forked from 1b-agent/opencadstudio-upstream
Koordinat girişi artık göreli/mutlak ayrımını destekliyor: - `@x,y[,z]` → son girilen noktaya göreli (UCS eksenlerinde döndürülür) - `#x,y[,z]` → her zaman mutlak (DYN durumundan bağımsız) - ön ek yok → DYN açıksa göreli, kapalıysa mutlak İlk noktada referans olmadığından göreli giriş mutlağa düşer. Çözülen WCS noktası last_point olarak saklanıyor, böylece ardışık göreli girişler zincirleniyor. parse_coord artık (Vec3, CoordKind) döndürüyor; relative offset için ucs_rotate_vec eklendi (origin translation olmadan UCS rotasyonu). UCS ORIGIN komutu prefix'i yok sayıp mutlak kalıyor. Ayrıca ViewCube snap refactor'undan kalan kullanılmayan kod temizlendi: angle_close, active_viewport_yaw_pitch, CubeRegion::snap_angles. Co-Authored-By: Claude Opus 4.7 <[email protected]>
303 lines
10 KiB
Rust
303 lines
10 KiB
Rust
use crate::scene::WireModel;
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use crate::ui::overlay::GridPlane;
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use acadrust::tables::Ucs;
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// ── Coordinate parsing ─────────────────────────────────────────────────────
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/// How a typed coordinate should be interpreted relative to the last
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/// input point.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub(super) enum CoordKind {
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/// `@x,y` prefix — offset from the last input point.
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Relative,
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/// `#x,y` prefix — world/UCS absolute, overriding DYN.
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Absolute,
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/// No prefix — the caller decides (DYN on → relative, off → absolute).
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Default,
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}
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/// Parse a typed coordinate string into a Vec3 plus its interpretation.
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/// Accepts "x,y" → Vec3(x, y, 0)
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/// "x,y,z" → Vec3(x, y, z)
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/// A leading `@` marks the value relative to the last point; a leading
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/// `#` forces absolute. Separators: comma or semicolon.
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pub(super) fn parse_coord(text: &str) -> Option<(glam::Vec3, CoordKind)> {
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let trimmed = text.trim();
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let (kind, rest) = if let Some(r) = trimmed.strip_prefix('@') {
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(CoordKind::Relative, r)
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} else if let Some(r) = trimmed.strip_prefix('#') {
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(CoordKind::Absolute, r)
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} else {
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(CoordKind::Default, trimmed)
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};
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let parts: Vec<f32> = rest
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.split(|c| c == ',' || c == ';')
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.map(|s| s.trim())
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.filter_map(|s| s.parse().ok())
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.collect();
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match parts.as_slice() {
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[x, y] => Some((glam::Vec3::new(*x, *y, 0.0), kind)),
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[x, y, z] => Some((glam::Vec3::new(*x, *y, *z), kind)),
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_ => None,
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}
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}
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/// Rotate a UCS-local offset into WCS without applying the origin
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/// translation — used for relative coordinate entry, where only the
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/// axis orientation matters, not the UCS origin.
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pub(super) fn ucs_rotate_vec(offset: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
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let x = glam::Vec3::new(ucs.x_axis.x as f32, ucs.x_axis.y as f32, ucs.x_axis.z as f32);
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let y = glam::Vec3::new(ucs.y_axis.x as f32, ucs.y_axis.y as f32, ucs.y_axis.z as f32);
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let z = ucs_z_axis(ucs);
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x * offset.x + y * offset.y + z * offset.z
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}
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// ── UCS ↔ WCS transforms ───────────────────────────────────────────────────
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/// Convert a point from UCS local coordinates to WCS.
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///
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/// WCS = origin + x_axis*u + y_axis*v + z_axis*w
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pub(super) fn ucs_to_wcs(pt: glam::Vec3, ucs: &Ucs) -> glam::Vec3 {
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let o = glam::Vec3::new(
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ucs.origin.x as f32,
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ucs.origin.y as f32,
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ucs.origin.z as f32,
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);
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let x = glam::Vec3::new(
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ucs.x_axis.x as f32,
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ucs.x_axis.y as f32,
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ucs.x_axis.z as f32,
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);
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let y = glam::Vec3::new(
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ucs.y_axis.x as f32,
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ucs.y_axis.y as f32,
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ucs.y_axis.z as f32,
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);
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let z_ax = ucs_z_axis(ucs);
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o + x * pt.x + y * pt.y + z_ax * pt.z
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}
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/// Return the normalised Z axis of a UCS (cross product of X and Y axes).
