forked from 1b-agent/opencadstudio-upstream
Route coordinate input, geometry creation, transforms, properties,\nviews, and viewport persistence through a shared working plane.\n\nRefs #484
535 lines
19 KiB
Rust
535 lines
19 KiB
Rust
use acadrust::tables::Ucs;
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// ── Coordinate parsing ─────────────────────────────────────────────────────
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/// How a typed coordinate should be interpreted relative to the last
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/// input point.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub(crate) enum CoordKind {
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/// `@x,y` prefix — offset from the last input point.
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Relative,
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/// `#x,y` prefix — world/UCS absolute, overriding DYN.
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Absolute,
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/// No prefix — the caller decides (DYN on → relative, off → absolute).
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Default,
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}
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/// Parse a typed coordinate string into a local Vec3 plus its interpretation.
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/// Accepts Cartesian, polar, cylindrical and spherical forms:
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/// `x,y`, `x,y,z`, `distance<angle`, `distance<angle,z`, and
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/// `distance<angle<elevation`.
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/// A leading `@` marks the value relative to the last point; a leading
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/// `#` forces absolute. Separators: comma or semicolon.
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pub(crate) fn parse_coord(text: &str) -> Option<(glam::DVec3, CoordKind)> {
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let trimmed = text.trim();
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let (kind, rest) = if let Some(r) = trimmed.strip_prefix('@') {
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(CoordKind::Relative, r)
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} else if let Some(r) = trimmed.strip_prefix('#') {
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(CoordKind::Absolute, r)
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} else {
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(CoordKind::Default, trimmed)
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};
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let number = |value: &str| value.trim().parse::<f64>().ok();
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if let Some((distance, angles)) = rest.split_once('<') {
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let distance = number(distance)?;
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if let Some((azimuth, elevation)) = angles.split_once('<') {
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let azimuth = number(azimuth)?.to_radians();
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let elevation = number(elevation)?.to_radians();
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let horizontal = distance * elevation.cos();
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return Some((
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glam::DVec3::new(
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horizontal * azimuth.cos(),
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horizontal * azimuth.sin(),
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distance * elevation.sin(),
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),
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kind,
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));
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}
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let angle_and_z: Vec<&str> = angles.split(|c| c == ',' || c == ';').collect();
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let (angle, z) = match angle_and_z.as_slice() {
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[angle] => (number(angle)?, 0.0),
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[angle, z] => (number(angle)?, number(z)?),
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_ => return None,
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};
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let angle = angle.to_radians();
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return Some((
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glam::DVec3::new(distance * angle.cos(), distance * angle.sin(), z),
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kind,
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));
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}
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let parts: Vec<f64> = rest
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.split(|c| c == ',' || c == ';')
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.map(|s| s.trim())
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.filter_map(|s| s.parse().ok())
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.collect();
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match parts.as_slice() {
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[x, y] => Some((glam::DVec3::new(*x, *y, 0.0), kind)),
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[x, y, z] => Some((glam::DVec3::new(*x, *y, *z), kind)),
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_ => None,
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}
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}
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#[cfg(test)]
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mod coordinate_parsing_tests {
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use super::*;
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#[test]
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fn parses_all_coordinate_forms() {
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let close = |a: glam::DVec3, b: glam::DVec3| (a - b).length() < 1e-9;
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assert!(close(parse_coord("1,2").unwrap().0, glam::dvec3(1.0, 2.0, 0.0)));
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assert!(close(parse_coord("1,2,3").unwrap().0, glam::dvec3(1.0, 2.0, 3.0)));
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assert!(close(parse_coord("10<90").unwrap().0, glam::dvec3(0.0, 10.0, 0.0)));
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assert!(close(parse_coord("10<90,4").unwrap().0, glam::dvec3(0.0, 10.0, 4.0)));
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assert!(close(parse_coord("10<0<30").unwrap().0, glam::dvec3(5.0 * 3.0_f64.sqrt(), 0.0, 5.0)));
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assert_eq!(parse_coord("@10<0").unwrap().1, CoordKind::Relative);
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assert_eq!(parse_coord("#1,2").unwrap().1, CoordKind::Absolute);
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}
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}
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// ── UCS ↔ WCS converter ─────────────────────────────────────────────────────
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/// The single bridge between WCS (how geometry and the file are stored) and the
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/// active UCS (the coordinate system the user works in). Build one from the
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/// tab's active UCS via [`DocumentTab::ucs_xform`](super::DocumentTab); the
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/// `None` UCS yields the identity (plain WCS).
