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// src/editor/hook/content_drag.rs
//
// EditorHook: drag-out placement from the Content panel. A press on a grid
// cell arms a drag; once the cursor travels past the slop and leaves the
// panel, a dotted ghost box follows the surface under the cursor (nearest
// pick-index hit, else the ground plane); release commits one authored entry
// through the same path every other creation uses -- one undo step -- and
// selects it. Dragging a Material instead assigns it to the Prop under the
// cursor. Escape cancels; a release back over the panel is just the click
// that already selected the cell.
use super::*;
use crate::components::{Camera3D, Transform};
// Movement below this is a click, not a drag (the marquee's convention).
const DRAG_START_PX: f32 = 4.0;
// Where a ray with no surface below lands: this far along the ray, so a drop
// aimed at the sky still places within reach.
const FREE_DROP_DISTANCE: f32 = 10.0;
// The ghost's half extents: placement fidelity comes from the committed
// entry's real geometry after the rebuild; the ghost marks the landing point.
const GHOST_HALF: [f32; 3] = [0.5, 0.5, 0.5];
pub(super) struct ContentDrag {
pub name: String,
pub asset_type: String,
anchor: [f32; 2],
moved: bool,
// The landing pose while the cursor is over the viewport.
pose: Option<DropPose>,
}
// A drop's landing pose: the surface point, the outward normal of the struck
// AABB face ([0,1,0] for the ground fallback), and the rotation the placed
// entry carries when align-to-surface is on (identity otherwise).
#[derive(Debug, Clone, Copy, PartialEq)]
pub(super) struct DropPose {
pub position: [f32; 3],
pub normal: [f32; 3],
pub rotation_deg: [f32; 3],
}
// The rotation carrying local +Y onto an axis-aligned face normal, in the
// engine's YXZ Euler convention ([pitch, yaw, roll] degrees).
pub(super) fn align_rotation(axis: usize, sign: f32) -> [f32; 3] {
match (axis, sign > 0.0) {
(0, true) => [0.0, 0.0, -90.0],
(0, false) => [0.0, 0.0, 90.0],
(1, true) => [0.0, 0.0, 0.0],
(1, false) => [180.0, 0.0, 0.0],
(2, true) => [90.0, 0.0, 0.0],
_ => [-90.0, 0.0, 0.0],
}
}
// The world entry a dropped asset creates at `pos`, `None` for a type that
// does not place (Material assigns instead; the rest only browse). Shared with
// the create menu's Prefab-instance rows.
pub(super) fn placement_args(
asset_type: &str,
name: &str,
pos: [f32; 3],
) -> Option<serde_json::Value> {
let field = match asset_type {
"Mesh" | "ProceduralMesh" => "mesh",
"Model" => "model",
"Prefab" => "prefab",
_ => return None,
};
Some(serde_json::json!({ field: name, "position": pos }))
}
// Whether dragging this type out of the browser does anything on release.
pub(super) fn drag_has_effect(asset_type: &str) -> bool {
placement_args(asset_type, "", [0.0; 3]).is_some() || asset_type == "Material"
}
impl EditorHook {
// Arm a drag from a grid cell press (the press also selected the cell).
pub(super) fn arm_content_drag(&mut self, name: String, asset_type: String, at: [f32; 2]) {
if !drag_has_effect(&asset_type) {
return;
}
self.content_drag = Some(ContentDrag {
name,
asset_type,
anchor: at,
moved: false,
pose: None,
});
}
pub(super) fn drive_content_drag(
&mut self,
input: &FrameInput,
vp: [f32; 2],
world: &mut World,
) {
if input.escape {
self.content_drag = None;
return;
}
let mouse = [input.mouse_x, input.mouse_y];
if input.left_button_down {
let over_panel = self.cursor_over_content_panel(mouse, vp);
let moved = match &mut self.content_drag {
Some(drag) => {
let (dx, dy) = (mouse[0] - drag.anchor[0], mouse[1] - drag.anchor[1]);
drag.moved |= (dx * dx + dy * dy).sqrt() >= DRAG_START_PX;
drag.moved
}
None => return,
};
let pose = (moved && !over_panel)
.then(|| self.drop_pose(world, vp, mouse, input.ctrl))
.flatten();
if let Some(drag) = &mut self.content_drag {
drag.pose = pose;
}
return;
}
let Some(drag) = self.content_drag.take() else {
return;
};
let Some(pose) = drag.pose else {
return;
};
if drag.asset_type == "Material" {
self.assign_material_under_cursor(world, vp, mouse, &drag.name);
return;
}
let Some(mut args) = placement_args(
&drag.asset_type,
&drag.name,
pose.position.map(gizmo_drag::round3),
) else {
return;
};
if pose.rotation_deg != [0.0; 3]
&& let Some(obj) = args.as_object_mut()
{
obj.insert(
"rotation_deg".to_string(),
serde_json::json!(pose.rotation_deg),
);
}
let name = self.unique_from(&drag.name);
self.entries.push(serde_json::json!({
"name": name, "type": "Prop", "args": args
}));
self.mark_changed();
self.selection.replace(name);
}
// The landing position under the cursor. Shared with the create menu,
// which captures it at open time (and never orients to the surface).
