forked from 1b-agent/opencadstudio-upstream
Snap and hover hit-testing scanned the whole model wire set every cursor move; a heavily block-instanced drawing explodes to millions of wires, so this stalled for over a second per move. Add a cached spatial grid (wire_grid) keyed on the geometry epoch and query only the cursor neighbourhood via Scene::hit_test_wires_near. Gate the O(in-range segments squared) intersection passes on the in-range POINT count, not the wire count — a handful of curved wires, each hundreds of tessellated points, blew the quadratic up while the wire count looked modest. Give zero-size entities away from the origin (POINTs) a real cullable AABB, and fall back to a block sub-wire's own world points when its entity bounding box is degenerate. Co-Authored-By: Claude Opus 4.8 <[email protected]>
3020 lines
151 KiB
Rust
3020 lines
151 KiB
Rust
//! `viewport` arms and helpers, split out of the original `update.rs` (#mechanical decomposition).
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#![allow(unused_imports)]
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use super::util::*;
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use super::{format_size, VIEWCUBE_HIT_SIZE};
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use crate::app::helpers::{
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ortho_constrain, parse_coord, polar_constrain_near, ucs_rotate_vec, ucs_to_wcs, ucs_z_axis,
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CoordKind,
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};
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use crate::app::{Message, OpenCADStudio, POLY_START_DELAY_MS};
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use crate::modules::ModuleEvent;
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use crate::scene::pick::grip::{find_hit_grip, find_hit_grip_paper, find_hit_grip_rte, GripEdit};
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use crate::scene::model::object::GripApply;
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use crate::scene::{
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self, hover_id, CubeRegion, Scene, VIEWCUBE_DRAW_PX, VIEWCUBE_PAD, VIEWCUBE_PX,
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};
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use crate::ui::PropertiesPanel;
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use acadrust::types::Color as AcadColor;
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use acadrust::{EntityType as AcadEntityType, Handle};
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use iced::time::Instant;
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use iced::{mouse, Point, Task};
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/// Pixel radius for grabbing a UCS-icon grip (origin dot or an axis tip).
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const UCS_GRIP_HIT_PX: f32 = 9.0;
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/// Pixel reach for hovering/clicking the icon body (origin, tips, or an arm).
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const UCS_ICON_PICK_PX: f32 = 10.0;
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/// Pixel half-width for clicking an icon arm (line segment).
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const UCS_ICON_ARM_PX: f32 = 6.0;
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fn pt_pt_d2(a: Point, b: Point) -> f32 {
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(a.x - b.x).powi(2) + (a.y - b.y).powi(2)
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}
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/// Squared distance from `p` to the segment `a`–`b`.
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fn pt_seg_d2(p: Point, a: Point, b: Point) -> f32 {
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let (vx, vy) = (b.x - a.x, b.y - a.y);
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let len2 = vx * vx + vy * vy;
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let t = if len2 > 1e-6 {
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(((p.x - a.x) * vx + (p.y - a.y) * vy) / len2).clamp(0.0, 1.0)
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} else {
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0.0
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};
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pt_pt_d2(p, Point::new(a.x + t * vx, a.y + t * vy))
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}
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/// Which UCS grip (if any) the cursor `p` is on.
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fn ucs_grip_under(p: Point, h: &crate::ui::overlay::UcsIconHit) -> Option<crate::app::UcsGripKind> {
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let r2 = UCS_GRIP_HIT_PX * UCS_GRIP_HIT_PX;
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if pt_pt_d2(p, h.origin) <= r2 {
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Some(crate::app::UcsGripKind::Origin)
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} else if pt_pt_d2(p, h.tips[0]) <= r2 {
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Some(crate::app::UcsGripKind::XAxis)
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} else if pt_pt_d2(p, h.tips[1]) <= r2 {
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Some(crate::app::UcsGripKind::YAxis)
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} else {
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None
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}
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}
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/// True when `p` is over the icon body (origin, a tip, or an arm) — the pick
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/// region for hover-highlight and select.
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fn over_ucs_icon(p: Point, h: &crate::ui::overlay::UcsIconHit) -> bool {
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let pick2 = UCS_ICON_PICK_PX * UCS_ICON_PICK_PX;
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if pt_pt_d2(p, h.origin) <= pick2 || h.tips.iter().any(|t| pt_pt_d2(p, *t) <= pick2) {
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return true;
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}
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let arm2 = UCS_ICON_ARM_PX * UCS_ICON_ARM_PX;
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h.tips.iter().any(|t| pt_seg_d2(p, h.origin, *t) <= arm2)
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}
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impl OpenCADStudio {
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/// Write PDSIZE from the dialog buffer with the current relative/absolute
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/// sign. A relative size is stored negative; absolute positive. Switching to
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/// absolute with an empty/zero size seeds a positive value from the current
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/// on-screen size so the point stays representable (PDSIZE 0 always reads as
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/// relative, so absolute needs a non-zero magnitude).
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pub(in crate::app) fn apply_point_size(&mut self) {
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let i = self.active_tab;
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let mut mag = self
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.point_size_buf
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.trim()
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.parse::<f64>()
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.unwrap_or(0.0)
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.abs();
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if !self.point_size_relative && mag == 0.0 {
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let wpp = self.tabs[i].scene.world_per_pixel().unwrap_or(0.0);
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mag = if wpp > 0.0 {
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crate::entities::point::relative_world_size(0.0, wpp)
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} else {
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1.0
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};
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self.point_size_buf = format!("{mag:.4}");
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}
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let next = if self.point_size_relative { -mag } else { mag };
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self.push_undo_snapshot(i, "PDSIZE");
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self.tabs[i].scene.document.header.point_display_size = next;
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self.tabs[i].scene.bump_geometry();
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self.tabs[i].dirty = true;
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}
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/// Replace the `mask` bits of PDMODE with `value`, rebuild the point glyphs
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/// and mark the document dirty. Used by the Point Style (DDPTYPE) dialog.
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pub(in crate::app) fn set_point_mode_bits(&mut self, mask: i16, value: i16) {
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let i = self.active_tab;
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let cur = self.tabs[i].scene.document.header.point_display_mode;
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let next = (cur & !mask) | (value & mask);
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if next == cur {
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return;
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}
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self.push_undo_snapshot(i, "PDMODE");
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self.tabs[i].scene.document.header.point_display_mode = next;
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self.tabs[i].scene.bump_geometry();
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self.tabs[i].dirty = true;
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}
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/// Mirror the live grid display + grid-snap toggles onto tab `i`'s active
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/// model tile so a save writes them to that viewport's VPort entry (#121).
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pub(in crate::app) fn sync_vport_display(&mut self, i: usize) {
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let grid_on = self.show_grid;
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let snap_on = self.snapper.grid_snap();
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self.tabs[i].scene.set_active_tile_grid_snap(grid_on, snap_on);
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}
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/// Adopt the active viewport's grid *display* into the live toggle. Called
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/// on load and whenever the active tab or viewport changes, so the grid
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/// drawing follows the active viewport.
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///
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/// Grid *snap* (`SnapType::Grid`) is deliberately NOT adopted here: it stays
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/// off by default everywhere and is controlled solely by the user's snap
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/// toggle, so it never silently leaks into object-snap when entering a
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/// viewport whose stored `snap_on` flag happens to be set.
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pub(in crate::app) fn adopt_view_display(&mut self, i: usize) {
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if let Some((grid_on, _snap_on)) = self.tabs[i].scene.active_tile_grid_snap() {
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self.show_grid = grid_on;
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}
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}
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pub(in crate::app) fn sync_render_mode_to_active_tile(&mut self, i: usize) {
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use acadrust::entities::ViewportRenderMode as M;
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if self.tabs[i].scene.current_layout != "Model" {
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return;
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}
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let mode = self.tabs[i].scene.active_model_tile_render_mode();
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if self.tabs[i].render_mode == mode {
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return;
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}
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let label = match mode {
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M::Wireframe2D => "Wireframe 2D",
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M::Wireframe3D => "Wireframe 3D",
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M::HiddenLine => "Hidden Line",
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M::FlatShaded => "Flat Shaded",
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M::GouraudShaded => "Gouraud Shaded",
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M::FlatShadedWithEdges => "Flat Shaded + Edges",
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M::GouraudShadedWithEdges => "Gouraud Shaded + Edges",
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};
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self.tabs[i].render_mode = mode;
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let wf = matches!(mode, M::Wireframe2D | M::Wireframe3D);
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self.tabs[i].wireframe = wf;
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self.ribbon.set_wireframe(wf);
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self.tabs[i].visual_style = label.into();
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self.tabs[i].scene.bump_geometry();
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}
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/// Project a pane-local cursor onto the active drawing plane and return a
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/// **model-space** point. Inside a floating viewport `edit_cam` is the
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/// viewport's own camera (a target-plane / UCS pick there already yields
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/// model coords); otherwise the paper camera projects onto the sheet and
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/// the result is mapped paper→model. Used by the readout, snap and click
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/// paths so all three agree on the cursor's model location.
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pub(in crate::app) fn cursor_model_point(
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&self,
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i: usize,
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edit_cam: &Option<crate::scene::view::camera::Camera>,
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p: iced::Point,
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bounds: iced::Rectangle,
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) -> glam::DVec3 {
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// Constrain to the UCS plane only where the UCS applies (model space or
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// inside a viewport); plain paper space uses the target plane.
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let plane = self
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.tabs[i]
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.active_ucs
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.as_ref()
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.filter(|_| self.tabs[i].editing_model_space())
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.map(|ucs| {
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(
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ucs_z_axis(ucs),
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glam::DVec3::new(ucs.origin.x, ucs.origin.y, ucs.origin.z),
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)
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});
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let pick = |cam: &crate::scene::view::camera::Camera| match plane {
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Some((normal, origin)) => cam.pick_on_plane(p, bounds, normal, origin),
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None => cam.pick_on_target_plane(p, bounds),
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};
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match edit_cam {
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Some(cam) => pick(cam),
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None => {
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let paper = {
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let c = self.tabs[i].scene.camera.borrow();
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pick(&c)
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};
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self.tabs[i].scene.paper_to_model(paper)
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}
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}
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}
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/// Projection + hit-test wires for the active pane. Inside a floating
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/// viewport (`edit_cam` Some) it returns the viewport camera and the live
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/// **model** wires, so wire / hatch picking lands on the entity under the
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/// cursor exactly where the GPU draws it; otherwise the model/paper camera
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/// and the normal hit-test wires. `bounds` is the pane-local rectangle.
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pub(in crate::app) fn pick_view(
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&self,
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i: usize,
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edit_cam: &Option<crate::scene::view::camera::Camera>,
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bounds: iced::Rectangle,
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) -> (glam::Mat4, glam::DVec3, std::sync::Arc<Vec<crate::scene::WireModel>>) {
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match edit_cam {
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Some(cam) => {
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let wires = match self.tabs[i].scene.active_viewport {
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Some(h) => self.tabs[i].scene.model_wires_for_viewport_arc(h, bounds.height),
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None => self.tabs[i].scene.hit_test_wires(),
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};
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(cam.view_proj_rte(bounds), cam.eye(), wires)
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}
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None => {
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let (view_rot, eye) = {
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let c = self.tabs[i].scene.camera.borrow();
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(c.view_proj_rte(bounds), c.eye())
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};
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(view_rot, eye, self.tabs[i].scene.hit_test_wires())
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}
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}
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}
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pub(in crate::app) fn update_grip_hover(&mut self, i: usize, p: iced::Point) {
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const HOVER_OPEN_MS: u128 = 600;
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const POPUP_DISMISS_PX: f32 = 80.0;
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if self.tabs[i].active_cmd.is_some()
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|| self.tabs[i].active_grip.is_some()
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|| self.tabs[i].selected_grips.is_empty()
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{
|
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self.grip_hover = None;
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self.grip_popup = None;
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return;
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}
|
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let Some(handle) = self.tabs[i].selected_handle else {
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self.grip_hover = None;
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self.grip_popup = None;
|
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return;
|
||
};
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let bounds = iced::Rectangle {
|
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x: 0.0,
|
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y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
let is_paper = self.tabs[i].scene.current_layout != "Model";
|
||
// In-viewport grips are model-space — project with the viewport camera
|
||
// at the viewport's own rect; the cursor is mapped into that rect.
|
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let edit_frame = self.tabs[i].scene.viewport_edit_frame((vw, vh));
|
||
let hit = if let Some((cam, full)) = &edit_frame {
|
||
let local = iced::Rectangle {
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x: 0.0,
|
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y: 0.0,
|
||
width: full.width,
|
||
height: full.height,
|
||
};
|
||
let p_local = iced::Point::new(p.x - full.x, p.y - full.y);
|
||
find_hit_grip_rte(
|
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p_local,
|
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&self.tabs[i].selected_grips,
|
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cam.view_proj_rte(local),
|
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cam.eye(),
|
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local,
|
||
)
|
||
} else if is_paper {
|
||
let cam = self.tabs[i].scene.camera.borrow();
|
||
let aspect = if vh > 0.0 { vw / vh } else { 1.0 };
|
||
let half_h = cam.ortho_size();
|
||
let half_w = half_h * aspect;
|
||
let tx = cam.target.x as f32;
|
||
let ty = cam.target.y as f32;
|
||
drop(cam);
|
||
find_hit_grip_paper(
|
||
p,
|
||
&self.tabs[i].selected_grips,
|
||
tx,
|
||
ty,
|
||
half_w,
|
||
half_h,
|
||
bounds,
|
||
)
|
||
} else {
|
||
let cam = self.tabs[i].scene.camera.borrow();
|
||
find_hit_grip(p, &self.tabs[i].selected_grips, &cam, bounds)
|
||
};
|
||
match hit {
|
||
Some((grip_id, _, _)) => {
|
||
let same = self
|
||
.grip_hover
|
||
.as_ref()
|
||
.map_or(false, |h| h.handle == handle && h.grip_id == grip_id);
|
||
if !same {
|
||
self.grip_hover = Some(crate::app::GripHover {
|
||
handle,
|
||
grip_id,
|
||
screen: p,
|
||
started: iced::time::Instant::now(),
|
||
});
|
||
self.grip_popup = None;
|
||
} else if let Some(h) = self.grip_hover.as_mut() {
|
||
h.screen = p;
|
||
}
|
||
// Open popup once dwell crosses the threshold. The visibility
|
||
// grip has its own click-to-open dropdown, so it gets no
|
||
// hover grip-menu.
|
||
if self.grip_popup.is_none()
|
||
&& grip_id != crate::app::visibility::VIS_GRIP_ID
|
||
&& self
|
||
.grip_hover
|
||
.as_ref()
|
||
.map_or(false, |h| h.started.elapsed().as_millis() >= HOVER_OPEN_MS)
|
||
{
|
||
let entity_opt = self.tabs[i].scene.document.get_entity(handle);
|
||
if let Some(e) = entity_opt {
|
||
use crate::entities::traits::EntityTypeOps;
|
||
let items = e.grip_menu(grip_id);
|
||
if !items.is_empty() {
|
||
self.grip_popup = Some(crate::app::GripPopup {
|
||
handle,
|
||
grip_id,
|
||
anchor: p,
|
||
items,
|
||
selected: 0,
|
||
});
|
||
}
|
||
}
|
||
}
|
||
}
|
||
None => {
|
||
self.grip_hover = None;
|
||
if let Some(popup) = &self.grip_popup {
|
||
let dx = p.x - popup.anchor.x;
|
||
let dy = p.y - popup.anchor.y;
|
||
if (dx * dx + dy * dy).sqrt() > POPUP_DISMISS_PX {
|
||
self.grip_popup = None;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
pub(super) fn on_tick(&mut self, t: Instant) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
self.tabs[i].scene.update(t - self.start);
|
||
|
||
// If the camera moved since we last synced, write it back to
|
||
// the document and mark the file dirty.
