Files
OneCAD-Draft/src/app/helpers.rs
T
Hakan SevenandClaude Opus 4.8 60d4712179 fix(paste): UTM-precise paste/block base via f64 centroid
entities_centroid summed the f32 points (double-single HIGH half) alone, so
at UTM scale (~5.7e6) it both quantized each term ~0.5 m and lost low bits
across the running total — drifting the paste base and PASTEBLOCK's block
base metres off, which placed the wrapped block at the wrong spot/scale.

It now reconstructs each vertex's absolute f64 from points + points_low and
accumulates in f64. clipboard_centroid is DVec3; the PASTECLIP commit delta
is fully f64; define_block_from_owned_entities takes an f64 base so the
block-local fold (Translate(-base)) stays precise. The interactive ghost
anchors (PasteCommand, InsertBlockCommand) still take the f32 cast — display
only; the committed geometry is f64.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
2026-06-24 10:42:58 +03:00

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use crate::scene::WireModel;
use crate::ui::overlay::GridPlane;
use acadrust::tables::Ucs;
// ── Coordinate parsing ─────────────────────────────────────────────────────
/// How a typed coordinate should be interpreted relative to the last
/// input point.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub(super) enum CoordKind {
/// `@x,y` prefix — offset from the last input point.
Relative,
/// `#x,y` prefix — world/UCS absolute, overriding DYN.
Absolute,
/// No prefix — the caller decides (DYN on → relative, off → absolute).
Default,
}
/// Parse a typed coordinate string into a Vec3 plus its interpretation.
/// Accepts "x,y" → Vec3(x, y, 0)
/// "x,y,z" → Vec3(x, y, z)
/// A leading `@` marks the value relative to the last point; a leading
/// `#` forces absolute. Separators: comma or semicolon.
pub(super) fn parse_coord(text: &str) -> Option<(glam::Vec3, CoordKind)> {
let trimmed = text.trim();
let (kind, rest) = if let Some(r) = trimmed.strip_prefix('@') {
(CoordKind::Relative, r)
} else if let Some(r) = trimmed.strip_prefix('#') {
(CoordKind::Absolute, r)
} else {
(CoordKind::Default, trimmed)
};
let parts: Vec<f32> = rest
.split(|c| c == ',' || c == ';')
.map(|s| s.trim())
.filter_map(|s| s.parse().ok())
.collect();
match parts.as_slice() {
[x, y] => Some((glam::Vec3::new(*x, *y, 0.0), kind)),
[x, y, z] => Some((glam::Vec3::new(*x, *y, *z), kind)),
_ => None,
}
}
// ── UCS ↔ WCS converter ─────────────────────────────────────────────────────
/// The single bridge between WCS (how geometry and the file are stored) and the
/// active UCS (the coordinate system the user works in). Build one from the
/// tab's active UCS via [`DocumentTab::ucs_xform`](super::DocumentTab); the
/// `None` UCS yields the identity (plain WCS).
///
/// Every system that has to speak UCS — the coordinate readout, typed input,
/// the UCS icon, snap/ortho, the ViewCube — goes through this one type instead
/// of re-deriving the axis math. Axes are orthonormal, so the inverse rotation
/// is just the transpose (the dot products in `to_ucs`); no matrix inversion.
#[derive(Clone, Copy)]
pub(super) struct UcsXform {
origin: glam::Vec3,
x: glam::Vec3,
y: glam::Vec3,
z: glam::Vec3,
}
impl UcsXform {
/// Plain WCS — no active UCS.
pub(super) fn identity() -> Self {
Self {
origin: glam::Vec3::ZERO,
x: glam::Vec3::X,
y: glam::Vec3::Y,
z: glam::Vec3::Z,
}
}
pub(super) fn from_ucs(ucs: &Ucs) -> Self {
let v =
|a: acadrust::types::Vector3| glam::Vec3::new(a.x as f32, a.y as f32, a.z as f32);
let x = v(ucs.x_axis).normalize_or(glam::Vec3::X);
let y = v(ucs.y_axis).normalize_or(glam::Vec3::Y);
let z = x.cross(y).normalize_or(glam::Vec3::Z);
Self { origin: v(ucs.origin), x, y, z }
}
pub(super) fn from_active(ucs: Option<&Ucs>) -> Self {
ucs.map(Self::from_ucs).unwrap_or_else(Self::identity)
}
/// True when this is plain WCS — lets callers skip the conversion.
