jackdaw 0.4.0

A 3D level editor built with Bevy
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
use bevy::{
    asset::{embedded_asset, load_embedded_asset},
    camera::{RenderTarget, visibility::RenderLayers},
    core_pipeline::oit::OrderIndependentTransparencySettings,
    gizmos::{GizmoAsset, retained::Gizmo},
    image::ImageSampler,
    prelude::*,
    render::render_resource::{Extent3d, TextureDimension, TextureFormat, TextureUsages},
    ui::{UiGlobalTransform, widget::ViewportNode},
};
use bevy_enhanced_input::prelude::{Press, *};
use bevy_infinite_grid::{InfiniteGridBundle, InfiniteGridPlugin};
use jackdaw_api::prelude::*;
use jackdaw_camera::{JackdawCameraPlugin, JackdawCameraSettings};

use bevy::ecs::system::SystemParam;

use crate::core_extension::CoreExtensionInputContext;
use crate::selection::{Selected, Selection};
use jackdaw_widgets::file_browser::FileBrowserItem;

/// Marker for a 3D viewport camera. With Phase 2 multi-viewport
/// support every viewport panel spawns its own camera carrying this
/// marker, so queries that need *all* viewport cameras (or a specific
/// one selected via [`ActiveViewport`]) iterate them rather than
/// using `Single<>`.
#[derive(Component)]
pub struct MainViewportCamera;

const DEFAULT_VIEWPORT_WIDTH: u32 = 1280;
const DEFAULT_VIEWPORT_HEIGHT: u32 = 720;

/// Marker on a UI node that hosts a 3D viewport (the leaf inside
/// which `ViewportNode` projects a camera's render target). With
/// multi-viewport, each registered `jackdaw.viewport` panel spawns
/// one of these.
#[derive(Component)]
pub struct SceneViewport;

/// Sits on the dock-leaf content entity that hosts a viewport panel.
/// Holds the camera entity that the panel's `ViewportNode` is
/// projecting, so the despawn observer can clean up the camera (and
/// its render-target image) when the panel content is torn down.
#[derive(Component)]
pub(crate) struct ViewportPanelHost {
    pub camera: Entity,
    /// Per-viewport infinite-grid entity. Spawned alongside the camera
    /// on a private `RenderLayers` so each viewport renders its own
    /// grid, oriented to its current view axis. Cleaned up together
    /// with the camera on panel teardown.
    pub grid: Entity,
    /// Per-viewport axis-orientation indicator (the small XYZ gizmo
    /// in the bottom-left). Lives on the same private `RenderLayers`
    /// as the camera so adjacent viewports don't see each other's
    /// indicators leaking through their shared world space.
    pub axis_indicator: Entity,
}

/// Component on the retained-gizmo entity that paints a viewport's
/// axis indicator. `viewport_overlays::draw_coordinate_indicator`
/// reads this to reposition the indicator in front of the camera each
/// frame; the despawn observer removes the entity when its panel is
/// torn down.
#[derive(Component)]
pub struct AxisIndicator {
    pub camera: Entity,
}

/// Shared retained-gizmo asset for the per-viewport axis indicator.
/// One asset, many `Gizmo` entities (one per viewport), each with its
/// own `Transform` + `RenderLayers`.
#[derive(Resource)]
struct AxisIndicatorAsset(Handle<GizmoAsset>);

/// Link from a viewport camera back to its private infinite-grid
/// entity. `view.set_axis` reads this to rotate just the active
/// viewport's grid when the user snaps to top / front / side, so other
/// viewports keep their own orientation.
#[derive(Component)]
pub struct ViewportGrid(pub Entity);

/// Shared counter that hands out a unique [`RenderLayers`] index per
/// viewport. Layer 0 is the default world; layer 1 is reserved for
/// the material preview. Per-viewport grids start at layer 2 so
/// they only render to "their" camera.
#[derive(Resource)]
pub(crate) struct ViewportLayerCounter(usize);

impl Default for ViewportLayerCounter {
    fn default() -> Self {
        Self(1)
    }
}

impl ViewportLayerCounter {
    fn next(&mut self) -> usize {
        self.0 += 1;
        self.0
    }
}

