Fix grid sizing/snap
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58ea7d827e
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@ -7,7 +7,7 @@
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</mat-form-field>
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<mat-form-field appearance="outline" style="width: 12ch; margin-left: 8px;">
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<mat-label>Grid density</mat-label>
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<input matInput type="number" [(ngModel)]="gridDensity" min="1" max="64" step="1" placeholder="">
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<input matInput type="number" [(ngModel)]="gridDensity" min="2" max="64" step="2" placeholder="">
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</mat-form-field>
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</div>
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<div class="button-row">
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@ -40,6 +40,10 @@ export class IntersectionPlaneService {
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constructor(private rendererService: RendererService) {
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}
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public get stepSize() {
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return 5
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}
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/**
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* Creates or updates the grid helper attached to the intersection plane
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* without affecting raycasting/placement.
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@ -56,7 +60,7 @@ export class IntersectionPlaneService {
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this.gridHelper = undefined;
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}
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const size = 5;
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const size = this.stepSize;
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const divisions = Math.max(1, Math.floor(size * this.gridDensity));
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this.gridHelper = new THREE.GridHelper(size, divisions, 0x888888, 0xcccccc);
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@ -200,17 +204,17 @@ export class IntersectionPlaneService {
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// Convert from 1/16th block to Three.js units
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const position = (this.planePosition / 16)
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this.intersectionPlane.position.y = 0.8;
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this.intersectionPlane.position.y = 1;
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this.intersectionPlane.position.x = 0;
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this.intersectionPlane.position.z = 0;
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// Position based on the current orientation
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switch (this.currentOrientation) {
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case PlaneOrientation.VERTICAL_ABOVE:
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this.intersectionPlane.position.y = 0.8 - position;
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this.intersectionPlane.position.y = position;
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break;
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case PlaneOrientation.VERTICAL_BELOW:
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this.intersectionPlane.position.y = 0.8 + position;
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this.intersectionPlane.position.y = position;
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break;
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case PlaneOrientation.HORIZONTAL_FRONT:
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this.intersectionPlane.position.z = position;
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@ -53,6 +53,13 @@ export class ParticleManagerService {
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* Adds a particle at the specified position
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*/
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addParticle(x: number, y: number, z: number): void {
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const planeSize = this.intersectionPlaneService.stepSize;
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const divisions = Math.max(1, Math.floor(planeSize * this.intersectionPlaneService.getGridDensity()));
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const gridStepPlane = planeSize / divisions;
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x = Math.round(x / gridStepPlane) * gridStepPlane;
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y = Math.round(y / gridStepPlane) * gridStepPlane;
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z = Math.round(z / gridStepPlane) * gridStepPlane;
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// Create a visual representation of the particle
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const particleGeometry = new THREE.SphereGeometry(0.03 * this.selectedSize, 16, 16);
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const particleMaterial = new THREE.MeshBasicMaterial({color: this.selectedColor});
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@ -66,6 +73,7 @@ export class ParticleManagerService {
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const hexColor = this.selectedColor.replace('#', '');
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//TODO make this work for more than just type DUST
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const particleInfo: ParticleInfo = {
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particle_type: this.selectedParticle,
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x: x,
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@ -56,6 +56,7 @@ export class PlayerModelService {
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}
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this.playerModel.renderOrder = 0;
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this.playerModel.position.y = 0.2;
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this.rendererService.scene.add(this.playerModel);
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return this.playerModel;
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}
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