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:
commit
7a0fee15d4
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@ -31,6 +31,7 @@ interface Yard3DCanvasProps {
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onPlacementDrag?: (id: number, position: { x: number; y: number; z: number }) => void;
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gridSize?: number; // 그리드 크기 (기본값: 5)
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onCollisionDetected?: () => void; // 충돌 감지 시 콜백
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focusOnPlacementId?: number | null; // 카메라가 포커스할 요소 ID
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}
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// 좌표를 그리드 칸의 중심에 스냅 (마인크래프트 스타일)
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@ -467,6 +468,75 @@ function MaterialBox({
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}
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// 3D 씬 컴포넌트
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// 카메라 포커스 컨트롤러
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function CameraFocusController({
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focusOnPlacementId,
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placements,
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orbitControlsRef,
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}: {
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focusOnPlacementId?: number | null;
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placements: YardPlacement[];
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orbitControlsRef: React.RefObject<any>;
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}) {
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const { camera } = useThree();
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useEffect(() => {
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console.log("🎥 CameraFocusController triggered");
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console.log(" - focusOnPlacementId:", focusOnPlacementId);
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console.log(" - orbitControlsRef.current:", orbitControlsRef.current);
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console.log(" - placements count:", placements.length);
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if (focusOnPlacementId && orbitControlsRef.current) {
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const targetPlacement = placements.find((p) => p.id === focusOnPlacementId);
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console.log(" - targetPlacement:", targetPlacement);
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if (targetPlacement) {
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console.log("✅ Starting camera animation to:", targetPlacement.material_name || targetPlacement.id);
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const controls = orbitControlsRef.current;
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const targetPosition = new THREE.Vector3(
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targetPlacement.position_x,
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targetPlacement.position_y,
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targetPlacement.position_z,
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);
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// 카메라 위치 계산 (요소 위에서 약간 비스듬히)
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const cameraOffset = new THREE.Vector3(15, 15, 15);
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const newCameraPosition = targetPosition.clone().add(cameraOffset);
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// 부드러운 애니메이션으로 카메라 이동
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const startPos = camera.position.clone();
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const startTarget = controls.target.clone();
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const duration = 1000; // 1초
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const startTime = Date.now();
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const animate = () => {
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const elapsed = Date.now() - startTime;
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const progress = Math.min(elapsed / duration, 1);
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// easeInOutCubic 이징 함수
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const eased = progress < 0.5 ? 4 * progress * progress * progress : 1 - Math.pow(-2 * progress + 2, 3) / 2;
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// 카메라 위치 보간
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camera.position.lerpVectors(startPos, newCameraPosition, eased);
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// 카메라 타겟 보간
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controls.target.lerpVectors(startTarget, targetPosition, eased);
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controls.update();
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if (progress < 1) {
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requestAnimationFrame(animate);
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}
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};
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animate();
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}
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}
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}, [focusOnPlacementId, placements, camera, orbitControlsRef]);
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return null;
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}
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function Scene({
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placements,
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selectedPlacementId,
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@ -474,12 +544,20 @@ function Scene({
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onPlacementDrag,
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gridSize = 5,
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onCollisionDetected,
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focusOnPlacementId,
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}: Yard3DCanvasProps) {
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const [isDraggingAny, setIsDraggingAny] = useState(false);
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const orbitControlsRef = useRef<any>(null);
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return (
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<>
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{/* 카메라 포커스 컨트롤러 */}
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<CameraFocusController
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focusOnPlacementId={focusOnPlacementId}
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placements={placements}
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orbitControlsRef={orbitControlsRef}
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/>
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{/* 조명 */}
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<ambientLight intensity={0.5} />
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<directionalLight position={[10, 10, 5]} intensity={1} />
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@ -551,6 +629,7 @@ export default function Yard3DCanvas({
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onPlacementDrag,
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gridSize = 5,
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onCollisionDetected,
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focusOnPlacementId,
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}: Yard3DCanvasProps) {
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const handleCanvasClick = (e: any) => {
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// Canvas의 빈 공간을 클릭했을 때만 선택 해제
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@ -577,6 +656,7 @@ export default function Yard3DCanvas({
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onPlacementDrag={onPlacementDrag}
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gridSize={gridSize}
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onCollisionDetected={onCollisionDetected}
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focusOnPlacementId={focusOnPlacementId}
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/>
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</Suspense>
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</Canvas>
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@ -38,6 +38,7 @@ export default function YardEditor({ layout, onBack }: YardEditorProps) {
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const [placements, setPlacements] = useState<YardPlacement[]>([]);
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const [originalPlacements, setOriginalPlacements] = useState<YardPlacement[]>([]); // 원본 데이터 보관
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const [selectedPlacement, setSelectedPlacement] = useState<YardPlacement | null>(null);
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const [focusPlacementId, setFocusPlacementId] = useState<number | null>(null); // 카메라 포커스할 요소 ID
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const [isLoading, setIsLoading] = useState(true);
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const [isSaving, setIsSaving] = useState(false);
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const [showConfigPanel, setShowConfigPanel] = useState(false);
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@ -203,9 +204,30 @@ export default function YardEditor({ layout, onBack }: YardEditorProps) {
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};
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// 요소 선택 (3D 캔버스 또는 목록에서)
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const handleSelectPlacement = (placement: YardPlacement) => {
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const handleSelectPlacement = (placement: YardPlacement | null) => {
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console.log("📍 handleSelectPlacement called with:", placement);
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if (!placement) {
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// 빈 공간 클릭 시 선택 해제
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console.log(" → Deselecting (null placement)");
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setSelectedPlacement(null);
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setShowConfigPanel(false);
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setFocusPlacementId(null);
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return;
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}
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console.log(" → Selecting placement:", placement.id, placement.material_name);
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setSelectedPlacement(placement);
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setShowConfigPanel(false); // 선택 시에는 설정 패널 닫기
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console.log(" → Setting focusPlacementId to:", placement.id);
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setFocusPlacementId(placement.id); // 카메라 포커스
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// 카메라 애니메이션 완료 후 focusPlacementId 초기화 (재클릭 시 다시 포커스 가능)
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setTimeout(() => {
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console.log(" → Clearing focusPlacementId");
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setFocusPlacementId(null);
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}, 1100); // 애니메이션 시간(1000ms)보다 약간 길게
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};
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// 설정 버튼 클릭
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@ -500,8 +522,9 @@ export default function YardEditor({ layout, onBack }: YardEditorProps) {
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<Yard3DCanvas
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placements={placements}
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selectedPlacementId={selectedPlacement?.id || null}
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onPlacementClick={(placement) => handleSelectPlacement(placement as YardPlacement)}
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onPlacementClick={(placement) => handleSelectPlacement(placement as YardPlacement | null)}
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onPlacementDrag={handlePlacementDrag}
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focusOnPlacementId={focusPlacementId}
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onCollisionDetected={() => {
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toast({
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title: "배치 불가",
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