drag and drop route markers

This commit is contained in:
Evan Scamehorn
2025-12-02 13:10:07 -06:00
parent e885f34d6d
commit fa39d1b27e
3 changed files with 226 additions and 156 deletions

View File

@@ -1,71 +1,114 @@
import * as THREE from 'three';
export class InputManager {
constructor(camera, domElement, scene) {
constructor(camera, domElement, scene, controls) {
this.camera = camera;
this.domElement = domElement;
this.scene = scene;
this.controls = controls; // Need access to controls to disable them during drag
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
// State for Pan detection
// Interaction State
this.downPosition = new THREE.Vector2();
this.upPosition = new THREE.Vector2();
this.isDragging = false;
this.dragObject = null; // The object currently being dragged (marker)
this.isPanning = false;
// Callbacks
this.onClick = null; // Function(point, intersectionObject)
this.onClick = null; // (point, object) -> void
this.onDrag = null; // (object, newPoint) -> void
this.onDragEnd = null; // () -> void
}
init() {
this.domElement.addEventListener('pointerdown', this.onPointerDown.bind(this));
this.domElement.addEventListener('pointermove', this.onPointerMove.bind(this));
this.domElement.addEventListener('pointerup', this.onPointerUp.bind(this));
}
onPointerDown(event) {
if (event.button !== 0) return; // Only left click
if (event.button !== 0) return; // Left click only
// Record start position for Pan detection
this.downPosition.set(event.clientX, event.clientY);
this.isDragging = false;
this.isPanning = false;
// Raycast to see what we hit (Marker vs Ground)
const hit = this.raycast(event);
if (hit) {
// Case A: We hit a Marker -> Start Dragging
if (hit.object.userData.isMarker) {
this.dragObject = hit.object;
this.controls.enabled = false; // Disable camera orbit
this.domElement.style.cursor = 'grabbing';
}
}
}
onPointerMove(event) {
// Case A: Dragging a Marker
if (this.dragObject) {
// Raycast against the GROUND to find where we are dragging to
const hit = this.raycastGround(event);
if (hit && this.onDrag) {
this.onDrag(this.dragObject, hit.point);
}
return;
}
// Case B: Detecting Pan
// If mouse is down and moving, check distance
// (We don't need continuous logic here, just the final check in pointerUp is usually enough,
// but for "floating pointer" later we'd use this.)
}
onPointerUp(event) {
if (event.button !== 0) return;
this.upPosition.set(event.clientX, event.clientY);
// Calculate distance moved
const distance = this.downPosition.distanceTo(this.upPosition);
// Threshold (pixels): If moved more than 3px, it's a pan, not a click
if (distance > 3) {
this.isDragging = true;
return; // Ignore
// 1. If we were dragging a marker, stop now.
if (this.dragObject) {
this.dragObject = null;
this.controls.enabled = true; // Re-enable camera
this.domElement.style.cursor = 'auto';
if (this.onDragEnd) this.onDragEnd();
return; // Don't trigger a click
}
this.handleClick(event);
// 2. Check if it was a Camera Pan (move > 3px)
const upPosition = new THREE.Vector2(event.clientX, event.clientY);
if (this.downPosition.distanceTo(upPosition) > 3) {
return; // It was a pan, ignore
}
handleClick(event) {
// 1. Normalize Mouse
this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
// 2. Raycast
this.raycaster.setFromCamera(this.mouse, this.camera);
const intersects = this.raycaster.intersectObjects(this.scene.children, true);
if (intersects.length > 0) {
// Find the first relevant hit (Ground or Markers)
// For now, we prioritize Markers, then Ground
const hit = intersects.find(obj =>
obj.object.name === "GROUND" || obj.object.userData.isMarker
);
if (hit && this.onClick) {
// 3. It was a clean Click (Place new node)
const hit = this.raycast(event);
if (hit && hit.object.name === "GROUND" && this.onClick) {
this.onClick(hit.point, hit.object);
}
}
// --- Helpers ---
getMouse(event) {
const r = this.domElement.getBoundingClientRect();
const x = ((event.clientX - r.left) / r.width) * 2 - 1;
const y = -((event.clientY - r.top) / r.height) * 2 + 1;
return new THREE.Vector2(x, y);
}
raycast(event) {
this.raycaster.setFromCamera(this.getMouse(event), this.camera);
// Intersection order: Markers (sorted by dist) -> Ground
const intersects = this.raycaster.intersectObjects(this.scene.children, true);
// Return first valid hit (Marker or Ground)
return intersects.find(obj => obj.object.name === "GROUND" || obj.object.userData.isMarker);
}
raycastGround(event) {
this.raycaster.setFromCamera(this.getMouse(event), this.camera);
const intersects = this.raycaster.intersectObjects(this.scene.children, true);
return intersects.find(obj => obj.object.name === "GROUND");
}
}