|
||
let gen = self.tabs[i].scene.camera_generation;
|
||
if gen != self.tabs[i].last_synced_camera_gen {
|
||
self.tabs[i].last_synced_camera_gen = gen;
|
||
if self.tabs[i].scene.sync_camera_to_document() {
|
||
self.tabs[i].dirty = true;
|
||
}
|
||
}
|
||
|
||
// Surface any plugin-guard panic messages that piled up since
|
||
// the last tick (the host singleton isn't reachable from inside
|
||
// the plugin hooks, so they queue and we flush here). (#145)
|
||
#[cfg(not(target_arch = "wasm32"))]
|
||
for msg in crate::plugin::drain_errors() {
|
||
self.command_line.push_error(&msg);
|
||
}
|
||
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_set_render_mode(&mut self, mode: acadrust::entities::ViewportRenderMode) -> Task<Message> {
|
||
use acadrust::entities::ViewportRenderMode as M;
|
||
let i = self.active_tab;
|
||
let label = match mode {
|
||
M::Wireframe2D => "Wireframe 2D",
|
||
M::Wireframe3D => "Wireframe 3D",
|
||
M::HiddenLine => "Hidden Line",
|
||
M::FlatShaded => "Flat Shaded",
|
||
M::GouraudShaded => "Gouraud Shaded",
|
||
M::FlatShadedWithEdges => "Flat Shaded + Edges",
|
||
M::GouraudShadedWithEdges => "Gouraud Shaded + Edges",
|
||
};
|
||
// In a paper layout with an active (double-clicked)
|
||
// viewport, the picker drives that viewport entity's own
|
||
// render mode; the model-layout tab style is untouched.
|
||
if self.tabs[i].scene.set_active_viewport_render_mode(mode) {
|
||
self.tabs[i].scene.bump_geometry();
|
||
self.command_line
|
||
.push_output(&format!("Viewport visual style: {label}"));
|
||
return Task::none();
|
||
}
|
||
self.tabs[i].render_mode = mode;
|
||
// Write the style onto the active Model tile alone so it
|
||
// sticks when that tile loses focus and the other tiles keep
|
||
// their own styles.
|
||
self.tabs[i].scene.set_active_model_tile_render_mode(mode);
|
||
// Keep the legacy `wireframe` bool synced — both wireframe
|
||
// modes set it, everything else clears it.
|
||
let wf = matches!(mode, M::Wireframe2D | M::Wireframe3D);
|
||
self.tabs[i].wireframe = wf;
|
||
self.ribbon.set_wireframe(wf);
|
||
self.tabs[i].visual_style = label.into();
|
||
// Re-upload face3d fills on the next frame — the render
|
||
// pipeline keys its upload cache off `geometry_epoch`.
|
||
self.tabs[i].scene.bump_geometry();
|
||
self.command_line
|
||
.push_output(&format!("Visual style: {label}"));
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_cursor_moved(&mut self, p: Point) -> Task<Message> {
|
||
// `p` is relative to the ViewCube hit area's top-left. Map
|
||
// it back to full-canvas coordinates so ViewportClick's
|
||
// hit-test lines up. The hit area sits in the top-right of
|
||
// the full canvas in model space, or of the active
|
||
// viewport's screen rectangle in a paper layout.
|
||
let i = self.active_tab;
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let (ox, oy) = match self.tabs[i]
|
||
.scene
|
||
.active_viewport
|
||
.and_then(|h| self.tabs[i].scene.viewport_screen_rect(h, (vw, vh)))
|
||
{
|
||
Some(rect) => (
|
||
rect.x + rect.width - VIEWCUBE_PAD - VIEWCUBE_HIT_SIZE,
|
||
rect.y + VIEWCUBE_PAD,
|
||
),
|
||
None => {
|
||
// Model layout: the cube sits in the active tile's
|
||
// top-right corner.
|
||
let tb = self.tabs[i].scene.active_model_tile_bounds(vw, vh);
|
||
(
|
||
tb.x + tb.width - VIEWCUBE_PAD - VIEWCUBE_HIT_SIZE,
|
||
tb.y + VIEWCUBE_PAD,
|
||
)
|
||
}
|
||
};
|
||
self.cursor_pos = iced::Point::new(ox + p.x, oy + p.y);
|
||
|
||
// Drive the ViewCube hover highlight directly from this
|
||
// message — it fires whenever the cube's hit-area overlay
|
||
// sees motion, so we don't depend on the shader widget's
|
||
// `Program::update` receiving the same event (overlays sit
|
||
// above the shader and can mask it). Map the cursor into
|
||
// the active viewport's local box and use that box's size,
|
||
// since that's where the cube is actually drawn.
|
||
let tile = match self.tabs[i]
|
||
.scene
|
||
.active_viewport
|
||
.and_then(|h| self.tabs[i].scene.viewport_screen_rect(h, (vw, vh)))
|
||
{
|
||
Some(rect) => rect,
|
||
None => self.tabs[i].scene.active_model_tile_bounds(vw, vh),
|
||
};
|
||
let cam_rot = self.tabs[i].scene.active_view_rotation_mat();
|
||
let hover = hover_id(
|
||
self.cursor_pos.x - tile.x,
|
||
self.cursor_pos.y - tile.y,
|
||
tile.width,
|
||
tile.height,
|
||
cam_rot,
|
||
VIEWCUBE_PX,
|
||
);
|
||
self.tabs[i].scene.viewcube_hover.set(hover);
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_viewport_move(&mut self, p: Point) -> Task<Message> {
|
||
// A ribbon dropdown is open over the viewport. Its backdrop
|
||
// cannot swallow cursor motion — in iced 0.14 mouse_area/opaque
|
||
// capture only button presses, never CursorMoved — so the move
|
||
// leaks through the stack to the pane mouse_area beneath and
|
||
// would track the crosshair over the dropdown's empty areas.
|
||
// Drop the move here instead. (#227)
|
||
if self.ribbon.open_dropdown.is_some() {
|
||
return Task::none();
|
||
}
|
||
let i = self.active_tab;
|
||
|
||
// UCS icon grip drag: map the cursor onto the UCS plane and
|
||
// slide the origin / rotate the axis. Short-circuits pan & snap.
|
||
if let Some(kind) = self.ucs_grip_drag {
|
||
self.drag_ucs_grip(i, kind, p);
|
||
self.tabs[i].scene.selection.borrow_mut().last_move_pos = Some(p);
|
||
return Task::none();
|
||
}
|
||
|
||
// Keep the ViewCube hover in sync as the cursor leaves the
|
||
// hit-area overlay and moves over the rest of the viewport.
|
||
// `hover_id` returns None outside the cube box, which clears
|
||
// any stale highlight from the previous `CursorMoved`.
|
||
let (svw, svh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let cube_tile = match self.tabs[i]
|
||
.scene
|
||
.active_viewport
|
||
.and_then(|h| self.tabs[i].scene.viewport_screen_rect(h, (svw, svh)))
|
||
{
|
||
Some(rect) => rect,
|
||
None => self.tabs[i].scene.active_model_tile_bounds(svw, svh),
|
||
};
|
||
let cam_rot = self.tabs[i].scene.active_view_rotation_mat();
|
||
self.tabs[i].scene.viewcube_hover.set(hover_id(
|
||
p.x - cube_tile.x,
|
||
p.y - cube_tile.y,
|
||
cube_tile.width,
|
||
cube_tile.height,
|
||
cam_rot,
|
||
VIEWCUBE_PX,
|
||
));
|
||
|
||
// Multi-functional grip hover: detect cursor sitting on a
|
||
// selected entity's grip and, after a dwell, open the
|
||
// popup menu. See scene::model::object::GripMenuItem.
|
||
self.update_grip_hover(i, p);
|
||
|
||
// UCS icon hover highlight (suppressed mid grip-drag).
|
||
self.ucs_icon_hover = self.ucs_grip_drag.is_none()
|
||
&& self
|
||
.ucs_icon_hit_info(i, svw, svh)
|
||
.map(|h| over_ucs_icon(p, &h))
|
||
.unwrap_or(false);
|
||
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.last_move_pos = Some(p);
|
||
|
||
if sel.left_down {
|
||
let press = sel.left_press_pos.unwrap_or(p);
|
||
let dx = p.x - press.x;
|
||
let dy = p.y - press.y;
|
||
let dist2 = dx * dx + dy * dy;
|
||
let elapsed_ms = sel
|
||
.left_press_time
|
||
.map(|t| Instant::now().duration_since(t).as_millis())
|
||
.unwrap_or(u128::MAX);
|
||
if !sel.left_dragging && elapsed_ms >= POLY_START_DELAY_MS && dist2 > 9.0 {
|
||
sel.left_dragging = true;
|
||
sel.poly_active = true;
|
||
sel.poly_crossing = p.x < press.x;
|
||
sel.poly_points.clear();
|
||
sel.poly_points.push(press);
|
||
sel.poly_points.push(p);
|
||
} else if sel.left_dragging && sel.poly_active {
|
||
if sel.poly_points.last().map_or(true, |lp| {
|
||
let ddx = p.x - lp.x;
|
||
let ddy = p.y - lp.y;
|
||
ddx * ddx + ddy * ddy > 16.0
|
||
}) {
|
||
sel.poly_points.push(p);
|
||
}
|
||
}
|
||
} else if sel.box_anchor.is_some() {
|
||
sel.box_current = Some(p);
|
||
if let Some(a) = sel.box_anchor {
|
||
sel.box_crossing = p.x < a.x;
|
||
}
|
||
}
|
||
|
||
let (mid_down, mid_last, vp_size) =
|
||
(sel.middle_down, sel.middle_last_pos, sel.vp_size);
|
||
if mid_down {
|
||
if let Some(last) = mid_last {
|
||
let (dx, dy) = (p.x - last.x, p.y - last.y);
|
||
// Shift+MMB drag orbits the model view instead of panning
|
||
// — the requested Zoom=wheel / Pan=MMB / Rotate=Shift+MMB
|
||
// scheme (#229). Floating viewports and paper keep the
|
||
// plain MMB pan.
|
||
if self.shift_down {
|
||
if self.tabs[i].scene.active_viewport.is_some() {
|
||
// Orbit the floating viewport's own model view.
|
||
drop(sel);
|
||
self.tabs[i].scene.orbit_active_viewport(dx, dy);
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
self.tabs[i].scene.selection.borrow_mut().middle_last_pos =
|
||
Some(p);
|
||
return Task::none();
|
||
} else if self.tabs[i].scene.current_layout == "Model" {
|
||
if sel.orbit_pivot.is_none() {
|
||
// Selection centre when something is selected,
|
||
// otherwise the point under the cursor. (#229)
|
||
sel.orbit_pivot = self.tabs[i]
|
||
.scene
|
||
.orbit_pivot()
|
||
.or(Some(self.tabs[i].last_cursor_world.as_dvec3()));
|
||
}
|
||
let pivot = sel.orbit_pivot;
|
||
drop(sel);
|
||
self.tabs[i].scene.camera.borrow_mut().orbit(dx, dy, pivot);
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
self.tabs[i].scene.selection.borrow_mut().middle_last_pos =
|
||
Some(p);
|
||
return Task::none();
|
||
}
|
||
// Paper sheet is top-locked: Shift+MMB falls through
|
||
// to the plain pan below.
|
||
}
|
||
// Pan scale uses the active tile's size (ortho size
|
||
// is relative to viewport height), so a tiled pane
|
||
// pans at the correct rate.
|
||
let bounds = self.tabs[i]
|
||
.scene
|
||
.active_model_tile_bounds(vp_size.0, vp_size.1);
|
||
// Drop `sel` before calling mutable scene methods.
|
||
drop(sel);
|
||
if self.tabs[i].scene.active_viewport.is_some() {
|
||
self.tabs[i].scene.pan_active_viewport(dx, dy, bounds);
|
||
// Bump so the GPU re-uploads the viewport's re-culled
|
||
// wire set — otherwise newly-revealed lines stay
|
||
// invisible until MSPACE is exited.
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
} else {
|
||
// `bounds` is the active tile; pan by its height so
|
||
// the point under the cursor tracks correctly.
|
||
self.tabs[i].scene.camera.borrow_mut().pan_screen(
|
||
dx,
|
||
dy,
|
||
bounds.height,
|
||
);
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
// Keep an in-progress box selection pinned to the
|
||
// drawing as the view pans under it (#234).
|
||
self.reproject_box_anchor(i, vp_size.0, vp_size.1);
|
||
}
|
||
self.tabs[i].scene.selection.borrow_mut().middle_last_pos = Some(p);
|
||
return Task::none();
|
||
}
|
||
sel.middle_last_pos = Some(p);
|
||
}
|
||
|
||
let dragging = sel.left_down || sel.right_down || sel.middle_down;
|
||
let vp_size = sel.vp_size;
|
||
drop(sel);
|
||
|
||
// The active pane already follows the cursor (each pane's own
|
||
// mouse_area focuses it via `PaneMove` → `focus_model_pane`), so
|
||
// the camera + tile bounds used for picking below are already the
|
||
// pane the cursor is in.
|
||
|
||
// Tile-relative picking: shadow `p` with the cursor mapped
|
||
// into the active Model tile and `vp_size` with the tile's
|
||
// size, so every pick / snap / view_proj below operates in
|
||
// the active pane. `p_full` keeps the canvas-space cursor
|
||
// for screen overlays (cursor marker, snap glyph).
|
||
let p_full = p;
|
||
// Inside a floating viewport (MSPACE) the active "pane" is the
|
||
// viewport's own screen rectangle and its own camera — the very
|
||
// camera the GPU draws the content with. Routing picking / snap
|
||
// / projection through it makes in-viewport editing behave like
|
||
// the main model view (model coords, no paper round-trip) and
|
||
// track the viewport's pan / zoom / twist exactly.
|
||
let edit_frame = self.tabs[i].scene.viewport_edit_frame(vp_size);
|
||
let tile_b = match &edit_frame {
|
||
Some((_, full)) => *full,
|
||
None => self.tabs[i]
|
||
.scene
|
||
.active_model_tile_bounds(vp_size.0, vp_size.1),
|
||
};
|
||
let edit_cam = edit_frame.map(|(cam, _)| cam);
|
||
let p = iced::Point {
|
||
x: p_full.x - tile_b.x,
|
||
y: p_full.y - tile_b.y,
|
||
};
|
||
let vp_size = (tile_b.width, tile_b.height);
|
||
|
||
// ── Grip drag ─────────────────────────────────────────────
|
||
if let Some(grip) = self.tabs[i].active_grip.clone() {
|
||
let (vw, vh) = vp_size;
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
// In a viewport, pick the cursor's model point with the
|
||
// viewport camera directly; otherwise project on the paper
|
||
// sheet and map to model. Either way `raw` is model space.
|
||
let raw = match &edit_cam {
|
||
Some(cam) => cam.pick_on_target_plane(p, bounds),
|
||
None => {
|
||
let paper = self
|
||
.tabs[i]
|
||
.scene
|
||
.camera
|
||
.borrow()
|
||
.pick_on_target_plane(p, bounds);
|
||
self.tabs[i].scene.paper_to_model(paper)
|
||
}
|
||
};
|
||
let (view_rot, eye) = match &edit_cam {
|
||
Some(cam) => (cam.view_proj_rte(bounds), cam.eye()),
|
||
None => {
|
||
let cam = self.tabs[i].scene.camera.borrow();
|
||
(cam.view_proj_rte(bounds), cam.eye())
|
||
}
|
||
};
|
||
|
||
// First move of this drag: hide the edited entity from the
|
||
// base tessellation (one re-tess) so subsequent moves only
|
||
// refresh a cheap overlay preview instead of re-tessellating
|
||
// the whole model on every move.
