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 /// [`Self::camera_state_json`] as a JSON value.
187 pub fn camera_state_value(&self) -> serde_json::Value {
188 self.camera.state_value()
189 }
190
191 pub fn apply_camera_state_json(&mut self, json: &str) -> Result<(), String> {
192 self.camera.apply_state_json(json)?;
193 self.dirty = true;
194 Ok(())
195 }
196
197 pub fn world_per_pixel(&self) -> f64 {
198 self.camera.world_per_pixel()
199 }
200
201 // --- World → screen (R25) ---------------------------------------------
202
203 /// Project world points to CSS-pixel screen coords for host anchoring. Input
204 /// is `[[x,y,z], …]`; output `[[sx, sy, depth, inFront], …]` where inFront
205 /// is 1 when a LABEL anchored at the point should draw
206 /// ([`crate::view::ViewCamera::label_anchor_visible`], THE one label policy:
207 /// the point is projectable — ortho always, perspective unless at/behind the
208 /// eye plane, near/far NEVER cull — AND its projection lands inside the
209 /// viewport, so an off-screen anchor's chip vanishes instead of clamping to
210 /// the viewport edge). Every app label pass (sketch dims, feature dims,
211 /// constraint chips, gizmo axis text) keys its skip off THIS flag, so the
212 /// policy lives in exactly one place.
213 pub fn world_to_screen_json(&self, points_json: &str) -> Result<String, String> {
214 let points: Vec<[f64; 3]> = serde_json::from_str(points_json)
215 .map_err(|error| format!("world_to_screen points parse: {error}"))?;
216 let out = self.world_to_screen_points(&points);
217 Ok(serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string()))
218 }
219
220 /// [`Self::world_to_screen_json`] without the JSON: what a native pass
221 /// that projects every frame calls.
222 pub fn world_to_screen_points(&self, points: &[[f64; 3]]) -> Vec<[f64; 4]> {
223 points
224 .iter()
225 .map(|&p| {
226 let (sx, sy, depth) = self.camera.project(p);
227 let visible = self.camera.label_anchor_visible(p);
228 [sx, sy, depth, if visible { 1.0 } else { 0.0 }]
229 })
230 .collect()
231 }
232
233 /// The camera matrices for the host overlays' per-frame world→screen /
234 /// screen→world hot path: `{ viewProj:[16], viewProjInverse:[16],
235 /// viewport:[w,h] }`. Both matrices are column-major (index =
236 /// `col*4 + row`); `viewProj` maps world → wgpu clip
237 /// (x,y in −1..1, z in 0..1) and `viewport` is the CSS-pixel size. This lets
238 /// dimensions + sketch drop the compat mirror camera and read the engine's
239 /// own view-projection directly (see `world_to_screen_json` for one-shots).
240 pub fn camera_matrices_json(&self) -> String {
241 let view_proj = self.camera.view_proj_flat();
242 let view_proj_inverse = self.camera.view_proj_inverse_flat();
243 serde_json::json!({
244 "viewProj": view_proj,
245 "viewProjInverse": view_proj_inverse,
246 "viewport": [self.camera.width, self.camera.height],
247 })
248 .to_string()
249 }
250
251 // --- Picking (R23/R24) ------------------------------------------------
252
253}
254
255impl EngineState {
256 /// One hash per kind of render input, for the app's stale-frame check
257 /// (automation builds): a frame whose inputs hash differently from the last
258 /// rendered frame's but that is not marked dirty would show a stale view.
259 /// Selection and hover highlight are `emphasis`; sketch previews and every
260 /// other `set_overlay` geometry, the gizmos and the ViewCube are `widgets`;
261 /// theme and background colours bump `settings_generation`; tessellation
262 /// arriving later bumps a solid's `revision` in `scene`.
263 pub fn render_fingerprint(&self) -> [(&'static str, u64); 5] {
264 use std::hash::{Hash, Hasher};
265 let hash = |f: &dyn Fn(&mut std::collections::hash_map::DefaultHasher)| {
266 let mut h = std::collections::hash_map::DefaultHasher::new();
267 f(&mut h);
268 h.finish()
269 };
270 let camera = self.camera.resolve();
271 [
272 ("camera", hash(&|h| {
273 for v in camera.view_proj.iter().flatten() {
274 v.to_bits().hash(h);
275 }
276 self.camera.width.to_bits().hash(h);
277 self.camera.height.to_bits().hash(h);
278 self.camera.world_per_pixel().to_bits().hash(h);
279 })),
280 ("settings", self.settings_generation),
281 ("scene", hash(&|h| {
282 for solid in self.scene.solids().iter().chain(self.context_scene.solids()) {
283 solid.name.hash(h);
284 solid.revision.hash(h);
285 }
286 })),
287 ("emphasis", hash(&|h| {
288 format!("{:?}", self.emphasis).hash(h);
289 self.context_scene.highlight.hash(h);
290 self.context_scene.tint.map(|rgba| rgba.map(f32::to_bits)).hash(h);
291 for solid in self.context_scene.solids() {
292 solid.visible.hash(h);
293 }
294 })),
295 ("widgets", self.widgets.render_fingerprint(&gizmo_camera(&self.camera))),
296 ]
297 }
298
299 /// Build this frame's overlay-widget geometry, or None when nothing is
300 /// enabled (skips the overlay passes entirely).
