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