Files
OneCAD-Draft/src/scene/grip.rs
T
Hakan SevenandClaude Opus 4.7 417a708275 feat(viewport): tile-relative input + overlays in unified model
Route every per-frame interaction through the active model tile's screen
rectangle so a tiled VPORTS layout behaves like independent panes while
still sharing one shader widget:

- pick / draw / snap / box+lasso: cursor mapped to tile-local space; the
  hover-activates-tile rule on ViewportMove keeps the active tile under
  the cursor, so the picked camera matches what the user sees.
- pan: switched to Camera::pan_screen(dx, dy, viewport_height) so the
  world-per-pixel rate matches the active tile's height instead of the
  full canvas.
- grid: clipped via Frame::with_clip to the active tile rect; world→screen
  adds the tile origin so the lines align with the panel.
- UCS icon: origin offset by the tile rect so the gizmo sits in the
  active tile's bottom-left corner.
- render-mode picker (+ split buttons) and ViewCube hit-area: positioned
  via active_model_tile_bounds with leading Spaces, mirroring the
  floating-viewport pattern.
- ViewCube hover: driven by the CursorMoved/ViewportMove handlers into a
  new Scene::viewcube_hover cell, so the highlight survives the cube
  hit-area overlay masking events from shader::Program::update.

Co-Authored-By: Claude Opus 4.7 <[email protected]>
2026-05-28 09:45:19 +03:00

131 lines
4.2 KiB
Rust

//! OpenCADStudio-style grip editing.
use acadrust::Handle;
use glam::{Mat4, Vec3};
use iced::{Point, Rectangle};
use super::object::{GripDef, GripShape};
/// Pixel radius for grip hit-detection.
pub const GRIP_THRESHOLD_PX: f32 = 8.0;
/// Half-size of the rendered grip square / diamond in pixels.
pub const GRIP_HALF_PX: f32 = 5.0;
// ── Active drag state ─────────────────────────────────────────────────────
/// Stored on `OpenCADStudio` while a grip is being dragged.
#[derive(Clone, Debug)]
pub struct GripEdit {
/// Handle of the entity being edited.
pub handle: Handle,
/// Index into the entity's grip list.
pub grip_id: usize,
/// `true` → midpoint / translate grip; `false` → endpoint / absolute grip.
pub is_translate: bool,
/// World-space position of the grip when the drag started (ortho/polar base).
pub origin_world: Vec3,
/// Last world-space cursor position (needed for incremental delta on translate drags).
pub last_world: Vec3,
}
// ── Screen-space helpers ───────────────────────────────────────────────────
/// Project a slice of `GripDef`s to screen space.
/// Returns `(grip_id, screen_pos, is_midpoint, shape)` for each grip.
pub fn grips_to_screen(
grips: &[GripDef],
view_proj: Mat4,
bounds: Rectangle,
) -> Vec<(usize, Point, bool, GripShape)> {
grips
.iter()
.map(|g| {
let ndc = view_proj.project_point3(g.world);
let screen = Point::new(
bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
);
(g.id, screen, g.is_midpoint, g.shape)
})
.collect()
}
/// Paper-space variant: project grips using the 2-D linear `to_px` transform.
/// Parameters match the `to_px` closure in `paper_canvas.rs`.
pub fn grips_to_screen_paper(
grips: &[GripDef],
tx: f32,
ty: f32,
half_w: f32,
half_h: f32,
bounds: Rectangle,
) -> Vec<(usize, Point, bool, GripShape)> {
grips
.iter()
.map(|g| {
let screen = Point::new(
(g.world.x - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y) / (2.0 * half_h) * bounds.height,
);
(g.id, screen, g.is_midpoint, g.shape)
})
.collect()
}
/// Paper-space hit-test variant (mirrors `find_hit_grip` but uses 2-D projection).
pub fn find_hit_grip_paper(
cursor: Point,
grips: &[GripDef],
tx: f32,
ty: f32,
half_w: f32,
half_h: f32,
bounds: Rectangle,
) -> Option<(usize, bool, Vec3)> {
let mut best_dist = GRIP_THRESHOLD_PX;
let mut best: Option<(usize, bool, Vec3)> = None;
for g in grips {
let screen = Point::new(
(g.world.x - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y) / (2.0 * half_h) * bounds.height,
);
let dx = screen.x - cursor.x;
let dy = screen.y - cursor.y;
let d = (dx * dx + dy * dy).sqrt();
if d < best_dist {
best_dist = d;
best = Some((g.id, g.is_midpoint, g.world));
}
}
best
}
/// Find the closest grip within `GRIP_THRESHOLD_PX` pixels of `cursor`.
/// Returns `(grip_id, is_translate, world_pos)` if found, else `None`.
pub fn find_hit_grip(
cursor: Point,
grips: &[GripDef],
view_proj: Mat4,
bounds: Rectangle,
) -> Option<(usize, bool, Vec3)> {
let mut best_dist = GRIP_THRESHOLD_PX;
let mut best: Option<(usize, bool, Vec3)> = None;
for g in grips {
let ndc = view_proj.project_point3(g.world);
let screen = Point::new(
(ndc.x + 1.0) * 0.5 * bounds.width,
(1.0 - ndc.y) * 0.5 * bounds.height,
);
let dx = screen.x - cursor.x;
let dy = screen.y - cursor.y;
let d = (dx * dx + dy * dy).sqrt();
if d < best_dist {
best_dist = d;
best = Some((g.id, g.is_midpoint, g.world));
}
}
best
}