Skip to main content

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