pub(super) fn drop_point(
&self,
world: &World,
vp: [f32; 2],
mouse: [f32; 2],
ctrl: bool,
) -> Option<[f32; 3]> {
self.drop_pose(world, vp, mouse, ctrl).map(|p| p.position)
}
// The landing pose under the cursor: the nearest pick-index surface (its
// entered face is the landing normal), else the ground plane (else a
// fixed distance along the ray). Grid snapped per axis when move snapping
// applies; the rotation follows the face only when align-to-surface is on.
fn drop_pose(
&self,
world: &World,
vp: [f32; 2],
mouse: [f32; 2],
ctrl: bool,
) -> Option<DropPose> {
let ray = pick::camera_ray(world, vp, mouse)?;
let hit = world
.resource::<crate::ecs::PickIndex>()
.into_iter()
.flat_map(|index| index.entries.iter())
.filter_map(|e| concinnity_core::gfx::pick::ray_aabb_face(&ray, e.bb_min, e.bb_max))
.min_by(|a, b| a.t.total_cmp(&b.t));
let t = hit.map(|f| f.t).unwrap_or_else(|| {
// The ground plane y = 0, when the ray descends toward it.
if ray.dir[1] < -1e-4 && ray.origin[1] > 0.0 {
-ray.origin[1] / ray.dir[1]
} else {
FREE_DROP_DISTANCE
}
});
let mut position = [
ray.origin[0] + ray.dir[0] * t,
ray.origin[1] + ray.dir[1] * t,
ray.origin[2] + ray.dir[2] * t,
];
if let Some(step) = self.snap.translate.active_step(ctrl) {
position = position.map(|v| snap::snap_step(v, step));
}
let mut normal = [0.0, 1.0, 0.0];
let mut rotation_deg = [0.0; 3];
// A zero sign is a degenerate face (the ray started inside a box):
// no landing normal to align to.
if let Some(face) = hit.filter(|f| f.sign != 0.0) {
normal = [0.0; 3];
normal[face.axis] = face.sign;
if self.align_to_surface {
rotation_deg = align_rotation(face.axis, face.sign);
}
}
Some(DropPose {
position,
normal,
rotation_deg,
})
}
// Assign the dragged Material to the Prop entry under the cursor.
fn assign_material_under_cursor(
&mut self,
world: &mut World,
vp: [f32; 2],
mouse: [f32; 2],
material: &str,
) {
let Some(ray) = pick::camera_ray(world, vp, mouse) else {
return;
};
let hit = self
.ray_hit_names(world, &ray)
.into_iter()
.find_map(|name| {
let idx = self
.entries
.iter()
.position(|e| entry_name(e) == Some(&name))?;
(entry_type(&self.entries[idx]) == Some("Prop")).then_some(idx)
});
let Some(idx) = hit else {
return;
};
if let Some(args) = self.entries[idx]
.as_object_mut()
.and_then(|o| o.get_mut("args"))
.and_then(|a| a.as_object_mut())
{
args.insert(
"material".to_string(),
serde_json::Value::String(material.to_string()),
);
self.mark_changed();
}
}
// The names of the pick-index entries the ray strikes, nearest first.
fn ray_hit_names(
&self,
world: &World,
ray: &concinnity_core::gfx::pick::PickRay,
) -> Vec<String> {
let Some(index) = world.resource::<crate::ecs::PickIndex>() else {
return Vec::new();
};
let mut hits: Vec<(f32, String)> = index
.entries
.iter()
.filter_map(|e| {
let t = concinnity_core::gfx::pick::ray_aabb(ray, e.bb_min, e.bb_max)?;
Some((t, pick::resolve_name(e.asset_id)?))
})
.collect();
hits.sort_by(|a, b| a.0.total_cmp(&b.0));
hits.into_iter().map(|(_, n)| n).collect()
}
fn cursor_over_content_panel(&self, mouse: [f32; 2], vp: [f32; 2]) -> bool {
let o = self.origin(PanelKey::Content, vp);
widget::point_in(
mouse[0],
mouse[1],
super::super::content_panel::panel_rect(o),
)
}
// Whether a ghost is showing this frame (the drag left the panel and has
// a landing pose); the trigger outline stands down while it does.
pub(super) fn content_ghost_pose(&self) -> Option<DropPose> {
self.content_drag.as_ref().and_then(|d| d.pose)
}
// Draw the ghost through the shared outline pool.
pub(super) fn drive_content_ghost(&self, world: &mut World, vp: [f32; 2]) {
let Some(pose) = self.content_ghost_pose() else {
return;
};
let Some(cam) = world.query::<Camera3D>().next() else {
return;
};
let (view, fov) = (cam.view_matrix, cam.fov_y_degrees.to_radians());
// Rest the ghost box on the landing point along its normal rather
// than centering it, and orient it like the commit would.
let transform = Transform {
position: [
pose.position[0] + pose.normal[0] * GHOST_HALF[0],
pose.position[1] + pose.normal[1] * GHOST_HALF[1],
pose.position[2] + pose.normal[2] * GHOST_HALF[2],
],
rotation_deg: pose.rotation_deg,
scale: [1.0; 3],
};
let tint = super::super::theme::ACCENT_TINT;
if let Some(centers) =
billboards::box_outline(&view, fov, vp, &transform.model_matrix(), GHOST_HALF)
{
billboards::place_box_outline(world, ¢ers, tint);
}
}
}