// Stretch tool — ribbon definition + interactive command. // // Command: STRETCH (SS) // Workflow: // 1. Pick first corner of the crossing window (right-to-left = crossing). // 2. Pick second corner. // 3. Pick base point. // 4. Pick new point → stretches only vertices inside the crossing window. // // Entity behaviour: // Line : move start if inside, move end if inside, move both if both inside. // LwPolyline : move each vertex independently. // Polyline/P2D: move each vertex independently. // Arc / Circle: move the whole entity if its center is inside the window. // Insert : move the whole entity if its insertion point is inside. // All others : move the whole entity if any point is inside. use acadrust::Handle; use glam::DVec3; use crate::t; use crate::command::{CadCommand, CmdResult}; use crate::modules::{IconKind, ModuleEvent, ToolDef}; use crate::scene::model::wire_model::WireModel; // ── Ribbon definition ────────────────────────────────────────────────────── pub fn tool() -> ToolDef { ToolDef { id: "STRETCH", label: "Stretch", icon: IconKind::Svg(include_bytes!("../../../../assets/icons/stretch.svg")), event: ModuleEvent::Command("STRETCH".to_string()), } } // ── Command implementation ───────────────────────────────────────────────── enum Step { /// Waiting for the first crossing-window corner. WindowCorner1, /// Waiting for the second corner; `c1` is the first corner. WindowCorner2(DVec3), /// Crossing window defined; waiting for base point. Base { win_min: DVec3, win_max: DVec3 }, /// Waiting for target point. Target { win_min: DVec3, win_max: DVec3, base: DVec3, }, } pub struct StretchCommand { handles: Vec, wire_models: Vec, step: Step, } impl StretchCommand { pub fn new(handles: Vec, wire_models: Vec) -> Self { Self { handles, wire_models, step: Step::WindowCorner1, } } /// Restart at the base-point step with the window already known — the /// implicit-selection flow: the host resolved which entities the crossing /// window touches and hands them in together with the window. (#338) pub fn with_window( handles: Vec, wire_models: Vec, win_min: DVec3, win_max: DVec3, ) -> Self { Self { handles, wire_models, step: Step::Base { win_min, win_max }, } } /// A window enclosing every vertex of the current selection, or `None` /// when nothing is selected. Padded so a vertex exactly on the boundary /// counts as inside rather than depending on the comparison's edge. fn selection_bounds(&self) -> Option<(DVec3, DVec3)> { let mut min = DVec3::splat(f64::INFINITY); let mut max = DVec3::splat(f64::NEG_INFINITY); let mut any = false; for wire in &self.wire_models { for index in 0..wire.points.len() { let point = wire_point(wire, index); if !point.is_finite() { continue; } min = min.min(point); max = max.max(point); any = true; } } if !any { return None; } let pad = (max - min).length().max(1.0) * 1e-6; Some((min - DVec3::splat(pad), max + DVec3::splat(pad))) } } /// A wire vertex rebuilt from its double-single halves. fn wire_point(wire: &WireModel, index: usize) -> DVec3 { let high = wire.points[index]; let low = wire.points_low.get(index).copied().unwrap_or([0.0; 3]); DVec3::new( high[0] as f64 + low[0] as f64, high[1] as f64 + low[1] as f64, high[2] as f64 + low[2] as f64, ) } impl CadCommand for StretchCommand { fn name(&self) -> &'static str { "STRETCH" } fn prompt(&self) -> String { match &self.step { Step::WindowCorner1 => { if self.handles.is_empty() { // Implicit mode: the window both selects the objects and // marks which of their points move. t!("STRETCH Specify first corner of crossing window:").into_owned() } else { // The window narrows a selection that already exists, so // it is optional — Enter takes the whole of it, the way a // selection ends in MOVE or COPY. (#676) t!( "STRETCH Specify first corner of crossing window, or press Enter to stretch all [%{count} objects]:", count = self.handles.len() ) .into_owned() } } Step::WindowCorner2(_) => t!("STRETCH Specify opposite corner:").into_owned(), Step::Base { .. } => t!("STRETCH Specify base point:").into_owned(), Step::Target { base, .. } => { let bx = format!("{:.3}", base.x); let bz = format!("{:.3}", base.z); t!( "STRETCH Specify new point [base %{bx},%{bz}]:", bx = bx, bz = bz ) .into_owned() } } } fn on_point(&mut self, pt: DVec3) -> CmdResult { match &self.step { Step::WindowCorner1 => { self.step = Step::WindowCorner2(pt); CmdResult::NeedPoint } Step::WindowCorner2(c1) => { let win_min = c1.min(pt); let win_max = c1.max(pt); if self.handles.is_empty() { // Implicit mode: hand the window to the host, which // resolves the touched entities and restarts the command // at the base-point step via `with_window`. (#338) return CmdResult::StretchWindow { win_min, win_max }; } self.step = Step::Base { win_min, win_max }; CmdResult::NeedPoint } Step::Base { win_min, win_max } => { let (wmin, wmax) = (*win_min, *win_max); self.step = Step::Target { win_min: wmin, win_max: wmax, base: pt, }; CmdResult::NeedPoint } Step::Target { win_min, win_max, base, } => { let delta = pt - *base; CmdResult::StretchEntities { handles: self.handles.clone(), win_min: *win_min, win_max: *win_max, delta, } } } } fn on_enter(&mut self) -> CmdResult { // Enter ends the selection stage, as it does in MOVE and COPY. With // objects already picked there is nothing left to choose: a window that // contains all of them stretches every vertex, which is the whole // selection moving — what a pick-selected stretch means. Without a // selection there is nothing to end, so Enter still cancels. (#676) if let Step::WindowCorner1 = self.step { if let Some((win_min, win_max)) = self.selection_bounds() { self.step = Step::Base { win_min, win_max }; return CmdResult::NeedPoint; } } CmdResult::Cancel } fn on_escape(&mut self) -> CmdResult { CmdResult::Cancel } fn window_corner_pick(&self) -> bool { // The two crossing-window corners are free points; Ortho/Polar must not // pin the opposite corner to an axis or the window becomes a line (#291). matches!(self.step, Step::WindowCorner1 | Step::WindowCorner2(_)) } fn window_first_corner(&self) -> Option { // Expose the first corner so the host draws a filled crossing marquee to // the cursor, matching a normal box selection instead of a bare outline. match &self.step { Step::WindowCorner2(c1) => Some(*c1), _ => None, } } fn on_preview_wires(&mut self, pt: DVec3) -> Vec { match &self.step { // The crossing-window rectangle is drawn as a filled selection // marquee by the host (via window_first_corner) so it matches a // normal box selection — nothing to draw here. (#291) Step::WindowCorner2(_) => vec![], Step::Target { win_min, win_max, base, } => { let delta = pt - *base; // Live ghost: vertices inside the crossing window follow the // cursor, the rest stay anchored. This is the preview/GPU path, // so downcast to f32 only at the WireModel boundary. let mut out: Vec = self .wire_models .iter() .map(|w| w.stretched((*win_min).as_vec3(), (*win_max).as_vec3(), delta.as_vec3())) .collect(); out.push(WireModel::solid( "rubber_band".into(), vec![ [base.x as f32, base.y as f32, base.z as f32], [pt.x as f32, pt.y as f32, pt.z as f32], ], WireModel::CYAN, false, )); out } _ => vec![], } } }