301 pub fn build_widget_overlay(&self) -> Option<WidgetOverlay> {
302 if !self.widgets.any_visible() {
303 return None;
304 }
305 Some(self.widgets.build_overlay(&gizmo_camera(&self.camera)))
306 }
307
308 /// Fit the per-frame depth window to EVERYTHING drawn, then resolve the GPU
309 /// camera — the ONE path both frame loops (wasm `Engine::render`, desktop
310 /// `redraw`) use so they can't drift. The overlay is built FIRST, then its
311 /// WORLD bounds are folded into the fit: near/far never affect the overlay
312 /// geometry (it depends only on view direction + `world_per_pixel`), so
313 /// building it before the fit lets construction geometry — datum planes,
314 /// world axes, frames, the transform gizmo — be bracketed by the depth
315 /// window instead of clipping against the solids-only bounds. The world
316 /// ORIGIN is always folded in too, so the origin triad stays bracketed even
317 /// when every geometry channel is momentarily empty (an all-empty frame then
318 /// yields a tiny origin-centred window — harmless, re-fit next frame). The
319 /// ViewCube is excluded (it draws with its own mini-camera; see
320 /// [`WidgetOverlay::world_bbox`]). Returns the resolved camera + the built
321 /// overlay for the frame to hand to the render core.
322 pub fn fit_camera_and_overlay(&mut self) -> (crate::camera::Camera, Option<WidgetOverlay>) {
323 let overlay = self.build_widget_overlay();
324 let mut depth_bbox = self.depth_range_bbox();
325 if let Some(overlay) = &overlay {
326 depth_bbox.union(&overlay.world_bbox());
327 }
328 depth_bbox.expand([0.0, 0.0, 0.0]);
329 self.camera.fit_depth_range(&depth_bbox);
330 (self.camera.resolve(), overlay)
331 }
332
333 pub fn set_datums_json(&mut self, json: &str) -> Result<(), String> {
334 self.widgets.set_datums_json(json)?;
335 self.dirty = true;
336 Ok(())
337 }
338
339 /// Feed the general overlay geometry channel (`set_overlay`): arbitrary named
340 /// tri/line/point groups (feature-dialog previews and other display-only
341 /// geometry), drawn in the widget overlay pass.
342 pub fn set_overlay_json(&mut self, json: &str) -> Result<(), String> {
343 self.widgets.set_overlay_json(json)?;
344 self.dirty = true;
345 Ok(())
346 }
347
348 pub fn set_dimensions_json(&mut self, json: &str) -> Result<(), String> {
349 self.widgets.set_dimensions_json(json)?;
350 self.dirty = true;
351 Ok(())
352 }
353
354 pub fn set_transform_json(&mut self, json: &str) -> Result<(), String> {
355 self.widgets.set_transform_json(json)?;
356 self.dirty = true;
357 Ok(())
358 }
359
360 pub fn set_viewcube_enabled(&mut self, enabled: bool) {
361 self.widgets.set_viewcube_enabled(enabled);
362 self.dirty = true;
363 }
364
365 /// The ViewCube corner rect `{x,y,w,h}` (CSS px) so the host can decide
366 /// whether to forward a pointer event.
367 pub fn viewcube_rect_json(&self) -> String {
368 let r = self.widgets.viewcube_rect(&gizmo_camera(&self.camera));
369 serde_json::json!({ "x": r[0], "y": r[1], "w": r[2], "h": r[3] }).to_string()
370 }
371
372 /// Update the ViewCube hover from cube-local pixels; returns whether it
373 /// changed (a hover-out is `(None)` with local coords outside).
