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//! H7CAD-style object snap (OSNAP) engine.
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//!
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//! Implemented modes:
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//! Endpoint, Midpoint, Center, Node, Quadrant, Intersection,
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//! Extension, Insertion, Perpendicular, Nearest, ApparentIntersection, Grid, Tangent
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use glam::{Mat4, Vec3};
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use iced::{Point, Rectangle};
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use crate::command::TangentObject;
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use crate::scene::wire_model::{SnapHint, TangentGeom, WireModel};
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use crate::ui::overlay::CROSSHAIR_ARM;
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// ── Snap type ─────────────────────────────────────────────────────────────
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/// Every OSNAP mode — mirrors the H7CAD list.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
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pub enum SnapType {
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Endpoint,
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Midpoint,
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Center,
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Node,
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Quadrant,
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Intersection,
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Extension,
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Insertion,
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Perpendicular,
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Tangent,
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Nearest,
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ApparentIntersection,
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Parallel,
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Grid,
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}
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/// Ordered list used by the popup and snap engine.
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pub const ALL_SNAP_MODES: &[(SnapType, &str, &str)] = &[
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(SnapType::Endpoint, "◻", "Endpoint"),
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(SnapType::Midpoint, "△", "Midpoint"),
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(SnapType::Center, "◯", "Center"),
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(SnapType::Node, "◆", "Node"),
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(SnapType::Quadrant, "◇", "Quadrant"),
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(SnapType::Intersection, "✕", "Intersection"),
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(SnapType::Extension, "—", "Extension"),
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(SnapType::Insertion, "⊾", "Insertion"),
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(SnapType::Perpendicular, "⊥", "Perpendicular"),
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(SnapType::Tangent, "⌒", "Tangent"),
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(SnapType::Nearest, "✧", "Nearest"),
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(SnapType::ApparentIntersection, "✗", "Apparent Intersection"),
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(SnapType::Parallel, "∥", "Parallel"),
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(SnapType::Grid, "⊞", "Grid"),
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];
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// ── Snap result ───────────────────────────────────────────────────────────
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#[derive(Debug, Clone, Copy)]
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pub struct SnapResult {
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pub world: Vec3,
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pub screen: Point,
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pub snap_type: SnapType,
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/// Set when `snap_type == Tangent`; provides entity geometry for TTR/TTT.
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pub tangent_obj: Option<TangentObject>,
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}
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// ── Snapper ───────────────────────────────────────────────────────────────
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use std::collections::HashSet;
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pub struct Snapper {
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/// Global snap on/off toggle. When false, all snapping is bypassed
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/// but the `enabled` set is preserved so it can be restored.
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pub snap_enabled: bool,
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/// Which snap modes are configured (used when `snap_enabled` is true).
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pub enabled: HashSet<SnapType>,
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/// World-space grid spacing.
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pub grid_spacing: f32,
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/// Pixel-radius threshold.
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pub snap_radius_px: f32,
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}
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impl Default for Snapper {
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fn default() -> Self {
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let mut enabled = HashSet::new();
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enabled.insert(SnapType::Endpoint);
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enabled.insert(SnapType::Midpoint);
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enabled.insert(SnapType::Center);
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enabled.insert(SnapType::Node);
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enabled.insert(SnapType::Quadrant);
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enabled.insert(SnapType::Intersection);
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enabled.insert(SnapType::Nearest);
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Self {
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snap_enabled: true,
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enabled,
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grid_spacing: 1.0,
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snap_radius_px: CROSSHAIR_ARM,
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}
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}
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}
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impl Snapper {
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/// True when snap is globally on AND at least one mode is configured.
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pub fn is_active(&self) -> bool {
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self.snap_enabled && !self.enabled.is_empty()
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}
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pub fn is_on(&self, t: SnapType) -> bool {
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self.enabled.contains(&t)
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}
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pub fn toggle_global(&mut self) {
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self.snap_enabled = !self.snap_enabled;
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}
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pub fn toggle(&mut self, t: SnapType) {
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if !self.enabled.remove(&t) {
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self.enabled.insert(t);
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}
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}
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pub fn all_on(&self) -> bool {
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ALL_SNAP_MODES
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.iter()
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.all(|(t, _, _)| self.enabled.contains(t))
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}
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pub fn none_on(&self) -> bool {
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self.enabled.is_empty()
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}
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pub fn enable_all(&mut self) {
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for &(t, _, _) in ALL_SNAP_MODES {
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self.enabled.insert(t);
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}
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}
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pub fn disable_all(&mut self) {
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self.enabled.clear();
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}
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/// Only runs Tangent snap — used when a command needs object picks via tangent.