|
||
if self.grip_preview_handle != Some(grip.handle) {
|
||
if let Some(prev) = self.grip_preview_handle.take() {
|
||
self.tabs[i].scene.hidden.remove(&prev);
|
||
}
|
||
// Back up the original geometry so Esc can cancel the drag.
|
||
self.grip_original =
|
||
self.tabs[i].scene.document.get_entity(grip.handle).cloned();
|
||
self.tabs[i].scene.hidden.insert(grip.handle);
|
||
// Grip drag never changes a block definition — keep the
|
||
// block cache so the hide doesn't re-tessellate blocks.
|
||
self.tabs[i].scene.bump_geometry_no_blocks();
|
||
self.grip_preview_handle = Some(grip.handle);
|
||
}
|
||
|
||
// The edited entity is hidden, so it's already absent from
|
||
// `hit_test_wires` — snap against the set directly, no clone
|
||
// and no self-snap.
|
||
let all_wires = if let (Some(_), Some(h)) =
|
||
(&edit_cam, self.tabs[i].scene.active_viewport)
|
||
{
|
||
self.tabs[i].scene.model_wires_for_viewport_arc(h, bounds.height)
|
||
} else {
|
||
self.tabs[i].scene.hit_test_wires_near(raw, view_rot, bounds)
|
||
};
|
||
// Grip drag has no single rubber-band origin for a perp foot.
|
||
self.snapper.from_point = None;
|
||
let (go, gr) = self.tabs[i].ucs_grid_basis();
|
||
// `raw` is already model space (viewport camera or paper→model),
|
||
// and the wires are model space, so the snap result is model.
|
||
let snap_hit = self
|
||
.snapper
|
||
.snap(raw, p, &all_wires[..], view_rot, eye, bounds, go, gr);
|
||
let mut snapped = snap_hit.map(|s| s.world).unwrap_or(raw);
|
||
self.tabs[i].snap_result = snap_hit;
|
||
if let Some(s) = self.tabs[i].snap_result.as_mut() {
|
||
s.screen.x += tile_b.x;
|
||
s.screen.y += tile_b.y;
|
||
}
|
||
|
||
if snap_hit.is_none() {
|
||
let base = grip.origin_world.as_vec3();
|
||
let ucs_xf = self.tabs[i].ucs_xform();
|
||
if self.ortho_mode {
|
||
snapped = ortho_constrain(snapped.as_vec3(), base, &ucs_xf).as_dvec3();
|
||
} else if self.polar_mode {
|
||
snapped = polar_constrain_near(
|
||
snapped.as_vec3(),
|
||
base,
|
||
self.polar_increment_deg,
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
self.snapper.osnap_radius_px,
|
||
&ucs_xf,
|
||
)
|
||
.as_dvec3();
|
||
}
|
||
}
|
||
|
||
let apply = if grip.is_translate {
|
||
GripApply::Translate(snapped - grip.last_world)
|
||
} else {
|
||
GripApply::Absolute(snapped)
|
||
};
|
||
self.tabs[i]
|
||
.scene
|
||
.apply_grip(grip.handle, grip.grip_id, apply);
|
||
self.tabs[i].dirty = true;
|
||
self.tabs[i].active_grip.as_mut().unwrap().last_world = snapped;
|
||
// Overlay the moved entity (hidden from the base) — no base
|
||
// re-tessellation, just a one-entity preview tessellation.
|
||
let preview = self.tabs[i].scene.wire_models_for(&[grip.handle]);
|
||
self.tabs[i].scene.set_preview_wires(preview);
|
||
self.refresh_selected_grips();
|
||
self.refresh_properties();
|
||
return Task::none();
|
||
}
|
||
|
||
// Keep the coordinate readout live on every move, even with no
|
||
// active command. When a command is running the snap path below
|
||
// overwrites this with the snapped point.
|
||
{
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vp_size.0,
|
||
height: vp_size.1,
|
||
};
|
||
let world = self.cursor_model_point(i, &edit_cam, p, bounds);
|
||
self.tabs[i].last_cursor_world = world.as_vec3();
|
||
}
|
||
|
||
// Rollover highlight: when idle (no active command, no
|
||
// drag), defer the pick until the cursor stops. The full
|
||
// pick (wires + hatches + block hatches + shaded meshes) is
|
||
// O(N) per frame and stalls the cursor on large drawings,
|
||
// so each move clears the current highlight and resets the
|
||
// dwell timer — `HoverDwellTick` runs the hit-test only
|
||
// once the cursor has been still for `HOVER_DWELL_MS`.
|
||
if !dragging && self.tabs[i].active_cmd.is_none() {
|
||
self.tabs[i].scene.set_hover_highlight(None);
|
||
self.hover_dwell = Some(crate::app::HoverDwell {
|
||
last_move_at: Instant::now(),
|
||
point: p,
|
||
tile_size: vp_size,
|
||
tab: i,
|
||
});
|
||
} else {
|
||
// Suppress the rollover during a command or a drag.
|
||
self.tabs[i].scene.set_hover_highlight(None);
|
||
self.hover_dwell = None;
|
||
}
|
||
|
||
if self.tabs[i].active_cmd.is_some() {
|
||
let (vw, vh) = vp_size;
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
// Inside a floating viewport the cursor, camera and wires are
|
||
// all model-space (the viewport's own camera draws the
|
||
// content), so snap / hit-test / preview run exactly like the
|
||
// main model view — no paper projection, tracks pan/zoom/twist.
|
||
let cursor_world = self.cursor_model_point(i, &edit_cam, p, bounds);
|
||
let (view_rot, eye) = match &edit_cam {
|
||
Some(cam) => (cam.view_proj_rte(bounds), cam.eye()),
|
||
None => {
|
||
let cam = self.tabs[i].scene.camera.borrow();
|
||
(cam.view_proj_rte(bounds), cam.eye())
|
||
}
|
||
};
|
||
// Sync grid-snap spacing to the adaptive spacing of the visible grid.
|
||
self.snapper.grid_spacing =
|
||
crate::ui::overlay::compute_grid_step(view_rot, bounds);
|
||
// Cursor and wires are model-space; the snap result is model.
|
||
let snap_cursor = cursor_world;
|
||
|
||
let all_wires = if let (Some(_), Some(h)) =
|
||
(&edit_cam, self.tabs[i].scene.active_viewport)
|
||
{
|
||
self.tabs[i].scene.model_wires_for_viewport_arc(h, bounds.height)
|
||
} else {
|
||
self.tabs[i]
|
||
.scene
|
||
.hit_test_wires_near(snap_cursor, view_rot, bounds)
|
||
};
|
||
let needs_entity = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_entity_pick())
|
||
.unwrap_or(false);
|
||
let needs_structure = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_structure_point_pick())
|
||
.unwrap_or(false);
|
||
let is_gathering = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.is_selection_gathering())
|
||
.unwrap_or(false);
|
||
let needs_tan = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_tangent_pick())
|
||
.unwrap_or(false);
|
||
self.tabs[i].snap_result = if needs_entity || is_gathering || needs_structure {
|
||
None
|
||
} else if needs_tan {
|
||
self.snapper.snap_tangent_only(
|
||
snap_cursor.as_vec3(),
|
||
p,
|
||
&all_wires[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
} else {
|
||
let (go, gr) = self.tabs[i].ucs_grid_basis();
|
||
self.snapper.from_point = self.last_point;
|
||
self.snapper
|
||
.snap(snap_cursor, p, &all_wires[..], view_rot, eye, bounds, go, gr)
|
||
};
|
||
|
||
// Object Snap Tracking: update dwell, then align the cursor
|
||
// to a tracking ray (and store the alignment so a typed
|
||
// distance can place a point along it — issue #69).
|
||
let otrack_hit = {
|
||
let snap_world = self.tabs[i].snap_result.map(|s| s.world.as_vec3());
|
||
self.snapper.update_otrack_dwell(
|
||
snap_world,
|
||
&all_wires[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
Instant::now(),
|
||
);
|
||
// Parallel snap: acquire the reference line under the
|
||
// cursor (independent of OTRACK). (#277)
|
||
self.snapper.update_parallel(
|
||
cursor_world.as_vec3(),
|
||
&all_wires[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
Instant::now(),
|
||
);
|
||
if self.tabs[i].snap_result.is_none() {
|
||
let step = if self.polar_mode {
|
||
Some(self.polar_increment_deg)
|
||
} else {
|
||
None
|
||
};
|
||
let ucs = self.tabs[i].scene.viewcube_ucs_mat();
|
||
self.snapper.otrack_snap(
|
||
cursor_world.as_vec3(),
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
step,
|
||
self.last_point,
|
||
self.ortho_mode,
|
||
ucs,
|
||
)
|
||
} else {
|
||
None
|
||
}
|
||
};
|
||
self.otrack_active = otrack_hit.map(|h| (h.base, h.dir));
|
||
|
||
// Parallel snap: with nothing else snapped or tracked, lock
|
||
// the point onto the line through last_point parallel to the
|
||
// acquired reference, and drive the alignment guide off it.
|
||
// (#277)
|
||
if self.tabs[i].snap_result.is_none() && otrack_hit.is_none() {
|
||
if let Some(par) = self.snapper.parallel_snap(
|
||
cursor_world.as_vec3(),
|
||
self.last_point,
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
) {
|
||
if let (Some(base), Some((dir, _))) =
|
||
(self.last_point, self.snapper.parallel_ref)
|
||
{
|
||
self.otrack_active = Some((base, dir));
|
||
}
|
||
self.tabs[i].snap_result = Some(par);
|
||
}
|
||
}
|
||
|
||
let effective = {
|
||
let mut pt: glam::DVec3 = if let Some(h) = otrack_hit {
|
||
// Tracking alignment wins over the free cursor;
|
||
// ortho/polar don't re-constrain it.
|
||
h.aligned.as_dvec3()
|
||
} else {
|
||
// Snap runs in model space (viewport camera or the
|
||
// model/paper view), so the result is already model.
|
||
let mut pt = self.tabs[i]
|
||
.snap_result
|
||
.map(|s| s.world)
|
||
.unwrap_or(cursor_world);
|
||
// Object snap wins over ortho/polar: a snapped point
|
||
// is taken as-is so it isn't pulled onto the ortho
|
||
// axis. Grid snap is positional, not an object snap,
|
||
// so it still combines with ortho/polar. (#132)
|
||
let osnap_locked = self.tabs[i]
|
||
.snap_result
|
||
.is_some_and(|s| s.snap_type != crate::snap::SnapType::Grid);
|
||
if !osnap_locked {
|
||
if let Some(base) = self.last_point {
|
||
let ucs_xf = self.tabs[i].ucs_xform();
|
||
if self.ortho_mode {
|
||
pt = ortho_constrain(pt.as_vec3(), base, &ucs_xf)
|
||
.as_dvec3();
|
||
} else if self.polar_mode {
|
||
pt = polar_constrain_near(
|
||
pt.as_vec3(),
|
||
base,
|
||
self.polar_increment_deg,
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
self.snapper.osnap_radius_px,
|
||
&ucs_xf,
|
||
)
|
||
.as_dvec3();
|
||
}
|
||
}
|
||
}
|
||
pt
|
||
};
|
||
// Clamp to world XY only when no UCS is active; with a
|
||
// UCS the point already lies on the UCS XY plane.
|
||
if self.tabs[i].active_cmd.is_some() && self.tabs[i].active_ucs.is_none() {
|
||
pt.z = 0.0;
|
||
}
|
||
pt
|
||
};
|
||
self.tabs[i].last_cursor_world = effective.as_vec3();
|
||
self.tabs[i].last_cursor_screen = p_full;
|
||
// Project the step anchor (an explicit `dyn_anchor` or the
|
||
// last point) so the dynamic-input overlay can place its
|
||
// guide geometry and labels.
|
||
// `proj` returns a pane-local pixel; shift by the active pane
|
||
// origin (`tile_b`, the viewport rect inside a viewport) so
|
||
// the DYN guide/labels share the canvas frame with
|
||
// `last_cursor_screen` (= p_full, canvas space).
|
||
let proj = |bp: glam::Vec3| {
|
||
let ndc = view_rot.project_point3((bp.as_dvec3() - eye).as_vec3());
|
||
iced::Point::new(
|
||
(ndc.x + 1.0) * 0.5 * bounds.width + tile_b.x,
|
||
(1.0 - ndc.y) * 0.5 * bounds.height + tile_b.y,
|
||
)
|
||
};
|
||
// Anchors are stored in model coords and `proj` (view_rot /
|
||
// eye) is the model→screen view — the viewport camera inside
|
||
// a viewport, the model/paper camera otherwise — so feed them
|
||
// straight through; no paper mapping needed.
|
||
let anchor = self.tabs[i].dyn_anchor.or(self.last_point);
|
||
let dyn_ref = self.tabs[i].dyn_ref;
|
||
let lps = anchor.map(|a| proj(a));
|
||
let drs = dyn_ref.map(|r| proj(r));
|
||
self.tabs[i].last_point_screen = lps;
|
||
self.tabs[i].dyn_ref_screen = drs;
|
||
|
||
// Entity-pick previews (TRIM/EXTEND/FILLET…) compare the
|
||
// cursor against WCS document entities and return WCS wires.
|
||
// `effective` is offset-relative, so build a WCS copy for
|
||
// the click and shift the returned wires back to the
|
||
// offset-relative frame the renderer expects (model space
|
||
// only; paper-space entities use sheet coordinates).
|
||
let wo_local = if self.tabs[i].scene.current_layout == "Model" {
|
||
[0.0_f64; 3]
|
||
} else {
|
||
[0.0; 3]
|
||
};
|
||
let wo_f = glam::DVec3::new(wo_local[0], wo_local[1], wo_local[2]);
|
||
let effective_wcs = effective + wo_f;
|
||
|
||
// Orange object snap (plugin commands implement resolve_object_pick).
|
||
if needs_structure {
|
||
use crate::snap::{SnapResult, SnapType};
|
||
let pick = self.tabs[i].active_cmd.as_ref().and_then(|c| {
|
||
c.resolve_object_pick(
|
||
&self.tabs[i].scene,
|
||
effective.x as f64,
|
||
effective.y as f64,
|
||
)
|
||
});
|
||
if let Some(pick) = pick {
|
||
let world = glam::DVec3::new(pick.x, pick.y, effective.z);
|
||
let ndc = view_rot.project_point3((world - eye).as_vec3());
|
||
let screen = iced::Point::new(
|
||
(ndc.x + 1.0) * 0.5 * bounds.width,
|
||
(1.0 - ndc.y) * 0.5 * bounds.height,
|
||
);
|
||
self.tabs[i].snap_result = Some(SnapResult {
|
||
world,
|
||
screen,
|
||
snap_type: SnapType::ObjectPick,
|
||
tangent_obj: None,
|
||
extension_base: None,
|
||
extension_base2: None,
|
||
});
|
||
if let Some(cmd) = self.tabs[i].active_cmd.as_mut() {
|
||
cmd.set_acquisition_hint(Some(pick.label));
|
||
}
|
||
} else if let Some(cmd) = self.tabs[i].active_cmd.as_mut() {
|
||
cmd.set_acquisition_hint(None);
|
||
}
|
||
}
|
||
|
||
// Snap glyph is positioned in canvas space; shift the
|
||
// tile-local snap screen point back to the full canvas.
