arm points constraints defined and armbot movements bug cleared
This commit is contained in:
@@ -23,11 +23,14 @@ function RoboticArmAnimator({
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const [currentPath, setCurrentPath] = useState<[number, number, number][]>([]);
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const [circlePoints, setCirclePoints] = useState<[number, number, number][]>([]);
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const [customCurvePoints, setCustomCurvePoints] = useState<THREE.Vector3[] | null>(null);
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let curveHeight = 1.75
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const totalDistanceRef = useRef(0);
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const startTimeRef = useRef<number | null>(null);
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const segmentDistancesRef = useRef<number[]>([]);
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// Zustand stores
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const { isPlaying } = usePlayButtonStore();
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const { isPaused } = usePauseButtonStore();
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const { isReset } = useResetButtonStore();
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const { isReset, setReset } = useResetButtonStore();
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const { speed } = useAnimationPlaySpeed();
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// Update path state whenever `path` prop changes
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@@ -35,20 +38,25 @@ function RoboticArmAnimator({
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setCurrentPath(path);
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}, [path]);
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// Reset logic when `isPlaying` changes
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useEffect(() => {
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if (!isPlaying) {
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setCurrentPath([]);
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curveRef.current = null;
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}
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}, [isPlaying]);
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// Handle circle points based on armBot position
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useEffect(() => {
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const points = generateRingPoints(1.6, 64)
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setCirclePoints(points);
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}, [armBot.position]);
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useEffect(() => {
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if (isReset || !isPlaying) {
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progressRef.current = 0;
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curveRef.current = null;
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setCurrentPath([]);
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setCustomCurvePoints(null);
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totalDistanceRef.current = 0;
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startTimeRef.current = null;
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segmentDistancesRef.current = [];
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setReset(false);
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}
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}, [isReset, isPlaying])
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function generateRingPoints(radius: any, segments: any) {
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const points: [number, number, number][] = [];
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@@ -77,10 +85,10 @@ function RoboticArmAnimator({
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return -1; // Not found
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};
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// Handle nearest points and final path (including arc points)
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useEffect(() => {
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if (circlePoints.length > 0 && currentPath.length > 0) {
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const start = currentPath[0];
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const end = currentPath[currentPath.length - 1];
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@@ -89,43 +97,28 @@ function RoboticArmAnimator({
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const findNearest = (target: [number, number, number]) => {
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return circlePoints.reduce((nearest, point) => {
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const distance = Math.hypot(
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target[0] - point[0],
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target[1] - point[1],
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target[2] - point[2]
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);
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const nearestDistance = Math.hypot(
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target[0] - nearest[0],
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target[1] - nearest[1],
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target[2] - nearest[2]
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);
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const distance = Math.hypot(target[0] - point[0], target[1] - point[1], target[2] - point[2]);
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const nearestDistance = Math.hypot(target[0] - nearest[0], target[1] - nearest[1], target[2] - nearest[2]);
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return distance < nearestDistance ? point : nearest;
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}, circlePoints[0]);
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};
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const nearestToStart = findNearest(raisedStart);
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const nearestToEnd = findNearest(raisedEnd);
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const indexOfNearestStart = findNearestIndex(nearestToStart, circlePoints);
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const indexOfNearestEnd = findNearestIndex(nearestToEnd, circlePoints);
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// Find clockwise and counter-clockwise distances
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const clockwiseDistance = (indexOfNearestEnd - indexOfNearestStart + 64) % 64;
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const counterClockwiseDistance = (indexOfNearestStart - indexOfNearestEnd + 64) % 64;
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const clockwiseIsShorter = clockwiseDistance <= counterClockwiseDistance;
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// Collect arc points between start and end
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let arcPoints: [number, number, number][] = [];
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if (clockwiseIsShorter) {
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if (indexOfNearestStart <= indexOfNearestEnd) {
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arcPoints = circlePoints.slice(indexOfNearestStart, indexOfNearestEnd + 1);
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} else {
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// Wrap around
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arcPoints = [
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...circlePoints.slice(indexOfNearestStart, 64),
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...circlePoints.slice(0, indexOfNearestEnd + 1)
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@@ -143,63 +136,92 @@ function RoboticArmAnimator({
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}
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}
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// Continue your custom path logic
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const pathVectors = [
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new THREE.Vector3(start[0], start[1], start[2]), // start
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new THREE.Vector3(raisedStart[0], raisedStart[1], raisedStart[2]), // lift up
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new THREE.Vector3(nearestToStart[0], raisedStart[1], nearestToStart[2]), // move to arc start
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...arcPoints.map(point => new THREE.Vector3(point[0], raisedStart[1], point[2])),
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new THREE.Vector3(nearestToEnd[0], raisedEnd[1], nearestToEnd[2]), // move from arc end
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new THREE.Vector3(raisedEnd[0], raisedEnd[1], raisedEnd[2]), // lowered end
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new THREE.Vector3(end[0], end[1], end[2]) // end
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new THREE.Vector3(start[0], start[1], start[2]),
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new THREE.Vector3(start[0], curveHeight, start[2]),
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new THREE.Vector3(nearestToStart[0], curveHeight, nearestToStart[2]),
