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 /// Two-finger pan/pinch, also available with the sketch camera locked:
102 /// neither operation changes its orientation relative to the sketch plane.
103 pub fn touch_navigation(&mut self, from: [f64; 2], to: [f64; 2], scale: f64) -> bool {
104 let changed = self
105 .controls
106 .touch_navigation(&mut self.camera, from, to, scale);
107 self.dirty |= changed;
108 changed
109 }
110
111 // --- Camera commands (R21) --------------------------------------------
112
113 pub fn toggle_projection(&mut self) -> &'static str {
114 let kind = self.camera.toggle_projection();
115 self.dirty = true;
116 kind
117 }
118
119 pub fn set_projection(&mut self, kind: &str) {
120 let is_persp = matches!(self.camera.projection, crate::view::Projection::Perspective { .. });
121 let want_persp = kind.to_ascii_lowercase().starts_with("pers");
122 if is_persp != want_persp {
123 self.camera.toggle_projection();
124 self.dirty = true;
125 }
126 }
127
128 /// Snap to a named view and fit, the name read in [`Self::view_frame`] —
129 /// so with a board shown TOP looks down on its component side.
130 pub fn standard_view(&mut self, name: &str) -> bool {
131 let ok = self.camera.standard_view_in(self.view_frame(), name);
132 if ok {
133 self.camera.zoom_to_fit(&self.scene.bbox(), 1.15);
134 self.dirty = true;
135 }
136 ok
137 }
138
139 /// The frame the named views and the ViewCube are read in: Z-up
140 /// ([`ViewFrame::Board`]) while the document shows a board, Y-up otherwise.
141 ///
142 /// Keyed on the DOCUMENT, not the workbench: the board is seen in 3D from
143 /// every workbench that draws the 3D view (Modeling, Assembly…) — the PCB
144 /// workbench itself draws its 2D editor there instead — so a frame the PCB
145 /// workbench switched on would never be in force where the board is looked
146 /// at. A document that has a board is one whose 3D view is about the board.
147 pub fn view_frame(&self) -> crate::view::ViewFrame {
148 if self.shown_board_ids.is_empty() {
149 crate::view::ViewFrame::World
150 } else {
151 crate::view::ViewFrame::Board
152 }
153 }
154
155 /// Put the ViewCube in the frame [`Self::view_frame`] reads now, after the
156 /// board bodies were fed or removed. The first time a board appears the
157 /// camera turns to the board's ISO view and frames it, so a board document
158 /// opens looking down on the component side from the front right, as a
159 /// board viewer does, rather than at the Y-up startup vantage that shows
160 /// the board as a standing wall. Losing the board leaves the camera alone.
161 pub(super) fn sync_view_frame(&mut self) {
162 let frame = self.view_frame();
163 if frame == self.widgets.view_frame() {
164 return;
165 }
166 self.widgets.set_view_frame(frame);
167 if frame == crate::view::ViewFrame::Board {
168 self.camera.standard_view_in(frame, "ISO");
169 self.camera.zoom_to_fit(&self.scene.bbox(), 1.15);
170 }
171 self.dirty = true;
172 }
173
174 pub fn camera_state_json(&self) -> String {
175 self.camera.state_json()
176 }
177
178 pub fn apply_camera_state_json(&mut self, json: &str) -> Result<(), String> {
179 self.camera.apply_state_json(json)?;
180 self.dirty = true;
181 Ok(())
182 }
183
184 pub fn world_per_pixel(&self) -> f64 {
185 self.camera.world_per_pixel()
186 }
187
188 // --- World → screen (R25) ---------------------------------------------
189
190 /// Project world points to CSS-pixel screen coords for host anchoring. Input
191 /// is `[[x,y,z], …]`; output `[[sx, sy, depth, inFront], …]` where inFront
192 /// is 1 when a LABEL anchored at the point should draw
193 /// ([`crate::view::ViewCamera::label_anchor_visible`], THE one label policy:
194 /// the point is projectable — ortho always, perspective unless at/behind the
195 /// eye plane, near/far NEVER cull — AND its projection lands inside the
196 /// viewport, so an off-screen anchor's chip vanishes instead of clamping to
197 /// the viewport edge). Every app label pass (sketch dims, feature dims,
198 /// constraint chips, gizmo axis text) keys its skip off THIS flag, so the
199 /// policy lives in exactly one place.
