Files
OneCAD-Draft/src/scene/pick/grip.rs
T
Hakan SevenandClaude Opus 4.8 7fe7e0230d refactor(scene): group modules into role-based subfolders
Move the 30 flat modules under src/scene/ into six folders by role:
convert (entity→geometry), text (fonts/shaping), model (render models),
pick (hit-test/selection/grips/xclip), view (camera/transform/render),
cache (block + property caches). pipeline/ is unchanged.

Full path migration — all `scene::X` references become
`scene::<group>::X`, no compatibility re-exports. render.rs items that
were `pub(super)` (parent was scene) become `pub(in crate::scene)` to
keep their original scene-wide visibility.

No behavior change; build and tests are green.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-16 11:33:46 +03:00

131 lines
4.3 KiB
Rust

//! OpenCADStudio-style grip editing.
use acadrust::Handle;
use glam::{Mat4, Vec3};
use iced::{Point, Rectangle};
use crate::scene::model::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, Option<[f32; 2]>)> {
grips
.iter()
.map(|g| {
let ndc = view_proj.project_point3(g.world.as_vec3());
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, g.dir)
})
.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, Option<[f32; 2]>)> {
grips
.iter()
.map(|g| {
let screen = Point::new(
(g.world.x as f32 - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y as f32) / (2.0 * half_h) * bounds.height,
);
(g.id, screen, g.is_midpoint, g.shape, g.dir)
})
.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 as f32 - tx + half_w) / (2.0 * half_w) * bounds.width,
(ty + half_h - g.world.y as f32) / (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.as_vec3()));
}
}
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.as_vec3());
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.as_vec3()));
}
}
best
}