Implement SVG-based dynamic connection arrows with toolbox color matching
Replace static arrow.png with dynamically generated SVG arrows that match the source object's color from the toolbox palette. Changes: - Replace arrow.png loading with inline SVG generation (32x32 right-pointing triangle) - Add CreateColoredTexture() method to generate arrows in any hex color - Extract color from source mesh using three-priority fallback system: 1. mesh.metadata.color (most reliable) 2. sourceMesh.id parsing (e.g., "tool-#box-template-#FF0000") 3. material color extraction (backwards compatibility) - Match extracted color to closest of 16 toolbox colors using Euclidean distance - Track all textures in Set for synchronized animation - Add proper texture disposal to prevent memory leaks Benefits: - No external arrow.png dependency - Connections visually match their source object's toolbox color - Consistent 16-color palette across all connections - Efficient texture sharing for matching colors - SVG scales perfectly at any resolution 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -1,6 +1,7 @@
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import {
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AbstractActionManager,
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AbstractMesh,
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Color3,
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Curve3,
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GreasedLineMesh,
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InstancedMesh,
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@ -9,6 +10,7 @@ import {
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Observer,
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Ray,
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Scene,
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StandardMaterial,
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TransformNode,
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Vector3
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} from "@babylonjs/core";
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@ -20,6 +22,21 @@ import {createLabel} from "./functions/createLabel";
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import {DiagramEventObserverMask} from "./types/diagramEventObserverMask";
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import log, {Logger} from "loglevel";
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import {xyztovec} from "./functions/vectorConversion";
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import {AnimatedLineTexture} from "../util/animatedLineTexture";
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import {getToolboxColors} from "../toolbox/toolbox";
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import {findClosestColor} from "../util/functions/findClosestColor";
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/**
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* Converts a Color3 to a hex color string
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* @param color - BabylonJS Color3
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* @returns Hex color string (e.g., '#ff0000')
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*/
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function color3ToHex(color: Color3): string {
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const r = Math.floor(color.r * 255).toString(16).padStart(2, '0');
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const g = Math.floor(color.g * 255).toString(16).padStart(2, '0');
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const b = Math.floor(color.b * 255).toString(16).padStart(2, '0');
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return `#${r}${g}${b}`;
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}
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type DiagramObjectOptionsType = {
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diagramEntity?: DiagramEntity,
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@ -375,6 +392,52 @@ export class DiagramObject {
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curve.setPoints([p]);
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this._baseTransform.position = c.getPoints()[Math.floor(c.getPoints().length / 2)];
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// Update connection texture color to match the "from" mesh using toolbox color
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let hexColor: string | null = null;
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// Extract color using same priority system as toDiagramEntity
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if (this._fromMesh.metadata?.color) {
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// Priority 1: Explicit metadata color (most reliable)
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hexColor = this._fromMesh.metadata.color;
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} else if (this._fromMesh instanceof InstancedMesh && this._fromMesh.sourceMesh?.id) {
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// Priority 2: Extract from tool mesh ID (e.g., "tool-#box-template-#FF0000")
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const toolId = this._fromMesh.sourceMesh.id;
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const parts = toolId.split('-');
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if (parts.length >= 3 && parts[0] === 'tool') {
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const color = parts.slice(2).join('-'); // Handle colors with dashes
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if (color.startsWith('#')) {
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hexColor = color.toLowerCase(); // Normalize to lowercase
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}
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}
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} else {
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// Priority 3: Fallback to material extraction
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const fromMaterial = this._fromMesh.material as StandardMaterial;
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if (fromMaterial) {
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const fromColor = fromMaterial.diffuseColor || fromMaterial.emissiveColor || Color3.White();
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hexColor = color3ToHex(fromColor);
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}
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}
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if (hexColor) {
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// Find the closest toolbox color
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const availableColors = getToolboxColors();
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const closestColor = findClosestColor(hexColor, availableColors);
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// Get or create material
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const material = curve.material as StandardMaterial;
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if (material) {
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// Dispose old texture if it exists
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if (material.emissiveTexture) {
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AnimatedLineTexture.DisposeTexture(material.emissiveTexture);
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}
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// Create new colored texture using the closest toolbox color
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const coloredTexture = AnimatedLineTexture.CreateColoredTexture(closestColor);
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material.emissiveTexture = coloredTexture;
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material.opacityTexture = coloredTexture;
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}
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}
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// Update cached positions after successful update
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this._lastFromPosition = this._fromMesh.getAbsolutePosition().clone();
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this._lastToPosition = this._toMesh.getAbsolutePosition().clone();
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@ -1,19 +1,74 @@
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import {Texture} from "@babylonjs/core";
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import {DefaultScene} from "../defaultScene";
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/**
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* Creates an SVG arrow as a data URL
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* @param hexColor - Hex color string (e.g., '#00ff00')
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* @returns Base64-encoded SVG data URL
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*/
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function createArrowSvg(hexColor: string): string {
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const svg = `<svg xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 32 32">
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<polygon points="8,6 26,16 8,26" fill="${hexColor}" />
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</svg>`;
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return `data:image/svg+xml;base64,${btoa(svg)}`;
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}
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export class AnimatedLineTexture {
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private static _textureColors = new Uint8Array([10, 10, 10, 10, 10, 10, 25, 25, 25, 10, 10, 255])
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private static _texture: Texture;
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private static _animatedTextures: Set<Texture> = new Set();
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private static _animationObserverAdded: boolean = false;
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public static Texture() {
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if (!AnimatedLineTexture._texture) {
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this._texture = new Texture('/assets/textures/arrow.png', DefaultScene.Scene);
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this._texture = new Texture(createArrowSvg('#00ff00'), DefaultScene.Scene);
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this._texture.name = 'connection-texture';
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this._texture.uScale = 30;
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this._animatedTextures.add(this._texture);
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if (!this._animationObserverAdded) {
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DefaultScene.Scene.onBeforeRenderObservable.add(() => {
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this._texture.uOffset -= 0.01 * DefaultScene.Scene.getAnimationRatio()
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this._animatedTextures.forEach(texture => {
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texture.uOffset -= 0.01 * DefaultScene.Scene.getAnimationRatio();
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});
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});
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this._animationObserverAdded = true;
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}
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}
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return this._texture;
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}
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/**
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* Creates a new texture with a specific color
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* @param hexColor - Hex color string (e.g., '#ff0000')
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* @returns A new texture instance with the specified color
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*/
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public static CreateColoredTexture(hexColor: string): Texture {
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const texture = new Texture(createArrowSvg(hexColor), DefaultScene.Scene);
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texture.name = `connection-texture-${hexColor}`;
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texture.uScale = 30;
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// Track this texture for animation updates
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this._animatedTextures.add(texture);
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// Ensure animation observer is set up
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if (!this._animationObserverAdded) {
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DefaultScene.Scene.onBeforeRenderObservable.add(() => {
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this._animatedTextures.forEach(t => {
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t.uOffset -= 0.01 * DefaultScene.Scene.getAnimationRatio();
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});
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});
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this._animationObserverAdded = true;
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}
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return texture;
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}
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/**
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* Removes a texture from the animation set when disposed
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* @param texture - The texture to stop animating
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*/
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public static DisposeTexture(texture: Texture): void {
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this._animatedTextures.delete(texture);
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texture.dispose();
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}
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}
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