200 pub fn world_to_screen_json(&self, points_json: &str) -> Result<String, String> {
201 let points: Vec<[f64; 3]> = serde_json::from_str(points_json)
202 .map_err(|error| format!("world_to_screen points parse: {error}"))?;
203 let out: Vec<[f64; 4]> = points
204 .into_iter()
205 .map(|p| {
206 let (sx, sy, depth) = self.camera.project(p);
207 let visible = self.camera.label_anchor_visible(p);
208 [sx, sy, depth, if visible { 1.0 } else { 0.0 }]
209 })
210 .collect();
211 Ok(serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string()))
212 }
213
214 /// The camera matrices for the host overlays' per-frame world→screen /
215 /// screen→world hot path: `{ viewProj:[16], viewProjInverse:[16],
216 /// viewport:[w,h] }`. Both matrices are column-major (index =
217 /// `col*4 + row`); `viewProj` maps world → wgpu clip
218 /// (x,y in −1..1, z in 0..1) and `viewport` is the CSS-pixel size. This lets
219 /// dimensions + sketch drop the compat mirror camera and read the engine's
220 /// own view-projection directly (see `world_to_screen_json` for one-shots).
221 pub fn camera_matrices_json(&self) -> String {
222 let view_proj = self.camera.view_proj_flat();
223 let view_proj_inverse = self.camera.view_proj_inverse_flat();
224 serde_json::json!({
225 "viewProj": view_proj,
226 "viewProjInverse": view_proj_inverse,
227 "viewport": [self.camera.width, self.camera.height],
228 })
229 .to_string()
230 }
231
232 // --- Picking (R23/R24) ------------------------------------------------
233
234}
235
236impl EngineState {
237 /// Build this frame's overlay-widget geometry, or None when nothing is
238 /// enabled (skips the overlay passes entirely).
239 pub fn build_widget_overlay(&self) -> Option<WidgetOverlay> {
240 if !self.widgets.any_visible() {
241 return None;
242 }
243 Some(self.widgets.build_overlay(&gizmo_camera(&self.camera)))
244 }
245
246 /// Fit the per-frame depth window to EVERYTHING drawn, then resolve the GPU
247 /// camera — the ONE path both frame loops (wasm `Engine::render`, desktop
248 /// `redraw`) use so they can't drift. The overlay is built FIRST, then its
249 /// WORLD bounds are folded into the fit: near/far never affect the overlay
250 /// geometry (it depends only on view direction + `world_per_pixel`), so
251 /// building it before the fit lets construction geometry — datum planes,
252 /// world axes, frames, the transform gizmo — be bracketed by the depth
253 /// window instead of clipping against the solids-only bounds. The world
254 /// ORIGIN is always folded in too, so the origin triad stays bracketed even
255 /// when every geometry channel is momentarily empty (an all-empty frame then
256 /// yields a tiny origin-centred window — harmless, re-fit next frame). The
257 /// ViewCube is excluded (it draws with its own mini-camera; see
258 /// [`WidgetOverlay::world_bbox`]). Returns the resolved camera + the built
259 /// overlay for the frame to hand to the render core.
260 pub fn fit_camera_and_overlay(&mut self) -> (crate::camera::Camera, Option<WidgetOverlay>) {
261 let overlay = self.build_widget_overlay();
262 let mut depth_bbox = self.depth_range_bbox();
263 if let Some(overlay) = &overlay {
264 depth_bbox.union(&overlay.world_bbox());
265 }
266 depth_bbox.expand([0.0, 0.0, 0.0]);
267 self.camera.fit_depth_range(&depth_bbox);
268 (self.camera.resolve(), overlay)
269 }
270
271 pub fn set_datums_json(&mut self, json: &str) -> Result<(), String> {
272 self.widgets.set_datums_json(json)?;
273 self.dirty = true;
274 Ok(())
275 }
276
277 /// Feed the general overlay geometry channel (`set_overlay`): arbitrary named
278 /// tri/line/point groups (feature-dialog previews and other display-only
279 /// geometry), drawn in the widget overlay pass.