/// Tracks which viewport panel currently has the mouse over it.
///
/// Hover-routed viewport input (camera fly mode, click handling,
/// gizmo hover, etc.) reads this to decide which viewport to act on.
/// Updated each frame by `update_active_viewport`.
///
/// During a right-click fly session the resource keeps pointing at
/// the camera that started the session, even if the cursor strays
/// outside the viewport's bounds, so fly input stays attached to the
/// right viewport until the user releases the mouse.
#[derive(Resource, Default, Debug, Clone, Copy)]
pub struct ActiveViewport {
    /// Camera entity of the currently-hovered viewport.
    pub camera: Option<Entity>,
    /// UI-node entity of the currently-hovered viewport's
    /// `SceneViewport`.
    pub ui_node: Option<Entity>,
}

/// Bundled queries for converting screen position to a viewport ray.
/// Used by selection, gizmos, modal transforms, and drawing systems.
///
/// Multi-viewport-aware: routes via [`ActiveViewport`] (the hovered
/// viewport). Modal operators that need a stable target across frames
/// should capture an entity at start and pass it to [`Self::camera_for`].
#[derive(SystemParam)]
pub(crate) struct ViewportCursor<'w, 's> {
    pub windows: Query<'w, 's, &'static Window>,
    cameras: Query<'w, 's, (&'static Camera, &'static GlobalTransform), With<MainViewportCamera>>,
    viewports: Query<
        'w,
        's,
        (
            &'static ComputedNode,
            &'static UiGlobalTransform,
            &'static ViewportNode,
        ),
        With<SceneViewport>,
    >,
    active: Res<'w, ActiveViewport>,
}

impl ViewportCursor<'_, '_> {
    /// The hovered viewport's camera + global transform.
    pub fn camera(&self) -> Option<(&Camera, &GlobalTransform)> {
        let camera_entity = self.active.camera?;
        self.cameras.get(camera_entity).ok()
    }

    /// The hovered viewport's UI-node geometry (for cursor remapping).
    pub fn viewport(&self) -> Option<(&ComputedNode, &UiGlobalTransform)> {
        let ui_entity = self.active.ui_node?;
        self.viewports.get(ui_entity).ok().map(|(c, t, _)| (c, t))
    }

    /// Camera entity of the hovered viewport (for modal capture).
    pub fn camera_entity(&self) -> Option<Entity> {
        self.active.camera
    }

    /// UI-node entity of the hovered viewport (for modal capture).
    pub fn viewport_entity(&self) -> Option<Entity> {
        self.active.ui_node
    }

    /// Look up a specific camera by entity. Used by modal operators
    /// that captured the active viewport at drag-start and want to
    /// keep referring to it across frames regardless of where the
    /// cursor wanders.
    pub fn camera_for(&self, entity: Entity) -> Option<(&Camera, &GlobalTransform)> {
        self.cameras.get(entity).ok()
    }

    /// Look up a specific viewport UI node by entity (companion to
    /// [`Self::camera_for`]).
    pub fn viewport_for(&self, entity: Entity) -> Option<(&ComputedNode, &UiGlobalTransform)> {
        self.viewports.get(entity).ok().map(|(c, t, _)| (c, t))
    }

    /// Convert a window-space cursor position into the camera-space
    /// coordinates of a specific viewport, returning `None` if the
    /// cursor falls outside the viewport's bounds. Used by modal
    /// operators that captured a viewport entity at drag-start.
    pub fn viewport_cursor_for(
        &self,
        camera: &Camera,
        viewport_entity: Entity,
        cursor: Vec2,
    ) -> Option<Vec2> {
        let (computed, vp_tf, _) = self.viewports.get(viewport_entity).ok()?;
        let map = crate::viewport_util::ViewportRemap::new(camera, computed, vp_tf);
        let local = cursor - map.top_left;
        if local.x >= 0.0 && local.y >= 0.0 && local.x <= map.vp_size.x && local.y <= map.vp_size.y
        {
            Some(local * map.remap)
        } else {
            None
        }
    }
}

