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brep_render/engine_state/
camera_widgets.rs

1use super::*;
2
3impl EngineState {
4    /// Per-frame overlay upkeep — the ONE call the app viewport makes each frame
5    /// (see `BREP_app/src/viewport/interaction.rs`).
6    ///
7    /// Everything fed through the general `set_overlay` channel is pre-expanded
8    /// into GPU vertices AT FEED TIME (see the "Why not one uniform feed" note in
9    /// [`crate::widgets`]), so — unlike the specialized widgets (transform gizmo,
10    /// datums, ViewCube), which are rebuilt against the LIVE camera every frame —
11    /// a baked overlay group keeps whatever screen-constant sizing it was baked
12    /// with. A ZOOM changes `world_per_pixel` and nothing else re-bakes them, so
13    /// the draggable gizmos keep their old pixel size — and where a handle's world
14    /// position is ITSELF `px × world_per_pixel` (the angular arc), their old
15    /// POSITION too, drifting away from the live-computed grab region.
16    ///
17    /// So: re-bake on a MATERIAL `world_per_pixel` change, keyed on that ONE
18    /// quantity rather than on any particular gesture. Every zoom path moves it —
19    /// the wheel, [`Self::zoom_to_fit`], [`Self::standard_view`] (which fits), a
20    /// viewport [`Self::resize`] — so they are all covered without a per-path
21    /// hook. What does NOT move it needs no re-bake, and correctly gets none:
22    /// pan and orbit hold the eye→target distance, the ViewCube (face, corner AND
23    /// navigation arrow) is a fixed-pivot reorient, and
24    /// [`Self::toggle_projection`] preserves apparent size by construction
25    /// (`ViewCamera::toggle_projection` solves for the distance/half-height that
26    /// keeps `world_per_pixel` — see `projection_toggle_preserves_apparent_size`).
27    /// The baked buffers are world-space, so the GPU re-projects them for free.
28    /// Re-bakes only on actual change, so a quiet frame stays quiet (no per-frame
29    /// dirty loop).
30    pub fn ensure_overlays_current(&mut self) {
31        // Assembly-constraint leaders + grabbable distance/angle handles (§8.4).
32        self.ensure_constraint_overlay_current();
33        // The ◎ feature-DIMENSION gizmo: draggable leaders/arrowheads + the
34        // angular sweep handle, whose arc radius is itself px × world_per_pixel.
35        self.ensure_feature_dimension_overlay_current();
36        // Live sketch mode: draggable dimension leaders, constraint glyphs and
37        // construction dashes, all sized in pixels at bake time.
38        self.ensure_sketch_overlay_current();
39        self.ensure_sketch3d_overlay_current();
40        // The active PMI view's annotation graphics (screen-constant arrows
41        // that also face the camera).
42        self.ensure_pmi_overlay_current();
43    }
44
45    /// Frame the whole scene (used right after the first history feed).
46    pub fn zoom_to_fit(&mut self) {
47        self.camera.zoom_to_fit(&self.scene.bbox(), 1.15);
48        self.dirty = true;
49    }
50
51    // --- Sizing -----------------------------------------------------------
52
53    /// Update the CSS viewport size (used by all camera math). The physical
54    /// framebuffer size + DPR are the presentation shell's concern.
55    /// The viewport calls this every frame, so it marks the frame dirty only
56    /// when the size really changes: an unconditional mark re-rendered the
57    /// whole scene on every repaint (about 0.34 s a frame for a large CAM stock
58    /// on a machine without a GPU), whether or not anything had changed.
