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https://github.com/misskey-dev/misskey.git
synced 2026-05-13 17:35:40 +02:00
Update engine.ts
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@@ -593,13 +593,6 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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grabbing.ghost.position = newPos.clone();
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grabbing.ghost.rotation = newRotation.clone();
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if (this.gridSnapping.enabled) {
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newPos.x = Math.round(newPos.x / this.gridSnapping.scale) * this.gridSnapping.scale;
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newPos.y = Math.round(newPos.y / this.gridSnapping.scale) * this.gridSnapping.scale;
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newPos.z = Math.round(newPos.z / this.gridSnapping.scale) * this.gridSnapping.scale;
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newRotation.y = Math.round(newRotation.y / (Math.PI / 8)) * (Math.PI / 8);
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}
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let stickyOtherObject: string | null = null;
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let sticky = false;
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@@ -609,67 +602,100 @@ export class RoomEngine extends EventEmitter<RoomEngineEvents> {
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!grabbing.descendantStickyObjectIds.includes(m.metadata?.objectId);
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};
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if (placement === 'side' || placement === 'wall') {
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// 前方に向かってレイを飛ばす
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const ray = new BABYLON.Ray(this.camera.position, dir, cm(1000));
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const hit = placement === 'side' ? this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_WALL__') || m.name.includes('__SIDE__'))) : this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_WALL__')));
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if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) {
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sticky = true;
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const pickedMeshNormal = hit.getNormal(true, true);
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const targetRotationY = Math.atan2(pickedMeshNormal.x, pickedMeshNormal.z);
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newRotation.y = targetRotationY;
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if (getYRotationDirection(targetRotationY) === '+x' || getYRotationDirection(targetRotationY) === '-x') {
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const pos = new BABYLON.Vector3(this.camera.position.x, this.camera.position.y, this.camera.position.z);
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const _dir = newPos.subtract(pos).normalize();
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for (let i = 0; i < 1000; i++) {
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if (cm(i) > grabbing.distance) break;
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const prevSticky = sticky;
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// posを1cmずつnewPosの方向に動かす
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pos.addInPlace(_dir.scale(cm(1)));
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if (placement === 'side' || placement === 'wall') {
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// 前方に向かってレイを飛ばす
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const ray = new BABYLON.Ray(pos, dir, cm(1000));
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const hit = placement === 'side' ? this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_WALL__') || m.name.includes('__SIDE__'))) : this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_WALL__')));
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if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) {
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sticky = true;
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const pickedMeshNormal = hit.getNormal(true, true);
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const targetRotationY = Math.atan2(pickedMeshNormal.x, pickedMeshNormal.z);
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newRotation.y = targetRotationY;
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newPos.x = hit.pickedPoint.x;
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} else {
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newPos.y = hit.pickedPoint.y;
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newPos.z = hit.pickedPoint.z;
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}
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stickyOtherObject = hit.pickedMesh.metadata?.objectId ?? null;
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stickyOtherObject = hit.pickedMesh.metadata?.objectId ?? null;
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if (this.gridSnapping.enabled) {
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this.gridPlane.rotationQuaternion = null;
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this.gridPlane.rotation.x = Math.PI;
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this.gridPlane.rotation.y = targetRotationY;
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this.gridPlane.position = new BABYLON.Vector3(newPos.x, newPos.y, newPos.z).addInPlace(pickedMeshNormal.scale(cm(0.1)));
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this.gridPlane.isVisible = true;
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if (this.gridSnapping.enabled) {
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newPos.y = Math.round(newPos.y / this.gridSnapping.scale) * this.gridSnapping.scale;
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if (getYRotationDirection(targetRotationY) === '+x' || getYRotationDirection(targetRotationY) === '-x') {
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newPos.z = Math.round(newPos.z / this.gridSnapping.scale) * this.gridSnapping.scale;
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} else {
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newPos.x = Math.round(newPos.x / this.gridSnapping.scale) * this.gridSnapping.scale;
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}
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this.gridPlane.rotationQuaternion = null;
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this.gridPlane.rotation.x = Math.PI;
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this.gridPlane.rotation.y = targetRotationY;
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this.gridPlane.position = new BABYLON.Vector3(newPos.x, newPos.y, newPos.z).addInPlace(pickedMeshNormal.scale(cm(0.1)));
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this.gridPlane.isVisible = true;
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}
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}
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} else if (placement === 'bottom' || placement === 'ceiling') {
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// 上に向かってレイを飛ばす
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const ray = new BABYLON.Ray(pos, new BABYLON.Vector3(0, 1, 0), cm(1000));
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const hit = placement === 'bottom' ? this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_CEILING__') || m.name.includes('__ROOM_BOTTOM__') || m.name.includes('__BOTTOM__'))) : this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_CEILING__')));
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if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) {