/// Read-only guard resources checked by many interaction systems before acting.
/// If any guard is active, the system should bail early.
#[derive(SystemParam)]
pub(crate) struct InteractionGuards<'w> {
    pub gizmo_drag: Res<'w, crate::gizmos::GizmoDragState>,
    pub gizmo_hover: Res<'w, crate::gizmos::GizmoHoverState>,
    pub modal: Res<'w, crate::modal_transform::ModalTransformState>,
    pub viewport_drag: Res<'w, crate::modal_transform::ViewportDragState>,
    pub draw_state: Res<'w, crate::draw_brush::DrawBrushState>,
    pub edit_mode: Res<'w, crate::brush::EditMode>,
    pub terrain_edit_mode: Res<'w, crate::terrain::TerrainEditMode>,
}

/// Tracks whether a right-click fly session started inside the viewport.
/// While active, the camera keeps responding even when the cursor leaves the viewport.
#[derive(Resource, Default)]
pub struct CameraFlyActive(pub bool);

pub struct ViewportPlugin;

impl Plugin for ViewportPlugin {
    fn build(&self, app: &mut App) {
        app.add_plugins((JackdawCameraPlugin, InfiniteGridPlugin))
            .init_resource::<CameraFlyActive>()
            .init_resource::<ActiveViewport>()
            .init_resource::<ViewportLayerCounter>()
            .insert_resource(GlobalAmbientLight::NONE)
            .add_systems(Startup, init_axis_indicator_asset)
            .add_systems(
                OnEnter(crate::AppState::Editor),
                // Runs after init_layout so the dock-tree reconciler
                // has had a chance to instantiate `jackdaw.viewport`
                // panels (and the cameras + SceneViewport nodes that
                // come with them) before any global viewport setup.
                setup_viewport.after(crate::init_layout),
            )
            .add_observer(on_viewport_panel_despawn)
            .add_systems(
                Update,
                (
                    update_active_viewport,
                    camera_bookmark_keys,
                    crate::view_ops::axis_view_keys,
                )
                    .in_set(crate::EditorInteractionSystems),
            )
            .add_systems(
                Update,
                disable_camera_on_dialog
                    .run_if(in_state(crate::AppState::Editor))
                    .run_if(not(crate::no_dialog_open)),
            );
        embedded_asset!(
            app,
            "../assets/environment_maps/voortrekker_interior_1k_diffuse.ktx2"
        );
        embedded_asset!(
            app,
            "../assets/environment_maps/voortrekker_interior_1k_specular.ktx2"
        );
    }
}

/// One-time global setup for the editor's viewport infrastructure.
///
/// Per-viewport setup (camera, render-target image, `SceneViewport`
/// UI node, infinite grid) lives in [`build_viewport_panel`], which
/// runs each time the dock-tree reconciler instantiates a
/// `jackdaw.viewport` panel.
pub(crate) fn setup_viewport() {}

/// Build a single shared [`GizmoAsset`] containing three world-axis
/// lines (X red, Y green, Z blue) of unit length. Each viewport
/// spawns a [`Gizmo`] entity referencing this handle so the asset
/// content is allocated once and reused.
fn init_axis_indicator_asset(mut commands: Commands, mut assets: ResMut<Assets<GizmoAsset>>) {
    let mut asset = GizmoAsset::default();
    asset.line(Vec3::ZERO, Vec3::X, crate::default_style::AXIS_X);
    asset.line(Vec3::ZERO, Vec3::Y, crate::default_style::AXIS_Y);
    asset.line(Vec3::ZERO, Vec3::Z, crate::default_style::AXIS_Z);
    commands.insert_resource(AxisIndicatorAsset(assets.add(asset)));
}