280 pub fn set_overlay_json(&mut self, json: &str) -> Result<(), String> {
281 self.widgets.set_overlay_json(json)?;
282 self.dirty = true;
283 Ok(())
284 }
285
286 pub fn set_dimensions_json(&mut self, json: &str) -> Result<(), String> {
287 self.widgets.set_dimensions_json(json)?;
288 self.dirty = true;
289 Ok(())
290 }
291
292 pub fn set_transform_json(&mut self, json: &str) -> Result<(), String> {
293 self.widgets.set_transform_json(json)?;
294 self.dirty = true;
295 Ok(())
296 }
297
298 pub fn set_viewcube_enabled(&mut self, enabled: bool) {
299 self.widgets.set_viewcube_enabled(enabled);
300 self.dirty = true;
301 }
302
303 /// The ViewCube corner rect `{x,y,w,h}` (CSS px) so the host can decide
304 /// whether to forward a pointer event.
305 pub fn viewcube_rect_json(&self) -> String {
306 let r = self.widgets.viewcube_rect(&gizmo_camera(&self.camera));
307 serde_json::json!({ "x": r[0], "y": r[1], "w": r[2], "h": r[3] }).to_string()
308 }
309
310 /// Update the ViewCube hover from cube-local pixels; returns whether it
311 /// changed (a hover-out is `(None)` with local coords outside).
312 pub fn viewcube_hover(&mut self, local_x: f64, local_y: f64) -> bool {
313 let cam = gizmo_camera(&self.camera);
314 let handle = self.widgets.viewcube_hit(&cam, local_x as f32, local_y as f32);
315 let changed = self.widgets.set_viewcube_hover(handle);
316 if changed {
317 self.dirty = true;
318 }
319 changed
320 }
321
322 pub fn viewcube_clear_hover(&mut self) -> bool {
323 let changed = self.widgets.set_viewcube_hover(None);
324 if changed {
325 self.dirty = true;
326 }
327 changed
328 }
329
330 /// Click the ViewCube at cube-local pixels: snap the shared camera to the
331 /// region's standard view (keeping the current pivot distance). Returns
332 /// true if a region was hit.
333 pub fn viewcube_click(&mut self, local_x: f64, local_y: f64) -> bool {
334 let cam = gizmo_camera(&self.camera);
335 let Some(handle) = self.widgets.viewcube_hit(&cam, local_x as f32, local_y as f32) else {
336 return false;
337 };
338 // Navigation arrows apply a RELATIVE camera rotation (orbit / roll) to
339 // the current view instead of snapping to an absolute standard view.
340 if brep_gizmos::view_cube::ViewCube::is_arrow(handle) {
341 self.apply_viewcube_arrow(handle);
342 self.dirty = true;
343 return true;
344 }
345 let (dir, fallback_up) = self.widgets.viewcube_target(handle);
346 // Minimal-rotation snap with a LEVELLED roll: the view direction snaps to
347 // the region, and the up is snapped to the nearest member of a discrete
348 // per-kind set (see [`snap_view_up`]) so a face lands flat-on with its
349 // bottom edge horizontal and a corner lands on a proper top-vertex-up
350 // isometric — always the orientation that rotates the camera the least.
351 let kind = brep_gizmos::view_cube::ViewCube::region_kind(handle);
352 let dirf = [dir[0] as f64, dir[1] as f64, dir[2] as f64];
353 let up = snap_view_up(kind, dirf, self.camera.up, fallback_up);
354 self.apply_look_direction(dir, up);
355 self.dirty = true;
356 true
357 }
358
359 /// Reorient the camera to look along `dir` (world eye→target) with `up`,
360 /// preserving the current pivot distance.
