//! Viewport overlay widgets. use glam::{Mat4, Vec3}; use iced::mouse; use iced::widget::canvas; use iced::{Color, Element, Length, Point, Size, Theme}; use crate::app::Message; use crate::app::settings::{CursorType, IsoPlane}; use crate::scene::model::object::GripShape; use crate::scene::SelectionState; use crate::snap::SnapType; /// Original crosshair geometry retained at the default setting values. pub const CROSSHAIR_SQ: f32 = 7.5; pub const CROSSHAIR_ARM: f32 = 60.0; const DEFAULT_CURSOR_SIZE: i32 = 5; const DEFAULT_PICK_BOX: i32 = 3; const DEFAULT_PICK_APERTURE: f32 = 8.0; /// Convert CURSORSIZE to a screen-space arm length while keeping the original /// 60 px cursor at the default value and the full-viewport result at 100. pub(crate) fn crosshair_arm_px(bounds: iced::Rectangle, value: i32) -> f32 { let value = value.clamp(1, 100); if value <= DEFAULT_CURSOR_SIZE { return CROSSHAIR_ARM * value as f32 / DEFAULT_CURSOR_SIZE as f32; } let full = bounds.width.hypot(bounds.height).max(CROSSHAIR_ARM); let scale = (value - DEFAULT_CURSOR_SIZE) as f32 / (100 - DEFAULT_CURSOR_SIZE) as f32; CROSSHAIR_ARM + (full - CROSSHAIR_ARM) * scale } /// Convert PICKBOX to the visible half-size while retaining the original /// 15 x 15 px center box at the default value. pub(crate) fn pick_box_half_px(value: i32) -> f32 { let value = value.clamp(0, 50); if value <= DEFAULT_PICK_BOX { return CROSSHAIR_SQ * value as f32 / DEFAULT_PICK_BOX as f32; } let scale = (value - DEFAULT_PICK_BOX) as f32 / (50 - DEFAULT_PICK_BOX) as f32; CROSSHAIR_SQ + (50.0 - CROSSHAIR_SQ) * scale } /// Convert PICKBOX to the real click/hover aperture. A zero setting hides the /// box but retains the one-pixel minimum needed for direct hits. pub(crate) fn pick_box_aperture_px(value: i32) -> f32 { let value = value.clamp(0, 50); let aperture = if value <= DEFAULT_PICK_BOX { DEFAULT_PICK_APERTURE * value as f32 / DEFAULT_PICK_BOX as f32 } else { let scale = (value - DEFAULT_PICK_BOX) as f32 / (50 - DEFAULT_PICK_BOX) as f32; DEFAULT_PICK_APERTURE + (50.0 - DEFAULT_PICK_APERTURE) * scale }; aperture.max(1.0) } #[derive(Clone, Copy)] pub struct CrosshairOptions { pub size_percent: i32, pub pick_box: i32, pub cursor_type: CursorType, pub color: Option<[u8; 3]>, pub isometric: bool, pub iso_plane: IsoPlane, pub snap_angle_deg: f32, } // ── Grip marker data ────────────────────────────────────────────────────── /// Describes one grip to be drawn in the viewport overlay. #[derive(Clone, Debug)] pub struct GripMarker { /// Screen-space position (viewport-relative pixels). pub pos: Point, /// Explicit marker shape. pub shape: GripShape, /// True → grip is currently being dragged (drawn filled red). pub is_hot: bool, /// True → pointer is over this grip (drawn with the hover fill). pub is_hovered: bool, /// World-XY direction vector — only consumed by the `Rectangle` /// shape to orient the box along its segment. `None` for grips /// that don't need rotation. pub dir: Option<[f32; 2]>, } // ── Grid display params ─────────────────────────────────────────────────── /// Passed to the canvas when the GRID display is active. #[derive(Clone)] pub struct GridParams { /// Rotation-only view-projection (Camera::view_proj_rte). Grid points are /// made relative to `eye` in f64 before projecting, so the grid stays /// precise / jitter-free at UTM-scale absolute coordinates. pub view_rot: Mat4, /// Camera eye in absolute world f64 — subtracted from each grid point. pub eye: glam::DVec3, pub bounds: iced::Rectangle, /// Adaptive world-space spacing derived from camera zoom at its pivot. /// Rotation does not affect this value, so orbiting cannot rescale the grid. pub step: f32, /// Grid origin in absolute world f64 and the active UCS axis directions. /// The grid always lies on the active UCS XY plane. Plain WCS passes /// `(ZERO, X, Y, Z)`. pub origin: glam::DVec3, pub axes: (Vec3, Vec3, Vec3), /// WCS XY drawing limits. When present, grid lines stop at this rectangle /// instead of extending across the full viewport. pub limits: Option<(glam::DVec2, glam::DVec2)>, } /// Compute the adaptive grid step size (world units) from camera zoom. /// /// Returns the smallest power-of-5 multiple of 1.0 that places grid lines at /// least `MIN_GRID_PX` pixels apart at the camera pivot. Both orthographic and /// perspective cameras have the same vertical scale there. Camera rotation is /// intentionally absent so orbiting cannot rescale the visible grid or snap. /// Clip the screen segment `p0`→`p1` to `bounds` (Liang–Barsky), returning the /// visible part, or `None` when it misses entirely. /// /// Use this before stroking anything **dashed**. A dash pattern is measured in /// pixels, so the tessellator emits a quad every few pixels and a path's cost /// scales with its screen length. Guides are built from projected world points, /// which land millions of pixels away for a far or huge entity — millions of /// quads, gigabytes, and the process dies (#406). It is tempting to assume the /// canvas clips this for us; it does not — clipping happens after tessellation, /// so the quads are all built first. Clip up front instead. /// /// The box is padded by one dash period's worth so a guide still visibly runs /// off the edge rather than stopping flush against it. fn clip_seg(p0: Point, p1: Point, bounds: iced::Rectangle) -> Option<(Point, Point)> { const PAD: f32 = 16.0; let (xmin, ymin) = (-PAD, -PAD); let (xmax, ymax) = (bounds.width + PAD, bounds.height + PAD); let (dx, dy) = (p1.x - p0.x, p1.y - p0.y); let (mut t0, mut t1) = (0.0f32, 1.0f32); for (p, q) in [(-dx, p0.x - xmin), (dx, xmax - p0.x), (-dy, p0.y - ymin), (dy, ymax - p0.y)] { if p == 0.0 { // Parallel to this edge: outside it means the whole segment is out. if q < 0.0 { return None; } continue; } let r = q / p; if p < 0.0 { if r > t1 { return None; } t0 = t0.max(r); } else { if r < t0 { return None; } t1 = t1.min(r); } } Some(( Point::new(p0.x + t0 * dx, p0.y + t0 * dy), Point::new(p0.x + t1 * dx, p0.y + t1 * dy), )) } pub fn compute_grid_step(distance: f32, fov_y: f32, bounds: iced::Rectangle) -> f32 { let half_height = distance * (fov_y * 0.5).tan(); if !half_height.is_finite() || half_height <= 1e-9 || bounds.height <= 0.0 { return 1.0; } let px_per_unit = bounds.height / (2.0 * half_height); let mut s = 1.0_f32; while s * px_per_unit < MIN_GRID_PX { s *= 5.0; if s > 1e9 { return 1.0; } } s } /// Parameters for the screen-space UCS icon drawn in the viewport corner. pub struct UcsIconParams { /// View-projection matrix used to project world axis directions to screen. pub view_proj: Mat4, /// Viewport bounds (used for NDC → pixel conversion). pub bounds: iced::Rectangle, /// The active UCS axis directions in world space (X, Y, Z). Plain WCS is /// `(Vec3::X, Vec3::Y, Vec3::Z)`; a UCS rotates the tripod to match. pub axes: (Vec3, Vec3, Vec3), /// Absolute screen position of the UCS origin, when the icon should track /// it (UCSICON ORigin). `None` → pin to the corner. The tripod still snaps /// back to the corner if this point falls outside the viewport bounds. pub origin_screen: Option, /// Cursor is over the icon — brighten the tripod (hover affordance). pub hover: bool, /// Icon is selected — draw draggable grip squares at the origin and tips. pub selected: bool, } // ── Selection overlay ─────────────────────────────────────────────────── /// An acquired OST tracking point with its screen position. #[derive(Clone, Debug)] pub struct OstTrackPoint { pub screen: Point, } pub fn grid_overlay<'a>( grid: Vec, ) -> Element<'a, Message> { canvas(GridCanvas { grid }) .width(Length::Fill) .height(Length::Fill) .into() } struct GridCanvas { grid: Vec, } impl canvas::Program for GridCanvas { type State = (); fn draw( &self, _state: &(), renderer: &iced::Renderer, _theme: &Theme, bounds: iced::Rectangle, _cursor: mouse::Cursor, ) -> Vec { let mut frame = canvas::Frame::new(renderer, bounds.size()); for g in &self.grid { let gb = g.bounds; let cx0 = gb.x.max(0.0); let cy0 = gb.y.max(0.0); let cx1 = (gb.x + gb.width).min(bounds.width); let cy1 = (gb.y + gb.height).min(bounds.height); if cx1 <= cx0 || cy1 <= cy0 { continue; } let clip = iced::Rectangle { x: cx0, y: cy0, width: cx1 - cx0, height: cy1 - cy0, }; frame.with_clip(clip, |f| { draw_grid(f, g.view_rot, g.eye, gb, g.step, g.origin, g.axes, g.limits) }); } vec![frame.into_geometry()] } } pub fn selection_overlay<'a>( selection: SelectionState, snap: Option<(Point, SnapType)>, snap_ext_base: Option, snap_ext_base2: Option, grips: Vec, grip_clip: Option, ucs_icons: Vec, ost_points: Vec, otrack_line: Option<(Point, Point)>, parallel_ref_marker: Option, show_viewcube: bool, dividers: Vec, pane_move_rect: Option, pane_drop_rect: Option, pan_mode: bool, suppressed: bool, hover_locked: bool, crosshair_bg: [f32; 4], crosshair: CrosshairOptions, ) -> Element<'a, Message> { canvas(SelectionCanvas { selection, snap, snap_ext_base, snap_ext_base2, grips, grip_clip, ucs_icons, ost_points, otrack_line, parallel_ref_marker, show_viewcube, dividers, pane_move_rect, pane_drop_rect, pan_mode, suppressed, hover_locked, crosshair_bg, crosshair, }) .width(Length::Fill) .height(Length::Fill) .into() } struct SelectionCanvas { selection: SelectionState, snap: Option<(Point, SnapType)>, /// Screen position of the endpoint an active Extension snap extends from, /// so the dashed extension guide line can be drawn back to it. (#238) snap_ext_base: Option, /// Second extension-guide base, present only for an extended intersection so /// both crossing extensions stay drawn when the crossing is caught. (#247, #259) snap_ext_base2: Option, grips: Vec, /// Active 3D pane / floating viewport rectangle. Grip markers are clipped /// here so orbiting cannot leak them into paper space or adjacent panes. grip_clip: Option, /// One UCS icon per Model