armbot ui added
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@@ -1,54 +0,0 @@
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import React, { useRef } from "react";
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import * as THREE from "three";
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import { ThreeEvent } from "@react-three/fiber";
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interface PickDropProps {
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position: number[];
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modelUuid: string;
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pointUuid: string;
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actionType: "pick" | "drop";
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actionUuid: string;
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gltfScene: THREE.Group;
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selectedPoint: THREE.Mesh | null;
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handlePointerDown: (e: ThreeEvent<PointerEvent>) => void;
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isSelected: boolean;
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}
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const PickDropPoints: React.FC<PickDropProps> = ({
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position,
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modelUuid,
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pointUuid,
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actionType,
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actionUuid,
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gltfScene,
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selectedPoint,
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handlePointerDown,
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isSelected,
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}) => {
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const groupRef = useRef<THREE.Group>(null);
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return (
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<group
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ref={groupRef}
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position={
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Array.isArray(position) && position.length === 3
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? new THREE.Vector3(...position)
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: new THREE.Vector3(0, 0, 0)
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}
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onPointerDown={(e) => {
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e.stopPropagation(); // Important to prevent event bubbling
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if (!isSelected) return;
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handlePointerDown(e);
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}}
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userData={{ modelUuid, pointUuid, actionType, actionUuid }}
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>
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<primitive
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object={gltfScene.clone()}
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position={[0, 0, 0]} // Ensure this stays at origin
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scale={[0.5, 0.5, 0.5]}
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/>
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</group>
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);
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};
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export default PickDropPoints;
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@@ -1,131 +0,0 @@
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import { useRef } 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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type OnUpdateCallback = (object: THREE.Object3D) => void;
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export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
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const { camera, gl, controls, scene } = 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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new THREE.Plane(new THREE.Vector3(0, 1, 0), 0)
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);
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const offsetRef = useRef<THREE.Vector3>(new THREE.Vector3());
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const initialPositionRef = useRef<THREE.Vector3>(new THREE.Vector3());
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const raycaster = new THREE.Raycaster();
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const pointer = new THREE.Vector2();
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const handlePointerDown = (e: ThreeEvent<PointerEvent>) => {
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e.stopPropagation();
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let obj: THREE.Object3D | null = e.object;
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// Traverse up until we find modelUuid in userData
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while (obj && !obj.userData?.modelUuid) {
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obj = obj.parent;
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}
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if (!obj) return;
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// Disable orbit controls while dragging
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if (controls) (controls as any).enabled = false;
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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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const objectWorldPos = new THREE.Vector3();
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obj.getWorldPosition(objectWorldPos);
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// Set plane at the object's Y level
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planeRef.current.set(new THREE.Vector3(0, 1, 0), -objectWorldPos.y);
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// Convert pointer to NDC
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const rect = gl.domElement.getBoundingClientRect();
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pointer.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
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pointer.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
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// Raycast to intersection
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raycaster.setFromCamera(pointer, camera);
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const intersection = new THREE.Vector3();
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raycaster.ray.intersectPlane(planeRef.current, intersection);
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// Calculate offset
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offsetRef.current.copy(objectWorldPos).sub(intersection);
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// Start listening for drag
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gl.domElement.addEventListener("pointermove", handlePointerMove);
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gl.domElement.addEventListener("pointerup", handlePointerUp);
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};
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const handlePointerMove = (e: PointerEvent) => {
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if (!activeObjRef.current) return;
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// Check if Shift key is pressed
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const isShiftKeyPressed = e.shiftKey;
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// Get the mouse position relative to the canvas
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const rect = gl.domElement.getBoundingClientRect();
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pointer.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
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pointer.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
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// Update raycaster to point to the mouse position
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raycaster.setFromCamera(pointer, camera);
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// Create a vector to store intersection point
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const intersection = new THREE.Vector3();
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const intersects = raycaster.ray.intersectPlane(planeRef.current, intersection);
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if (!intersects) return;
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// Add offset for dragging
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intersection.add(offsetRef.current);
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console.log('intersection: ', intersection);
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// Get the parent's world matrix if exists
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const parent = activeObjRef.current.parent;
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const targetPosition = new THREE.Vector3();
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if (isShiftKeyPressed) {
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console.log('isShiftKeyPressed: ', isShiftKeyPressed);
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// For Y-axis only movement, maintain original X and Z
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console.log('initialPositionRef: ', initialPositionRef);
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console.log('intersection.y: ', intersection);
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targetPosition.set(
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initialPositionRef.current.x,
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intersection.y,
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initialPositionRef.current.z
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);
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} else {
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// For free movement
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targetPosition.copy(intersection);
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}
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// Convert world position to local if object is nested inside a parent
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if (parent) {
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parent.worldToLocal(targetPosition);
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}
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// Update object position
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activeObjRef.current.position.copy(targetPosition);
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};
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const handlePointerUp = () => {
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if (controls) (controls as any).enabled = true;
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if (activeObjRef.current) {
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// Pass the updated position to the onUpdate callback to persist it
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onUpdate(activeObjRef.current);
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}
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gl.domElement.removeEventListener("pointermove", handlePointerMove);
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gl.domElement.removeEventListener("pointerup", handlePointerUp);
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activeObjRef.current = null;
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};
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return { handlePointerDown };
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}
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