v2 #80

Merged
Vishnu merged 11 commits from v2 into main 2025-05-06 13:55:10 +00:00
6 changed files with 299 additions and 215 deletions
Showing only changes of commit dc995e6a81 - Show all commits

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@ -1,17 +1,16 @@
import { useFrame } from '@react-three/fiber';
import React, { useEffect, useRef, useState } from 'react';
import * as THREE from 'three';
import { useLogger } from '../../../../../components/ui/log/LoggerContext';
import { MaterialModel } from '../../../materials/instances/material/materialModel';
type MaterialAnimatorProps = {
ikSolver: any;
armBot: any;
armBot: ArmBotStatus;
currentPhase: string;
};
export default function MaterialAnimator({ ikSolver, armBot, currentPhase }: MaterialAnimatorProps) {
const sphereRef = useRef<THREE.Mesh>(null);
const boneWorldPosition = new THREE.Vector3();
const sphereRef = useRef<any>(null);
const [isRendered, setIsRendered] = useState<boolean>(false);
useEffect(() => {
@ -41,7 +40,8 @@ export default function MaterialAnimator({ ikSolver, armBot, currentPhase }: Mat
const direction = new THREE.Vector3();
direction.subVectors(boneWorldPos, boneTargetWorldPos).normalize();
const downwardDirection = direction.clone().negate();
const adjustedPosition = boneWorldPos.clone().addScaledVector(downwardDirection, -0.25);
const adjustedPosition = boneWorldPos.clone().addScaledVector(downwardDirection, -0.01);
//set position
sphereRef.current.position.copy(adjustedPosition);
@ -56,10 +56,10 @@ export default function MaterialAnimator({ ikSolver, armBot, currentPhase }: Mat
return (
<>
{isRendered && (
<mesh ref={sphereRef}>
<boxGeometry args={[0.5, 0.5, 0.5]} />
<meshStandardMaterial color="yellow" />
</mesh>
<MaterialModel
matRef={sphereRef}
materialType={armBot.currentAction?.materialType || 'Default material'}
/>
)}
</>
);

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@ -1,39 +1,34 @@
import React, { useEffect, useMemo, useRef, useState } from 'react';
import { useFrame } from '@react-three/fiber';
import * as THREE from 'three';
import { Line } from '@react-three/drei';
import {
useAnimationPlaySpeed,
usePauseButtonStore,
usePlayButtonStore,
useResetButtonStore
} from '../../../../../store/usePlayButtonStore';
import { Line, Text } from '@react-three/drei';
import { useAnimationPlaySpeed, usePauseButtonStore, usePlayButtonStore, useResetButtonStore } from '../../../../../store/usePlayButtonStore';
type PointWithDegree = {
position: [number, number, number];
degree: number;
};
function RoboticArmAnimator({ HandleCallback, restPosition, ikSolver, targetBone, armBot, path }: any) {
function RoboticArmAnimator({
HandleCallback,
restPosition,
ikSolver,
targetBone,
armBot,
path
}: any) {
const progressRef = useRef(0);
const curveRef = useRef<THREE.Vector3[] | null>(null);
const [currentPath, setCurrentPath] = useState<[number, number, number][]>([]);
const [circlePoints, setCirclePoints] = useState<[number, number, number][]>([]);
const [customCurvePoints, setCustomCurvePoints] = useState<THREE.Vector3[] | null>(null);
let curveHeight = 1.75
const totalDistanceRef = useRef(0);
const startTimeRef = useRef<number | null>(null);
const segmentDistancesRef = useRef<number[]>([]);
const [currentPath, setCurrentPath] = useState<[number, number, number][]>([]);
const [circlePoints, setCirclePoints] = useState<[number, number, number][]>([]);
const [circlePointsWithDegrees, setCirclePointsWithDegrees] = useState<PointWithDegree[]>([]);
const [customCurvePoints, setCustomCurvePoints] = useState<THREE.Vector3[] | null>(null);
let curveHeight = 1.75
const CIRCLE_RADIUS = 1.6
// Zustand stores
const { isPlaying } = usePlayButtonStore();
const { isPaused } = usePauseButtonStore();
const { isReset } = useResetButtonStore();