361 pub(super) fn apply_look_direction(&mut self, dir: [f32; 3], up: [f32; 3]) {
362 let dir = [dir[0] as f64, dir[1] as f64, dir[2] as f64];
363 let dist = self.camera.distance();
364 self.camera.eye = [
365 self.camera.target[0] - dir[0] * dist,
366 self.camera.target[1] - dir[1] * dist,
367 self.camera.target[2] - dir[2] * dist,
368 ];
369 self.camera.up = [up[0] as f64, up[1] as f64, up[2] as f64];
370 }
371
372 /// Apply a ViewCube navigation-arrow rotation to the CURRENT camera (a
373 /// relative 90° orbit / roll), keeping the pivot (`target`) fixed. The
374 /// rotation axes are the camera's own screen axes so the motion follows the
375 /// on-screen arrow direction: the eye moves toward the pan arrow it points
376 /// at, and the roll arcs spin the up vector about the view direction.
377 fn apply_viewcube_arrow(&mut self, handle: u32) {
378 use crate::view::{add3, rotate3, sub3};
379 use brep_gizmos::view_cube::ViewCube;
380 // World-space screen axes of the current view: right, up, forward(eye→target).
381 let (right, up_axis, fwd) = self.camera.basis();
382 let target = self.camera.target;
383 let rel = sub3(self.camera.eye, target); // eye relative to pivot
384 let q = std::f64::consts::FRAC_PI_2; // 90° per click
385 match handle {
386 // Orbit about the screen-up axis; eye moves toward the arrow side.
387 ViewCube::ARROW_RIGHT => {
388 self.camera.eye = add3(target, rotate3(rel, up_axis, q));
389 }
390 ViewCube::ARROW_LEFT => {
391 self.camera.eye = add3(target, rotate3(rel, up_axis, -q));
392 }
393 // Orbit about the screen-right axis; carry the up vector along so the
394 // view stays upright (eye moves toward the arrow side).
395 ViewCube::ARROW_UP => {
396 self.camera.eye = add3(target, rotate3(rel, right, -q));
397 self.camera.up = rotate3(self.camera.up, right, -q);
398 }
399 ViewCube::ARROW_DOWN => {
400 self.camera.eye = add3(target, rotate3(rel, right, q));
401 self.camera.up = rotate3(self.camera.up, right, q);
402 }
403 // Roll about the view direction; only the up vector changes.
404 ViewCube::ROLL_CCW => {
405 self.camera.up = rotate3(self.camera.up, fwd, q);
406 }
407 ViewCube::ROLL_CW => {
408 self.camera.up = rotate3(self.camera.up, fwd, -q);
409 }
410 _ => {}
411 }
412 }
413
414 /// Pick the datum plane/axis under a screen pixel; returns its name (empty
415 /// when none).
416 ///
417 /// NOT the selection path any more: construction planes are ordinary pick
418 /// candidates ([`Self::pick_candidates_at`] → the widget's `datum_plane_hits`,
419 /// which reports EVERY card the ray crosses rather than the first), so the
420 /// viewport click router no longer calls this. It survives as the AXIS-aware
421 /// second line of defense inside [`Self::ref_select_click`]'s total-miss arm.
422 pub fn datum_pick(&self, x: f64, y: f64) -> String {
423 self.widgets
424 .datum_pick(&gizmo_camera(&self.camera), x as f32, y as f32)
425 .unwrap_or_default()
426 }
427
428 /// Update the transform-gizmo hover from a screen pixel; returns the handle
429 /// under the pointer (0 = none). Marks dirty when the highlight changed.
430 pub fn transform_hover(&mut self, x: f64, y: f64) -> u32 {
431 let cam = gizmo_camera(&self.camera);
432 let handle = self.widgets.transform_hit(&cam, x as f32, y as f32);
433 if self.widgets.set_transform_hover(handle) {
434 self.dirty = true;
435 }
436 handle
437 }
438
439 /// The transform-gizmo handle under a screen pixel (0 = none) — the host
440 /// echoes it back to start a drag.
