use acadrust::entities::Insert; use acadrust::types::{Matrix3, Transform, Vector3}; use acadrust::{EntityType, Handle}; use glam::Vec3; use crate::command::EntityTransform; use crate::entities::common::{edit_prop as edit, parse_f64, ro_prop as ro, square_grip}; use crate::scene::model::object::{GripApply, GripDef, PropSection}; use crate::scene::model::wire_model::WireModel; use crate::scene::cache::block_cache; use crate::scene::convert::tessellate; use crate::scene::view::render; fn grips(ins: &Insert) -> Vec { // `insert_point` is in the OCS defined by `normal`; the grip must sit at // the world placement, so map it through the OCS. Identity for +Z. let w = Matrix3::arbitrary_axis(ins.normal) * ins.insert_point; vec![square_grip(0, glam::DVec3::new(w.x, w.y, w.z))] } fn properties(ins: &Insert) -> PropSection { PropSection { title: "Geometry".into(), props: vec![ edit("Insert X", "ins_x", ins.insert_point.x), edit("Insert Y", "ins_y", ins.insert_point.y), edit("Insert Z", "ins_z", ins.insert_point.z), edit("Scale X", "x_scale", ins.x_scale()), edit("Scale Y", "y_scale", ins.y_scale()), edit("Scale Z", "z_scale", ins.z_scale()), edit("Rotation", "rotation", ins.rotation.to_degrees()), ro("Block", "block", ins.block_name.clone()), ], } } fn apply_geom_prop(ins: &mut Insert, field: &str, value: &str) { let Some(v) = parse_f64(value) else { return; }; match field { "ins_x" => ins.insert_point.x = v, "ins_y" => ins.insert_point.y = v, "ins_z" => ins.insert_point.z = v, "x_scale" => ins.set_x_scale(v), "y_scale" => ins.set_y_scale(v), "z_scale" => ins.set_z_scale(v), "rotation" => ins.rotation = v.to_radians(), _ => {} } } fn apply_grip(ins: &mut Insert, _grip_id: usize, apply: GripApply) { // The grip works in world space, but `insert_point` is stored in the OCS // defined by `normal`. Round-trip through the OCS so dragging a block // whose extrusion direction isn't +Z moves along world axes. Identity OCS // for a +Z normal, so this matches the old direct assignment there. let ocs = Matrix3::arbitrary_axis(ins.normal); let world = match apply { GripApply::Absolute(p) => Vector3::new(p.x as f64, p.y as f64, p.z as f64), GripApply::Translate(d) => { ocs * ins.insert_point + Vector3::new(d.x as f64, d.y as f64, d.z as f64) } }; ins.insert_point = ocs.transpose() * world; } fn apply_transform(ins: &mut Insert, t: &EntityTransform) { crate::scene::view::transform::apply_standard_entity_transform(ins, t, |entity, p1, p2| { let dx = (p2.x - p1.x) as f64; let dy = (p2.y - p1.y) as f64; let len = (dx * dx + dy * dy).sqrt(); if len < 1e-12 { return; } let ux = dx / len; let uy = dy / len; let mirror = acadrust::types::Matrix4 { m: [ [2.0 * ux * ux - 1.0, 2.0 * ux * uy, 0.0, 0.0], [2.0 * ux * uy, 2.0 * uy * uy - 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], ], }; let t = Transform::from_translation(Vector3::new(-(p1.x as f64), -(p1.y as f64), 0.0)) .then(&Transform::from_matrix(mirror)) .then(&Transform::from_translation(Vector3::new( p1.x as f64, p1.y as f64, 0.0, ))); acadrust::Entity::apply_transform(entity, &t); }); } crate::impl_entity_basics!(Insert); impl crate::entities::traits::FallbackTess for Insert { fn fallback_geometry( &self, ) -> crate::scene::convert::tess_util::FallbackGeometry { let (ipx, ipy, ipz) = ( self.insert_point.x, self.insert_point.y, self.insert_point.z, ); let ip = Vec3::new(ipx as f32, ipy as f32, ipz as f32); let s = 0.1_f64; let pts = vec![ [ipx - s, ipy, ipz], [ipx + s, ipy, ipz], [ipx, ipy - s, ipz], [ipx, ipy + s, ipz], ]; ( pts, vec![(ip, crate::scene::model::wire_model::SnapHint::Insertion)], vec![], vec![], ) } } pub(crate) fn append_insert_attribute_wires( wires: &mut Vec, document: &acadrust::CadDocument, ins: &acadrust::entities::Insert, insert_handle: Handle, sel: bool, ins_color: [f32; 4], ins_pat_len: f32, ins_pat: [f32; 8], ins_lw_px: f32, ins_layer: render::InheritStyle, bg_color: [f32; 4], is_xref: bool, pslt_factor: f32, anno_scale: f32, ) { if ins.attributes.is_empty() { return; } // ATTMODE (header.attribute_visibility): // 0 = Off — every attribute hidden // 1 = Normal — honour per-attribute `invisible` flag (default) // 2 = On — every attribute forced visible, ignoring its flag let attmode = document.header.attribute_visibility; if attmode == 0 { return; } for attr in &ins.attributes { let per_attr_hidden = attr.common.invisible || attr.flags.invisible; if attmode == 1 && per_attr_hidden { continue; } let attr_entity = EntityType::AttributeEntity(attr.clone()); let (sub_color, sub_plen, sub_pat, sub_lw_px, sub_aci) = render::render_style_for_block_sub( document, &attr_entity, ins_color, ins_pat_len, ins_pat, ins_lw_px, ins_layer, ); let sub_color = render::adapt_to_bg(sub_color, bg_color); let sub_color = if is_xref && !sel { block_cache::fade_toward_bg(sub_color, bg_color) } else { sub_color }; let sub_aabb = crate::scene::entity_aabb(&attr_entity); let mut attr_wires = tessellate::tessellate( document, insert_handle, &attr_entity, sel, sub_color, sub_plen * pslt_factor, sub_pat.map(|v| v * pslt_factor), sub_lw_px, anno_scale, None, ); // Use the INSERT's handle so selection / picking groups attribute // text with the parent insert instead of treating it as a stray text. for w in &mut attr_wires { w.name = insert_handle.value().to_string(); w.aci = sub_aci; w.aabb = sub_aabb; } wires.extend(attr_wires); } }