immersive2/src/util/functions/groundMeshObserver.ts
Michael Mainguy aa0810be02 Refactor Handle class and fix VR positioning
Major improvements to Handle class architecture:
- Replace positional constructor parameters with options object pattern (HandleOptions interface)
- Add automatic platform parenting - handles now find and parent themselves to platform
- Rename idStored → hasStoredPosition for better clarity
- Remove unused staort() method
- Improve position/rotation persistence with better error handling
- Add comprehensive JSDoc documentation
- Use .parent instead of setParent() for proper local space coordinates

Update all Handle usage sites:
- Toolbox: Use new API with position (-.5, 1.5, .5) and zero rotation
- InputTextView: Use new API with position (0, 1.5, .5) and zero rotation
- VRConfigPanel: Use new API with position (.5, 1.5, .5) and zero rotation
- Remove manual platform parenting logic (61 lines of duplicated code removed)
- Remove local position offsets that were overriding handle positions

Fix VR entry positioning:
- Disable camera-relative positioning in groundMeshObserver
- Handles now use their configured defaults or saved localStorage positions
- Positions are now in platform local space as intended

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

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-19 13:28:48 -06:00

229 lines
9.9 KiB
TypeScript

import {AbstractMesh, Quaternion, Vector3, WebXRDefaultExperience, WebXRMotionControllerManager, WebXRState} from "@babylonjs/core";
import log from "loglevel";
import {WebController} from "../../controllers/webController";
import {Rigplatform} from "../../controllers/rigplatform";
import {DiagramManager} from "../../diagram/diagramManager";
import {Spinner} from "../../objects/spinner";
import {appConfigInstance} from "../appConfig";
import {Scene} from "@babylonjs/core";
export async function groundMeshObserver(ground: AbstractMesh,
diagramManager: DiagramManager,
spinner: Spinner) {
const logger = log.getLogger('groungMeshObserver');
WebXRMotionControllerManager.PrioritizeOnlineRepository = false;
WebXRMotionControllerManager.UseOnlineRepository = true;
const xr = await WebXRDefaultExperience.CreateAsync(ground.getScene(), {
floorMeshes: [ground],
disableHandTracking: true,
disableTeleportation: true,
disableDefaultUI: true,
disableNearInteraction: true,
outputCanvasOptions: {
canvasOptions: {
framebufferScaleFactor: 1
}
},
optionalFeatures: true,
pointerSelectionOptions: {
enablePointerSelectionOnAllControllers: true
}
});
window.addEventListener('enterXr', async () => {
// Synchronize desktop camera position with platform before entering XR
// This prevents the jarring scene shift when transitioning to immersive mode
const scene = ground.getScene();
const desktopCamera = scene.activeCamera;
const platform = scene.getMeshByName('platform');
if (desktopCamera && platform) {
// Get desktop camera's world position
const cameraWorldPos = desktopCamera.globalPosition.clone();
// Calculate platform position accounting for camera's local offset
// Camera is at (0, 1.6, 0) in local space relative to cameraTransform
const platformTargetPos = cameraWorldPos.clone();
platformTargetPos.y = 0.01; // Platform stays at floor level
// Subtract camera's local Y offset (1.6m height) from platform position
const cameraLocalOffset = new Vector3(0, 1.59, 0); // 1.6 - 0.01
platformTargetPos.subtractInPlace(cameraLocalOffset);
// Set platform position
platform.setAbsolutePosition(platformTargetPos);
// Match platform rotation to desktop camera's viewing direction
const cameraForward = desktopCamera.getDirection(Vector3.Forward());
const yaw = Math.atan2(cameraForward.x, cameraForward.z);
platform.rotationQuaternion = Quaternion.FromEulerAngles(0, yaw, 0);
// Reset physics velocity to prevent drift on XR entry
if (platform.physicsBody) {
platform.physicsBody.setLinearVelocity(Vector3.Zero());
platform.physicsBody.setAngularVelocity(Vector3.Zero());
}
logger.debug("Synchronized camera position before XR entry:", {
cameraWorldPos: cameraWorldPos.asArray(),
platformPos: platformTargetPos.asArray(),
yaw: yaw
});
}
await xr.baseExperience.enterXRAsync('immersive-vr', 'local-floor');
logger.debug("Entering XR Experience");
})
//xr.baseExperience.featuresManager.enableFeature(WebXRFeatureName.LAYERS, "latest", { preferMultiviewOnInit: true }, true, false);
if (spinner) {
spinner.hide();
}
xr.baseExperience.sessionManager.onXRSessionInit.add((session) => {
session.addEventListener('visibilitychange', (ev) => {
logger.debug(ev);
});
});
xr.baseExperience.sessionManager.onXRSessionEnded.add(() => {
logger.debug('session ended');
window.location.reload();
});
xr.baseExperience.onStateChangedObservable.add((state) => {
logger.debug(WebXRState[state]);
switch (state) {
case WebXRState.IN_XR:
ground.getScene().audioEnabled = true;
window.addEventListener(('pa-button-state-change'), (event: any) => {
if (event.detail) {