pane (each viewport shows its own at its origin); /// a single entry for paper / floating-viewport. Only the active pane's /// entry carries hover/selected (grips). ucs_icons: Vec, ost_points: Vec, /// Active OTRACK alignment: (acquired tracking point, locked cursor), both /// in screen space. Drawn as a dashed guide extended a little past the /// cursor so the extension / tracking line the user snapped to is visible. /// (#219) otrack_line: Option<(Point, Point)>, /// The acquired Parallel-snap reference point (screen), marked with a small /// ∥ glyph so the user sees which line is the parallel reference. (#277) parallel_ref_marker: Option, show_viewcube: bool, /// Divider bars (pixel rects, canvas-relative) between Model panes — drawn /// as filled lines and used to suppress the crosshair over a divider. dividers: Vec, /// When a pane move is armed (drag handle pressed), the source pane's rect /// (px) — dimmed, with a ghost card dragged along under the cursor. pane_move_rect: Option, /// The pane under the cursor during a pane move (drop target), highlighted. pane_drop_rect: Option, /// Interactive PAN mode: the crosshair is hidden and the cursor becomes a /// hand so the viewport reads as a draggable surface. pan_mode: bool, /// A ribbon dropdown (or similar overlay) is open over the viewport. The /// crosshair is not drawn and the OS cursor is shown normally so the panel /// is usable instead of the cursor vanishing over it. (#227) suppressed: bool, /// The entity under the crosshair is on a locked layer — draw a small lock /// badge by the cursor so the user knows it can't be selected/edited. hover_locked: bool, /// Background of the active drawing space. Crosshair contrast follows this /// rather than the UI theme, which may be light over a dark model viewport. crosshair_bg: [f32; 4], crosshair: CrosshairOptions, } fn draw_grip_marker(frame: &mut canvas::Frame, grip: &GripMarker, theme: &Theme) { let sp = grip.pos; let h = crate::scene::pick::grip::GRIP_HALF_PX; let path = match grip.shape { GripShape::Square => canvas::Path::rectangle( Point::new(sp.x - h, sp.y - h), Size::new(h * 2.0, h * 2.0), ), GripShape::Rectangle => { // Mid-segment stretch handle: small box, longer along the segment // direction so the affordance reads as "stretch perpendicular". let half_long = h * 1.4; let half_short = h * 0.7; let (cos_t, sin_t) = match grip.dir { Some([dx, dy]) if (dx * dx + dy * dy) > 1e-12 => { let n = (dx * dx + dy * dy).sqrt(); (dx / n, -dy / n) } _ => (1.0, 0.0), }; let ax = (cos_t * half_long, sin_t * half_long); let ay = (-sin_t * half_short, cos_t * half_short); canvas::Path::new(|b| { b.move_to(Point::new(sp.x + ax.0 + ay.0, sp.y + ax.1 + ay.1)); b.line_to(Point::new(sp.x + ax.0 - ay.0, sp.y + ax.1 - ay.1)); b.line_to(Point::new(sp.x - ax.0 - ay.0, sp.y - ax.1 - ay.1)); b.line_to(Point::new(sp.x - ax.0 + ay.0, sp.y - ax.1 + ay.1)); b.close(); }) } GripShape::Triangle => canvas::Path::new(|b| { b.move_to(Point::new(sp.x, sp.y - h)); b.line_to(Point::new(sp.x + h, sp.y + h)); b.line_to(Point::new(sp.x - h, sp.y + h)); b.close(); }), GripShape::Circle => canvas::Path::circle(Point::new(sp.x, sp.y), h), }; if grip.is_hot { frame.fill(&path, theme.palette().danger.base.color); } else if grip.is_hovered { let pair = theme.palette().primary.strong; frame.fill(&path, pair.color); frame.stroke( &path, canvas::Stroke { width: 1.5, style: canvas::Style::Solid(pair.text), ..Default::default() }, ); } else { let palette = theme.palette(); let color = palette.primary.base.color; frame.fill( &path, palette.background.base.color.scale_alpha(0.7), ); frame.stroke( &path, canvas::Stroke { width: 1.5, style: canvas::Style::Solid(color), ..Default::default() }, ); } } impl SelectionCanvas { /// True when the cursor sits on a Model-pane divider (within a few px), so /// `draw` can suppress the CAD crosshair there. The resize cursor itself is /// supplied by the input pane_grid layered above. fn divider_under(&self, cursor: mouse::Cursor, bounds: iced::Rectangle) -> bool { const TOL_PX: f32 = 3.0; let Some(pos) = cursor.position_in(bounds) else { return false; }; self.dividers.iter().any(|d| { pos.x >= d.x - TOL_PX && pos.x <= d.x + d.width + TOL_PX && pos.y >= d.y - TOL_PX && pos.y <= d.y + d.height + TOL_PX }) } } impl canvas::Program for SelectionCanvas { type State = (); fn mouse_interaction( &self, _state: &(), bounds: iced::Rectangle, cursor: mouse::Cursor, ) -> mouse::Interaction { // A dropdown/overlay is open over the viewport — show the normal OS // cursor over the whole canvas instead of hiding it for the crosshair, // so the cursor doesn't vanish while using the panel. (#227) if self.suppressed { return mouse::Interaction::default(); } // PAN mode owns the whole viewport: an open hand when hovering, a // closed hand while dragging. if self.pan_mode && cursor.is_over(bounds) { return if self.selection.middle_down { mouse::Interaction::Grabbing } else { mouse::Interaction::Grab }; } if self.show_viewcube { if let Some(pos) = cursor.position_in(bounds) { use crate::scene::{VIEWCUBE_PAD, VIEWCUBE_REGION_PX}; let vc_x = bounds.width - VIEWCUBE_REGION_PX - VIEWCUBE_PAD; let vc_y = VIEWCUBE_PAD; if pos.x >= vc_x && pos.x <= vc_x + VIEWCUBE_REGION_PX && pos.y >= vc_y && pos.y <= vc_y + VIEWCUBE_REGION_PX { return mouse::Interaction::None; } } } // The resize cursor over a divider is supplied by the input pane_grid // layered above this overlay; `draw` only suppresses the CAD crosshair // there (see `divider_under`). // Over the viewport (no divider, no viewcube): hide the system // cursor entirely. `Interaction::None` would let the stack fall // through to a sibling — `Hidden` is the explicit "no cursor" // signal that actually suppresses the OS arrow. if cursor.is_over(bounds) && self.crosshair.cursor_type == CursorType::Crosshair { mouse::Interaction::Hidden } else { mouse::Interaction::default() } } fn draw( &self, _state: &(), renderer: &iced::Renderer, theme: &Theme, bounds: iced::Rectangle, cursor: mouse::Cursor, ) -> Vec { let mut frame = canvas::Frame::new(renderer, bounds.size()); // ── Pane dividers (Model-space tiled layout) ────────────────────── // Filled bars in the pane_grid spacing gaps, so adjacent panes read as // distinct viewports. Drawn first so all other overlays sit on top. if !self.dividers.is_empty() { let divider = theme.palette().background.neutral.color; for d in &self.dividers { let bar = canvas::Path::rectangle( Point::new(d.x, d.y), iced::Size::new(d.width.max(1.0), d.height.max(1.0)), ); frame.fill(&bar, divider); } } // ── Pane move (drag-to-swap) ────────────────────────────────────── // While armed: dim the lifted source pane, highlight the drop target // under the cursor, and drag a translucent ghost card along the cursor // so the pane is visibly "moving". if let Some(src) = self.pane_move_rect { let accent = theme.palette().primary.base.color; // Source pane: dimmed + dashed-feel outline (it has been lifted). let src_path = canvas::Path::rectangle(Point::new(src.x, src.y), iced::Size::new(src.width, src.height)); frame.fill( &src_path, theme.palette().background.strong.color.scale_alpha(0.28), ); frame.stroke( &src_path, canvas::Stroke { width: 1.5, style: canvas::Style::Solid(Color { a: 0.6, ..accent }), ..Default::default() }, ); // Drop target pane: bright fill + outline. if let Some(dst) = self.pane_drop_rect { let dst_path = canvas::Path::rectangle( Point::new(dst.x, dst.y), iced::Size::new(dst.width, dst.height), ); frame.fill(&dst_path, Color { a: 0.16, ..accent }); frame.stroke( &dst_path, canvas::Stroke { width: 2.5, style: canvas::Style::Solid(accent), ..Default::default() }, ); } // Ghost card dragged under the cursor — a 0.32× preview of the // source pane, centred on the cursor. if let Some(c) = self.selection.last_move_pos { let gw = (src.width * 0.32).clamp(60.0, 280.0); let gh = (src.height * 0.32).clamp(40.0, 200.0); let g = canvas::Path::rectangle( Point::new(c.x - gw * 0.5, c.y - gh * 0.5), iced::Size::new(gw, gh), ); frame.fill(&g, Color { a: 0.30, ..accent }); frame.stroke( &g, canvas::Stroke { width: 2.0, style: canvas::Style::Solid(Color { a: 0.95, ..accent }), ..Default::default() }, ); } } // Draw a selection marquee (green crossing / blue window) as a filled, // stroked rectangle between two canvas points. Shared by the live // box-selection and the preview-only window marquee (#291). fn draw_marquee( frame: &mut canvas::Frame, a: Point, b: Point, crossing: bool, theme: &Theme, ) { let base = if crossing { theme.palette().success.base.color } else { theme.palette().primary.base.color }; let fill = base.scale_alpha(0.12); let stroke = base.scale_alpha(0.9); let x0 = a.x.min(b.x); let y0 = a.y.min(b.y); let w = (a.x - b.x).abs(); let h = (a.y - b.y).abs(); let rect = canvas::Path::rectangle(Point::new(x0, y0), Size::new(w, h)); frame.fill(&rect, fill); frame.stroke( &rect, canvas::Stroke { width: 1.0, style: canvas::Style::Solid(stroke), ..Default::default() }, ); } if let (Some(a), Some(b)) = (self.selection.box_anchor, self.selection.box_current) { draw_marquee(&mut frame, a, b, self.selection.box_crossing, theme); } // Preview marquee for point-picked windows (STRETCH) — same look, no pick. if let Some((a, b, crossing)) = self.selection.preview_box { draw_marquee(&mut frame, a, b, crossing, theme); } if self.selection.poly_active && self.selection.poly_points.len() > 1 { let base = if self.selection.poly_crossing { theme.palette().success.base.color } else { theme.palette().primary.base.color }; let fill = base.scale_alpha(0.12); let stroke = base.scale_alpha(0.9); if let Some(cur) = self.selection.last_move_pos { let start = self.selection.poly_points[0]; let fill_path = canvas::Path::new(|p| { p.move_to(start); for pt in &self.selection.poly_points[1..] { p.line_to(*pt); } p.line_to(cur); p.line_to(start); }); frame.fill(&fill_path, fill); } let path = canvas::Path::new(|p| { p.move_to(self.selection.poly_points[0]); for pt in &self.selection.poly_points[1..] { p.line_to(*pt); } }); frame.stroke( &path, canvas::Stroke { width: 1.0, style: canvas::Style::Solid(stroke), ..Default::default() }, ); if let Some(cur) = self.selection.last_move_pos { let start = self.selection.poly_points[0]; let last = *self.selection.poly_points.last().unwrap(); let preview = canvas::Path::new(|p| { p.move_to(last); p.line_to(cur); p.line_to(start); }); frame.stroke( &preview, canvas::Stroke { width: 1.0, style: canvas::Style::Solid(stroke), ..Default::default() }, ); } } // ── Grip markers ────────────────────────────────────────────────── let grip_bounds = self.grip_clip.unwrap_or(bounds); let grip_x0 = grip_bounds.x.max(0.0); let grip_y0 = grip_bounds.y.max(0.0); let grip_x1 = (grip_bounds.x + grip_bounds.width).min(bounds.width); let grip_y1 = (grip_bounds.y + grip_bounds.height).min(bounds.height); if grip_x1 > grip_x0 && grip_y1 > grip_y0 { let grip_clip = iced::Rectangle { x: grip_x0, y: grip_y0, width: grip_x1 - grip_x0, height: grip_y1 - grip_y0, }; frame.with_clip(grip_clip, |frame| { for grip in &self.grips { draw_grip_marker(frame, grip, theme); } }); } // ── Snap marker ─────────────────────────────────────────────────── if let Some((sp, snap_type)) = self.snap { let (r, g, b) = if snap_type == SnapType::ObjectPick { (0.95_f32, 0.50, 0.08) // orange object-snap marker } else { (1.0, 0.9, 0.1) // classic yellow OSNAP }; let marker = Color { r, g, b, a: 1.0 }; let stroke = canvas::Stroke { width: if snap_type == SnapType::ObjectPick { 2.0 } else { 1.5 }, style: canvas::Style::Solid(marker), ..Default::default() }; match snap_type { SnapType::ObjectPick => { // Target box + center dot (object-acquisition glyph). let h = 7.0_f32; let rect = canvas::Path::rectangle( Point::new(sp.x - h, sp.y - h), Size::new(h * 2.0, h * 2.0), ); frame.stroke(&rect, stroke.clone()); let r = 3.0_f32; frame.fill( &canvas::Path::circle(sp, r), Color { r: 0.95, g: 0.50, b: 0.08, a: 0.85, }, ); } SnapType::Endpoint => { let h = 5.0_f32; let rect = canvas::Path::rectangle( Point::new(sp.x - h, sp.y - h), Size::new(h * 2.0, h * 2.0), ); frame.stroke(&rect, stroke); } SnapType::Midpoint => { let r = 6.0_f32; let path = canvas::Path::new(|b| { b.move_to(Point::new(sp.x, sp.y - r)); b.line_to(Point::new(sp.x + r * 0.866, sp.y + r * 0.5)); b.line_to(Point::new(sp.x - r * 0.866, sp.y + r * 0.5)); b.close(); }); frame.stroke(&path, stroke); } SnapType::Center => { let r = 5.5_f32; let path = canvas::Path::circle(sp, r); frame.stroke(&path, stroke); } SnapType::Node => { // Circle with an inscribed X. let r = 5.5_f32; let cpath = canvas::Path::circle(sp, r); frame.stroke(&cpath, stroke.clone()); let d = r * std::f32::consts::FRAC_1_SQRT_2; let x1 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - d, sp.y - d)); b.line_to(Point::new(sp.x + d, sp.y + d)); }); let x2 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - d, sp.y + d)); b.line_to(Point::new(sp.x + d, sp.y - d)); }); frame.stroke(&x1, stroke.clone()); frame.stroke(&x2, stroke); } SnapType::Quadrant => { let r = 6.0_f32; let path = canvas::Path::new(|b| { b.move_to(Point::new(sp.x, sp.y - r)); b.line_to(Point::new(sp.x + r, sp.y)); b.line_to(Point::new(sp.x, sp.y + r)); b.line_to(Point::new(sp.x - r, sp.y)); b.close(); }); frame.stroke(&path, stroke); } SnapType::Intersection => { // An extended intersection sets one or two extension bases; // draw a dashed guide from each endpoint through the crossing // so both contributing extension paths stay visible. A real // on-segment crossing carries no bases, so nothing draws here. // (#247, #259) for base in [self.snap_ext_base, self.snap_ext_base2] .into_iter() .flatten() { let dx = sp.x - base.x; let dy = sp.y - base.y; let len = (dx * dx + dy * dy).sqrt(); if len > 1e-3 { let dash = canvas::Stroke { line_dash: canvas::LineDash { segments: &[4.0, 4.0], offset: 0, }, ..canvas::Stroke::default().with_color(marker).with_width(1.0) }; let tip = Point::new( sp.x + dx / len * 18.0, sp.y + dy / len * 18.0, ); // `base` is a projected entity endpoint: clip before // stroking (see `clip_seg`). if let Some((a, b)) = clip_seg(base, tip, bounds) { frame.stroke(&canvas::Path::line(a, b), dash); } } } let r = 5.0_f32; let p1 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r, sp.y - r)); b.line_to(Point::new(sp.x + r, sp.y + r)); }); let p2 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r, sp.y + r)); b.line_to(Point::new(sp.x + r, sp.y - r)); }); frame.stroke(&p1, stroke.clone()); frame.stroke(&p2, stroke); } SnapType::ApparentIntersection => { // X like Intersection, framed by a small square so the // two are visually distinguishable. let r = 5.0_f32; let rect = canvas::Path::rectangle( Point::new(sp.x - r, sp.y - r), Size::new(r * 2.0, r * 2.0), ); frame.stroke(&rect, stroke.clone()); let xr = r - 1.5; let p1 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - xr, sp.y - xr)); b.line_to(Point::new(sp.x + xr, sp.y + xr)); }); let p2 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - xr, sp.y + xr)); b.line_to(Point::new(sp.x + xr, sp.y - xr)); }); frame.stroke(&p1, stroke.clone()); frame.stroke(&p2, stroke); } SnapType::Insertion => { // Two overlapping rectangles (a small "tag" glyph). let r = 5.0_f32; let inner = canvas::Path::rectangle( Point::new(sp.x - r * 0.5, sp.y - r), Size::new(r, r * 2.0), ); let outer = canvas::Path::rectangle( Point::new(sp.x - r, sp.y - r * 0.5), Size::new(r * 2.0, r), ); frame.stroke(&outer, stroke.clone()); frame.stroke(&inner, stroke); } SnapType::Perpendicular => { // Right-angle hook in the lower-left quadrant. let r = 6.0_f32; let p = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r, sp.y - r)); b.line_to(Point::new(sp.x - r, sp.y + r)); b.line_to(Point::new(sp.x + r, sp.y + r)); }); let foot = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r, sp.y)); b.line_to(Point::new(sp.x, sp.y)); b.line_to(Point::new(sp.x, sp.y + r)); }); frame.stroke(&p, stroke.clone()); frame.stroke(&foot, stroke); } SnapType::Tangent => { // Circle with a tangent bar across the top. let r = 5.5_f32; let c = canvas::Path::circle(sp, r); frame.stroke(&c, stroke.clone()); let bar = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r, sp.y - r)); b.line_to(Point::new(sp.x + r, sp.y - r)); }); frame.stroke(&bar, stroke); } SnapType::Nearest => { // Bowtie / hourglass — two opposed triangles meeting at sp. let r = 5.5_f32; let path = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r, sp.y - r)); b.line_to(Point::new(sp.x + r, sp.y - r)); b.line_to(Point::new(sp.x - r, sp.y + r)); b.line_to(Point::new(sp.x + r, sp.y + r)); b.close(); }); frame.stroke(&path, stroke); } SnapType::Extension => { // Unit direction from the endpoint the snap extends from // toward the snap point, so the guide line and the three // dots follow the actual extension path (#238). let dir = self.snap_ext_base.and_then(|base| { let dx = sp.x - base.x; let dy = sp.y - base.y; let len = (dx * dx + dy * dy).sqrt(); (len > 1e-3).then(|| (base, Point::new(dx / len, dy / len))) }); // Dashed guide line from that endpoint, through the snap // point and a little beyond, so the extension path is // visible as the cursor tracks along it. if let Some((base, u)) = dir { let dash = canvas::Stroke { line_dash: canvas::LineDash { segments: &[4.0, 4.0], offset: 0, }, ..canvas::Stroke::default().with_color(marker).with_width(1.0) }; let tip = Point::new(sp.x + u.x * 18.0, sp.y + u.y * 18.0); // `base` is a projected entity endpoint: clip before // stroking (see `clip_seg`). if let Some((a, b)) = clip_seg(base, tip, bounds) { frame.stroke(&canvas::Path::line(a, b), dash); } } // Three dots at the snap point, strung along the extension // direction (horizontal fallback when the base is unknown). let u = dir.map(|(_, u)| u).unwrap_or(Point::new(1.0, 0.0)); let r = 1.4_f32; for k in [-7.0_f32, 0.0, 7.0] { let dot = canvas::Path::circle(Point::new(sp.x + u.x * k, sp.y + u.y * k), r); frame.fill(&dot, marker); } } SnapType::Parallel => { // Two short parallel diagonal bars. let r = 6.0_f32; let off = 3.0_f32; let b1 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r - off, sp.y + r)); b.line_to(Point::new(sp.x + r - off, sp.y - r)); }); let b2 = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - r + off, sp.y + r)); b.line_to(Point::new(sp.x + r + off, sp.y - r)); }); frame.stroke(&b1, stroke.clone()); frame.stroke(&b2, stroke); } SnapType::Grid => { let arm = 4.0_f32; let h = canvas::Path::new(|b| { b.move_to(Point::new(sp.x - arm, sp.y)); b.line_to(Point::new(sp.x + arm, sp.y)); }); let v = canvas::Path::new(|b| { b.move_to(Point::new(sp.x, sp.y - arm)); b.line_to(Point::new(sp.x, sp.y + arm)); }); frame.stroke(&h, stroke.clone()); frame.stroke(&v, stroke); } } } // ── CAD crosshair cursor ────────────────────────────────────────────── let over_viewcube = self.show_viewcube && { use crate::scene::{VIEWCUBE_PAD, VIEWCUBE_REGION_PX}; cursor.position_in(bounds).map_or(false, |pos| { let vc_x = bounds.width - VIEWCUBE_REGION_PX - VIEWCUBE_PAD; let vc_y = VIEWCUBE_PAD; pos.x >= vc_x && pos.x <= vc_x + VIEWCUBE_REGION_PX && pos.y >= vc_y && pos.y <= vc_y + VIEWCUBE_REGION_PX }) }; // Over a Model-tile divider the OS cursor switches to a resize // arrow (see `mouse_interaction`); drawing the CAD crosshair on // top of it would double up the visual feedback. let over_divider = self.divider_under(cursor, bounds); // PAN mode replaces the crosshair with a hand cursor. if !over_viewcube && !over_divider && !self.pan_mode && !self.suppressed && self.crosshair.cursor_type == CursorType::Crosshair { if let Some(cp) = self.selection.last_move_pos { let [r, g, b, a] = self.crosshair.color.map_or_else( || { crate::scene::view::render::adapt_to_bg( [1.0, 1.0, 1.0, 0.90], self.crosshair_bg, ) }, |[r, g, b]| { [ r as f32 / 255.0, g as f32 / 255.0, b as f32 / 255.0, 0.90, ] }, ); let color = Color { r, g, b, a }; let stroke = canvas::Stroke { width: 1.0, style: canvas::Style::Solid(color), ..Default::default() }; let sq = pick_box_half_px(self.crosshair.pick_box); let arm = crosshair_arm_px(bounds, self.crosshair.size_percent); let base_angles: [f64; 2] = if self.crosshair.isometric { self.crosshair.iso_plane.angles() } else { [0.0, 90.0] }; for angle in base_angles { let rad = (angle + self.crosshair.snap_angle_deg as f64).to_radians(); let dir = Point::new(rad.cos() as f32, -rad.sin() as f32); let gap = if sq > 0.0 { sq / dir.x.abs().max(dir.y.abs()).max(1e-6) } else { 0.0 }; let arms = canvas::Path::new(|path| { path.move_to(Point::new(cp.x + dir.x * gap, cp.y + dir.y * gap)); path.line_to(Point::new(cp.x + dir.x * arm, cp.y + dir.y * arm)); path.move_to(Point::new(cp.x - dir.x * gap, cp.y - dir.y * gap)); path.line_to(Point::new(cp.x - dir.x * arm, cp.y - dir.y * arm)); }); frame.stroke(&arms, stroke.clone()); } if sq > 0.0 { let square = canvas::Path::rectangle( Point::new(cp.x - sq, cp.y - sq), Size::new(sq * 2.0, sq * 2.0), ); frame.stroke(&square, stroke); } // Locked-layer badge: a small padlock beside the crosshair when // the hovered object sits on a locked layer (issue: locked // objects are visible + snappable but not selectable/editable). if self.hover_locked { let warning = theme.palette().warning.base; let amber = warning.color.scale_alpha(0.98); let dark = warning.text; let bx = cp.x + sq + 7.0; let by = cp.y - sq - 13.0; // Lock body (filled). let body = canvas::Path::rectangle( Point::new(bx, by + 6.0), Size::new(12.0, 9.0), ); frame.fill(&body, amber); // Shackle: an inverted-U above the body (squared so the // shape is unambiguous regardless of arc winding). let shackle = canvas::Path::new(|b| { b.move_to(Point::new(bx + 2.5, by + 6.0)); b.line_to(Point::new(bx + 2.5, by + 2.5)); b.line_to(Point::new(bx + 9.5, by + 2.5)); b.line_to(Point::new(bx + 9.5, by + 6.0)); }); frame.stroke( &shackle, canvas::Stroke { width: 1.8, style: canvas::Style::Solid(amber), line_join: canvas::LineJoin::Round, ..Default::default() }, ); // Keyhole. let hole = canvas::Path::circle(Point::new(bx + 6.0, by + 10.5), 1.4); frame.fill(&hole, dark); } } } // end !over_viewcube // ── UCS icon (one per Model pane) ───────────────────────────────── for ucs in &self.ucs_icons { draw_ucs_icon( &mut frame, ucs.view_proj, ucs.bounds, ucs.axes, ucs.origin_screen, ucs.hover, ucs.selected, ); } // ── Object Snap Tracking ───────────────────────────────────────────── let track_color = theme.palette().primary.base.color.scale_alpha(0.7); // The alignment line the cursor is currently locked to — drawn at its // real angle from the acquired point through the lock and a little // beyond, dashed so it reads as a construction guide. This covers the // ortho (0°/90°), polar, and edge-extension cases uniformly (#219). if let Some((base, tip)) = self.otrack_line { let dx = tip.x - base.x; let dy = tip.y - base.y; let len = (dx * dx + dy * dy).sqrt(); if len > 1e-3 { // Extend the alignment path well past both ends along its // direction so it reads as a full construction line through the // acquired point, not a stub between the corner and the cursor // (#219), then clip it to the viewport ourselves: the canvas // clips only after tessellating, which is too late for a dash // pattern (see `clip_seg`). let (ux, uy) = (dx / len, dy / len); const L: f32 = 5000.0; let p0 = Point::new(base.x - ux * L, base.y - uy * L); let p1 = Point::new(tip.x + ux * L, tip.y + uy * L); let dash = canvas::Stroke { line_dash: canvas::LineDash { segments: &[6.0, 4.0], offset: 0, }, ..canvas::Stroke::default() .with_color(track_color) .with_width(1.0) }; if let Some((a, b)) = clip_seg(p0, p1, bounds) { frame.stroke(&canvas::Path::line(a, b), dash); } } } // The acquired Parallel-snap reference — a small ∥ glyph on its line so // the user sees which line the parallel is measured from. (#277) if let Some(m) = self.parallel_ref_marker { let stroke = canvas::Stroke::default() .with_color(track_color) .with_width(1.5); let r = 6.0_f32; let off = 3.0_f32; let b1 = canvas::Path::new(|b| { b.move_to(Point::new(m.x - r - off, m.y + r)); b.line_to(Point::new(m.x + r - off, m.y - r)); }); let b2 = canvas::Path::new(|b| { b.move_to(Point::new(m.x - r + off, m.y + r)); b.line_to(Point::new(m.x + r + off, m.y - r)); }); frame.stroke(&b1, stroke.clone()); frame.stroke(&b2, stroke); } // Small cross at each acquired tracking point. for ost in &self.ost_points { let tp = ost.screen; let stroke = canvas::Stroke::default() .with_color(track_color) .with_width(1.0); let sz = 5.0_f32; let h = canvas::Path::line( Point { x: tp.x - sz, y: tp.y, }, Point { x: tp.x + sz, y: tp.y, }, ); let v = canvas::Path::line( Point { x: tp.x, y: tp.y - sz, }, Point { x: tp.x, y: tp.y + sz, }, ); frame.stroke(&h, stroke.clone()); frame.stroke(&v, stroke); } vec![frame.into_geometry()] } } // ── Grid line drawing ───────────────────────────────────────────────────── /// Minimum pixel gap between adjacent grid lines before stepping up to next spacing. const MIN_GRID_PX: f32 = 20.0; /// Stop an infinite perspective grid before adjacent lines merge at the horizon. const MIN_HORIZON_GRID_PX: f32 = 5.0; fn draw_grid( frame: &mut canvas::Frame, view_rot: Mat4, eye: glam::DVec3, bounds: iced::Rectangle, step: f32, grid_origin: glam::DVec3, grid_axes: (Vec3, Vec3, Vec3), limits: Option<(glam::DVec2, glam::DVec2)>, ) { if bounds.width <= 0.0 || bounds.height <= 0.0 { return; } // World → viewport-local screen via relative-to-eye: subtract the f64 eye // first so grid points near the camera stay precise at UTM-scale coords. // Reject points on/behind the perspective eye plane before dividing by W. let project = |world: glam::DVec3| -> Option { let rel = (world - eye).as_vec3(); let clip = view_rot * rel.extend(1.0); if !clip.is_finite() || clip.w <= 1e-7 { return None; } let ndc = clip.truncate() / clip.w; let screen = Point::new( (ndc.x + 1.0) * 0.5 * bounds.width, (1.0 - ndc.y) * 0.5 * bounds.height, ); (screen.x.is_finite() && screen.y.is_finite()).then_some(screen) }; // Grid is intentionally restricted to the active UCS XY plane. let (gx, gy, gz) = grid_axes; let axis1 = gx.normalize_or(Vec3::X); let axis2 = gy.normalize_or(Vec3::Y); let inv = view_rot.inverse(); let plane_normal = axis1.cross(axis2).normalize_or(Vec3::Z); let plane_rel = (grid_origin - eye).as_vec3(); // Intersect a viewport-local screen ray with the real XY plane. Unlike the // old mid-depth approximation, this covers the complete viewport after an // orbit and also tells us when a ray crosses the perspective horizon. let unproject = |sx: f32, sy: f32| -> Option { let ndc_x = (sx / bounds.width) * 2.0 - 1.0; let ndc_y = 1.0 - (sy / bounds.height) * 2.0; let near = inv.project_point3(Vec3::new(ndc_x, ndc_y, 0.0)); let far = inv.project_point3(Vec3::new(ndc_x, ndc_y, 1.0)); let ray = far - near; let denom = ray.dot(plane_normal); if !near.is_finite() || !far.is_finite() || !denom.is_finite() || denom.abs() < 1e-7 { return None; } let t = (plane_rel - near).dot(plane_normal) / denom; // `far` defines only the unprojection line direction. Its parameter // sign is not a reliable front/behind test after the WGPU depth // conversion and was cutting the near side during zoom/orbit. The // homogeneous clip-W check in `project` is the canonical eye-plane // test and also keeps the infinite grid independent of near/far depth. if !t.is_finite() { return None; } let hit = near + ray * t; if !hit.is_finite() { return None; } let world = eye + hit.as_dvec3(); project(world).map(|_| world) }; // Perpendicular screen gap between the two neighbouring lines of each // family at a point on the grid. Measuring the perpendicular component, // rather than point-to-point distance, remains correct for a skewed // perspective grid. let grid_gaps = |world: glam::DVec3, step: f32| -> Option<(f32, f32)> { let p = project(world)?; let projected_deltas = |axis: Vec3, amount: f32| { [amount, -amount].map(|signed_step| { project(world + (axis * signed_step).as_dvec3()) .map(|next| glam::Vec2::new(next.x - p.x, next.y - p.y)) }) }; let neighbours1 = projected_deltas(axis1, step); let neighbours2 = projected_deltas(axis2, step); // A full grid step is needed to measure adjacent-line distance, but it // is too large for the line's local tangent near the eye. A small // derivative keeps the tangent measurable without crossing the eye. let tangent_step = (step * 0.01).max(1e-4); let tangents1 = projected_deltas(axis1, tangent_step); let tangents2 = projected_deltas(axis2, tangent_step); // At the near side of a perspective plane a large +step neighbour may // cross behind the eye while the -step neighbour remains perfectly // visible (or vice versa). Requiring only +X/+Y cut away that entire // near side after zoom-out. Use whichever visible neighbour gives the // readable separation for each line family. let mut gap1 = 0.0_f32; let mut gap2 = 0.0_f32; for neighbour in neighbours1.into_iter().flatten() { for tangent in tangents2.into_iter().flatten() { let tangent_len = tangent.length(); if tangent_len > 1e-6 { let area = (neighbour.x * tangent.y - neighbour.y * tangent.x).abs(); gap1 = gap1.max(area / tangent_len); } } } for neighbour in neighbours2.into_iter().flatten() { for tangent in tangents1.into_iter().flatten() { let tangent_len = tangent.length(); if tangent_len > 1e-6 { let area = (neighbour.x * tangent.y - neighbour.y * tangent.x).abs(); gap2 = gap2.max(area / tangent_len); } } } (gap1.is_finite() && gap2.is_finite()).then_some((gap1, gap2)) }; // Use several interior points