forked from 1b-agent/opencadstudio-upstream
fix(select): pick 3D solids by clicking their body, not just edges
Single-click selection only tested wire-edge proximity, so clicking a solid's face missed — only its thin projected edges were selectable. Add mesh_click_hit: project each mesh triangle to screen and test the cursor against it (front-most wins), wired as a fallback after the wire and hatch hit-tests. Works for any meshed solid. Co-Authored-By: Claude Opus 4.8 <[email protected]>
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@@ -2850,6 +2850,11 @@ impl OpenCADStudio {
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vp_mat,
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bounds,
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)
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})
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.or_else(|| {
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// 3D solids: click anywhere on the shaded
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// body, not just the thin projected edges.
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self.tabs[i].scene.mesh_click_hit(p, vp_mat, bounds)
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});
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if let Some(handle) = hit {
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// Individual picks accumulate (issue #47):
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@@ -11,6 +11,7 @@ use glam::{Mat4, Vec3};
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use iced::{Point, Rectangle};
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use super::hatch_model::HatchModel;
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use super::mesh_model::MeshModel;
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use super::wire_model::WireModel;
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/// Pixel radius used for single-click wire detection.
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@@ -54,6 +55,50 @@ pub fn click_hit<'a>(
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best
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}
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/// Pick a 3D solid by clicking anywhere on its shaded body: project each
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/// mesh triangle to screen space and test whether the cursor lands inside it.
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/// Returns the front-most hit (smallest projected depth). Lets meshed solids
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/// (whose only wire geometry is thin edges) be selected on their faces.
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pub fn mesh_click_hit<'a>(
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cursor: Point,
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meshes: impl Iterator<Item = (Handle, &'a MeshModel)>,
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Option<Handle> {
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let mut best: Option<(f32, Handle)> = None;
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for (handle, mesh) in meshes {
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let v = &mesh.verts;
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let idx = &mesh.indices;
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let mut t = 0;
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while t + 2 < idx.len() {
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let tri = [
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v[idx[t] as usize],
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v[idx[t + 1] as usize],
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v[idx[t + 2] as usize],
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];
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t += 3;
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let mut sp = [Point::ORIGIN; 3];
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let mut depth = 0.0f32;
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for (j, w) in tri.iter().enumerate() {
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let ndc = view_proj.project_point3(Vec3::new(w[0], w[1], w[2]));
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sp[j] = Point::new(
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(ndc.x + 1.0) * 0.5 * bounds.width,
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(1.0 - ndc.y) * 0.5 * bounds.height,
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);
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depth += ndc.z;
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}
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if point_in_polygon(cursor, &sp) {
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let d = depth / 3.0;
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if best.map_or(true, |(bd, _)| d < bd) {
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best = Some((d, handle));
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}
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break; // one hit per mesh is enough
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}
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}
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}
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best.map(|(_, h)| h)
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}
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// ── Box / window selection ────────────────────────────────────────────────
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/// Return the names of wires selected by a completed rectangular selection box.
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@@ -1593,6 +1593,21 @@ impl Scene {
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}
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}
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/// Pick a meshed 3D solid by clicking on its shaded body (face), not just
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/// its thin projected edges. Returns the front-most mesh under `cursor`.
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pub fn mesh_click_hit(
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&self,
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cursor: iced::Point,
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view_proj: glam::Mat4,
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bounds: iced::Rectangle,
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) -> Option<Handle> {
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let iter = self
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.meshes
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.iter()
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.filter_map(|(h, set)| set.lods.first().map(|m| (*h, m)));
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hit_test::mesh_click_hit(cursor, iter, view_proj, bounds)
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}
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/// Tessellate all non-invisible entities owned by `block_handle`.
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fn wires_for_block(&self, block_handle: Handle) -> Vec<WireModel> {
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// Default culling is driven by the live `Scene::camera`. Multi-tile
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