const { speed } = useAnimationPlaySpeed();
const CIRCLE_RADIUS = 1.6
// Update path state whenever `path` prop changes
useEffect(() => {
setCurrentPath(path);
@ -47,7 +42,7 @@ function RoboticArmAnimator({
//Handle Reset Animation
useEffect(() => {
if (isReset) {
if (isReset || !isPlaying) {
progressRef.current = 0;
curveRef.current = null;
setCurrentPath([]);
@ -76,6 +71,29 @@ function RoboticArmAnimator({
}
return points;
}
//Generate CirclePoints with Angle
function generateRingPointsWithDegrees(radius: number, segments: number, initialRotation: [number, number, number]) {
const points: { position: [number, number, number]; degree: number }[] = [];
for (let i = 0; i < segments; i++) {
const angleRadians = (i / segments) * Math.PI * 2;
const x = Math.cos(angleRadians) * radius;
const z = Math.sin(angleRadians) * radius;
const degree = (angleRadians * 180) / Math.PI; // Convert radians to degrees
points.push({
position: [x, 1.5, z],
degree,
});
}
return points;
}
// Handle circle points based on armBot position
useEffect(() => {
const points = generateRingPointsWithDegrees(CIRCLE_RADIUS, 64, armBot.rotation);
setCirclePointsWithDegrees(points)
}, [armBot.rotation]);
// Function for find nearest Circlepoints Index
const findNearestIndex = (nearestPoint: [number, number, number], points: [number, number, number][], epsilon = 1e-6) => {
for (let i = 0; i < points.length; i++) {
@ -100,6 +118,30 @@ function RoboticArmAnimator({
}, circlePoints[0]);
};
// Helper function to collect points and check forbidden degrees
const collectArcPoints = (startIdx: number, endIdx: number, clockwise: boolean) => {
const totalSegments = 64;
const arcPoints: [number, number, number][] = [];
let i = startIdx;
while (i !== (endIdx + (clockwise ? 1 : -1) + totalSegments) % totalSegments) {
const { degree, position } = circlePointsWithDegrees[i];
// Skip over
arcPoints.push(position);
i = (i + (clockwise ? 1 : -1) + totalSegments) % totalSegments;
}
return arcPoints;
};
//Range to restrict angle
const hasForbiddenDegrees = (arc: [number, number, number][]) => {
return arc.some(p => {
const idx = findNearestIndex(p, circlePoints);
const degree = circlePointsWithDegrees[idx]?.degree || 0;
return degree >= 271 && degree <= 300; // Forbidden range: 271° to 300°
});
};
// Handle nearest points and final path (including arc points)
useEffect(() => {
if (circlePoints.length > 0 && currentPath.length > 0) {
@ -116,31 +158,23 @@ function RoboticArmAnimator({
const indexOfNearestStart = findNearestIndex(nearestToStart, circlePoints);
const indexOfNearestEnd = findNearestIndex(nearestToEnd, circlePoints);
const clockwiseDistance = (indexOfNearestEnd - indexOfNearestStart + 64) % 64;
const counterClockwiseDistance = (indexOfNearestStart - indexOfNearestEnd + 64) % 64;
const clockwiseIsShorter = clockwiseDistance <= counterClockwiseDistance;
const totalSegments = 64;
const clockwiseDistance = (indexOfNearestEnd - indexOfNearestStart + totalSegments) % totalSegments;
const counterClockwiseDistance = (indexOfNearestStart - indexOfNearestEnd + totalSegments) % totalSegments;
// Try both directions
const arcClockwise = collectArcPoints(indexOfNearestStart, indexOfNearestEnd, true);
const arcCounterClockwise = collectArcPoints(indexOfNearestStart, indexOfNearestEnd, false);
const clockwiseForbidden = hasForbiddenDegrees(arcClockwise);
const counterClockwiseForbidden = hasForbiddenDegrees(arcCounterClockwise);
let arcPoints: [number, number, number][] = [];
if (clockwiseIsShorter) {
if (indexOfNearestStart <= indexOfNearestEnd) {
arcPoints = circlePoints.slice(indexOfNearestStart, indexOfNearestEnd + 1);
} else {
arcPoints = [
...circlePoints.slice(indexOfNearestStart, 64),
...circlePoints.slice(0, indexOfNearestEnd + 1)
];
}
