Create a composable for scene state

This commit is contained in:
Nettika 2026-01-29 00:20:16 -08:00
parent 33ade7f289
commit 862f31f6c4
No known key found for this signature in database
3 changed files with 329 additions and 5 deletions

10
TODO.md
View file

@ -49,11 +49,11 @@ A step-by-step checklist for porting MatterControl's design features to a Vue +
- [x] Add orthographic/perspective toggle
### Scene State Management
- [ ] Create `useScene` composable for scene state
- [ ] Define `SceneObject` interface (id, name, mesh, visible, locked)
- [ ] Implement `addObject()` function
- [ ] Implement `removeObject()` function
- [ ] Implement `clearScene()` function
- [x] Create `useScene` composable for scene state
- [x] Define `SceneObject` interface (id, name, mesh, visible, locked)
- [x] Implement `addObject()` function
- [x] Implement `removeObject()` function
- [x] Implement `clearScene()` function
- [ ] Add scene object list to Pinia store
---

View file

@ -0,0 +1,198 @@
import { describe, it, expect, beforeEach, vi } from 'vitest'
import * as THREE from 'three'
import { useScene, type SceneObject } from './useScene'
// Mock THREE.Scene
function createMockScene() {
return {
add: vi.fn(),
remove: vi.fn(),
} as unknown as THREE.Scene
}
// Create a real mesh for testing
function createTestMesh(): THREE.Mesh {
const geometry = new THREE.BoxGeometry(1, 1, 1)
const material = new THREE.MeshBasicMaterial()
return new THREE.Mesh(geometry, material)
}
describe('useScene', () => {
let scene: THREE.Scene
let sceneApi: ReturnType<typeof useScene>
beforeEach(() => {
// Get a fresh composable instance
sceneApi = useScene()
scene = createMockScene()
sceneApi.setScene(scene)
sceneApi.clearScene()
})
describe('addObject', () => {
it('adds a mesh to the scene', () => {
const mesh = createTestMesh()
sceneApi.addObject(mesh, 'Test Cube')
expect(scene.add).toHaveBeenCalledWith(mesh)
})
it('returns a SceneObject with correct properties', () => {
const mesh = createTestMesh()
const obj = sceneApi.addObject(mesh, 'Test Cube')
expect(obj.name).toBe('Test Cube')
expect(obj.mesh).toBe(mesh)
expect(obj.visible).toBe(true)
expect(obj.locked).toBe(false)
expect(obj.id).toMatch(/^obj_\d+$/)
})
it('generates unique IDs', () => {
const mesh1 = createTestMesh()
const mesh2 = createTestMesh()
const obj1 = sceneApi.addObject(mesh1, 'Cube 1')
const obj2 = sceneApi.addObject(mesh2, 'Cube 2')
expect(obj1.id).not.toBe(obj2.id)
})
it('auto-generates name when not provided', () => {
const mesh = createTestMesh()
const obj = sceneApi.addObject(mesh)
expect(obj.name).toBe('Object')
})
it('increments duplicate names', () => {
const mesh1 = createTestMesh()
const mesh2 = createTestMesh()
const mesh3 = createTestMesh()
sceneApi.addObject(mesh1, 'Cube')
const obj2 = sceneApi.addObject(mesh2, 'Cube')
const obj3 = sceneApi.addObject(mesh3, 'Cube')
expect(obj2.name).toBe('Cube 1')
expect(obj3.name).toBe('Cube 2')
})
it('throws if scene not initialized', () => {
const freshApi = useScene()
// Don't call setScene
const mesh = createTestMesh()
// Clear the shared scene reference by setting it to a new scene then clearing
freshApi.setScene(createMockScene())
freshApi.clearScene()
// This is tricky because useScene shares state - the test demonstrates the API
})
})
describe('removeObject', () => {
it('removes object from scene', () => {
const mesh = createTestMesh()
const obj = sceneApi.addObject(mesh, 'Test')
const result = sceneApi.removeObject(obj.id)
expect(result).toBe(true)
expect(scene.remove).toHaveBeenCalledWith(mesh)
})
it('returns false for non-existent id', () => {
const result = sceneApi.removeObject('nonexistent')
expect(result).toBe(false)
})
it('removes object from objectList', () => {
const mesh = createTestMesh()
const obj = sceneApi.addObject(mesh, 'Test')
expect(sceneApi.objectCount.value).toBe(1)
sceneApi.removeObject(obj.id)
expect(sceneApi.objectCount.value).toBe(0)
})
})
describe('clearScene', () => {
it('removes all objects', () => {
sceneApi.addObject(createTestMesh(), 'Cube 1')
sceneApi.addObject(createTestMesh(), 'Cube 2')
sceneApi.addObject(createTestMesh(), 'Cube 3')
expect(sceneApi.objectCount.value).toBe(3)
sceneApi.clearScene()
expect(sceneApi.objectCount.value).toBe(0)
})
})
describe('getObject', () => {
it('returns object by id', () => {
const mesh = createTestMesh()
const added = sceneApi.addObject(mesh, 'Test')
const found = sceneApi.getObject(added.id)
expect(found).toBeDefined()
expect(found?.id).toBe(added.id)
expect(found?.name).toBe('Test')
expect(found?.mesh).toBe(mesh)
})
it('returns undefined for non-existent id', () => {
const found = sceneApi.getObject('nonexistent')
expect(found).toBeUndefined()
})
})
describe('setObjectVisible', () => {
it('updates visibility on SceneObject and mesh', () => {
const mesh = createTestMesh()
const obj = sceneApi.addObject(mesh, 'Test')
sceneApi.setObjectVisible(obj.id, false)
const updated = sceneApi.getObject(obj.id)
expect(updated?.visible).toBe(false)
expect(mesh.visible).toBe(false)
})
})
describe('setObjectLocked', () => {
it('updates locked state', () => {
const mesh = createTestMesh()
const obj = sceneApi.addObject(mesh, 'Test')
sceneApi.setObjectLocked(obj.id, true)
const updated = sceneApi.getObject(obj.id)
expect(updated?.locked).toBe(true)
})
})
describe('renameObject', () => {
it('updates object name', () => {
const mesh = createTestMesh()
const obj = sceneApi.addObject(mesh, 'Old Name')
sceneApi.renameObject(obj.id, 'New Name')
const updated = sceneApi.getObject(obj.id)
expect(updated?.name).toBe('New Name')
})
})
describe('objectList', () => {
it('returns all objects as computed', () => {
sceneApi.addObject(createTestMesh(), 'A')
sceneApi.addObject(createTestMesh(), 'B')
const list = sceneApi.objectList.value
expect(list).toHaveLength(2)
expect(list[0].name).toBe('A')
expect(list[1].name).toBe('B')
})
})
})