because the UCS origin may be off-screen or // arbitrarily close to the perspective horizon. const SAMPLE_FRACTIONS: [f32; 5] = [0.02, 0.25, 0.5, 0.75, 0.98]; let mut samples = Vec::with_capacity(SAMPLE_FRACTIONS.len().pow(2)); for fy in SAMPLE_FRACTIONS { for fx in SAMPLE_FRACTIONS { let screen = glam::Vec2::new(bounds.width * fx, bounds.height * fy); if let Some(world) = unproject(screen.x, screen.y) { samples.push((screen, world)); } } } if samples.is_empty() { return; }; // Step follows camera zoom only. The previous visible-sample calculation // changed depth while orbiting and made the grid jump 1 → 5 → 25. if !step.is_finite() || step <= 0.0 { return; } let s = step; let gc = Color { r: 0.28, g: 0.28, b: 0.28, a: 0.7, }; let st = canvas::Stroke { width: 0.5, style: canvas::Style::Solid(gc), ..Default::default() }; // Trace a family-specific visible region around the viewport perimeter. // When a boundary ray points through the horizon, binary-search back toward // a readable anchor and stop where neighbouring lines reach the minimum gap. let collect_extent = | family: usize, anchor_screen: glam::Vec2, anchor_world: glam::DVec3, | -> Vec { let visible_at = |screen: glam::Vec2| -> Option { let world = unproject(screen.x, screen.y)?; let gaps = grid_gaps(world, s)?; let gap = if family == 0 { gaps.0 } else { gaps.1 }; (gap >= MIN_HORIZON_GRID_PX).then_some(world) }; const EDGE_STEPS: usize = 12; const SEARCH_STEPS: usize = 16; let mut hits = vec![anchor_world]; for i in 0..=EDGE_STEPS { let f = i as f32 / EDGE_STEPS as f32; let targets = [ glam::Vec2::new(bounds.width * f, 0.0), glam::Vec2::new(bounds.width * f, bounds.height), glam::Vec2::new(0.0, bounds.height * f), glam::Vec2::new(bounds.width, bounds.height * f), ]; for target in targets { if let Some(world) = visible_at(target) { hits.push(world); continue; } let mut near_screen = anchor_screen; let mut far_screen = target; let mut near_world = anchor_world; for _ in 0..SEARCH_STEPS { let middle = (near_screen + far_screen) * 0.5; if let Some(world) = visible_at(middle) { near_screen = middle; near_world = world; } else { far_screen = middle; } } hits.push(near_world); } } hits }; let best_anchor = |family: usize| -> Option<(glam::Vec2, glam::DVec3, f32)> { let mut best = None; for (screen, world) in &samples { let Some(gaps) = grid_gaps(*world, s) else { continue; }; let gap = if family == 0 { gaps.0 } else { gaps.1 }; if best.map_or(true, |(_, _, best_gap)| gap > best_gap) { best = Some((*screen, *world, gap)); } } best }; let axis_range = |hits: &[glam::DVec3], axis: Vec3| -> Option<(f32, f32)> { let mut min = f32::INFINITY; let mut max = f32::NEG_INFINITY; for world in hits { let value = (*world - grid_origin).as_vec3().dot(axis); if value.is_finite() { min = min.min(value); max = max.max(value); } } (min <= max).then_some((min, max)) }; let line_range = |min: f32, max: f32, anchor: f32| -> (i32, i32) { let mut start = (min / s).floor() as i32; let mut end = (max / s).ceil() as i32; // The pixel-gap cut-off naturally bounds this by viewport resolution. Keep // malformed projection data from creating an unbounded CPU loop. let limit = ((bounds.width + bounds.height).ceil() as i32 + 64).max(128); let center = (anchor / s).round() as i32; start = start.max(center.saturating_sub(limit)); end = end.min(center.saturating_add(limit)); (start, end) }; // Project an infinite world-grid line to its exact screen-space line and // intersect it with the viewport rectangle. This remains valid across the // perspective horizon; projecting a finite world-space bounding rectangle // is only correct for the perpendicular/top view. let grid_clip_origin = view_rot * (grid_origin - eye).as_vec3().extend(1.0); let grid_clip_axis1 = view_rot * axis1.extend(0.0); let grid_clip_axis2 = view_rot * axis2.extend(0.0); let project_line = |family: usize, value: f32| -> Option<(glam::Vec2, glam::Vec2)> { let (base, direction) = if family == 0 { ( grid_clip_origin + grid_clip_axis1 * value, grid_clip_axis2, ) } else { ( grid_clip_origin + grid_clip_axis2 * value, grid_clip_axis1, ) }; let screen_h = |clip: glam::Vec4| { glam::Vec3::new( (clip.x + clip.w) * 0.5 * bounds.width, (-clip.y + clip.w) * 0.5 * bounds.height, clip.w, ) }; let line = screen_h(base).cross(screen_h(base + direction)); if !line.is_finite() || line.x.abs() + line.y.abs() < 1e-8 { return None; } const EDGE_EPS: f32 = 0.5; let mut points = Vec::with_capacity(4); let mut add_point = |point: glam::Vec2| { if !point.is_finite() || point.x < -EDGE_EPS || point.x > bounds.width + EDGE_EPS || point.y < -EDGE_EPS || point.y > bounds.height + EDGE_EPS { return; } let point = glam::Vec2::new( point.x.clamp(0.0, bounds.width), point.y.clamp(0.0, bounds.height), ); if points.iter().all(|p: &glam::Vec2| p.distance_squared(point) > 1e-4) { points.push(point); } }; if line.y.abs() > 1e-8 { add_point(glam::Vec2::new(0.0, -line.z / line.y)); add_point(glam::Vec2::new( bounds.width, -(line.x * bounds.width + line.z) / line.y, )); } if line.x.abs() > 1e-8 { add_point(glam::Vec2::new(-line.z / line.x, 0.0)); add_point(glam::Vec2::new( -(line.y * bounds.height + line.z) / line.x, bounds.height, )); } if points.len() < 2 { return None; } let mut best = (points[0], points[1]); let mut best_distance = best.0.distance_squared(best.1); for i in 0..points.len() { for j in i + 1..points.len() { let distance = points[i].distance_squared(points[j]); if distance > best_distance { best = (points[i], points[j]); best_distance = distance; } } } Some(best) }; // Keep only the parts of one projected line where its neighbouring line is // at least the configured physical-pixel gap away. The visible interval is found in screen // space, so oblique/trapezoidal views no longer inherit rectangular world // bounds from the top view. let trim_line = | family: usize, p0: glam::Vec2, p1: glam::Vec2, | -> Vec<(Point, Point)> { let visible = |t: f32| { let screen = p0.lerp(p1, t); let Some(world) = unproject(screen.x, screen.y) else { return false; }; let Some(gaps) = grid_gaps(world, s) else { return false; }; let gap = if family == 0 { gaps.0 } else { gaps.1 }; gap >= MIN_HORIZON_GRID_PX }; let find_transition = |mut low: f32, mut high: f32, low_visible: bool| { for _ in 0..14 { let middle = (low + high) * 0.5; if visible(middle) == low_visible { low = middle; } else { high = middle; } } (low + high) * 0.5 }; const LINE_SAMPLES: usize = 16; let mut result = Vec::with_capacity(2); let mut previous_t = 0.0_f32; let mut previous_visible = visible(previous_t); let mut run_start = previous_visible.then_some(previous_t); for i in 1..=LINE_SAMPLES { let t = i as f32 / LINE_SAMPLES as f32; let is_visible = visible(t); if is_visible != previous_visible { let boundary = find_transition(previous_t, t, previous_visible); if is_visible { run_start = Some(boundary); } else if let Some(start) = run_start.take() { let a = p0.lerp(p1, start); let b = p0.lerp(p1, boundary); result.push(( Point::new(a.x + bounds.x, a.y + bounds.y), Point::new(b.x + bounds.x, b.y + bounds.y), )); } } previous_t = t; previous_visible = is_visible; } if let Some(start) = run_start { let a = p0.lerp(p1, start); result.push(( Point::new(a.x + bounds.x, a.y + bounds.y), Point::new(p1.x + bounds.x, p1.y + bounds.y), )); } result }; let draw_segments = |frame: &mut canvas::Frame, segments: &[(Point, Point)]| { if segments.is_empty() { return; } let path = canvas::Path::new(|builder| { for (p0, p1) in segments { builder.move_to(*p0); builder.line_to(*p1); } }); frame.stroke(&path, st.clone()); }; // A finite LIMITS rectangle replaces the usual viewport/horizon extent. // Clip each UCS grid line analytically against the WCS XY rectangle, then // project only that finite segment. This keeps the grid bounded even when // the active UCS is rotated. if let Some((limit_min, limit_max)) = limits { let corners = [ glam::DVec3::new(limit_min.x, limit_min.y, grid_origin.z), glam::DVec3::new(limit_max.x, limit_min.y, grid_origin.z), glam::DVec3::new(limit_max.x, limit_max.y, grid_origin.z), glam::DVec3::new(limit_min.x, limit_max.y, grid_origin.z), ]; let coordinate_range = |axis: Vec3| { corners .iter() .fold((f32::INFINITY, f32::NEG_INFINITY), |(min, max), corner| { let value = (*corner - grid_origin).as_vec3().dot(axis); (min.min(value), max.max(value)) }) }; let clip_world_line = |family: usize, value: f32| -> Option<(Point, Point)> { let (base, direction) = if family == 0 { (grid_origin + (axis1 * value).as_dvec3(), axis2.as_dvec3()) } else { (grid_origin + (axis2 * value).as_dvec3(), axis1.as_dvec3()) }; let (mut t0, mut t1) = (f64::NEG_INFINITY, f64::INFINITY); let mut clip_axis = |origin: f64, delta: f64, low: f64, high: f64| { if delta.abs() < 1e-12 { return origin >= low && origin <= high; } let a = (low - origin) / delta; let b = (high - origin) / delta; t0 = t0.max(a.min(b)); t1 = t1.min(a.max(b)); t0 <= t1 }; if !clip_axis(base.x, direction.x, limit_min.x, limit_max.x) || !clip_axis(base.y, direction.y, limit_min.y, limit_max.y) || !t0.is_finite() || !t1.is_finite() { return None; } let p0 = project(base + direction * t0)?; let p1 = project(base + direction * t1)?; let local_bounds = iced::Rectangle { x: 0.0, y: 0.0, width: bounds.width, height: bounds.height, }; clip_seg(p0, p1, local_bounds).map(|(p0, p1)| { ( Point::new(p0.x + bounds.x, p0.y + bounds.y), Point::new(p1.x + bounds.x, p1.y + bounds.y), ) }) }; let (min1, max1) = coordinate_range(axis1); let (min2, max2) = coordinate_range(axis2); let mut segments = Vec::new(); if let Some((_, anchor_world, gap)) = best_anchor(0) { if gap >= MIN_HORIZON_GRID_PX { let anchor = (anchor_world - grid_origin).as_vec3().dot(axis1); let (start, end) = line_range(min1, max1, anchor); for index in start..