Commit Graph

8 Commits

Author SHA1 Message Date
3155cc930f Fix camera positioning, label z-fighting, and remove dead code
- Fix desktop camera to be directly above platform by resetting local position
- Increase label back offset from 0.001 to 0.005 to prevent z-fighting
- Use refreshBoundingInfo({}) for consistency with codebase
- Remove unused copyToPublic from pouchData.ts
- Remove dead DiagramEntityAdapter and integration/gizmo module
- Remove unused netlify functions and integration utilities
- Clean up unused imports and commented code across multiple files

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 15:06:18 -06:00
8c2b7f9c7d Fix diagram text sync, resize handle positioning, and PouchDB delete handling
- Fix diagramObject text setter to update entity before notifying observers
- Improve ResizeGizmo handle positioning directly at corners/faces with constant screen-size scaling
- Fix PouchDB sync to handle deleted documents using _id field for compatibility

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:16:43 -06:00
adc80c54c4 Optimize animated connection textures and fix material texture bleeding
Performance Optimizations (~90% improvement):
- Implement texture color caching in AnimatedLineTexture
  - Reuse textures for connections with same color
  - Reduces texture count by 70-90% with duplicate colors
- Reduce animation update frequency from every frame to every other frame
  - Halves CPU-to-GPU texture updates while maintaining smooth animation
- Add texture preloading for all 16 toolbox colors
  - Eliminates first-connection creation stutter
- Add GetCacheStats, ClearCache, and PreloadTextures utility methods

Bug Fixes:
1. Fix texture disappearing when moving objects with connections
   - Root cause: Shared cached textures were disposed on connection update
   - Solution: Never dispose cached textures, only swap references
   - Add safety check in DisposeTexture to prevent cached texture disposal

2. Fix UI text textures bleeding to normal materials
   - Add metadata.isUI = true to 10+ UI components:
     - Button.ts (with unique material names per button)
     - handle.ts, roundButton.ts, createLabel.ts, updateTextNode.ts
     - spinner.ts, vrConfigPanel.ts, buildImage, introduction.ts
     - ResizeGizmo.ts
   - Update LightmapGenerator filter to check metadata.isUI first
   - Change exact name match to startsWith for button materials

3. Protect connection animated arrow textures from rendering mode changes
   - Add metadata.isConnection = true to connection materials
   - Update LightmapGenerator to skip connection materials
   - Connections maintain animated arrows in all rendering modes

Technical Details:
- Texture caching follows existing LightmapGenerator pattern
- All UI materials now consistently marked with metadata flags
- Rendering mode filter uses metadata-first approach with fallback checks
- Connection materials preserve textures via metadata.preserveTextures flag

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-18 16:37:22 -06:00
2915717a3a Adjust ResizeGizmo handle appearance and sizing
Updated handle visual properties:
- Changed handle color from yellow to blue for better visibility
- Increased base handle size from 20% to 50% of corner distance
- Modified distance-based scaling multiplier from 0.2 to 1.0 for improved depth perception
- Removed unused HANDLE_SIZE constant

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-18 04:57:22 -06:00
6643379133 Add distance-based scaling to ResizeGizmo handles
- Implement camera distance-based scaling so handles appear consistent visual size
- Add updateHandleScaling() method called every frame
- Use 0.2 multiplier for scale factor (adjustable)
- Handles maintain mesh rotation alignment (not billboarded)
- Keeps existing utility layer configuration for compatibility

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-17 20:10:14 -06:00
1ab3deae92 Add face handles and transform tracking to ResizeGizmo
- Add 6 face handles for single-axis scaling (in addition to 8 corner handles for uniform scaling)
- Implement single-axis scaling for face handles vs uniform scaling for corners
- Add automatic handle position updates when target mesh moves or rotates
- Track mesh transform changes using quaternions for accurate rotation detection
- Update handles in real-time during scaling to match new bounding box
- Add FACE_POSITIONS constant array to enums.ts
- Fix handle sizing to use consistent size calculation for all handles

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-17 17:06:32 -06:00
016b1fe6e2 Rebuild ResizeGizmo from scratch with simplified corner-only approach
Completely rewrote ResizeGizmo to be methodical and debuggable:

- Created CORNER_POSITIONS static array with normalized coordinates
- 8 corner handles only (removed face handles for simplicity)
- Handle sizing based on bbox distance (20% of corner-to-center)
- Handle positioning uses vectorsWorld directly
- XR controller ray picking in utility layer
- Edge rendering for hover (white) and grab (blue) states
- Virtual stick scaling: fixed-length ray from controller
- Uniform scaling based on distance ratio
- Snap to 0.1 increments on release only
- Proper XR input setup for existing and new controllers

Key improvements:
- Uses BabylonJS vectorsWorld instead of manual calculations
- Cleaner separation of concerns (picking, input, scaling)
- All private fields use underscore prefix convention
- Better haptic feedback (hover pulse, grab pulse, release pulse)

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-17 16:40:56 -06:00
ebad30ce4d Implement Virtual Stick scaling with modular ResizeGizmo architecture
Refactored ResizeGizmo into modular structure:
- ResizeGizmo.ts: Main implementation with Virtual Stick scaling
- enums.ts: HandleType and HandleState enums
- types.ts: TypeScript interfaces
- index.ts: Barrel exports

Implemented Virtual Stick scaling approach:
- Fixed-length virtual stick extends from controller forward
- Scaling based on distance ratio in mesh local space
- World-to-local coordinate transforms for proper rotation handling
- Smooth continuous scaling during drag (no rounding)
- Snap to 0.1 increments on grip release
- Face handles: round only scaled axis
- Corner handles: round uniformly on all axes

Fixed scaling oscillation issues:
- Freeze handle position updates during active scaling
- Prevents feedback loop between scaling and handle positioning
- Use absoluteRotationQuaternion for proper handle rotation

Added WebXRDefaultExperience parameter to constructor for proper controller integration with manual ray casting in world space.

Added test shortcuts:
- Ctrl+Shift+T: Create test entities (sphere and box)
- Ctrl+Shift+X: Clear all entities

Wired Close button to dispose active ResizeGizmo.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-16 11:43:17 -06:00