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...arcPoints.map(point => new THREE.Vector3(point[0], curveHeight, point[2])),
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new THREE.Vector3(nearestToEnd[0], curveHeight, nearestToEnd[2]),
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new THREE.Vector3(end[0], curveHeight, end[2]),
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new THREE.Vector3(end[0], end[1], end[2])
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];
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const customCurve = new THREE.CatmullRomCurve3(pathVectors, false, 'centripetal', 1);
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const generatedPoints = customCurve.getPoints(100);
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setCustomCurvePoints(generatedPoints);
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const pathSegments: [THREE.Vector3, THREE.Vector3][] = [];
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for (let i = 0; i < pathVectors.length - 1; i++) {
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pathSegments.push([pathVectors[i], pathVectors[i + 1]]);
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}
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const segmentDistances = pathSegments.map(([p1, p2]) => p1.distanceTo(p2));
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segmentDistancesRef.current = segmentDistances;
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const totalDistance = segmentDistances.reduce((sum, d) => sum + d, 0);
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totalDistanceRef.current = totalDistance;
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const movementSpeed = speed * armBot.speed;
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const totalMoveTime = totalDistance / movementSpeed;
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const segmentTimes = segmentDistances.map(distance => (distance / totalDistance) * totalMoveTime);
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setCustomCurvePoints(pathVectors);
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}
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}, [circlePoints, currentPath]);
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// Frame update for animation
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useFrame((_, delta) => {
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useFrame((state, delta) => {
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if (!ikSolver) return;
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const bone = ikSolver.mesh.skeleton.bones.find((b: any) => b.name === targetBone);
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if (!bone) return;
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if (isPlaying) {
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if (!isPaused && customCurvePoints && currentPath.length > 0) {
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const curvePoints = customCurvePoints;
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const speedAdjustedProgress = progressRef.current + (speed * armBot.speed);
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const index = Math.floor(speedAdjustedProgress);
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if (!isPaused && customCurvePoints && customCurvePoints.length > 0) {
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const distances = segmentDistancesRef.current; // distances between each pair of points
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const totalDistance = totalDistanceRef.current;
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if (index >= curvePoints.length) {
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// Reached the end of the curve
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progressRef.current += delta * (speed * armBot.speed);
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const coveredDistance = progressRef.current;
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let index = 0;
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let accumulatedDistance = 0;
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// Find which segment we are currently in
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while (index < distances.length && coveredDistance > accumulatedDistance + distances[index]) {
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accumulatedDistance += distances[index];
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index++;
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}
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if (index < distances.length) {
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const startPoint = customCurvePoints[index];
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const endPoint = customCurvePoints[index + 1];
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const segmentDistance = distances[index];
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const t = (coveredDistance - accumulatedDistance) / segmentDistance;
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if (startPoint && endPoint) {
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const position = startPoint.clone().lerp(endPoint, t);
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bone.position.copy(position);
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}
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}
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if (progressRef.current >= totalDistance) {
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HandleCallback();
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setCurrentPath([]);
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setCustomCurvePoints([]);
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curveRef.current = null;
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progressRef.current = 0;
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} else {
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const point = curvePoints[index];
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bone.position.copy(point);
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progressRef.current = speedAdjustedProgress;
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startTimeRef.current = null;
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}
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} else if (isPaused) {
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logStatus(armBot.modelUuid, 'Simulation Paused');
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}
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ikSolver.update();
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} else if (!isPlaying && currentPath.length === 0) {
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// Not playing anymore, reset to rest
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ikSolver.update();
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}
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} else if ((!isPlaying && currentPath.length === 0) || isReset) {
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bone.position.copy(restPosition);
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ikSolver.update();
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}
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});
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});
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return (
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<>
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{customCurvePoints && currentPath && isPlaying && (
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{customCurvePoints && customCurvePoints?.length >= 2 && currentPath && isPlaying && (
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<mesh rotation={armBot.rotation} position={armBot.position}>
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<Line
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points={customCurvePoints.map((p) => [p.x, p.y, p.z] as [number, number, number])}
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@@ -51,13 +51,12 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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pauseTimeRef.current = null;
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}
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const elapsedTime = performance.now() - startTime;
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if (elapsedTime < 1500) {
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if (elapsedTime < 1000) {
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// Wait until 1500ms has passed
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requestAnimationFrame(step);
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return;
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}
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if (currentPhase === "picking") {
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setArmBotActive(armBot.modelUuid, true);
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setArmBotState(armBot.modelUuid, "running");
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setCurrentPhase("start-to-end");
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@@ -75,7 +74,6 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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}
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logStatus(armBot.modelUuid, "Moving armBot from start point to end position.")