pub(super) fn is_identity(&self) -> bool {
self.origin == glam::Vec3::ZERO
&& self.x == glam::Vec3::X
&& self.y == glam::Vec3::Y
&& self.z == glam::Vec3::Z
}
/// UCS point → WCS.
pub(super) fn to_wcs(&self, p: glam::Vec3) -> glam::Vec3 {
self.origin + self.x * p.x + self.y * p.y + self.z * p.z
}
/// WCS point → UCS.
pub(super) fn to_ucs(&self, p: glam::Vec3) -> glam::Vec3 {
let d = p - self.origin;
glam::Vec3::new(d.dot(self.x), d.dot(self.y), d.dot(self.z))
}
/// UCS direction → WCS (rotation only, no origin shift).
pub(super) fn vec_to_wcs(&self, v: glam::Vec3) -> glam::Vec3 {
self.x * v.x + self.y * v.y + self.z * v.z
}
/// WCS direction → UCS (rotation only, no origin shift).
pub(super) fn vec_to_ucs(&self, v: glam::Vec3) -> glam::Vec3 {
glam::Vec3::new(v.dot(self.x), v.dot(self.y), v.dot(self.z))
}
/// `(origin, x, y, z)` axes in WCS — for drawing the UCS icon.
pub(super) fn axes(&self) -> (glam::Vec3, glam::Vec3, glam::Vec3, glam::Vec3) {
(self.origin, self.x, self.y, self.z)
}
/// UCS→world rotation matrix (columns = UCS axes). For consumers that take
/// a `Mat4` rotation directly (ViewCube, OTRACK ray directions).
pub(super) fn rotation_mat(&self) -> glam::Mat4 {
glam::Mat4::from_cols(
self.x.extend(0.0),
self.y.extend(0.0),
self.z.extend(0.0),
glam::Vec4::W,
)
}
}
// ── UCS ↔ WCS transforms (thin wrappers over `UcsXform`) ────────────────────
/// Rotate a UCS-local offset into WCS without applying the origin
/// translation — used for relative coordinate entry, where only the
/// axis orientation matters, not the UCS origin.
pub(super) fn ucs_rotate_vec(offset: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
UcsXform::from_ucs(ucs).vec_to_wcs(offset)
}
/// Convert a point from UCS local coordinates to WCS.
pub(super) fn ucs_to_wcs(pt: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
UcsXform::from_ucs(ucs).to_wcs(pt)
}
/// Return the normalised Z axis of a UCS (cross product of X and Y axes).
pub(super) fn ucs_z_axis(ucs: &Ucs) -> glam::Vec3 {
UcsXform::from_ucs(ucs).axes().3
}
/// Build a UCS with `origin` and axes rotated by `angle_z_rad` around the Z axis.
pub(super) fn ucs_rotated_z(origin: glam::Vec3, angle_z: f32) -> Ucs {
let cos = angle_z.cos() as f64;
let sin = angle_z.sin() as f64;
let mut ucs = Ucs::new("*ACTIVE*");
ucs.origin = acadrust::types::Vector3::new(origin.x as f64, origin.y as f64, origin.z as f64);
ucs.x_axis = acadrust::types::Vector3::new(cos, sin, 0.0);
ucs.y_axis = acadrust::types::Vector3::new(-sin, cos, 0.0);
ucs
}
// ── Grid plane detection ───────────────────────────────────────────────────
/// Choose the grid plane whose normal is most aligned with the camera view direction.
pub(super) fn grid_plane_from_camera(pitch: f32, yaw: f32) -> GridPlane {
let fz = pitch.sin().abs();
let fy = (pitch.cos() * yaw.cos()).abs();
let fx = (pitch.cos() * yaw.sin()).abs();
if fz >= fy && fz >= fx {
GridPlane::Xy
} else if fy >= fx {
GridPlane::Xz
} else {
GridPlane::Yz
}
}
// ── Drawing constraint helpers ─────────────────────────────────────────────
/// Constrain `pt` to the nearest 90° direction from `base`, in the active UCS
/// plane — ortho follows the user's coordinate system, not world axes. `xf` is
/// identity for plain WCS, so the world-XY behaviour is unchanged there.
