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