Corrigiu painel do modo Ar
X-Lovable-Edit-ID: edt-ddabb83a-766e-4d4f-84c8-609c78508f43 Co-authored-by: Reifonas <211114984+Reifonas@users.noreply.github.com>
This commit is contained in:
@@ -51,10 +51,13 @@ const WristToggle = forwardRef<THREE.Group, { open: boolean; onToggle: () => voi
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export function XRHudInWorld(props: XRHudInWorldProps) {
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const { camera } = useThree();
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const leftCtrl = useXRInputSourceState('controller', 'left');
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const rightCtrl = useXRInputSourceState('controller', 'right');
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const [open, setOpen] = useState(true);
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const [tab, setTab] = useState<Tab>('scene');
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/** When pinned, the panel stays fixed in world space and does NOT follow the head. */
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const [pinned, setPinned] = useState(true);
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/** While true, the panel is glued to the right controller (drag mode). */
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const [dragging, setDragging] = useState(false);
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/** Forces re-anchor on next frame (used by "trazer" / unpin→pin). */
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const reanchorRequested = useRef(true);
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@@ -63,6 +66,10 @@ export function XRHudInWorld(props: XRHudInWorldProps) {
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const targetPos = useRef(new THREE.Vector3());
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const targetQuat = useRef(new THREE.Quaternion());
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const lastABtn = useRef(false);
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/** Cached offset from controller to panel at drag start. */
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const dragOffsetPos = useRef(new THREE.Vector3());
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const dragOffsetQuat = useRef(new THREE.Quaternion());
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const dragInitialized = useRef(false);
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useFrame(() => {
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// Toggle via left A button (Quest Touch buttons[4])
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@@ -79,24 +86,47 @@ export function XRHudInWorld(props: XRHudInWorldProps) {
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// • If unpinned → continuously follow head with damping.
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// • On (re)anchor request → snap target once and stop.
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if (panelRef.current && open) {
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const fwd = new THREE.Vector3(0, -0.05, -0.7).applyQuaternion(camera.quaternion);
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const wantPos = new THREE.Vector3().copy(camera.position).add(fwd);
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const euler = new THREE.Euler().setFromQuaternion(camera.quaternion, 'YXZ');
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const wantQuat = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, euler.y, 0, 'YXZ'));
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// Drag mode → panel rigidly follows right controller using captured offset.
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if (dragging) {
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const ctrlObj = rightCtrl?.object;
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if (ctrlObj) {
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ctrlObj.updateMatrixWorld();
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const cPos = new THREE.Vector3().setFromMatrixPosition(ctrlObj.matrixWorld);
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const cQuat = new THREE.Quaternion().setFromRotationMatrix(ctrlObj.matrixWorld);
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if (!dragInitialized.current) {
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// Capture current panel pose relative to controller
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const invQ = cQuat.clone().invert();
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dragOffsetPos.current
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.copy(panelRef.current.position).sub(cPos).applyQuaternion(invQ);
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dragOffsetQuat.current.copy(invQ).multiply(panelRef.current.quaternion);
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dragInitialized.current = true;
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}
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const newPos = dragOffsetPos.current.clone().applyQuaternion(cQuat).add(cPos);
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const newQuat = cQuat.clone().multiply(dragOffsetQuat.current);
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panelRef.current.position.copy(newPos);
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panelRef.current.quaternion.copy(newQuat);
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}
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} else {
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if (dragInitialized.current) dragInitialized.current = false;
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const fwd = new THREE.Vector3(0, -0.05, -0.7).applyQuaternion(camera.quaternion);
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const wantPos = new THREE.Vector3().copy(camera.position).add(fwd);
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const euler = new THREE.Euler().setFromQuaternion(camera.quaternion, 'YXZ');
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const wantQuat = new THREE.Quaternion().setFromEuler(new THREE.Euler(0, euler.y, 0, 'YXZ'));
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if (reanchorRequested.current) {
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targetPos.current.copy(wantPos);
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targetQuat.current.copy(wantQuat);
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panelRef.current.position.copy(wantPos);
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panelRef.current.quaternion.copy(wantQuat);
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reanchorRequested.current = false;
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} else if (!pinned) {
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targetPos.current.copy(wantPos);
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targetQuat.current.copy(wantQuat);
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panelRef.current.position.lerp(targetPos.current, 0.12);
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panelRef.current.quaternion.slerp(targetQuat.current, 0.18);
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if (reanchorRequested.current) {
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targetPos.current.copy(wantPos);
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targetQuat.current.copy(wantQuat);
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panelRef.current.position.copy(wantPos);
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panelRef.current.quaternion.copy(wantQuat);
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reanchorRequested.current = false;
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} else if (!pinned) {
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targetPos.current.copy(wantPos);
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targetQuat.current.copy(wantQuat);
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panelRef.current.position.lerp(targetPos.current, 0.12);
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panelRef.current.quaternion.slerp(targetQuat.current, 0.18);
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}
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// pinned + already anchored → leave panel where it is.