59    pub fn resize(&mut self, css_width: f64, css_height: f64) {
60        let (width, height) = (css_width.max(1.0), css_height.max(1.0));
61        if self.camera.width != width || self.camera.height != height {
62            self.camera.width = width;
63            self.camera.height = height;
64            self.dirty = true;
65        }
66    }
67
68    // --- Pointer / wheel ingestion (R22) ----------------------------------
69
70    pub fn pointer_down(&mut self, x: f64, y: f64, button: i32) -> bool {
71        // Sketch camera lock: while locked, the view is held flat-on to the sketch
72        // plane, so a LEFT press must NOT drive the camera at all — neither orbit
73        // (which would tilt off the plane) NOR pan. Suppressing it keeps left-drag
74        // free for sketch interaction and leaves pan on right/middle. Modeling mode
75        // and the UNLOCKED sketch view (where left orbits) are unaffected.
76        if self.sketch_mode()
77            && self.sketch_camera_locked
78            && button == crate::controls::BUTTON_LEFT
79        {
80            return false;
81        }
82        self.controls.pointer_down(x, y, button)
83    }
84
85    pub fn pointer_move(&mut self, x: f64, y: f64) -> bool {
86        let changed = self.controls.pointer_move(&mut self.camera, x, y);
87        if changed {
88            self.dirty = true;
89        }
90        changed
91    }
92
93    pub fn pointer_up(&mut self) -> bool {
94        self.controls.pointer_up()
95    }
96
97    pub fn wheel(&mut self, delta_y: f64, cursor: Option<[f64; 2]>) -> bool {
98        let changed = self.controls.wheel(&mut self.camera, delta_y, cursor);
99        if changed {
100            self.dirty = true;
101        }
102        changed
103    }
104
105    pub fn set_controls_enabled(&mut self, enabled: bool) {
106        self.controls.enabled = enabled;
107    }
108
109    /// Two-finger pan/pinch, also available with the sketch camera locked:
110    /// neither operation changes its orientation relative to the sketch plane.
111    pub fn touch_navigation(&mut self, from: [f64; 2], to: [f64; 2], scale: f64) -> bool {
112        let changed = self
113            .controls
114            .touch_navigation(&mut self.camera, from, to, scale);
115        self.dirty |= changed;
116        changed
117    }
118
119    // --- Camera commands (R21) --------------------------------------------
120
121    pub fn toggle_projection(&mut self) -> &'static str {
122        let kind = self.camera.toggle_projection();
123        self.dirty = true;
124        kind
125    }
126
127    pub fn set_projection(&mut self, kind: &str) {
128        let is_persp = matches!(self.camera.projection, crate::view::Projection::Perspective { .. });
129        let want_persp = kind.to_ascii_lowercase().starts_with("pers");
130        if is_persp != want_persp {
131            self.camera.toggle_projection();
132            self.dirty = true;
133        }
134    }
135
136    /// Snap to a named view and fit, the name read in [`Self::view_frame`] —
137    /// so with a board shown TOP looks down on its component side.
138    pub fn standard_view(&mut self, name: &str) -> bool {
139        let ok = self.camera.standard_view_in(self.view_frame(), name);
140        if ok {
141            self.camera.zoom_to_fit(&self.scene.bbox(), 1.15);
142            self.dirty = true;
143        }
144        ok
145    }
146
147    /// The frame the named views and the ViewCube are read in: Z-up
148    /// ([`crate::view::ViewFrame::Board`]) while the document shows a board, Y-up otherwise.
149    ///
150    /// Keyed on the DOCUMENT, not the workbench: the board is seen in 3D from
151    /// every workbench that draws the 3D view (Modeling, Assembly…) — the PCB
152    /// workbench itself draws its 2D editor there instead — so a frame the PCB
153    /// workbench switched on would never be in force where the board is looked
154    /// at. A document that has a board is one whose 3D view is about the board.
155    pub fn view_frame(&self) -> crate::view::ViewFrame {
156        if self.shown_board_ids.is_empty() {
157            crate::view::ViewFrame::World
158        } else {
159            crate::view::ViewFrame::Board
160        }
161    }
162
163    /// Put the ViewCube in the frame [`Self::view_frame`] reads now, after the
164    /// board bodies were fed or removed. The first time a board appears the
165    /// camera turns to the board's ISO view and frames it, so a board document
166    /// opens looking down on the component side from the front right, as a
167    /// board viewer does, rather than at the Y-up startup vantage that shows
168    /// the board as a standing wall. Losing the board leaves the camera alone.