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} else if (currentPhase === "dropping") {
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setArmBotActive(armBot.modelUuid, true);
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setArmBotState(armBot.modelUuid, "running");
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setCurrentPhase("end-to-rest");
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@@ -91,35 +89,26 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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}
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logStatus(armBot.modelUuid, "Moving armBot from end point to rest position.")
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}
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}
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useEffect(() => {
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isPausedRef.current = isPaused;
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}, [isPaused]);
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useEffect(() => {
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const targetMesh = scene?.getObjectByProperty("uuid", armBot.modelUuid);
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if (targetMesh) {
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targetMesh.visible = activeModule !== "simulation"
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}
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const targetBones = ikSolver?.mesh.skeleton.bones.find(
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(b: any) => b.name === targetBone
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);
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if (isReset) {
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if (isReset || !isPlaying) {
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logStatus(armBot.modelUuid, "Simulation Play Reset Successfully")
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removeCurrentAction(armBot.modelUuid)
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setArmBotActive(armBot.modelUuid, true)
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setArmBotState(armBot.modelUuid, "running")
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setCurrentPhase("init-to-rest");
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setArmBotActive(armBot.modelUuid, false)
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setArmBotState(armBot.modelUuid, "idle")
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setCurrentPhase("init");
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isPausedRef.current = false
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pauseTimeRef.current = null
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isPausedRef.current = false
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startTime = 0
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const targetBones = ikSolver?.mesh.skeleton.bones.find(
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(b: any) => b.name === targetBone
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);
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if (targetBones) {
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let curve = createCurveBetweenTwoPoints(targetBones.position, targetBones.position)
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let curve = createCurveBetweenTwoPoints(targetBones.position, restPosition)
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if (curve) {
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setPath(curve.points.map(point => [point.x, point.y, point.z]));
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}
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@@ -127,6 +116,16 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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setReset(false);
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logStatus(armBot.modelUuid, "Moving armBot from initial point to rest position.")
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}
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}, [isReset, isPlaying])
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useEffect(() => {
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const targetMesh = scene?.getObjectByProperty("uuid", armBot.modelUuid);
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if (targetMesh) {
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targetMesh.visible = activeModule !== "simulation"
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}
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const targetBones = ikSolver?.mesh.skeleton.bones.find(
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(b: any) => b.name === targetBone
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);
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if (isPlaying) {
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//Moving armBot from initial point to rest position.