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///
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/// Every system that has to speak UCS — the coordinate readout, typed input,
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/// the UCS icon, snap/ortho, the ViewCube — goes through this one type instead
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/// of re-deriving the axis math. Axes are orthonormal, so the inverse rotation
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/// is just the transpose (the dot products in `to_ucs`); no matrix inversion.
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#[derive(Clone, Copy)]
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pub(super) struct UcsXform {
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origin: glam::DVec3,
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x: glam::DVec3,
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y: glam::DVec3,
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z: glam::DVec3,
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}
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impl UcsXform {
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/// Plain WCS — no active UCS.
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pub(super) fn identity() -> Self {
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Self {
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origin: glam::DVec3::ZERO,
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x: glam::DVec3::X,
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y: glam::DVec3::Y,
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z: glam::DVec3::Z,
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}
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}
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pub(super) fn from_ucs(ucs: &Ucs) -> Self {
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let v = |a: acadrust::types::Vector3| glam::DVec3::new(a.x, a.y, a.z);
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let x = v(ucs.x_axis).normalize_or(glam::DVec3::X);
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let raw_y = v(ucs.y_axis).normalize_or(glam::DVec3::Y);
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let fallback_z = if x.dot(glam::DVec3::Z).abs() < 0.999 {
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glam::DVec3::Z
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} else {
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glam::DVec3::Y
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};
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let z = x.cross(raw_y).normalize_or(x.cross(fallback_z).normalize());
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let y = z.cross(x).normalize();
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Self { origin: v(ucs.origin), x, y, z }
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}
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pub(super) fn from_active(ucs: Option<&Ucs>) -> Self {
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ucs.map(Self::from_ucs).unwrap_or_else(Self::identity)
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}
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/// True when this is plain WCS — lets callers skip the conversion.
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pub(super) fn is_identity(&self) -> bool {
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self.origin == glam::DVec3::ZERO
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&& self.x == glam::DVec3::X
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&& self.y == glam::DVec3::Y
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&& self.z == glam::DVec3::Z
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}
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/// UCS point → WCS.
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pub(super) fn to_wcs(&self, p: glam::DVec3) -> glam::DVec3 {
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self.origin + self.x * p.x + self.y * p.y + self.z * p.z
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}
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/// WCS point → UCS.
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pub(super) fn to_ucs(&self, p: glam::DVec3) -> glam::DVec3 {
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let d = p - self.origin;
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glam::DVec3::new(d.dot(self.x), d.dot(self.y), d.dot(self.z))
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}
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/// UCS direction → WCS (rotation only, no origin shift).
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pub(super) fn vec_to_wcs(&self, v: glam::DVec3) -> glam::DVec3 {
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self.x * v.x + self.y * v.y + self.z * v.z
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}
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/// WCS direction → UCS (rotation only, no origin shift).
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pub(super) fn vec_to_ucs(&self, v: glam::DVec3) -> glam::DVec3 {
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glam::DVec3::new(v.dot(self.x), v.dot(self.y), v.dot(self.z))
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}
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/// `(origin, x, y, z)` axes in WCS — for drawing the UCS icon.