374 pub fn viewcube_hover(&mut self, local_x: f64, local_y: f64) -> bool {
375 let cam = gizmo_camera(&self.camera);
376 let handle = self.widgets.viewcube_hit(&cam, local_x as f32, local_y as f32);
377 let changed = self.widgets.set_viewcube_hover(handle);
378 if changed {
379 self.dirty = true;
380 }
381 changed
382 }
383
384 pub fn viewcube_clear_hover(&mut self) -> bool {
385 let changed = self.widgets.set_viewcube_hover(None);
386 if changed {
387 self.dirty = true;
388 }
389 changed
390 }
391
392 /// Click the ViewCube at cube-local pixels: snap the shared camera to the
393 /// region's standard view (keeping the current pivot distance). Returns
394 /// true if a region was hit.
395 pub fn viewcube_click(&mut self, local_x: f64, local_y: f64) -> bool {
396 let cam = gizmo_camera(&self.camera);
397 let Some(handle) = self.widgets.viewcube_hit(&cam, local_x as f32, local_y as f32) else {
398 return false;
399 };
400 // Navigation arrows apply a RELATIVE camera rotation (orbit / roll) to
401 // the current view instead of snapping to an absolute standard view.
402 if brep_gizmos::view_cube::ViewCube::is_arrow(handle) {
403 self.apply_viewcube_arrow(handle);
404 self.dirty = true;
405 return true;
406 }
407 let (dir, fallback_up) = self.widgets.viewcube_target(handle);
408 // Minimal-rotation snap with a LEVELLED roll: the view direction snaps to
409 // the region, and the up is snapped to the nearest member of a discrete
410 // per-kind set (see [`snap_view_up`]) so a face lands flat-on with its
411 // bottom edge horizontal and a corner lands on a proper top-vertex-up
412 // isometric — always the orientation that rotates the camera the least.
413 let kind = brep_gizmos::view_cube::ViewCube::region_kind(handle);
414 let dirf = [dir[0] as f64, dir[1] as f64, dir[2] as f64];
415 let up = snap_view_up(kind, dirf, self.camera.up, fallback_up);
416 self.apply_look_direction(dir, up);
417 self.dirty = true;
418 true
419 }
420
421 /// Reorient the camera to look along `dir` (world eye→target) with `up`,
422 /// preserving the current pivot distance.
423 pub(super) fn apply_look_direction(&mut self, dir: [f32; 3], up: [f32; 3]) {
424 let dir = [dir[0] as f64, dir[1] as f64, dir[2] as f64];
425 let dist = self.camera.distance();
426 self.camera.eye = [
427 self.camera.target[0] - dir[0] * dist,
428 self.camera.target[1] - dir[1] * dist,
429 self.camera.target[2] - dir[2] * dist,
430 ];
431 self.camera.up = [up[0] as f64, up[1] as f64, up[2] as f64];
432 }
433
434 /// Apply a ViewCube navigation-arrow rotation to the CURRENT camera (a
435 /// relative 90° orbit / roll), keeping the pivot (`target`) fixed. The
436 /// rotation axes are the camera's own screen axes so the motion follows the
437 /// on-screen arrow direction: the eye moves toward the pan arrow it points
438 /// at, and the roll arcs spin the up vector about the view direction.
439 fn apply_viewcube_arrow(&mut self, handle: u32) {
440 use crate::view::{add3, rotate3, sub3};
441 use brep_gizmos::view_cube::ViewCube;
442 // World-space screen axes of the current view: right, up, forward(eye→target).
443 let (right, up_axis, fwd) = self.camera.basis();
444 let target = self.camera.target;
445 let rel = sub3(self.camera.eye, target); // eye relative to pivot
446 let q = std::f64::consts::FRAC_PI_2; // 90° per click
447 match handle {
448 // Orbit about the screen-up axis; eye moves toward the arrow side.
449 ViewCube::ARROW_RIGHT => {
450 self.camera.eye = add3(target, rotate3(rel, up_axis, q));
451 }
452 ViewCube::ARROW_LEFT => {
453 self.camera.eye = add3(target, rotate3(rel, up_axis, -q));
454 }
455 // Orbit about the screen-right axis; carry the up vector along so the
456 // view stays upright (eye moves toward the arrow side).
457 ViewCube::ARROW_UP => {
458 self.camera.eye = add3(target, rotate3(rel, right, -q));
459 self.camera.up = rotate3(self.camera.up, right, -q);
460 }
461 ViewCube::ARROW_DOWN => {
462 self.camera.eye = add3(target, rotate3(rel, right, q));
463 self.camera.up = rotate3(self.camera.up, right, q);
464 }
465 // Roll about the view direction; only the up vector changes.