if (!clockwiseForbidden && (clockwiseDistance <= counterClockwiseDistance || counterClockwiseForbidden)) {
arcPoints = arcClockwise;
} else {
if (indexOfNearestStart >= indexOfNearestEnd) {
for (let i = indexOfNearestStart; i !== (indexOfNearestEnd - 1 + 64) % 64; i = (i - 1 + 64) % 64) {
arcPoints.push(circlePoints[i]);
}
} else {
for (let i = indexOfNearestStart; i !== (indexOfNearestEnd - 1 + 64) % 64; i = (i - 1 + 64) % 64) {
arcPoints.push(circlePoints[i]);
}
}
arcPoints = arcCounterClockwise;
}
const pathVectors = [
@ -153,9 +187,7 @@ function RoboticArmAnimator({
new THREE.Vector3(end[0], end[1], end[2])
];
const pathSegments: [THREE.Vector3, THREE.Vector3][] = [];
for (let i = 0; i < pathVectors.length - 1; i++) {
pathSegments.push([pathVectors[i], pathVectors[i + 1]]);
}
@ -165,13 +197,7 @@ function RoboticArmAnimator({
const totalDistance = segmentDistances.reduce((sum, d) => sum + d, 0);
totalDistanceRef.current = totalDistance;
const movementSpeed = speed * armBot.speed;
const totalMoveTime = totalDistance / movementSpeed;
const segmentTimes = segmentDistances.map(distance => (distance / totalDistance) * totalMoveTime);
setCustomCurvePoints(pathVectors);
}
}, [circlePoints, currentPath]);
@ -182,7 +208,6 @@ function RoboticArmAnimator({
const bone = ikSolver.mesh.skeleton.bones.find((b: any) => b.name === targetBone);
if (!bone) return;
if (isPlaying) {
if (isReset) {
bone.position.copy(restPosition);
@ -227,12 +252,17 @@ function RoboticArmAnimator({
ikSolver.update();
}
} else if (!isPlaying && currentPath.length === 0) {
progressRef.current = 0;
startTimeRef.current = null;
setCurrentPath([]);
setCustomCurvePoints([]);
bone.position.copy(restPosition);
}
ikSolver.update();
});
//Helper to Visible the Circle and Curve
return (
<>
{customCurvePoints && customCurvePoints?.length >= 2 && currentPath && isPlaying && (
@ -245,10 +275,18 @@ function RoboticArmAnimator({
/>
</mesh>
)}
<mesh position={[armBot.position[0], armBot.position[1] + 1.5, armBot.position[2]]} rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[CIRCLE_RADIUS, CIRCLE_RADIUS + 0.02, 64]} />
<meshBasicMaterial color="green" side={THREE.DoubleSide} />
</mesh>
<group
position={[armBot.position[0], armBot.position[1] + 1.5, armBot.position[2]]}
rotation={[armBot.rotation[0], armBot.rotation[1], armBot.rotation[2]]}
>
{/* Green ring */}
<mesh rotation={[-Math.PI / 2, 0, 0]}>
<ringGeometry args={[CIRCLE_RADIUS, CIRCLE_RADIUS + 0.02, 64]} />
<meshBasicMaterial color="green" side={THREE.DoubleSide} />
</mesh>
</group>
</>
);
}

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@ -5,7 +5,6 @@ import { usePauseButtonStore, usePlayButtonStore, useResetButtonStore } from '..
import { useArmBotStore } from '../../../../../store/simulation/useArmBotStore';
import armModel from "../../../../../assets/gltf-glb/rigged/ik_arm_1.glb";
import { useThree } from "@react-three/fiber";
import useModuleStore from '../../../../../store/useModuleStore';
import * as THREE from "three";
import MaterialAnimator from '../animator/materialAnimator';
@ -24,16 +23,15 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
let startTime: number;
//zustand
const { addCurrentAction, setArmBotActive, setArmBotState, removeCurrentAction } = useArmBotStore();
const { activeModule } = useModuleStore();
const { isPlaying } = usePlayButtonStore();
const { isReset, setReset } = useResetButtonStore();
const { isReset } = useResetButtonStore();
const { isPaused } = usePauseButtonStore();
function firstFrame() {
startTime = performance.now();
step();
}
function step() {
if (isPausedRef.current) {
if (!pauseTimeRef.current) {
@ -87,6 +85,7 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
logStatus(armBot.modelUuid, "Moving armBot from end point to rest position.")