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}
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// pinned + already anchored → leave panel where it is.
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}
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// Wrist toggle follows left controller
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@@ -126,6 +156,8 @@ export function XRHudInWorld(props: XRHudInWorldProps) {
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setTab={setTab}
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pinned={pinned}
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onTogglePin={() => setPinned((v) => !v)}
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dragging={dragging}
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onToggleDrag={() => setDragging((v) => !v)}
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onRecenter={() => { reanchorRequested.current = true; }}
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{...props}
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/>
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@@ -136,12 +168,14 @@ export function XRHudInWorld(props: XRHudInWorldProps) {
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}
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function FloatingPanel({
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tab, setTab, pinned, onTogglePin, onRecenter, ...p
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tab, setTab, pinned, onTogglePin, dragging, onToggleDrag, onRecenter, ...p
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}: {
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tab: Tab;
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setTab: (t: Tab) => void;
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pinned: boolean;
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onTogglePin: () => void;
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dragging: boolean;
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onToggleDrag: () => void;
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onRecenter: () => void;
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} & XRHudInWorldProps) {
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const tabs: { id: Tab; label: string; icon: string }[] = [
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@@ -158,13 +192,20 @@ function FloatingPanel({
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anchorX="left" anchorY="middle">
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TrackSteelXR · HUD AR
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</Text>
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{/* Pin / Recenter controls (replace the previous static "A button" hint) */}
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<group position={[W / 2 - 0.012, H / 2 - 0.018, 0.002]}>
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<XR3DButton position={[-0.045, 0, 0]} size={[0.05, 0.022]}
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{/* Pin / Drag / Recenter — anchored to top-right, kept inside the panel.
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Group origin is at the right edge with margin; buttons extend leftward. */}
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<group position={[W / 2 - 0.008, H / 2 - 0.018, 0.002]}>
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{/* Trazer (recenter) — rightmost, half-width 0.029 from origin */}
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<XR3DButton position={[-0.029, 0, 0]} size={[0.054, 0.022]}
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label="⎚ Trazer" onClick={onRecenter} fontSize={0.007} />
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{/* Mover (drag with right controller) */}
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<XR3DButton position={[-0.088, 0, 0]} size={[0.054, 0.022]}
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label={dragging ? '✋ Solte' : '✋ Mover'}
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active={dragging} onClick={onToggleDrag} fontSize={0.007} />
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{/* Pin */}
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<XR3DButton position={[-0.144, 0, 0]} size={[0.054, 0.022]}
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label={pinned ? '📌 Fixo' : '↻ Solto'}
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active={pinned} onClick={onTogglePin} fontSize={0.007} />
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<XR3DButton position={[0.012, 0, 0]} size={[0.058, 0.022]}
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label="⎚ Trazer" onClick={onRecenter} fontSize={0.007} />
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</group>
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<group position={[0, H / 2 - 0.045, 0.001]}>
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