|
||
if let Some(s) = self.tabs[i].snap_result.as_mut() {
|
||
s.screen.x += tile_b.x;
|
||
s.screen.y += tile_b.y;
|
||
}
|
||
|
||
// Give the command the current UCS + Ctrl state before it
|
||
// builds its rubber-band preview (and, by persistence, its
|
||
// commit).
|
||
self.push_ucs_to_cmd(i);
|
||
self.push_ctrl_to_cmd(i);
|
||
let mut previews = if needs_structure {
|
||
let mut p = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.object_pick_hover_previews(&self.tabs[i].scene, effective))
|
||
.unwrap_or_default();
|
||
if let Some(cmd) = self.tabs[i].active_cmd.as_mut() {
|
||
p.extend(cmd.on_preview_wires(effective));
|
||
}
|
||
p
|
||
} else if needs_entity {
|
||
let hover_handle =
|
||
scene::pick::hit_test::click_hit(p, &all_wires[..], view_rot, eye, bounds)
|
||
.and_then(|s| Scene::handle_from_wire_name(s))
|
||
.unwrap_or(acadrust::Handle::NULL);
|
||
let mut p = self.tabs[i]
|
||
.active_cmd
|
||
.as_mut()
|
||
.map(|c| c.on_hover_entity(hover_handle, effective_wcs))
|
||
.unwrap_or_default();
|
||
// on_hover_entity returns WCS wires; shift to the
|
||
// offset-relative frame so the preview lands on the
|
||
// geometry on large-coordinate drawings.
|
||
if wo_f != glam::DVec3::ZERO {
|
||
for w in p.iter_mut() {
|
||
for pt in w.points.iter_mut() {
|
||
pt[0] -= wo_f.x as f32;
|
||
pt[1] -= wo_f.y as f32;
|
||
pt[2] -= wo_f.z as f32;
|
||
}
|
||
}
|
||
}
|
||
if !hover_handle.is_null() {
|
||
if let Some(cmd) = self.tabs[i].active_cmd.as_ref() {
|
||
p.extend(cmd.entity_pick_acquire_previews(
|
||
&self.tabs[i].scene,
|
||
hover_handle,
|
||
));
|
||
}
|
||
if let Some(cmd) = self.tabs[i].active_cmd.as_mut() {
|
||
if let Some(hint) = cmd.entity_pick_acquire_hint(hover_handle) {
|
||
cmd.set_acquisition_hint(Some(hint));
|
||
}
|
||
}
|
||
}
|
||
p
|
||
} else {
|
||
self.tabs[i]
|
||
.active_cmd
|
||
.as_mut()
|
||
.map(|c| c.on_preview_wires(effective))
|
||
.unwrap_or_default()
|
||
};
|
||
// Polar tracking guide line: dotted line from last_point along
|
||
// the snapped angle direction, extending across the drawing.
|
||
if self.polar_mode && !needs_entity {
|
||
if let Some(base) = self.last_point {
|
||
let effective = effective.as_vec3();
|
||
let dx = effective.x - base.x;
|
||
let dy = effective.y - base.y;
|
||
// Only show the guide while POLAR is actually engaged
|
||
// — i.e. the point is snapped onto a polar ray, not
|
||
// floating free near no angle (issue #70).
|
||
let step = self.polar_increment_deg.to_radians();
|
||
let angle = dy.atan2(dx);
|
||
let snapped =
|
||
step > 1e-6 && ((angle / step).round() * step - angle).abs() < 1e-3;
|
||
if snapped && (dx * dx + dy * dy).sqrt() > 1e-4 {
|
||
let far = 1e5_f32;
|
||
let dir = glam::Vec3::new(dx, dy, 0.0).normalize();
|
||
let far_pos = base + dir * far;
|
||
let far_neg = base - dir * far;
|
||
let guide = crate::scene::WireModel {
|
||
text_verts: Vec::new(),
|
||
name: "__polar_guide__".into(),
|
||
points: vec![
|
||
[far_neg.x, far_neg.y, far_neg.z],
|
||
[far_pos.x, far_pos.y, far_pos.z],
|
||
],
|
||
points_low: Vec::new(),
|
||
color: [0.2, 0.7, 0.9, 0.6],
|
||
selected: false,
|
||
aci: 0,
|
||
pattern_length: 0.8,
|
||
pattern: [0.5, -0.3, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0],
|
||
line_weight_px: 1.0,
|
||
snap_pts: vec![],
|
||
tangent_geoms: vec![],
|
||
key_vertices: vec![],
|
||
aabb: crate::scene::WireModel::UNBOUNDED_AABB,
|
||
plinegen: true,
|
||
vp_scissor: None,
|
||
fill_tris: vec![],
|
||
fill_tris_low: Vec::new(),
|
||
};
|
||
previews.push(guide);
|
||
}
|
||
}
|
||
}
|
||
// OTRACK alignment guide: dashed ray through the tracking
|
||
// point along the aligned direction (issue #69).
|
||
if let Some(h) = otrack_hit {
|
||
if !needs_entity {
|
||
let far = 1e5_f32;
|
||
let far_pos = h.base + h.dir * far;
|
||
let far_neg = h.base - h.dir * far;
|
||
previews.push(crate::scene::WireModel {
|
||
text_verts: Vec::new(),
|
||
name: "__otrack_guide__".into(),
|
||
points: vec![
|
||
[far_neg.x, far_neg.y, far_neg.z],
|
||
[far_pos.x, far_pos.y, far_pos.z],
|
||
],
|
||
points_low: Vec::new(),
|
||
color: [0.2, 0.9, 0.5, 0.6],
|
||
selected: false,
|
||
aci: 0,
|
||
pattern_length: 0.8,
|
||
pattern: [0.5, -0.3, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0],
|
||
line_weight_px: 1.0,
|
||
snap_pts: vec![],
|
||
tangent_geoms: vec![],
|
||
key_vertices: vec![],
|
||
aabb: crate::scene::WireModel::UNBOUNDED_AABB,
|
||
plinegen: true,
|
||
vp_scissor: None,
|
||
fill_tris: vec![],
|
||
fill_tris_low: Vec::new(),
|
||
});
|
||
}
|
||
}
|
||
self.tabs[i].scene.set_preview_wires(previews);
|
||
} else {
|
||
self.tabs[i].snap_result = None;
|
||
}
|
||
|
||
self.sync_dyn_fields();
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_viewport_exit(&mut self) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.left_down = false;
|
||
sel.left_press_pos = None;
|
||
sel.left_press_time = None;
|
||
sel.left_dragging = false;
|
||
sel.right_down = false;
|
||
sel.right_press_pos = None;
|
||
sel.right_press_time = None;
|
||
sel.right_last_pos = None;
|
||
sel.right_dragging = false;
|
||
sel.right_click_entered = false;
|
||
sel.middle_down = false;
|
||
sel.middle_last_pos = None;
|
||
sel.orbit_pivot = None;
|
||
sel.box_anchor = None;
|
||
sel.box_anchor_world = None;
|
||
sel.box_current = None;
|
||
sel.box_crossing = false;
|
||
sel.poly_active = false;
|
||
sel.poly_points.clear();
|
||
sel.poly_crossing = false;
|
||
drop(sel);
|
||
// Clear the rollover highlight when the cursor leaves the
|
||
// viewport so it doesn't stick while the mouse is over the
|
||
// ribbon / panels.
|
||
self.tabs[i].scene.set_hover_highlight(None);
|
||
// Don't touch `context_menu` here. ViewportExit also fires
|
||
// when an upper overlay (the right-click menu panel) takes
|
||
// the cursor, so clearing the menu state on every exit
|
||
// would close the menu the moment it opens. Outside-click
|
||
// dismiss is handled in `ViewportLeftPress`.
|
||
Task::none()
|
||
}
|
||
|
||
/// Screen positions of the UCS-icon grips (origin + axis tips, absolute px)
|
||
/// for the active pane, or `None` when the icon is not shown / not anchored
|
||
/// at its on-screen origin / a command is active. The single source of truth
|
||
/// for both hover and grip hit-testing, so they match what is drawn.
|
||
fn ucs_icon_hit_info(&self, i: usize, vw: f32, vh: f32) -> Option<crate::ui::overlay::UcsIconHit> {
|
||
if !self.show_ucs_icon || self.tabs[i].active_cmd.is_some() {
|
||
return None;
|
||
}
|
||
let tab = &self.tabs[i];
|
||
let (_, ux, uy, uz) = tab.ucs_xform().axes();
|
||
// Project through whichever pane owns the icon — a floating viewport's
|
||
// own camera, else the active model tile. Bare paper space shows none.
|
||
let (cam, bounds) = if let Some((c, full)) = tab.scene.viewport_edit_frame((vw, vh)) {
|
||
(c, full)
|
||
} else if tab.scene.current_layout == "Model" {
|
||
(
|
||
tab.scene.camera.borrow().clone(),
|
||
tab.scene.active_model_tile_bounds(vw, vh),
|
||
)
|
||
} else {
|
||
return None;
|
||
};
|
||
// Mirror the draw: anchor at the projected origin only when ORigin mode
|
||
// is on AND the origin is on-screen; otherwise `None` parks it in the
|
||
// corner — still selectable/draggable there.
|
||
let os = if self.ucs_icon_at_origin {
|
||
cam.project(tab.ucs_origin_world(), bounds)
|
||
.map(|q| Point::new(bounds.x + q.x, bounds.y + q.y))
|
||
} else {
|
||
None
|
||
};
|
||
crate::ui::overlay::ucs_icon_hit(cam.view_proj_rte(bounds), bounds, (ux, uy, uz), os)
|
||
}
|
||
|
||
/// Apply one frame of a UCS-icon grip drag: map the cursor onto the active
|
||
/// UCS plane (so the move stays in-plane) and either slide the origin there
|
||
/// or rotate the chosen axis to point at it, keeping a right-handed frame
|
||
/// with Z fixed. Live — the commit (persist) happens on release.
|
||
fn drag_ucs_grip(&mut self, i: usize, kind: crate::app::UcsGripKind, p_full: Point) {
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
if vw <= 1.0 || vh <= 1.0 {
|
||
return;
|
||
}
|
||
// Same pane framing as the rest of the move handler: pane-local cursor
|
||
// and origin-zero bounds, with the floating-viewport camera when inside
|
||
// one. `cursor_model_point` handles the paper→model round-trip.
|
||
let edit_frame = self.tabs[i].scene.viewport_edit_frame((vw, vh));
|
||
let tile_b = match &edit_frame {
|
||
Some((_, full)) => *full,
|
||
None => self.tabs[i].scene.active_model_tile_bounds(vw, vh),
|
||
};
|
||
let edit_cam = edit_frame.map(|(cam, _)| cam);
|
||
let p = Point::new(p_full.x - tile_b.x, p_full.y - tile_b.y);
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: tile_b.width,
|
||
height: tile_b.height,
|
||
};
|
||
let raw = self.cursor_model_point(i, &edit_cam, p, bounds);
|
||
|
||
// Object/grid snap, same path as an entity grip or command drag: the
|
||
// dragged UCS point sticks to endpoints/midpoints/grid under the cursor,
|
||
// and the snap marker is published via `snap_result`.
|
||
let (view_rot, eye) = match &edit_cam {
|
||
Some(cam) => (cam.view_proj_rte(bounds), cam.eye()),
|
||
None => {
|
||
let cam = self.tabs[i].scene.camera.borrow();
|
||
(cam.view_proj_rte(bounds), cam.eye())
|
||
}
|
||
};
|
||
let all_wires = if let (Some(_), Some(h)) =
|
||
(&edit_cam, self.tabs[i].scene.active_viewport)
|
||
{
|
||
self.tabs[i].scene.model_wires_for_viewport_arc(h, bounds.height)
|
||
} else {
|
||
self.tabs[i].scene.hit_test_wires_near(raw, view_rot, bounds)
|
||
};
|
||
self.snapper.grid_spacing = crate::ui::overlay::compute_grid_step(view_rot, bounds);
|
||
// No rubber-band origin (perp/extension feet don't apply to a free drag).
|
||
self.snapper.from_point = None;
|
||
let (go, gr) = self.tabs[i].ucs_grid_basis();
|
||
let snap_hit = self
|
||
.snapper
|
||
.snap(raw, p, &all_wires[..], view_rot, eye, bounds, go, gr);
|
||
let world = snap_hit.map(|s| s.world).unwrap_or(raw);
|
||
self.tabs[i].snap_result = snap_hit;
|
||
if let Some(s) = self.tabs[i].snap_result.as_mut() {
|
||
// Snap marker is pane-local; lift it to absolute canvas px.
|
||
s.screen.x += tile_b.x;
|
||
s.screen.y += tile_b.y;
|
||
}
|
||
|
||
use acadrust::types::Vector3;
|
||
let v3 = |d: glam::DVec3| Vector3::new(d.x, d.y, d.z);
|
||
{
|
||
let ucs = self.tabs[i]
|
||
.active_ucs
|
||
.get_or_insert_with(|| acadrust::tables::Ucs::new("*ACTIVE*"));
|
||
match kind {
|
||
crate::app::UcsGripKind::Origin => {
|
||
ucs.origin = v3(world);
|
||
}
|
||
crate::app::UcsGripKind::XAxis | crate::app::UcsGripKind::YAxis => {
|
||
let o = glam::dvec3(ucs.origin.x, ucs.origin.y, ucs.origin.z);
|
||
let x = glam::dvec3(ucs.x_axis.x, ucs.x_axis.y, ucs.x_axis.z);
|
||
let y = glam::dvec3(ucs.y_axis.x, ucs.y_axis.y, ucs.y_axis.z);
|
||
let z = x.cross(y).normalize_or(glam::DVec3::Z);
|
||
// Direction from origin to cursor, flattened into the UCS
|
||
// plane; bail on a degenerate (cursor on the origin).
|
||
let dir = world - o;
|
||
let d = dir - z * dir.dot(z);
|
||
if d.length_squared() < 1e-12 {
|
||
return;
|
||
}
|
||
let d = d.normalize();
|
||
// Z fixed; the dragged axis = d, the other = right-handed
|
||
// completion (z×x = y, y×z = x).
|
||
let (nx, ny) = match kind {
|
||
crate::app::UcsGripKind::XAxis => (d, z.cross(d)),
|
||
_ => (d.cross(z), d),
|
||
};
|
||
ucs.x_axis = v3(nx);
|
||
ucs.y_axis = v3(ny);
|
||
}
|
||
}
|
||
}
|
||
self.tabs[i].sync_ucs_to_scene();
|
||
self.tabs[i].dirty = true;
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
}
|
||
|
||
// ── Per-pane Model viewport (pane_grid) ───────────────────────────────
|
||
|
||
/// Focus Model pane `idx` (cursor entered it): swap in its camera, sync the
|
||
/// render-mode / grid display. No-op if already active.
|
||
pub(super) fn focus_model_pane(&mut self, idx: usize) {
|
||
let i = self.active_tab;
|
||
if self.tabs[i].scene.set_active_model_tile(idx) {
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
self.sync_render_mode_to_active_tile(i);
|
||
self.adopt_view_display(i);
|
||
}
|
||
}
|
||
|
||
/// Convert a pane-local cursor point (from the pane's `mouse_area`) to the
|
||
/// canvas-relative point the viewport handlers expect.