169    pub(super) fn sync_view_frame(&mut self) {
170        let frame = self.view_frame();
171        if frame == self.widgets.view_frame() {
172            return;
173        }
174        self.widgets.set_view_frame(frame);
175        if frame == crate::view::ViewFrame::Board {
176            self.camera.standard_view_in(frame, "ISO");
177            self.camera.zoom_to_fit(&self.scene.bbox(), 1.15);
178        }
179        self.dirty = true;
180    }
181
182    pub fn camera_state_json(&self) -> String {
183        self.camera.state_json()
184    }
185
186    pub fn apply_camera_state_json(&mut self, json: &str) -> Result<(), String> {
187        self.camera.apply_state_json(json)?;
188        self.dirty = true;
189        Ok(())
190    }
191
192    pub fn world_per_pixel(&self) -> f64 {
193        self.camera.world_per_pixel()
194    }
195
196    // --- World → screen (R25) ---------------------------------------------
197
198    /// Project world points to CSS-pixel screen coords for host anchoring. Input
199    /// is `[[x,y,z], …]`; output `[[sx, sy, depth, inFront], …]` where inFront
200    /// is 1 when a LABEL anchored at the point should draw
201    /// ([`crate::view::ViewCamera::label_anchor_visible`], THE one label policy:
202    /// the point is projectable — ortho always, perspective unless at/behind the
203    /// eye plane, near/far NEVER cull — AND its projection lands inside the
204    /// viewport, so an off-screen anchor's chip vanishes instead of clamping to
205    /// the viewport edge). Every app label pass (sketch dims, feature dims,
206    /// constraint chips, gizmo axis text) keys its skip off THIS flag, so the
207    /// policy lives in exactly one place.
208    pub fn world_to_screen_json(&self, points_json: &str) -> Result<String, String> {
209        let points: Vec<[f64; 3]> = serde_json::from_str(points_json)
210            .map_err(|error| format!("world_to_screen points parse: {error}"))?;
211        let out = self.world_to_screen_points(&points);
212        Ok(serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string()))
213    }
214
215    /// [`Self::world_to_screen_json`] without the JSON: what a native pass
216    /// that projects every frame calls.
217    pub fn world_to_screen_points(&self, points: &[[f64; 3]]) -> Vec<[f64; 4]> {
218        points
219            .iter()
220            .map(|&p| {
221                let (sx, sy, depth) = self.camera.project(p);
222                let visible = self.camera.label_anchor_visible(p);
223                [sx, sy, depth, if visible { 1.0 } else { 0.0 }]
224            })
225            .collect()
226    }
227
228    /// The camera matrices for the host overlays' per-frame world→screen /
229    /// screen→world hot path: `{ viewProj:[16], viewProjInverse:[16],
230    /// viewport:[w,h] }`. Both matrices are column-major (index =
231    /// `col*4 + row`); `viewProj` maps world → wgpu clip
232    /// (x,y in −1..1, z in 0..1) and `viewport` is the CSS-pixel size. This lets
233    /// dimensions + sketch drop the compat mirror camera and read the engine's
234    /// own view-projection directly (see `world_to_screen_json` for one-shots).
235    pub fn camera_matrices_json(&self) -> String {
236        let view_proj = self.camera.view_proj_flat();
237        let view_proj_inverse = self.camera.view_proj_inverse_flat();
238        serde_json::json!({
239            "viewProj": view_proj,
240            "viewProjInverse": view_proj_inverse,
241            "viewport": [self.camera.width, self.camera.height],
242        })
243        .to_string()
244    }
245
246    // --- Picking (R23/R24) ------------------------------------------------
247
248}
249
250impl EngineState {
251    /// One hash per kind of render input, for the app's stale-frame check
252    /// (automation builds): a frame whose inputs hash differently from the last
253    /// rendered frame's but that is not marked dirty would show a stale view.
