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Hakan Seven committed 2026-03-22 14:56:27 +03:00
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// GroupCommand — text-input phase after objects are selected.
//
// Receives the pre-selected handles from dispatch_command and asks the user
// for a group name. Pressing Enter without typing uses the auto-generated name.
// Result: CmdResult::CreateGroup { handles, name }
use acadrust::Handle;
use glam::Vec3;
use crate::command::{CadCommand, CmdResult};
use crate::scene::wire_model::WireModel;
pub struct GroupCommand {
handles: Vec<Handle>,
/// Auto-generated fallback name shown in the prompt.
auto_name: String,
}
impl GroupCommand {
pub fn new(handles: Vec<Handle>, auto_name: String) -> Self {
Self { handles, auto_name }
}
}
impl CadCommand for GroupCommand {
fn name(&self) -> &'static str {
"GROUP"
}
fn prompt(&self) -> String {
format!("GROUP Enter group name [{}]:", self.auto_name)
}
fn wants_text_input(&self) -> bool {
true
}
fn on_text_input(&mut self, text: &str) -> Option<CmdResult> {
let name = if text.trim().is_empty() {
std::mem::take(&mut self.auto_name)
} else {
text.trim().to_string()
};
Some(CmdResult::CreateGroup {
handles: std::mem::take(&mut self.handles),
name,
})
}
fn on_enter(&mut self) -> CmdResult {
// Enter with no typed name uses the auto-generated name.
CmdResult::CreateGroup {
handles: std::mem::take(&mut self.handles),
name: std::mem::take(&mut self.auto_name),
}
}
fn on_point(&mut self, _pt: Vec3) -> CmdResult {
CmdResult::NeedPoint
}
fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
vec![]
}
}
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// LayMatchCommand — two-phase layer match.
//
// Phase 1: user selects destination objects (whose layer will be changed).
// Phase 2: user selects a single source object (whose layer will be applied).
use acadrust::Handle;
use glam::Vec3;
use crate::command::{CadCommand, CmdResult};
use crate::scene::wire_model::WireModel;
pub struct LayMatchCommand {
dest_handles: Vec<Handle>,
}
impl LayMatchCommand {
pub fn new(dest: Vec<Handle>) -> Self {
Self { dest_handles: dest }
}
}
impl CadCommand for LayMatchCommand {
fn name(&self) -> &'static str {
"LAYMATCH"
}
fn prompt(&self) -> String {
if self.dest_handles.is_empty() {
"LAYMATCH Select objects to change layer:".into()
} else {
"LAYMATCH Select source object to match layer from:".into()
}
}
fn is_selection_gathering(&self) -> bool {
true
}
fn on_selection_complete(&mut self, handles: Vec<Handle>) -> CmdResult {
if handles.is_empty() {
return CmdResult::NeedPoint;
}
if self.dest_handles.is_empty() {
// Phase 1 complete — store destinations, move to phase 2.
self.dest_handles = handles;
CmdResult::NeedPoint
} else {
// Phase 2 complete — first handle is the source object.
let src = handles[0];
CmdResult::MatchEntityLayer {
dest: std::mem::take(&mut self.dest_handles),
src,
}
}
}
fn on_point(&mut self, _pt: Vec3) -> CmdResult {
CmdResult::NeedPoint
}
fn on_enter(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_escape(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
vec![]
}
}
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// MatchPropCommand — two-phase match properties.
//
// Phase 1: user picks the SOURCE object (single entity pick).
// Phase 2: user selects DESTINATION objects (multi-select, Enter to finish).
// Result: CmdResult::MatchProperties { dest, src }
use acadrust::Handle;
use glam::Vec3;
use crate::command::{CadCommand, CmdResult};
use crate::scene::wire_model::WireModel;
pub struct MatchPropCommand {
/// Source handle; NULL until phase 1 is complete.