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pub(super) fn ucs_z_axis(ucs: &Ucs) -> glam::Vec3 {
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let x = glam::Vec3::new(
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ucs.x_axis.x as f32,
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ucs.x_axis.y as f32,
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ucs.x_axis.z as f32,
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);
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let y = glam::Vec3::new(
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ucs.y_axis.x as f32,
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ucs.y_axis.y as f32,
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ucs.y_axis.z as f32,
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);
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x.cross(y).normalize_or_zero()
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}
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/// Build a UCS with `origin` and axes rotated by `angle_z_rad` around the Z axis.
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pub(super) fn ucs_rotated_z(origin: glam::Vec3, angle_z: f32) -> Ucs {
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let cos = angle_z.cos() as f64;
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let sin = angle_z.sin() as f64;
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let mut ucs = Ucs::new("*ACTIVE*");
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ucs.origin = acadrust::types::Vector3::new(origin.x as f64, origin.y as f64, origin.z as f64);
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ucs.x_axis = acadrust::types::Vector3::new(cos, sin, 0.0);
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ucs.y_axis = acadrust::types::Vector3::new(-sin, cos, 0.0);
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ucs
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}
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// ── Grid plane detection ───────────────────────────────────────────────────
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/// Choose the grid plane whose normal is most aligned with the camera view direction.
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pub(super) fn grid_plane_from_camera(pitch: f32, yaw: f32) -> GridPlane {
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let fz = pitch.sin().abs();
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let fy = (pitch.cos() * yaw.cos()).abs();
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let fx = (pitch.cos() * yaw.sin()).abs();
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if fz >= fy && fz >= fx {
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GridPlane::Xy
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} else if fy >= fx {
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GridPlane::Xz
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} else {
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GridPlane::Yz
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}
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}
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// ── Drawing constraint helpers ─────────────────────────────────────────────
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/// Constrain `pt` to the nearest 90° direction from `base` (XY plane, Z-up).
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pub(super) fn ortho_constrain(pt: glam::Vec3, base: glam::Vec3) -> glam::Vec3 {
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let dx = (pt.x - base.x).abs();
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let dy = (pt.y - base.y).abs();
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if dx >= dy {
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glam::Vec3::new(pt.x, base.y, pt.z)
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} else {
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glam::Vec3::new(base.x, pt.y, pt.z)
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}
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}
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/// Constrain `pt` to the nearest polar angle multiple from `base` (XY plane, Z-up).
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pub(super) fn polar_constrain(pt: glam::Vec3, base: glam::Vec3, step_deg: f32) -> glam::Vec3 {
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let dx = pt.x - base.x;
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let dy = pt.y - base.y;
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let dist = (dx * dx + dy * dy).sqrt();
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if dist < 1e-6 {
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return pt;
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}
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let step = step_deg.to_radians();
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let angle = dy.atan2(dx);
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let snapped = (angle / step).round() * step;
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glam::Vec3::new(
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base.x + dist * snapped.cos(),
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base.y + dist * snapped.sin(),
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pt.z,
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)
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}
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// ── Clipboard / selection helpers ──────────────────────────────────────────
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/// Compute the centroid of a set of wire models (average of all points).
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pub(super) fn entities_centroid(wires: &[WireModel]) -> glam::Vec3 {
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let mut sum = glam::Vec3::ZERO;
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let mut count = 0usize;
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for w in wires {
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for p in &w.points {
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sum += glam::Vec3::from(*p);
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count += 1;
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}
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}
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if count > 0 {
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sum / count as f32
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} else {
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glam::Vec3::ZERO
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}
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}
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/// Generate the next available auto group name ("*A1", "*A2", …).