/// Build closure for the `jackdaw.viewport` `DockWindowDescriptor`.
///
/// Spawns a fresh camera + render-target image + `ViewportNode` for
/// the panel, plus the toolbar/SceneViewport UI bundle as the panel's
/// content. Each registered viewport instance gets its own camera, so
/// quad-view / stacked-viewport / multi-window setups all just work
/// once the user drops more `jackdaw.viewport` panels into the tree.
///
/// The despawn observer on `parent` (via [`ViewportPanelHost`]) cleans
/// up the camera when the panel content is torn down by the reconciler
/// (panel closed, leaf rebuilt due to split, workspace switch, etc.).
pub(crate) fn build_viewport_panel(world: &mut World, parent: Entity) {
    // Allocate a render-target image dedicated to this viewport. The
    // size is a starting point; `ViewportNode` will resize the camera
    // viewport to match the SceneViewport UI node automatically.
    let image_handle = {
        let size = Extent3d {
            width: DEFAULT_VIEWPORT_WIDTH,
            height: DEFAULT_VIEWPORT_HEIGHT,
            depth_or_array_layers: 1,
        };
        let mut image = Image::new_fill(
            size,
            TextureDimension::D2,
            &[0, 0, 0, 255],
            TextureFormat::Bgra8UnormSrgb,
            default(),
        );
        image.texture_descriptor.usage = TextureUsages::TEXTURE_BINDING
            | TextureUsages::COPY_DST
            | TextureUsages::RENDER_ATTACHMENT;
        image.sampler = ImageSampler::linear();
        world.resource_mut::<Assets<Image>>().add(image)
    };

    let assets = world.resource::<AssetServer>().clone();
    let env_diffuse = load_embedded_asset!(
        &assets,
        "../assets/environment_maps/voortrekker_interior_1k_diffuse.ktx2"
    );
    let env_specular = load_embedded_asset!(
        &assets,
        "../assets/environment_maps/voortrekker_interior_1k_specular.ktx2"
    );

    // Allocate a per-viewport render layer so we can attach an
    // infinite grid that *only* this camera renders. Layer 0 stays
    // in the camera's mask so scene content (default-layer entities)
    // still draws here.
    let viewport_layer = world.resource_mut::<ViewportLayerCounter>().next();
    let camera_layers = RenderLayers::from_layers(&[0, viewport_layer]);
    let grid_layers = RenderLayers::layer(viewport_layer);

    let grid = world
        .spawn((
            crate::EditorEntity,
            InfiniteGridBundle::default(),
            grid_layers.clone(),
        ))
        .id();

    let camera = world
        .spawn((
            MainViewportCamera,
            crate::EditorEntity,
            Camera3d::default(),
            EnvironmentMapLight {
                diffuse_map: env_diffuse,
                specular_map: env_specular,
                intensity: 500.0,
                ..default()
            },
            OrderIndependentTransparencySettings::default(),
            Camera {
                order: -1,
                ..default()
            },
            RenderTarget::Image(image_handle.into()),
            Transform::from_xyz(0.0, 4.0, 8.0).looking_at(Vec3::ZERO, Vec3::Y),
            Msaa::Off,
            JackdawCameraSettings::default(),
            ViewportConfig::default(),
            camera_layers,
            ViewportGrid(grid),
        ))
        .id();

    // Per-viewport axis indicator: a retained-gizmo entity on the
    // same private `RenderLayers` mask as the camera, so the lines
    // never bleed into a sibling viewport with an overlapping
    // world-space frustum. The shared `AxisIndicatorAsset` resource
    // holds the actual line content; only the entity's `Transform`
    // and `RenderLayers` differ across viewports.
    let asset_handle = world.resource::<AxisIndicatorAsset>().0.clone();
    let axis_indicator = world
        .spawn((
            crate::EditorEntity,
            AxisIndicator { camera },
            Gizmo {
                handle: asset_handle,
                depth_bias: -0.5,
                ..default()
            },
            Transform::default(),
            // `Visibility` isn't required by `Gizmo`, but the
            // overlay system that repositions the indicator keys
            // off `&mut Visibility` (so the user-facing
            // `show_coordinate_indicator` toggle can hide it).
            // Without it the query filter excludes this entity,
            // the system never updates its `GlobalTransform`, and
            // the lines render at world origin instead of in front
            // of the camera.
            Visibility::Inherited,
            grid_layers.clone(),
        ))
        .id();

    // Spawn the toolbar + SceneViewport bundle as a child of the
    // panel's content entity. The `viewport_with_toolbar` helper
    // produces a column with the editor toolbar(s) on top and a
    // `SceneViewport` UI node filling the rest; we attach
    // `ViewportNode` to that SceneViewport so its camera renders into
    // the UI node's bounds.
    world.spawn((ChildOf(parent), crate::layout::viewport_with_toolbar()));