=end { if let Some(segment) = clip_world_line(0, index as f32 * s) { segments.push(segment); } } } } if let Some((_, anchor_world, gap)) = best_anchor(1) { if gap >= MIN_HORIZON_GRID_PX { let anchor = (anchor_world - grid_origin).as_vec3().dot(axis2); let (start, end) = line_range(min2, max2, anchor); for index in start..=end { if let Some(segment) = clip_world_line(1, index as f32 * s) { segments.push(segment); } } } } draw_segments(frame, &segments); // LIMITS bounds the grid, not the UCS axes. Size the axes from the // visible grid plane so X/Y/Z still span the viewport even when the // finite grid rectangle is small or currently off-screen. let axis_extent = samples.iter().fold(0.0_f32, |extent, (_, world)| { let delta = (*world - grid_origin).as_vec3(); extent .max(delta.dot(axis1).abs()) .max(delta.dot(axis2).abs()) }); if axis_extent > 0.0 { let extent = (axis_extent + s) * 1.5; draw_axes( frame, view_rot, eye, bounds, extent.max(10.0), grid_origin, (gx, gy, gz), ); } return; } let mut axis_extent = 0.0_f32; // Lines parallel to axis2 (varying axis1 position). if let Some((anchor_screen, anchor_world, gap)) = best_anchor(0) { if gap >= MIN_HORIZON_GRID_PX { let hits = collect_extent(0, anchor_screen, anchor_world); if let (Some((min1, max1)), Some((min2, max2))) = (axis_range(&hits, axis1), axis_range(&hits, axis2)) { let anchor1 = (anchor_world - grid_origin).as_vec3().dot(axis1); let (start, end) = line_range(min1, max1, anchor1); let mut segments = Vec::with_capacity((end - start + 1).max(0) as usize); for i in start..=end { let value = i as f32 * s; if let Some((p0, p1)) = project_line(0, value) { segments.extend(trim_line(0, p0, p1)); } } draw_segments(frame, &segments); axis_extent = axis_extent.max(min1.abs().max(max1.abs()).max(min2.abs()).max(max2.abs())); } } } // Lines parallel to axis1 (varying axis2 position). if let Some((anchor_screen, anchor_world, gap)) = best_anchor(1) { if gap >= MIN_HORIZON_GRID_PX { let hits = collect_extent(1, anchor_screen, anchor_world); if let (Some((min1, max1)), Some((min2, max2))) = (axis_range(&hits, axis1), axis_range(&hits, axis2)) { let anchor2 = (anchor_world - grid_origin).as_vec3().dot(axis2); let (start, end) = line_range(min2, max2, anchor2); let mut segments = Vec::with_capacity((end - start + 1).max(0) as usize); for i in start..=end { let value = i as f32 * s; if let Some((p0, p1)) = project_line(1, value) { segments.extend(trim_line(1, p0, p1)); } } draw_segments(frame, &segments); axis_extent = axis_extent.max(min1.abs().max(max1.abs()).max(min2.abs()).max(max2.abs())); } } } // Coloured axes drawn on top of the grid lines, along the same UCS basis. if axis_extent > 0.0 { let extent = (axis_extent + s) * 1.5; draw_axes(frame, view_rot, eye, bounds, extent.max(10.0), grid_origin, (gx, gy, gz)); } } // ── Coloured UCS axes ────────────────────────────────────────────────────── fn draw_axes( frame: &mut canvas::Frame, view_rot: Mat4, eye: glam::DVec3, bounds: iced::Rectangle, extent: f32, origin: glam::DVec3, axes: (Vec3, Vec3, Vec3), ) { let w2s = |world: glam::DVec3| -> Point { let ndc = view_rot.project_point3((world - eye).as_vec3()); Point::new( bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width, bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height, ) }; let e = extent; let (ax, ay, az) = axes; let axis_stroke = |r: f32, g: f32, b: f32| canvas::Stroke { width: 1.5, style: canvas::Style::Solid(Color { r, g, b, a: 0.85 }), ..Default::default() }; // Axes run through the UCS origin along the UCS axis directions. let mut line = |dir: Vec3, r: f32, g: f32, b: f32| { frame.stroke( &canvas::Path::new(|p| { p.move_to(w2s(origin - (dir * e).as_dvec3())); p.line_to(w2s(origin + (dir * e).as_dvec3())); }), axis_stroke(r, g, b), ); }; line(ax, 0.90, 0.20, 0.20); // X — red line(ay, 0.20, 0.85, 0.20); // Y — green line(az, 0.20, 0.40, 0.90); // Z — blue } // ── UCS icon ────────────────────────────────────────────────────────────── // // Draws a small X/Y/Z axis tripod in the bottom-left corner of the viewport. // The axis directions are projected from world space so the icon rotates with // the camera. Axis lengths are proportional (foreshortening preserved), depth // ordering is computed from NDC Z, and axes going away from the viewer are // drawn as outlined circles with reduced opacity. const UCS_ICON_MARGIN: f32 = 50.0; const UCS_ICON_LEN: f32 = 38.0; // longest axis arm in screen pixels const UCS_ICON_TIP: f32 = 7.0; // arrowhead size in pixels const UCS_GRIP_BOX: f32 = 7.0; // selected-grip square size in pixels /// One projected UCS axis arm: scaled screen delta from the anchor plus its /// depth (for back-to-front draw order). struct IconAxis { dx: f32, dy: f32, sc_len: f32, depth: f32, } /// Screen positions of the UCS icon grips, present only when the tripod is /// anchored at the on-screen UCS origin (i.e. draggable). `tips` is X, Y, Z. pub struct UcsIconHit { pub origin: Point, pub tips: [Point; 3], } /// Shared icon geometry used by both the renderer and the grip hit-test, so the /// two never drift. Projects the UCS axis directions to screen, picks the /// anchor (on-screen origin when available, else the corner) and returns each /// axis's scaled screen delta. The bool is `at_origin` — true when anchored at /// the projected origin, which is the only state where grips are live. fn ucs_icon_geometry( vp: Mat4, bounds: iced::Rectangle, axes: (Vec3, Vec3, Vec3), origin_screen: Option, ) -> Option<(Point, bool, [IconAxis; 3])> { if bounds.width < 10.0 || bounds.height < 10.0 { return None; } // Project to NDC (including depth) then to screen pixels. let w2ndc = |world: Vec3| -> Option { let ndc = vp.project_point3(world); if !ndc.x.is_finite() || !ndc.y.is_finite() || !ndc.z.is_finite() { return None; } Some(ndc) }; let ndc2s = |ndc: Vec3| -> Point { Point::new( bounds.x + (ndc.x + 1.0) * 0.5 * bounds.width, bounds.y + (1.0 - ndc.y) * 0.5 * bounds.height, ) }; // Project the UCS axis directions (not fixed world axes) so the tripod // rotates to the active UCS. Directions are translation-invariant, so a // common origin is fine. let (ax, ay, az) = axes; let org = w2ndc(Vec3::ZERO)?; let xn = w2ndc(ax)?; let yn = w2ndc(ay)?; let zn = w2ndc(az)?; let org_s = ndc2s(org); let corner = Point::new( bounds.x + UCS_ICON_MARGIN, bounds.y + (bounds.height - UCS_ICON_MARGIN).max(UCS_ICON_MARGIN), ); // Snap the tripod to the projected UCS origin when it is on-screen // (UCSICON ORigin); otherwise keep it in the corner. `org_s` (the // rotation-only origin) stays the reference for axis-tip directions — // those are translation-invariant, so only the anchor point moves. let (icon_origin, at_origin) = match origin_screen { Some(p) if p.x >= bounds.x && p.x <= bounds.x + bounds.width && p.y >= bounds.y && p.y <= bounds.y + bounds.height => { (p, true) } _ => (corner, false), }; // Raw screen-space displacement for each axis tip. let raw = |ndc_tip: Vec3| -> (f32, f32, f32) { let s = ndc2s(ndc_tip); let dx = s.x - org_s.x; let dy = s.y - org_s.y; (dx, dy, (dx * dx + dy * dy).sqrt()) }; let (xdx, xdy, xlen) = raw(xn); let (ydx, ydy, ylen) = raw(yn); let (zdx, zdy, zlen) = raw(zn); // Scale so the longest projected axis fills UCS_ICON_LEN; shorter axes // stay proportionally shorter (this IS the foreshortening effect). let max_len = xlen.max(ylen).max(zlen).max(1e-4); let sc = UCS_ICON_LEN / max_len; let mk = |dx: f32, dy: f32, len: f32, tip_z: f32| IconAxis { dx: dx * sc, dy: dy * sc, sc_len: len * sc, // depth > 0 → tip farther than origin (into screen); < 0 → toward viewer. depth: tip_z - org.z, }; Some(( icon_origin, at_origin, [ mk(xdx, xdy, xlen, xn.z), mk(ydx, ydy, ylen, yn.z), mk(zdx, zdy, zlen, zn.z), ], )) } /// Screen grip targets for the UCS icon, or `None` when it is pinned to the /// corner (origin off-screen) and therefore not draggable. pub fn ucs_icon_hit( vp: Mat4, bounds: iced::Rectangle, axes: (Vec3, Vec3, Vec3), origin_screen: Option, ) -> Option { // Grips are available wherever the icon is drawn — including parked in the // corner (origin off-screen), where dragging the origin grip relocates it. let (o, _at_origin, g) = ucs_icon_geometry(vp, bounds, axes, origin_screen)?; Some(UcsIconHit { origin: o, tips: [ Point::new(o.x + g[0].dx, o.y + g[0].dy), Point::new(o.x + g[1].dx, o.y + g[1].dy), Point::new(o.x + g[2].dx, o.y + g[2].dy), ], }) } #[allow(clippy::too_many_arguments)] fn draw_ucs_icon( frame: &mut canvas::Frame, vp: Mat4, bounds: iced::Rectangle, axes: (Vec3, Vec3, Vec3), origin_screen: Option, hover: bool, selected: bool, ) { let Some((icon_origin, at_origin, geom)) = ucs_icon_geometry(vp, bounds, axes, origin_screen) else { return; }; // The icon is interactive wherever it is drawn (including parked in the // corner), so hover/selection highlight applies there too. let _ = at_origin; let highlight = hover || selected; struct AxisInfo { dx: f32, dy: f32, sc_len: f32, depth: f32, r: f32, g: f32, b: f32, label: &'static str, } let mut axes = [ AxisInfo { dx: geom[0].dx, dy: geom[0].dy, sc_len: geom[0].sc_len, depth: geom[0].depth, r: 0.90, g: 0.22, b: 0.22, label: "X", }, AxisInfo { dx: geom[1].dx, dy: geom[1].dy, sc_len: geom[1].sc_len, depth: geom[1].depth, r: 0.22, g: 0.85, b: 0.22, label: "Y", }, AxisInfo { dx: geom[2].dx, dy: geom[2].dy, sc_len: geom[2].sc_len, depth: geom[2].depth, r: 0.22, g: 0.45, b: 0.90, label: "Z", }, ]; // Back-to-front: draw axis farthest from viewer first. axes.sort_by(|a, b| { b.depth .partial_cmp(&a.depth) .unwrap_or(std::cmp::Ordering::Equal) }); for ax in &axes { // On highlight, lerp the axis colour toward white and thicken the shaft // so the whole tripod reads as "live". let mix = if highlight { 0.45 } else { 0.0 }; let col = Color { r: ax.r + (1.0 - ax.r) * mix, g: ax.g + (1.0 - ax.g) * mix, b: ax.b + (1.0 - ax.b) * mix, a: 1.0, }; let tip = Point::new(icon_origin.x + ax.dx, icon_origin.y + ax.dy); // Shaft if ax.sc_len > 1.0 { let path = canvas::Path::new(|p| { p.move_to(icon_origin); p.line_to(tip); }); frame.stroke( &path, canvas::Stroke { width: if highlight { 3.0 } else { 2.0 }, style: canvas::Style::Solid(col), line_cap: canvas::LineCap::Butt, ..Default::default() }, ); } // Filled arrowhead at tip. if ax.sc_len > 3.0 { let (nx, ny) = if ax.sc_len > 1e-3 { (ax.dx / ax.sc_len, ax.dy / ax.sc_len) } else { (1.0, 0.0) }; let px = -ny; let py = nx; let tl = Point::new( tip.x - nx * UCS_ICON_TIP + px * (UCS_ICON_TIP * 0.45), tip.y - ny * UCS_ICON_TIP + py * (UCS_ICON_TIP * 0.45), ); let tr = Point::new( tip.x - nx * UCS_ICON_TIP - px * (UCS_ICON_TIP * 0.45), tip.y - ny * UCS_ICON_TIP - py * (UCS_ICON_TIP * 0.45), ); let arrow = canvas::Path::new(|p| { p.move_to(tip); p.line_to(tl); p.line_to(tr); p.close(); }); frame.fill(&arrow, col); } // Axis label (X / Y / Z) beyond the tip. if ax.sc_len > 4.0 { let (nx, ny) = if ax.sc_len > 1e-3 { (ax.dx / ax.sc_len, ax.dy / ax.sc_len) } else { (1.0, 0.0) }; frame.fill_text(canvas::Text { content: ax.label.to_string(), // Offset beyond tip along the axis direction; subtract ~half glyph // size to visually center the single character on the axis line. position: Point::new(tip.x + nx * 8.0 - 3.5, tip.y + ny * 8.0 - 5.0), color: col, size: iced::Pixels(10.0), shaping: iced::advanced::text::Shaping::Advanced, ..Default::default() }); } } // Origin dot. let circle = canvas::Path::circle(icon_origin, 3.5); frame.fill( &circle, Color { r: 0.9, g: 0.9, b: 0.9, a: 0.95, }, ); // Draggable grips when selected: a square at the origin and at the X / Y // tips. Warm grip colour with a light border, like an entity grip. if selected { let x_tip = Point::new(icon_origin.x + geom[0].dx, icon_origin.y + geom[0].dy); let y_tip = Point::new(icon_origin.x + geom[1].dx, icon_origin.y + geom[1].dy); let fill = Color { r: 0.20, g: 0.85, b: 0.95, a: 1.0, }; let border = Color { r: 1.0, g: 1.0, b: 1.0, a: 0.9, }; for c in [icon_origin, x_tip, y_tip] { let h = UCS_GRIP_BOX / 2.0; let sq = canvas::Path::rectangle( Point::new(c.x - h, c.y - h), iced::Size::new(UCS_GRIP_BOX, UCS_GRIP_BOX), ); frame.fill(&sq, fill); frame.stroke( &sq, canvas::Stroke { width: 1.0, style: canvas::Style::Solid(border), ..Default::default() }, ); } } } // ── Dynamic Input overlay ───────────────────────────────────────────────── use crate::command::{DynGuide, DynRole}; const DYN_OFFSET_X: f32 = 14.0; const DYN_PAD: f32 = 4.0; const DYN_GAP: f32 = 6.0; const DYN_FONT: f32 = 11.0; const DYN_CHAR_W: f32 = DYN_FONT * 0.62; const DYN_BOX_H: f32 = DYN_FONT + DYN_PAD * 2.0; /// One value box in the dynamic-input overlay. Its `role` drives both the /// label and where the box is placed relative to the step's guide geometry. #[derive(Clone)] pub struct DynBox { pub label: String, pub value: String, /// TAB-focused box — keystrokes edit this one. pub active: bool, /// User has typed a value (the box no longer tracks the cursor). pub locked: bool, pub role: DynRole, } pub fn dynamic_input_overlay<'a>( cursor_screen: Point, base_screen: Option, ref_screen: Option, guide: DynGuide, boxes: Vec, prompt: String, tracking_hint: Option, ) -> Element<'a, Message> { canvas(DynInputCanvas { cursor_screen, base_screen, ref_screen, guide, boxes, prompt, tracking_hint, }) .width(Length::Fill) .height(Length::Fill) .into() } struct DynInputCanvas { cursor_screen: Point, /// Step anchor in viewport pixels (projected `dyn_anchor`). Guided layouts /// (polar / radius / axis-delta) need it; `None` falls back to a cursor row. base_screen: Option, /// Far end of the reference line (projected `dyn_ref`) — for `Perp`. ref_screen: Option, guide: DynGuide, boxes: Vec, /// The active command's current prompt, drawn just above the boxes. prompt: String, /// Informational tracking/reference mode currently engaged. tracking_hint: Option, } impl DynInputCanvas { fn dotted(theme: &Theme) -> canvas::Stroke<'static> { canvas::Stroke { width: 1.0, style: canvas::Style::Solid( theme.palette().background.neutral.color.scale_alpha(0.9) ), line_dash: canvas::LineDash { segments: &[2.0, 3.0], offset: 0 }, ..Default::default() } } fn box_content(b: &DynBox) -> String { match b.role { DynRole::Angle => format!("{}\u{00B0}", b.value), _ if b.label.is_empty() => b.value.clone(), _ => format!("{}{}", b.label, b.value), } } /// Draw a value box centred at `center`, clamped inside `bounds`. fn draw_box( frame: &mut canvas::Frame, b: &DynBox, center: Point, bounds: iced::Rectangle, theme: &Theme, ) { let content = Self::box_content(b); let w = (content.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0; let x = (center.x - w * 0.5).clamp(0.0, (bounds.width - w).max(0.0)); let y = (center.y - DYN_BOX_H * 0.5).clamp(0.0, (bounds.height - DYN_BOX_H).max(0.0)); let rect = canvas::Path::rectangle(Point { x, y }, Size { width: w, height: DYN_BOX_H }); let (fill, border, text) = Self::box_colors(b, theme); frame.fill(&rect, fill); frame.stroke( &rect, canvas::Stroke::default() .with_color(border) .with_width(if b.active { 1.6 } else { 1.0 }), ); frame.fill_text(canvas::Text { content, position: Point { x: x + DYN_PAD, y: y + DYN_PAD }, color: text, size: iced::Pixels(DYN_FONT), // Force Advanced shaping: the default `Auto` uses Basic shaping for // ASCII-only strings, which the web (wgpu/webgl) backend fails to // render — so all-digit value boxes came up blank while the angle // box (containing the non-ASCII `°`) rendered. (#117) shaping: iced::advanced::text::Shaping::Advanced, ..Default::default() }); } fn box_colors(b: &DynBox, theme: &Theme) -> (Color, Color, Color) { let palette = theme.palette(); if b.active { ( palette.primary.weak.color, palette.primary.base.color, palette.primary.weak.text, ) } else if b.locked { ( palette.warning.weak.color, palette.warning.base.color, palette.warning.weak.text, ) } else { ( palette.background.weak.color, palette.background.neutral.color, palette.background.weak.text, ) } } /// Prompt pill at `pos`. fn draw_prompt(&self, frame: &mut canvas::Frame, pos: Point, theme: &Theme) { if self.prompt.is_empty() { return; } let palette = theme.palette(); let pw = (self.prompt.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0; let rect = canvas::Path::rectangle(pos, Size { width: pw, height: DYN_BOX_H }); frame.fill(&rect, palette.background.strong.color); frame.stroke( &rect, canvas::Stroke::default() .with_color(palette.primary.base.color.scale_alpha(0.9)) .with_width(1.0), ); frame.fill_text(canvas::Text { content: self.prompt.clone(), position: Point { x: pos.x + DYN_PAD, y: pos.y + DYN_PAD }, color: palette.background.strong.text, size: iced::Pixels(DYN_FONT), shaping: iced::advanced::text::Shaping::Advanced, ..Default::default() }); } fn draw_tracking_hint( &self, frame: &mut canvas::Frame, pos: Point, theme: &Theme, ) { let Some(text) = self.tracking_hint.as_deref() else { return; }; let palette = theme.palette(); let pw = (text.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0; let rect = canvas::Path::rectangle( pos, Size { width: pw, height: DYN_BOX_H, }, ); frame.fill(&rect, palette.background.strong.color); frame.stroke( &rect, canvas::Stroke::default() .with_color(palette.primary.base.color.scale_alpha(0.9)) .with_width(1.0), ); frame.fill_text(canvas::Text { content: text.to_string(), position: Point { x: pos.x + DYN_PAD, y: pos.y + DYN_PAD, }, color: palette.background.strong.text, size: iced::Pixels(DYN_FONT), shaping: iced::advanced::text::Shaping::Advanced, ..Default::default() }); } /// Guided layout: draw the guide geometry anchored at `base`, then place /// each box according to its role. fn draw_guided( &self, frame: &mut canvas::Frame, bounds: iced::Rectangle, base: Point, theme: &Theme, ) { let cursor_raw = self.cursor_screen; let (vx, vy) = (cursor_raw.x - base.x, cursor_raw.y - base.y); let raw_len = (vx * vx + vy * vy).sqrt().max(1.0); let (dx, dy) = (vx / raw_len, vy / raw_len); // Clamp the drawn length to just past the viewport. // // These guides are dotted, and a dash pattern is measured in PIXELS: the // tessellator emits a quad every few pixels, so the cost scales with a // guide's screen length, not with what it represents. Typing a large // distance (5000000 into the value box) projects the cursor millions of // pixels away — millions of quads, gigabytes of them — and the process // dies building a frame whose content is off-screen anyway (#406). // // Everything past the viewport edge is invisible, so dropping it costs // nothing: `dx`/`dy` keep the true direction, the angle and every // read-out are computed from `raw_len` above, and only the tail nobody // can see is cut. Clamping `cursor` here bounds every guide below — // they all derive from it. let len = raw_len.min(bounds.width.hypot(bounds.height) * 1.5); let cursor = Point { x: base.x + dx * len, y: base.y + dy * len, }; // Perpendicular pointing to the lower half so labels sit under the line. let (mut nx, mut ny) = (-dy, dx); if ny < 0.0 { nx = -nx; ny = -ny; } // Polar arc reference direction: a supplied reference point (e.g. the // ROTATE reference), else the +X axis. The arc sweeps the short way // from that reference to the cursor. let a_cur = dy.atan2(dx); let a_ref = self .ref_screen .map(|r| (r.y - base.y).atan2(r.x - base.x)) .unwrap_or(0.0); let mut sweep = a_cur - a_ref; while sweep > std::f32::consts::PI { sweep -= std::f32::consts::TAU; } while sweep <= -std::f32::consts::PI { sweep += std::f32::consts::TAU; } let corner = Point { x: cursor.x, y: base.y }; // axis-delta elbow // Perp / PerpDim: perpendicular direction to the reference line, the // measured endpoint along it (`end`), and an offset dimension segment // (`off_base`→`off_end`) drawn clear of the edge for PerpDim. let perp_info = self.ref_screen.map(|r| { let (ax, ay) = (r.x - base.x, r.y - base.y); let al = (ax * ax + ay * ay).sqrt().max(1.0); let (ux, uy) = (ax / al, ay / al); // axis unit (base → ref) let (px, py) = (-uy, ux); // perpendicular unit let signed = (cursor.x - base.x) * px + (cursor.y - base.y) * py; let end = Point { x: base.x + px * signed, y: base.y + py * signed }; const OFF: f32 = 16.0; // dimension offset, away from the reference let off_base = Point { x: base.x - ux * OFF, y: base.y - uy * OFF }; let off_end = Point { x: end.x - ux * OFF, y: end.y - uy * OFF }; (end, off_base, off_end) }); // ── Guide geometry ── match self.guide { DynGuide::Polar => { // Reference line along `a_ref` (the +X axis, or the supplied // reference direction), then the arc from it to the cursor. let href = canvas::Path::new(|p| { p.move_to(base); p.line_to(Point { x: base.x + a_ref.cos() * len, y: base.y + a_ref.sin() * len, }); }); frame.stroke(&href, Self::dotted(theme)); let arc = canvas::Path::new(|p| { let steps = 48; for k in 0..