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mirror of https://github.com/misskey-dev/misskey.git synced 2026-05-13 17:35:40 +02:00

Update engine.ts

This commit is contained in:
syuilo
2026-04-22 13:56:38 +09:00
parent 08a0f03a45
commit 174221fdc4

View File

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