summaryrefslogtreecommitdiff
path: root/ShedCalc/RenderController.swift
blob: 8ceef2150fa9962674a347fffd97e2c8f9054550 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
//
//  RenderController.swift
//  ShedCalc
//
//  Created by Jacky Jack on 28/07/2026.
//

import SwiftUI
import RealityKit

let BEAM_2x4_WIDTH: Double = 0.02
let BEAM_2x4_LENGTH: Double = 0.04

struct BeamData {
      let id: String
      let position: SIMD3<Double>
      let height: Double
      let rotation: SIMD3<Double>
  }

class RenderController {
    var beamMaxId = 0
    
    func createScene(dimensions: SIMD3<Double>, rotation: SIMD2<Double>) -> Entity {
        let scene = Entity()
        scene.name = "scene"
        
        //let box = createBox(dimensions: [1,1,1])
        //scene.addChild(box)
        
        let beam0 = createBeam2x4(position: [1,1,0], height: 2.4, rotate: [90,0,0], id: "beam0")
        scene.addChild(beam0)
        
        //let beam1 = createBeam2x4(position: [1,0,0], height: 2.4, rotate: [0,0,0], id: "beam1")
        //scene.addChild(beam1)
        
        //let beam2 = createBeam2x4(position: [1,1,0], height: 2.4, rotate: [0,0,90], id: "beam2") //Z-around beam
        //scene.addChild(beam2)
        
        //let beam3 = createBeam2x4(position: [1,1,0], height: 2.4, rotate: [0,90,0], id: "beam3")
        //scene.addChild(beam3)
        
        let ground = createGround()
        scene.addChild(ground)
        
        return scene
    }
    
    func createLights() -> (DirectionalLight, PointLight) {
        let directional = DirectionalLight()
        directional.light.intensity = 2000
        directional.look(at: .zero, from: [2, 4, 3], relativeTo: nil)

        let point = PointLight()
        point.light.intensity = 5000
        point.position = [-2, 2, -2]

        return (directional, point)
    }
    
    func createCamera() -> PerspectiveCamera {
        let camera = PerspectiveCamera()
        camera.camera.fieldOfViewInDegrees = 60
        camera.position = [0,1,5]
        camera.look(at: .zero, from: camera.position, relativeTo: nil)
        return camera
    }
    
    // MARK: - Gesture Handling

    func handleDragGesture(
        _ value: DragGesture.Value,
        lastDrag: CGSize,
        currentRotation: SIMD2<Double>
    ) -> (rotation: SIMD2<Double>, drag: CGSize) {
        let dx = Double(value.translation.width - lastDrag.width) * 0.01
        let dy = Double(value.translation.height - lastDrag.height) * 0.01

        let newRotation = SIMD2<Double>(
            currentRotation.x + dy,
            currentRotation.y + dx
        )

        return (rotation: newRotation, drag: value.translation)
    }
    
    // MARK: - Private Helpers

    private func createBox(dimensions: SIMD3<Float>) -> ModelEntity {
        let box = ModelEntity(
            mesh: .generateBox(size: dimensions, cornerRadius: 0.02),
            materials: [SimpleMaterial(color: .yellow, isMetallic: false)]
        )
        box.position = [0,0,0]
        box.name = "box"
        return box
    }
    
    private func createBeam2x4(position: SIMD3<Float>, height: Double, rotate: SIMD3<Float>, id: String) -> ModelEntity {
        let box = ModelEntity(
            mesh: .generateBox(size: SIMD3(Float(BEAM_2x4_WIDTH),Float(BEAM_2x4_LENGTH),Float(height)), cornerRadius: 0.02),
            materials: [SimpleMaterial(color: .yellow, isMetallic: false)]
        )
        //box.look(at: position, from: lookFrom, relativeTo: nil)
        //box.setOrientation(.init(eulerAngles: lookFrom), relativeTo: nil)
        box.position = position
        // Create individual axis rotations
        let pitch = simd_quatf(angle: Float.pi*rotate.x/180.0, axis: [1, 0, 0])  // X-axis
        let yaw = simd_quatf(angle: Float.pi*rotate.y/180.0, axis: [0, 1, 0])    // Y-axis
        let roll = simd_quatf(angle: Float.pi*rotate.z/180.0, axis: [0, 0, 1])   // Z-axis