    // Find the freshly-spawned SceneViewport that's a descendant of
    // `parent` and attach the camera link plus the drop observer.
    let scene_vp = find_descendant_with::<SceneViewport>(world, parent);
    if let Some(scene_vp) = scene_vp {
        world.entity_mut(scene_vp).insert(ViewportNode::new(camera));
        world.entity_mut(scene_vp).observe(handle_viewport_drop);
    } else {
        warn!("build_viewport_panel: SceneViewport descendant not found under parent");
    }

    // Tag the panel content entity so the despawn observer can find
    // and clean up the camera when the reconciler tears the panel down.
    world.entity_mut(parent).insert(ViewportPanelHost {
        camera,
        grid,
        axis_indicator,
    });
}

/// Walk the descendants of `root` looking for the first entity that
/// has component `T`. Used by [`build_viewport_panel`] to locate the
/// `SceneViewport` node spawned inside the panel content bundle.
fn find_descendant_with<T: Component>(world: &mut World, root: Entity) -> Option<Entity> {
    let mut stack = vec![root];
    let mut q_t = world.query_filtered::<Entity, With<T>>();
    let with_t: std::collections::HashSet<Entity> = q_t.iter(world).collect();
    while let Some(entity) = stack.pop() {
        if with_t.contains(&entity) && entity != root {
            return Some(entity);
        }
        if let Some(children) = world.entity(entity).get::<Children>() {
            stack.extend(children.iter());
        }
    }
    None
}

/// When a viewport panel's content entity is despawned (panel closed,
/// leaf rebuilt by reconciler, workspace switch), tear down the
/// camera that was spawned for it.
pub(crate) fn on_viewport_panel_despawn(
    trigger: On<Despawn, ViewportPanelHost>,
    hosts: Query<&ViewportPanelHost>,
    mut commands: Commands,
) {
    let entity = trigger.event_target();
    if let Ok(host) = hosts.get(entity) {
        if let Ok(mut ec) = commands.get_entity(host.camera) {
            ec.despawn();
        }
        if let Ok(mut ec) = commands.get_entity(host.grid) {
            ec.despawn();
        }
        if let Ok(mut ec) = commands.get_entity(host.axis_indicator) {
            ec.despawn();
        }
    }
}

/// Handle files dropped from the asset browser onto the viewport.
fn handle_viewport_drop(
    event: On<Pointer<DragDrop>>,
    file_items: Query<&FileBrowserItem>,
    parents: Query<&ChildOf>,
    windows: Query<&Window>,
    camera_query: Query<(&Camera, &GlobalTransform), With<MainViewportCamera>>,
    viewport_query: Query<(&ComputedNode, &UiGlobalTransform), With<SceneViewport>>,
    active: Res<ActiveViewport>,
    snap_settings: Res<crate::snapping::SnapSettings>,
    mut commands: Commands,
) {
    // Walk up the hierarchy to find the FileBrowserItem component
    let item = find_ancestor_component(event.dropped, &file_items, &parents);
    let Some(item) = item else {
        return;
    };

    let path_lower = item.path.to_lowercase();
    let is_gltf = path_lower.ends_with(".gltf") || path_lower.ends_with(".glb");
    let is_template = path_lower.ends_with(".template.json");
    let is_jsn = path_lower.ends_with(".jsn");

    if !is_gltf && !is_template && !is_jsn {
        return;
    }

    // Drop targets the viewport currently under the cursor (multi-viewport).
    let Ok(window) = windows.single() else {
        return;
    };
    let Some(cursor_pos) = window.cursor_position() else {
        return;
    };
    let Some(camera_entity) = active.camera else {
        return;
    };
    let Some(viewport_entity) = active.ui_node else {
        return;
    };
    let Ok((camera, cam_tf)) = camera_query.get(camera_entity) else {
        return;
    };

    let position =
        cursor_to_ground_plane_for(cursor_pos, camera, cam_tf, viewport_entity, &viewport_query)
            .unwrap_or(Vec3::ZERO);

    let ctrl = false; // No Ctrl check needed for drop placement
    let snapped_pos = snap_settings.snap_translate_vec3_if(position, ctrl);

    let path = item.path.clone();
    if is_jsn {
        commands.queue(move |world: &mut World| {
            crate::entity_templates::instantiate_jsn_prefab(world, &path, snapped_pos);
        });
    } else if is_template {
        commands.queue(move |world: &mut World| {
            crate::entity_templates::instantiate_template(world, &path, snapped_pos);
        });
    } else {
        commands.queue(move |world: &mut World| {
            crate::entity_ops::spawn_gltf_in_world(world, &path, snapped_pos);
        });
    }
}