254    /// Selection and hover highlight are `emphasis`; sketch previews and every
255    /// other `set_overlay` geometry, the gizmos and the ViewCube are `widgets`;
256    /// theme and background colours bump `settings_generation`; tessellation
257    /// arriving later bumps a solid's `revision` in `scene`.
258    pub fn render_fingerprint(&self) -> [(&'static str, u64); 5] {
259        use std::hash::{Hash, Hasher};
260        let hash = |f: &dyn Fn(&mut std::collections::hash_map::DefaultHasher)| {
261            let mut h = std::collections::hash_map::DefaultHasher::new();
262            f(&mut h);
263            h.finish()
264        };
265        let camera = self.camera.resolve();
266        [
267            ("camera", hash(&|h| {
268                for v in camera.view_proj.iter().flatten() {
269                    v.to_bits().hash(h);
270                }
271                self.camera.width.to_bits().hash(h);
272                self.camera.height.to_bits().hash(h);
273                self.camera.world_per_pixel().to_bits().hash(h);
274            })),
275            ("settings", self.settings_generation),
276            ("scene", hash(&|h| {
277                for solid in self.scene.solids().iter().chain(self.context_scene.solids()) {
278                    solid.name.hash(h);
279                    solid.revision.hash(h);
280                }
281            })),
282            ("emphasis", hash(&|h| {
283                format!("{:?}", self.emphasis).hash(h);
284                self.context_scene.highlight.hash(h);
285                self.context_scene.tint.map(|rgba| rgba.map(f32::to_bits)).hash(h);
286                for solid in self.context_scene.solids() {
287                    solid.visible.hash(h);
288                }
289            })),
290            ("widgets", self.widgets.render_fingerprint(&gizmo_camera(&self.camera))),
291        ]
292    }
293
294    /// Build this frame's overlay-widget geometry, or None when nothing is
295    /// enabled (skips the overlay passes entirely).
296    pub fn build_widget_overlay(&self) -> Option<WidgetOverlay> {
297        if !self.widgets.any_visible() {
298            return None;
299        }
300        Some(self.widgets.build_overlay(&gizmo_camera(&self.camera)))
301    }
302
303    /// Fit the per-frame depth window to EVERYTHING drawn, then resolve the GPU
304    /// camera — the ONE path both frame loops (wasm `Engine::render`, desktop
305    /// `redraw`) use so they can't drift. The overlay is built FIRST, then its
306    /// WORLD bounds are folded into the fit: near/far never affect the overlay
307    /// geometry (it depends only on view direction + `world_per_pixel`), so
308    /// building it before the fit lets construction geometry — datum planes,
309    /// world axes, frames, the transform gizmo — be bracketed by the depth
310    /// window instead of clipping against the solids-only bounds. The world
311    /// ORIGIN is always folded in too, so the origin triad stays bracketed even
312    /// when every geometry channel is momentarily empty (an all-empty frame then
313    /// yields a tiny origin-centred window — harmless, re-fit next frame). The
314    /// ViewCube is excluded (it draws with its own mini-camera; see
315    /// [`WidgetOverlay::world_bbox`]). Returns the resolved camera + the built
316    /// overlay for the frame to hand to the render core.
317    pub fn fit_camera_and_overlay(&mut self) -> (crate::camera::Camera, Option<WidgetOverlay>) {
318        let overlay = self.build_widget_overlay();
319        let mut depth_bbox = self.depth_range_bbox();
320        if let Some(overlay) = &overlay {
321            depth_bbox.union(&overlay.world_bbox());
322        }
323        depth_bbox.expand([0.0, 0.0, 0.0]);
324        self.camera.fit_depth_range(&depth_bbox);
325        (self.camera.resolve(), overlay)
326    }
327
328    pub fn set_datums_json(&mut self, json: &str) -> Result<(), String> {
329        self.widgets.set_datums_json(json)?;
330        self.dirty = true;
331        Ok(())
332    }
333
334    /// Feed the general overlay geometry channel (`set_overlay`): arbitrary named
335    /// tri/line/point groups (feature-dialog previews and other display-only
336    /// geometry), drawn in the widget overlay pass.