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pub(super) fn axes(&self) -> (glam::DVec3, glam::DVec3, glam::DVec3, glam::DVec3) {
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(self.origin, self.x, self.y, self.z)
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}
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pub(super) fn working_plane(&self) -> crate::command::WorkingPlane {
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crate::command::WorkingPlane::new(self.origin, self.x, self.y)
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}
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/// UCS→world rotation matrix (columns = UCS axes). For consumers that take
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/// a `Mat4` rotation directly (ViewCube, OTRACK ray directions). The GPU /
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/// screen layer is f32, so the axes downcast here at the boundary.
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pub(super) fn rotation_mat(&self) -> glam::Mat4 {
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glam::Mat4::from_cols(
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self.x.as_vec3().extend(0.0),
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self.y.as_vec3().extend(0.0),
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self.z.as_vec3().extend(0.0),
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glam::Vec4::W,
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)
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}
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/// Full UCS-local → WCS transform, using `origin` as local zero while
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/// retaining this UCS's orthonormal axes.
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pub(super) fn to_wcs_transform_at(
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&self,
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origin: glam::DVec3,
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) -> acadrust::types::Transform {
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use acadrust::types::{Matrix4, Transform};
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Transform::from_matrix(Matrix4 {
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m: [
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[self.x.x, self.y.x, self.z.x, origin.x],
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[self.x.y, self.y.y, self.z.y, origin.y],
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[self.x.z, self.y.z, self.z.z, origin.z],
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[0.0, 0.0, 0.0, 1.0],
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],
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})
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}
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/// Full WCS → UCS-local transform, using `origin` as the local zero.
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pub(super) fn to_ucs_transform_at(
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&self,
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origin: glam::DVec3,
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) -> acadrust::types::Transform {
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use acadrust::types::{Matrix4, Transform};
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Transform::from_matrix(Matrix4 {
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m: [
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[self.x.x, self.x.y, self.x.z, -origin.dot(self.x)],
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[self.y.x, self.y.y, self.y.z, -origin.dot(self.y)],
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[self.z.x, self.z.y, self.z.z, -origin.dot(self.z)],
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[0.0, 0.0, 0.0, 1.0],
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],
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})
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}
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/// Convert from the represented UCS into its canonical local frame.
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pub(super) fn to_ucs_transform(&self) -> acadrust::types::Transform {
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self.to_ucs_transform_at(self.origin)
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}
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}
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// ── UCS ↔ WCS transforms (thin wrappers over `UcsXform`) ────────────────────
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/// Rotate a UCS-local offset into WCS without applying the origin
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/// translation — used for relative coordinate entry, where only the
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/// axis orientation matters, not the UCS origin.
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pub(super) fn ucs_rotate_vec(offset: glam::DVec3, ucs: &Ucs) -> glam::DVec3 {
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UcsXform::from_ucs(ucs).vec_to_wcs(offset)
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}
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/// Convert a point from UCS local coordinates to WCS.
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pub(super) fn ucs_to_wcs(pt: glam::DVec3, ucs: &Ucs) -> glam::DVec3 {
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UcsXform::from_ucs(ucs).to_wcs(pt)
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}
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/// Return the normalised Z axis of a UCS (cross product of X and Y axes).
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pub(super) fn ucs_z_axis(ucs: &Ucs) -> glam::DVec3 {
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UcsXform::from_ucs(ucs).axes().3
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}
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/// Build a UCS with `origin` and axes rotated by `angle_z_rad` around the Z axis.
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pub(super) fn ucs_rotated_z(origin: glam::DVec3, angle_z: f32) -> Ucs {
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let cos = angle_z.cos() as f64;
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let sin = angle_z.sin() as f64;
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let mut ucs = Ucs::new("*ACTIVE*");
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ucs.origin = acadrust::types::Vector3::new(origin.x, origin.y, origin.z);
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ucs.x_axis = acadrust::types::Vector3::new(cos, sin, 0.0);
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ucs.y_axis = acadrust::types::Vector3::new(-sin, cos, 0.0);
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ucs
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}
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// ── Drawing constraint helpers ─────────────────────────────────────────────
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/// Constrain `pt` to the nearest 90° direction from `base`, in the active UCS
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/// plane — ortho follows the user's coordinate system, not world axes. `xf` is
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/// identity for plain WCS, so the world-XY behaviour is unchanged there.