/// Multi-viewport-aware variant of `cursor_to_ground_plane`: remaps
/// the cursor against a specific viewport UI-node entity instead of
/// querying for "the" viewport. Used by hover-routed systems that
/// already know which viewport the cursor is over.
pub(crate) fn cursor_to_ground_plane_for(
    cursor_pos: Vec2,
    camera: &Camera,
    cam_tf: &GlobalTransform,
    viewport_entity: Entity,
    viewport_query: &Query<(&ComputedNode, &UiGlobalTransform), With<SceneViewport>>,
) -> Option<Vec3> {
    let viewport_cursor = crate::viewport_util::window_to_viewport_cursor_for(
        cursor_pos,
        camera,
        viewport_entity,
        viewport_query,
    )?;
    raycast_to_ground(camera, cam_tf, viewport_cursor)
}

fn raycast_to_ground(
    camera: &Camera,
    cam_tf: &GlobalTransform,
    viewport_cursor: Vec2,
) -> Option<Vec3> {
    let ray = camera.viewport_to_world(cam_tf, viewport_cursor).ok()?;

    // Intersect with Y=0 plane
    if ray.direction.y.abs() < 1e-6 {
        return None; // Ray parallel to ground
    }
    let t = -ray.origin.y / ray.direction.y;
    if t < 0.0 {
        return None; // Ground behind camera
    }
    Some(ray.origin + *ray.direction * t)
}

/// Walk up the entity hierarchy to find a component.
fn find_ancestor_component<'a, C: Component>(
    mut entity: Entity,
    query: &'a Query<&C>,
    parents: &Query<&ChildOf>,
) -> Option<&'a C> {
    loop {
        if let Ok(component) = query.get(entity) {
            return Some(component);
        }
        if let Ok(child_of) = parents.get(entity) {
            entity = child_of.0;
        } else {
            return None;
        }
    }
}

/// Enable/disable camera controls based on viewport hover, modal state, etc.
/// Force-disable camera controls when any dialog is open.
fn disable_camera_on_dialog(mut camera_query: Query<&mut JackdawCameraSettings>) {
    for mut settings in &mut camera_query {
        settings.enabled = false;
    }
}

/// Multi-viewport-aware replacement for the old single-viewport
/// `update_camera_enabled` system. Each frame:
///
/// 1. Scans every `SceneViewport` UI node and finds the one under
///    the cursor (if any).
/// 2. Writes the hovered viewport into [`ActiveViewport`] so other
///    systems can route input by camera entity instead of querying
///    `Single<>` (which would panic with multiple viewports).
/// 3. Sticks during a right-click fly session, so the user can drag
///    outside the viewport's bounds without losing camera control.
/// 4. Sets `JackdawCameraSettings::enabled` so only the active
///    camera responds to fly input; the others stay parked.
fn update_active_viewport(
    windows: Query<&Window>,
    viewports: Query<
        (Entity, &ComputedNode, &UiGlobalTransform, &ViewportNode),
        With<SceneViewport>,
    >,
    mut active: ResMut<ActiveViewport>,
    mut camera_query: Query<(Entity, &mut JackdawCameraSettings)>,
    modal: Res<crate::modal_transform::ModalTransformState>,
    input_focus: Res<bevy::input_focus::InputFocus>,
    blockers: Query<(), With<crate::BlocksCameraInput>>,
    mouse: Res<ButtonInput<MouseButton>>,
    mut fly_state: ResMut<CameraFlyActive>,
) {
    if mouse.just_released(MouseButton::Right) {
        fly_state.0 = false;
    }

    let cursor = windows.single().ok().and_then(Window::cursor_position);