466 ViewCube::ROLL_CCW => {
467 self.camera.up = rotate3(self.camera.up, fwd, q);
468 }
469 ViewCube::ROLL_CW => {
470 self.camera.up = rotate3(self.camera.up, fwd, -q);
471 }
472 _ => {}
473 }
474 }
475
476 /// Pick the datum plane/axis under a screen pixel; returns its name (empty
477 /// when none).
478 ///
479 /// NOT the selection path any more: construction planes are ordinary pick
480 /// candidates ([`Self::pick_candidates_at`] → the widget's `datum_plane_hits`,
481 /// which reports EVERY card the ray crosses rather than the first), so the
482 /// viewport click router no longer calls this. It survives as the AXIS-aware
483 /// second line of defense inside [`Self::ref_select_click`]'s total-miss arm.
484 pub fn datum_pick(&self, x: f64, y: f64) -> String {
485 self.widgets
486 .datum_pick(&gizmo_camera(&self.camera), x as f32, y as f32)
487 .unwrap_or_default()
488 }
489
490 /// Update the transform-gizmo hover from a screen pixel; returns the handle
491 /// under the pointer (0 = none). Marks dirty when the highlight changed.
492 pub fn transform_hover(&mut self, x: f64, y: f64) -> u32 {
493 let cam = gizmo_camera(&self.camera);
494 let handle = self.widgets.transform_hit(&cam, x as f32, y as f32);
495 if self.widgets.set_transform_hover(handle) {
496 self.dirty = true;
497 }
498 handle
499 }
500
501 /// The transform-gizmo handle under a screen pixel (0 = none) — the host
502 /// echoes it back to start a drag.
503 pub fn transform_pick(&self, x: f64, y: f64) -> u32 {
504 self.widgets.transform_hit(&gizmo_camera(&self.camera), x as f32, y as f32)
505 }
506
507 /// Compute a transform drag (frame-space + world delta) as JSON for the
508 /// feature-edit commit. Marks the handle active for the highlight.
509 pub fn transform_drag(
510 &mut self,
511 handle: u32,
512 sx: f64,
513 sy: f64,
514 cx: f64,
515 cy: f64,
516 ) -> String {
517 let cam = gizmo_camera(&self.camera);
518 self.widgets.set_transform_active(handle);
519 self.dirty = true;
520 self.widgets
521 .transform_drag_json(&cam, handle, sx as f32, sy as f32, cx as f32, cy as f32)
522 }
523
524 pub fn transform_drag_end(&mut self) {
525 self.widgets.set_transform_active(0);
526 self.dirty = true;
527 }
528
529 /// Per-dimension label placement: `[{id, anchor:[x,y,z],
530 /// screen:[sx,sy,inFront]}]` — the host pins each text label at `screen`.
531 pub fn dimension_anchors_json(&self) -> String {
532 let anchors = self.widgets.dimension_anchors(&gizmo_camera(&self.camera));
533 let out: Vec<serde_json::Value> = anchors
534 .into_iter()
535 .map(|(id, p)| {
536 let world = [p[0] as f64, p[1] as f64, p[2] as f64];
537 let (sx, sy, _) = self.camera.project(world);
538 // Same ONE label policy as `world_to_screen_json` — near/far
539 // never cull; off-viewport anchors hide their label.
540 let visible = if self.camera.label_anchor_visible(world) { 1.0 } else { 0.0 };
541 serde_json::json!({
542 "id": id,
543 "anchor": p,
544 "screen": [sx, sy, visible],
545 })
546 })
547 .collect();
548 serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string())
549 }
550
551 // --- Undo / redo (engine-owned) ---------------------------------------
552 //
553 // The model is engine-owned, so its undo history lives in the engine core
554 // too: `History` holds the stacks and snapshots itself BEFORE each model
555 // mutation (edit / add / delete / reorder), while roll-to-step is view state
556 // and is NOT snapshotted. The UI only TRIGGERS these; it never holds a stack.
557
558}
559
560/// Choose the camera `up` when the ViewCube snaps to a face / edge / corner.
561///
562/// `dir` is the world eye→target direction the view snaps to
563/// ([`brep_gizmos::view_cube::ViewCube::target_view`]): axis-aligned for a face,
564/// a 45° blend for an edge, a body-diagonal for a corner. `current_up` is the
565/// live camera up; `fallback` the region's canonical up.
566///
567/// The roll is snapped to a DISCRETE set and the member closest to the current
568/// up wins (max dot ⇒ least roll), so the reorient rotates by the smallest angle
569/// while still landing "level":
570/// - **face** (`kind == 1`): the 4 signed world axes lying in the face plane
571/// (the two axes `dir` is perpendicular to) — the face ends flat-on with its
572/// bottom edge horizontal, choosing whichever of the 4 edges was already
573/// nearest the top.
