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ruler.js
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296 lines (247 loc) · 10.4 KB
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/*!
* BeamBench Copyright (C) 2025 VisuPhy
* SPDX-License-Identifier: GPL-3.0-or-later
*/
// ruler.js — A self-contained 3-point measurement tool for a Three.js scene.
import * as THREE from 'three';
let ruler = null;
let rulerFolder = null;
const rulerUIState = {
p1: { x: 0, y: 0, z: 0 },
p2: { x: 0, y: 0, z: 0 },
p3: { x: 0, y: 0, z: 0 },
readouts: {
dist12: '0.00 mm',
dist23: '0.00 mm',
angle: '0.00°'
}
};
/**
* Creates and updates a 3D text label sprite.
* @param {string} text - The initial text for the label.
* @param {object} options - Style options for the label.
* @returns {THREE.Sprite} - The created sprite with an `updateText` method.
*/
function makeRulerLabel(text, { fontSize = 48, color = 'white', background = 'rgba(0,0,0,0.5)' } = {}) {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
ctx.font = `Bold ${fontSize}px Arial`;
const w = Math.max(1, ctx.measureText(text).width + 20);
const h = fontSize + 16;
canvas.width = w;
canvas.height = h;
ctx.font = `Bold ${fontSize}px Arial`;
if (background) {
ctx.fillStyle = background;
ctx.fillRect(0, 0, w, h);
}
ctx.fillStyle = color;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(text, w / 2, h / 2);
const tex = new THREE.CanvasTexture(canvas);
tex.minFilter = THREE.LinearFilter;
const mat = new THREE.SpriteMaterial({ map: tex, depthTest: false, transparent: true });
const spr = new THREE.Sprite(mat);
spr.scale.set(w / 40000, h / 40000, 1);
spr.renderOrder = 10;
// #################### FIX IS HERE ####################
// Attach a robust update function to the sprite for efficient text changes.
// This version creates a new canvas and texture each time to avoid WebGL errors
// that can occur when resizing an existing canvas texture.
spr.updateText = function(newText) {
const newCanvas = document.createElement('canvas');
const newCtx = newCanvas.getContext('2d');
newCtx.font = `Bold ${fontSize}px Arial`;
const w = Math.max(1, newCtx.measureText(newText).width + 20);
const h = fontSize + 16;
newCanvas.width = w;
newCanvas.height = h;
newCtx.font = `Bold ${fontSize}px Arial`;
if (background) {
newCtx.fillStyle = background;
newCtx.fillRect(0, 0, w, h);
}
newCtx.fillStyle = color;
newCtx.textAlign = 'center';
newCtx.textBaseline = 'middle';
newCtx.fillText(newText, w / 2, h / 2);
const newTexture = new THREE.CanvasTexture(newCanvas);
newTexture.minFilter = THREE.LinearFilter;
// Dispose of the old texture to prevent memory leaks
this.material.map?.dispose();
this.material.map = newTexture;
this.material.needsUpdate = true;
this.scale.set(w / 40000, h / 40000, 1);
};
// ######################################################
return spr;
}
/**
* Adds the measurement ruler to the scene.
* @param {object} context - Main app context: { scene, selectable, tcontrols, pushHistory, isRestoringState }.
* @param {THREE.Vector3} position - The initial center position for the ruler.
* @returns {object|null} The created ruler object or null if it already exists.
*/
export function addRuler(context, position = new THREE.Vector3(0, 0, 0)) {
if (ruler) return null;
const { scene, selectable, tcontrols, pushHistory, isRestoringState } = context;
const group = new THREE.Group();
group.name = "Ruler";
const pointGeo = new THREE.SphereGeometry(0.0015, 16, 12);
const p1Mat = new THREE.MeshStandardMaterial({ color: 0xff8080 });
const p2Mat = new THREE.MeshStandardMaterial({ color: 0x80ff80 });
const p3Mat = new THREE.MeshStandardMaterial({ color: 0x8080ff });
const p1 = new THREE.Mesh(pointGeo, p1Mat);
p1.position.copy(position).add(new THREE.Vector3(-0.02, 0, 0));
p1.userData = { isRulerPoint: true, pointId: 'p1' };
const p2 = new THREE.Mesh(pointGeo, p2Mat);
p2.position.copy(position);
p2.userData = { isRulerPoint: true, pointId: 'p2' };
const p3 = new THREE.Mesh(pointGeo, p3Mat);
p3.position.copy(position).add(new THREE.Vector3(0, 0, 0.02));
p3.userData = { isRulerPoint: true, pointId: 'p3' };
const lineMat = new THREE.LineBasicMaterial({ color: 0xffffff, transparent: true, opacity: 0.7 });
const l1 = new THREE.Line(new THREE.BufferGeometry(), lineMat);
const l2 = new THREE.Line(new THREE.BufferGeometry(), lineMat);
const p1Label = makeRulerLabel('P1'); p1.add(p1Label); p1Label.position.set(0, 0.0025, 0);
const p2Label = makeRulerLabel('P2'); p2.add(p2Label); p2Label.position.set(0, 0.0025, 0);
const p3Label = makeRulerLabel('P3'); p3.add(p3Label); p3Label.position.set(0, 0.0025, 0);
const dist12Label = makeRulerLabel('0.00 mm');
const dist23Label = makeRulerLabel('0.00 mm');
const angleLabel = makeRulerLabel('0.00°');
group.add(p1, p2, p3, l1, l2, dist12Label, dist23Label, angleLabel);
scene.add(group);
selectable.push(p1, p2, p3);
ruler = {
group,
points: { p1, p2, p3 },
lines: { l1, l2 },
labels: { dist12: dist12Label, dist23: dist23Label, angle: angleLabel }
};
updateRuler();
if (!isRestoringState) pushHistory();
return ruler;
}
/**
* Removes the measurement ruler from the scene and cleans up resources.