}
}
useEffect(() => {
isPausedRef.current = isPaused;
}, [isPaused]);
@ -98,6 +97,7 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
setArmBotState(armBot.modelUuid, "idle")
setCurrentPhase("init");
setPath([])
setIkSolver(null);
removeCurrentAction(armBot.modelUuid)
isPausedRef.current = false
pauseTimeRef.current = null
@ -117,17 +117,17 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
useEffect(() => {
const targetMesh = scene?.getObjectByProperty("uuid", armBot.modelUuid);
if (targetMesh) {
targetMesh.visible = activeModule !== "simulation"
targetMesh.visible = (!isPlaying)
}
const targetBones = ikSolver?.mesh.skeleton.bones.find((b: any) => b.name === targetBone);
if (isPlaying) {
if (!isReset && isPlaying) {
//Moving armBot from initial point to rest position.
if (!armBot?.isActive && armBot?.state == "idle" && currentPhase == "init") {
setArmBotActive(armBot.modelUuid, true)
setArmBotState(armBot.modelUuid, "running")
setCurrentPhase("init-to-rest");
if (targetBones) {
let curve = createCurveBetweenTwoPoints(targetBones.position, targetBones.position)
setArmBotActive(armBot.modelUuid, true)
setArmBotState(armBot.modelUuid, "running")
setCurrentPhase("init-to-rest");
let curve = createCurveBetweenTwoPoints(targetBones.position, restPosition)
if (curve) {
setPath(curve.points.map(point => [point.x, point.y, point.z]));
}
@ -142,9 +142,9 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
}, 3000);
return () => clearTimeout(timeoutId);
}
//Moving to pickup point
else if (armBot && !armBot.isActive && armBot.state === "idle" && currentPhase === "rest" && armBot.currentAction) {
if (armBot.currentAction) {
setArmBotActive(armBot.modelUuid, true);
setArmBotState(armBot.modelUuid, "running");
setCurrentPhase("rest-to-start");
@ -158,15 +158,29 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
}
logStatus(armBot.modelUuid, "Moving armBot from rest point to start position.")
}
// Moving to Pick to Drop position
else if (armBot && !armBot.isActive && armBot.state === "idle" && currentPhase === "picking" && armBot.currentAction) {
requestAnimationFrame(firstFrame);
}
//Moving to drop point to restPosition
else if (armBot && !armBot.isActive && armBot.state === "idle" && currentPhase === "dropping" && armBot.currentAction) {
requestAnimationFrame(firstFrame);
}
} else {
logStatus(armBot.modelUuid, "Simulation Play Exited")
setArmBotActive(armBot.modelUuid, false)
setArmBotState(armBot.modelUuid, "idle")
setCurrentPhase("init");
setIkSolver(null);
setPath([])
isPausedRef.current = false
pauseTimeRef.current = null
isPausedRef.current = false
startTime = 0
removeCurrentAction(armBot.modelUuid)
}
}, [currentPhase, armBot, isPlaying, ikSolver])
}, [currentPhase, armBot, isPlaying, isReset, ikSolver])
function createCurveBetweenTwoPoints(p1: any, p2: any) {
@ -213,9 +227,13 @@ function RoboticArmInstance({ armBot }: { armBot: ArmBotStatus }) {
return (
<>
<IKInstance modelUrl={armModel} setIkSolver={setIkSolver} ikSolver={ikSolver} armBot={armBot} groupRef={groupRef} />
<RoboticArmAnimator HandleCallback={HandleCallback} restPosition={restPosition} ikSolver={ikSolver} targetBone={targetBone} armBot={armBot}
logStatus={logStatus} path={path} currentPhase={currentPhase} />
{!isReset && isPlaying && (
<>
<IKInstance modelUrl={armModel} setIkSolver={setIkSolver} ikSolver={ikSolver} armBot={armBot} groupRef={groupRef} />
<RoboticArmAnimator HandleCallback={HandleCallback} restPosition={restPosition} ikSolver={ikSolver} targetBone={targetBone} armBot={armBot}
logStatus={logStatus} path={path} currentPhase={currentPhase} />
</>
)}
<MaterialAnimator ikSolver={ikSolver} armBot={armBot} currentPhase={currentPhase} />
</>
)

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@ -11,7 +11,7 @@ type IKInstanceProps = {
modelUrl: string;
ikSolver: any;
setIkSolver: any
armBot: any;
armBot: ArmBotStatus;
groupRef: any;
};
