diff --git a/packages/frontend/src/utility/room/engine.ts b/packages/frontend/src/utility/room/engine.ts index 6d535eb91f..7866ebe92f 100644 --- a/packages/frontend/src/utility/room/engine.ts +++ b/packages/frontend/src/utility/room/engine.ts @@ -523,18 +523,18 @@ export class RoomEngine { const placement = getObjectDef(this.def.objects.find(o => o.id === grabbing.objectId)!.type).placement; const dir = this.camera.getDirection(BABYLON.Axis.Z).scale(this.scene.useRightHandedSystem ? -1 : 1); - grabbing.ghost.position = this.camera.position.add(dir.scale(grabbing.distance)).add(grabbing.startOffset); - grabbing.ghost.rotation = new BABYLON.Vector3(0, this.camera.rotation.y + grabbing.startRotationY + grabbing.rotation, 0); + const newPos = this.camera.position.add(dir.scale(grabbing.distance)).add(grabbing.startOffset); + const newRotation = new BABYLON.Vector3(0, this.camera.rotation.y + grabbing.startRotationY + grabbing.rotation, 0); + grabbing.ghost.position = newPos.clone(); + grabbing.ghost.rotation = newRotation.clone(); if (this.enableGridSnapping.value) { - grabbing.ghost.position.x = Math.round(grabbing.ghost.position.x / this.gridSnappingScale.value) * this.gridSnappingScale.value; - grabbing.ghost.position.y = Math.round(grabbing.ghost.position.y / this.gridSnappingScale.value) * this.gridSnappingScale.value; - grabbing.ghost.position.z = Math.round(grabbing.ghost.position.z / this.gridSnappingScale.value) * this.gridSnappingScale.value; - grabbing.ghost.rotation.y = Math.round(grabbing.ghost.rotation.y / (Math.PI / 8)) * (Math.PI / 8); + newPos.x = Math.round(newPos.x / this.gridSnappingScale.value) * this.gridSnappingScale.value; + newPos.y = Math.round(newPos.y / this.gridSnappingScale.value) * this.gridSnappingScale.value; + newPos.z = Math.round(newPos.z / this.gridSnappingScale.value) * this.gridSnappingScale.value; + newRotation.y = Math.round(newRotation.y / (Math.PI / 8)) * (Math.PI / 8); } - const newPos = grabbing.ghost.position.clone(); - const newRotation = grabbing.ghost.rotation.clone(); let sticky: string | null = null; const isCollisionTarget = (m: BABYLON.AbstractMesh) => { @@ -570,7 +570,7 @@ export class RoomEngine { } } else if (placement === 'bottom') { // 上に向かってレイを飛ばす - const ray = new BABYLON.Ray(grabbing.ghost.position, new BABYLON.Vector3(0, 1, 0), 1000/*cm*/); + const ray = new BABYLON.Ray(newPos, new BABYLON.Vector3(0, 1, 0), 1000/*cm*/); const hit = this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_CEILING__') || m.name.includes('__BOTTOM__'))); if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) { newPos.y = hit.pickedPoint.y; @@ -593,7 +593,7 @@ export class RoomEngine { } } else { // 下に向かってレイを飛ばす - const ray = new BABYLON.Ray(grabbing.ghost.position, new BABYLON.Vector3(0, -1, 0), 1000/*cm*/); + const ray = new BABYLON.Ray(newPos, new BABYLON.Vector3(0, -1, 0), 1000/*cm*/); const hit = this.scene.pickWithRay(ray, (m) => isCollisionTarget(m) && (m.name.includes('__ROOM_FLOOR__') || m.name.includes('__ROOM_TOP__') || m.name.includes('__TOP__'))); if (hit != null && hit.pickedPoint != null && hit.pickedMesh != null) { newPos.y = hit.pickedPoint.y;