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pub(super) fn ortho_constrain(pt: glam::DVec3, base: glam::DVec3, xf: &UcsXform) -> glam::DVec3 {
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let p = xf.to_ucs(pt);
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let b = xf.to_ucs(base);
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let dx = (p.x - b.x).abs();
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let dy = (p.y - b.y).abs();
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let c = if dx >= dy {
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glam::DVec3::new(p.x, b.y, p.z)
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} else {
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glam::DVec3::new(b.x, p.y, p.z)
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};
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xf.to_wcs(c)
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}
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/// Constrain `pt` to the nearest polar angle multiple from `base`, measured in
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/// the active UCS plane (identity `xf` = world XY, Z-up).
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pub(super) fn polar_constrain(
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pt: glam::DVec3,
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base: glam::DVec3,
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step_deg: f32,
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xf: &UcsXform,
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) -> glam::DVec3 {
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let p = xf.to_ucs(pt);
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let b = xf.to_ucs(base);
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let dx = p.x - b.x;
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let dy = p.y - b.y;
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let dist = (dx * dx + dy * dy).sqrt();
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if dist < 1e-6 {
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return pt;
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}
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let step = (step_deg as f64).to_radians();
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let angle = dy.atan2(dx);
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let snapped = (angle / step).round() * step;
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xf.to_wcs(glam::DVec3::new(
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b.x + dist * snapped.cos(),
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b.y + dist * snapped.sin(),
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p.z,
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))
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}
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/// Polar constraint that only engages when the cursor is within `tol_px`
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/// screen pixels of the nearest polar ray; otherwise the cursor is left free
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/// so POLAR behaves as if off when pointing away from every angle (issue #70).
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pub(super) fn polar_constrain_near(
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pt: glam::DVec3,
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base: glam::DVec3,
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step_deg: f32,
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view_rot: glam::Mat4,
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eye: glam::DVec3,
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bounds: iced::Rectangle,
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tol_px: f32,
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xf: &UcsXform,
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) -> glam::DVec3 {
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let snapped = polar_constrain(pt, base, step_deg, xf);
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let to_screen = |w: glam::DVec3| {
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let ndc = view_rot.project_point3((w - eye).as_vec3());
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(
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(ndc.x + 1.0) * 0.5 * bounds.width,
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(1.0 - ndc.y) * 0.5 * bounds.height,
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)
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};
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let (cx, cy) = to_screen(pt);
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let (sx, sy) = to_screen(snapped);
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if ((cx - sx).powi(2) + (cy - sy).powi(2)).sqrt() <= tol_px {
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snapped
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} else {
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pt
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}
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}
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/// Hard axis lock (#312): the locked ray's direction — the nearest polar
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/// increment (or ortho axis) from `base` toward `cursor`, in the active UCS
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/// plane. `None` when the cursor sits on the base point.
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pub(super) fn axis_lock_capture(
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cursor: glam::DVec3,
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base: glam::DVec3,
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polar: bool,
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step_deg: f32,
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xf: &UcsXform,
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) -> Option<glam::DVec3> {
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let p = xf.to_ucs(cursor);
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let b = xf.to_ucs(base);
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let dx = p.x - b.x;
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let dy = p.y - b.y;
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if dx.hypot(dy) < 1e-9 {
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return None;
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}
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let step = (if polar { step_deg as f64 } else { 90.0 }).to_radians();
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let ang = (dy.atan2(dx) / step).round() * step;
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let dir_ucs = glam::DVec3::new(ang.cos(), ang.sin(), 0.0);
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let dir = xf.to_wcs(b + dir_ucs) - xf.to_wcs(b);
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(dir.length_squared() > 1e-12).then(|| dir.normalize())
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}
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/// Project `pt` onto the locked ray through `base` — the hard lock applies to
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/// EVERYTHING, including an osnap hit, so a snap far off-axis contributes only
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/// its along-axis component (#312).