function IKInstance({ modelUrl, setIkSolver, ikSolver, armBot, groupRef }: IKInstanceProps) {
@ -57,12 +57,6 @@ function IKInstance({ modelUrl, setIkSolver, ikSolver, armBot, groupRef }: IKIns
rotationMin: new THREE.Vector3(0, 0, 0),
rotationMax: new THREE.Vector3(2, 0, 0),
},
// {
// index: 1,
// enabled: true,
// rotationMin: new THREE.Vector3(0, -Math.PI, 0),
// rotationMax: new THREE.Vector3(0, Math.PI, 0),
// },
{ index: 1, enabled: true, limitation: new THREE.Vector3(0, 1, 0) },
{ index: 0, enabled: false, limitation: new THREE.Vector3(0, 0, 0) },
],
@ -76,7 +70,7 @@ function IKInstance({ modelUrl, setIkSolver, ikSolver, armBot, groupRef }: IKIns
setSelectedArm(OOI.Target_Bone);
scene.add(helper);
// scene.add(helper);
}, [cloned, gltf, setIkSolver]);
@ -86,10 +80,10 @@ function IKInstance({ modelUrl, setIkSolver, ikSolver, armBot, groupRef }: IKIns
setSelectedArm(groupRef.current?.getObjectByName(targetBoneName))
}}>
<primitive
uuid={"ArmBot-X200"}
uuid={armBot.modelUuid}
object={cloned}
scale={[1, 1, 1]}
name={`arm-bot11`}
name={armBot.modelName}
/>
</group>
{/* {selectedArm && <TransformControls object={selectedArm} />} */}

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@ -39,4 +39,4 @@ function RoboticArm() {
);
}
export default RoboticArm;
export default RoboticArm;

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@ -3,166 +3,200 @@ import * as THREE from "three";
import { ThreeEvent, useThree } from "@react-three/fiber";
import { useProductStore } from "../../../../store/simulation/useProductStore";
import {
useSelectedEventData,
useSelectedProduct,
useSelectedEventData,
useSelectedProduct,
} from "../../../../store/simulation/useSimulationStore";
type OnUpdateCallback = (object: THREE.Object3D) => void;
export default function useDraggableGLTF(onUpdate: OnUpdateCallback) {
const { getEventByModelUuid, updateAction, getActionByUuid } =
useProductStore();
const { selectedEventData } = useSelectedEventData();
const { selectedProduct } = useSelectedProduct();
const { camera, gl, controls } = 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 { getEventByModelUuid, updateAction, getActionByUuid } =
useProductStore();
const { selectedEventData } = useSelectedEventData();
const { selectedProduct } = useSelectedProduct();
const { camera, gl, controls } = 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 [objectWorldPos, setObjectWorldPos] = useState(new THREE.Vector3());
const raycaster = new THREE.Raycaster();
const pointer = new THREE.Vector2();
const [objectWorldPos, setObjectWorldPos] = useState(new THREE.Vector3());
const handlePointerDown = (e: ThreeEvent<PointerEvent>) => {
e.stopPropagation();
const handlePointerDown = (e: ThreeEvent<PointerEvent>) => {
e.stopPropagation();
let obj: THREE.Object3D | null = e.object;
let obj: THREE.Object3D | null = e.object;
// Traverse up until we find modelUuid in userData
while (obj && !obj.userData?.modelUuid) {
obj = obj.parent;
}
// Traverse up until we find modelUuid in userData
while (obj && !obj.userData?.modelUuid) {
obj = obj.parent;
}
if (!obj) return;
if (!obj) return;
// Disable orbit controls while dragging
if (controls) (controls as any).enabled = false;
// Disable orbit controls while dragging
if (controls) (controls as any).enabled = false;
activeObjRef.current = obj;
initialPositionRef.current.copy(obj.position);
activeObjRef.current = obj;
initialPositionRef.current.copy(obj.position);
// Get world position
setObjectWorldPos(obj.getWorldPosition(objectWorldPos));
// Get world position
setObjectWorldPos(obj.getWorldPosition(objectWorldPos));
// Set plane at the object's Y level
planeRef.current.set(new THREE.Vector3(0, 1, 0), -objectWorldPos.y);
// 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;
// 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);
// 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);
// Calculate offset
offsetRef.current.copy(objectWorldPos).sub(intersection);