pub(super) fn ortho_constrain(pt: glam::Vec3, base: glam::Vec3, xf: &UcsXform) -> glam::Vec3 {
let p = xf.to_ucs(pt);
let b = xf.to_ucs(base);
let dx = (p.x - b.x).abs();
let dy = (p.y - b.y).abs();
let c = if dx >= dy {
glam::Vec3::new(p.x, b.y, p.z)
} else {
glam::Vec3::new(b.x, p.y, p.z)
};
xf.to_wcs(c)
}
/// Constrain `pt` to the nearest polar angle multiple from `base`, measured in
/// the active UCS plane (identity `xf` = world XY, Z-up).
pub(super) fn polar_constrain(
pt: glam::Vec3,
base: glam::Vec3,
step_deg: f32,
xf: &UcsXform,
) -> glam::Vec3 {
let p = xf.to_ucs(pt);
let b = xf.to_ucs(base);
let dx = p.x - b.x;
let dy = p.y - b.y;
let dist = (dx * dx + dy * dy).sqrt();
if dist < 1e-6 {
return pt;
}
let step = step_deg.to_radians();
let angle = dy.atan2(dx);
let snapped = (angle / step).round() * step;
xf.to_wcs(glam::Vec3::new(
b.x + dist * snapped.cos(),
b.y + dist * snapped.sin(),
p.z,
))
}
/// Polar constraint that only engages when the cursor is within `tol_px`
/// screen pixels of the nearest polar ray; otherwise the cursor is left free
/// so POLAR behaves as if off when pointing away from every angle (issue #70).
pub(super) fn polar_constrain_near(
pt: glam::Vec3,
base: glam::Vec3,
step_deg: f32,
view_rot: glam::Mat4,
eye: glam::DVec3,
bounds: iced::Rectangle,
tol_px: f32,
xf: &UcsXform,
) -> glam::Vec3 {
let snapped = polar_constrain(pt, base, step_deg, xf);
let to_screen = |w: glam::Vec3| {
let ndc = view_rot.project_point3((w.as_dvec3() - eye).as_vec3());
(
(ndc.x + 1.0) * 0.5 * bounds.width,
(1.0 - ndc.y) * 0.5 * bounds.height,
)
};
let (cx, cy) = to_screen(pt);
let (sx, sy) = to_screen(snapped);
if ((cx - sx).powi(2) + (cy - sy).powi(2)).sqrt() <= tol_px {
snapped
} else {
pt
}
}
// ── Clipboard / selection helpers ──────────────────────────────────────────
/// Compute the centroid of a set of wire models (average of all points).
pub(super) fn entities_centroid(wires: &[WireModel]) -> glam::DVec3 {
// Reconstruct each vertex's absolute f64 from the double-single high/low
// pair and accumulate in f64: summing the f32 `points` alone at UTM scale
// (~5.7e6) both quantizes each term ~0.5 m and loses low bits across the
// running total, drifting the paste base / block base metres off.
let mut sum = glam::DVec3::ZERO;
let mut count = 0usize;
for w in wires {
for (i, p) in w.points.iter().enumerate() {
// Wire models carry NaN points as separators between disjoint
// segments; summing them poisons the whole centroid into NaN,
// which then makes every paste base point NaN. (#129)
if !p[0].is_finite() || !p[1].is_finite() || !p[2].is_finite() {
continue;
}
let l = w.points_low.get(i).copied().unwrap_or([0.0; 3]);
sum += glam::DVec3::new(
p[0] as f64 + l[0] as f64,
p[1] as f64 + l[1] as f64,
p[2] as f64 + l[2] as f64,
);
count += 1;
}
}
if count > 0 {
sum / count as f64
} else {
glam::DVec3::ZERO
}
}
/// Generate the next available auto group name ("*A1", "*A2", …).
pub(super) fn next_group_auto_name(scene: &crate::scene::Scene) -> String {
let existing: rustc_hash::FxHashSet<String> =
scene.groups().map(|g| g.name.clone()).collect();
for n in 1..=9999 {
let name = format!("*A{n}");
if !existing.contains(&name) {
return name;
}
}
"*A".to_string()
}
// ── Entity type labels ─────────────────────────────────────────────────────
pub(super) fn entity_type_label(entity: &acadrust::EntityType) -> String {
crate::entities::names::ui_name(entity).to_string()
}
pub(super) fn entity_type_key(entity: &acadrust::EntityType) -> String {
use acadrust::EntityType::*;
match entity {
Point(_) => "point",
Line(_) => "line",
Circle(_) => "circle",
Arc(_) => "arc",
Ellipse(_) => "ellipse",
Spline(_) => "spline",
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",
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
}