337    pub fn set_overlay_json(&mut self, json: &str) -> Result<(), String> {
338        self.widgets.set_overlay_json(json)?;
339        self.dirty = true;
340        Ok(())
341    }
342
343    pub fn set_dimensions_json(&mut self, json: &str) -> Result<(), String> {
344        self.widgets.set_dimensions_json(json)?;
345        self.dirty = true;
346        Ok(())
347    }
348
349    pub fn set_transform_json(&mut self, json: &str) -> Result<(), String> {
350        self.widgets.set_transform_json(json)?;
351        self.dirty = true;
352        Ok(())
353    }
354
355    pub fn set_viewcube_enabled(&mut self, enabled: bool) {
356        self.widgets.set_viewcube_enabled(enabled);
357        self.dirty = true;
358    }
359
360    /// The ViewCube corner rect `{x,y,w,h}` (CSS px) so the host can decide
361    /// whether to forward a pointer event.
362    pub fn viewcube_rect_json(&self) -> String {
363        let r = self.widgets.viewcube_rect(&gizmo_camera(&self.camera));
364        serde_json::json!({ "x": r[0], "y": r[1], "w": r[2], "h": r[3] }).to_string()
365    }
366
367    /// Update the ViewCube hover from cube-local pixels; returns whether it
368    /// changed (a hover-out is `(None)` with local coords outside).
369    pub fn viewcube_hover(&mut self, local_x: f64, local_y: f64) -> bool {
370        let cam = gizmo_camera(&self.camera);
371        let handle = self.widgets.viewcube_hit(&cam, local_x as f32, local_y as f32);
372        let changed = self.widgets.set_viewcube_hover(handle);
373        if changed {
374            self.dirty = true;
375        }
376        changed
377    }
378
379    pub fn viewcube_clear_hover(&mut self) -> bool {
380        let changed = self.widgets.set_viewcube_hover(None);
381        if changed {
382            self.dirty = true;
383        }
384        changed
385    }
386
387    /// Click the ViewCube at cube-local pixels: snap the shared camera to the
388    /// region's standard view (keeping the current pivot distance). Returns
389    /// true if a region was hit.
390    pub fn viewcube_click(&mut self, local_x: f64, local_y: f64) -> bool {
391        let cam = gizmo_camera(&self.camera);
392        let Some(handle) = self.widgets.viewcube_hit(&cam, local_x as f32, local_y as f32) else {
393            return false;
394        };
395        // Navigation arrows apply a RELATIVE camera rotation (orbit / roll) to
396        // the current view instead of snapping to an absolute standard view.
397        if brep_gizmos::view_cube::ViewCube::is_arrow(handle) {
398            self.apply_viewcube_arrow(handle);
399            self.dirty = true;
400            return true;
401        }
402        let (dir, fallback_up) = self.widgets.viewcube_target(handle);
403        // Minimal-rotation snap with a LEVELLED roll: the view direction snaps to
404        // the region, and the up is snapped to the nearest member of a discrete
405        // per-kind set (see [`snap_view_up`]) so a face lands flat-on with its
406        // bottom edge horizontal and a corner lands on a proper top-vertex-up
407        // isometric — always the orientation that rotates the camera the least.
408        let kind = brep_gizmos::view_cube::ViewCube::region_kind(handle);
409        let dirf = [dir[0] as f64, dir[1] as f64, dir[2] as f64];
410        let up = snap_view_up(kind, dirf, self.camera.up, fallback_up);
411        self.apply_look_direction(dir, up);
412        self.dirty = true;
413        true
414    }
415
416    /// Reorient the camera to look along `dir` (world eye→target) with `up`,
417    /// preserving the current pivot distance.
