Dwinzo_dev/app/src/components/ui/arm/useDraggableGLTF.ts

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2025-04-28 06:56:31 +00:00
import { useRef } from "react";
import * as THREE from "three";
import { ThreeEvent, useThree } from "@react-three/fiber";
type OnUpdateCallback = (object: THREE.Object3D) => void;
export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
const { camera, gl, controls, scene } = useThree();
const activeObjRef = useRef<THREE.Object3D | null>(null);
const planeRef = useRef<THREE.Plane>(
new THREE.Plane(new THREE.Vector3(0, 1, 0), 0)
);
const offsetRef = useRef<THREE.Vector3>(new THREE.Vector3());
const initialPositionRef = useRef<THREE.Vector3>(new THREE.Vector3());
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
const handlePointerDown = (e: ThreeEvent<PointerEvent>) => {
e.stopPropagation();
let obj: THREE.Object3D | null = e.object;
// Traverse up until we find modelUuid in userData
while (obj && !obj.userData?.modelUuid) {
obj = obj.parent;
}
if (!obj) return;
// Disable orbit controls while dragging
if (controls) (controls as any).enabled = false;
activeObjRef.current = obj;
initialPositionRef.current.copy(obj.position);
// Get world position
const objectWorldPos = new THREE.Vector3();
obj.getWorldPosition(objectWorldPos);
// Set plane at the object's Y level
planeRef.current.set(new THREE.Vector3(0, 1, 0), -objectWorldPos.y);
// Convert pointer to NDC
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;
// Raycast to intersection
raycaster.setFromCamera(pointer, camera);
const intersection = new THREE.Vector3();
raycaster.ray.intersectPlane(planeRef.current, intersection);
// Calculate offset
offsetRef.current.copy(objectWorldPos).sub(intersection);
// Start listening for drag
gl.domElement.addEventListener("pointermove", handlePointerMove);
gl.domElement.addEventListener("pointerup", handlePointerUp);
};
const handlePointerMove = (e: PointerEvent) => {
if (!activeObjRef.current) return;
// Check if Shift key is pressed
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;
// 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;
// Add offset for dragging
intersection.add(offsetRef.current);
console.log('intersection: ', intersection);
// Get the parent's world matrix if exists
const parent = activeObjRef.current.parent;
const targetPosition = new THREE.Vector3();
if (isShiftKeyPressed) {
console.log('isShiftKeyPressed: ', isShiftKeyPressed);
// For Y-axis only movement, maintain original X and Z
console.log('initialPositionRef: ', initialPositionRef);
console.log('intersection.y: ', intersection);
targetPosition.set(
initialPositionRef.current.x,
intersection.y,
initialPositionRef.current.z
);
} else {
// For free movement
targetPosition.copy(intersection);
}
// 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 = () => {
if (controls) (controls as any).enabled = true;
if (activeObjRef.current) {
// Pass the updated position to the onUpdate callback to persist it
onUpdate(activeObjRef.current);
}
gl.domElement.removeEventListener("pointermove", handlePointerMove);
gl.domElement.removeEventListener("pointerup", handlePointerUp);
activeObjRef.current = null;
};
return { handlePointerDown };
}