574/// - **corner** (`kind == 3`): the 3 cube axes that point up for this corner
575/// (top-vertex-up isometric), 120° apart — the axis whose sign opposes each
576/// component of `dir` (so the near vertex reads upright, not inverted).
577/// - **edge / other**: no discrete set — the current up is projected onto the
578/// plane ⟂ `dir` (free roll preserved), falling back to `fallback` when that
579/// projection degenerates (up nearly parallel to `dir`).
580pub(super) fn snap_view_up(
581 kind: u8,
582 dir: [f64; 3],
583 current_up: [f64; 3],
584 fallback: [f32; 3],
585) -> [f32; 3] {
586 let mut candidates: Vec<[f64; 3]> = Vec::new();
587 match kind {
588 // Face: both signs of each axis the (axis-aligned) view dir is ⟂ to.
589 1 => {
590 for a in 0..3 {
591 if dir[a].abs() < 0.5 {
592 let mut p = [0.0; 3];
593 p[a] = 1.0;
594 candidates.push(p);
595 p[a] = -1.0;
596 candidates.push(p);
597 }
598 }
599 }
600 // Corner: the axis direction opposite each component of the view dir
601 // (dir = -normalize(signs), so -sign(dir[a]) recovers the corner's sign).
602 3 => {
603 for a in 0..3 {
604 let mut p = [0.0; 3];
605 p[a] = -dir[a].signum();
606 candidates.push(p);
607 }
608 }
609 _ => {}
610 }
611
612 let dot = |v: &[f64; 3]| v[0] * current_up[0] + v[1] * current_up[1] + v[2] * current_up[2];
613 // An EXACT tie — the current up perpendicular to two candidates, as from
614 // an ISO onto its TOP face — goes to the candidate nearest the region's
615 // own up, not to whichever the loop listed last. The listing order only
616 // happened to give TOP's −Z in the Y-up frame; in the board frame it gave
617 // the TOP view upside down (the layout's +Y down the screen).
618 let score = |v: &[f64; 3]| {
619 dot(v) + 1e-6 * (v[0] * fallback[0] as f64 + v[1] * fallback[1] as f64 + v[2] * fallback[2] as f64)
620 };
621 if let Some(best) = candidates
622 .into_iter()
623 .max_by(|x, y| score(x).partial_cmp(&score(y)).unwrap_or(std::cmp::Ordering::Equal))
624 {
625 return [best[0] as f32, best[1] as f32, best[2] as f32];
626 }
627
628 // Edge / fallback: project the current up onto the plane ⟂ dir (keep roll).
629 let d = dot(&dir);
630 let proj = [
631 current_up[0] - dir[0] * d,
632 current_up[1] - dir[1] * d,
633 current_up[2] - dir[2] * d,
634 ];
635 let len = (proj[0] * proj[0] + proj[1] * proj[1] + proj[2] * proj[2]).sqrt();
636 if len > 1e-4 {
637 [
638 (proj[0] / len) as f32,
639 (proj[1] / len) as f32,
640 (proj[2] / len) as f32,
641 ]
642 } else {
643 fallback
644 }
645}
646
647/// Serialize a screen-space [`brep_gizmos::hit_region::HitShape`] to the gizmo
648/// hit-area JSON schema the app strokes: `{ kind:"capsule", a:[x,y], b:[x,y], r }`
649/// or `{ kind:"circle", c:[x,y], r }` — viewport-local px, so the app only offsets
650/// by `rect.min`. The engine hit-tests these SAME shapes, so the drawn outline can
651/// never drift from the pickable region. Shared by both gizmo exposers.
652pub(super) fn hit_shape_json(shape: &brep_gizmos::hit_region::HitShape) -> serde_json::Value {
653 use brep_gizmos::hit_region::HitShape;
654 match *shape {
655 HitShape::Capsule { a, b, r } => {
656 serde_json::json!({ "kind": "capsule", "a": a, "b": b, "r": r })
657 }
658 HitShape::Circle { c, r } => serde_json::json!({ "kind": "circle", "c": c, "r": r }),
659 }
660}
661
662/// Serialize an iterator of [`brep_gizmos::hit_region::HitShape`]s to the app's
663/// gizmo hit-area JSON array (see [`hit_shape_json`]); `"[]"` on failure.
664pub(super) fn hit_shapes_json<'a>(
665 shapes: impl Iterator<Item = &'a brep_gizmos::hit_region::HitShape>,
666) -> String {
667 let out: Vec<serde_json::Value> = shapes.map(hit_shape_json).collect();
668 serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string())
669}
670
671
672