441 pub fn transform_pick(&self, x: f64, y: f64) -> u32 {
442 self.widgets.transform_hit(&gizmo_camera(&self.camera), x as f32, y as f32)
443 }
444
445 /// Compute a transform drag (frame-space + world delta) as JSON for the
446 /// feature-edit commit. Marks the handle active for the highlight.
447 pub fn transform_drag(
448 &mut self,
449 handle: u32,
450 sx: f64,
451 sy: f64,
452 cx: f64,
453 cy: f64,
454 ) -> String {
455 let cam = gizmo_camera(&self.camera);
456 self.widgets.set_transform_active(handle);
457 self.dirty = true;
458 self.widgets
459 .transform_drag_json(&cam, handle, sx as f32, sy as f32, cx as f32, cy as f32)
460 }
461
462 pub fn transform_drag_end(&mut self) {
463 self.widgets.set_transform_active(0);
464 self.dirty = true;
465 }
466
467 /// Per-dimension label placement: `[{id, anchor:[x,y,z],
468 /// screen:[sx,sy,inFront]}]` — the host pins each text label at `screen`.
469 pub fn dimension_anchors_json(&self) -> String {
470 let anchors = self.widgets.dimension_anchors(&gizmo_camera(&self.camera));
471 let out: Vec<serde_json::Value> = anchors
472 .into_iter()
473 .map(|(id, p)| {
474 let world = [p[0] as f64, p[1] as f64, p[2] as f64];
475 let (sx, sy, _) = self.camera.project(world);
476 // Same ONE label policy as `world_to_screen_json` — near/far
477 // never cull; off-viewport anchors hide their label.
478 let visible = if self.camera.label_anchor_visible(world) { 1.0 } else { 0.0 };
479 serde_json::json!({
480 "id": id,
481 "anchor": p,
482 "screen": [sx, sy, visible],
483 })
484 })
485 .collect();
486 serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string())
487 }
488
489 // --- Undo / redo (engine-owned) ---------------------------------------
490 //
491 // The model is engine-owned, so its undo history lives in the engine core
492 // too: `History` holds the stacks and snapshots itself BEFORE each model
493 // mutation (edit / add / delete / reorder), while roll-to-step is view state
494 // and is NOT snapshotted. The UI only TRIGGERS these; it never holds a stack.
495
496}
497
498/// Choose the camera `up` when the ViewCube snaps to a face / edge / corner.
499///
500/// `dir` is the world eye→target direction the view snaps to
501/// ([`brep_gizmos::view_cube::ViewCube::target_view`]): axis-aligned for a face,
502/// a 45° blend for an edge, a body-diagonal for a corner. `current_up` is the
503/// live camera up; `fallback` the region's canonical up.
504///
505/// The roll is snapped to a DISCRETE set and the member closest to the current
506/// up wins (max dot ⇒ least roll), so the reorient rotates by the smallest angle
507/// while still landing "level":
508/// - **face** (`kind == 1`): the 4 signed world axes lying in the face plane
509/// (the two axes `dir` is perpendicular to) — the face ends flat-on with its
510/// bottom edge horizontal, choosing whichever of the 4 edges was already
511/// nearest the top.
512/// - **corner** (`kind == 3`): the 3 cube axes that point up for this corner
513/// (top-vertex-up isometric), 120° apart — the axis whose sign opposes each
514/// component of `dir` (so the near vertex reads upright, not inverted).
515/// - **edge / other**: no discrete set — the current up is projected onto the
516/// plane ⟂ `dir` (free roll preserved), falling back to `fallback` when that
517/// projection degenerates (up nearly parallel to `dir`).
518pub(super) fn snap_view_up(
519 kind: u8,
520 dir: [f64; 3],
521 current_up: [f64; 3],
522 fallback: [f32; 3],
523) -> [f32; 3] {
524 let mut candidates: Vec<[f64; 3]> = Vec::new();
525 match kind {
526 // Face: both signs of each axis the (axis-aligned) view dir is ⟂ to.
