feat(commands): expand standard CAD command coverage

Integrate a large batch of standard CAD commands and fix several
name/behaviour mismatches, with no product references in code.

3D solids (reusing the truck B-rep pipeline):
- SLICE, INTERFERE, PRESSPULL, POLYSOLID, PYRAMID, SECTION
- 3DROTATE, 3DMIRROR, 3DALIGN (cached-solid transforms)

Annotation / text:
- ARCTEXT, SPLINEFIT (Catmull-Rom to Bezier), DIMJOGGED, OBJECTSCALE
  (XData markers honoured by the existing geometry-gen / tessellator)

Blocks / misc:
- NCOPY (block-content extraction via explode_entity)
- OPTIONS, SYNCPVIEWPORTS, THICKEN, plus earlier toggles, aliases,
  system variables, and layer/style/view commands

POINTCLOUD/RECAP and UNDERLAYLAYERS/UOSNAP are intentionally left out:
they require a proprietary binary / PDF-layer parser, a GPU point
renderer, and real test files.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-29 08:23:58 +03:00
1 parent 76ef544cda
commit c19c18c2f2
24 files changed
+4405 -216

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@@ -37,9 +37,8 @@ impl super::OpenCADStudio {
.filter(|h| self.tabs[i].scene.solid_models.contains_key(h))
.collect();
if handles.len() != 2 {
self.command_line.push_error(
"Boolean: select exactly two solids created this session.",
);
self.command_line
.push_error("Boolean: select exactly two solids created this session.");
return Task::none();
}
let a = self.tabs[i].scene.solid_models[&handles[0]].clone();
@@ -72,4 +71,681 @@ impl super::OpenCADStudio {
self.refresh_properties();
Task::none()
}
/// Slice the one selected solid with an axis-aligned plane (axis 0/1/2 =
/// X/Y/Z at `value`), keeping the lower side when `keep_low` is true. The
/// kept half is the intersection of the solid with a half-space box, reusing
/// the same truck-shapeops path as the boolean tools.
pub(super) fn solid_slice(&mut self, axis: usize, value: f64, keep_low: bool) -> Task<Message> {
let i = self.active_tab;
let handles: Vec<Handle> = self.tabs[i]
.scene
.selected
.iter()
.copied()
.filter(|h| self.tabs[i].scene.solid_models.contains_key(h))
.collect();
if handles.len() != 1 {
self.command_line
.push_error("SLICE: select exactly one solid created this session.");
return Task::none();
}
let solid = self.tabs[i].scene.solid_models[&handles[0]].clone();
// Bounding box from the solid's edge wires.
let wires = solid_model::edge_wires(&solid);
let (mut min, mut max) = ([f64::MAX; 3], [f64::MIN; 3]);
for w in &wires {
for p in &w.points {
let c = [p.x, p.y, p.z];
for k in 0..3 {
min[k] = min[k].min(c[k]);
max[k] = max[k].max(c[k]);
}
}
}
if min[0] > max[0] {
self.command_line
.push_error("SLICE: could not determine the solid's extent.");
return Task::none();
}
// Generous margin so the box fully spans the solid in the free axes.
let m = [
(max[0] - min[0]).max(1.0),
(max[1] - min[1]).max(1.0),
(max[2] - min[2]).max(1.0),
];
let mut lo = [min[0] - m[0], min[1] - m[1], min[2] - m[2]];
let mut hi = [max[0] + m[0], max[1] + m[1], max[2] + m[2]];
if keep_low {
hi[axis] = value;
} else {
lo[axis] = value;
}
if hi[axis] <= lo[axis] {
self.command_line
.push_error("SLICE: the plane does not cross the solid on the kept side.");
return Task::none();
}
let center = [
(lo[0] + hi[0]) / 2.0,
(lo[1] + hi[1]) / 2.0,
(lo[2] + hi[2]) / 2.0,
];
let halfspace = solid_model::box_solid(center, hi[0] - lo[0], hi[1] - lo[1], hi[2] - lo[2]);
let Some(result) = solid_model::boolean(Bool::Intersect, &solid, &halfspace) else {
self.command_line
.push_error("SLICE failed — the plane may not cross the solid.");
return Task::none();
};
self.push_undo_snapshot(i, "SLICE");
self.tabs[i].scene.erase_entities(&handles);
let mut s3d = Solid3D::new();
s3d.wires = solid_model::edge_wires(&result);
let handle = self.add_solid_model(EntityType::Solid3D(s3d), result);
self.tabs[i].scene.deselect_all();
if !handle.is_null() {
self.tabs[i].scene.select_entity(handle, false);
}
self.tabs[i].dirty = true;
self.refresh_properties();
let ax = ["X", "Y", "Z"][axis];
self.command_line.push_output(&format!(
"SLICE: cut at {ax}={value}, kept the {} half.",
if keep_low { "lower" } else { "upper" }
));
Task::none()
}
/// INTERFERE — create a solid from the overlap of the two selected solids,
/// leaving the originals in place (a non-destructive boolean intersect).