// Start listening for drag
gl.domElement.addEventListener("pointermove", handlePointerMove);
gl.domElement.addEventListener("pointerup", handlePointerUp);
};
// Start listening for drag
gl.domElement.addEventListener("pointermove", handlePointerMove);
gl.domElement.addEventListener("pointerup", handlePointerUp);
};
const handlePointerMove = (e: PointerEvent) => {
if (!activeObjRef.current) return;
if (selectedEventData?.data.type === "roboticArm") {
const selectedArmBot = getEventByModelUuid(
selectedProduct.productId,
selectedEventData.data.modelUuid
);
if (!selectedArmBot) return;
// Check if Shift key is pressed
const isShiftKeyPressed = e.shiftKey;
const handlePointerMove = (e: PointerEvent) => {
if (!activeObjRef.current) return;
if (selectedEventData?.data.type === "roboticArm") {
const selectedArmBot = getEventByModelUuid(
selectedProduct.productId,
selectedEventData.data.modelUuid
);
if (!selectedArmBot) 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;
// 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
// CONSTRAIN MOVEMENT HERE:
const centerX = selectedArmBot.position[0];
const centerZ = selectedArmBot.position[2];
const minDistance = 1.2;
const maxDistance = 2;
const deltaX = targetPosition.x - centerX;
const deltaZ = targetPosition.z - centerZ;
const distance = Math.sqrt(deltaX * deltaX + deltaZ * deltaZ);
const delta = new THREE.Vector3(targetPosition.x - centerX, 0, targetPosition.z - centerZ);
if (distance < minDistance || distance > maxDistance) {
const angle = Math.atan2(deltaZ, deltaX);
const clampedDistance = Math.min(
Math.max(distance, minDistance),
maxDistance
);
// Create quaternion from rotation
const robotEuler = new THREE.Euler(selectedArmBot.rotation[0], selectedArmBot.rotation[1], selectedArmBot.rotation[2]);
const robotQuaternion = new THREE.Quaternion().setFromEuler(robotEuler);
targetPosition.x = centerX + Math.cos(angle) * clampedDistance;
targetPosition.z = centerZ + Math.sin(angle) * clampedDistance;
}
targetPosition.y = Math.min(Math.max(targetPosition.y, 0.6), 1.9);
// Convert world position to local if object is nested inside a parent
if (parent) {
parent.worldToLocal(targetPosition);
}
// Inverse rotate
const inverseQuaternion = robotQuaternion.clone().invert();
delta.applyQuaternion(inverseQuaternion);
// Update object position
// Angle in robot local space
let relativeAngle = Math.atan2(delta.z, delta.x);
let angleDeg = (relativeAngle * 180) / Math.PI;
if (angleDeg < 0) {
angleDeg += 360;
}
activeObjRef.current.position.copy(targetPosition);
}
};
// Clamp angle
if (angleDeg < 0 || angleDeg > 270) {
const distanceTo90 = Math.abs(angleDeg - 0);
const distanceTo270 = Math.abs(angleDeg - 270);
if (distanceTo90 < distanceTo270) {
angleDeg = 0;
} else {
return;
}
relativeAngle = (angleDeg * Math.PI) / 180;
}
const handlePointerUp = () => {
if (controls) (controls as any).enabled = true;
// Distance clamp
const distance = delta.length();
const clampedDistance = Math.min(Math.max(distance, minDistance), maxDistance);
if (activeObjRef.current) {
// Pass the updated position to the onUpdate callback to persist it
onUpdate(activeObjRef.current);
}
// Calculate local target
const finalLocal = new THREE.Vector3(
Math.cos(relativeAngle) * clampedDistance,
0,
Math.sin(relativeAngle) * clampedDistance
);
gl.domElement.removeEventListener("pointermove", handlePointerMove);
gl.domElement.removeEventListener("pointerup", handlePointerUp);
// Rotate back to world space
finalLocal.applyQuaternion(robotQuaternion);
activeObjRef.current = null;
};
targetPosition.x = centerX + finalLocal.x;
targetPosition.z = centerZ + finalLocal.z;
return { handlePointerDown };
// Clamp Y axis if needed
targetPosition.y = Math.min(Math.max(targetPosition.y, 0.6), 1.9);
// Convert to local if parent exists
if (parent) {
parent.worldToLocal(targetPosition);
}
// Update the 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 };
}