View File

@@ -11,46 +11,37 @@ export class RouteManager {
this.currentRouteNodes = [];
// Visuals
this.markers = [];
this.markers = []; // Array of Meshes. index matches currentRouteNodes
this.pathMesh = null;
// Constants
this.ROAD_OFFSET = 3.0; // Meters to right
this.ROAD_OFFSET = 2.5; // Meters
}
initGraph(data) {
this.graphData = data;
// Prepare Adjacency List (mirrors previous logic)
// IMPORTANT: Fix coordinates here once, so logic uses correct Z
this.graphData.adjacency = {};
// 1. Flip Y to Z for Nodes
// 1. Flip Coordinates (Data is +Y North, 3D is -Z North)
for (let key in this.graphData.nodes) {
this.graphData.nodes[key].y = -this.graphData.nodes[key].y;
}
// 2. Process Edges
// 2. Build Adjacency
this.graphData.edges.forEach((edge, index) => {
// Flip geometry points
if (edge.points) {
edge.points.forEach(p => { p[1] = -p[1]; });
}
// Flip edge geometry
if (edge.points) edge.points.forEach(p => { p[1] = -p[1]; });
// Forward
if (!this.graphData.adjacency[edge.u]) this.graphData.adjacency[edge.u] = [];
this.graphData.adjacency[edge.u].push({
to: edge.v,
cost: edge.length || 1,
edgeIndex: index
to: edge.v, cost: edge.length || 1, edgeIndex: index
});
// Reverse (if not oneway)
if (!edge.oneway) {
if (!this.graphData.adjacency[edge.v]) this.graphData.adjacency[edge.v] = [];
this.graphData.adjacency[edge.v].push({
to: edge.u,
cost: edge.length || 1,
edgeIndex: index,
isReverse: true
to: edge.u, cost: edge.length || 1, edgeIndex: index, isReverse: true
});
}
});
@@ -60,15 +51,12 @@ export class RouteManager {
// Interaction Methods
// ============================
/**
* Called when user clicks the map. Adds a node to the route.
*/
addNodeByWorldPosition(vector3) {
if (!this.graphData) return;
const nodeId = this.findNearestNode(vector3.x, vector3.z);
if (nodeId === null) return;
// Prevent adding same node twice in a row
// Don't add duplicate adjacent nodes
if (this.currentRouteNodes.length > 0 &&
this.currentRouteNodes[this.currentRouteNodes.length - 1] === nodeId) {
return;
@@ -76,24 +64,129 @@ export class RouteManager {
this.currentRouteNodes.push(nodeId);
// Visuals
this.addMarker(nodeId);
// Add new marker
this.addMarkerVisual(nodeId);
// Update path
this.updatePathVisuals();
}
resetRoute() {
this.currentRouteNodes = [];
// Clear Visuals
this.markers.forEach(m => this.scene.remove(m));
this.markers = [];
if (this.pathMesh) {
this.scene.remove(this.pathMesh);
this.pathMesh = null;
/**
* Called while dragging a marker.
* Updates the node at markerIndex to the nearest graph node at worldPoint.
*/
dragNode(markerObject, worldPoint) {
if (!this.graphData) return;
// 1. Identify which node index this marker represents
const index = this.markers.indexOf(markerObject);
if (index === -1) return;
// 2. Find nearest node to new mouse position
const newNodeId = this.findNearestNode(worldPoint.x, worldPoint.z);
// 3. Optimization: Only update if the node ID actually changed
if (this.currentRouteNodes[index] !== newNodeId) {
this.currentRouteNodes[index] = newNodeId;
// Update Marker Visual Position
const nodeData = this.graphData.nodes[newNodeId];
markerObject.position.set(nodeData.x, 2, nodeData.y);
markerObject.userData.nodeId = newNodeId; // Keep sync
// Recalculate Path
this.updatePathVisuals();
}
}
// ============================
// Logic & Algorithms
// Visual Logic
// ============================
updatePathVisuals() {
// Need 2+ nodes to make a path
if (this.currentRouteNodes.length < 2) {
if (this.pathMesh) {
this.scene.remove(this.pathMesh);
this.pathMesh = null;
}
return;
}
// 1. Calculate Geometry
let fullPathPoints = [];
for (let i = 0; i < this.currentRouteNodes.length - 1; i++) {
const start = this.currentRouteNodes[i];
const end = this.currentRouteNodes[i + 1];
// Run A* for this segment
const segmentEdges = this.computePathAStar(start, end);
if (!segmentEdges) {
// No path found (disconnected graph?), just draw straight line or skip
continue;
}
// Process Geometry
segmentEdges.forEach(step => {
const rawPoints = step.edgeData.points;
let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
if (step.isReverse) segmentPoints.reverse();
// Offset