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pub fn snap_tangent_only(
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&self,
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cursor_world: Vec3,
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cursor_screen: Point,
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wires: &[WireModel],
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Option<SnapResult> {
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let tmp = Snapper {
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snap_enabled: true,
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enabled: {
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let mut s = HashSet::new();
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s.insert(SnapType::Tangent);
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s
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},
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grid_spacing: self.grid_spacing,
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snap_radius_px: self.snap_radius_px,
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};
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tmp.snap(cursor_world, cursor_screen, wires, view_proj, bounds)
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}
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/// Find the best snap candidate near the cursor.
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pub fn snap(
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&self,
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cursor_world: Vec3,
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cursor_screen: Point,
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wires: &[WireModel],
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Option<SnapResult> {
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if !self.snap_enabled {
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return None;
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}
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let mut best: Option<SnapResult> = None;
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let mut best_d2 = self.snap_radius_px * self.snap_radius_px;
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let mut try_pt = |world: Vec3, snap_type: SnapType| {
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let screen = world_to_screen(world, view_proj, bounds);
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let d2 = dist2(screen, cursor_screen);
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if d2 < best_d2 {
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best_d2 = d2;
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best = Some(SnapResult {
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world,
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screen,
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snap_type,
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tangent_obj: None,
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});
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}
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};
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// ── Pre-baked snap points (Center, Node, Quadrant, Insertion) ──────
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for wire in wires {
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for &(world, hint) in &wire.snap_pts {
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let snap_type = match hint {
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SnapHint::Center => SnapType::Center,
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SnapHint::Node => SnapType::Node,
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SnapHint::Quadrant => SnapType::Quadrant,
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SnapHint::Insertion => SnapType::Insertion,
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};
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if self.is_on(snap_type) {
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try_pt(world, snap_type);
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}
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}
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}
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// ── Endpoint ───────────────────────────────────────────────────────
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if self.is_on(SnapType::Endpoint) {
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for wire in wires {
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if !wire.key_vertices.is_empty() {
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// Use explicit vertices (Line, LwPolyline): every vertex is an endpoint.
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for &p in &wire.key_vertices {
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try_pt(Vec3::from(p), SnapType::Endpoint);
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}
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} else {
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// Tessellated curves (Circle, Arc, Ellipse): only arc endpoints.
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if let Some(&p) = wire.points.first() {
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try_pt(Vec3::from(p), SnapType::Endpoint);
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}
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if wire.points.len() > 1 {
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if let Some(&p) = wire.points.last() {
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try_pt(Vec3::from(p), SnapType::Endpoint);
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}
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}
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}
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}
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}
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// ── Midpoint ───────────────────────────────────────────────────────
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if self.is_on(SnapType::Midpoint) {
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for wire in wires {
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if !wire.key_vertices.is_empty() {
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// Use explicit vertices for accurate per-segment midpoints.
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for seg in wire.key_vertices.windows(2) {
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let a = Vec3::from(seg[0]);
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let b = Vec3::from(seg[1]);
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if a.distance_squared(b) > 1e-12 {
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try_pt((a + b) * 0.5, SnapType::Midpoint);
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}
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}
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} else {
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// Tessellated curves: midpoint of whole arc (first↔last midpoint skipped
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// for closed curves; arcs use their own quadrant snaps instead).
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for seg in wire.points.windows(2) {
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let a = Vec3::from(seg[0]);
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let b = Vec3::from(seg[1]);
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if a.distance_squared(b) > 1e-12 {
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try_pt((a + b) * 0.5, SnapType::Midpoint);
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}
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}
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}
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}
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}
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// ── Nearest — closest point on any segment (clamped) ──────────────
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if self.is_on(SnapType::Nearest) {
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for wire in wires {
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for seg in wire.points.windows(2) {
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let p =
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nearest_on_segment(cursor_world, Vec3::from(seg[0]), Vec3::from(seg[1]));
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try_pt(p, SnapType::Nearest);
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}
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}
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}
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// ── Perpendicular — foot of perpendicular from cursor (unclamped) ──
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if self.is_on(SnapType::Perpendicular) {
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for wire in wires {
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for seg in wire.points.windows(2) {
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if let Some(foot) =
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perp_foot(cursor_world, Vec3::from(seg[0]), Vec3::from(seg[1]))
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{
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try_pt(foot, SnapType::Perpendicular);
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}
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}
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}
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}
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// ── Intersection — segment-segment intersections ──────────
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if self.is_on(SnapType::Intersection) {
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let r_world = self.snap_radius_px * 0.5; // rough world-space cull
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for i in 0..wires.len() {
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for j in (i + 1)..wires.len() {
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for seg_a in wires[i].points.windows(2) {
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for seg_b in wires[j].points.windows(2) {
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let a0 = Vec3::from(seg_a[0]);
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let a1 = Vec3::from(seg_a[1]);
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let b0 = Vec3::from(seg_b[0]);
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let b1 = Vec3::from(seg_b[1]);
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// Quick AABB cull before expensive calculation.