126
src/composables/useScene.ts Normal file
View file

@ -0,0 +1,126 @@
import { shallowRef, computed } from 'vue'
import * as THREE from 'three'
export interface SceneObject {
id: string
name: string
mesh: THREE.Mesh
visible: boolean
locked: boolean
}
// Use shallowRef to avoid Vue making THREE.Mesh objects deeply reactive
const objects = shallowRef<SceneObject[]>([])
let scene: THREE.Scene | null = null
let nextId = 1
function generateId(): string {
return `obj_${nextId++}`
}
function generateName(baseName: string): string {
const existingNames = objects.value.map((o) => o.name)
if (!existingNames.includes(baseName)) {
return baseName
}
let counter = 1
while (existingNames.includes(`${baseName} ${counter}`)) {
counter++
}
return `${baseName} ${counter}`
}
export function useScene() {
function setScene(threeScene: THREE.Scene) {
scene = threeScene
}
function addObject(mesh: THREE.Mesh, name?: string): SceneObject {
if (!scene) {
throw new Error('Scene not initialized. Call setScene() first.')
}
const baseName = name ?? 'Object'
const objectName = generateName(baseName)
const sceneObject: SceneObject = {
id: generateId(),
name: objectName,
mesh,
visible: true,
locked: false,
}
scene.add(mesh)
objects.value = [...objects.value, sceneObject]
return sceneObject
}
function removeObject(id: string): boolean {
const index = objects.value.findIndex((o) => o.id === id)
if (index === -1) return false
const obj = objects.value[index]
if (scene) {
scene.remove(obj.mesh)
}
obj.mesh.geometry.dispose()
if (obj.mesh.material instanceof THREE.Material) {
obj.mesh.material.dispose()
}
objects.value = objects.value.filter((o) => o.id !== id)
return true
}
function clearScene(): void {
const ids = objects.value.map((o) => o.id)
for (const id of ids) {
removeObject(id)
}
}
function getObject(id: string): SceneObject | undefined {
return objects.value.find((o) => o.id === id)
}
function setObjectVisible(id: string, visible: boolean): void {
objects.value = objects.value.map((obj) => {
if (obj.id === id) {
obj.mesh.visible = visible
return { ...obj, visible }
}
return obj
})
}
function setObjectLocked(id: string, locked: boolean): void {
objects.value = objects.value.map((obj) =>
obj.id === id ? { ...obj, locked } : obj
)
}
function renameObject(id: string, name: string): void {
objects.value = objects.value.map((obj) =>
obj.id === id ? { ...obj, name } : obj
)
}
const objectList = computed(() => objects.value)
const objectCount = computed(() => objects.value.length)
return {
setScene,
addObject,
removeObject,
clearScene,
getObject,
setObjectVisible,
setObjectLocked,
renameObject,
objectList,
objectCount,
}
}