|
||
pub(super) fn pane_canvas_point(&self, idx: usize, local: Point) -> Point {
|
||
let i = self.active_tab;
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let o = self.tabs[i].scene.pane_origin_px(idx, vw, vh);
|
||
Point::new(o.x + local.x, o.y + local.y)
|
||
}
|
||
|
||
pub(super) fn on_pane_resized(
|
||
&mut self,
|
||
ev: iced::widget::pane_grid::ResizeEvent,
|
||
) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
self.tabs[i].scene.model_panes.resize(ev.split, ev.ratio);
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
self.tabs[i].scene.sync_tiles_from_panes(vw, vh);
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_pane_clicked(
|
||
&mut self,
|
||
pane: iced::widget::pane_grid::Pane,
|
||
) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
if let Some(&idx) = self.tabs[i].scene.model_panes.get(pane) {
|
||
self.focus_model_pane(idx);
|
||
}
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_pane_dragged(
|
||
&mut self,
|
||
ev: iced::widget::pane_grid::DragEvent,
|
||
) -> Task<Message> {
|
||
if let iced::widget::pane_grid::DragEvent::Dropped { pane, target } = ev {
|
||
let i = self.active_tab;
|
||
self.tabs[i].scene.model_panes.drop(pane, target);
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
self.tabs[i].scene.sync_tiles_from_panes(vw, vh);
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
}
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_viewport_left_press(&mut self) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
// A left-click during a command resets the right-click cycle, so
|
||
// the next right-click acts as Enter again rather than opening
|
||
// the context menu.
|
||
self.tabs[i].scene.selection.borrow_mut().right_click_entered = false;
|
||
// A click in the viewport dismisses any open ribbon dropdown
|
||
// (e.g. the annotation style combo), which has no backdrop of
|
||
// its own to catch outside clicks.
|
||
self.ribbon.close_dropdown();
|
||
// Likewise dismiss the Properties color dropdowns — a viewport
|
||
// press starts a box selection, so without this they'd only
|
||
// close on the second click (issue #104).
|
||
self.tabs[i].properties.color_picker_open = false;
|
||
self.tabs[i].properties.color_palette_open = false;
|
||
// Click anywhere outside the popup dismisses it. The
|
||
// menu's own buttons live above this mouse_area, so a
|
||
// press that reaches here means the cursor is not on
|
||
// any menu item.
|
||
if self.grip_popup.take().is_some() {
|
||
self.grip_hover = None;
|
||
return Task::none();
|
||
}
|
||
// Outside-click dismiss for the visibility-state dropdown
|
||
// (its buttons sit above this mouse_area).
|
||
if self.visibility_popup.take().is_some() {
|
||
return Task::none();
|
||
}
|
||
// Same dismiss-on-outside-click for the right-click
|
||
// context menu: its panel is opaque, so a press that
|
||
// reaches here is outside the menu.
|
||
{
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
if sel.context_menu.take().is_some() {
|
||
return Task::none();
|
||
}
|
||
}
|
||
let (p, vp_size) = {
|
||
let sel = self.tabs[i].scene.selection.borrow();
|
||
let p = match sel.last_move_pos {
|
||
Some(p) => p,
|
||
None => return Task::none(),
|
||
};
|
||
(p, sel.vp_size)
|
||
};
|
||
let (vw, vh) = vp_size;
|
||
|
||
// PAN mode: a left press begins a pan drag. Reuse the middle-
|
||
// button pan path (the move handler pans whenever `middle_down`),
|
||
// so no selection/pick logic runs while panning.
|
||
if self.tabs[i].pan_mode {
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.middle_down = true;
|
||
sel.middle_last_pos = Some(p);
|
||
return Task::none();
|
||
}
|
||
|
||
if vw > 1.0 && vh > 1.0 {
|
||
let rot = self.tabs[i].scene.active_view_rotation_mat();
|
||
// Map the cursor into whichever area owns the cube (active
|
||
// viewport rect in paper, active tile in model) so the
|
||
// consume-check lines up with the gizmo — same framing as
|
||
// ViewportClick's snap hit-test.
|
||
let (cx, cy, w, h) = match self.tabs[i]
|
||
.scene
|
||
.active_viewport
|
||
.and_then(|hndl| self.tabs[i].scene.viewport_screen_rect(hndl, (vw, vh)))
|
||
{
|
||
Some(rect) => (p.x - rect.x, p.y - rect.y, rect.width, rect.height),
|
||
None => {
|
||
let tb = self.tabs[i].scene.active_model_tile_bounds(vw, vh);
|
||
(p.x - tb.x, p.y - tb.y, tb.width, tb.height)
|
||
}
|
||
};
|
||
if scene::hit_test(cx, cy, w, h, rot, VIEWCUBE_PX).is_some() {
|
||
return Task::none();
|
||
}
|
||
}
|
||
|
||
// UCS icon: click to select (grips appear), then drag a grip to
|
||
// move/rotate. A click off the icon clears the selection. Works
|
||
// in the corner too (parked icon), not just at the origin.
|
||
if self.show_ucs_icon && self.tabs[i].active_cmd.is_none() {
|
||
if let Some(hit) = self.ucs_icon_hit_info(i, vw, vh) {
|
||
// Already selected → a press on a grip starts the drag.
|
||
if self.ucs_icon_selected {
|
||
if let Some(kind) = ucs_grip_under(p, &hit) {
|
||
self.ucs_grip_drag = Some(kind);
|
||
return Task::none();
|
||
}
|
||
}
|
||
// Press on the icon body selects it (and shows grips).
|
||
if over_ucs_icon(p, &hit) {
|
||
self.ucs_icon_selected = true;
|
||
self.ucs_icon_hover = true;
|
||
return Task::none();
|
||
}
|
||
}
|
||
// Press elsewhere drops the selection, then falls through to
|
||
// the normal pick / box-select so the click still lands.
|
||
self.ucs_icon_selected = false;
|
||
}
|
||
|
||
// Divider resize is handled natively by the input pane_grid
|
||
// (`on_resize`); the active pane already follows the cursor via
|
||
// `focus_model_pane`. So a press here goes straight to picking.
|
||
|
||
// From here the click targets the active tile: map the
|
||
// cursor into it and use the tile's size for picking, so
|
||
// grip / selection hit-tests land in the right pane.
|
||
let p_full = p;
|
||
// Inside a floating viewport the pane is the viewport's own rect
|
||
// + camera (matches the GPU); otherwise the active model tile.
|
||
let edit_frame = self.tabs[i].scene.viewport_edit_frame((vw, vh));
|
||
let tile_b = match &edit_frame {
|
||
Some((_, full)) => *full,
|
||
None => self.tabs[i].scene.active_model_tile_bounds(vw, vh),
|
||
};
|
||
let edit_cam = edit_frame.map(|(cam, _)| cam);
|
||
let p = iced::Point {
|
||
x: p_full.x - tile_b.x,
|
||
y: p_full.y - tile_b.y,
|
||
};
|
||
let (vw, vh) = (tile_b.width, tile_b.height);
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
|
||
if self.tabs[i].active_cmd.is_none()
|
||
&& self.tabs[i].active_grip.is_none()
|
||
&& !self.tabs[i].selected_grips.is_empty()
|
||
{
|
||
if let Some(handle) = self.tabs[i].selected_handle {
|
||
let is_paper = self.tabs[i].scene.current_layout != "Model";
|
||
// In-viewport grips are model-space; project them with the
|
||
// viewport camera so they hit-test where the GPU draws
|
||
// them. Paper-space entities use the 2-D paper transform;
|
||
// the model tab uses the model camera.
|
||
let grip_hit = if let Some(cam) = &edit_cam {
|
||
find_hit_grip_rte(
|
||
p,
|
||
&self.tabs[i].selected_grips,
|
||
cam.view_proj_rte(bounds),
|
||
cam.eye(),
|
||
bounds,
|
||
)
|
||
} else if is_paper {
|
||
let cam = self.tabs[i].scene.camera.borrow();
|
||
let aspect = if vh > 0.0 { vw / vh } else { 1.0 };
|
||
let half_h = cam.ortho_size();
|
||
let half_w = half_h * aspect;
|
||
let tx = cam.target.x as f32;
|
||
let ty = cam.target.y as f32;
|
||
drop(cam);
|
||
find_hit_grip_paper(
|
||
p,
|
||
&self.tabs[i].selected_grips,
|
||
tx,
|
||
ty,
|
||
half_w,
|
||
half_h,
|
||
bounds,
|
||
)
|
||
} else {
|
||
let cam = self.tabs[i].scene.camera.borrow();
|
||
find_hit_grip(p, &self.tabs[i].selected_grips, &cam, bounds)
|
||
};
|
||
if let Some((grip_id, is_translate, world)) = grip_hit {
|
||
// The visibility (lookup) grip opens a state
|
||
// dropdown instead of starting a stretch drag.
|
||
if grip_id == crate::app::visibility::VIS_GRIP_ID {
|
||
self.open_visibility_popup(p);
|
||
self.grip_hover = None;
|
||
self.grip_popup = None;
|
||
return Task::none();
|
||
}
|
||
self.tabs[i].active_grip = Some(GripEdit {
|
||
handle,
|
||
grip_id,
|
||
is_translate,
|
||
origin_world: world,
|
||
last_world: world,
|
||
});
|
||
self.grip_hover = None;
|
||
self.grip_popup = None;
|
||
return Task::none();
|
||
}
|
||
}
|
||
}
|
||
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.left_down = true;
|
||
// Stored in full-canvas space (like ViewportMove's cursor and
|
||
// the overlay box / lasso drawing); release maps it into the
|
||
// active tile. Tile-local here would double-offset the anchor.
|
||
sel.left_press_pos = Some(p_full);
|
||
sel.left_press_time = Some(Instant::now());
|
||
sel.left_dragging = false;
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_viewport_left_release(&mut self) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
|
||
// PAN mode: end the pan drag but stay in pan mode for the next
|
||
// drag (exit is Esc / another command). Mirror of the press.
|
||
if self.tabs[i].pan_mode {
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.middle_down = false;
|
||
sel.middle_last_pos = None;
|
||
return Task::none();
|
||
}
|
||
|
||
// Commit a UCS icon grip drag: persist the new UCS so it
|
||
// round-trips, and clear the lingering press state.
|
||
if self.ucs_grip_drag.take().is_some() {
|
||
self.tabs[i].persist_active_ucs();
|
||
self.tabs[i].snap_result = None;
|
||
self.snapper.from_point = None;
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.left_down = false;
|
||
sel.left_press_pos = None;
|
||
sel.left_dragging = false;
|
||
return Task::none();
|
||
}
|
||
|
||
let (p, is_click, is_down) = {
|
||
let sel = self.tabs[i].scene.selection.borrow();
|
||
let p = match sel.last_move_pos {
|
||
Some(p) => p,
|
||
None => return Task::none(),
|
||
};
|
||
(p, !sel.left_dragging, sel.left_down)
|
||
};
|
||
|
||
// Grip editing: click-move-click (plus legacy press-drag).
|
||
// The grip engages on press (active_grip set). This release
|
||
// commits only if the grip has actually moved, or if it was a
|
||
// press-drag. A bare engaging click (no movement yet) keeps the
|
||
// grip hot so the user can move the cursor and click again to
|
||
// place it. Escape cancels (handled elsewhere).
|
||
if let Some(grip) = self.tabs[i].active_grip.clone() {
|
||
// Reset mouse state so the lingering press from the engaging
|
||
// click doesn't read as an in-progress drag on later moves.
|
||
{
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.left_down = false;
|
||
sel.left_press_pos = None;
|
||
sel.left_press_time = None;
|
||
sel.left_dragging = false;
|
||
}
|
||
let moved = grip.last_world != grip.origin_world;
|
||
if is_click && !moved {
|
||
// Engaging click — stay hot, wait for the placement click.
|
||
return Task::none();
|
||
}
|
||
self.tabs[i].active_grip = None;
|
||
// Commit the grip drag: keep the doc's dragged geometry
|
||
// (drop the cancel backup), un-hide the edited entity and
|
||
// re-tessellate the base once, dropping the overlay preview.
|
||
if let Some(h) = self.grip_preview_handle.take() {
|
||
self.grip_original = None;
|
||
self.tabs[i].scene.hidden.remove(&h);
|
||
self.tabs[i].scene.clear_preview_wire();
|
||
// Only the dragged entity changed — re-tessellate just it.
|
||
self.tabs[i].scene.mark_entity_dirty(h);
|
||
self.tabs[i].scene.bump_geometry_no_blocks();
|
||
}
|
||
// Placement confirmed — keep the just-added leader.
|
||
self.grip_add_provisional = None;
|
||
self.tabs[i].snap_result = None;
|
||
self.refresh_properties();
|
||
return Task::none();
|
||
}
|
||
|
||
// Map the release point into the active Model tile so the
|
||
// click's pick / on_point / selection use the active pane's
|
||
// camera + bounds. `p_full` keeps the canvas point for the
|
||
// box/poly selection rectangle (drawn in canvas space).
|
||
let p_full = p;
|
||
// Inside a floating viewport the pane is the viewport's own rect
|
||
// and camera (see the MoveCursor path); pick / snap then run in
|
||
// model space exactly where the GPU draws the content.
|
||
let canvas_sz = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let edit_frame = self.tabs[i].scene.viewport_edit_frame(canvas_sz);
|
||
let (tile_vw, tile_vh, tile_off) = match &edit_frame {
|
||
Some((_, full)) => (full.width, full.height, iced::Point::new(full.x, full.y)),
|
||
None => {
|
||
let tb = self
|
||
.tabs[i]
|
||
.scene
|
||
.active_model_tile_bounds(canvas_sz.0, canvas_sz.1);
|
||
(tb.width, tb.height, iced::Point::new(tb.x, tb.y))
|
||
}
|
||
};
|
||
let edit_cam = edit_frame.map(|(cam, _)| cam);
|
||
let p = iced::Point {
|
||
x: p_full.x - tile_off.x,
|
||
y: p_full.y - tile_off.y,
|
||
};
|
||
|
||
let is_gathering = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.is_selection_gathering())
|
||
.unwrap_or(false);
|
||
|
||
if is_down && is_click && self.tabs[i].active_cmd.is_some() && !is_gathering {
|
||
let (vw, vh) = (tile_vw, tile_vh);
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
|
||
let snap_taken = self.tabs[i].snap_result.take();
|
||
let tangent_obj_at_click = snap_taken.and_then(|s| s.tangent_obj);
|
||
|
||
let world_pt = {
|
||
// Cursor → model point (viewport camera inside a viewport,
|
||
// else paper sheet → model). Model space throughout.
|
||
let raw = self.cursor_model_point(i, &edit_cam, p, bounds);
|
||
let (view_rot, eye) = match &edit_cam {
|
||
Some(cam) => (cam.view_proj_rte(bounds), cam.eye()),
|
||
None => {
|
||
let c = self.tabs[i].scene.camera.borrow();
|
||
(c.view_proj_rte(bounds), c.eye())
|
||
}
|
||
};
|
||
let snap_cursor = raw;
|
||
let all_wires = if let (Some(_), Some(h)) =
|
||
(&edit_cam, self.tabs[i].scene.active_viewport)
|
||
{
|
||
self.tabs[i].scene.model_wires_for_viewport_arc(h, bounds.height)
|
||
} else {
|
||
self.tabs[i]
|
||
.scene
|
||
.hit_test_wires_near(snap_cursor, view_rot, bounds)
|
||
};
|
||
let needs_tan = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_tangent_pick())
|
||
.unwrap_or(false);
|
||
let needs_entity_click = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_entity_pick())
|
||
.unwrap_or(false);
|
||
let snap_hit = if needs_entity_click {
|
||
None
|
||
} else if needs_tan {
|
||
self.snapper
|
||
.snap_tangent_only(snap_cursor.as_vec3(), p, &all_wires[..], view_rot, eye, bounds)
|
||
} else {
|
||
let (go, gr) = self.tabs[i].ucs_grid_basis();
|
||
self.snapper.from_point = self.last_point;
|
||
self.snapper.snap(snap_cursor, p, &all_wires[..], view_rot, eye, bounds, go, gr)
|
||
};
|
||
// Snap runs in model space; the result is already model.