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pub(super) fn next_group_auto_name(scene: &crate::scene::Scene) -> String {
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let existing: std::collections::HashSet<String> =
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scene.groups().map(|g| g.name.clone()).collect();
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for n in 1..=9999 {
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let name = format!("*A{n}");
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if !existing.contains(&name) {
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return name;
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}
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}
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"*A".to_string()
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}
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// ── Entity type labels ─────────────────────────────────────────────────────
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pub(super) fn entity_type_label(entity: &acadrust::EntityType) -> String {
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crate::entities::names::ui_name(entity).to_string()
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}
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pub(super) fn entity_type_key(entity: &acadrust::EntityType) -> String {
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use acadrust::EntityType::*;
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match entity {
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Point(_) => "point",
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Line(_) => "line",
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Circle(_) => "circle",
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Arc(_) => "arc",
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Ellipse(_) => "ellipse",
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Spline(_) => "spline",
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LwPolyline(_) | Polyline(_) => "pline",
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Polyline2D(_) => "pline2d",
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Polyline3D(_) => "pline3d",
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PolyfaceMesh(_) => "polyface",
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PolygonMesh(_) => "polymesh",
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Text(_) => "text",
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MText(_) => "mtext",
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Dimension(_) => "dimension",
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Leader(_) => "leader",
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MultiLeader(_) => "multileader",
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Tolerance(_) => "tolerance",
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Insert(_) => "insert",
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Block(_) => "block",
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BlockEnd(_) => "blockend",
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Hatch(_) => "hatch",
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Solid(_) => "solid",
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Face3D(_) => "face3d",
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Solid3D(_) => "solid3d",
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Region(_) => "region",
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Body(_) => "body",
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Mesh(_) => "mesh",
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Ray(_) => "ray",
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XLine(_) => "xline",
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MLine(_) => "mline",
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Viewport(_) => "viewport",
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RasterImage(_) => "rasterimage",
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Wipeout(_) => "wipeout",
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Underlay(_) => "underlay",
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Shape(_) => "shape",
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Table(_) => "table",
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AttributeDefinition(_) => "attdef",
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AttributeEntity(_) => "attrib",
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Ole2Frame(_) => "ole2frame",
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Seqend(_) => "seqend",
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Unknown(_) => "unknown",
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}
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.to_string()
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}
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pub(super) fn title_case_word(value: &str) -> String {
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let mut chars = value.chars();
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match chars.next() {
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Some(first) => {
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let mut out = first.to_uppercase().collect::<String>();
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out.push_str(chars.as_str());
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out
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}
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None => String::new(),
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}
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}
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// ── Window icon ────────────────────────────────────────────────────────────
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/// Builds a 32×32 RGBA icon: red background with OCS drawn in white pixels.
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pub(super) fn build_window_icon() -> Vec<u8> {
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const W: usize = 32;
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const SZ: usize = W * W * 4;
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let bg = [176u8, 48, 32, 255];
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let fg = [255u8, 255, 255, 255];
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let mut px = vec![0u8; SZ];
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for i in 0..W * W {
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px[i * 4..i * 4 + 4].copy_from_slice(&bg);
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}
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fn stroke(px: &mut Vec<u8>, ax: i32, ay: i32, bx: i32, by: i32, fg: [u8; 4]) {
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let steps = ((bx - ax).abs().max((by - ay).abs()) * 3).max(1);
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for s in 0..=steps {
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let t = s as f32 / steps as f32;
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let cx = ax as f32 + (bx - ax) as f32 * t;
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let cy = ay as f32 + (by - ay) as f32 * t;
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for dy in -1i32..=1 {
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for dx in -1i32..=1 {
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let ix = cx.round() as i32 + dx;
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let iy = cy.round() as i32 + dy;
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if ix >= 0 && ix < W as i32 && iy >= 0 && iy < W as i32 {
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let idx = (iy as usize * W + ix as usize) * 4;
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px[idx..idx + 4].copy_from_slice(&fg);
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}
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}
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}
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}
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}
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// O
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stroke(&mut px, 3, 6, 9, 6, fg);
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stroke(&mut px, 3, 25, 9, 25, fg);
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stroke(&mut px, 3, 6, 3, 25, fg);
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stroke(&mut px, 9, 6, 9, 25, fg);
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// C
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stroke(&mut px, 12, 6, 18, 6, fg);
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stroke(&mut px, 12, 25, 18, 25, fg);
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stroke(&mut px, 12, 6, 12, 25, fg);
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// S
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stroke(&mut px, 21, 6, 27, 6, fg);
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stroke(&mut px, 21, 6, 21, 15, fg);
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stroke(&mut px, 21, 15, 27, 15, fg);
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stroke(&mut px, 27, 15, 27, 25, fg);
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stroke(&mut px, 21, 25, 27, 25, fg);
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px
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}
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