src: Handle,
}
impl MatchPropCommand {
pub fn new() -> Self {
Self { src: Handle::NULL }
}
fn phase1_done(&self) -> bool {
!self.src.is_null()
}
}
impl CadCommand for MatchPropCommand {
fn name(&self) -> &'static str {
"MATCHPROP"
}
fn prompt(&self) -> String {
if !self.phase1_done() {
"MATCHPROP Select source object:".into()
} else {
"MATCHPROP Select destination objects (Enter to apply):".into()
}
}
// ── Phase 1: single entity pick ───────────────────────────────────────
fn needs_entity_pick(&self) -> bool {
!self.phase1_done()
}
fn on_entity_pick(&mut self, handle: Handle, _pt: Vec3) -> CmdResult {
if handle.is_null() {
return CmdResult::NeedPoint; // nothing hit, keep waiting
}
self.src = handle;
CmdResult::NeedPoint // move to phase 2 (selection gathering)
}
// ── Phase 2: destination selection gathering ──────────────────────────
fn is_selection_gathering(&self) -> bool {
self.phase1_done()
}
fn on_selection_complete(&mut self, handles: Vec<Handle>) -> CmdResult {
if handles.is_empty() {
return CmdResult::NeedPoint;
}
CmdResult::MatchProperties {
dest: handles,
src: self.src,
}
}
fn on_enter(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_point(&mut self, _pt: Vec3) -> CmdResult {
CmdResult::NeedPoint
}
fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
vec![]
}
}
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// Command system — trait for interactive CAD commands.
//
// Each tool that requires user interaction (point picks, object selection,
// numeric input) implements `CadCommand`. The active command receives
// viewport events from main.rs and returns `CmdResult` tokens that tell
// the host what to do next.
pub mod group;
pub mod laymatch;
pub mod matchprop;
pub mod paste;
pub mod select;
pub mod ungroup;
use crate::scene::hatch_model::HatchModel;
use crate::scene::wire_model::WireModel;
use acadrust::{EntityType, Handle};
use glam::Vec3;
// ── Transform ─────────────────────────────────────────────────────────────
/// A geometric transformation applied to existing entities.
#[derive(Clone)]
pub enum EntityTransform {
/// Move every point by the given world-space delta (Y-up XZ plane).
Translate(Vec3),
/// Rotate around `center` by `angle_rad` in the XZ plane (Y-up).
Rotate { center: Vec3, angle_rad: f32 },
/// Uniform scale from `center` by `factor`.
Scale { center: Vec3, factor: f32 },
/// Mirror across the line through `p1`→`p2` in the XZ plane (Y-up).
Mirror { p1: Vec3, p2: Vec3 },
}
// ── Tangent object ─────────────────────────────────────────────────────────
/// Geometric representation of a tangent-snap target.
#[derive(Clone, Copy, Debug)]
pub enum TangentObject {
/// Infinite line through two world-space XZ-plane points.
Line { p1: Vec3, p2: Vec3 },
/// Circle in the XZ plane.
Circle { center: Vec3, radius: f32 },
}
// ── Result token ──────────────────────────────────────────────────────────
/// Returned by every `CadCommand` method to tell main.rs what to do.
#[allow(dead_code)]
pub enum CmdResult {
/// Command is still waiting for the next point; show updated prompt.
NeedPoint,
/// Update the committed-segment wire (normal colour) and keep collecting points.
InterimWire(WireModel),
/// Update the in-progress (cyan) preview wire in the viewport.
Preview(WireModel),
/// Commit an acadrust entity to the document; keep the command active.
CommitEntity(EntityType),
/// Commit an acadrust entity to the document and end the command.
CommitAndExit(EntityType),
/// Create a block definition from existing entities and insert one reference.
CreateBlock {
handles: Vec<Handle>,
name: String,
base: Vec3,
},
/// Apply a transform to selected entities and end the command.
TransformSelected(Vec<Handle>, EntityTransform),
/// Copy selected entities with a transform; command stays active for more copies.
CopySelected(Vec<Handle>, EntityTransform),
/// Commit a hatch fill (stored in Scene::hatches, not the DXF document).
CommitHatch(HatchModel),
/// Copy selected entities with multiple transforms (e.g. rectangular array); end command.
BatchCopy(Vec<Handle>, Vec<EntityTransform>),
/// Erase `handle` and replace with new entities; command stays active.
ReplaceEntity(Handle, Vec<EntityType>),
/// Replace / delete multiple entities and add new ones; command ends.
/// Each pair: (handle_to_erase, replacement_entities) — empty vec = delete only.