527 1 => {
528 for a in 0..3 {
529 if dir[a].abs() < 0.5 {
530 let mut p = [0.0; 3];
531 p[a] = 1.0;
532 candidates.push(p);
533 p[a] = -1.0;
534 candidates.push(p);
535 }
536 }
537 }
538 // Corner: the axis direction opposite each component of the view dir
539 // (dir = -normalize(signs), so -sign(dir[a]) recovers the corner's sign).
540 3 => {
541 for a in 0..3 {
542 let mut p = [0.0; 3];
543 p[a] = -dir[a].signum();
544 candidates.push(p);
545 }
546 }
547 _ => {}
548 }
549
550 let dot = |v: &[f64; 3]| v[0] * current_up[0] + v[1] * current_up[1] + v[2] * current_up[2];
551 // An EXACT tie — the current up perpendicular to two candidates, as from
552 // an ISO onto its TOP face — goes to the candidate nearest the region's
553 // own up, not to whichever the loop listed last. The listing order only
554 // happened to give TOP's −Z in the Y-up frame; in the board frame it gave
555 // the TOP view upside down (the layout's +Y down the screen).
556 let score = |v: &[f64; 3]| {
557 dot(v) + 1e-6 * (v[0] * fallback[0] as f64 + v[1] * fallback[1] as f64 + v[2] * fallback[2] as f64)
558 };
559 if let Some(best) = candidates
560 .into_iter()
561 .max_by(|x, y| score(x).partial_cmp(&score(y)).unwrap_or(std::cmp::Ordering::Equal))
562 {
563 return [best[0] as f32, best[1] as f32, best[2] as f32];
564 }
565
566 // Edge / fallback: project the current up onto the plane ⟂ dir (keep roll).
567 let d = dot(&dir);
568 let proj = [
569 current_up[0] - dir[0] * d,
570 current_up[1] - dir[1] * d,
571 current_up[2] - dir[2] * d,
572 ];
573 let len = (proj[0] * proj[0] + proj[1] * proj[1] + proj[2] * proj[2]).sqrt();
574 if len > 1e-4 {
575 [
576 (proj[0] / len) as f32,
577 (proj[1] / len) as f32,
578 (proj[2] / len) as f32,
579 ]
580 } else {
581 fallback
582 }
583}
584
585/// Serialize a screen-space [`brep_gizmos::hit_region::HitShape`] to the gizmo
586/// hit-area JSON schema the app strokes: `{ kind:"capsule", a:[x,y], b:[x,y], r }`
587/// or `{ kind:"circle", c:[x,y], r }` — viewport-local px, so the app only offsets
588/// by `rect.min`. The engine hit-tests these SAME shapes, so the drawn outline can
589/// never drift from the pickable region. Shared by both gizmo exposers.
590pub(super) fn hit_shape_json(shape: &brep_gizmos::hit_region::HitShape) -> serde_json::Value {
591 use brep_gizmos::hit_region::HitShape;
592 match *shape {
593 HitShape::Capsule { a, b, r } => {
594 serde_json::json!({ "kind": "capsule", "a": a, "b": b, "r": r })
595 }
596 HitShape::Circle { c, r } => serde_json::json!({ "kind": "circle", "c": c, "r": r }),
597 }
598}
599
600/// Serialize an iterator of [`brep_gizmos::hit_region::HitShape`]s to the app's
601/// gizmo hit-area JSON array (see [`hit_shape_json`]); `"[]"` on failure.
602pub(super) fn hit_shapes_json<'a>(
603 shapes: impl Iterator<Item = &'a brep_gizmos::hit_region::HitShape>,
604) -> String {
605 let out: Vec<serde_json::Value> = shapes.map(hit_shape_json).collect();
606 serde_json::to_string(&out).unwrap_or_else(|_| "[]".to_string())
607}
608
609
610