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pub(super) fn axis_lock_apply(
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pt: glam::DVec3,
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base: glam::DVec3,
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dir: glam::DVec3,
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) -> glam::DVec3 {
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base + dir * (pt - base).dot(dir)
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}
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// ── Clipboard / selection helpers ──────────────────────────────────────────
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/// Copy/paste anchor: the lower-left corner of the bounding box that encloses
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/// every copied entity. Standard clipboard behaviour puts this corner under the
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/// cursor at paste time, so the whole selection drops down-and-right of the pick.
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///
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/// Unions each entity's own bounding box (O(entities)) rather than averaging
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/// every tessellated wire vertex, which cost O(total geometry) and stalled a
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/// whole-drawing copy. The per-entity `min` corners give the exact enclosing
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/// box's lower-left.
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pub(super) fn entities_lower_left_by_bbox(
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doc: &acadrust::CadDocument,
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handles: &[acadrust::Handle],
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) -> glam::DVec3 {
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let mut min = glam::DVec3::splat(f64::INFINITY);
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let mut any = false;
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for &h in handles {
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let Some(e) = doc.get_entity(h) else { continue };
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let bb = e.as_entity().bounding_box();
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let lo = glam::DVec3::new(bb.min.x, bb.min.y, bb.min.z);
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if lo.x.is_finite() && lo.y.is_finite() && lo.z.is_finite() {
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min = min.min(lo);
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any = true;
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}
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}
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if any {
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min
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} else {
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glam::DVec3::ZERO
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}
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}
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/// Generate the next available auto group name ("*A1", "*A2", …).
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pub(super) fn next_group_auto_name(scene: &crate::scene::Scene) -> String {
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let existing: rustc_hash::FxHashSet<String> =
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scene.groups().map(|g| g.name.clone()).collect();
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for n in 1..=9999 {
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let name = format!("*A{n}");
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if !existing.contains(&name) {
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return name;
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}
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}
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"*A".to_string()
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}
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// ── Entity type labels ─────────────────────────────────────────────────────