pub(super) fn solid_interfere(&mut self) -> Task<Message> {
let i = self.active_tab;
let handles: Vec<Handle> = self.tabs[i]
.scene
.selected
.iter()
.copied()
.filter(|h| self.tabs[i].scene.solid_models.contains_key(h))
.collect();
if handles.len() != 2 {
self.command_line
.push_error("INTERFERE: select exactly two solids created this session.");
return Task::none();
}
let a = self.tabs[i].scene.solid_models[&handles[0]].clone();
let b = self.tabs[i].scene.solid_models[&handles[1]].clone();
match solid_model::boolean(Bool::Intersect, &a, &b) {
Some(result) => {
self.push_undo_snapshot(i, "INTERFERE");
// Keep both originals; add the interference solid.
let mut s3d = Solid3D::new();
s3d.wires = solid_model::edge_wires(&result);
self.add_solid_model(EntityType::Solid3D(s3d), result);
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line
.push_output("INTERFERE: created an interference solid from the overlap.");
}
None => self
.command_line
.push_output("INTERFERE: the selected solids do not overlap."),
}
Task::none()
}
/// 3DROTATE — rotate the one selected solid about the X/Y/Z axis (0/1/2)
/// through its centre by `angle_deg` degrees. Rotation preserves the solid's
/// orientation, so it reuses the cached truck B-rep directly.
pub(super) fn solid_rotate3d(&mut self, axis: usize, angle_deg: f64) -> Task<Message> {
use truck_modeling::{builder, Point3, Rad, Vector3 as TVec3};
let i = self.active_tab;
let handles: Vec<Handle> = self.tabs[i]
.scene
.selected
.iter()
.copied()
.filter(|h| self.tabs[i].scene.solid_models.contains_key(h))
.collect();
if handles.len() != 1 {
self.command_line
.push_error("3DROTATE: select exactly one solid created this session.");
return Task::none();
}
let solid = self.tabs[i].scene.solid_models[&handles[0]].clone();
let wires = solid_model::edge_wires(&solid);
let (mut min, mut max) = ([f64::MAX; 3], [f64::MIN; 3]);
for w in &wires {
for p in &w.points {
let c = [p.x, p.y, p.z];
for k in 0..3 {
min[k] = min[k].min(c[k]);
max[k] = max[k].max(c[k]);
}
}
}
if min[0] > max[0] {
self.command_line
.push_error("3DROTATE: could not determine the solid's extent.");
return Task::none();
}
let origin = Point3::new(
(min[0] + max[0]) / 2.0,
(min[1] + max[1]) / 2.0,
(min[2] + max[2]) / 2.0,
);
let axis_v = match axis {
0 => TVec3::unit_x(),
1 => TVec3::unit_y(),
_ => TVec3::unit_z(),
};
let rotated = builder::rotated(&solid, origin, axis_v, Rad(angle_deg.to_radians()));
self.push_undo_snapshot(i, "3DROTATE");
self.tabs[i].scene.erase_entities(&handles);
let mut s3d = Solid3D::new();
s3d.wires = solid_model::edge_wires(&rotated);
let handle = self.add_solid_model(EntityType::Solid3D(s3d), rotated);
self.tabs[i].scene.deselect_all();
if !handle.is_null() {
self.tabs[i].scene.select_entity(handle, false);
}
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line.push_output(&format!(
"3DROTATE: rotated {angle_deg}° about the {} axis.",
["X", "Y", "Z"][axis]
));
Task::none()
}
/// POLYSOLID — build a wall-like solid from a selected polyline: one box per
/// segment (oriented along it, `width` wide, `height` tall) unioned together,
/// reusing the box primitive + the boolean union path.