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let seg_mid_a = (a0 + a1) * 0.5;
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let seg_mid_b = (b0 + b1) * 0.5;
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if (seg_mid_a - cursor_world).length_squared()
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> (r_world * 60.0).powi(2)
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&& (seg_mid_b - cursor_world).length_squared()
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> (r_world * 60.0).powi(2)
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{
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continue;
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}
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if let Some(pt) = seg_intersect_xy(a0, a1, b0, b1) {
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try_pt(pt, SnapType::Intersection);
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}
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}
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}
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}
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}
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}
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// ── Extension — along the extension of a segment beyond endpoints ──
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if self.is_on(SnapType::Extension) {
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for wire in wires {
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let n = wire.points.len();
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if n < 2 {
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continue;
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}
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// Extend beyond the first point.
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{
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let p0 = Vec3::from(wire.points[0]);
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let p1 = Vec3::from(wire.points[1]);
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if let Some(ext) = extension_snap(
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cursor_world,
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p0,
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p0 - p1,
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view_proj,
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bounds,
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self.snap_radius_px,
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) {
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try_pt(ext, SnapType::Extension);
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}
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}
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// Extend beyond the last point.
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{
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let p_last = Vec3::from(wire.points[n - 1]);
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let p_prev = Vec3::from(wire.points[n - 2]);
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if let Some(ext) = extension_snap(
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cursor_world,
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p_last,
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p_last - p_prev,
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view_proj,
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bounds,
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self.snap_radius_px,
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) {
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try_pt(ext, SnapType::Extension);
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}
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}
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}
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}
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// ── Apparent Intersection — screen-space intersections ─────────────
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if self.is_on(SnapType::ApparentIntersection) {
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for i in 0..wires.len() {
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for j in (i + 1)..wires.len() {
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for seg_a in wires[i].points.windows(2) {
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for seg_b in wires[j].points.windows(2) {
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let sa0 = world_to_screen(Vec3::from(seg_a[0]), view_proj, bounds);
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let sa1 = world_to_screen(Vec3::from(seg_a[1]), view_proj, bounds);
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let sb0 = world_to_screen(Vec3::from(seg_b[0]), view_proj, bounds);
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let sb1 = world_to_screen(Vec3::from(seg_b[1]), view_proj, bounds);
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if let Some((ta, _)) = seg_intersect_2d(sa0, sa1, sb0, sb1) {
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// World position: interpolate along segment A.
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let wa0 = Vec3::from(seg_a[0]);
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let wa1 = Vec3::from(seg_a[1]);
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let world = wa0 + ta * (wa1 - wa0);
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try_pt(world, SnapType::ApparentIntersection);
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}
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}
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}
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}
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}
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}
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// ── Grid ───────────────────────────────────────────────────────────
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if self.is_on(SnapType::Grid) {
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let s = self.grid_spacing;
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let gx = (cursor_world.x / s).round() * s;
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let gy = (cursor_world.y / s).round() * s;
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let gz = (cursor_world.z / s).round() * s;
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try_pt(Vec3::new(gx, gy, gz), SnapType::Grid);
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}
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// ── Tangent ────────────────────────────────────────────────────────
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// Operates directly on tangent_geoms geometry — independent of the
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// wire.points rendering structure so polyline segments work correctly.