ReplaceMany(Vec<(Handle, Vec<EntityType>)>, Vec<EntityType>),
/// Cancel: discard any preview and end the command.
Cancel,
/// End the selection-gather phase and re-dispatch the named command
/// with the gathered handles installed as the active scene selection.
Relaunch(String, Vec<Handle>),
/// Move `dest` entities to the layer of the `src` entity; end command.
MatchEntityLayer { dest: Vec<Handle>, src: Handle },
/// Copy all visual properties (layer/color/linetype/lineweight) from `src` to `dest`; end command.
MatchProperties { dest: Vec<Handle>, src: Handle },
/// Create a named group from the given entity handles; end command.
CreateGroup { handles: Vec<Handle>, name: String },
/// Dissolve all groups that contain any of the given handles; end command.
DeleteGroups { handles: Vec<Handle> },
/// Paste clipboard entities translated so their centroid lands at `base_pt`; end command.
PasteClipboard { base_pt: Vec3 },
}
// ── Trait ─────────────────────────────────────────────────────────────────
/// An interactive CAD command that collects user input step-by-step.
pub trait CadCommand: Send {
/// Short name shown in the command line prompt, e.g. `"LINE"`.
#[allow(dead_code)]
fn name(&self) -> &'static str;
/// Current prompt string to display in the command line.
fn prompt(&self) -> String;
/// Called when the user left-clicks in the viewport (point pick).
fn on_point(&mut self, pt: Vec3) -> CmdResult;
/// Called when the user presses Enter (finalize / next option).
fn on_enter(&mut self) -> CmdResult;
/// Called when the user presses Escape (cancel).
#[allow(dead_code)]
fn on_escape(&mut self) -> CmdResult {
CmdResult::Cancel
}
/// Returns `true` when the command needs entity picking (hit-test) instead of point picking.
fn needs_entity_pick(&self) -> bool {
false
}
/// Called when the user clicks and `needs_entity_pick()` is true.
/// `handle` is the nearest wire's entity handle (Handle::NULL if nothing found).
fn on_entity_pick(&mut self, _handle: Handle, _pt: Vec3) -> CmdResult {
CmdResult::Cancel
}
/// Called after `CmdResult::ReplaceEntity` is applied to the document.
/// `old` is the erased handle; `new_handles` are the handles assigned to the replacement entities.
/// Commands that stay active across replaces should update their internal snapshots here.
fn on_entity_replaced(&mut self, _old: Handle, _new_handles: &[Handle]) {}
/// Called on every mouse-move when `needs_entity_pick()` is true.
/// Return preview wires showing the operation result under the cursor.
/// Default: empty (no preview).
fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
vec![]
}
/// Called on every mouse-move in the viewport.
/// Return `Some(WireModel)` to update the rubber-band preview, `None` to skip.
fn on_mouse_move(&mut self, _pt: Vec3) -> Option<WireModel> {
None
}
/// Called on every mouse-move; return all preview wires to show (object ghosts + rubber-band).
/// Default: forwards to `on_mouse_move` for backwards compatibility.
fn on_preview_wires(&mut self, pt: Vec3) -> Vec<WireModel> {
self.on_mouse_move(pt).into_iter().collect()
}
/// Returns `true` when the command is waiting for text typed in the command line.
fn wants_text_input(&self) -> bool {
false
}
/// Called when the user submits text via the command line while `wants_text_input` is true.
fn on_text_input(&mut self, _text: &str) -> Option<CmdResult> {
None
}
/// Returns `true` when the command is in a selection-gathering phase.
/// While true, viewport clicks are routed through the normal selection
/// system (single / box / polygon) instead of the command's point-pick path.
/// After each completed selection action the host calls `on_selection_complete`.
fn is_selection_gathering(&self) -> bool {
false
}
/// Called after a selection action completes while `is_selection_gathering` is true.
/// `handles` is the full set of currently selected entities.
/// Return `Relaunch` to fire the pending command, or `NeedPoint` to keep gathering.
fn on_selection_complete(&mut self, _handles: Vec<Handle>) -> CmdResult {
CmdResult::Cancel
}
/// Returns `true` when the command wants object picks via Tangent snap.
fn needs_tangent_pick(&self) -> bool {
false
}
/// Called instead of `on_point` when the command needs a tangent pick
/// and the snap system found a tangent object.
fn on_tangent_point(&mut self, obj: TangentObject, hit: Vec3) -> CmdResult {
let _ = obj;
self.on_point(hit)
}
}
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// PasteCommand — picks one insertion point then fires CmdResult::PasteClipboard.