pub(super) fn solid_polysolid(&mut self, width: f64, height: f64) -> Task<Message> {
use truck_modeling::{builder, Point3, Rad, Vector3 as TVec3};
let i = self.active_tab;
let found: Option<(Handle, Vec<[f64; 2]>, bool)> = self.tabs[i]
.scene
.selected_entities()
.iter()
.find_map(|(h, e)| match e {
EntityType::LwPolyline(pl) => Some((
*h,
pl.vertices
.iter()
.map(|v| [v.location.x, v.location.y])
.collect(),
pl.is_closed,
)),
_ => None,
});
let Some((handle, pts, closed)) = found else {
self.command_line
.push_error("POLYSOLID: select a polyline first.");
return Task::none();
};
let mut segs: Vec<([f64; 2], [f64; 2])> = pts.windows(2).map(|w| (w[0], w[1])).collect();
if closed && pts.len() > 2 {
segs.push((pts[pts.len() - 1], pts[0]));
}
let mut acc: Option<Solid> = None;
let mut used = 0usize;
for (a, b) in &segs {
let (dx, dy) = (b[0] - a[0], b[1] - a[1]);
let len = (dx * dx + dy * dy).sqrt();
if len < 1e-9 {
continue;
}
let angle = dy.atan2(dx);
// Local box: X 0..len, Y -w/2..w/2, Z 0..h, then orient to the segment.
let bx = solid_model::box_solid([len / 2.0, 0.0, height / 2.0], len, width, height);
let bx = builder::rotated(&bx, Point3::new(0.0, 0.0, 0.0), TVec3::unit_z(), Rad(angle));
let bx = builder::translated(&bx, TVec3::new(a[0], a[1], 0.0));
acc = Some(match acc {
None => bx,
Some(prev) => solid_model::boolean(Bool::Union, &prev, &bx).unwrap_or(prev),
});
used += 1;
}
let Some(result) = acc else {
self.command_line
.push_error("POLYSOLID: the polyline has no usable segments.");
return Task::none();
};
self.push_undo_snapshot(i, "POLYSOLID");
self.tabs[i].scene.erase_entities(&[handle]);
let mut s3d = Solid3D::new();
s3d.wires = solid_model::edge_wires(&result);
let h = self.add_solid_model(EntityType::Solid3D(s3d), result);
self.tabs[i].scene.deselect_all();
if !h.is_null() {
self.tabs[i].scene.select_entity(h, false);
}
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line.push_output(&format!(
"POLYSOLID: built a wall solid from {used} segment(s) (width {width}, height {height})."
));
Task::none()
}
/// 3DMIRROR — add a mirrored copy of the one selected solid across the plane
/// perpendicular to the X/Y/Z axis (0/1/2) through its centre, keeping the
/// original. Reflection reverses face orientation, so `Solid::not()` restores
/// outward normals (the same inversion the boolean subtraction relies on).
pub(super) fn solid_mirror3d(&mut self, axis: usize) -> Task<Message> {
use truck_modeling::{builder, Matrix4, Vector3 as TVec3};
let i = self.active_tab;
let handles: Vec<Handle> = self.tabs[i]
.scene
.selected
.iter()
.copied()
.filter(|h| self.tabs[i].scene.solid_models.contains_key(h))
.collect();
if handles.len() != 1 {
self.command_line
.push_error("3DMIRROR: select exactly one solid created this session.");
return Task::none();
}
let solid = self.tabs[i].scene.solid_models[&handles[0]].clone();
let wires = solid_model::edge_wires(&solid);
let (mut min, mut max) = ([f64::MAX; 3], [f64::MIN; 3]);
for w in &wires {
for p in &w.points {
let c = [p.x, p.y, p.z];
for k in 0..3 {
min[k] = min[k].min(c[k]);
max[k] = max[k].max(c[k]);
}
}
}
if min[0] > max[0] {
self.command_line
.push_error("3DMIRROR: could not determine the solid's extent.");
return Task::none();
}
let c = TVec3::new(
(min[0] + max[0]) / 2.0,
(min[1] + max[1]) / 2.0,
(min[2] + max[2]) / 2.0,
);
let s = match axis {
0 => TVec3::new(-1.0, 1.0, 1.0),
1 => TVec3::new(1.0, -1.0, 1.0),
_ => TVec3::new(1.0, 1.0, -1.0),
};
// Reflect about the plane through the centre: T(c) · scale · T(-c).