        // Combine rotations (order matters: usually yaw * pitch * roll)
        box.transform.rotation = yaw * pitch * roll
        box.name = "beam-\(id)"
        return box
    }
    
    func generateShedWall(position: SIMD3<Double>, height: Double, widthNum: Int, lengthNum: Int, spaceBeam: Double) -> [BeamData] {
        var beams: [BeamData] = []
        var id: Int = 0
        //Wall 0
        for i in 0...widthNum {
            let x0 = Double(i)*spaceBeam
            beams.append(BeamData(id: "beam-\(id)", position: [position.x+x0,position.y, position.z], height: height, rotation: [90,0,0]))
            id += 1
        }
        //Wall 1
        for i in 0...widthNum {
            let x0 = Double(i)*spaceBeam
            beams.append(BeamData(id: "beam-\(id)", position: [position.x+x0,position.y, position.z + Double(lengthNum)*spaceBeam], height: height, rotation: [90,0,0]))
            //print("\(id)")
            id += 1
        }
        //Wall 2
        for i in 0...lengthNum {
            let z0 = Double(i)*spaceBeam
            beams.append(BeamData(id: "beam-\(id)", position: [position.x,position.y, position.z + z0], height: height, rotation: [90,90,0]))
            //print("\(id)")
            id += 1
        }
        //Wall 3
        for i in 0...lengthNum {
            let z0 = Double(i)*spaceBeam
            beams.append(BeamData(id: "beam-\(id)", position: [position.x+Double(widthNum)*spaceBeam,position.y, position.z + z0], height: height, rotation: [90,90,0]))
            //print("\(id)")
            id += 1
        }
        
        self.beamMaxId = id
        return beams
    }
    
    func generateShedFloor(position: SIMD3<Double>, height: Double, width: Double, widthNum: Int, spaceBeam: Double) -> [BeamData] {
        var beams: [BeamData] = []
        var id = self.beamMaxId+1
        
        //all space
        for i in 0...widthNum {
            let x0 = Double(i)*spaceBeam
            let length = width
            beams.append(BeamData(id: "beam-\(id)", position:[position.x+x0,position.y-height/2, position.z+length/2], height: length, rotation: [0,0,0]))
            id += 1
        }
        
        //2 beams for length
        let length = Double(widthNum)*spaceBeam
            beams.append(BeamData(id: "beam-\(id)", position:[position.x+length/2, position.y-height/2, position.z], height: length, rotation: [0,90,0]))
        id += 1
        beams.append(BeamData(id: "beam-\(id)", position:[position.x+length/2,position.y-height/2, position.z+width], height: length, rotation: [0,90,0]))
        id += 1
        
        self.beamMaxId = id
        return beams
    }
    
    func generateShedRoof(position: SIMD3<Double>, height: Double, width: Double, widthNum: Int, spaceBeam: Double) -> [BeamData] {
        var beams: [BeamData] = []
        var id = self.beamMaxId+1
        
        //all space
        for i in 0...widthNum {
            let x0 = Double(i)*spaceBeam
            let length = width
            beams.append(BeamData(id: "beam-\(id)", position:[position.x+x0,position.y+height/2, position.z+length/2], height: length, rotation: [0,0,0]))
            id += 1
        }
        
        //2 beams for length
        let length = Double(widthNum)*spaceBeam
            beams.append(BeamData(id: "beam-\(id)", position:[position.x+length/2, position.y+height/2, position.z], height: length, rotation: [0,90,0]))
        id += 1
        beams.append(BeamData(id: "beam-\(id)", position:[position.x+length/2,position.y+height/2, position.z+width], height: length, rotation: [0,90,0]))
        id += 1
        
        self.beamMaxId = id
        return beams
    }
    
    func createBeams(_ beams: [BeamData]) -> [ModelEntity] {
        return beams.map { beam in
            createBeam2x4(position: SIMD3<Float>(beam.position), height: beam.height, rotate: SIMD3<Float>(beam.rotation), id: beam.id)
        }
    }

    private func createGround() -> ModelEntity {
        let ground = ModelEntity(
            mesh: .generatePlane(width: 10, depth: 10),
            materials: [UnlitMaterial(color: .green)]
        )
        ground.position.y = -0.5
        return ground
    }
}