//
// Holds pre-computed wire previews (from clipboard entities) and the centroid
// so it can show a translated rubber-band preview while the user moves the mouse.
use acadrust::Handle;
use glam::Vec3;
use crate::command::{CadCommand, CmdResult};
use crate::scene::wire_model::WireModel;
pub struct PasteCommand {
/// Wire models of the clipboard entities (used for preview).
wires: Vec<WireModel>,
/// Centroid of the clipboard entities (offset origin for translation).
centroid: Vec3,
}
impl PasteCommand {
pub fn new(wires: Vec<WireModel>, centroid: Vec3) -> Self {
Self { wires, centroid }
}
}
impl CadCommand for PasteCommand {
fn name(&self) -> &'static str {
"PASTECLIP"
}
fn prompt(&self) -> String {
"PASTECLIP Pick insertion point:".into()
}
fn on_point(&mut self, pt: Vec3) -> CmdResult {
CmdResult::PasteClipboard { base_pt: pt }
}
fn on_enter(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
vec![]
}
fn on_preview_wires(&mut self, pt: Vec3) -> Vec<WireModel> {
let delta = pt - self.centroid;
self.wires.iter().map(|w| w.translated(delta)).collect()
}
}
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// SelectObjectsCommand — generic "select objects then run command" gather phase.
//
// Used when a modify command is invoked with nothing pre-selected.
// The user may single-click, box-select, or polygon-select any number of objects.
// After the FIRST completed selection action (regardless of method) the command fires
// immediately — no Enter required.
use acadrust::Handle;
use glam::Vec3;
use crate::command::{CadCommand, CmdResult};
use crate::scene::wire_model::WireModel;
pub struct SelectObjectsCommand {
pending_cmd: String,
}
impl SelectObjectsCommand {
pub fn new(pending_cmd: &str) -> Self {
Self {
pending_cmd: pending_cmd.to_string(),
}
}
}
impl CadCommand for SelectObjectsCommand {
fn name(&self) -> &'static str {
"SELECT"
}
fn prompt(&self) -> String {
format!("{} Select objects:", self.pending_cmd)
}
// Opt into the selection-gathering path; host routes clicks through
// the normal selection system and calls on_selection_complete after each action.
fn is_selection_gathering(&self) -> bool {
true
}
fn on_selection_complete(&mut self, handles: Vec<Handle>) -> CmdResult {
if handles.is_empty() {
return CmdResult::NeedPoint;
}
CmdResult::Relaunch(std::mem::take(&mut self.pending_cmd), handles)
}
// These are never called while is_selection_gathering is true, but the
// trait requires implementations.
fn on_point(&mut self, _pt: Vec3) -> CmdResult {
CmdResult::NeedPoint
}
fn on_enter(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_escape(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
vec![]
}
}
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// UngroupCommand — selection gathering then dissolve all groups that
// contain any of the selected handles.
// Result: CmdResult::DeleteGroups { handles }
use acadrust::Handle;
use glam::Vec3;
use crate::command::{CadCommand, CmdResult};
use crate::scene::wire_model::WireModel;
pub struct UngroupCommand;
impl UngroupCommand {
pub fn new() -> Self {
Self
}
}
impl CadCommand for UngroupCommand {
fn name(&self) -> &'static str {
"UNGROUP"
}
fn prompt(&self) -> String {
"UNGROUP Select grouped objects:".into()
}
fn is_selection_gathering(&self) -> bool {
true
}
fn on_selection_complete(&mut self, handles: Vec<Handle>) -> CmdResult {
if handles.is_empty() {
return CmdResult::NeedPoint;
}
CmdResult::DeleteGroups { handles }
}
fn on_point(&mut self, _pt: Vec3) -> CmdResult {
CmdResult::NeedPoint
}
fn on_enter(&mut self) -> CmdResult {
CmdResult::Cancel
}
fn on_hover_entity(&mut self, _handle: Handle, _pt: Vec3) -> Vec<WireModel> {
vec![]
}
}