better preview on pivot, with axes

This commit is contained in:
STEINNI
2025-10-22 16:27:39 +00:00
parent dbd9e83a25
commit 006bed2ad5
3 changed files with 56 additions and 22 deletions
+32 -1
View File
@@ -77,6 +77,37 @@ app.helpers.helpers3D = {
controls.target.copy(center) controls.target.copy(center)
controls.update() controls.update()
} }
} },
getObjectCenter(object) {
object.updateWorldMatrix(true, true)
const box = new THREE.Box3().setFromObject(object)
const center = new THREE.Vector3()
box.getCenter(center) // world coords
return center
},
makePivotAtGeomCenter(object, scene) {
object.updateWorldMatrix(true, true)
const box = new THREE.Box3().setFromObject(object)
const centerW = box.getCenter(new THREE.Vector3())
// Create pivot at world center of the object
const pivot = new THREE.Object3D()
pivot.position.copy(centerW)
pivot.matrixAutoUpdate = true
scene.add(pivot)
// Compute the center in the object's local space
const centerLocal = object.worldToLocal(centerW.clone())
// Shift the object so its center sits at its own origin
object.position.sub(centerLocal)
// Reparent under the pivot (world pose preserved)
pivot.add(object)
return pivot
},
} }
@@ -40,16 +40,19 @@ export class AgentPreview{
} }
setAgent(id){ setAgent(id){
if(this.currentAgentObj && (this.scene.children.includes(this.currentAgentObj))){ if(this.pivot && (this.scene.children.includes(this.pivot))){
this.scene.remove(this.currentAgentObj) this.scene.remove(this.pivot)
} }
const agentSprite = this.agentSprites.find(item => item.atp_id==id) const agentSprite = this.agentSprites.find(item => item.atp_id==id)
if(!agentSprite) return if(!agentSprite) return
this.currentAgentObj = this.agentFromJSON('previewedAgent', agentSprite.asp_3d) this.currentAgentObj = this.agentFromJSON('previewedAgent', agentSprite.asp_3d)
this.currentAgentObj.position.set(0, 0, 0)
this.scene.add(this.currentAgentObj)
this.cameraAutoFrame(this.currentAgentObj, this.camera, 2) this.pivot = this.makePivotAtGeomCenter(this.currentAgentObj, this.scene)
this.cameraAutoFrame(this.pivot, this.camera, 1.5)
// After creating the pivot, so axes do not unbalance the center,
// and after cameraFraming so axes we frame on the object, no matter the axes
this.currentAgentObj.add(new THREE.AxesHelper(2))
} }
set animation(value){ set animation(value){
@@ -63,9 +66,9 @@ export class AgentPreview{
_animate = () => { // to avoid having to bind(this) in requestAnimationFrame, because one bound fn per frame = continuous GC load _animate = () => { // to avoid having to bind(this) in requestAnimationFrame, because one bound fn per frame = continuous GC load
requestAnimationFrame(this._animate) requestAnimationFrame(this._animate)
if(this.currentAgentObj && this.animation){ if(this.pivot && this.animation){
this.currentAgentObj.rotation.x += 0.005 this.pivot.rotation.x += 0.005
this.currentAgentObj.rotation.y += 0.01 this.pivot.rotation.y += 0.01
} }
this.renderer.render(this.scene, this.camera) this.renderer.render(this.scene, this.camera)
} }
+1 -1
View File
@@ -50,7 +50,7 @@ export class kfArena{
this.basePlane.position.y=-0.01 // to avoid artefacts on objets bases this.basePlane.position.y=-0.01 // to avoid artefacts on objets bases
this.scene.add(this.basePlane) this.scene.add(this.basePlane)
this.axes = new THREE.AxesHelper(this.sceneSize.x/2, this.sceneSize.y/2) this.axes = new THREE.AxesHelper(this.sceneSize.x/2)
this.axes.layers.set(2) this.axes.layers.set(2)
this.scene.add(this.axes) this.scene.add(this.axes)