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@@ -136,7 +135,7 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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setArmBotState(armBot.modelUuid, "running")
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setCurrentPhase("init-to-rest");
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if (targetBones) {
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let curve = createCurveBetweenTwoPoints(targetBones.position, restPosition)
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let curve = createCurveBetweenTwoPoints(targetBones.position, targetBones.position)
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if (curve) {
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setPath(curve.points.map(point => [point.x, point.y, point.z]));
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}
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@@ -147,8 +146,7 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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else if (armBot && !armBot.isActive && armBot.state === "idle" && currentPhase === "rest" && !armBot.currentAction) {
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logStatus(armBot.modelUuid, "Waiting to trigger CurrentAction")
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const timeoutId = setTimeout(() => {
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addCurrentAction(armBot.modelUuid, selectedAction?.actionId);
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console.log('selectedAction?.actionId: ', selectedAction?.actionId);
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addCurrentAction(armBot.modelUuid, armBot.point.actions[0].actionUuid);
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}, 3000);
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return () => clearTimeout(timeoutId);
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}
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@@ -158,11 +156,9 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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setArmBotActive(armBot.modelUuid, true);
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setArmBotState(armBot.modelUuid, "running");
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setCurrentPhase("rest-to-start");
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let actiondata = getActionByUuid(selectedProduct.productId, selectedAction.actionId)
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console.log('actiondata: ', actiondata);
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const startPoint = armBot.point.actions[0].process.startPoint;
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if (startPoint) {
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let curve = createCurveBetweenTwoPoints(restPosition, new THREE.Vector3(startPoint[0], startPoint[1], startPoint[2]));
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let curve = createCurveBetweenTwoPoints(targetBones.position, new THREE.Vector3(startPoint[0], startPoint[1], startPoint[2]));
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if (curve) {
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setPath(curve.points.map(point => [point.x, point.y, point.z]));
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}
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@@ -208,16 +204,19 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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// logStatus(armBot.modelUuid, "Moving armBot from end point to rest position.")
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}
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} else {
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logStatus(armBot.modelUuid, "Simulation Play Stopped")
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logStatus(armBot.modelUuid, "Simulation Play Exited")
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setArmBotActive(armBot.modelUuid, false)
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setArmBotState(armBot.modelUuid, "idle")
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setCurrentPhase("init");
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setPath([])
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isPausedRef.current = false
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pauseTimeRef.current = null
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isPausedRef.current = false
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startTime = 0
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removeCurrentAction(armBot.modelUuid)
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}
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}, [currentPhase, armBot, isPlaying, ikSolver, isReset])
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}, [currentPhase, armBot, isPlaying, ikSolver])
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function createCurveBetweenTwoPoints(p1: any, p2: any) {
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@@ -260,6 +259,7 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
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}
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}
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const logStatus = (id: string, status: string) => {
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//
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}
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@@ -71,7 +71,7 @@ function IKInstance({ modelUrl, setIkSolver, ikSolver, armBot, groupRef }: IKIns
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setSelectedArm(OOI.Target_Bone);
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// scene.add(helper);
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scene.add(helper);
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}, [gltf]);
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@@ -23,7 +23,7 @@ function Simulation() {
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}, [events])
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useEffect(() => {
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console.log('products: ', products);
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// console.log('products: ', products);
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}, [products])
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return (
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@@ -1,10 +1,19 @@
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import { useRef, useState } from "react";
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import * as THREE from "three";
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import { ThreeEvent, useThree } from "@react-three/fiber";
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import { useProductStore } from "../../../../store/simulation/useProductStore";
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import {