let mat = Matrix4::from_translation(c)
* Matrix4::from_nonuniform_scale(s.x, s.y, s.z)
* Matrix4::from_translation(-c);
let mut reflected = builder::transformed(&solid, mat);
reflected.not(); // restore outward orientation after the reflection
self.push_undo_snapshot(i, "3DMIRROR");
let mut s3d = Solid3D::new();
s3d.wires = solid_model::edge_wires(&reflected);
let h = self.add_solid_model(EntityType::Solid3D(s3d), reflected);
self.tabs[i].scene.deselect_all();
if !h.is_null() {
self.tabs[i].scene.select_entity(h, false);
}
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line.push_output(&format!(
"3DMIRROR: added a mirror across the {} plane.",
["X", "Y", "Z"][axis]
));
Task::none()
}
/// 3DALIGN — move/rotate the one selected solid so its three source points
/// land on the three destination points. The frame-to-frame transform is
/// computed in glam (`M = D · S⁻¹`) and handed to truck as a raw matrix; both
/// frames are right-handed so the result is a pure rotation+translation.
pub(super) fn solid_align3d(
&mut self,
src: [[f64; 3]; 3],
dst: [[f64; 3]; 3],
) -> Task<Message> {
use truck_modeling::{builder, Matrix4};
let i = self.active_tab;
let handles: Vec<Handle> = self.tabs[i]
.scene
.selected
.iter()
.copied()
.filter(|h| self.tabs[i].scene.solid_models.contains_key(h))
.collect();
if handles.len() != 1 {
self.command_line
.push_error("3DALIGN: select exactly one solid created this session.");
return Task::none();
}
// Build a right-handed frame (origin + orthonormal axes) from 3 points.
let frame = |p: [[f64; 3]; 3]| -> Option<glam::DMat4> {
let p1 = glam::DVec3::from_array(p[0]);
let p2 = glam::DVec3::from_array(p[1]);
let p3 = glam::DVec3::from_array(p[2]);
let x = (p2 - p1).normalize_or_zero();
let z = (p2 - p1).cross(p3 - p1).normalize_or_zero();
if x.length_squared() < 1e-12 || z.length_squared() < 1e-12 {
return None; // coincident or collinear points
}
let y = z.cross(x);
Some(glam::DMat4::from_cols(
x.extend(0.0),
y.extend(0.0),
z.extend(0.0),
p1.extend(1.0),
))
};
let (Some(s), Some(d)) = (frame(src), frame(dst)) else {
self.command_line
.push_error("3DALIGN: each point triple must be non-coincident and non-collinear.");
return Task::none();
};
let a = (d * s.inverse()).to_cols_array(); // column-major [f64; 16]
let mat = Matrix4::new(
a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13],
a[14], a[15],
);
let solid = self.tabs[i].scene.solid_models[&handles[0]].clone();
let aligned = builder::transformed(&solid, mat);
self.push_undo_snapshot(i, "3DALIGN");
self.tabs[i].scene.erase_entities(&handles);
let mut s3d = Solid3D::new();
s3d.wires = solid_model::edge_wires(&aligned);
let h = self.add_solid_model(EntityType::Solid3D(s3d), aligned);
self.tabs[i].scene.deselect_all();
if !h.is_null() {
self.tabs[i].scene.select_entity(h, false);
}
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line
.push_output("3DALIGN: aligned the solid to the destination points.");
Task::none()
}
/// SECTION — draw the cross-section outline where an axis-aligned plane
/// (X/Y/Z = `axis` at `value`) cuts the one selected solid, as Line entities.
/// Reuses the mesh-interference analyzer to find the cut segments.
pub(super) fn solid_section(&mut self, axis: usize, value: f64) -> Task<Message> {
use acadrust::types::Vector3;
use acadrust::Line;
use truck_meshalgo::analyzers::Collision;
use truck_meshalgo::tessellation::{MeshableShape, MeshedShape};
use truck_modeling::{builder, Point3, Shell, Wire};
let i = self.active_tab;
let handles: Vec<Handle> = self.tabs[i]
.scene
.selected
.iter()
.copied()
.filter(|h| self.tabs[i].scene.solid_models.contains_key(h))
.collect();
if handles.len() != 1 {
self.command_line
.push_error("SECTION: select exactly one solid created this session.");
return Task::none();
}
let solid = self.tabs[i].scene.solid_models[&handles[0]].clone();
let wires = solid_model::edge_wires(&solid);
let (mut min, mut max) = ([f64::MAX; 3], [f64::MIN; 3]);
for w in &wires {
for p in &w.points {
let c = [p.x, p.y, p.z];
for k in 0..3 {
min[k] = min[k].min(c[k]);
max[k] = max[k].max(c[k]);
}
}
}
if min[0] > max[0] {
self.command_line
.push_error("SECTION: could not determine the solid's extent.");
return Task::none();
}
// Margin so the cutting plane fully spans the solid in the free axes.
