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DragControls: Add support for multiple groups. #27791
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Fixed Group drag and drop issue. Existing code can drag only one group now we can drag multiple group in scene.
Do you mind demonstrating the issue you are fixing with a live example (https://jsfiddle.net/g3atw6k5/)? |
https://jsfiddle.net/narenjcs/8ret1b9z/13/ |
My fix is here https://jsfiddle.net/narenjcs/jst15v34/3/ |
Thanks for sharing the fiddle! Unfortunately, I can't edit your PR but can you please try it with this updated version of your code? import {
EventDispatcher,
Matrix4,
Plane,
Raycaster,
Vector2,
Vector3
} from 'three';
const _plane = new Plane();
const _raycaster = new Raycaster();
const _pointer = new Vector2();
const _offset = new Vector3();
const _diff = new Vector2();
const _previousPointer = new Vector2();
const _intersection = new Vector3();
const _worldPosition = new Vector3();
const _inverseMatrix = new Matrix4();
const _up = new Vector3();
const _right = new Vector3();
class DragControls extends EventDispatcher {
constructor( _objects, _camera, _domElement ) {
super();
_domElement.style.touchAction = 'none'; // disable touch scroll
let _selected = null, _hovered = null;
const _intersections = [];
this.mode = 'translate';
this.rotateSpeed = 1;
//
const scope = this;
function activate() {
_domElement.addEventListener( 'pointermove', onPointerMove );
_domElement.addEventListener( 'pointerdown', onPointerDown );
_domElement.addEventListener( 'pointerup', onPointerCancel );
_domElement.addEventListener( 'pointerleave', onPointerCancel );
}
function deactivate() {
_domElement.removeEventListener( 'pointermove', onPointerMove );
_domElement.removeEventListener( 'pointerdown', onPointerDown );
_domElement.removeEventListener( 'pointerup', onPointerCancel );
_domElement.removeEventListener( 'pointerleave', onPointerCancel );
_domElement.style.cursor = '';
}
function dispose() {
deactivate();
}
function getObjects() {
return _objects;
}
function getRaycaster() {
return _raycaster;
}
function onPointerMove( event ) {
if ( scope.enabled === false ) return;
updatePointer( event );
_raycaster.setFromCamera( _pointer, _camera );
if ( _selected ) {
if ( scope.mode === 'translate' ) {
if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
_selected.position.copy( _intersection.sub( _offset ).applyMatrix4( _inverseMatrix ) );
}
} else if ( scope.mode === 'rotate' ) {
_diff.subVectors( _pointer, _previousPointer ).multiplyScalar( scope.rotateSpeed );
_selected.rotateOnWorldAxis( _up, _diff.x );
_selected.rotateOnWorldAxis( _right.normalize(), - _diff.y );
}
scope.dispatchEvent( { type: 'drag', object: _selected } );
_previousPointer.copy( _pointer );
} else {
// hover support
if ( event.pointerType === 'mouse' || event.pointerType === 'pen' ) {
_intersections.length = 0;
_raycaster.setFromCamera( _pointer, _camera );
_raycaster.intersectObjects( _objects, scope.recursive, _intersections );
if ( _intersections.length > 0 ) {
const object = _intersections[ 0 ].object;
_plane.setFromNormalAndCoplanarPoint( _camera.getWorldDirection( _plane.normal ), _worldPosition.setFromMatrixPosition( object.matrixWorld ) );
if ( _hovered !== object && _hovered !== null ) {
scope.dispatchEvent( { type: 'hoveroff', object: _hovered } );
_domElement.style.cursor = 'auto';
_hovered = null;
}
if ( _hovered !== object ) {
scope.dispatchEvent( { type: 'hoveron', object: object } );
_domElement.style.cursor = 'pointer';
_hovered = object;
}
} else {
if ( _hovered !== null ) {
scope.dispatchEvent( { type: 'hoveroff', object: _hovered } );
_domElement.style.cursor = 'auto';
_hovered = null;
}
}
}
}
_previousPointer.copy( _pointer );
}
function onPointerDown( event ) {
if ( scope.enabled === false ) return;
updatePointer( event );
_intersections.length = 0;
_raycaster.setFromCamera( _pointer, _camera );
_raycaster.intersectObjects( _objects, scope.recursive, _intersections );
if ( _intersections.length > 0 ) {
if ( scope.transformGroup === true ) {
// look for a group in the object's upper hierarchy
_selected = findGroup( _intersections[ 0 ].object );
} else {
_selected = _intersections[ 0 ].object;
}
_plane.setFromNormalAndCoplanarPoint( _camera.getWorldDirection( _plane.normal ), _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
if ( _raycaster.ray.intersectPlane( _plane, _intersection ) ) {
if ( scope.mode === 'translate' ) {
_inverseMatrix.copy( _selected.parent.matrixWorld ).invert();
_offset.copy( _intersection ).sub( _worldPosition.setFromMatrixPosition( _selected.matrixWorld ) );
} else if ( scope.mode === 'rotate' ) {
// the controls only support Y+ up
_up.set( 0, 1, 0 ).applyQuaternion( _camera.quaternion ).normalize();
_right.set( 1, 0, 0 ).applyQuaternion( _camera.quaternion ).normalize();
}
}
_domElement.style.cursor = 'move';
scope.dispatchEvent( { type: 'dragstart', object: _selected } );
}
_previousPointer.copy( _pointer );
}
function onPointerCancel() {
if ( scope.enabled === false ) return;
if ( _selected ) {
scope.dispatchEvent( { type: 'dragend', object: _selected } );
_selected = null;
}
_domElement.style.cursor = _hovered ? 'pointer' : 'auto';
}
function updatePointer( event ) {
const rect = _domElement.getBoundingClientRect();
_pointer.x = ( event.clientX - rect.left ) / rect.width * 2 - 1;
_pointer.y = - ( event.clientY - rect.top ) / rect.height * 2 + 1;
}
function findGroup( obj ) {
if ( obj.isGroup ) {
return obj;
} else {
if ( obj.parent === null ) {
throw new Error( 'DragControls: No group parent found. ' );
}
return findGroup( obj.parent );
}
}
activate();
// API
this.enabled = true;
this.recursive = true;
this.transformGroup = false;
this.activate = activate;
this.deactivate = deactivate;
this.dispose = dispose;
this.getObjects = getObjects;
this.getRaycaster = getRaycaster;
}
}
export { DragControls }; Would this also work for you? In general, the issue is clear now since |
https://jsfiddle.net/narenjcs/m0gauchs/8/ In this example there is three cube in one group but that red cube only i can drag it, but i want to move all three cube |
How about this: https://jsfiddle.net/w97z2d4q/ Now the controls pick the outermost group. |
Yes Its fine and thanks |
Would you like to update your PR with that version of |
Yes I like to update PR with that version of DragControls |
The description of Right now, the property assume only a single group is supported. With this PR, multiple groups can be dragged. This documentation should reflect this change. |
Hi @Mugen87 Can you add below code for update object dynamically |
I've also seen the PR isn't updated with the suggested changes yet (see #27791 (comment)). Would you mind doing this? |
Sorry, I have updated latest code and _newObject is array of object(Mesh or Group) |
Fixed Group drag and drop issue.
Related issue: Multiple Group not able to control using DragControls .
Description
Existing code can drag only one group. In this fix we can drag multiple group in scene.