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useSelectedEventData,
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useSelectedProduct,
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} from "../../../../store/simulation/useSimulationStore";
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type OnUpdateCallback = (object: THREE.Object3D) => void;
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export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
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const { getEventByModelUuid, updateAction, getActionByUuid } =
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useProductStore();
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const { selectedEventData } = useSelectedEventData();
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const { selectedProduct } = useSelectedProduct();
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const { camera, gl, controls } = useThree();
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const activeObjRef = useRef<THREE.Object3D | null>(null);
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const planeRef = useRef<THREE.Plane>(
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@@ -34,7 +43,6 @@ export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
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activeObjRef.current = obj;
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initialPositionRef.current.copy(obj.position);
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// Get world position
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setObjectWorldPos(obj.getWorldPosition(objectWorldPos));
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@@ -62,57 +70,84 @@ export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
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const handlePointerMove = (e: PointerEvent) => {
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if (!activeObjRef.current) return;
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if (selectedEventData?.data.type === "roboticArm") {
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const selectedArmBot = getEventByModelUuid(
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selectedProduct.productId,
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selectedEventData.data.modelUuid
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);
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if (!selectedArmBot) return;
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// Check if Shift key is pressed
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||||
const isShiftKeyPressed = e.shiftKey;
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||||
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||||
// Check if Shift key is pressed
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||||
const isShiftKeyPressed = e.shiftKey;
|
||||
// Get the mouse position relative to the canvas
|
||||
const rect = gl.domElement.getBoundingClientRect();
|
||||
pointer.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
|
||||
pointer.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
|
||||
|
||||
// Get the mouse position relative to the canvas
|
||||
const rect = gl.domElement.getBoundingClientRect();
|
||||
pointer.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
|
||||
pointer.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
|
||||
// Update raycaster to point to the mouse position
|
||||
raycaster.setFromCamera(pointer, camera);
|
||||
|
||||
// Update raycaster to point to the mouse position
|
||||
raycaster.setFromCamera(pointer, camera);
|
||||
// Create a vector to store intersection point
|
||||
const intersection = new THREE.Vector3();
|
||||
const intersects = raycaster.ray.intersectPlane(
|
||||
planeRef.current,
|
||||
intersection
|
||||
);
|
||||
if (!intersects) return;
|
||||
|
||||
// Create a vector to store intersection point
|
||||
const intersection = new THREE.Vector3();
|
||||
const intersects = raycaster.ray.intersectPlane(
|
||||
planeRef.current,
|
||||
intersection
|
||||
);
|
||||
if (!intersects) return;
|
||||
// Add offset for dragging
|
||||
intersection.add(offsetRef.current);
|
||||
|
||||
// Add offset for dragging
|
||||
intersection.add(offsetRef.current);
|
||||
// Get the parent's world matrix if exists
|
||||
const parent = activeObjRef.current.parent;
|
||||
const targetPosition = new THREE.Vector3();
|
||||
|
||||
// Get the parent's world matrix if exists
|
||||
const parent = activeObjRef.current.parent;
|
||||
const targetPosition = new THREE.Vector3();
|
||||
// OnPointerDown
|
||||
initialPositionRef.current.copy(objectWorldPos);
|
||||
|
||||
// OnPointerDown
|
||||
initialPositionRef.current.copy(objectWorldPos);
|
||||
// OnPointerMove
|
||||
if (isShiftKeyPressed) {
|
||||
const { x: initialX, y: initialY } = initialPositionRef.current;
|
||||
const { x: objectX, z: objectZ } = objectWorldPos;
|
||||
|
||||
// OnPointerMove
|
||||
if (isShiftKeyPressed) {
|
||||
const { x: initialX, y: initialY } = initialPositionRef.current;
|
||||
const { x: objectX, z: objectZ } = objectWorldPos;
|
||||
const deltaX = intersection.x - initialX;
|
||||
|
||||
const deltaX = intersection.x - initialX;
|
||||
targetPosition.set(objectX, initialY + deltaX, objectZ);
|
||||
} else {
|
||||
// For free movement
|
||||
targetPosition.copy(intersection);
|
||||
}
|
||||
|
||||
targetPosition.set(objectX, initialY + deltaX, objectZ);
|
||||
} else {
|
||||
// For free movement
|
||||
targetPosition.copy(intersection);
|
||||
// CONSTRAIN MOVEMENT HERE:
|
||||
const centerX = selectedArmBot.position[0];
|
||||
const centerZ = selectedArmBot.position[2];
|
||||
const minDistance = 1.2; // 1.4 radius
|
||||
const maxDistance = 2; // 2 radius
|
||||
|
||||
const deltaX = targetPosition.x - centerX;
|
||||
const deltaZ = targetPosition.z - centerZ;
|
||||
const distance = Math.sqrt(deltaX * deltaX + deltaZ * deltaZ);
|
||||
|
||||
if (distance < minDistance || distance > maxDistance) {
|
||||
const angle = Math.atan2(deltaZ, deltaX);
|
||||
const clampedDistance = Math.min(
|
||||
Math.max(distance, minDistance),
|
||||
maxDistance
|
||||
);
|
||||
|
||||
targetPosition.x = centerX + Math.cos(angle) * clampedDistance;
|
||||
targetPosition.z = centerZ + Math.sin(angle) * clampedDistance;
|
||||
}
|
||||
targetPosition.y = Math.min(Math.max(targetPosition.y, 0.6), 1.5);
|
||||
// Convert world position to local if object is nested inside a parent
|
||||
if (parent) {
|
||||
parent.worldToLocal(targetPosition);
|
||||
}
|
||||
|
||||
// Update object position
|
||||
|
||||
activeObjRef.current.position.copy(targetPosition);
|
||||
}
|
||||
|
||||
// Convert world position to local if object is nested inside a parent
|
||||
if (parent) {
|
||||
parent.worldToLocal(targetPosition);
|
||||
}
|
||||
|
||||
// Update object position
|
||||
|
||||
activeObjRef.current.position.copy(targetPosition);
|
||||
};
|
||||
|
||||
const handlePointerUp = () => {
|
||||
|
||||
Reference in New Issue
Block a user