    // Find the viewport under the cursor (if any). Multi-viewport
    // setups iterate every SceneViewport panel; first hit wins.
    let mut hovered: Option<(Entity, Entity)> = None; // (ui_node, camera)
    if let Some(cursor) = cursor {
        for (ui_entity, computed, vp_transform, vp_node) in &viewports {
            let scale = computed.inverse_scale_factor();
            let vp_pos = vp_transform.translation * scale;
            let vp_size = computed.size() * scale;
            let top_left = vp_pos - vp_size / 2.0;
            let bottom_right = vp_pos + vp_size / 2.0;
            if cursor.x >= top_left.x
                && cursor.x <= bottom_right.x
                && cursor.y >= top_left.y
                && cursor.y <= bottom_right.y
            {
                hovered = Some((ui_entity, vp_node.camera));
                break;
            }
        }
    }

    // During an active fly session, keep the existing active viewport
    // pinned even when the cursor strays outside its bounds. A normal
    // hover update only takes effect once the user releases RMB.
    if !fly_state.0 {
        active.ui_node = hovered.map(|(ui, _)| ui);
        active.camera = hovered.map(|(_, cam)| cam);
    }

    if mouse.just_pressed(MouseButton::Right) && hovered.is_some() {
        fly_state.0 = true;
    }

    let modal_active = modal.active.is_some();
    let text_focused = input_focus.0.is_some();
    let overlay_blocking = !blockers.is_empty();
    let inputs_clear = !modal_active && !text_focused && !overlay_blocking;

    let target_camera = active.camera;
    let fly_engaged = fly_state.0;

    // Enable fly only on the active camera; disable all others. The
    // fly session also keeps fly enabled when the cursor leaves.
    for (entity, mut settings) in &mut camera_query {
        let is_target = target_camera == Some(entity);
        let should_enable = inputs_clear && (is_target && (hovered.is_some() || fly_engaged));
        if settings.enabled != should_enable {
            settings.enabled = should_enable;
        }
    }
}

/// Per-viewport state owned by each camera entity. Multi-viewport
/// users get one of these per panel, so bookmarks (and future
/// per-viewport overlay toggles, projection mode flags, etc.) don't
/// bleed across panels.
///
/// Inserted by `build_viewport_panel` alongside the camera.
#[derive(Component, Clone, Default, Debug)]
pub struct ViewportConfig {
    /// Numpad-1..9 camera bookmarks. Each slot holds a `Transform`
    /// snapshot the user can return to with the matching numpad key.
    pub bookmarks: [Option<CameraBookmark>; 9],
}

#[derive(Clone, Copy, Debug)]
pub struct CameraBookmark {
    pub transform: Transform,
}

/// Watch for save/load camera bookmark keypresses and dispatch the
/// corresponding op with a `slot` param. BEI bindings can't carry
/// payloads, so the slot index lives in a sidecar trigger system.
fn camera_bookmark_keys(
    keyboard: Res<ButtonInput<KeyCode>>,
    edit_mode: Res<crate::brush::EditMode>,
    selection: Res<Selection>,
    brushes: Query<(), With<jackdaw_jsn::Brush>>,
    modal: Res<crate::modal_transform::ModalTransformState>,
    mut commands: Commands,
) {
    if modal.active.is_some() {
        return;
    }
    let ctrl = keyboard.any_pressed([KeyCode::ControlLeft, KeyCode::ControlRight]);
    let in_object_mode = *edit_mode == crate::brush::EditMode::Object;
    // Don't shadow edit-mode digit shortcuts when a brush is selected
    // and we're in Object mode (Digit1-4 there switches to Vertex /
    // Edge / Face / Clip).
    let conflicts_with_edit_mode_digits =
        in_object_mode && selection.primary().is_some_and(|e| brushes.contains(e));
    let digits = [
        KeyCode::Digit1,
        KeyCode::Digit2,
        KeyCode::Digit3,
        KeyCode::Digit4,
        KeyCode::Digit5,
        KeyCode::Digit6,
        KeyCode::Digit7,
        KeyCode::Digit8,
        KeyCode::Digit9,
    ];
    for (slot, key) in digits.iter().enumerate() {
        if !keyboard.just_pressed(*key) {
            continue;
        }
        if ctrl {
            commands
                .operator(ViewportBookmarkSaveOp::ID)
                .param("slot", slot as i64)
                .call();
        } else if in_object_mode && !conflicts_with_edit_mode_digits {
            commands
                .operator(ViewportBookmarkLoadOp::ID)
                .param("slot", slot as i64)
                .call();
        }
    }
}