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if self.is_on(SnapType::Tangent) {
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for wire in wires {
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for tg in &wire.tangent_geoms {
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let (world_pt, d2) = match tg {
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TangentGeom::Line { p1, p2 } => {
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let sp0 = world_to_screen(Vec3::from(*p1), view_proj, bounds);
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let sp1 = world_to_screen(Vec3::from(*p2), view_proj, bounds);
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let d2 = dist2_to_segment(cursor_screen, sp0, sp1);
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let t = t_on_segment(cursor_screen, sp0, sp1);
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let w = Vec3::from(*p1) + t * (Vec3::from(*p2) - Vec3::from(*p1));
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(w, d2)
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}
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TangentGeom::Circle { center, radius } => {
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let cv = Vec3::from(*center);
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let sc = world_to_screen(cv, view_proj, bounds);
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let rim = world_to_screen(
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Vec3::new(cv.x + radius, cv.y, cv.z),
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view_proj,
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bounds,
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);
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let sr = dist2(sc, rim).sqrt();
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let dc = dist2(cursor_screen, sc).sqrt();
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let edge_d = (dc - sr).abs();
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// Snap point: point on circle edge facing cursor
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let dx = cursor_screen.x - sc.x;
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let dy = cursor_screen.y - sc.y;
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let dl = (dx * dx + dy * dy).sqrt();
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let (nx, ny) = if dl > 1e-6 {
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(dx / dl, -dy / dl)
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} else {
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(1.0, 0.0)
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};
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let w = Vec3::new(cv.x + radius * nx, cv.y, cv.y + radius * ny);
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(w, edge_d * edge_d)
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}
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};
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if d2 < best_d2 {
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best_d2 = d2;
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let screen_pt = world_to_screen(world_pt, view_proj, bounds);
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let tangent_obj = match tg {
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TangentGeom::Line { p1, p2 } => TangentObject::Line {
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p1: Vec3::from(*p1),
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p2: Vec3::from(*p2),
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},
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TangentGeom::Circle { center, radius } => TangentObject::Circle {
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center: Vec3::from(*center),
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radius: *radius,
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},
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};
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best = Some(SnapResult {
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world: world_pt,
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screen: screen_pt,
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snap_type: SnapType::Tangent,
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tangent_obj: Some(tangent_obj),
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});
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}
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}
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}
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}
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best
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}
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}
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// ── Geometric helpers ─────────────────────────────────────────────────────
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/// Closest point on segment [p0, p1] to `query`.
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fn nearest_on_segment(query: Vec3, p0: Vec3, p1: Vec3) -> Vec3 {
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let d = p1 - p0;
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let len2 = d.x * d.x + d.y * d.y;
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if len2 < 1e-12 {
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return p0;
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}
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let t = ((query.x - p0.x) * d.x + (query.y - p0.y) * d.y) / len2;
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let t = t.clamp(0.0, 1.0);
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Vec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z)
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||||
}
|
||||
|
||||
/// Foot of perpendicular from `query` to the line through [p0, p1] (XY plane, unclamped).
|
||||
/// Returns `None` if the segment is degenerate.
|
||||
fn perp_foot(query: Vec3, p0: Vec3, p1: Vec3) -> Option<Vec3> {
|
||||
let d = p1 - p0;
|
||||
let len2 = d.x * d.x + d.y * d.y;
|
||||
if len2 < 1e-12 {
|
||||
return None;
|
||||
}
|
||||
let t = ((query.x - p0.x) * d.x + (query.y - p0.y) * d.y) / len2;
|
||||
// Reject if the foot is far outside the segment (more than 2× segment length).
|
||||
if t < -1.0 || t > 2.0 {
|
||||
return None;
|
||||
}
|
||||
Some(Vec3::new(p0.x + t * d.x, p0.y + t * d.y, p0.z + t * d.z))
|
||||
}
|
||||
|
||||
/// XY-plane segment-segment intersection. Returns `None` if parallel or outside.
|
||||
fn seg_intersect_xy(a0: Vec3, a1: Vec3, b0: Vec3, b1: Vec3) -> Option<Vec3> {
|
||||
let d1x = a1.x - a0.x;
|
||||
let d1y = a1.y - a0.y;
|
||||
let d2x = b1.x - b0.x;
|
||||
let d2y = b1.y - b0.y;
|
||||
let cross = d1x * d2y - d1y * d2x;
|
||||
if cross.abs() < 1e-9 {
|
||||
return None;
|
||||
} // parallel
|
||||
let ex = b0.x - a0.x;
|
||||
let ey = b0.y - a0.y;
|
||||
let t = (ex * d2y - ey * d2x) / cross;
|
||||
let s = (ex * d1y - ey * d1x) / cross;
|
||||
if t < 0.0 || t > 1.0 || s < 0.0 || s > 1.0 {
|
||||
return None;
|
||||
}
|
||||
Some(Vec3::new(a0.x + t * d1x, a0.y + t * d1y, 0.0))
|
||||
}
|
||||
|
||||
/// Screen-space 2D segment intersection. Returns `(t, s)` parameters if found.