=steps { let a = a_ref + sweep * (k as f32 / steps as f32); let pt = Point { x: base.x + a.cos() * len, y: base.y + a.sin() * len, }; if k == 0 { p.move_to(pt); } else { p.line_to(pt); } } }); frame.stroke(&arc, Self::dotted(theme)); } DynGuide::Radius => { let line = canvas::Path::new(|p| { p.move_to(base); p.line_to(cursor); }); frame.stroke(&line, Self::dotted(theme)); } DynGuide::Perp => { if let Some((end, _, _)) = perp_info { // The measured semi-axis: anchor → perpendicular endpoint. let line = canvas::Path::new(|p| { p.move_to(base); p.line_to(end); }); frame.stroke(&line, Self::dotted(theme)); } } DynGuide::PerpDim => { if let Some((end, ob, oe)) = perp_info { // Dimension segment offset off the edge, with extension // lines back to the two measured corners. let dim = canvas::Path::new(|p| { p.move_to(ob); p.line_to(oe); }); frame.stroke(&dim, Self::dotted(theme)); let ext = canvas::Path::new(|p| { p.move_to(base); p.line_to(ob); p.move_to(end); p.line_to(oe); }); frame.stroke(&ext, Self::dotted(theme)); } } DynGuide::AxisDelta | DynGuide::RectSides => { // Dotted legs from the anchor along its axes to the cursor. let legs = canvas::Path::new(|p| { p.move_to(base); p.line_to(corner); p.line_to(cursor); }); frame.stroke(&legs, Self::dotted(theme)); if self.guide == DynGuide::RectSides { // Close the rectangle so both side pairs read as a box. let rest = canvas::Path::new(|p| { p.move_to(base); p.line_to(Point { x: base.x, y: cursor.y }); p.line_to(cursor); }); frame.stroke(&rest, Self::dotted(theme)); } } DynGuide::None => {} } // ── Box placement by role ── for b in &self.boxes { let center = match b.role { DynRole::Angle => { let a_mid = a_ref + sweep * 0.5; // Pull the box back along the ray and lift it to the side // opposite the distance box. A near-zero sweep collapses the // mid-angle direction onto the cursor ray, so placing the box // at full `len` would plant it on the cursor / snap point and // hide it. (#124) let r = (len - DYN_BOX_H * 2.0).max(len * 0.5); Point { x: base.x + a_mid.cos() * r - nx * 18.0, y: base.y + a_mid.sin() * r - ny * 18.0, } } DynRole::X | DynRole::Width => Point { x: (base.x + cursor.x) * 0.5, y: base.y + 14.0, }, DynRole::Y | DynRole::Height => Point { x: corner.x + 18.0, y: (base.y + cursor.y) * 0.5, }, // Perpendicular measure: on the measured segment / dim line. _ if matches!(self.guide, DynGuide::Perp | DynGuide::PerpDim) && perp_info.is_some() => { let (end, ob, oe) = perp_info.unwrap(); if self.guide == DynGuide::PerpDim { Point { x: (ob.x + oe.x) * 0.5 + 8.0, y: (ob.y + oe.y) * 0.5 } } else { Point { x: (base.x + end.x) * 0.5 + 8.0, y: (base.y + end.y) * 0.5 } } } // Distance / Radius / Diameter and anything else ride the line. _ => Point { x: base.x + dx * len * 0.5 + nx * 16.0, y: base.y + dy * len * 0.5 + ny * 16.0, }, }; Self::draw_box(frame, b, center, bounds, theme); } // Guided dynamic-input layouts place their editable boxes on the // construction geometry, so keep the tracking-reference pill near // the crosshair instead. if let Some(text) = self.tracking_hint.as_deref() { let hw = (text.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0; let mut hx = self.cursor_screen.x + DYN_OFFSET_X; let mut hy = self.cursor_screen.y + DYN_OFFSET_X; if hx + hw > bounds.width { hx = (self.cursor_screen.x - hw - 4.0).max(0.0); } if hy + DYN_BOX_H > bounds.height { hy = (self.cursor_screen.y - DYN_BOX_H - 4.0).max(0.0); } self.draw_tracking_hint( frame, Point { x: hx, y: hy, }, theme, ); } } /// Fallback row layout near the cursor (no anchor / `None` guide). fn draw_row(&self, frame: &mut canvas::Frame, bounds: iced::Rectangle, theme: &Theme) { let texts: Vec = self .boxes .iter() .map(|b| { if b.label.is_empty() { b.value.clone() } else { format!("{}:{}", b.label, b.value) } }) .collect(); let widths: Vec = texts .iter() .map(|t| (t.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0) .collect(); let total_w: f32 = widths.iter().sum::() + DYN_GAP * (self.boxes.len() as f32 - 1.0); // Offset the block off the crosshair by the same gap horizontally and // vertically; the prompt sits a gap below the horizontal axis and the // value boxes a further gap below the prompt. let pad = DYN_OFFSET_X; let has_prompt = !self.prompt.is_empty(); let prompt_w = (self.prompt.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0; let block_w = total_w.max(if has_prompt { prompt_w } else { 0.0 }); let mut bx = self.cursor_screen.x + pad; let mut py = self.cursor_screen.y + pad; let mut by = if has_prompt { py + DYN_BOX_H + pad } else { py }; if bx + block_w > bounds.width { bx = (self.cursor_screen.x - block_w - 4.0).max(0.0); } if by + DYN_BOX_H > bounds.height { // Flip the block above the cursor, keeping the same gaps. by = (self.cursor_screen.y - pad - DYN_BOX_H).max(0.0); py = (by - pad - DYN_BOX_H).max(0.0); } if has_prompt { self.draw_prompt(frame, Point { x: bx, y: py }, theme); } let mut x = bx; for (i, b) in self.boxes.iter().enumerate() { let w = widths[i]; let rect = canvas::Path::rectangle(Point { x, y: by }, Size { width: w, height: DYN_BOX_H }); let (fill, border, text) = Self::box_colors(b, theme); frame.fill(&rect, fill); frame.stroke( &rect, canvas::Stroke::default() .with_color(border) .with_width(if b.active { 1.6 } else { 1.0 }), ); frame.fill_text(canvas::Text { content: texts[i].clone(), position: Point { x: x + DYN_PAD, y: by + DYN_PAD }, color: text, size: iced::Pixels(DYN_FONT), shaping: iced::advanced::text::Shaping::Advanced, ..Default::default() }); x += w + DYN_GAP; } // Informational tracking reference, using the same pill style as // the command prompt. Keep it below the editable value row. if self.tracking_hint.is_some() { let mut hy = by + DYN_BOX_H + 3.0; // If there is no room below, place it above the prompt/value block. if hy + DYN_BOX_H > bounds.height { hy = (py - DYN_BOX_H - 3.0).max(0.0); } self.draw_tracking_hint( frame, Point { x: bx, y: hy, }, theme, ); } } } impl canvas::Program for DynInputCanvas { type State = (); fn mouse_interaction( &self, _state: &(), _bounds: iced::Rectangle, _cursor: mouse::Cursor, ) -> mouse::Interaction { mouse::Interaction::None } fn draw( &self, _state: &(), renderer: &iced::Renderer, theme: &Theme, bounds: iced::Rectangle, _cursor: mouse::Cursor, ) -> Vec { let mut frame = canvas::Frame::new(renderer, bounds.size()); // No boxes — just the prompt pill near the cursor. if self.boxes.is_empty() { if !self.prompt.is_empty() { let pw = (self.prompt.len() as f32 * DYN_CHAR_W) + DYN_PAD * 2.0; let mut px = self.cursor_screen.x + DYN_OFFSET_X; let mut py = self.cursor_screen.y + DYN_OFFSET_X; if px + pw > bounds.width { px = (self.cursor_screen.x - pw - 4.0).max(0.0); } if py + DYN_BOX_H > bounds.height { py = (self.cursor_screen.y - DYN_BOX_H - 4.0).max(0.0); } self.draw_prompt(&mut frame, Point { x: px, y: py }, theme); if self.tracking_hint.is_some() { let hint_y = py + DYN_BOX_H + 3.0; self.draw_tracking_hint( &mut frame, Point { x: px, y: hint_y, }, theme, ); } } return vec![frame.into_geometry()]; } // Guided layouts need the anchor; without it fall back to a cursor row. match (self.guide, self.base_screen) { (DynGuide::None, _) | (_, None) => self.draw_row(&mut frame, bounds, theme), (_, Some(base)) => self.draw_guided(&mut frame, bounds, base, theme), } vec![frame.into_geometry()] } } #[cfg(test)] mod clip_tests { use super::*; fn b() -> iced::Rectangle { iced::Rectangle { x: 0.0, y: 0.0, width: 800.0, height: 600.0 } } /// The #406 shape: a guide from a point projected millions of pixels away, /// back to the cursor. Must survive, keep its direction, and come back short. #[test] fn clips_a_far_guide_to_a_drawable_length() { let far = Point::new(-5_000_000.0, -1_500_000.0); let cur = Point::new(400.0, 300.0); let (a, c) = clip_seg(far, cur, b()).expect("crosses the viewport"); let len = ((c.x - a.x).powi(2) + (c.y - a.y).powi(2)).sqrt(); assert!(len < 2000.0, "clipped guide still {len} px long"); // Same direction as the original. Compare unit vectors, not a cross // product: at these magnitudes (800 x 1.5e6) an f32 cross carries ~1e2 // of rounding, so only a scale-free check means anything. let unit = |dx: f32, dy: f32| { let l = (dx * dx + dy * dy).sqrt(); (dx / l, dy / l) }; let (ux, uy) = unit(cur.x - far.x, cur.y - far.y); let (vx, vy) = unit(c.x - a.x, c.y - a.y); assert!( (ux - vx).abs() < 1e-3 && (uy - vy).abs() < 1e-3, "clip changed the direction" ); // The end inside the viewport is kept as-is. assert!((c.x - cur.x).abs() < 0.5 && (c.y - cur.y).abs() < 0.5); } #[test] fn keeps_a_fully_visible_segment_and_drops_a_missing_one() { let (a, c) = clip_seg(Point::new(10.0, 10.0), Point::new(700.0, 500.0), b()).unwrap(); assert!((a.x - 10.0).abs() < 0.01 && (c.x - 700.0).abs() < 0.01); assert!(clip_seg(Point::new(-9000.0, -9000.0), Point::new(-8000.0, -8000.0), b()).is_none()); } }