Merge pull request '요소 클릭하면 카메라 시야 변경하도록 구현' (#157) from feat/dashboard into main

Reviewed-on: http://39.117.244.52:3000/kjs/ERP-node/pulls/157
This commit is contained in:
hyeonsu 2025-10-28 18:56:02 +09:00
commit 7a0fee15d4
2 changed files with 105 additions and 2 deletions

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@ -31,6 +31,7 @@ interface Yard3DCanvasProps {
onPlacementDrag?: (id: number, position: { x: number; y: number; z: number }) => void;
gridSize?: number; // 그리드 크기 (기본값: 5)
onCollisionDetected?: () => void; // 충돌 감지 시 콜백
focusOnPlacementId?: number | null; // 카메라가 포커스할 요소 ID
}
// 좌표를 그리드 칸의 중심에 스냅 (마인크래프트 스타일)
@ -467,6 +468,75 @@ function MaterialBox({
}
// 3D 씬 컴포넌트
// 카메라 포커스 컨트롤러
function CameraFocusController({
focusOnPlacementId,
placements,
orbitControlsRef,
}: {
focusOnPlacementId?: number | null;
placements: YardPlacement[];
orbitControlsRef: React.RefObject<any>;
}) {
const { camera } = useThree();
useEffect(() => {
console.log("🎥 CameraFocusController triggered");
console.log(" - focusOnPlacementId:", focusOnPlacementId);
console.log(" - orbitControlsRef.current:", orbitControlsRef.current);
console.log(" - placements count:", placements.length);
if (focusOnPlacementId && orbitControlsRef.current) {
const targetPlacement = placements.find((p) => p.id === focusOnPlacementId);
console.log(" - targetPlacement:", targetPlacement);
if (targetPlacement) {
console.log("✅ Starting camera animation to:", targetPlacement.material_name || targetPlacement.id);
const controls = orbitControlsRef.current;
const targetPosition = new THREE.Vector3(
targetPlacement.position_x,
targetPlacement.position_y,
targetPlacement.position_z,
);
// 카메라 위치 계산 (요소 위에서 약간 비스듬히)
const cameraOffset = new THREE.Vector3(15, 15, 15);
const newCameraPosition = targetPosition.clone().add(cameraOffset);
// 부드러운 애니메이션으로 카메라 이동
const startPos = camera.position.clone();
const startTarget = controls.target.clone();
const duration = 1000; // 1초
const startTime = Date.now();
const animate = () => {
const elapsed = Date.now() - startTime;
const progress = Math.min(elapsed / duration, 1);
// easeInOutCubic 이징 함수
const eased = progress < 0.5 ? 4 * progress * progress * progress : 1 - Math.pow(-2 * progress + 2, 3) / 2;
// 카메라 위치 보간
camera.position.lerpVectors(startPos, newCameraPosition, eased);
// 카메라 타겟 보간
controls.target.lerpVectors(startTarget, targetPosition, eased);
controls.update();
if (progress < 1) {
requestAnimationFrame(animate);
}
};
animate();
}
}
}, [focusOnPlacementId, placements, camera, orbitControlsRef]);
return null;
}
function Scene({
placements,
selectedPlacementId,
@ -474,12 +544,20 @@ function Scene({
onPlacementDrag,
gridSize = 5,
onCollisionDetected,
focusOnPlacementId,
}: Yard3DCanvasProps) {
const [isDraggingAny, setIsDraggingAny] = useState(false);
const orbitControlsRef = useRef<any>(null);
return (
<>
{/* 카메라 포커스 컨트롤러 */}
<CameraFocusController
focusOnPlacementId={focusOnPlacementId}
placements={placements}
orbitControlsRef={orbitControlsRef}
/>
{/* 조명 */}
<ambientLight intensity={0.5} />
<directionalLight position={[10, 10, 5]} intensity={1} />
@ -551,6 +629,7 @@ export default function Yard3DCanvas({
onPlacementDrag,
gridSize = 5,
onCollisionDetected,
focusOnPlacementId,
}: Yard3DCanvasProps) {
const handleCanvasClick = (e: any) => {
// Canvas의 빈 공간을 클릭했을 때만 선택 해제
@ -577,6 +656,7 @@ export default function Yard3DCanvas({
onPlacementDrag={onPlacementDrag}
gridSize={gridSize}
onCollisionDetected={onCollisionDetected}
focusOnPlacementId={focusOnPlacementId}
/>
</Suspense>
</Canvas>

View File

@ -38,6 +38,7 @@ export default function YardEditor({ layout, onBack }: YardEditorProps) {
const [placements, setPlacements] = useState<YardPlacement[]>([]);
const [originalPlacements, setOriginalPlacements] = useState<YardPlacement[]>([]); // 원본 데이터 보관
const [selectedPlacement, setSelectedPlacement] = useState<YardPlacement | null>(null);
const [focusPlacementId, setFocusPlacementId] = useState<number | null>(null); // 카메라 포커스할 요소 ID
const [isLoading, setIsLoading] = useState(true);
const [isSaving, setIsSaving] = useState(false);
const [showConfigPanel, setShowConfigPanel] = useState(false);
@ -203,9 +204,30 @@ export default function YardEditor({ layout, onBack }: YardEditorProps) {
};
// 요소 선택 (3D 캔버스 또는 목록에서)
const handleSelectPlacement = (placement: YardPlacement) => {
const handleSelectPlacement = (placement: YardPlacement | null) => {
console.log("📍 handleSelectPlacement called with:", placement);
if (!placement) {
// 빈 공간 클릭 시 선택 해제
console.log(" → Deselecting (null placement)");
setSelectedPlacement(null);
setShowConfigPanel(false);
setFocusPlacementId(null);
return;
}
console.log(" → Selecting placement:", placement.id, placement.material_name);
setSelectedPlacement(placement);
setShowConfigPanel(false); // 선택 시에는 설정 패널 닫기
console.log(" → Setting focusPlacementId to:", placement.id);
setFocusPlacementId(placement.id); // 카메라 포커스
// 카메라 애니메이션 완료 후 focusPlacementId 초기화 (재클릭 시 다시 포커스 가능)
setTimeout(() => {
console.log(" → Clearing focusPlacementId");
setFocusPlacementId(null);
}, 1100); // 애니메이션 시간(1000ms)보다 약간 길게
};
// 설정 버튼 클릭
@ -500,8 +522,9 @@ export default function YardEditor({ layout, onBack }: YardEditorProps) {
<Yard3DCanvas
placements={placements}
selectedPlacementId={selectedPlacement?.id || null}
onPlacementClick={(placement) => handleSelectPlacement(placement as YardPlacement)}
onPlacementClick={(placement) => handleSelectPlacement(placement as YardPlacement | null)}
onPlacementDrag={handlePlacementDrag}
focusOnPlacementId={focusPlacementId}
onCollisionDetected={() => {
toast({
title: "배치 불가",