pub(crate) fn add_to_extension(ctx: &mut ExtensionContext) {
    ctx.register_operator::<ViewportFocusSelectedOp>()
        .register_operator::<ViewportBookmarkSaveOp>()
        .register_operator::<ViewportBookmarkLoadOp>();

    let ext = ctx.id();
    ctx.spawn((
        Action::<ViewportFocusSelectedOp>::new(),
        ActionOf::<CoreExtensionInputContext>::new(ext),
        bindings![(KeyCode::KeyF, Press::default())],
    ));
}

fn has_primary_selection(selection: Res<Selection>) -> bool {
    selection.primary().is_some()
}

/// Center the camera on the selected entity.
#[operator(
    id = "viewport.focus_selected",
    label = "Focus Selected",
    description = "Center the camera on the selected entity.",
    is_available = has_primary_selection
)]
pub(crate) fn viewport_focus_selected(
    _: In<OperatorParameters>,
    active: Res<ActiveViewport>,
    selection: Res<Selection>,
    selected_transforms: Query<&GlobalTransform, With<Selected>>,
    mut camera_query: Query<&mut Transform, With<JackdawCameraSettings>>,
) -> OperatorResult {
    let Some(primary) = selection.primary() else {
        return OperatorResult::Cancelled;
    };
    let Ok(global_tf) = selected_transforms.get(primary) else {
        return OperatorResult::Cancelled;
    };
    let target = global_tf.translation();
    let scale = global_tf.compute_transform().scale;
    let dist = f32::max(scale.length() * 3.0, 5.0);
    let Some(camera_entity) = active.camera else {
        return OperatorResult::Cancelled;
    };
    let Ok(mut transform) = camera_query.get_mut(camera_entity) else {
        return OperatorResult::Cancelled;
    };
    let forward = transform.forward().as_vec3();
    transform.translation = target - forward * dist;
    *transform = transform.looking_at(target, Vec3::Y);
    OperatorResult::Finished
}

fn slot_param(params: &OperatorParameters) -> Option<usize> {
    let v = params.as_int("slot")?;
    (0..9).contains(&v).then_some(v as usize)
}

/// Save the camera position to a numbered slot.
#[operator(
    id = "viewport.bookmark.save",
    label = "Save Camera Bookmark",
    description = "Save the camera position to a numbered slot.",
    params(slot(i64, doc = "Bookmark slot 0..=8."))
)]
pub(crate) fn viewport_bookmark_save(
    params: In<OperatorParameters>,
    active: Res<ActiveViewport>,
    mut cameras: Query<(&Transform, &mut ViewportConfig), With<JackdawCameraSettings>>,
) -> OperatorResult {
    let Some(slot) = slot_param(&params) else {
        return OperatorResult::Cancelled;
    };
    let Some(camera_entity) = active.camera else {
        return OperatorResult::Cancelled;
    };
    let Ok((transform, mut config)) = cameras.get_mut(camera_entity) else {
        return OperatorResult::Cancelled;
    };
    config.bookmarks[slot] = Some(CameraBookmark {
        transform: *transform,
    });
    OperatorResult::Finished
}

/// Restore the camera to a previously-saved bookmark slot. Cancels if
/// the slot is empty.
#[operator(
    id = "viewport.bookmark.load",
    label = "Load Camera Bookmark",
    description = "Restore the camera to a previously-saved slot.",
    params(slot(i64, doc = "Bookmark slot 0..=8."))
)]
pub(crate) fn viewport_bookmark_load(
    params: In<OperatorParameters>,
    active: Res<ActiveViewport>,
    mut cameras: Query<(&mut Transform, &ViewportConfig), With<JackdawCameraSettings>>,
) -> OperatorResult {
    let Some(slot) = slot_param(&params) else {
        return OperatorResult::Cancelled;
    };
    let Some(camera_entity) = active.camera else {
        return OperatorResult::Cancelled;
    };
    let Ok((mut transform, config)) = cameras.get_mut(camera_entity) else {
        return OperatorResult::Cancelled;
    };
    let Some(bookmark) = config.bookmarks[slot] else {
        return OperatorResult::Cancelled;
    };
    *transform = bookmark.transform;
    OperatorResult::Finished
}