const offsetSegment = this.getOffsetPath(segmentPoints, this.ROAD_OFFSET);
offsetSegment.forEach(p => fullPathPoints.push(new THREE.Vector3(p.x, 0.5, p.y)));
});
}
// 2. Update/Create Mesh
if (this.pathMesh) {
this.scene.remove(this.pathMesh);
this.pathMesh.geometry.dispose();
}
if (fullPathPoints.length < 2) return;
const curve = new THREE.CatmullRomCurve3(fullPathPoints);
// Low tension = smoother corners
const tubeGeom = new THREE.TubeGeometry(curve, fullPathPoints.length, 1.5, 6, false);
const tubeMat = new THREE.MeshBasicMaterial({ color: this.settings.colors.route });
this.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
this.scene.add(this.pathMesh);
}
addMarkerVisual(nodeId) {
const node = this.graphData.nodes[nodeId];
const geom = new THREE.SphereGeometry(4);
// Color Logic: Start(Green) -> End(Red). Intermediate? Yellow.
let color = this.settings.colors.pathStart;
if (this.markers.length > 0) color = this.settings.colors.pathEnd; // Default to End color
// If we are adding a new end, turn the PREVIOUS end into a waypoint (Yellow)
if (this.markers.length > 0) {
// Change the previous last marker to yellow (waypoint)
// Unless it was the start marker (index 0)
if (this.markers.length > 1) {
this.markers[this.markers.length - 1].material.color.setHex(0xFFFF00);
}
}
const mat = new THREE.MeshBasicMaterial({ color: color });
const mesh = new THREE.Mesh(geom, mat);
mesh.position.set(node.x, 2, node.y);
mesh.userData = { isMarker: true, nodeId: nodeId };
this.scene.add(mesh);
this.markers.push(mesh);
}
// ============================
// Algorithms (A* & Math)
// ============================
findNearestNode(x, z) {
@@ -101,7 +194,7 @@ export class RouteManager {
let minDist = Infinity;
for (const [id, node] of Object.entries(this.graphData.nodes)) {
const dx = node.x - x;
const dz = node.y - z; // Graph Y is World Z
const dz = node.y - z;
const d2 = dx * dx + dz * dz;
if (d2 < minDist) {
minDist = d2;
@@ -111,76 +204,9 @@ export class RouteManager {
return closestId;
}
updatePathVisuals() {
// We need at least 2 nodes to draw a path
if (this.currentRouteNodes.length < 2) return;
// 1. Calculate Full Path (Segment by Segment)
let fullPathPoints = [];
for (let i = 0; i < this.currentRouteNodes.length - 1; i++) {
const start = this.currentRouteNodes[i];
const end = this.currentRouteNodes[i + 1];
const segmentEdges = this.computePathAStar(start, end);
if (!segmentEdges) {
console.warn(`No path found between ${start} and ${end}`);
continue;
}
// Process Geometry for this segment
segmentEdges.forEach(step => {
const rawPoints = step.edgeData.points;
let segmentPoints = rawPoints.map(p => new THREE.Vector2(p[0], p[1]));
if (step.isReverse) segmentPoints.reverse();
const offsetSegment = this.getOffsetPath(segmentPoints, this.ROAD_OFFSET);
offsetSegment.forEach(p => {
fullPathPoints.push(new THREE.Vector3(p.x, 0.5, p.y));
});
});
}
// 2. Draw Tube
if (this.pathMesh) this.scene.remove(this.pathMesh);
if (fullPathPoints.length < 2) return;
const curve = new THREE.CatmullRomCurve3(fullPathPoints);
const tubeGeom = new THREE.TubeGeometry(curve, fullPathPoints.length, 1.5, 6, false);
const tubeMat = new THREE.MeshBasicMaterial({ color: this.settings.colors.route });
this.pathMesh = new THREE.Mesh(tubeGeom, tubeMat);
this.scene.add(this.pathMesh);
}
addMarker(nodeId) {
const node = this.graphData.nodes[nodeId];
const geom = new THREE.SphereGeometry(4);
// Color logic: Green for start, Red for end, Yellow for waypoints
let color = this.settings.colors.pathStart;
if (this.markers.length > 0) color = 0xFFFF00; // Middle
const mat = new THREE.MeshBasicMaterial({ color: color });
const mesh = new THREE.Mesh(geom, mat);
mesh.position.set(node.x, 2, node.y);
mesh.userData = { isMarker: true, nodeId: nodeId }; // Tag for input manager
this.scene.add(mesh);
this.markers.push(mesh);
// Update last marker to Red
if (this.markers.length > 1) {
this.markers[this.markers.length - 1].material.color.setHex(this.settings.colors.pathEnd);
}
}
// ============================
// A* Implementation
// ============================
computePathAStar(start, end) {
if (start === end) return [];
const openSet = new Set([start]);
const cameFrom = {};
const gScore = {};

