forked from 1b-agent/opencadstudio-upstream
refactor(scene): group modules into role-based subfolders
Move the 30 flat modules under src/scene/ into six folders by role: convert (entity→geometry), text (fonts/shaping), model (render models), pick (hit-test/selection/grips/xclip), view (camera/transform/render), cache (block + property caches). pipeline/ is unchanged. Full path migration — all `scene::X` references become `scene::<group>::X`, no compatibility re-exports. render.rs items that were `pub(super)` (parent was scene) become `pub(in crate::scene)` to keep their original scene-wide visibility. No behavior change; build and tests are green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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//! OpenCADStudio-style grip editing.
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use acadrust::Handle;
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use glam::{Mat4, Vec3};
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use iced::{Point, Rectangle};
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use crate::scene::model::object::{GripDef, GripShape};
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/// Pixel radius for grip hit-detection.
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pub const GRIP_THRESHOLD_PX: f32 = 8.0;
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/// Half-size of the rendered grip square / diamond in pixels.
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pub const GRIP_HALF_PX: f32 = 5.0;
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// ── Active drag state ─────────────────────────────────────────────────────
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/// Stored on `OpenCADStudio` while a grip is being dragged.
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#[derive(Clone, Debug)]
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pub struct GripEdit {
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/// Handle of the entity being edited.
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pub handle: Handle,
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/// Index into the entity's grip list.
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pub grip_id: usize,
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/// `true` → midpoint / translate grip; `false` → endpoint / absolute grip.
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pub is_translate: bool,
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/// World-space position of the grip when the drag started (ortho/polar base).
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pub origin_world: Vec3,
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/// Last world-space cursor position (needed for incremental delta on translate drags).
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pub last_world: Vec3,
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}
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// ── Screen-space helpers ───────────────────────────────────────────────────
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/// Project a slice of `GripDef`s to screen space.
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/// Returns `(grip_id, screen_pos, is_midpoint, shape)` for each grip.
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pub fn grips_to_screen(
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grips: &[GripDef],
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Vec<(usize, Point, bool, GripShape, Option<[f32; 2]>)> {
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grips
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.iter()
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.map(|g| {
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let ndc = view_proj.project_point3(g.world.as_vec3());
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let screen = Point::new(
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bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width,
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bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height,
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);
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(g.id, screen, g.is_midpoint, g.shape, g.dir)
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})
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.collect()
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}
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/// Paper-space variant: project grips using the 2-D linear `to_px` transform.
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/// Parameters match the `to_px` closure in `paper_canvas.rs`.
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pub fn grips_to_screen_paper(
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grips: &[GripDef],
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tx: f32,
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ty: f32,
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half_w: f32,
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half_h: f32,
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bounds: Rectangle,
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) -> Vec<(usize, Point, bool, GripShape, Option<[f32; 2]>)> {
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grips
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.iter()
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.map(|g| {
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let screen = Point::new(
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(g.world.x as f32 - tx + half_w) / (2.0 * half_w) * bounds.width,
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(ty + half_h - g.world.y as f32) / (2.0 * half_h) * bounds.height,
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);
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(g.id, screen, g.is_midpoint, g.shape, g.dir)
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})
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.collect()
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}
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/// Paper-space hit-test variant (mirrors `find_hit_grip` but uses 2-D projection).
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pub fn find_hit_grip_paper(
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cursor: Point,
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grips: &[GripDef],
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tx: f32,
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ty: f32,
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half_w: f32,
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half_h: f32,
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bounds: Rectangle,
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) -> Option<(usize, bool, Vec3)> {
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let mut best_dist = GRIP_THRESHOLD_PX;
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let mut best: Option<(usize, bool, Vec3)> = None;
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for g in grips {
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let screen = Point::new(
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(g.world.x as f32 - tx + half_w) / (2.0 * half_w) * bounds.width,
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(ty + half_h - g.world.y as f32) / (2.0 * half_h) * bounds.height,
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);
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let dx = screen.x - cursor.x;
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let dy = screen.y - cursor.y;
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let d = (dx * dx + dy * dy).sqrt();
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if d < best_dist {
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best_dist = d;
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best = Some((g.id, g.is_midpoint, g.world.as_vec3()));
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}
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}
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best
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}
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/// Find the closest grip within `GRIP_THRESHOLD_PX` pixels of `cursor`.
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/// Returns `(grip_id, is_translate, world_pos)` if found, else `None`.
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pub fn find_hit_grip(
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cursor: Point,
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grips: &[GripDef],
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view_proj: Mat4,
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bounds: Rectangle,
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) -> Option<(usize, bool, Vec3)> {
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let mut best_dist = GRIP_THRESHOLD_PX;
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let mut best: Option<(usize, bool, Vec3)> = None;
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for g in grips {
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let ndc = view_proj.project_point3(g.world.as_vec3());
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let screen = Point::new(
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(ndc.x + 1.0) * 0.5 * bounds.width,
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(1.0 - ndc.y) * 0.5 * bounds.height,
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);
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let dx = screen.x - cursor.x;
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let dy = screen.y - cursor.y;
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let d = (dx * dx + dy * dy).sqrt();
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if d < best_dist {
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best_dist = d;
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best = Some((g.id, g.is_midpoint, g.world.as_vec3()));
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}
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}
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best
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}
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