418    pub(super) fn apply_look_direction(&mut self, dir: [f32; 3], up: [f32; 3]) {
419        let dir = [dir[0] as f64, dir[1] as f64, dir[2] as f64];
420        let dist = self.camera.distance();
421        self.camera.eye = [
422            self.camera.target[0] - dir[0] * dist,
423            self.camera.target[1] - dir[1] * dist,
424            self.camera.target[2] - dir[2] * dist,
425        ];
426        self.camera.up = [up[0] as f64, up[1] as f64, up[2] as f64];
427    }
428
429    /// Apply a ViewCube navigation-arrow rotation to the CURRENT camera (a
430    /// relative 90° orbit / roll), keeping the pivot (`target`) fixed. The
431    /// rotation axes are the camera's own screen axes so the motion follows the
432    /// on-screen arrow direction: the eye moves toward the pan arrow it points
433    /// at, and the roll arcs spin the up vector about the view direction.
434    fn apply_viewcube_arrow(&mut self, handle: u32) {
435        use crate::view::{add3, rotate3, sub3};
436        use brep_gizmos::view_cube::ViewCube;
437        // World-space screen axes of the current view: right, up, forward(eye→target).
438        let (right, up_axis, fwd) = self.camera.basis();
439        let target = self.camera.target;
440        let rel = sub3(self.camera.eye, target); // eye relative to pivot
441        let q = std::f64::consts::FRAC_PI_2; // 90° per click
442        match handle {
443            // Orbit about the screen-up axis; eye moves toward the arrow side.
444            ViewCube::ARROW_RIGHT => {
445                self.camera.eye = add3(target, rotate3(rel, up_axis, q));
446            }
447            ViewCube::ARROW_LEFT => {
448                self.camera.eye = add3(target, rotate3(rel, up_axis, -q));
449            }
450            // Orbit about the screen-right axis; carry the up vector along so the
451            // view stays upright (eye moves toward the arrow side).
452            ViewCube::ARROW_UP => {
453                self.camera.eye = add3(target, rotate3(rel, right, -q));
454                self.camera.up = rotate3(self.camera.up, right, -q);
455            }
456            ViewCube::ARROW_DOWN => {
457                self.camera.eye = add3(target, rotate3(rel, right, q));
458                self.camera.up = rotate3(self.camera.up, right, q);
459            }
460            // Roll about the view direction; only the up vector changes.
461            ViewCube::ROLL_CCW => {
462                self.camera.up = rotate3(self.camera.up, fwd, q);
463            }
464            ViewCube::ROLL_CW => {
465                self.camera.up = rotate3(self.camera.up, fwd, -q);
466            }
467            _ => {}
468        }
469    }
470
471    /// Pick the datum plane/axis under a screen pixel; returns its name (empty
472    /// when none).
473    ///
474    /// NOT the selection path any more: construction planes are ordinary pick
475    /// candidates ([`Self::pick_candidates_at`] → the widget's `datum_plane_hits`,
476    /// which reports EVERY card the ray crosses rather than the first), so the
477    /// viewport click router no longer calls this. It survives as the AXIS-aware
478    /// second line of defense inside [`Self::ref_select_click`]'s total-miss arm.
479    pub fn datum_pick(&self, x: f64, y: f64) -> String {
480        self.widgets
481            .datum_pick(&gizmo_camera(&self.camera), x as f32, y as f32)
482            .unwrap_or_default()
483    }
484
485    /// Update the transform-gizmo hover from a screen pixel; returns the handle
486    /// under the pointer (0 = none). Marks dirty when the highlight changed.
487    pub fn transform_hover(&mut self, x: f64, y: f64) -> u32 {
488        let cam = gizmo_camera(&self.camera);
489        let handle = self.widgets.transform_hit(&cam, x as f32, y as f32);
490        if self.widgets.set_transform_hover(handle) {
491            self.dirty = true;
492        }
493        handle
494    }
495
496    /// The transform-gizmo handle under a screen pixel (0 = none) — the host
497    /// echoes it back to start a drag.