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sticky = true;
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newPos.x = hit.pickedPoint.x;
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newPos.y = hit.pickedPoint.y;
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newPos.z = hit.pickedPoint.z;
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stickyOtherObject = hit.pickedMesh.metadata?.objectId ?? null;
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if (this.gridSnapping.enabled) {
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newPos.x = Math.round(newPos.x / this.gridSnapping.scale) * this.gridSnapping.scale;
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newPos.z = Math.round(newPos.z / this.gridSnapping.scale) * this.gridSnapping.scale;
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this.gridPlane.rotationQuaternion = null;
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this.gridPlane.rotation.x = Math.PI * 1.5;
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this.gridPlane.rotation.y = 0;
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this.gridPlane.position = new BABYLON.Vector3(grabbing.mesh.position.x, grabbing.mesh.position.y - cm(0.1), grabbing.mesh.position.z);
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this.gridPlane.isVisible = true;
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}
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}
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} else { // top or floor
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// 下に向かってレイを飛ばす
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const ray = new BABYLON.Ray(pos, new BABYLON.Vector3(0, -1, 0), cm(1000));
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const hit = placement === 'top' ? this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_FLOOR__') || m.name.includes('__ROOM_TOP__') || m.name.includes('__TOP__'))) : this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_FLOOR__')));
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if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) {
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sticky = true;
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newPos.x = hit.pickedPoint.x;
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newPos.y = hit.pickedPoint.y;
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newPos.z = hit.pickedPoint.z;
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stickyOtherObject = hit.pickedMesh.metadata?.objectId ?? null;
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if (this.gridSnapping.enabled) {
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newPos.x = Math.round(newPos.x / this.gridSnapping.scale) * this.gridSnapping.scale;
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newPos.z = Math.round(newPos.z / this.gridSnapping.scale) * this.gridSnapping.scale;
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this.gridPlane.rotationQuaternion = null;
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this.gridPlane.rotation.x = Math.PI / 2;
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this.gridPlane.rotation.y = 0;
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this.gridPlane.position = new BABYLON.Vector3(grabbing.mesh.position.x, grabbing.mesh.position.y + cm(0.1), grabbing.mesh.position.z);
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this.gridPlane.isVisible = true;
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}
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}
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}
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} else if (placement === 'bottom' || placement === 'ceiling') {
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// 上に向かってレイを飛ばす
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const ray = new BABYLON.Ray(newPos, new BABYLON.Vector3(0, 1, 0), cm(1000));
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const hit = placement === 'bottom' ? this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_CEILING__') || m.name.includes('__ROOM_BOTTOM__') || m.name.includes('__BOTTOM__'))) : this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_CEILING__')));
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if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) {
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sticky = true;
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newPos.y = hit.pickedPoint.y;
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stickyOtherObject = hit.pickedMesh.metadata?.objectId ?? null;
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if (this.gridSnapping.enabled) {
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this.gridPlane.rotationQuaternion = null;
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this.gridPlane.rotation.x = Math.PI * 1.5;
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this.gridPlane.rotation.y = 0;
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this.gridPlane.position = new BABYLON.Vector3(grabbing.mesh.position.x, grabbing.mesh.position.y - cm(0.1), grabbing.mesh.position.z);
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this.gridPlane.isVisible = true;
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}
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}
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} else { // top or floor
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// 下に向かってレイを飛ばす
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const ray = new BABYLON.Ray(newPos, new BABYLON.Vector3(0, -1, 0), cm(1000));
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const hit = placement === 'top' ? this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_FLOOR__') || m.name.includes('__ROOM_TOP__') || m.name.includes('__TOP__'))) : this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_FLOOR__')));
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if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) {
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if (!sticky && prevSticky) {
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sticky = true;
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newPos.y = hit.pickedPoint.y;
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stickyOtherObject = hit.pickedMesh.metadata?.objectId ?? null;
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if (this.gridSnapping.enabled) {
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this.gridPlane.rotationQuaternion = null;
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this.gridPlane.rotation.x = Math.PI / 2;
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this.gridPlane.rotation.y = 0;
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this.gridPlane.position = new BABYLON.Vector3(grabbing.mesh.position.x, grabbing.mesh.position.y + cm(0.1), grabbing.mesh.position.z);
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this.gridPlane.isVisible = true;
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}
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break;
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}
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}
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if (sticky) {
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if (this.gridSnapping.enabled) {
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newRotation.y = Math.round(newRotation.y / (Math.PI / 8)) * (Math.PI / 8);
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}
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grabbing.mesh.position = newPos;
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grabbing.mesh.rotation = newRotation;
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}
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