logger.debug(event.detail);
}
});
// Position components relative to camera on XR entry
positionComponentsRelativeToCamera(ground.getScene(), diagramManager);
break;
case WebXRState.EXITING_XR:
setTimeout(() => {
logger.debug('EXITING_XR, reloading');
window.location.reload();
}, 500);
}
});
const rig = new Rigplatform(xr, diagramManager);
const config = appConfigInstance.current;
rig.flyMode = config.flyMode;
rig.turnSnap = config.turnSnap;
const webController = new WebController(ground.getScene(), rig, diagramManager);
// Set XR on diagram manager so toolbox can create exit button
diagramManager.setXR(xr);
}
function positionComponentsRelativeToCamera(scene: Scene, diagramManager: DiagramManager) {
const logger = log.getLogger('positionComponentsRelativeToCamera');
const platform = scene.getMeshByName('platform');
if (!platform) {
logger.warn('Platform not found, cannot position components');
return;
}
const camera = scene.activeCamera;
if (!camera) {
logger.warn('Active camera not found, cannot position components');
return;
}
// Get camera world position
const cameraWorldPos = camera.globalPosition;
// Get camera's actual forward direction in world space
// This accounts for the camera's parent transform rotation (Math.PI on Y)
const cameraForward = camera.getDirection(Vector3.Forward());
const horizontalForward = cameraForward.clone();
horizontalForward.y = 0; // Keep only horizontal component
horizontalForward.normalize(); // Ensure unit vector
// Create a left direction (perpendicular to forward, in world space)
const horizontalLeft = Vector3.Cross(Vector3.Up(), horizontalForward).normalize();
logger.info('Camera world position:', cameraWorldPos);
logger.info('Camera forward (world):', cameraForward);
logger.info('Horizontal forward:', horizontalForward);
logger.info('Horizontal left:', horizontalLeft);
logger.info('Platform world position:', platform.getAbsolutePosition());
// Position toolbox: Camera-relative positioning disabled to respect default/saved positions
// Handles now use their configured defaults or saved localStorage positions
const toolbox = diagramManager.diagramMenuManager.toolbox;
if (toolbox && toolbox.handleMesh) {
logger.info('Toolbox handleMesh using default/saved position:', {
position: toolbox.handleMesh.position.clone(),
absolutePosition: toolbox.handleMesh.getAbsolutePosition().clone(),
rotation: toolbox.handleMesh.rotation.clone()
});
// Camera-relative positioning commented out - handles use their own defaults
/*
// Position at 45 degrees to the left, 0.45m away, slightly below eye level
// NOTE: User faces -Z direction by design, so negate forward offset
const forwardOffset = horizontalForward.scale(-0.3);
const leftOffset = horizontalLeft.scale(0.35);
const toolboxWorldPos = cameraWorldPos.add(forwardOffset).add(leftOffset);
toolboxWorldPos.y = cameraWorldPos.y - 0.3; // Below eye level
logger.info('Calculated toolbox world position:', toolboxWorldPos);
logger.info('Forward offset:', forwardOffset);
logger.info('Left offset:', leftOffset);
const toolboxLocalPos = Vector3.TransformCoordinates(toolboxWorldPos, platform.getWorldMatrix().invert());
logger.info('Calculated toolbox local position:', toolboxLocalPos);
toolbox.handleMesh.position = toolboxLocalPos;
// Orient toolbox to face the user
const toolboxToCamera = cameraWorldPos.subtract(toolboxWorldPos).normalize();
const toolboxYaw = Math.atan2(toolboxToCamera.x, toolboxToCamera.z);
toolbox.handleMesh.rotation.y = toolboxYaw;
logger.info('Toolbox handleMesh AFTER positioning:', {
position: toolbox.handleMesh.position.clone(),
absolutePosition: toolbox.handleMesh.getAbsolutePosition().clone(),
rotation: toolbox.handleMesh.rotation.clone()
});
*/
}
// Position input text view: Camera-relative positioning disabled to respect default/saved positions
// Handles now use their configured defaults or saved localStorage positions
const inputTextView = diagramManager.diagramMenuManager['_inputTextView'];
if (inputTextView && inputTextView.handleMesh) {
logger.info('InputTextView handleMesh using default/saved position:', {
position: inputTextView.handleMesh.position.clone(),
absolutePosition: inputTextView.handleMesh.getAbsolutePosition().clone()
});
// Camera-relative positioning commented out - handles use their own defaults
/*
// NOTE: User faces -Z direction by design, so negate forward offset
const inputWorldPos = cameraWorldPos.add(horizontalForward.scale(-0.5));
inputWorldPos.y = cameraWorldPos.y - 0.4; // Below eye level
logger.info('Calculated input world position:', inputWorldPos);
const inputLocalPos = Vector3.TransformCoordinates(inputWorldPos, platform.getWorldMatrix().invert());
logger.info('Calculated input local position:', inputLocalPos);
inputTextView.handleMesh.position = inputLocalPos;
logger.info('InputTextView handleMesh AFTER positioning:', {
position: inputTextView.handleMesh.position.clone(),
absolutePosition: inputTextView.handleMesh.getAbsolutePosition().clone()
});
*/
}
}