let m = [
(max[0] - min[0]).max(1.0) * 0.1,
(max[1] - min[1]).max(1.0) * 0.1,
(max[2] - min[2]).max(1.0) * 0.1,
];
let lo = [min[0] - m[0], min[1] - m[1], min[2] - m[2]];
let hi = [max[0] + m[0], max[1] + m[1], max[2] + m[2]];
let corners: [Point3; 4] = match axis {
0 => [
Point3::new(value, lo[1], lo[2]),
Point3::new(value, hi[1], lo[2]),
Point3::new(value, hi[1], hi[2]),
Point3::new(value, lo[1], hi[2]),
],
1 => [
Point3::new(lo[0], value, lo[2]),
Point3::new(hi[0], value, lo[2]),
Point3::new(hi[0], value, hi[2]),
Point3::new(lo[0], value, hi[2]),
],
_ => [
Point3::new(lo[0], lo[1], value),
Point3::new(hi[0], lo[1], value),
Point3::new(hi[0], hi[1], value),
Point3::new(lo[0], hi[1], value),
],
};
let v: Vec<_> = corners.iter().map(|p| builder::vertex(*p)).collect();
let wire: Wire = vec![
builder::line(&v[0], &v[1]),
builder::line(&v[1], &v[2]),
builder::line(&v[2], &v[3]),
builder::line(&v[3], &v[0]),
]
.into_iter()
.collect();
let Ok(face) = builder::try_attach_plane(&[wire]) else {
self.command_line
.push_error("SECTION: could not build the cutting plane.");
return Task::none();
};
let shell: Shell = std::iter::once(face).collect();
let tol = 0.02;
let solid_mesh = solid.triangulation(tol).to_polygon();
let plane_mesh = shell.triangulation(tol).to_polygon();
let segs = solid_mesh.extract_interference(&plane_mesh);
if segs.is_empty() {
self.command_line
.push_output("SECTION: the plane does not cross the solid.");
return Task::none();
}
self.push_undo_snapshot(i, "SECTION");
for (p1, p2) in &segs {
let line = Line::from_points(
Vector3::new(p1.x, p1.y, p1.z),
Vector3::new(p2.x, p2.y, p2.z),
);
self.tabs[i].scene.add_entity(EntityType::Line(line));
}
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line.push_output(&format!(
"SECTION: created {} section line(s) at {}={value}.",
segs.len(),
["X", "Y", "Z"][axis]
));
Task::none()
}
/// PYRAMID — create an `n`-sided pyramid (regular polygon base of the given
/// circumradius, apex at `height`) as a tessellated mesh, reusing the same
/// face→Shell→mesh path as LOFT. Each face is independent, so no closed-shell
/// topology is required; the windings give outward normals.
pub(super) fn solid_pyramid(
&mut self,
radius: f64,
height: f64,
sides: usize,
) -> Task<Message> {
use crate::modules::insert::solid3d_cmds::empty_solid3d;
use crate::scene::convert::truck_tess;
use crate::scene::model::mesh_model::MeshModel;
use truck_modeling::{builder, Point3, Shell, Wire};
let i = self.active_tab;
let n = sides.max(3);
if radius <= 0.0 || height <= 0.0 {
self.command_line
.push_error("PYRAMID: radius and height must be positive.");
return Task::none();
}
let corners: Vec<Point3> = (0..n)
.map(|k| {
let a = std::f64::consts::TAU * k as f64 / n as f64;
Point3::new(radius * a.cos(), radius * a.sin(), 0.0)
})
.collect();
let apex = builder::vertex(Point3::new(0.0, 0.0, height));
let mut faces = Vec::new();
// Base: reversed winding so the normal points down (outward at the base).
{
let bv: Vec<_> = corners.iter().rev().map(|p| builder::vertex(*p)).collect();
let wire: Wire = (0..n)
.map(|k| builder::line(&bv[k], &bv[(k + 1) % n]))
.collect();
if let Ok(f) = builder::try_attach_plane(&[wire]) {
faces.push(f);
}
}
// Side triangles [corner k, corner k+1, apex] → outward normals.