|
||
let mut pt = snap_hit.map(|s| s.world).unwrap_or(raw);
|
||
// When no UCS is active clamp to world XY; with a UCS the point is
|
||
// already constrained to that plane by the ray–plane intersection.
|
||
if self.tabs[i].active_ucs.is_none() {
|
||
pt.z = 0.0;
|
||
}
|
||
// OTRACK alignment wins over ortho/polar; otherwise apply
|
||
// ortho/polar relative to the last point.
|
||
let otrack = if snap_hit.is_none() {
|
||
let step = if self.polar_mode {
|
||
Some(self.polar_increment_deg)
|
||
} else {
|
||
None
|
||
};
|
||
let ucs = self.tabs[i].scene.viewcube_ucs_mat();
|
||
self.snapper
|
||
.otrack_snap(raw.as_vec3(), view_rot, eye, bounds, step, self.last_point, self.ortho_mode, ucs)
|
||
} else {
|
||
None
|
||
};
|
||
if let Some(h) = otrack {
|
||
pt = h.aligned.as_dvec3();
|
||
if self.tabs[i].active_ucs.is_none() {
|
||
pt.z = 0.0;
|
||
}
|
||
} else if !snap_hit
|
||
.is_some_and(|s| s.snap_type != crate::snap::SnapType::Grid)
|
||
{
|
||
// Object snap wins over ortho/polar — a snapped point
|
||
// commits as-is. Grid snap still combines. (#132)
|
||
if let Some(base) = self.last_point {
|
||
let ucs_xf = self.tabs[i].ucs_xform();
|
||
if self.ortho_mode {
|
||
pt = ortho_constrain(pt.as_vec3(), base, &ucs_xf).as_dvec3();
|
||
} else if self.polar_mode {
|
||
pt = polar_constrain_near(
|
||
pt.as_vec3(),
|
||
base,
|
||
self.polar_increment_deg,
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
self.snapper.osnap_radius_px,
|
||
&ucs_xf,
|
||
)
|
||
.as_dvec3();
|
||
}
|
||
}
|
||
}
|
||
pt
|
||
};
|
||
|
||
// `world_pt` is in offset-relative (local) space, matching
|
||
// the camera and the point-creation commands. Entity-pick /
|
||
// tangent / structure-pick commands instead compare the
|
||
// click against WCS document entities, so they need the
|
||
// world_offset added back (model space only — paper-space
|
||
// entities are already in sheet coordinates). Without this,
|
||
// TRIM/EXTEND/FILLET pick the wrong side on UTM-scale files.
|
||
let pick_wcs = {
|
||
let wo = if self.tabs[i].scene.current_layout == "Model" {
|
||
[0.0_f64; 3]
|
||
} else {
|
||
[0.0; 3]
|
||
};
|
||
world_pt + glam::DVec3::new(wo[0], wo[1], wo[2])
|
||
};
|
||
|
||
let result = if self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_structure_point_pick())
|
||
.unwrap_or(false)
|
||
{
|
||
let pick = self.tabs[i].active_cmd.as_ref().and_then(|c| {
|
||
c.resolve_object_pick(
|
||
&self.tabs[i].scene,
|
||
pick_wcs.x as f64,
|
||
pick_wcs.y as f64,
|
||
)
|
||
});
|
||
if let Some(pick) = pick {
|
||
let center = glam::DVec3::new(pick.x, pick.y, pick_wcs.z);
|
||
let result = self.tabs[i]
|
||
.active_cmd
|
||
.as_mut()
|
||
.map(|c| c.on_structure_pick(pick.handle, center));
|
||
self.command_line
|
||
.push_info(&format!("{} acquired.", pick.label));
|
||
result
|
||
} else {
|
||
let msg = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.object_pick_miss_message())
|
||
.unwrap_or("No object near click.");
|
||
self.command_line.push_error(msg);
|
||
None
|
||
}
|
||
} else if self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_entity_pick())
|
||
.unwrap_or(false)
|
||
{
|
||
let (view_rot2, eye2, all_wires2) = self.pick_view(i, &edit_cam, bounds);
|
||
let hit = scene::pick::hit_test::click_hit(p, &all_wires2[..], view_rot2, eye2, bounds)
|
||
.and_then(|s| Scene::handle_from_wire_name(s));
|
||
if let Some(handle) = hit {
|
||
// Some commands (e.g. SS_CATCHMENT) need the entity
|
||
// body before `on_entity_pick` can advance.
|
||
let inject_first = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.inject_before_entity_pick())
|
||
.unwrap_or(false);
|
||
if inject_first {
|
||
if let Some(entity) =
|
||
self.tabs[i].scene.document.get_entity(handle).cloned()
|
||
{
|
||
if let Some(cmd) = self.tabs[i].active_cmd.as_mut() {
|
||
cmd.inject_picked_entity(entity);
|
||
}
|
||
}
|
||
}
|
||
|
||
let result = self.tabs[i]
|
||
.active_cmd
|
||
.as_mut()
|
||
.map(|c| c.on_entity_pick(handle, pick_wcs));
|
||
// HATCHEDIT: after pick, inject hatch model data into the command.
|
||
if self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.name() == "HATCHEDIT")
|
||
.unwrap_or(false)
|
||
{
|
||
if let Some(model) =
|
||
self.tabs[i].scene.hatches.get(&handle).cloned()
|
||
{
|
||
use crate::command::CadCommand;
|
||
use crate::modules::draw::draw::hatchedit::HatcheditCommand;
|
||
let cmd: Box<dyn CadCommand> =
|
||
Box::new(HatcheditCommand::with_handle(
|
||
handle,
|
||
model.name.clone(),
|
||
model.scale,
|
||
model.angle_offset,
|
||
));
|
||
self.command_line.push_info(&cmd.prompt());
|
||
self.tabs[i].active_cmd = Some(cmd);
|
||
} else {
|
||
self.command_line
|
||
.push_error("HATCHEDIT: not a hatch entity.");
|
||
self.tabs[i].active_cmd = None;
|
||
}
|
||
}
|
||
// DIMTEDIT / MLEADERADD / MLEADERREMOVE: inject cloned entity via trait.
|
||
{
|
||
let needs_inject = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| {
|
||
matches!(
|
||
c.name(),
|
||
"DIMTEDIT" | "MLEADERADD" | "MLEADERREMOVE"
|
||
)
|
||
})
|
||
.unwrap_or(false);
|
||
if needs_inject {
|
||
if let Some(entity) =
|
||
self.tabs[i].scene.document.get_entity(handle).cloned()
|
||
{
|
||
if let Some(cmd) = self.tabs[i].active_cmd.as_mut() {
|
||
cmd.inject_picked_entity(entity);
|
||
let prompt = cmd.prompt();
|
||
self.command_line.push_info(&prompt);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
result
|
||
} else {
|
||
self.command_line.push_info("Nothing found at that point.");
|
||
None
|
||
}
|
||
} else if self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.needs_tangent_pick())
|
||
.unwrap_or(false)
|
||
{
|
||
if let Some(obj) = tangent_obj_at_click {
|
||
self.tabs[i]
|
||
.active_cmd
|
||
.as_mut()
|
||
.map(|c| c.on_tangent_point(obj, pick_wcs))
|
||
} else {
|
||
self.command_line.push_info("Select a tangent object.");
|
||
None
|
||
}
|
||
} else {
|
||
// A scalar typed into the dynamic-input box but not
|
||
// yet confirmed with Enter is applied before the
|
||
// point pick — e.g. an OFFSET distance typed and then
|
||
// clicked takes effect rather than being discarded.
|
||
let wants_text = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.map(|c| c.wants_text_input())
|
||
.unwrap_or(false);
|
||
if wants_text {
|
||
if let Some(text) = self.tabs[i]
|
||
.dyn_fields
|
||
.iter()
|
||
.find_map(|f| f.buffer.clone())
|
||
{
|
||
let text = crate::app::expr_eval::eval_to_string(text.trim());
|
||
if let Some(c) = self.tabs[i].active_cmd.as_mut() {
|
||
c.on_text_input(&text);
|
||
}
|
||
for f in self.tabs[i].dyn_fields.iter_mut() {
|
||
f.buffer = None;
|
||
}
|
||
self.tabs[i].dyn_active = 0;
|
||
}
|
||
}
|
||
self.last_point = Some(world_pt.as_vec3());
|
||
self.dyn_user_reshaped = false;
|
||
self.sync_dyn_fields();
|
||
self.reset_tracking_after_point();
|
||
// A running Tangent snap may carry a tangent object; a
|
||
// command can consume it to resolve a deferred tangent
|
||
// (LINE tangent to two circles, which needs both). When
|
||
// it does, sync last_point to the command's resolved
|
||
// anchor since it replaced the picked coordinate.
|
||
let handled = self.tabs[i]
|
||
.active_cmd
|
||
.as_mut()
|
||
.and_then(|c| c.on_point_with_tangent(world_pt, tangent_obj_at_click));
|
||
if handled.is_some() {
|
||
if let Some(a) = self.tabs[i]
|
||
.active_cmd
|
||
.as_ref()
|
||
.and_then(|c| c.resolved_anchor())
|
||
{
|
||
self.last_point = Some(a.as_vec3());
|
||
}
|
||
handled
|
||
} else {
|
||
self.tabs[i]
|
||
.active_cmd
|
||
.as_mut()
|
||
.map(|c| c.on_point(world_pt))
|
||
}
|
||
};
|
||
|
||
if let Some(r) = result {
|
||
let task = self.apply_cmd_result(r);
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.left_down = false;
|
||
sel.left_press_pos = None;
|
||
sel.left_press_time = None;
|
||
sel.left_dragging = false;
|
||
return task;
|
||
}
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.left_down = false;
|
||
sel.left_press_pos = None;
|
||
sel.left_press_time = None;
|
||
sel.left_dragging = false;
|
||
return Task::none();
|
||
}
|
||
|
||
let (is_down2, is_dragging, box_anchor, box_crossing, _vp_size, elapsed_ms) = {
|
||
let sel = self.tabs[i].scene.selection.borrow();
|
||
let elapsed = sel
|
||
.left_press_time
|
||
.map(|t| Instant::now().duration_since(t).as_millis())
|
||
.unwrap_or(u128::MAX);
|
||
(
|
||
sel.left_down,
|
||
sel.left_dragging,
|
||
sel.box_anchor,
|
||
sel.box_crossing,
|
||
sel.vp_size,
|
||
elapsed,
|
||
)
|
||
};
|
||
|
||
let mut selection_just_completed = false;
|
||
|
||
// Active-tile-local selection: tile-sized bounds and the box
|
||
// anchor mapped into the tile, so box / crossing selection
|
||
// matches the active pane (p is already tile-local).
|
||
let vp_size = (tile_vw, tile_vh);
|
||
let box_anchor = box_anchor.map(|a| iced::Point {
|
||
x: a.x - tile_off.x,
|
||
y: a.y - tile_off.y,
|
||
});
|
||
|
||
if is_down2 {
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vp_size.0,
|
||
height: vp_size.1,
|
||
};
|
||
|
||
if is_dragging {
|
||
if elapsed_ms < POLY_START_DELAY_MS {
|
||
if let Some(a) = box_anchor {
|
||
let crossing = box_crossing;
|
||
let (view_rot, eye, all_wires) = self.pick_view(i, &edit_cam, bounds);
|
||
let mut handles: Vec<Handle> = scene::pick::hit_test::box_hit(
|
||
a,
|
||
p,
|
||
crossing,
|
||
&all_wires[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
.into_iter()
|
||
.filter_map(|s| Scene::handle_from_wire_name(s))
|
||
.collect();
|
||
handles.extend(scene::pick::hit_test::box_hit_hatch(
|
||
a,
|
||
p,
|
||
crossing,
|
||
&self.tabs[i].scene.visible_hatches_for_click(),
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
));
|
||
handles.extend(
|
||
self.tabs[i].scene.mesh_box_hit(a, p, crossing, view_rot, eye, bounds),
|
||
);
|
||
handles.extend(self.tabs[i].scene.block_mesh_box_hit(
|
||
a, p, crossing, view_rot, eye, bounds,
|
||
));
|
||
// Objects on a locked layer aren't selectable.
|
||
handles.retain(|&h| !self.tabs[i].scene.is_layer_locked(h));
|
||
// Box/lasso accumulates like individual picks
|
||
// (issue #83): a plain box adds to the current
|
||
// selection, Shift+box removes the boxed
|
||
// entities. Esc / empty-space click still clears.
|
||
if self.shift_down {
|
||
for h in &handles {
|
||
self.tabs[i].scene.deselect_entity(*h);
|
||
}
|
||
} else {
|
||
for h in &handles {
|
||
self.tabs[i].scene.select_entity(*h, false);
|
||
}
|
||
self.tabs[i].scene.expand_selection_for_groups(&handles);
|
||
}
|
||
self.refresh_properties();
|
||
selection_just_completed = true;
|
||
}
|
||
} else {
|
||
let (poly_pts, crossing) = {
|
||
let sel = self.tabs[i].scene.selection.borrow();
|
||
// Map lasso points into the active tile.
|
||
let pts: Vec<iced::Point> = sel
|
||
.poly_points
|
||
.iter()
|
||
.map(|pp| iced::Point {
|
||
x: pp.x - tile_off.x,
|
||
y: pp.y - tile_off.y,
|
||
})
|
||
.collect();
|
||
(pts, sel.poly_crossing)
|
||
};
|
||
self.tabs[i].scene.selection.borrow_mut().poly_last_crossing = crossing;
|
||
let (view_rot, eye, all_wires) = self.pick_view(i, &edit_cam, bounds);
|
||
let mut handles: Vec<Handle> = scene::pick::hit_test::poly_hit(
|
||
&poly_pts,
|
||
crossing,
|
||
&all_wires[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
.into_iter()
|
||
.filter_map(|s| Scene::handle_from_wire_name(s))
|
||
.collect();
|
||
handles.extend(scene::pick::hit_test::poly_hit_hatch(
|
||
&poly_pts,
|
||
crossing,
|
||
&self.tabs[i].scene.visible_hatches_for_click(),
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
));
|
||
handles.extend(
|
||
self.tabs[i].scene.mesh_poly_hit(&poly_pts, crossing, view_rot, eye, bounds),
|
||
);
|
||
handles.extend(self.tabs[i].scene.block_mesh_poly_hit(
|
||
&poly_pts, crossing, view_rot, eye, bounds,
|
||
));
|
||
// Selection filter: keep only allowed types.
|
||
handles.retain(|&h| self.tabs[i].scene.passes_selection_filter(h));
|
||
// Objects on a locked layer aren't selectable.
|
||
handles.retain(|&h| !self.tabs[i].scene.is_layer_locked(h));
|
||
// Accumulate like the box path (issue #83): plain
|
||
// lasso adds, Shift+lasso removes. An empty lasso
|
||
// leaves the current selection untouched so a stray
|
||
// drag never discards hard-won picks.