View File

@@ -2,7 +2,7 @@ import * as THREE from 'three';
import { MapControls } from 'three/addons/controls/MapControls.js';
import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
// Import our new Phase 1 Managers
// Import our Classes
import { InputManager } from './InputManager.js';
import { RouteManager } from './RouteManager.js';
@@ -33,32 +33,36 @@ let inputManager, routeManager;
function init() {
setupScene();
// -- PHASE 1 INITIALIZATION --
// Initialize Managers
inputManager = new InputManager(camera, renderer.domElement, scene);
// -- INITIALIZATION --
// 1. Create Route Manager
routeManager = new RouteManager(scene, SETTINGS);
// Wire up Input to Route Logic
// 2. Create Input Manager (Pass controls so we can disable them during drag)
inputManager = new InputManager(camera, renderer.domElement, scene, controls);
inputManager.init();
// 3. Wire Events
// Handle Click (Add Node)
inputManager.onClick = (point, object) => {
// If we clicked the ground, we add a node to the route
if (object.name === "GROUND") {
routeManager.addNodeByWorldPosition(point);
}
// If we clicked a marker, we could eventually select it for dragging (Phase 3)
else if (object.userData.isMarker) {
console.log("Clicked Marker:", object.userData.nodeId);
}
};
// Load Data
// Handle Drag (Move Node)
inputManager.onDrag = (markerObject, newPoint) => {
routeManager.dragNode(markerObject, newPoint);
};
// 4. Load Data
Promise.all([
fetch(SETTINGS.files.visual).then(r => r.json()),
fetch(SETTINGS.files.routing).then(r => r.json())
]).then(([visual, routing]) => {
console.log("Data loaded.");
renderCity(visual);
routeManager.initGraph(routing); // Pass data to RouteManager
routeManager.initGraph(routing);
});
animate();
@@ -80,9 +84,9 @@ function setupScene() {
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// Lights
const ambient = new THREE.HemisphereLight(0xffffff, 0x555555, 0.7);
scene.add(ambient);
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
dirLight.position.set(500, 1000, 500);
dirLight.castShadow = true;
@@ -93,7 +97,6 @@ function setupScene() {
dirLight.shadow.camera.bottom = -1500;
scene.add(dirLight);
// Ground Plane
const plane = new THREE.Mesh(
new THREE.PlaneGeometry(10000, 10000),
new THREE.MeshLambertMaterial({ color: SETTINGS.colors.ground })
@@ -104,7 +107,6 @@ function setupScene() {
plane.receiveShadow = true;
scene.add(plane);
// Controls
controls = new MapControls(camera, renderer.domElement);
controls.dampingFactor = 0.05;
controls.enableDamping = true;
@@ -118,10 +120,9 @@ function setupScene() {
}
// ==========================================
// 3. Visual Rendering (Static City)
// 3. Visual Rendering
// ==========================================
function renderCity(data) {
// This logic is unchanged from before, just strictly for static geometry
const createLayer = (items, color, height, lift, isExtruded) => {
if (!items || !items.length) return;
const geometries = [];