
}
angle %= 360;
if (roundTo(angle, 0) === 360) {
angle = 0;
}
return angle;
};
// 從 Transform Component UI 按鈕觸發的物件移動
updateObjectTransformFromModal = (val) => {
if (this.workerStop) return;
this.dispatchEvent({
type: 'transform-from-ui-start'
});
const { translate, rotate, isReset } = val;
const tx = translate.X;
const ty = translate.Y;
const tz = translate.Z;
const eulerx = rotate.X;
const eulery = rotate.Y;
const eulerz = rotate.Z;
const localxAxis = axisLocal.xAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localyAxis = axisLocal.yAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const localzAxis = axisLocal.zAxis.clone().applyQuaternion(this.worldQuaternion).normalize();
const xrMatrix = new Matrix4().makeRotationAxis(localxAxis, eulerx, 3);
const yrMatrix = new Matrix4().makeRotationAxis(localyAxis, eulery, 3);
const zrMatrix = new Matrix4().makeRotationAxis(localzAxis, eulerz, 3);
let rotateMatrix = new Matrix4();
let translateMatrix = new Matrix4();
if (Math.abs(eulerx) > 0) {
rotateMatrix = xrMatrix.clone();
} else if (Math.abs(eulery) > 0) {
rotateMatrix = yrMatrix.clone();
} else if (Math.abs(eulerz) > 0) {
rotateMatrix = zrMatrix.clone();
}
const xtMatrix = new Matrix4().makeTranslation(tx, 0, 0);
const ytMatrix = new Matrix4().makeTranslation(0, ty, 0);
const ztMatrix = new Matrix4().makeTranslation(0, 0, tz);
if (Math.abs(tx) > 0) {
translateMatrix = xtMatrix.clone();
} else if (Math.abs(ty) > 0) {
translateMatrix = ytMatrix.clone();
} else if (Math.abs(tz) > 0) {
translateMatrix = ztMatrix.clone();
}
const rotateCenter = new Vector3();
if (this.isRotateAroundCenter) {
const centers = [];
this.activeMeshes.forEach((el) => {
centers.push(el.rotateCenter);
});
const center = getPointsCenter(centers);
this.allMeshRotateCenter.copy(center);
this.singleAllMeshRotateCenter.copy(center);
rotateCenter.copy(center);
}
let count = 0;
let isdispatch = true;
for (let i = 0; i < this.activeMeshes.length; i++) {
const el = this.activeMeshes[i];
if (!this.isRotateAroundCenter) {
rotateCenter.copy(el.rotateCenter);
}
const rotationCenterMatrix = new Matrix4().makeTranslation(rotateCenter.x, rotateCenter.y, rotateCenter.z);
const transformMatrix = new Matrix4()
.multiply(translateMatrix)
.multiply(rotationCenterMatrix)
.multiply(rotateMatrix)
.multiply(rotationCenterMatrix.clone().invert());
if (isReset) {
const scaleMatrix = el.scaleMatrix ? el.scaleMatrix : new Matrix4();
el.matrix.identity().multiply(scaleMatrix);
el.rotateCenter.copy(el.geometry.originCenter);
el.finalRotateAngle.X = 0;
el.finalRotateAngle.Y = 0;
el.finalRotateAngle.Z = 0;
} else {
el.matrix.premultiply(transformMatrix);
el.finalRotateAngle.X += eulerx;
el.finalRotateAngle.Y += eulery;
el.finalRotateAngle.Z += eulerz;
if (this.isStickToBase && (Math.abs(eulerx) > 0 || Math.abs(eulery) > 0 || Math.abs(eulerz) > 0)) {
this.workerStop = true;
const callback = (max, min) => {
el.matrix.elements[14] -= min.z;
el.rotateCenter.z -= min.z;
this._updateIntersectPlane();
this.workerStop = false;
const update = () => {
count++;
if (count === this.activeMeshes.length) {
const centers = [];
this.activeMeshes.forEach((elements) => {
centers.push(elements.rotateCenter);
});
this.allMeshRotateCenter = getPointsCenter(centers);
const center =
this.activeMeshes.length === 1
? el.rotateCenter.clone().sub(el.geometry.originCenter)
: new Vector3();
this.dispatchEvent({
type: 'end',
message: {
center,
ismoving: true
}
});
}
};
if (el.BoxHelper) {
el.BoxHelper.setFromObjectByOffset(el, new Vector3(0, 0, -min.z), update);
}
};
if (el.BoxHelper) {
el.BoxHelper.setFromObject(el, callback);
}
isdispatch = false;
}
this.allMeshRotateCenter.applyMatrix4(transformMatrix);
this.singleAllMeshRotateCenter.applyMatrix4(transformMatrix);
}
}
if (isReset) {
const centers = [];
this.activeMeshes.forEach((el) => {
centers.push(el.rotateCenter);
});
const center = getPointsCenter(centers);
this.allMeshRotateCenter.copy(center);
this.singleAllMeshRotateCenter.copy(center);
this.preAllMeshRotateCenter.copy(this.allMeshRotateCenter);
this.preSingleAllMeshRotateCenter.copy(this.singleAllMeshRotateCenter);
}
this._updateIntersectPlane();
if (isdispatch) {
this.dispatchEvent({
type: 'end',
message: {}
});
}
};
setOrientBottomEnabled = (val) => {
this.isStickToBase = val;
};
_setRotateAroundCenterChecked = (val) => {
this.isRotateAroundCenter = val;
};
_setStickToBaseChecked = (val) => {
this.isStickToBase = val;
};
}
export default TransformComputation;