let sv: Vec<_> = corners.iter().map(|p| builder::vertex(*p)).collect();
for k in 0..n {
let k1 = (k + 1) % n;
let wire: Wire = vec![
builder::line(&sv[k], &sv[k1]),
builder::line(&sv[k1], &apex),
builder::line(&apex, &sv[k]),
]
.into_iter()
.collect();
if let Ok(f) = builder::try_attach_plane(&[wire]) {
faces.push(f);
}
}
if faces.len() < n + 1 {
self.command_line
.push_error("PYRAMID: could not build all faces.");
return Task::none();
}
let shell = Shell::from(faces);
let color = self.tabs[i].scene.layer_color(&self.tabs[i].active_layer);
let truck_tess::TruckTessResult::Mesh {
verts,
verts_low,
normals,
indices,
} = truck_tess::tessellate_shell(&shell)
else {
self.command_line
.push_error("PYRAMID: tessellation failed.");
return Task::none();
};
if verts.is_empty() {
self.command_line
.push_error("PYRAMID: tessellation produced no geometry.");
return Task::none();
}
self.push_undo_snapshot(i, "PYRAMID");
let new_handle = self.tabs[i].scene.add_entity(empty_solid3d());
let mesh = MeshModel {
name: format!("{}", new_handle.value()),
verts,
verts_low,
normals,
indices,
color,
selected: false,
};
self.tabs[i]
.scene
.meshes
.insert(new_handle, crate::scene::MeshLodSet::from_single(mesh));
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line.push_output(&format!(
"PYRAMID: created a {n}-sided pyramid (radius {radius}, height {height})."
));
Task::none()
}
/// SPLINEFIT — replace the selected polyline with a cubic spline that passes
/// through its vertices. Control points come from the Catmull-Rom → cubic
/// Bézier formula (the curve provably interpolates each vertex), with a
/// clamped piecewise-Bézier knot vector the spline renderer reads directly.
pub(super) fn fit_spline(&mut self) -> Task<Message> {
use acadrust::entities::Spline;
use acadrust::types::Vector3;
let i = self.active_tab;
let found: Option<(Handle, Vec<[f64; 3]>)> = self.tabs[i]
.scene
.selected_entities()
.iter()
.find_map(|(h, e)| match e {
EntityType::LwPolyline(pl) => Some((
*h,
pl.vertices
.iter()
.map(|v| [v.location.x, v.location.y, 0.0])
.collect(),
)),
_ => None,
});
let Some((handle, fit)) = found else {
self.command_line
.push_error("SPLINEFIT: select a polyline to fit a spline through.");
return Task::none();
};
if fit.len() < 3 {
self.command_line
.push_error("SPLINEFIT: need at least 3 points.");
return Task::none();
}
let n = fit.len();
let m = n - 1; // Bézier segments
let p = |k: usize| glam::DVec3::new(fit[k][0], fit[k][1], fit[k][2]);
// Catmull-Rom → cubic Bézier control points: [P0, b1,b2,P1, b1,b2,P2, …].
let mut ctrl: Vec<Vector3> = Vec::with_capacity(3 * m + 1);
ctrl.push(Vector3::new(fit[0][0], fit[0][1], 0.0));
for seg in 0..m {
let p0 = p(seg);
let p1 = p(seg + 1);
let prev = if seg > 0 { p(seg - 1) } else { p0 };
let next = if seg + 2 <= m { p(seg + 2) } else { p1 };
let b1 = p0 + (p1 - prev) / 6.0;
let b2 = p1 - (next - p0) / 6.0;
ctrl.push(Vector3::new(b1.x, b1.y, 0.0));
ctrl.push(Vector3::new(b2.x, b2.y, 0.0));
ctrl.push(Vector3::new(p1.x, p1.y, 0.0));
}
// Clamped piecewise-Bézier knots (degree 3): len == ctrl.len()+degree+1.
let mut knots: Vec<f64> = vec![0.0; 4];
for s in 1..m {
knots.extend_from_slice(&[s as f64, s as f64, s as f64]);
}
knots.extend_from_slice(&[m as f64; 4]);
let mut spl = Spline::new();
spl.degree = 3;
spl.control_points = ctrl;
spl.knots = knots;
spl.fit_points = fit.iter().map(|q| Vector3::new(q[0], q[1], 0.0)).collect();
// flags.rational defaults to false (non-rational) — exactly what we want.
self.push_undo_snapshot(i, "SPLINEFIT");
self.tabs[i].scene.erase_entities(&[handle]);
self.tabs[i].scene.add_entity(EntityType::Spline(spl));
self.tabs[i].dirty = true;
self.refresh_properties();
self.command_line
.push_output(&format!("SPLINEFIT: fit a spline through {n} points."));
Task::none()
}
}