|
||
if self.shift_down {
|
||
for h in &handles {
|
||
self.tabs[i].scene.deselect_entity(*h);
|
||
}
|
||
} else {
|
||
for h in &handles {
|
||
self.tabs[i].scene.select_entity(*h, false);
|
||
}
|
||
self.tabs[i].scene.expand_selection_for_groups(&handles);
|
||
}
|
||
self.refresh_properties();
|
||
selection_just_completed = true;
|
||
}
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.poly_active = false;
|
||
sel.poly_points.clear();
|
||
sel.poly_crossing = false;
|
||
sel.box_anchor = None;
|
||
sel.box_anchor_world = None;
|
||
sel.box_current = None;
|
||
} else {
|
||
if box_anchor.is_none() {
|
||
let (view_rot, eye, all_wires) =
|
||
self.pick_view(i, &edit_cam, bounds);
|
||
|
||
// Selection cycling: where two or more objects
|
||
// overlap, open a list box to pick which one; a
|
||
// single object falls through to the normal click.
|
||
// Gated behind the toggle, so default picking is
|
||
// unchanged when off.
|
||
let mut handled_by_cycling = false;
|
||
if self.selection_cycling {
|
||
let cands: Vec<Handle> = scene::pick::hit_test::click_hits_all(
|
||
p,
|
||
&all_wires[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
.into_iter()
|
||
.filter_map(|s| Scene::handle_from_wire_name(s))
|
||
.filter(|&h| self.tabs[i].scene.passes_selection_filter(h))
|
||
.filter(|&h| !self.tabs[i].scene.is_layer_locked(h))
|
||
.collect();
|
||
if cands.len() >= 2 {
|
||
// Overlap: open the list box at the cursor.
|
||
self.cycle_candidates = Some((p_full, cands));
|
||
handled_by_cycling = true;
|
||
}
|
||
}
|
||
|
||
if !handled_by_cycling {
|
||
let hit =
|
||
scene::pick::hit_test::click_hit(p, &all_wires[..], view_rot, eye, bounds)
|
||
.and_then(|s| Scene::handle_from_wire_name(s))
|
||
.or_else(|| {
|
||
scene::pick::hit_test::click_hit_hatch(
|
||
p,
|
||
&self.tabs[i].scene.visible_hatches_for_click(),
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
})
|
||
.or_else(|| {
|
||
// Block-internal hatch: resolve to the
|
||
// parent Insert (AutoCAD behaviour).
|
||
scene::pick::hit_test::click_hit_insert_hatch(
|
||
p,
|
||
&self.tabs[i].scene.insert_hatches_for_click()[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
})
|
||
.or_else(|| {
|
||
// 3D solids: click anywhere on the shaded
|
||
// body — top-level solids and block-internal
|
||
// ones together, front-most wins (a block in
|
||
// front of a solid resolves to the block).
|
||
self.tabs[i].scene.solid_click_hit(p, view_rot, eye, bounds)
|
||
});
|
||
// Selection filter: drop a pick whose type is excluded.
|
||
let hit =
|
||
hit.filter(|&h| self.tabs[i].scene.passes_selection_filter(h));
|
||
if let Some(handle) = hit {
|
||
if let Some(layer) =
|
||
self.tabs[i].scene.locked_layer_name(handle)
|
||
{
|
||
// Locked layer: visible + snappable but
|
||
// not selectable. Report and do nothing
|
||
// else — in particular do NOT set
|
||
// `selection_just_completed`, or a
|
||
// gather command (MOVE's "select
|
||
// objects") would wrongly finish.
|
||
self.command_line.push_info(&format!(
|
||
"Object is on locked layer \"{layer}\" — unlock the layer to select or edit it."
|
||
));
|
||
} else {
|
||
// Individual picks accumulate (issue #47):
|
||
// each plain click adds to the selection,
|
||
// Shift+click removes the picked entity.
|
||
if self.shift_down {
|
||
self.tabs[i].scene.deselect_entity(handle);
|
||
} else {
|
||
self.tabs[i].scene.select_entity(handle, false);
|
||
self.tabs[i].scene.expand_selection_for_groups(&[handle]);
|
||
}
|
||
self.refresh_properties();
|
||
selection_just_completed = true;
|
||
}
|
||
} else {
|
||
// Empty-space click only ARMS a box here; it
|
||
// no longer clears the selection, so a box can
|
||
// add to it (issue #83). The box completion
|
||
// (or Esc) decides what happens to the
|
||
// selection.
|
||
// Pin the anchor to the world point under it
|
||
// so a zoom/pan mid-drag re-projects it
|
||
// instead of leaving it frozen in pixels
|
||
// (#234). Computed before the selection
|
||
// borrow so the &self projection can't clash.
|
||
let anchor_world =
|
||
self.cursor_model_point(i, &edit_cam, p, bounds);
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
// Full-canvas space: ViewportMove updates
|
||
// box_current in canvas coords and the overlay
|
||
// draws there; release maps back into the tile.
|
||
sel.box_anchor = Some(p_full);
|
||
sel.box_current = Some(p_full);
|
||
sel.box_anchor_world = Some(anchor_world);
|
||
sel.box_crossing = false;
|
||
}
|
||
}
|
||
} else {
|
||
let a = box_anchor.unwrap();
|
||
let crossing = box_crossing;
|
||
let (view_rot, eye, all_wires) = self.pick_view(i, &edit_cam, bounds);
|
||
let mut handles: Vec<Handle> = scene::pick::hit_test::box_hit(
|
||
a,
|
||
p,
|
||
crossing,
|
||
&all_wires[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
.into_iter()
|
||
.filter_map(|s| Scene::handle_from_wire_name(s))
|
||
.collect();
|
||
handles.extend(scene::pick::hit_test::box_hit_hatch(
|
||
a,
|
||
p,
|
||
crossing,
|
||
&self.tabs[i].scene.visible_hatches_for_click(),
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
));
|
||
handles.extend(
|
||
self.tabs[i].scene.mesh_box_hit(a, p, crossing, view_rot, eye, bounds),
|
||
);
|
||
handles.extend(self.tabs[i].scene.block_mesh_box_hit(
|
||
a, p, crossing, view_rot, eye, bounds,
|
||
));
|
||
// Selection filter: keep only allowed types.
|
||
handles.retain(|&h| self.tabs[i].scene.passes_selection_filter(h));
|
||
// Objects on a locked layer aren't selectable.
|
||
handles.retain(|&h| !self.tabs[i].scene.is_layer_locked(h));
|
||
// Accumulate (issue #83): a plain box adds to the
|
||
// current selection, Shift+box removes the boxed
|
||
// entities. An empty box leaves the selection alone
|
||
// so an accidental empty drag never discards it.
|
||
if self.shift_down {
|
||
for h in &handles {
|
||
self.tabs[i].scene.deselect_entity(*h);
|
||
}
|
||
} else {
|
||
for h in &handles {
|
||
self.tabs[i].scene.select_entity(*h, false);
|
||
}
|
||
self.tabs[i].scene.expand_selection_for_groups(&handles);
|
||
}
|
||
self.refresh_properties();
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.box_last = Some((a, p));
|
||
sel.box_last_crossing = crossing;
|
||
sel.box_anchor = None;
|
||
sel.box_anchor_world = None;
|
||
sel.box_current = None;
|
||
sel.box_crossing = false;
|
||
selection_just_completed = true;
|
||
}
|
||
}
|
||
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
sel.left_down = false;
|
||
sel.left_press_pos = None;
|
||
sel.left_press_time = None;
|
||
sel.left_dragging = false;
|
||
}
|
||
|
||
if is_gathering && selection_just_completed {
|
||
let handles: Vec<Handle> = self.tabs[i]
|
||
.scene
|
||
.selected_entities()
|
||
.into_iter()
|
||
.map(|(h, _)| h)
|
||
.collect();
|
||
if let Some(cmd) = self.tabs[i].active_cmd.as_mut() {
|
||
let result = cmd.on_selection_complete(handles);
|
||
return self.apply_cmd_result(result);
|
||
}
|
||
}
|
||
|
||
// ── Double-click in Model Space: DDEDIT for Text/MText ────
|
||
if is_click
|
||
&& is_down
|
||
&& self.tabs[i].active_cmd.is_none()
|
||
&& self.tabs[i].scene.current_layout == "Model"
|
||
{
|
||
let now = Instant::now();
|
||
let is_double_model = self
|
||
.last_vp_click_time
|
||
.map(|t| {
|
||
let dt = now.duration_since(t).as_millis();
|
||
let last = self.last_vp_click_pos.unwrap_or(p);
|
||
let d = (p.x - last.x).hypot(p.y - last.y);
|
||
dt < 400 && d < 8.0
|
||
})
|
||
.unwrap_or(false);
|
||
|
||
self.last_vp_click_time = Some(now);
|
||
self.last_vp_click_pos = Some(p);
|
||
|
||
if is_double_model {
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
let (view_rot, eye) = { let c = self.tabs[i].scene.camera.borrow(); (c.view_proj_rte(bounds), c.eye()) };
|
||
let all_wires = self.tabs[i].scene.hit_test_wires();
|
||
// Resolve the double-clicked object — its wire, or (for a
|
||
// block/solid with no wire under the cursor) its shaded
|
||
// body, which maps to the parent INSERT.
|
||
let hit = scene::pick::hit_test::click_hit(p, &all_wires[..], view_rot, eye, bounds)
|
||
.and_then(|s| Scene::handle_from_wire_name(s))
|
||
.or_else(|| self.tabs[i].scene.solid_click_hit(p, view_rot, eye, bounds));
|
||
if let Some(handle) = hit {
|
||
// Locked layer: double-click must not open any editor
|
||
// (text / attribute / in-place block edit).
|
||
if let Some(layer) = self.tabs[i].scene.locked_layer_name(handle) {
|
||
self.command_line.push_info(&format!(
|
||
"Object is on locked layer \"{layer}\" — unlock the layer to edit it."
|
||
));
|
||
return Task::none();
|
||
}
|
||
// Any text-bearing entity opens its in-place editor
|
||
// (plain box or rich MText editor, per type). A
|
||
// Leader resolves to the entity it annotates.
|
||
let is_editable_text = self.tabs[i]
|
||
.scene
|
||
.document
|
||
.get_entity(handle)
|
||
.is_some_and(|e| {
|
||
crate::app::text_inline::read_text_field(e).is_some()
|
||
|| matches!(e, AcadEntityType::Leader(_))
|
||
});
|
||
if is_editable_text {
|
||
return self.begin_text_edit(handle);
|
||
}
|
||
// Double-clicking a block with attributes opens the
|
||
// attribute editor (edit its values); a block with
|
||
// no attributes enters in-place block edit (REFEDIT),
|
||
// so its geometry can be edited and the change
|
||
// reflects in every instance. (#136, #192)
|
||
let insert_has_attrs = matches!(
|
||
self.tabs[i].scene.document.get_entity(handle),
|
||
Some(AcadEntityType::Insert(ins)) if !ins.attributes.is_empty()
|
||
);
|
||
if insert_has_attrs {
|
||
return Task::done(Message::AttrEditorOpen(handle));
|
||
}
|
||
let is_insert = matches!(
|
||
self.tabs[i].scene.document.get_entity(handle),
|
||
Some(AcadEntityType::Insert(_))
|
||
);
|
||
if is_insert && self.tabs[i].refedit_session.is_none() {
|
||
return Task::done(Message::Command(format!(
|
||
"REFEDIT_BEGIN:{}",
|
||
handle.value()
|
||
)));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// ── Double-click: enter/exit MSPACE ───────────────────────
|
||
// Only when no command is running, no drag, and we're in paper space.
|
||
if is_click
|
||
&& is_down // ensures there was a matching left-press
|
||
&& self.tabs[i].active_cmd.is_none()
|
||
&& self.tabs[i].scene.current_layout != "Model"
|
||
{
|
||
let now = Instant::now();
|
||
let is_double = self
|
||
.last_vp_click_time
|
||
.map(|t| {
|
||
let dt = now.duration_since(t).as_millis();
|
||
let last = self.last_vp_click_pos.unwrap_or(p);
|
||
let d = (p.x - last.x).hypot(p.y - last.y);
|
||
dt < 400 && d < 8.0
|
||
})
|
||
.unwrap_or(false);
|
||
|
||
self.last_vp_click_time = Some(now);
|
||
self.last_vp_click_pos = Some(p);
|
||
|
||
if is_double {
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
|
||
// 1) Try direct wire hit — works when the border is clicked.
|
||
let wire_hit: Option<acadrust::Handle> = {
|
||
let (view_rot, eye) = { let c = self.tabs[i].scene.camera.borrow(); (c.view_proj_rte(bounds), c.eye()) };
|
||
let all_wires = self.tabs[i].scene.hit_test_wires();
|
||
scene::pick::hit_test::click_hit(p, &all_wires[..], view_rot, eye, bounds)
|
||
.and_then(|s| Scene::handle_from_wire_name(s))
|
||
.and_then(|h| {
|
||
if let Some(AcadEntityType::Viewport(vp)) =
|
||
self.tabs[i].scene.document.get_entity(h)
|
||
{
|
||
if Scene::is_content_viewport(vp) {
|
||
Some(h)
|
||
} else {
|
||
None
|
||
}
|
||
} else {
|
||
None
|
||
}
|
||
})
|
||
};
|
||
|
||
// 2) Decide which viewport (if any) the click enters,
|
||
// keyed on the *visible* on-screen rectangle. Screen-space
|
||
// (not the full paper rect) so a click on the empty area
|
||
// beside an off-screen viewport doesn't match its
|
||
// partly-off-canvas rect and switch to it by mistake.
|
||
// The wire hit only refines *which* visible viewport
|
||
// (border precision / overlap), and only when the click
|
||
// actually lands inside THAT viewport's visible rect —
|
||
// otherwise its border-wire pick tolerance could match a
|
||
// far viewport whose edge merely passes near the cursor
|
||
// (e.g. clicking the overlap of two viewports while a
|
||
// third's border runs nearby) and enter the wrong one.
|
||
let screen_hit = self
|
||
.tabs[i]
|
||
.scene
|
||
.viewport_at_screen_point(p.x, p.y, (vw, vh));
|
||
let wire_in_visible = wire_hit.filter(|&h| {
|
||
self.tabs[i]
|
||
.scene
|
||
.viewport_screen_rect(h, (vw, vh))
|
||
.is_some_and(|r| {
|
||
let x0 = r.x.max(0.0);
|
||
let y0 = r.y.max(0.0);
|
||
let x1 = (r.x + r.width).min(vw);
|
||
let y1 = (r.y + r.height).min(vh);
|
||
p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1
|
||
})
|
||
});
|
||
let hit_vp = wire_in_visible.or(screen_hit);
|
||
|
||
if let Some(handle) = hit_vp {
|
||
return Task::done(Message::EnterViewport(handle));
|
||
} else if self.tabs[i].scene.active_viewport.is_some() {
|
||
// Double-clicked outside all viewports while in MSPACE → exit.
|
||
return Task::done(Message::ExitViewport);
|
||
}
|
||
}
|
||
}
|
||
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_viewport_middle_press(&mut self) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
self.ribbon.close_dropdown();
|
||
let now = Instant::now();
|
||
let is_double = {
|
||
let sel = self.tabs[i].scene.selection.borrow();
|
||
sel.middle_last_press_time
|
||
.map(|t| now.duration_since(t).as_millis() < 300)
|
||
.unwrap_or(false)
|
||
};
|
||
{
|
||
let mut sel = self.tabs[i].scene.selection.borrow_mut();
|
||
let Some(p) = sel.last_move_pos else {
|
||
return Task::none();
|
||
};
|
||
sel.middle_down = true;
|
||
sel.middle_last_pos = Some(p);
|
||
sel.middle_last_press_time = Some(now);
|
||
}
|
||
if is_double {
|
||
self.tabs[i].scene.fit_all();
|
||
self.command_line.push_output("Zoom Extents");
|
||
}
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_viewport_scroll(&mut self, delta: mouse::ScrollDelta) -> Task<Message> {
|
||
let s = match delta {
|
||
mouse::ScrollDelta::Lines { y, .. } => y,
|
||
mouse::ScrollDelta::Pixels { y, .. } => y * 0.01,
|
||
};
|
||
let i = self.active_tab;
|
||
let cursor = self.tabs[i].scene.selection.borrow().last_move_pos;
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: vw,
|
||
height: vh,
|
||
};
|
||
if self.tabs[i].scene.active_viewport.is_some() {
|
||
// In MSPACE: zoom the active viewport's model-space view,
|
||
// keeping the model point under the cursor stationary.
|
||
let cursor_paper = cursor.map(|cp| {
|
||
let pt = self.tabs[i]
|
||
.scene
|
||
.camera
|
||
.borrow()
|
||
.pick_on_target_plane(cp, bounds);
|
||
glam::Vec2::new(pt.x as f32, pt.y as f32)
|
||
});
|
||
self.tabs[i].scene.zoom_active_viewport(s, cursor_paper);
|
||
// Bump so the GPU re-uploads the viewport's re-culled wire
|
||
// set after zooming inside it.