|
||||
fn seg_intersect_2d(a0: Point, a1: Point, b0: Point, b1: Point) -> Option<(f32, f32)> {
|
||||
let d1x = a1.x - a0.x;
|
||||
let d1y = a1.y - a0.y;
|
||||
let d2x = b1.x - b0.x;
|
||||
let d2y = b1.y - b0.y;
|
||||
let cross = d1x * d2y - d1y * d2x;
|
||||
if cross.abs() < 1e-6 {
|
||||
return None;
|
||||
}
|
||||
let ex = b0.x - a0.x;
|
||||
let ey = b0.y - a0.y;
|
||||
let t = (ex * d2y - ey * d2x) / cross;
|
||||
let s = (ex * d1y - ey * d1x) / cross;
|
||||
if t < 0.0 || t > 1.0 || s < 0.0 || s > 1.0 {
|
||||
return None;
|
||||
}
|
||||
Some((t, s))
|
||||
}
|
||||
|
||||
/// Snap to the extension of a ray beyond `origin` in `dir` direction.
|
||||
/// Returns `None` if the cursor is not near the extension line.
|
||||
fn extension_snap(
|
||||
cursor_world: Vec3,
|
||||
origin: Vec3,
|
||||
dir: Vec3,
|
||||
view_proj: Mat4,
|
||||
bounds: Rectangle,
|
||||
radius_px: f32,
|
||||
) -> Option<Vec3> {
|
||||
let len2 = dir.x * dir.x + dir.y * dir.y;
|
||||
if len2 < 1e-12 {
|
||||
return None;
|
||||
}
|
||||
let t = ((cursor_world.x - origin.x) * dir.x + (cursor_world.y - origin.y) * dir.y) / len2;
|
||||
if t < 0.05 {
|
||||
return None;
|
||||
} // only beyond the endpoint
|
||||
let world_pt = Vec3::new(origin.x + t * dir.x, origin.y + t * dir.y, origin.z);
|
||||
let screen_pt = world_to_screen(world_pt, view_proj, bounds);
|
||||
let cursor_screen = world_to_screen(cursor_world, view_proj, bounds);
|
||||
if dist2(screen_pt, cursor_screen) > radius_px * radius_px {
|
||||
return None;
|
||||
}
|
||||
Some(world_pt)
|
||||
}
|
||||
|
||||
// ── Projection helpers ────────────────────────────────────────────────────
|
||||
|
||||
fn world_to_screen(world: Vec3, view_proj: Mat4, bounds: Rectangle) -> Point {
|
||||
let ndc = view_proj.project_point3(world);
|
||||
Point::new(
|
||||
(ndc.x + 1.0) * 0.5 * bounds.width,
|
||||
(1.0 - ndc.y) * 0.5 * bounds.height,
|
||||
)
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn dist2(a: Point, b: Point) -> f32 {
|
||||
let dx = a.x - b.x;
|
||||
let dy = a.y - b.y;
|
||||
dx * dx + dy * dy
|
||||
}
|
||||
|
||||
/// Squared distance from point p to line segment [a, b] in screen space.
|
||||
fn dist2_to_segment(p: Point, a: Point, b: Point) -> f32 {
|
||||
let dx = b.x - a.x;
|
||||
let dy = b.y - a.y;
|
||||
let len2 = dx * dx + dy * dy;
|
||||
if len2 < 1e-6 {
|
||||
let ex = p.x - a.x;
|
||||
let ey = p.y - a.y;
|
||||
return ex * ex + ey * ey;
|
||||
}
|
||||
let t = ((p.x - a.x) * dx + (p.y - a.y) * dy) / len2;
|
||||
let t = t.clamp(0.0, 1.0);
|
||||
let nx = a.x + t * dx - p.x;
|
||||
let ny = a.y + t * dy - p.y;
|
||||
nx * nx + ny * ny
|
||||
}
|
||||
|
||||
/// Parameter t ∈ [0,1] of the closest point on segment [a,b] to p.
|
||||
fn t_on_segment(p: Point, a: Point, b: Point) -> f32 {
|
||||
let dx = b.x - a.x;
|
||||
let dy = b.y - a.y;
|
||||
let len2 = dx * dx + dy * dy;
|
||||
if len2 < 1e-6 {
|
||||
return 0.0;
|
||||
}
|
||||
(((p.x - a.x) * dx + (p.y - a.y) * dy) / len2).clamp(0.0, 1.0)
|
||||
}
|
||||
Reference in new issue
Block a user