498    pub fn transform_pick(&self, x: f64, y: f64) -> u32 {
499        self.widgets.transform_hit(&gizmo_camera(&self.camera), x as f32, y as f32)
500    }
501
502    /// Compute a transform drag (frame-space + world delta) as JSON for the
503    /// feature-edit commit. Marks the handle active for the highlight.
504    pub fn transform_drag(
505        &mut self,
506        handle: u32,
507        sx: f64,
508        sy: f64,
509        cx: f64,
510        cy: f64,
511    ) -> String {
512        let cam = gizmo_camera(&self.camera);
513        self.widgets.set_transform_active(handle);
514        self.dirty = true;
515        self.widgets
516            .transform_drag_json(&cam, handle, sx as f32, sy as f32, cx as f32, cy as f32)
517    }
518
519    pub fn transform_drag_end(&mut self) {
520        self.widgets.set_transform_active(0);
521        self.dirty = true;
522    }
523
524    /// Per-dimension label placement: `[{id, anchor:[x,y,z],
525    /// screen:[sx,sy,inFront]}]` — the host pins each text label at `screen`.
526    pub fn dimension_anchors_json(&self) -> String {
527        let anchors = self.widgets.dimension_anchors(&gizmo_camera(&self.camera));
528        let out: Vec<serde_json::Value> = anchors
529            .into_iter()
530            .map(|(id, p)| {
531                let world = [p[0] as f64, p[1] as f64, p[2] as f64];
532                let (sx, sy, _) = self.camera.project(world);
533                // Same ONE label policy as `world_to_screen_json` — near/far
534                // never cull; off-viewport anchors hide their label.
535                let visible = if self.camera.label_anchor_visible(world) { 1.0 } else { 0.0 };
536                serde_json::json!({
537                    "id": id,
538                    "anchor": p,
539                    "screen": [sx, sy, visible],
540                })
541            })
542            .collect();
543        serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string())
544    }
545
546    // --- Undo / redo (engine-owned) ---------------------------------------
547    //
548    // The model is engine-owned, so its undo history lives in the engine core
549    // too: `History` holds the stacks and snapshots itself BEFORE each model
550    // mutation (edit / add / delete / reorder), while roll-to-step is view state
551    // and is NOT snapshotted. The UI only TRIGGERS these; it never holds a stack.
552
553}
554
555/// Choose the camera `up` when the ViewCube snaps to a face / edge / corner.
556///
557/// `dir` is the world eye→target direction the view snaps to
558/// ([`brep_gizmos::view_cube::ViewCube::target_view`]): axis-aligned for a face,
559/// a 45° blend for an edge, a body-diagonal for a corner. `current_up` is the
560/// live camera up; `fallback` the region's canonical up.
561///
562/// The roll is snapped to a DISCRETE set and the member closest to the current
563/// up wins (max dot ⇒ least roll), so the reorient rotates by the smallest angle
564/// while still landing "level":
565/// - **face** (`kind == 1`): the 4 signed world axes lying in the face plane
566///   (the two axes `dir` is perpendicular to) — the face ends flat-on with its
567///   bottom edge horizontal, choosing whichever of the 4 edges was already
568///   nearest the top.
569/// - **corner** (`kind == 3`): the 3 cube axes that point up for this corner
570///   (top-vertex-up isometric), 120° apart — the axis whose sign opposes each
571///   component of `dir` (so the near vertex reads upright, not inverted).
572/// - **edge / other**: no discrete set — the current up is projected onto the
573///   plane ⟂ `dir` (free roll preserved), falling back to `fallback` when that
574///   projection degenerates (up nearly parallel to `dir`).
575pub(super) fn snap_view_up(
576    kind: u8,
577    dir: [f64; 3],
578    current_up: [f64; 3],
579    fallback: [f32; 3],
580) -> [f32; 3] {
581    let mut candidates: Vec<[f64; 3]> = Vec::new();
582    match kind {
583        // Face: both signs of each axis the (axis-aligned) view dir is ⟂ to.