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
} else {
|
||
// Model space: zoom about the cursor within the active
|
||
// tile so the point under it stays put in that pane.
|
||
let tile_b = self.tabs[i].scene.active_model_tile_bounds(vw, vh);
|
||
let mut cam = self.tabs[i].scene.camera.borrow_mut();
|
||
if let Some(cursor) = cursor {
|
||
let local = iced::Point {
|
||
x: cursor.x - tile_b.x,
|
||
y: cursor.y - tile_b.y,
|
||
};
|
||
let tb = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: tile_b.width,
|
||
height: tile_b.height,
|
||
};
|
||
cam.zoom_about_point(local, tb, s);
|
||
} else {
|
||
cam.zoom(s);
|
||
}
|
||
drop(cam);
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
// Keep an in-progress box selection pinned to the drawing
|
||
// as the view zooms under it (#234).
|
||
self.reproject_box_anchor(i, vw, vh);
|
||
}
|
||
Task::none()
|
||
}
|
||
|
||
/// Re-pin an active box-selection anchor to its stored world point after the
|
||
/// model-space view moves (zoom/pan), so the selection rectangle tracks the
|
||
/// drawing instead of staying frozen at its original pixel. No-op when no
|
||
/// box is in progress. (#234)
|
||
pub(super) fn reproject_box_anchor(&mut self, i: usize, vw: f32, vh: f32) {
|
||
let world = self.tabs[i].scene.selection.borrow().box_anchor_world;
|
||
let Some(world) = world else { return };
|
||
let tile_b = self.tabs[i].scene.active_model_tile_bounds(vw, vh);
|
||
let tile_local = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: tile_b.width,
|
||
height: tile_b.height,
|
||
};
|
||
if let Some(sp) = self.tabs[i].scene.camera.borrow().project(world, tile_local) {
|
||
self.tabs[i].scene.selection.borrow_mut().box_anchor =
|
||
Some(iced::Point::new(sp.x + tile_b.x, sp.y + tile_b.y));
|
||
}
|
||
}
|
||
|
||
pub(super) fn on_viewport_click(&mut self) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
let rot = self.tabs[i].scene.active_view_rotation_mat();
|
||
let (vw, vh) = self.tabs[i].scene.selection.borrow().vp_size;
|
||
// The ViewCube draws in the top-right of whichever area
|
||
// owns it: the full canvas in model space, or the active
|
||
// viewport's screen rectangle in a paper layout. Map the
|
||
// cursor into that area before hit-testing so paper-space
|
||
// picks line up with the gizmo.
|
||
let (cx, cy, w, h) = match self.tabs[i]
|
||
.scene
|
||
.active_viewport
|
||
.and_then(|hndl| self.tabs[i].scene.viewport_screen_rect(hndl, (vw, vh)))
|
||
{
|
||
Some(rect) => (
|
||
self.cursor_pos.x - rect.x,
|
||
self.cursor_pos.y - rect.y,
|
||
rect.width,
|
||
rect.height,
|
||
),
|
||
None => {
|
||
// Model layout: hit-test within the active tile.
|
||
let tb = self.tabs[i].scene.active_model_tile_bounds(vw, vh);
|
||
(
|
||
self.cursor_pos.x - tb.x,
|
||
self.cursor_pos.y - tb.y,
|
||
tb.width,
|
||
tb.height,
|
||
)
|
||
}
|
||
};
|
||
// Prefer the currently-highlighted region: hover is recomputed
|
||
// on every move straight from the cube's own overlay, so it is
|
||
// immune to `cursor_pos` being overwritten by the viewport's
|
||
// move handler between the last move and this press.
|
||
if let Some(id) = self.tabs[i].scene.viewcube_hover.get() {
|
||
let region = if id < 6 {
|
||
scene::CubeRegion::Face(id)
|
||
} else if id < 18 {
|
||
scene::CubeRegion::Edge(id)
|
||
} else {
|
||
scene::CubeRegion::Corner(id)
|
||
};
|
||
return Task::done(Message::ViewCubeSnap(region));
|
||
}
|
||
if let Some(region) = scene::hit_test(cx, cy, w, h, rot, VIEWCUBE_PX) {
|
||
return Task::done(Message::ViewCubeSnap(region));
|
||
}
|
||
// Compass cardinals are world-fixed: hit-test through the camera-
|
||
// only rotation (strip the UCS) so the target matches the drawn
|
||
// N/E/S/W, and snap in world frame.
|
||
let rot_world = rot * self.tabs[i].scene.viewcube_ucs_mat().inverse();
|
||
if let Some(card) = scene::hit_test_cardinal(cx, cy, w, h, rot_world, VIEWCUBE_PX) {
|
||
return Task::done(Message::ViewCubeSnapWorld(card.face_region()));
|
||
}
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_view_cube_snap(&mut self, region: CubeRegion) -> Task<Message> {
|
||
// The cube is oriented in the active UCS, so snap in the UCS frame.
|
||
let r_ucs = self.tabs[self.active_tab].scene.viewcube_ucs_mat();
|
||
self.snap_view_region(region, r_ucs)
|
||
}
|
||
|
||
/// Compass cardinals are world-fixed, so they snap in the world frame
|
||
/// (no UCS composition).
|
||
pub(super) fn on_view_cube_snap_world(&mut self, region: CubeRegion) -> Task<Message> {
|
||
self.snap_view_region(region, glam::Mat4::IDENTITY)
|
||
}
|
||
|
||
fn snap_view_region(&mut self, region: CubeRegion, r_ucs: glam::Mat4) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
let mut region = region;
|
||
// "Already there → flip to opposite" check: compare the
|
||
// current gaze direction with the region's target gaze.
|
||
let target_dir = r_ucs.transform_vector3(region.snap_direction());
|
||
let cur_dir = self.tabs[i].scene.active_gaze_dir();
|
||
if cur_dir.dot(target_dir) > 0.9999 {
|
||
region = region.opposite();
|
||
}
|
||
let eye_dir = r_ucs.transform_vector3(region.snap_direction());
|
||
|
||
// Faces snap to a canonical upright orientation (never upside
|
||
// down); edges/corners keep the current up-sense so they spin
|
||
// smoothly around the clicked feature.
|
||
let is_face = matches!(region, scene::CubeRegion::Face(_));
|
||
if self.tabs[i].scene.active_viewport.is_some() {
|
||
if is_face {
|
||
self.tabs[i]
|
||
.scene
|
||
.mutate_active_viewport_camera(|c| c.snap_to_face(eye_dir, r_ucs));
|
||
} else {
|
||
self.tabs[i]
|
||
.scene
|
||
.snap_active_viewport_to_direction(eye_dir, r_ucs);
|
||
}
|
||
} else {
|
||
let mut cam = self.tabs[i].scene.camera.borrow_mut();
|
||
if is_face {
|
||
cam.snap_to_face(eye_dir, r_ucs);
|
||
} else {
|
||
cam.snap_to_direction(eye_dir, r_ucs);
|
||
}
|
||
}
|
||
self.tabs[i].scene.camera_generation += 1;
|
||
self.command_line
|
||
.push_output(&format!("View: {}", region.label()));
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_hover_dwell_tick(&mut self) -> Task<Message> {
|
||
let Some(dwell) = self.hover_dwell.clone() else {
|
||
return Task::none();
|
||
};
|
||
if Instant::now()
|
||
.duration_since(dwell.last_move_at)
|
||
.as_millis()
|
||
< crate::app::HOVER_DWELL_MS
|
||
{
|
||
return Task::none();
|
||
}
|
||
let i = dwell.tab;
|
||
// Re-check the gate — drag / command may have started
|
||
// between the move that armed the dwell and this tick.
|
||
if i >= self.tabs.len() || self.tabs[i].active_cmd.is_some() {
|
||
self.hover_dwell = None;
|
||
return Task::none();
|
||
}
|
||
let bounds = iced::Rectangle {
|
||
x: 0.0,
|
||
y: 0.0,
|
||
width: dwell.tile_size.0,
|
||
height: dwell.tile_size.1,
|
||
};
|
||
let p = dwell.point;
|
||
// Inside a viewport, hover-pick through the viewport camera +
|
||
// model wires so the rollover highlights the entity under the
|
||
// cursor (dwell.point / dwell.tile_size are already pane-local).
|
||
let canvas_sz = self.tabs[i].scene.selection.borrow().vp_size;
|
||
let edit_cam = self
|
||
.tabs[i]
|
||
.scene
|
||
.viewport_edit_frame(canvas_sz)
|
||
.map(|(cam, _)| cam);
|
||
let (view_rot, eye, all_wires) = self.pick_view(i, &edit_cam, bounds);
|
||
// Mirror the click-selection pick order so the rollover
|
||
// highlights every selectable object: wire → hatch →
|
||
// block-internal hatch → shaded 3D solid body.
|
||
let hovered = scene::pick::hit_test::click_hit(p, &all_wires[..], view_rot, eye, bounds)
|
||
.and_then(|s| Scene::handle_from_wire_name(s))
|
||
.or_else(|| {
|
||
scene::pick::hit_test::click_hit_hatch(
|
||
p,
|
||
&self.tabs[i].scene.visible_hatches_for_click(),
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
})
|
||
.or_else(|| {
|
||
scene::pick::hit_test::click_hit_insert_hatch(
|
||
p,
|
||
&self.tabs[i].scene.insert_hatches_for_click()[..],
|
||
view_rot,
|
||
eye,
|
||
bounds,
|
||
)
|
||
})
|
||
.or_else(|| self.tabs[i].scene.solid_click_hit(p, view_rot, eye, bounds));
|
||
self.tabs[i].scene.set_hover_highlight(hovered);
|
||
self.hover_dwell = None;
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_layout_switch(&mut self, name: String) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
let going_to_paper = name != "Model";
|
||
// Persist the camera of the layout we're leaving BEFORE switching
|
||
// so returning to it restores where the user left off (the
|
||
// periodic sync only fires on a tick, which may not have run
|
||
// since the last pan/zoom).
|
||
self.tabs[i].scene.sync_camera_to_document();
|
||
self.tabs[i].last_synced_camera_gen = self.tabs[i].scene.camera_generation;
|
||
// Cancel any pending rename/context-menu and active viewport when switching.
|
||
self.layout_rename_state = None;
|
||
self.layout_context_menu = None;
|
||
self.tabs[i].scene.active_viewport = None;
|
||
self.tabs[i].scene.set_current_layout(name);
|
||
self.tabs[i].scene.deselect_all();
|
||
// UCS follows the pane: model header UCS in the Model tab, none
|
||
// in plain paper space (a viewport's UCS is adopted on entry).
|
||
self.tabs[i].refresh_active_ucs();
|
||
self.tabs[i].scene.restore_saved_camera();
|
||
self.tabs[i].last_synced_camera_gen = self.tabs[i].scene.camera_generation;
|
||
// Grid/snap are per-view: load the layout we just entered (its
|
||
// sheet viewport in paper space, the model tile in model space)
|
||
// so model and each layout keep independent grid state.
|
||
self.adopt_view_display(i);
|
||
// Paper-space tools live in the right-edge side toolbar now, so
|
||
// entering/leaving a layout no longer hijacks the ribbon tab.
|
||
let _ = going_to_paper;
|
||
// Refresh VP freeze columns for the new layout.
|
||
let doc_layers = self.tabs[i].scene.document.layers.clone();
|
||
let vp_info = self.tabs[i].scene.viewport_list();
|
||
self.tabs[i]
|
||
.layers
|
||
.sync_with_viewports(&doc_layers, vp_info);
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_layout_create(&mut self) -> Task<Message> {
|
||
let i = self.active_tab;
|
||
// Find a unique name (e.g. Layout2, Layout3, ...).
|
||
let existing = self.tabs[i].scene.layout_names();
|
||
let mut idx = existing.len();
|
||
let new_name = loop {
|
||
let candidate = format!("Layout{}", idx);
|
||
if !existing.contains(&candidate) {
|
||
break candidate;
|
||
}
|
||
idx += 1;
|
||
};
|
||
self.push_undo_snapshot(i, "LAYOUT");
|
||
match self.tabs[i].scene.document.add_layout(&new_name) {
|
||
Ok(_) => {
|
||
// Override the acadrust default limits (12×9 imperial) with A4 landscape.
|
||
for obj in self.tabs[i].scene.document.objects.values_mut() {
|
||
if let acadrust::objects::ObjectType::Layout(l) = obj {
|
||
if l.name == new_name {
|
||
l.min_limits = (0.0, 0.0);
|
||
l.max_limits = (297.0, 210.0);
|
||
l.min_extents = (0.0, 0.0, 0.0);
|
||
l.max_extents = (297.0, 210.0, 0.0);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
self.tabs[i].scene.current_layout = new_name.clone();
|
||
// Safety net — `add_layout` already creates the overall
|
||
// sheet viewport; this covers any path that doesn't.
|
||
self.tabs[i].scene.ensure_sheet_viewport(&new_name);
|
||
self.tabs[i].scene.deselect_all();
|
||
self.tabs[i].scene.fit_all();
|
||
self.command_line.push_output(&format!(
|
||
"Layout \"{new_name}\" created — use MVIEW to add a viewport"
|
||
));
|
||
self.tabs[i].dirty = true;
|
||
}
|
||
Err(e) => self
|
||
.command_line
|
||
.push_error(&format!("Failed to create layout: {e}")),
|
||
}
|
||
Task::none()
|
||
}
|
||
|
||
pub(super) fn on_layout_rename_commit(&mut self) -> Task<Message> {
|
||
if let Some((orig, new_name)) = self.layout_rename_state.take() {
|
||
let new_name = new_name.trim().to_string();
|
||
if !new_name.is_empty() && new_name != orig {
|
||
let i = self.active_tab;
|
||
let exists = self.tabs[i]
|
||
.scene
|
||
.layout_names()
|
||
.iter()
|
||
.any(|n| *n == new_name);
|
||
if exists {
|
||
self.command_line
|
||
.push_error(&format!("\"{}\" name already in use", new_name));
|
||
} else {
|
||
self.push_undo_snapshot(i, "LAYOUT RENAME");
|
||
self.tabs[i].scene.rename_layout(&orig, &new_name);
|
||
if self.tabs[i].scene.current_layout == orig {
|
||
self.tabs[i].scene.current_layout = new_name.clone();
|
||
}
|
||
self.tabs[i].dirty = true;
|
||
self.command_line
|
||
.push_output(&format!("Layout \"{orig}\" → \"{new_name}\""));
|
||
}
|
||
}
|
||
}
|
||
Task::none()
|
||
}
|
||
}
|