* @param {object} context - Main app context: { scene, selectable, tcontrols, pushHistory, isRestoringState }.
*/
export function removeRuler(context) {
if (!ruler) return;
const { scene, selectable, tcontrols, pushHistory, isRestoringState } = context;
tcontrols.detach();
scene.remove(ruler.group);
Object.values(ruler.points).forEach(p => {
const index = selectable.indexOf(p);
if (index > -1) selectable.splice(index, 1);
p.geometry.dispose();
p.material.dispose();
});
ruler.lines.l1.geometry.dispose();
ruler.lines.l2.geometry.dispose();
ruler.lines.l1.material.dispose();
Object.values(ruler.labels).forEach(label => {
label.material.map?.dispose();
label.material.dispose();
});
ruler = null;
if (rulerFolder) {
rulerFolder.destroy();
rulerFolder = null;
}
if (!isRestoringState) pushHistory();
}
/**
* Updates the ruler's lines, labels, and UI readouts based on point positions.
*/
export function updateRuler() {
if (!ruler) return;
const { p1, p2, p3 } = ruler.points;
const { l1, l2 } = ruler.lines;
const { dist12: dist12Label, dist23: dist23Label, angle: angleLabel } = ruler.labels;
l1.geometry.setFromPoints([p1.position, p2.position]);
l2.geometry.setFromPoints([p2.position, p3.position]);
const dist12 = p1.position.distanceTo(p2.position);
const dist23 = p2.position.distanceTo(p3.position);
const v1 = new THREE.Vector3().subVectors(p1.position, p2.position);
const v2 = new THREE.Vector3().subVectors(p3.position, p2.position);
const angle = THREE.MathUtils.radToDeg(v1.angleTo(v2));
dist12Label.updateText(`${(dist12 * 1000).toFixed(2)} mm`);
dist12Label.position.lerpVectors(p1.position, p2.position, 0.5).add(new THREE.Vector3(0, 0.0015, 0));
dist23Label.updateText(`${(dist23 * 1000).toFixed(2)} mm`);
dist23Label.position.lerpVectors(p2.position, p3.position, 0.5).add(new THREE.Vector3(0, 0.0015, 0));
angleLabel.updateText(`${angle.toFixed(2)}°`);
const bisector = v1.clone().normalize().add(v2.clone().normalize()).normalize();
if (bisector.lengthSq() < 0.01) {
bisector.crossVectors(v1, new THREE.Vector3(0, 1, 0)).normalize();
if (bisector.lengthSq() < 0.01) bisector.set(1, 0, 0);
}
angleLabel.position.copy(p2.position).add(bisector.multiplyScalar(0.005));
rulerUIState.readouts.dist12 = `${(dist12 * 1000).toFixed(2)} mm`;
rulerUIState.readouts.dist23 = `${(dist23 * 1000).toFixed(2)} mm`;
rulerUIState.readouts.angle = `${angle.toFixed(2)}°`;
['p1', 'p2', 'p3'].forEach(p => {
rulerUIState[p].x = ruler.points[p].position.x * 1000;
rulerUIState[p].y = ruler.points[p].position.y * 1000;
rulerUIState[p].z = ruler.points[p].position.z * 1000;
});
if (rulerFolder) {
rulerFolder.controllers.forEach(c => c.updateDisplay());
}
}
/**
* Creates or recreates the GUI panel for the measurement ruler.
* @param {GUI} gui - The main lil-gui instance.
* @param {function} pushHistory - The function to call to save an undo state.
* @param {object} context - The main app context for removeRuler.
*/
export function buildRulerUI(gui, pushHistory, context) {
if (rulerFolder) rulerFolder.destroy();
rulerFolder = gui.addFolder("Measurement Tool");
rulerFolder.open();
const addPointControls = (pointName, pointObject) => {
const folder = rulerFolder.addFolder(`Point ${pointName.toUpperCase()} Position (mm)`);
folder.add(rulerUIState[pointName], 'x').name('X').onFinishChange(v => {
pointObject.position.x = v / 1000; updateRuler(); pushHistory();
});
folder.add(rulerUIState[pointName], 'y').name('Y').onFinishChange(v => {
pointObject.position.y = v / 1000; updateRuler(); pushHistory();
});
folder.add(rulerUIState[pointName], 'z').name('Z').onFinishChange(v => {
pointObject.position.z = v / 1000; updateRuler(); pushHistory();
});
};
addPointControls('p1', ruler.points.p1);
addPointControls('p2', ruler.points.p2);
addPointControls('p3', ruler.points.p3);
const readoutsFolder = rulerFolder.addFolder("Readouts");
readoutsFolder.add(rulerUIState.readouts, 'dist12').name('Dist P1-P2').disable();
readoutsFolder.add(rulerUIState.readouts, 'dist23').name('Dist P2-P3').disable();
readoutsFolder.add(rulerUIState.readouts, 'angle').name('Angle').disable();
readoutsFolder.open();
rulerFolder.add({ remove: () => removeRuler(context) }, 'remove').name("Delete Tool");
}
/**
* Checks if a ruler exists in the scene.
* @returns {boolean}
*/
export function doesRulerExist() {
return !!ruler;
}
/**
* Returns the current ruler instance.
* @returns {object|null}
*/
export function getRuler() {
return ruler;
}
/**
* Destroys any existing ruler GUI folder.
*/
export function destroyRulerUI() {
if (rulerFolder) {
rulerFolder.destroy();
rulerFolder = null;
}
}