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