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pub(super) fn entity_type_label(entity: &acadrust::EntityType) -> String {
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crate::t!(crate::entities::names::ui_name_or_class(entity)).into_owned()
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}
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pub(super) fn entity_type_key(entity: &acadrust::EntityType) -> String {
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use acadrust::EntityType::*;
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match entity {
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Point(_) => "point",
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Line(_) => "line",
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Circle(_) => "circle",
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||
Arc(_) => "arc",
|
||
Ellipse(_) => "ellipse",
|
||
Spline(_) => "spline",
|
||
Helix(_) => "helix",
|
||
LwPolyline(_) | Polyline(_) => "pline",
|
||
Polyline2D(_) => "pline2d",
|
||
Polyline3D(_) => "pline3d",
|
||
PolyfaceMesh(_) => "polyface",
|
||
PolygonMesh(_) => "polymesh",
|
||
Text(_) => "text",
|
||
MText(_) => "mtext",
|
||
Dimension(_) => "dimension",
|
||
Leader(_) => "leader",
|
||
MultiLeader(_) => "multileader",
|
||
Tolerance(_) => "tolerance",
|
||
Insert(_) => "insert",
|
||
Block(_) => "block",
|
||
BlockEnd(_) => "blockend",
|
||
Hatch(_) => "hatch",
|
||
Solid(_) => "solid",
|
||
Face3D(_) => "face3d",
|
||
Solid3D(_) => "solid3d",
|
||
Region(_) => "region",
|
||
Body(_) => "body",
|
||
Surface(_) => "surface",
|
||
Mesh(_) => "mesh",
|
||
Ray(_) => "ray",
|
||
XLine(_) => "xline",
|
||
MLine(_) => "mline",
|
||
Viewport(_) => "viewport",
|
||
RasterImage(_) => "rasterimage",
|
||
Wipeout(_) => "wipeout",
|
||
Underlay(_) => "underlay",
|
||
Shape(_) => "shape",
|
||
Table(_) => "table",
|
||
AttributeDefinition(_) => "attdef",
|
||
AttributeEntity(_) => "attrib",
|
||
Ole2Frame(_) => "ole2frame",
|
||
Light(_) => "light",
|
||
SectionSymbol(_) => "sectionsymbol",
|
||
ViewBorder(_) => "viewborder",
|
||
Extended(entity) => return entity.class_name().to_ascii_lowercase(),
|
||
Seqend(_) => "seqend",
|
||
Unknown(_) => "unknown",
|
||
}
|
||
.to_string()
|
||
}
|
||
|
||
pub(super) fn title_case_word(value: &str) -> String {
|
||
let mut chars = value.chars();
|
||
match chars.next() {
|
||
Some(first) => {
|
||
let mut out = first.to_uppercase().collect::<String>();
|
||
out.push_str(chars.as_str());
|
||
out
|
||
}
|
||
None => String::new(),
|
||
}
|
||
}
|
||
|
||
// ── Window icon ────────────────────────────────────────────────────────────
|
||
|
||
/// Builds a 32×32 RGBA icon: red background with OCS drawn in white pixels.
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
pub(super) fn build_window_icon() -> Vec<u8> {
|
||
const W: usize = 32;
|
||
const SZ: usize = W * W * 4;
|
||
|
||
let bg = [176u8, 48, 32, 255];
|
||
let fg = [255u8, 255, 255, 255];
|
||
|
||
let mut px = vec![0u8; SZ];
|
||
for i in 0..W * W {
|
||
px[i * 4..i * 4 + 4].copy_from_slice(&bg);
|
||
}
|
||
|
||
fn stroke(px: &mut Vec<u8>, ax: i32, ay: i32, bx: i32, by: i32, fg: [u8; 4]) {
|
||
let steps = ((bx - ax).abs().max((by - ay).abs()) * 3).max(1);
|
||
for s in 0..=steps {
|
||
let t = s as f32 / steps as f32;
|
||
let cx = ax as f32 + (bx - ax) as f32 * t;
|
||
let cy = ay as f32 + (by - ay) as f32 * t;
|
||
for dy in -1i32..=1 {
|
||
for dx in -1i32..=1 {
|
||
let ix = cx.round() as i32 + dx;
|
||
let iy = cy.round() as i32 + dy;
|
||
if ix >= 0 && ix < W as i32 && iy >= 0 && iy < W as i32 {
|
||
let idx = (iy as usize * W + ix as usize) * 4;
|
||
px[idx..idx + 4].copy_from_slice(&fg);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// O
|
||
stroke(&mut px, 3, 6, 9, 6, fg);
|
||
stroke(&mut px, 3, 25, 9, 25, fg);
|
||
stroke(&mut px, 3, 6, 3, 25, fg);
|
||
stroke(&mut px, 9, 6, 9, 25, fg);
|
||
// C
|
||
stroke(&mut px, 12, 6, 18, 6, fg);
|
||
stroke(&mut px, 12, 25, 18, 25, fg);
|
||
stroke(&mut px, 12, 6, 12, 25, fg);
|
||
// S
|
||
stroke(&mut px, 21, 6, 27, 6, fg);
|
||
stroke(&mut px, 21, 6, 21, 15, fg);
|
||
stroke(&mut px, 21, 15, 27, 15, fg);
|
||
stroke(&mut px, 27, 15, 27, 25, fg);
|
||
stroke(&mut px, 21, 25, 27, 25, fg);
|
||
|
||
px
|
||
}
|