584        1 => {
585            for a in 0..3 {
586                if dir[a].abs() < 0.5 {
587                    let mut p = [0.0; 3];
588                    p[a] = 1.0;
589                    candidates.push(p);
590                    p[a] = -1.0;
591                    candidates.push(p);
592                }
593            }
594        }
595        // Corner: the axis direction opposite each component of the view dir
596        // (dir = -normalize(signs), so -sign(dir[a]) recovers the corner's sign).
597        3 => {
598            for a in 0..3 {
599                let mut p = [0.0; 3];
600                p[a] = -dir[a].signum();
601                candidates.push(p);
602            }
603        }
604        _ => {}
605    }
606
607    let dot = |v: &[f64; 3]| v[0] * current_up[0] + v[1] * current_up[1] + v[2] * current_up[2];
608    // An EXACT tie — the current up perpendicular to two candidates, as from
609    // an ISO onto its TOP face — goes to the candidate nearest the region's
610    // own up, not to whichever the loop listed last. The listing order only
611    // happened to give TOP's −Z in the Y-up frame; in the board frame it gave
612    // the TOP view upside down (the layout's +Y down the screen).
613    let score = |v: &[f64; 3]| {
614        dot(v) + 1e-6 * (v[0] * fallback[0] as f64 + v[1] * fallback[1] as f64 + v[2] * fallback[2] as f64)
615    };
616    if let Some(best) = candidates
617        .into_iter()
618        .max_by(|x, y| score(x).partial_cmp(&score(y)).unwrap_or(std::cmp::Ordering::Equal))
619    {
620        return [best[0] as f32, best[1] as f32, best[2] as f32];
621    }
622
623    // Edge / fallback: project the current up onto the plane ⟂ dir (keep roll).
624    let d = dot(&dir);
625    let proj = [
626        current_up[0] - dir[0] * d,
627        current_up[1] - dir[1] * d,
628        current_up[2] - dir[2] * d,
629    ];
630    let len = (proj[0] * proj[0] + proj[1] * proj[1] + proj[2] * proj[2]).sqrt();
631    if len > 1e-4 {
632        [
633            (proj[0] / len) as f32,
634            (proj[1] / len) as f32,
635            (proj[2] / len) as f32,
636        ]
637    } else {
638        fallback
639    }
640}
641
642/// Serialize a screen-space [`brep_gizmos::hit_region::HitShape`] to the gizmo
643/// hit-area JSON schema the app strokes: `{ kind:"capsule", a:[x,y], b:[x,y], r }`
644/// or `{ kind:"circle", c:[x,y], r }` — viewport-local px, so the app only offsets
645/// by `rect.min`. The engine hit-tests these SAME shapes, so the drawn outline can
646/// never drift from the pickable region. Shared by both gizmo exposers.
647pub(super) fn hit_shape_json(shape: &brep_gizmos::hit_region::HitShape) -> serde_json::Value {
648    use brep_gizmos::hit_region::HitShape;
649    match *shape {
650        HitShape::Capsule { a, b, r } => {
651            serde_json::json!({ "kind": "capsule", "a": a, "b": b, "r": r })
652        }
653        HitShape::Circle { c, r } => serde_json::json!({ "kind": "circle", "c": c, "r": r }),
654    }
655}
656
657/// Serialize an iterator of [`brep_gizmos::hit_region::HitShape`]s to the app's
658/// gizmo hit-area JSON array (see [`hit_shape_json`]); `"[]"` on failure.
659pub(super) fn hit_shapes_json<'a>(
660    shapes: impl Iterator<Item = &'a brep_gizmos::hit_region::HitShape>,
661) -> String {
662    let out: Vec<serde_json::Value> = shapes.map(hit_shape_json).collect();
663    serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string())
664}
665
666
667