Dwinzo_dev/app/src/modules/builder/point/point.tsx

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import * as THREE from 'three';
import * as Constants from '../../../types/world/worldConstants';
import { useRef, useState, useEffect, useMemo } from 'react';
import { useToolMode } from '../../../store/builder/store';
function Point({ point, userData }: { readonly point: Point, readonly userData: any }) {
const materialRef = useRef<THREE.ShaderMaterial>(null);
const [isHovered, setIsHovered] = useState(false);
const { toolMode } = useToolMode();
const boxScale: [number, number, number] = Constants.pointConfig.boxScale;
const defaultInnerColor = Constants.pointConfig.defaultInnerColor;
const borderColor = Constants.pointConfig.aisleOuterColor;
useEffect(() => {
if (materialRef.current && toolMode === 'move') {
materialRef.current.uniforms.uInnerColor.value.set(
isHovered ? borderColor : defaultInnerColor
);
materialRef.current.uniformsNeedUpdate = true;
} else if (materialRef.current && toolMode !== 'move') {
materialRef.current.uniforms.uInnerColor.value.set(defaultInnerColor);
materialRef.current.uniformsNeedUpdate = true;
}
}, [isHovered, borderColor, defaultInnerColor, toolMode]);
const uniforms = useMemo(() => ({
uColor: { value: new THREE.Color(borderColor) },
uInnerColor: { value: new THREE.Color(defaultInnerColor) },
}), [borderColor, defaultInnerColor]);
if (!point) {
return null;
}
return (
<mesh
uuid={point.uuid}
position={new THREE.Vector3(...point.position)}
onPointerOver={() => setIsHovered(true)}
onPointerOut={() => setIsHovered(false)}
userData={userData}
>
<boxGeometry args={boxScale} />
<shaderMaterial
ref={materialRef}
uniforms={uniforms}
vertexShader={`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`}
fragmentShader={`
varying vec2 vUv;
uniform vec3 uColor;
uniform vec3 uInnerColor;
void main() {
// Define the size of the white square as a proportion of the face
float borderThickness = 0.2; // Adjust this value for border thickness
if (vUv.x > borderThickness && vUv.x < 1.0 - borderThickness &&
vUv.y > borderThickness && vUv.y < 1.0 - borderThickness) {
gl_FragColor = vec4(uInnerColor, 1.0); // Inner square
} else {
gl_FragColor = vec4(uColor, 1.0); // Border
}
}
`}
/>
</mesh>
);
}
export default Point;